Screen overlay

Not to be confused with the Hammer Overlay Tool
You can make screen overlay effects just like when Gordon is being teleported out of Kleiner's lab early in the game. To do this use the env_screenoverlay entity and start it with a trigger output (via the StartOverlays input)
You can input your desired number of overlay names (see list below) and decide how long they each should last by setting Overlay Duration (-1 means it stays on until killed by eventual trigger) 
== Overlay names ==
These are effect names you can put in the Overlay Name (1-10) field: 
*Effects/alyxmonitor_idle
*Effects/ar2_altfire1 (large fireball center)
*Effects/ar2_altfire1b (large fireball center)
*Effects/ar2_altfire2
*Effects/ar2_altground2
*Effects/base (Big flat chunks)
*Effects/blood (blood stains spashed on fp perspective)
*Effects/blood_core (blood stains spashed on fp perspective)
*Effects/blood_drop (blood stains spashed on fp perspective)
*Effects/blueblackflash
*Effects/blueblacklargebeam
*Effects/blueflare1
*Effects/bluelaser1
*Effects/bluelaser2
*Effects/bluemuzzle
*Effects/bluespark
*Effects/breenscreen_static01_
*Effects/c17_07camera
*Effects/com_shield002a
*Effects/com_shield003a
*Effects/com_shield004a
*Effects/combine_binocoverlay
*Effects/combinedisplay001a
*Effects/combinedisplay001b
*Effects/combinedisplay002a
*Effects/combinedisplay002b
*Effects/combinemuzzle1
*Effects/combinemuzzle1_dark
*Effects/combinemuzzle1_nocull
*Effects/combinemuzzle1_noz
*Effects/combinemuzzle2
*Effects/combinemuzzle2_dark
*Effects/combinemuzzle2_nocull
*Effects/combinemuzzle2_noz
*Effects/energyball
*Effects/energysplash
*Effects/exit1
*Effects/FilmGrain128
*Effects/fire_cloud1
*Effects/fire_cloud2
*Effects/fire_embers1
*Effects/fire_embers2
*Effects/fire_embers3
*Effects/fleck_antlion1
*Effects/fleck_antlion2
*Effects/fleck_cement1
*Effects/fleck_cement2
*Effects/fleck_glass1
*Effects/fleck_glass2
*Effects/fleck_glass3
*Effects/fleck_tile1
*Effects/fleck_tile2
*Effects/fleck_wood1
*Effects/fleck_wood2
*Effects/fluttercore
*Effects/fog_d1_trainstation_02
*Effects/gunshipmuzzle
*Effects/gunshiptracer
*Effects/hydragutbeam
*Effects/hydragutbeamcap
*Effects/hydraspinalcord
*Effects/laser_citadel1
*Effects/spark_noz
*Effects/splash1
*Effects/splash2
*Effects/splash3
*Effects/splash4
*Effects/splashwake1
*Effects/splashwake3
*Effects/splashwake4
*Effects/strider_bulge_dudv
*Effects/strider_bulge_dudv_DX60
*Effects/strider_bulge_dx60
*Effects/strider_dark_flare
*Effects/strider_muzzle
*Effects/strider_pinch_dudv
*Effects/strider_pinch_dudv_dx60
*Effects/strider_tracer
*Effects/stunstick
*Effects/tesla_glow_noz
*Effects/tp_refract
*Effects/tracer_cap
*Effects/tracer_middle
*Effects/tracer_middle2
*Effects/tvscreen_noise001a
*Effects/tvscreen_noise002a
*Effects/water_highlight
*Effects/yellowflare
*Effects/yellowflare_noz
*Effects/CombineShield/comshieldwall
*Effects/CombineShield/comshieldwall2
*Effects/CombineShield/comshieldwall2faded
*Effects/CombineShield/comshieldwall3
*Effects/tp_eyefx/tp_black 
*Effects/tp_eyefx/tp_eyefx 
*Effects/tp_eyefx/tp_eyefx_eli 
*Effects/tp_eyefx/tpeye
*Effects/tp_eyefx/tpeye2
*Effects/tp_eyefx/tpeye3
== See also ==
* env_screenoverlay - the entity used to control overlays.
Category:Level Design