Difference between revisions of "Env fade"
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== Issues == | == Issues == | ||
− | Sum of "duration" and "hold time" time can be maximum ~18 seconds long, then env_fade ends. Trigger it multiple times to keep | + | * Sum of "duration" and "hold time" time can be maximum ~18 seconds long, then env_fade ends. Trigger it multiple times to keep it for longer time, use more than one env_fade if you need first one for color transition, and second one for still target color. |
− | it for longer time, use more than one env_fade if you need first one for color transition, and second one for still target color. | ||
Latest revision as of 04:37, 28 January 2019
env_fade | |
---|---|
Type |
point |
Status |
supported |
Point entity which, when triggered, causes the players' screens to have an in- or out-fading color to be drawn over them. It's possible to create static screen color modulation by retriggering this entity in a loop.
1 Keyvalues
Duration : duration
Time, in seconds, the effect will fade in/out.
Hold fade : holdtime
Time, in seconds, the fully faded-in/not yet faded-out state will stay.
Fade alpha : renderamt
Set how transparent/opaque the effect is at its peak (Hold fade). 0 means transparent. 255 means opaque.
Fade color : rendercolor
The color to use.
2 Flags
1 : Fade from
If set, instead of fading to the color specified, the screen will fade out from it, meaning the color will apply suddenly. Good for a flashbang effect.
2 : Modulate
If set, instead of drawing the color layer over the screen, the color you set will be used as a color filter. E.g., when you set the color to pure green, any red and blue will be removed from the player's screen.
4 : Activator only
If set, only the player who activated this entity will be affected by it
3 Issues
- Sum of "duration" and "hold time" time can be maximum ~18 seconds long, then env_fade ends. Trigger it multiple times to keep it for longer time, use more than one env_fade if you need first one for color transition, and second one for still target color.