POINT
env_projectedtexture
Projected texture entity.
KeyValues
spawnflags <flags>
No description provided.
Possible Flags:
Name | Value | Default |
Enabled | 1 | ✅ |
Always Update (moving light) | 2 | ❌ |
target <target_destination>
target
FOV <float> = 90.0
FOV
NearZ <float> = 4.0
Near Z for projected texture
FarZ <float> = 750.0
Far Z for projected texture
Enable Shadows <boolean> = No
Enables/disables shadows from this projected texture.
Shadow Quality <choices> = High (1)
Quality of shadows.
Possible Values:
Name | Value |
Low | 0 |
High | 1 |
Light Only Target <boolean> = No
Limit flashlight effect to only effect target entity.
Light World <boolean> = No
Control whether flashlight effects static world geometry.
Simple Projection <boolean> = No
Indicates if this is a simple, non-light casting texture projection
Light Color <color255> = 255 255 255 200
Light Color RGB-Intensity
Brightness Scale <float> = 1.0
Scale the light color by this brightness
Camera Space <boolean> = No
Angles are interpreted as being relative to camera.
Color Transition Time <float> = 0.5
Amount of time it takes for a color change to occur.
Texture Name <string> = effects/flashlight001
VTF Texture to 'project' onto the enviroment. Please note that env_projectedtexture uses .vtf files directly and does not use .vmt files. The material browser is only available here to assist with finding textures since materials typically have the same name as their textures.
Movie Name <string>
.webm file used in place of the texture.
Texture Frame <integer> = 0
If the VTF is multi-frame, specify the frame to use.
Enable Volumetrics <boolean> = No
Enables/disables volumetrics from this projected texture.
Volumetric Intensity <float> = 1.0
Sets the intensity of the volumetric lighting.
Appearance <choices> = Normal (0)
No description provided.
Possible Values:
Name | Value |
Normal | 0 |
Fluorescent flicker | 10 |
Slow, strong pulse | 2 |
Slow pulse, noblack | 11 |
Gentle pulse | 5 |
Flicker A | 1 |
Flicker B | 6 |
Candle A | 3 |
Candle B | 7 |
Candle C | 8 |
Fast strobe | 4 |
Slow strobe | 9 |
Custom Appearance <string>
Set a custom pattern of light brightness for this light. Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
Inherited from BaseEntityPoint
Name <target_source>
The name that other entities refer to this entity by.
Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Pitch Yaw Roll (X Y Z) <angle> = 0 0 0
This entity's orientation in the world. Roll is the rotation around the X axis, pitch is rotation around the Y axis and yaw is the rotation around the Z axis.
Parent <target_destination>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. Set an attachment point via 'parentname,attachment'.
Inherited from SystemLevelChoice
Minimum CPU Level <choices> = default (low) (0)
No description provided.
Possible Values:
Name | Value |
default (low) | 0 |
low | 1 |
medium | 2 |
high | 3 |
Maximum CPU Level <choices> = default (high) (0)
No description provided.
Possible Values:
Name | Value |
default (high) | 0 |
low | 1 |
medium | 2 |
high | 3 |
Minimum GPU Level <choices> = default (very low) (0)
No description provided.
Possible Values:
Name | Value |
default (very low) | 0 |
very low | 1 |
low | 2 |
medium | 3 |
high | 4 |
Maximum GPU Level <choices> = default (high) (0)
No description provided.
Possible Values:
Name | Value |
default (high) | 0 |
very low | 1 |
low | 2 |
medium | 3 |
high | 4 |
Inputs
TurnOn <void>
Turn on the texture
TurnOff <void>
Turn off the texture
FOV <float>
Set FOV of projection.
Target <target_destination>
Set a new target entity to point at.
CameraSpace <boolean>
Set Camera Space.
AlwaysUpdateOn <void>
Turn on per frame updating (for moving lights)
AlwaysUpdateOff <void>
Turn off per frame updating (for moving lights)
SpotlightTexture <string>
Set the spotlight texture
SetSpotlightTextureFrame <integer>
Sets the spotlight texture frame
EnableShadows <boolean>
Set if the shadows are enabled.
