Func dry erase board

From Valve Developer Community
Jump to navigation Jump to search
Nuvola apps ksnapshot.png
This article or section needs a screenshot to help visually convey the subject.
You can upload screenshots at Special:Upload. For help, see Help:Images.

This is a mesh entity available in Half-Life: Alyx Half-Life: Alyx. A dry erase board that can be drawn on with a dry erase marker.

Keyvalues

Stamp Name (StampName) <targetname>
The name of the particles to stamp onto the board at map start.
Disable Front of Board Check (DisableFrontOfBoardCheck) <boolean>
Disables the checks to see if the marker is in front of or behind the board. Use with 1-sided boards.
Source 2 Targetname
Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist>
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.
Create Client-Only Entity (clientSideEntity) <choices>
  1. No
  2. Yes
Source 2 RenderFields
FX Amount (0 - 255) (renderamt) <integer>
The FX amount is used by the selected Render Mode.
FX Color (R G B) (rendercolor) <color255>
The FX color is used by the selected Render Mode.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Light Group (lightgroup) <string>
Will only be lit by lights affecting this group.
Start Fade Dist (fademindist) <float>
End Fade Dist (fademaxdist) <float>
Fade Scale (fadescale) <float>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.
Render to Cubemaps (rendertocubemaps) <boolean>
If true, this geometry renders into baked cube maps
Lightmap Static (lightmapstatic) <choices>
How this geometry influences baked lighting.
  • 0: No
  • 1: Yes
  • 2: Bounce Only

RenderFxChoices:

Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.

SystemLevelChoice:

Minimum / Maximum Effect Details Level  (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> !FGD (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

Inputs

Source 2 Targetname
Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
Note.pngNote:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <stringRedirectInput/string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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.
RunScriptFile <stringRedirectInput/string>
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <stringRedirectInput/string>
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.
CallScriptFunction <stringRedirectInput/string>
Execute a VScript function in the scope of the receiving entity.
CallPrivateScriptFunction <stringRedirectInput/string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <stringRedirectInput/string>
Calls a script function in the global script scope.
Source 2 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 than 0.
Color <color255RedirectInput/color32>
Sets an RGB color for the entity.

Outputs

Source 2 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
This Output fires when the entity is killed and removed from the game.

See also