func_smokevolume
func_smokevolume
is a brush entity available in all Source games.
Entity description
A brush entity that spawns smoke particles within its volume, commonly used for large, localised areas of fog. Use the trigger texture or the fog texture.
Warning:Smoke volumes should be used sparingly as they can decrease performance in heavily detailed scenes, or scenes with high amounts of action. Particle systems may be cheaper to use, depending on CPU usage restraints.
Warning:Smoke volumes shouldn't be placed in the same volume as a func_precipitation, otherwise the engine may freeze at the end of loading the level. It is probably caused by some particle coding that do not accept these two types of sprites to render at once (in the same volume).
Note:The default material is
particle/smoke_grenade1
, which does not exist. However, particle/particle_smokegrenade
does.Note:There is a minimum size the brush has to meet - it seems to be 48x48 units. If any side is smaller than 48 units the particles do not spawn. This can be worked around by placing the larger than desired size into the ground
Note:In Left 4 Dead 2, it does not seem to appear in survival mode
Keyvalues
- Particle Color1 (R G B)
(Color1)
<color255> - How dim particles can be.
- Particle Color2 (R G B)
(Color2)
<color255> - How bright particles can be.
Note:Darker particle colors will appear nearly invisible without being close to a bright light source.
- Material
(material)
<material> - The material to use for the particles
- Particle Draw Width (units)
(ParticleDrawWidth)
<float> - The size of the particles, in units/inches. (Typical Values: 128,175,200,500,512)
- Particle Spacing Distance (units)
(ParticleSpacingDistance)
<float> - The distance between the particles inside the volume. The lower the number, the denser the particles, and the more overdraw there will be. It is best to keep it as high as you can without it looking bad. (Typical Values: 125,150,200 and sometimes 80 or 480)
- Density Ramp Speed (seconds)
(DensityRampSpeed)
<float> - Time to go from density 0 to density 1, in seconds.
- Rotation Speed (degrees/sec)
(RotationSpeed)
<float> - The speed that the particles should rotate, in degrees per second. (Typical Values: 3,10)
- Movement Speed (units/sec)
(MovementSpeed)
<float> - The speed that the particles should move around, in units/inches per second.
- Density [0..1]
(Density)
<float> - Particle density, from 0 to 1. (Typical Values: .1-.5)
- Max Draw Distance (0 is unlimited)
(MaxDrawDistance)
<float>
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
Flags
- 1 : Emissive
- Makes sprites render fullbright. Normally the brightness is affected by light nearby.
Inputs
SetRotationSpeed
<float>- Set the particle rotation speed (in degrees per second).
SetMovementSpeed
<float>- Set the particle movement speed (in inches per second).
SetDensity
<float>- Set the particle density. It should be a range from 0 to 1.
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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since ) !FGD- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
RunScriptFile
<script> (in all games since ) (also in )- 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 ) (also in )- 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. Bug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.Fix:Remove the string argument manually with a text editor.
CallScriptFunction
<string> (in all games since ) (also in ) !FGD- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in ) !FGD- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since ) !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.
Outputs
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.