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Player Infills
Matt Haynie edited this page Feb 20, 2018
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1 revision
Renders player health as an infill over the player, similar to CS:GO.
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ce_infills_enable
: Enables player infills. -
ce_infills_additive
: Switches between additive and alpha blending. Additive rendering can preserve more detail of the underlying player, but will be less visible as the underlying colors become brighter. -
ce_infills_hurt_red
: RGBA color for infill of red players who are injured. -
ce_infills_hurt_blue
: RGBA color for infill of blue players who are injured. -
ce_infills_buffed_red
: RGBA color for infill of red players who are overhealed. -
ce_infills_buffed_blue
: RGBA color for infill of blue players who are overhealed.
The flickering/fading effect may be better understood by playing with https://www.desmos.com/calculator/0o2lr0ta15.
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ce_infills_flicker_hertz
: Frequency of the on-hurt flicker. -
ce_infills_flicker_intensity
: Intensity of the on-hurt flicker. -
ce_infills_flicker_after_hurt_time
: Amount of time over which to perform the flickering function. -
ce_infills_flicker_after_hurt_bias
: Bias of the flickering intensity function. -
ce_infills_fade_after_hurt_time
: Amount of time over which to perform the fading function. -
ce_infills_fade_after_hurt_bias
: Bias of the fading function.
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ce_infills_test
: Causes all "time since last hurt" counters to be reset, triggering any flickers/fades again. This is useful for fine-tuning flicker/fade effects on local servers with bots.