infodecal
class hierarchy |
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CDecal defined in world.cpp
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infodecal
is a point entity available in all Source games. It is used to place a static decal in a map.
It is the entity created when the Decal tool is used. It places a texture on any surface, with transparency if the texture being applied supports transparency. In GoldSrc, these textures were indicated by being in decals.wad, while in Source, they are indicated by the $decal
material parameter and typically placed in the decals/
texture folder. When needed, an overlay can be used for more control over the applied texture. For example, an infodecal
cannot be resized, or rotated, while an overlay can; however, overlays cannot be applied dynamically.
Risk of Confusion:Unlike most entities with the prefix info,
infodecal
does not have an underscore!Note:This is a preserved entity in .
- On a new round, its properties including its position will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
Bug:In games where this entity is not preserved, such as Team Fortress 2, large amounts of this entity present may overflow the decal limit after round restarts and not allow any more decals to be spawned. This can be be workarounded by spawning the decals once-off via VScript or point_templates instead.
Bug:Placing this entity near brush entities may cause the game to crash with a fatal error randomly on map load:
Bad inline model number N, worldmodel not yet setup
Keyvalues
Targetname:
- Name
(targetname)
<string> - The targetname that other entities refer to this entity by.
- Note:Unnamed infodecal applies the decal right after spawning and then removes itself. If named,
Activate
input needs to be fired to spawn the decal. The entity counts towards edict limit in both cases though in the first case, it's only for a fraction of second.
- texture
(texture)
<decal> - The image to apply as a decal.
- Low Priority (can be replaced)
(LowPriority)
<boolean> - If true, allows the decal to be removed to accommodate newly-placed decals. Default behavior is false (high priority), meaning it is always present.
- Apply Entity
(ApplyEntity)
<targetname> (in all games since ) - An optional entity to apply the decal to. If this is empty, the decal will locate the entity by tracing.
Inputs
Activate
- Force the decal to apply itself to the world and removes itself.