Source SDK

Source SDK

Guadalupe Apr 12, 2015 @ 6:44pm
env_screenoverlay for one client
Is it possible to have a screenoverlay assigned to one client in the CS:GO SDK?

I used r_screenoverlay on a trigger through a point_clientcommand to assign one player an overlay, and it works, but it requires sv_cheats (and the "findflags server_can execute" says it requires it as well.
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Showing 1-9 of 9 comments
TopHATTwaffle Apr 12, 2015 @ 7:24pm 
I believe that the screen overlay for CSGO may be broken. Someone correct me if I'm wrong.
Guadalupe Apr 12, 2015 @ 8:07pm 
Originally posted by TopHATTwaffle:
I believe that the screen overlay for CSGO may be broken. Someone correct me if I'm wrong.

The screen overlay works, but it operates as a cheat command with r_screenoverlay, which can target one client. Env_screenoverlay works flawlessly, but it applies to all players. I want an overlay, just for the clients inside the volume (trigger_multiple).
Moltard Apr 13, 2015 @ 10:56am 
r_screenoverlay should work even without sv_cheats. atleast it work in css

http://css.gamebanana.com/tuts/11780

The only thing you need is, OnEndTouch to apply an empty overlay (same the vtf with no pictures) or they will keep the first overlay forever

""r_screenoverlay" client cheat server_can_execute
Draw specified material as an overlay"
Last edited by Moltard; Apr 13, 2015 @ 10:56am
Guadalupe Apr 13, 2015 @ 4:40pm 
Originally posted by Moltard:
r_screenoverlay should work even without sv_cheats. atleast it work in css

http://css.gamebanana.com/tuts/11780

The only thing you need is, OnEndTouch to apply an empty overlay (same the vtf with no pictures) or they will keep the first overlay forever

""r_screenoverlay" client cheat server_can_execute
Draw specified material as an overlay"

Unfortunately the console tells me that the command still requires sv_cheats 1. There has to be another way to accomplish to the same goal. It may be possible that point_clientcommand has had its little power stripped from it.
Moltard Apr 20, 2015 @ 7:34am 
I learned that its possible to have a env_fade for one client only setting the spawnflag to 5 (with smart edit off). it's not in officials fgd but it work.

It may be also possible with env_screenoverlay.
Guadalupe Apr 21, 2015 @ 7:20am 
Originally posted by Moltard:
I learned that its possible to have a env_fade for one client only setting the spawnflag to 5 (with smart edit off). it's not in officials fgd but it work.

It may be also possible with env_screenoverlay.

I tried setting the spawnflags as 4 and 5 to no avail. I may try others later, but those still showed up for other players as one entered the volume.
Scorp Aug 16, 2022 @ 9:46am 
I ran into same problem. Yes, it's from 2015, but its still on-going issue, and i dont see a fix, yet.

So overlay effect showing for everyone and it should only apply to !activator :S any workaround? fixes?
Last edited by Scorp; Aug 16, 2022 @ 9:47am
Guadalupe Aug 16, 2022 @ 12:20pm 
Originally posted by Scorp:
I ran into same problem. Yes, it's from 2015, but its still on-going issue, and i dont see a fix, yet.

So overlay effect showing for everyone and it should only apply to !activator :S any workaround? fixes?

With sourcemod commands, yes. But it's not great to rely on that for LAN testing and players who don't have a dedicated server.

I engineered a very janky solution with mg_yourstory through a point_template that parents an inverted sphere with the inside faces textured (with the texture you want to apply)--to a knife entity that a player picks up upon entering a volume and drops when they leave a trigger.

If your overlay is just a singular color that is opaque or somewhat transparent, there are easier ways to do that--but if you are using a texture that is somewhat intricate and complicated, like creating another HUD, you're going to have more issues. There's almost definitely a way to do that with vscripts, but I'm unsure where to begin with that.
Scorp Aug 19, 2022 @ 9:51am 
Originally posted by Guadalupe:
Originally posted by Scorp:
I ran into same problem. Yes, it's from 2015, but its still on-going issue, and i dont see a fix, yet.

So overlay effect showing for everyone and it should only apply to !activator :S any workaround? fixes?

With sourcemod commands, yes. But it's not great to rely on that for LAN testing and players who don't have a dedicated server.

I engineered a very janky solution with mg_yourstory through a point_template that parents an inverted sphere with the inside faces textured (with the texture you want to apply)--to a knife entity that a player picks up upon entering a volume and drops when they leave a trigger.

If your overlay is just a singular color that is opaque or somewhat transparent, there are easier ways to do that--but if you are using a texture that is somewhat intricate and complicated, like creating another HUD, you're going to have more issues. There's almost definitely a way to do that with vscripts, but I'm unsure where to begin with that.
That's a pretty bad*ss workaround!

Vscripting sounds like an optimal solution. However, it's simply not worth the trouble (for me) to go to that extreme for a very tiny part inside my map. I'll definitely keep that in mind though. Tyvm!
Last edited by Scorp; Aug 19, 2022 @ 9:52am
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Date Posted: Apr 12, 2015 @ 6:44pm
Posts: 9