Localised Fog?

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HueZee_

L1: Registered
Apr 28, 2018
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Hi peeps i'm working on a multi part map and i was wondering if there are any ways that fog can be specified to only certain areas rather than the entire map contents.

is it possible to exempt an area from fog?
 

Maid

Bimbo Succubus Lesbian
aa
Sep 29, 2018
246
553
There's fog_volume on other games, such as L4D2 and CSGO but TF2 doesn't support those. I assume it's possible to have more than one fog controller active at once in TF2 too but i havent experimented with fog on TF2.

Unfortunately it doesn't look like you can make fog change depending on specific areas.

However, if it's a multistage map and you want each stage to have different fog values (not changing within a single stage), then you can send inputs to the env_fog_controller entity upon the stage changing, which should produce the same effect.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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Unfortunately it doesn't look like you can make fog change depending on specific areas.

However, if it's a multistage map and you want each stage to have different fog values (not changing within a single stage), then you can send inputs to the env_fog_controller entity upon the stage changing, which should produce the same effect.
You can fire the SetFogController input to players if you want it to change depending on where they are - I believe a trigger_multiple with only the Clients flag checked, firing OnStartTouch !activator SetFogController <fog controller name in the param. override box>, should work
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
Oh neat! yeah i hoped if there was any way it would work it would be something like that, but thats good to know, thanks for your certainty, my fellow hammerers.
 

HueZee_

L1: Registered
Apr 28, 2018
28
15
You can fire the SetFogController input to players if you want it to change depending on where they are - I believe a trigger_multiple with only the Clients flag checked, firing OnStartTouch !activator SetFogController <fog controller name in the param. override box>, should work

would this method be able to set the fog specifically to the !activator client side? or will it affect all players simultaneously?
 

FloofCollie

I really suck!
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Nov 5, 2016
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I'm pretty certain 2fort actually changes fog via triggers per client - I could be mistaken, but you could check the vmf.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
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would this method be able to set the fog specifically to the !activator client side? or will it affect all players simultaneously?
It is clientside