func_monitor
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func_monitor
es un UNTRANSLATED string "brush entity" see Template:This is a/strings disponible en todos los juegos de Source excepto serie Left 4 Dead. Muestra una escena en tiempo real capturada por point_camera en otra parte del mapa.
Para que la entidad funcione, las superficies de la cámara deben tener $basetexture _rt_Camera
. Los materiales que funcionan son dev\dev_combinemonitor*
y dev\dev_tvmonitor*
.
Error:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in [todo tested in?]
Nota:Unless you set up multiple render textures in your mod's binaries, only one point_camera can be rendered at any one time. The first camera in the map will appear on all monitors.
Código:To enable monitors in your non-HL2 mod, you must:
- Include the entity's client .cpp file (found in
\client\hl2\
). - Include the entity's server .cpp and .h files (found in
\server\hl2\
). #define USE_MONITORS
at the top of\client\viewrender.cpp
and\client\view.cpp
.- Fix a multiplayer bug in
CPointCamera::CPointCamera()
by settingm_bActive
to true.
Valores clave
func_brush:
- Minimum Light Level (_minlight) <float >
- The minimum level of ambient light that hits this brush.
- Solidity (Solidity) <choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle - The solidity can be toggled together with its visibility.
- 1: Never Solid
- 2: Always Solid
- Solid BSP (solidbsp) <boolean >
- Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.
- NPC class excluded from collisions (excludednpc) <classname >
- If an NPC classname (i.e. npc_zombie) is specified here, NPCs of that type won't collide with these brushes.
- Invert NPC class exclusion (invert_exclusion) <boolean >
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- Shadows (vrad_brush_cast_shadows) <boolean >
- Configures whether this brush casts lightmap shadows.
- Start Disabled (StartDisabled) <boolean >
- Stay dormant until activated (with the
Enable
input).Consejo:If Solidity is Toggle, disabling func_brush also makes it non-solid.
Origin:
- Origin (X Y Z) (origin) <origin >
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Shadow:
- Disable Shadows (disableshadows) <boolean >
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean >
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer > !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean > (en todos juegos desde )
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean > (en todos juegos desde )
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (en todos juegos desde )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
|
Parentname:
- Parent (parentname) <targetname >
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
RenderFields:
- Render Mode (rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
- Render Amount / Transparency (renderamt) <integer 0–255>
- 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.
Global:
- Global Entity Name (globalname) <string >
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Name (targetname) <string >
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.Véase también: Generic Keyvalues, Inputs and Outputs available to all entities
- Camera name ([todo internal name (i)]) <targetname >
- Cámara a renderizar.
Entradas
- SetCamera
- targetname
- Toggle
- Enables the entity if it is disabled, and disables if it is enabled.
- Enable
- Make the entity visible and solid.
- Disable
- Make the entity invisible and non-solid.
Salidas
Véase también
- info_camera_link : Para renderizar point_cameras en modelos .
- point_camera