Env_fade
Table of contents1 Entity Description2 Keyvalues3 Flags4 Inputs5 OutputsEntity Description
An entity that controls screen fades. Add
duration and
holdtime together for the total time this entity will be in effect.
The modulate flag on env_fade
uses a different kind of blending to achieve the fade. The normal fade does a straight weighted blend between the screen and the fading color (i.e. the fade color becomes a more/less opaque overlay over the scene). Modulate actually attenuates the screen colors in RGB with the fade color. So you could, for example, remove all of the red and blue from a scene with modulate and be left with a green overlay - well, sort of night vision anyway. The fade color for that would be pure green with modulate.
Keyvalues
- <target_source> The name that other entities refer to this entity by.
- hammerid [Episode Two Update]
- <integer readonly> This id is used for debugging purposes in Hammer.
- <integer> The time that it will take to fade the screen in or out.
- <integer> The time to hold the faded in/out state.
- <byte> Alpha of the fade, where 0 = fully transparent and 255 = fully opaque.
- <color255> Fade Color
Flags
- Essentially a "fade in," where the screen begins from an opaque color.
- Use attenuation blending, see Entity Description.
- Only affect activator
- The fade remains indefinitely until another fade deactivates it.
Inputs
Inputs
- Removes this entity from the world.
- Removes this entity and all its children from the world.
- Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
- Format:
<key> <value>
- Format:
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>
- Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
- Set the rendercolor.
- Set the renderamt.
- Start the screen fade.
Outputs
- Fired in response to FireUser1-4 inputs. See User Inputs and Outputs. !activator = activator
- Fired when the fade has begun. !activator = activator
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