env_sprite_oriented
class hierarchy |
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CSpriteOriented defined in Sprite.cpp
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env_sprite_oriented
is a point entity available in all Source games. It works like env_sprite
but is forced to stay in one direction instead of always turning to face the player. The sprite material needs to use $spriteorientation
.
Note:The only render modes that render sprite transparency are Glow, Additive, Additive Fractional Frame, World Space Glow and Alpha Add !FGD.
Contents
Flags
Sprite:
- [
1
] : Start on
- [
2
] : Play Once - Used for animated sprites; texture will animate once, then the sprite will turn off.
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Sprite:
- Sprite Name
(model)
<string> - The material to draw.
- Scale
(scale)
<float> - Scale multiplier of the sprite.
- Note:Hammer's default sprite scale
0.25
, but the engine's is1.0
. To synchronise the values, set this keyvalue to something.
- Framerate
(framerate)
<string> - Rate at which the sprite should animate, if at all.
- Starting Frame
(frame)
<float> !FGD - If the sprite is animated, the frame it should start animating on.
- Size of Glow Proxy Geometry
(GlowProxySize)
<float> - Size of the glow to be rendered for visibility testing. Any time a sphere of this radius would be visible (poking through any nearby geometry), the glow will be rendered.
DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
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RenderFields:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
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- Render FX / Transparency (0 - 255)
(renderamt)
<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving shadows on itself.
Inputs
Sprite:
SetScale
<float>- Sets Scale.
HideSprite
- Makes the sprite invisible.
ShowSprite
- Makes sprite visible.
ToggleSprite
- Make sprite invisible or visible depending on the current state.
ColorRedValue
<float>- Change the intensity of the red channel (0-255).
ColorGreenValue
<float>- Change the intensity of the green channel (0-255).
ColorBlueValue
<float>- Change the intensity of the blue channel (0-255).
RenderFields:
Alpha
<integer 0–255>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
Color
<color255>- Sets an RGB color for the entity.