Env godrays controller

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Obsolete-notext.png
This entity is Obsolete. Its use is discouraged, and it may only exist/function in older engine branches.
It has since been replaced by newLight_Dir.
Example from dm_bounce.

env_godrays_controller is a point entity available in Black Mesa Black Mesa since Crossfire Update (22 december 2015 year) and removed in 24 november 2017 year update. This entity controls Crepuscular Rays, the first version of godrays effect before the november update. The november update brought local point and sun new lights (also with new spot light which don't support godrays), this made env_godrays_controller with crepuscular rays useless, this is why it was removed. However, it is still not removed from the FGD file, you also still can choose the crossfire update in beta branches list.

Black Mesa Level Creation

Keyvalues


Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Density (Density) <float>
Light density.
Decay (Decay) <float>
Luminance fall off per sample.
Weight (Weight) <float>
Weight of each sample
Exposure (Exposure) <float>
Exposure
DensityUW (DensityUW) <float>
Light density. UnderWater
DecayUW (DecayUW) <float>
Luminance fall off per sample. UnderWater
WeightUW (WeightUW) <float>
Weight of each sample. UnderWater
ExposureUW (ExposureUW) <float>
Exposure UnderWater

Inputs

SetEnable <void>
Enable God Rays
SetDisable <void>
Disable God Rays
SetDensity <float>
Light density.
SetWeight <float>
Weight of each sample
SetDecay <float>
Luminance fall off per sample.
SetExposure <float>
Exposure
SetEnableUW <void>
Enable God Rays UnderWater
SetDisableUW <void>
Disable God Rays UnderWater
SetDensityUW <float>
Light density UnderWater
SetWeightUW <float>
Weight of each sample UnderWater
SetDecayUW <float>
Luminance fall off per sample UnderWater
SetExposureUW <float>
Exposure UnderWater

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
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 thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 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> (in all games since Left 4 Dead 2) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since 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> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

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.

See also

External links

Blank image.pngTodo: Fix some stuff. May better describe functions. Investigate and document some keyvalues and functions. Clean up english. Add more issues if you'll find.