12-Jul-2023
A brush-based entity you can click on using the mouse cursor function of the trigger_camera.
Keyvalues |
OnDestroy Function ondestroyfn : Name of the function to use from already parsed .as script files when entity is destroyed (killed) in any way. If the function belongs to namespace, you must use prefix with the namespace name (e.g. mynamespace::MyFunction) for the keyvalue.
Name targetname : Set name of trigger_cameratarget so other entities can trigger it to enable or disable camera target. Depending on trigger use-type: 'On'- enable camera target, 'Toggle'- toggle camera target, 'Off'- disable camera target. Can be kill-targeted.
ZHLT Template Model Target zhlt_usemodel : For Brush entities: sets brush model template of this entity. Set it to the name of other brush entity (now called a template) and it's brush model will be used instead. Templates might save server resources by "copying" single brush entity (template identified by name) and using it in multiple places (can be used for entities like tables, columns, barrels, cars e.t.c.). Also one template occupies only one entity slot when compiling a map, no matter how many entities refers to it. For model-based point entities: copy display model of specified entity, to use it's model instead. Using "Custom model" is more appropriate in most cases, however, when it's not possible, use "ZHLT Copy Lighting From Target".
ZHLT Copy Lighting From Target zhlt_copylight : For Brush entities: copies light info from specified entity. This can be useful when we want this entity to be light up in a similar way the other entity of the map is, e.g. we have few func_pushables on map, and they are lit differently, tough they can be moved (and lightning is not updated on dynamic entities), it may looks shabby. With this keyvalue we can prevent this making all func_pushables received light in a same way. Another example: we have few windows in corridor (e.g. func_breakables), all of them receive a light in acceptable way, but the last window receive part of the light from another room and breaking whole atmosphere. We can set this window "Copy Lightning From Target" to any other window to fix this. Note that this can be also used for completely different entities, so we copy lightning from func_door to func_breakable as well. For model-based point entities: if model lightning does not satisfy you (e.g. it's too dark) you can specify a name of entity here to copy it's lightning values- it can be other model-based entity or simply info_target.
ZHLT Disable Clipping zhlt_noclip : Enable or disable collision of entity.
ZHLT Invisible zhlt_invisible : Brush entities only. Determines if entity should be visible.
ZHLT Custom Shadow (when opaque) zhlt_customshadow : Opaque brush entities only. If "ZHLT Ligth Flags" of this entity uses any of the option with 'Opaque' word, this will allow to customize shadow dropped by this entity. Value format: [0 - 1.0] [0 - 1.0] [0 - 1.0], use three values for color or only one for transparency.
ZHLT Embed Light Map (when translucent) zhlt_embedlightmap : Transparent brush entities only. Set it to 'Yes' and this transparent entity will take a light from environment making it looks much more natural. Use it when entities (e.g. glass represented by func_wall) omits lightning from surrounding. Note that this is expensive so shouldn't be used too often, but resolution of those lightmaps can be controlled by keyvalue explained below.
ZHLT Embed Light Map Resolution zhlt_embedlightmapresolution : Value of power of two that controls the resolution of embedded lightmaps of transparent textures (see keyvalue above). Higher value for better optimization. Default and recommended value is 4.
Left Click Action mouse_action_0_0 : Perform selected action when this entity is clicked with left mouse button.
Left Click Param mouse_param_0_0 : Some actions from keyvalue above can have parameter specified.
Left Click Block Drag Repeating Action mouse_block_drag_0_0 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Left Click Target mouse_target_0_0 : Entity to trigger with specified action and parameter.
Right Click Action mouse_action_1_0 : Perform selected action when this entity is clicked with right mouse button.
Right Click Param mouse_param_1_0 : Some actions from keyvalue above can have parameter specified.
Right Click Block Drag Repeating Action mouse_block_drag_1_0 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Right Click Target mouse_target_1_0 : Entity to trigger with specified action and parameter.
Third Click Action mouse_action_2_0 : Perform selected action when this entity is clicked with middle mouse button.
Third Click Param mouse_param_2_0 : Some actions from keyvalue above can have parameter specified.
Third Click Block Drag Repeating Action mouse_block_drag_2_0 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Third Click Target mouse_target_2_0 : Entity to trigger with specified action and parameter.
Left Double Click Action mouse_action_0_1 : Perform selected action when this entity is double-clicked with left mouse button.
Left Double Click Param mouse_param_0_1 : Some actions from keyvalue above can have parameter specified.
Left Double Click Block Drag Repeating Action mouse_block_drag_0_1 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Left Double Click Target mouse_target_0_1 : Entity to trigger with specified action and parameter.
Right Double Click Action mouse_action_1_1 : Perform selected action when this entity is double-clicked with right mouse button.
Right Double Click Param mouse_param_1_1 : Some actions from keyvalue above can have parameter specified.
Right Double Click Block Drag Repeating Action mouse_block_drag_1_1 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Right Double Click Target mouse_target_1_1 : Entity to trigger with specified action and parameter.
Third Double Click Action mouse_action_2_1 : Perform selected action when this entity is double-clicked with middle mouse button.
Third Double Click Param mouse_param_2_1 : Some actions from keyvalue above can have parameter specified.
Third Double Click Block Drag Repeating Action mouse_block_drag_2_1 : Block a repeating action from firing when a mouse button is held down then moved about whilst held, e.g. constantly triggering a door open/close just by holding a mouse button and jittering movement a bit.
Third Double Click Target mouse_target_2_1 : Entity to trigger with specified action and parameter.
Mouse Digital Action Reset Time mouse_digital_action_reset : Change the wait/reset time between each digital mouse action, though there is still a minimum of 0.01 (10ms). Digital mouse action including clicking, double-clicking and wheel up/down. This doesn't apply to analogue actions, being moving or dragging.
1 : Invisible : All brushes of this entity are invisible- can still be clicked, have collision, it's not visible, bullets can be shot through it (just like in the 'CLIP' brushes), but any other projectiles can't (like grenades, spore grenades, hornets e.t.c.).
2 : Start Off : Disable entity at map start so trigger_cameratarget} need to be triggered in order to be usable.
It's only trigger entity that can be visible in-game.
All double click actions doesn't work properly.