Overlays
You can make screen overlay effects just like when Gordon is being teleported out of Kleiner's lab early in the game. To do this use the env_screenoverlay entity and start it with a trigger output (via the StartOverlays
input)
You can input your desired number of overlay names (see list below) and decide how long they each should last by setting Overlay Duration (-1 means it stays on until killed by eventual trigger)
Overlay names
These are effect names you can put in the Overlay Name (1-10) field:
- Effects/alyxmonitor_idle
- Effects/ar2_altfire1 (large fireball center)
- Effects/ar2_altfire1b (large fireball center)
- Effects/ar2_altfire2
- Effects/ar2_altground2
- Effects/base (Big flat chunks)
- Effects/blood (blood stains spashed on fp perspective)
- Effects/blood_core (blood stains spashed on fp perspective)
- Effects/blood_drop (blood stains spashed on fp perspective)
- Effects/blueblackflash
- Effects/blueblacklargebeam
- Effects/blueflare1
- Effects/bluelaser1
- Effects/bluelaser2
- Effects/bluemuzzle
- Effects/bluespark
- Effects/breenscreen_static01_
- Effects/c17_07camera
- Effects/com_shield002a
- Effects/com_shield003a
- Effects/com_shield004a
- Effects/combine_binocoverlay
- Effects/combinedisplay001a
- Effects/combinedisplay001b
- Effects/combinedisplay002a
- Effects/combinedisplay002b
- Effects/combinemuzzle1
- Effects/combinemuzzle1_dark
- Effects/combinemuzzle1_nocull
- Effects/combinemuzzle1_noz
- Effects/combinemuzzle2
- Effects/combinemuzzle2_dark
- Effects/combinemuzzle2_nocull
- Effects/combinemuzzle2_noz
- Effects/energyball
- Effects/energysplash
- Effects/exit1
- Effects/FilmGrain128
- Effects/fire_cloud1
- Effects/fire_cloud2
- Effects/fire_embers1
- Effects/fire_embers2
- Effects/fire_embers3
- Effects/fleck_antlion1
- Effects/fleck_antlion2
- Effects/fleck_cement1
- Effects/fleck_cement2
- Effects/fleck_glass1
- Effects/fleck_glass2
- Effects/fleck_glass3
- Effects/fleck_tile1
- Effects/fleck_tile2
- Effects/fleck_wood1
- Effects/fleck_wood2
- Effects/fluttercore
- Effects/fog_d1_trainstation_02
- Effects/gunshipmuzzle
- Effects/gunshiptracer
- Effects/hydragutbeam
- Effects/hydragutbeamcap
- Effects/hydraspinalcord
- Effects/laser_citadel1
- Effects/spark_noz
- Effects/splash1
- Effects/splash2
- Effects/splash3
- Effects/splash4
- Effects/splashwake1
- Effects/splashwake3
- Effects/splashwake4
- Effects/strider_bulge_dudv
- Effects/strider_bulge_dudv_DX60
- Effects/strider_bulge_dx60
- Effects/strider_dark_flare
- Effects/strider_muzzle
- Effects/strider_pinch_dudv
- Effects/strider_pinch_dudv_dx60
- Effects/strider_tracer
- Effects/stunstick
- Effects/tesla_glow_noz
- Effects/tp_refract
- Effects/tracer_cap
- Effects/tracer_middle
- Effects/tracer_middle2
- Effects/tvscreen_noise001a
- Effects/tvscreen_noise002a
- Effects/water_highlight
- Effects/yellowflare
- Effects/yellowflare_noz
- Effects/CombineShield/comshieldwall
- Effects/CombineShield/comshieldwall2
- Effects/CombineShield/comshieldwall2faded
- Effects/CombineShield/comshieldwall3
- Effects/tp_eyefx/tp_black
- Effects/tp_eyefx/tp_eyefx
- Effects/tp_eyefx/tp_eyefx_eli
- Effects/tp_eyefx/tpeye
- Effects/tp_eyefx/tpeye2
- Effects/tp_eyefx/tpeye3
See also
- env_screenoverlay - the entity used to control overlays.