LightColor <color255>
Change the light color/brightness
SetLightStyle <integer>
Change the lightstyle (see Appearance field for possible values).
SetPattern <string>
Set a custom pattern of light brightness for this light. The Pattern format is a string of characters, where 'a' is total darkness, 'z' fully bright. i.e. 'aaggnnttzz' would be a steppy fade in from dark to light.
SetNearZ <float>
Sets the near Z distance.
SetFarZ <float>
Sets the far Z distance.
LightOnlyTarget <boolean>
Set if the projected texture lights the target only.
LightWorld <boolean>
Set if the projected texture lights the world and static geometry.
EnableVolumetrics <boolean>
Set if the volumetrics are enabled.
SetVolumetricIntensity <float>
Sets the volumetric lighting's intensity.
SetBrightnessScale <float>
Sets the brightness.
Inherited from BaseEntityPoint
Kill <void>
Removes this entity from the world.
KillHierarchy <void>
Removes this entity and all its children from the world.
SetParent <target_destination>
Changes the entity's parent in the movement hierarchy.
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset <string>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent <void>
Removes this entity from the the movement hierarchy, leaving it free to move independently.
SetLocalAngles <vector>
Sets the rotation of the entity relative to the parent's rotation.
SetLocalOrigin <vector>
Sets the position of the entity relative to its parent if one exists. Otherwise relative to the world.
SetAbsAngles <vector>
Set this entity's angles, always relative to the world origin.
AddOutput <string>
Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.
FireUser1 <void>
Causes this entity's OnUser1 output to be fired.
FireUser2 <void>
Causes this entity's OnUser2 output to be fired.
FireUser3 <void>
Causes this entity's OnUser3 output to be fired.
FireUser4 <void>
Causes this entity's OnUser4 output to be fired.
Use <void>
More or less replicates the player interacting with an entity. (+USE)
PassUser1 <string>
Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.
PassUser2 <string>
Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.
PassUser3 <string>
Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.
PassUser4 <string>
Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.
FireRandomUser <void>
Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
PassRandomUser <string>
Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.
KillIfNotVisible <void>
Removes this entity if it is not in a player's viewcone.
KillWhenNotVisible <void>
Removes this entity when it is not in a player's viewcone. You can pass a time for when this should start.
FireOutput <string>
Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
RemoveOutput <string>
Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
AcceptInput <string>
Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
CancelPending <void>
Cancels any events fired by this entity that are currently pending in the I/O event queue.
FreeChildren <void>
Unparents all direct children of this entity.
SetLocalVelocity <vector>
Sets this entity's current velocity.
SetLocalAngularVelocity <vector>
Sets this entity's current angular velocity.
AddSpawnFlags <integer>
Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
RemoveSpawnFlags <integer>
Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
AddSolidFlags <integer>
Adds solid flags to this entity.
RemoveSolidFlags <integer>
Removes solid flags from this entity.
ChangeVariable <string>
Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.
SetHealth <integer>
Sets this entity's health.
AddHealth <integer>
Adds to this entity's health.
RemoveHealth <integer>
Removes from this entity's health.
SetMaxHealth <integer>
Sets this entity's max health.
SetEntityName <target_destination>
Sets this entity's name that other entities should refer to it by.
SetTarget <target_destination>
Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
SetOwnerEntity <target_destination>
Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
SetThinkNull <void>
Sets this entity's general think function to null. Behavior varies from entity to entity..
Touch <target_destination>
Simulates this entity touching the specified entity.
Outputs
Inherited from BaseEntityPoint
OnUser1 <void>
Fired in response to FireUser1 input.
OnUser2 <void>
Fired in response to FireUser2 input.
OnUser3 <void>
Fired in response to FireUser3 input.
OnUser4 <void>
Fired in response to FireUser4 input.
OutUser1 <string>
Fires in response to PassUser1 input, with the parameter passed through unchanged.
OutUser2 <string>
Fires in response to PassUser2 input, with the parameter passed through unchanged.
OutUser3 <string>
Fires in response to PassUser3 input, with the parameter passed through unchanged.
OutUser4 <string>
Fires in response to PassUser4 input, with the parameter passed through unchanged.