newxog_settings

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newxog_settings in Black Mesa: Improved Xen. You can see here how xog gradually turn green and more more intense.
Xog settings.png

newxog_settings is a point entity available in Black Mesa Black Mesa. This entity allows dynamically change some parameters for newxog_global and newxog_volume entities.

Black Mesa Level Creation




Keyvalues

Name (targetname) <targetname>
The name that other entities refer to this entity by.
TargetNewXOGEntity_Name (targetnewlightentity) <targetname>
Target name of xog entity for which settings will be applied.
TransitionTime (transitiontime) <integer>
Transition time in seconds ( 0 for instant ) to transition into new settings. Its a lerp operation A + (B-A)*TimeFactor.
Enabled (Enabled) <choices>
Enable/Disable this Entity.

Determines whether target will be turned on or turned off after TransitionTime.

  • 0: Enabled
  • 1: Disabled
skyColor (skycolor) <color255>
Xog color in 2D skybox.
Examples


skyBlendType (skyblendtype) <integer>
Non-working property, perhaps at some moment was planned different types of xog blend in skybox. Not being used at the moment.
skyBlendFactor (skyblendfactor) <float>
Xog intensity in skybox. This is a float value from 0.0 to 1.0.
Examples


colorTop (colortop) <color255>
Xog top color.
Examples


colorBottom (colorbottom) <color255>
Xog bottom color.
Note.pngNote:Top and bottom colors blending in xog center, for example with red and green colors the center of xog will be yellow.
Examples


distStart (diststart) <float>
distStart

Xog start draw distance.

Examples


distEnd (distend) <float>
distEnd

Xog end draw distance.

Examples


distDensity (distdensity) <float>
distDensity

Density of xog entity, only values from 0 to 1 works.

Examples


opacityOffsetTop (opacityoffsettop) <float>
opacityOffsetTop

Offsets top color of xog.

Examples


opacityOffsetBottom (opacityoffsetbottom) <float>
opacityOffsetBottom

Offsets bottom color of xog.

Examples


htZStart (htzstart) <float>
htZStart

Height that xog starts rendering at.

Examples


htZEnd (htzend) <float>
htZEnd

Height that xog stops rendering at.

Examples


htZColStart (htzcolstart) <float>
htZColStart

Height that xog color starts rendering at. Results depend on htZColEnd value.

Examples


htZColEnd (htzcolend) <float>
htZColEnd

Height that xog color stops rendering at. Results depend on htZColStart value.

Examples


noise1ScrollSpeed (noise1scrollspeed) <vector>
Layer one, speed at which noise moves trough xog volume (X Y Z).
Examples


noise1Tiling (noise1tiling) <vector>
Layer one, tiling speed at which noise moves trough xog volume (X Y Z).
Examples


noise2ScrollSpeed (noise2scrollspeed) <vector>
Layer two, speed at which noise moves trough xog volume (X Y Z).
Examples


noise2Tiling (noise2tiling) <vector>
Layer two, tiling speed at which noise moves trough xog volume (X Y Z).
Examples


noiseContrast (noisecontrast) <float>
Contrast of xog.
Examples


noiseMultiplier (noisemultiplier) <float>
Multiplier of xog.
Examples


Inputs

InputApplySettings <void>
Trigger to apply settings.

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 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>
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since 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> (in all games since Left 4 Dead 2) (also in 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> (in all games since Left 4 Dead 2) (also in 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.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in 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> (in all games since 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> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

Base:

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.

See also