Template:KV BaseTrain
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{{{noscroll}}} exists, as do {{{base}}}, {{{l4d2}}}, and {{{csgo}}}.
BaseTrain:
- First Stop Target
(target)
<targetname> - The name of the first
path_track
in the train's path. The train will spawn at thispath_track
. It will also turn to face the direction indicated by the "Orientation Type" setting.
- Max Speed (units/second)
(startspeed)
<integer> - The maximum speed that this train can move. Any speeds applied to this train, such as by
path_track
s orSetSpeed
inputs, will be clipped to this maximum value.
- Initial Speed (units/second)
(speed)
<integer> - The speed that the train will move at after it spawns, 0 = stopped.
- Change Velocity
(velocitytype)
<choices> - The method through which this train changes its velocity as it moves along the path.
- 0 : Instantaneously
- 1 : Linear blend
- 2 : Ease in/ease out
- Change angles
(orientationtype)
<choices> - The method through which this train changes its orientation as it moves along the path.
- 0 : Never (always fixed orientation)
- 1 : Near paths
- 2 : Linear blend
- 3 : Ease in/ease out
- Distance Between the Wheels
(wheels)
<integer> - Used for turning and stopping.
- Tip:Increase the value for smoother turns.
- Height above track
(height)
<integer> - The height above the track that this train moves.
- Bank Angle on Turns
(bank)
<string> - The angle at which the train will "bank" or tilt when approaching a turn. Use positive or negative angle numbers close to 0 (i.e., between -5 and +5, depending on left or right) to achieve realistic tilt angles.
- Damage on Crush
(dmg)
<integer> - The amount of damage this train does to entities that block it.
- Minimum Light Level
(_minlight)
<string> - The minimum level of ambient light that hits this brush.
- Move Sound
(MoveSound)
<sound> - A sound that is played (and looped) while the train is moving.
- Move Ping Sound
(MovePingSound)
<sound> - A sound that is played more frequently as the train speeds up.
- Start Sound
(StartSound)
<sound> - A sound played when the train starts moving.
- Stop Sound
(StopSound)
<sound> - A sound played when the train stops moving.
- Volume (10 = loudest)
(volume)
<integer> - Volume of the sound when the train is moving.
- Min pitch (1-255, 100 = normal)
(MoveSoundMinPitch)
<integer> - The sound pitch value that the train will approach as it comes to a stop.
- Max pitch (1-255, 100 = normal)
(MoveSoundMaxPitch)
<integer> - The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the "Use max speed for pitch shifting move sound" flag is not set).
- Min move sound interval
(MoveSoundMinTime)
<float> - Minimum interval at which to play the move ping sound.
- Max move sound interval
(MoveSoundMaxTime)
<float> - Maximum interval at which to play the move ping sound.
- Manual Train Speed
(manualspeedchanges)
<boolean> - Train Speed is controlled through IO, handles accel, decel times.
- Manual Accel Speed
(manualaccelspeed)
<float> - Units per second to accelerate to target speed.
- Manual Decel Speed
(manualdecelspeed)
<float> - Units per second to decelerate to target speed.
Note:The above three keyvalues are !FGD in Left 4 Dead and later, but appear to still exist in the engine.
Base:
- Brush Model
(model)
<string> !FGD - Which bmodel to display.
- Collisions
(solid)
<choices> - Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD Bug:In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Parent
(parentname)
<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parentsTip:phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note:Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
(angles)
<angle> - This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.Note:This works on brush entities, although Hammer doesn't show the new angles.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since ) (also in ) - Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since ) (also in ) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since ) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
Internal keyvalues used by VRAD:
- Minimum Light Level
(_minlight)
<normal> - Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
VisibleBrush:
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
- Render FX
(renderfx)
<choices> - Various somewhat legacy alpha effects.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
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- Render FX / Transparency (0–255)
(renderamt)
<integer 0–255> - Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255> - Color tint.
- Texture Frame
(texframeindex)
<integer> !FGD - The frame number for any animated textures on this entity.
Shadow:
- Disable Shadows
(disableshadows)
<boolean> - Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a
prop_static
. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean> - Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer> !FGD - Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity. - Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
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SystemLevelChoice:
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
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DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
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