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func_monitor

Mesh Entity

A monitor that renders the view from a given point_camera entity.

Keyvalues

  • Disable shadows (disableshadows) <Boolean>

  • Start Disabled (StartDisabled) <Boolean>

  • Input Filter (InputFilter) <Choices>
    Used to specify which inputs this entity will accept.

    • Allow all inputs
    • Ignore Touch/Untouch
    • Ignore Use
    • Ignore All
  • Global Entity Name (globalname) <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.

  • 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
  • Parent (parentname) <TargetDestination>
    The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.

  • Parent Model Bone/Attachment Name (parentAttachmentName) <ParentAttachment>
    The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.

  • Model Attachment position offset (local.origin) <Vector>
    Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Model Attachment angular offset (local.angles) <Angle>
    Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Model Attachment scale (local.scales) <Vector>
    Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.

  • Use Model Attachment Offset (useLocalOffset) <Boolean>
    Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.

  • 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.

  • Spawnflags (spawnflags) <Flags>

    • Ignore player +USE
  • Minimum Light Level (_minlight) <String>
    The minimum level of ambient light that hits this brush.

  • Solidity (Solidity) <Choices>
    Used to control the solidity/collision of these brushes.

    • Toggle
    • Never Solid
    • Always Solid
  • NPC class excluded from collisions (excludednpc) <String>
    If an NPC classname is specified here, NPCs of that type won't collide with these brushes. In Episodic, you may also specify an individual entity's name.

  • Invert NPC class exclusion (invert_exclusion) <Choices>
    If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.

    • No
    • Yes
  • interactAs (interactAs) <String>
    comma-separated list of interaction layers

  • Solid BSP (solidbsp) <Boolean>
    Set this if this brush is in hierarchy with a moving object of some kind, and the player can stand on this brush.

  • Scripted Movement (ScriptedMovement) <Boolean>
    Set this to allow vscript code to move the brush via SetVelocity() calls.

  • Shadows (vrad_brush_cast_shadows) <Boolean>
    Set this if this brush casts lightmap shadows.

  • Camera name (target) <TargetDestination>

  • Resolution (resolution) <Choices>

    • 128x128
    • 256x256
    • 512x512
    • Framebuffer Size
    • 2048x2048
  • Render Shadows In Monitor (render_shadows) <Boolean>
    Enable Shadows In the Monitor View

  • Unique Render Target (unique_target) <Boolean>
    Use a unique render target for the monitor texture

  • Start Enabled (start_enabled) <Boolean>
    Start Enabled

  • Draw 3D Skybox (draw_3dskybox) <Boolean>
    Draw the 3D skybox in the monitor

Inputs

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • Enable <Void>
    Enable this entity.

  • Disable <Void>
    Disable this entity.

  • Alpha <Integer>
    Set the sprite's alpha (0 - 255).

  • Color <Color255>
    Set the sprite's color (R G B).

  • SetParent <TargetDestination>
    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.

  • 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.

  • SetExcluded <String>
    Change the NPC class excluded from collisions

  • SetInvert <Integer>
    Set the state of invversion for NPC class exclusion (0 or 1)

  • SetSolid <Void>
    Enables all collisions with this func_brush.

  • SetNonsolid <Void>
    Disables all collisions with this func_brush.

  • Toggle <Void>
    Toggle - If on, turn off, if off, turn on.

  • Enable <Void>
    Enable.

  • Disable <Void>
    Disable.

  • SetCamera <String>
    Sets the camera to use for this monitor. Takes the name of a point_camera entity in the map.

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.