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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).
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.
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.
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.
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!