Prop minigun
From Valve Developer Community
Entity description
A static minigun stand in Left 4 Dead.
Keyvalues
- Collisions
<choices> - How entities should collide with this prop.
- Not solid
- Bounding box
- VPhysics
- Default Animation
<string> - The animation this prop will play when not doing a random or forced animation.
- Randomly Animate
<bool> - Makes the prop randomly select and play animations at intervals defined by the 'Min/Max Random Anim Time' KVs. In between the random animations, it will revert to playing 'Default Animation'.
- Min Random Anim Time
<float> - Max Random Anim Time
<float> - The range of intervals between random animations.
- Body Group
<int> - The active $bodygroup.
- Lighting Origin
<targetname> - Select a path_corner entity (yes, really, even though it's only in HL2's FGD) from which to sample lighting instead of the entity's origin.
Studiomodel:
- World Model
<string> - The model this entity should appear as. 128-character limit.
- Skin
<int> - Some models have multiple skins. This value selects from the index, starting with 0.
Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
BaseFadeProp:
- Start Fade Dist
<float> - End Fade Dist
<float> - Distances at which the prop start and finish fading.
- If start fade is <0, the prop will disappear instantly when end fade is hit.
- If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
- The values will scale appropriately if the prop is in a 3D Skybox.
- Fade Scale
<float> - If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
BreakableProp:
- Pressure Delay
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
Breakable:
- Explosion Damage
<float> - Explosion Radius
<float> - If both values are non-zero, when the entity breaks it will create an explosion causing the specified amount of damage over the specified radius.
- Performance Mode
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- Normal
- Limit Gibs
- Full Gibs on All Platforms
DamageFilter:
- Damage Filter
<targetname> - Name of the filter_damage_type that controls what damages this entity.
Shadow:
- Disable shadows
<bool> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Global:
- Global Entity Name
<string> - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
RenderFields:
- Render Mode
<choices> - Set a non-standard rendering mode on this entity. See Render Modes for details.
- FX Amount (0 - 255)
<int> - Intensity of the selected render mode.
- FX Color (R G B)
<color255> - Color used by the selected render mode (if applicable).
- Disable Receiving Shadows
<bool> - Prevents the entity from receiving shadows.
To do: RTT and/or shadow map?
RenderFXChoices:
- Render FX
<choices> - Several GoldSrc-era visibility modes which change the way the entity is rendered, typically by fading it in and out.
DXLevelChoice:
- Minimum DX Level
<choices> - Maximum DX Level
<choices> - The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
- Default (no bounding)
- DX7
- DX8
- DX8.1
- DX9 SM2
- DX9 SM3
Angles:
- Pitch Yaw Roll (Y Z X)
<angle> - This entity's angular orientation in the world.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Targetname:
- Name <string>
- The targetname other entities refer to this entity by.
Parentname:
- Parent
<targetname> - Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
Global:
- Global Entity Name
<string> - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with global names matching entities in the previous map will have the previous map's state copied over to them.
EnableDisable:
- Start Disabled
<bool> - Stay dormant until activated (probably with the Enable input).
- solid
- <choices> Collisions.
Literal value Description 0 Not Solid 2 Use Bounding Box 6 Use VPhysics
