func_dry_erase_board
- Half-Life: Alyx
Mesh Entity
Dry erase board panel
Keyvalues
-
Minimum CPU Level (
mincpulevel
) <Choices
>- default (low)
- low
- medium
- high
-
Maximum CPU Level (
maxcpulevel
) <Choices
>- default (high)
- low
- medium
- high
-
Minimum GPU Level (
mingpulevel
) <Choices
>- default (very low)
- very low
- low
- medium
- high
-
Maximum GPU Level (
maxgpulevel
) <Choices
>- default (high)
- very low
- low
- medium
- high
-
Disable X360 (
disableX360
) <Choices
>- No
- Yes
-
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Light Group (
lightgroup
) <String
>
Will only be lit by lights affecting this group. -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (<0 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Fade Scale (
fadescale
) <Float
>
If you specify a fade in the worldspawn, or if the engine is running under low end/medium end/XBox360, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. Numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. -
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
How this geometry influences baked lighting.- No
- Yes
- Bounce Only
-
Entity Scripts (
vscripts
) <ScriptList
>
Name(s) of script files that are executed after all entities have spawned. -
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
Stamp Name (
StampName
) <TargetDestination
>
The name of the particles to stamp onto the board at map start. -
Disable Front of Board Check (
DisableFrontOfBoardCheck
) <Boolean
>
Disables the checks to see if the marker is in front of or behind the board. Use with 1-sided boards.
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
RunScriptFile <
String
>
Load and execute a script file -
RunScriptCode <
String
>
Execute a fragment of script code -
CallScriptFunction <
String
>
Call a script function -
CallPrivateScriptFunction <
String
>
Calls a script function from this entity's private script scope. -
CallGlobalScriptFunction <
String
>
Calls a script function in the global script scope. -
Kill <
Void
>
Removes this entity from the world. -
KillHierarchy <
Void
>
Removes this entity and all its children from the world. -
AddOutput <
String
>
Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). 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.
Outputs
-
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. -
OnKilled <
Void
>
Fired when the entity is killed and removed from the game.