Func smokevolume

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Revision as of 21:10, 10 February 2010 by Knizz (talk | contribs) (Keyvalues: Based on Episode 2 ... is this useful?)

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Template:Wrongtitle This is a brush entity available in all Source games.

Warning:  Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper too use, depending on CPU usage restraints.

Entity Description

A brush entity that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the trigger texture or the fog texture.

Note:The default material is particle/smoke_grenade1, which does not exist. However, particle/particle_smokegrenade does.

Keyvalues

  • Targetname:

Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
  • EnableDisable:
Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (probably with the Enable input).
  • Color1
<color255> Particle color 1
  • Color2
<color255> Particle color 2
  • material
<material> The material to use for the particles.
  • ParticleDrawWidth
<float> The size of the particles, in units/inches. (Typical Values: 128,175,200,500,512)
  • ParticleSpacingDistance
<float> The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad. (Typical Values: 125,150,200 and sometimes 80 or 480)
  • DensityRampSpeed
<float> Time to go from density 0 to density 1, in seconds.
  • RotationSpeed
<float> The speed that the particles should rotate, in degrees per second. (Typical Values: 3,10)
  • MovementSpeed
<float> The speed that the particles should move around, in units/inches per second. (Typical Values: 3,4 and sometimes 7 or 10)
  • Density
<float> Particle density, from 0 to 1. (Typical Values: .1-.5)

Flags

  • 1 : Emissive (Changes how the smoke particles are drawn. Emissive is 4 times more expensive to render.)

Inputs

  • Trigger:

TouchTest  (New with Half-Life 2: Episode Two / Source 2007)
Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
StartTouch  (New with Half-Life 2: Episode Two / Source 2007) !FGD
Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
EndTouch  (New with Half-Life 2: Episode Two / Source 2007) !FGD
Behave as if the !caller entity had just exited the trigger volume.
DisableAndEndTouch  (Only in Team Fortress 2)
Disables this trigger and calls EndTouch on all currently-touching entities.

TriggerOnce:

Toggle
Toggles this trigger between enabled and disabled states.

EnableDisable:

Enable
Disable
Enable/disable this entity from performing its task. It might also disappear from view.

Base:

Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster than Kill.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
DispatchEffect <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext <string>
Removes all contexts from this entity's list.
RunScriptFile <script> (New with Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (New with Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug:  In <Left 4 Dead 2>, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (New with Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (New with Alien Swarm) !FGD
Set this entity's angles.
  • SetRotationSpeed <float>
Set the particle rotation speed (in degrees per second).
  • SetMovementSpeed <float>
Set the particle movement speed (in inches per second).
  • SetDensity <float>
Set the particle density. It should be a range from 0 to 1.

Outputs

  • Trigger:

OnEndTouch
Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)

Warning: This includes entities which are deleted while inside the trigger. In this case activator will be invalid.

OnEndTouchAll
Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
OnTouching  (New with Half-Life 2: Episode Two / Source 2007)
OnNotTouching  (New with Half-Life 2: Episode Two / Source 2007)
Fired when the TouchTest input is called.

TriggerOnce:

OnStartTouch
Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
OnTrigger
Fired whenever the trigger is activated. (activator is the activator)

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (Only in the Left 4 Dead series)
This output fires when the entity is killed and removed from the game.