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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 Source excepto Left 4 Dead series serie Left 4 Dead. Muestra una escena en tiempo real capturada por point_camera(en) en otra parte del mapa.

Para que la entidad funcione, las superficies de la cámara deben tener $basetexture(en) _rt_Camera. Los materiales que funcionan son dev\dev_combinemonitor* y dev\dev_tvmonitor*.

Retransmisión de Dr. Breen.
Icon-Bug.pngError:Cameras may fail to network properly in multiplayer. See below for a code fix. Fixed in Team Fortress 2
Note.pngNota: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 setting m_bActive to true.

Valores clave


func_brush:
Minimum Light Level (_minlight) <float(en)>
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(en)>
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(en)>
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(en)>
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(en)>
Configures whether this brush casts lightmap shadows.
Start Disabled (StartDisabled) <boolean(en)>
Stay dormant until activated (with theEnableinput).
Tip.pngConsejo:If Solidity is Toggle, disabling func_brush also makes it non-solid.

Origin:

Origin (X Y Z) (origin) <origin(en)>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.

Shadow:

Disable Shadows (disableshadows) <boolean(en)>
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(en)>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer(en)> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable ShadowDepth (disableshadowdepth) <boolean(en)> (en todos juegos desde Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean(en)> (en todos juegos desde Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (en todos juegos desde Portal 2)
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.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

Parentname:
Parent (parentname) <targetname(en)>
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 Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects. See render effects
Render FX / Transparency (0 - 255) (renderamt) <integer(en)>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255(en)>
Color tint.
Disable Receiving Shadows (disablereceiveshadows) <boolean(en)>
Prevent the entity from receiving shadows on itself.



Global:
Global Entity Name (globalname) <string(en)>
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(en)>
The targetname that other entities refer to this entity by.
Camera name (???) <targetname(en)>
Cámara a renderizar.

Entradas


func_brush:
Alpha
Sets the brush's alpha value.
SetExcluded  (en todos juegos desde Half-Life 2: Episode Two)
Change the NPC class that does not collide with the brush.
SetInvert  (en todos juegos desde Half-Life 2: Episode Two)
Whether to reverse the NPC class exclusion rule.

EnableDisable:

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

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (en todos juegos desde Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (en todos juegos desde Portal 2)
This object may receive light or shadows from projected textures.

Parentname:
SetParent <string(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string(en)>
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(en)>
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.

RenderFields:

Alpha <integer(en) 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 than 0.
Color <color255(en)>
Sets an RGB color for the entity.

Base:
AddContext <string(en)>
Adds to the entity's list of response contexts. See Context.
AddOutput <string(en)>
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(en)>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string(en)>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string(en)>
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(en)>
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.
SetTeam <integer(en)> !FGD
Changes this entity's team.
TeamNum <integer(en)> !FGD
This input changes value for TeamNum property.
Icon-Bug.pngError:Console command ent_info shows this input in any Source Engine game, but only in Counter-Strike: Global Offensive Counter-Strike: Global Offensive (and games based on it) this input exists and works.
DispatchResponse <string(en)> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string(en)> (eliminado desde 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(en)> (en todos juegos desde Left 4 Dead 2) (también en 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(en)> (en todos juegos desde Left 4 Dead 2) (también en 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.pngError:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngCorrección:Remove the string argument manually with a text editor.
Note.pngNota:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string(en)> (en todos juegos desde Left 4 Dead 2) (también en 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(en)> (en todos juegos desde 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(en)> (en todos juegos desde Alien Swarm) !FGD
Set this entity's angles.
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


Targetname:
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 Left 4 Dead)
This output fires when the entity is killed and removed from the game.

Véase también