Template:KV DynamicProp: Difference between revisions

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{{ScrollBox|title=prop_dynamic_base|noscroll=true|
{{lang|Template:KV DynamicProp}}[[Category:Keyvalue Templates|DynamicProp]]
; Collisions <code><choices></code>
*<code>l4d2=1</code> shows glow keyvalues that apply to l4d2 ''only''. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.
: How entities should collide with this prop.
*<code>pre09=1</code> hides DisableBoneFollowers
:* Not solid
*<code>preasw=1</code> hides HoldAnimation and AnimateEveryFrame
:* [[Bounding box]]
The following is the result with <code>l4d2=1</code>.
:* [[VPhysics]]
 
; Default Animation <code><[[string]]></code>
 
: The animation this prop will play when not doing a random or forced animation.
{{ {{PAGENAME}} | l4d2=1 }}
; Randomly Animate <code><[[bool]]></code>
 
: 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'.
<onlyinclude><includeonly>{{minititle|CDynamicProp}}
; Min Random Anim Time <code><[[float]]></code>
{{KV|Default Animation|intn=DefaultAnim|string|The animation this prop will play when not doing a random or forced animation.}}
; Max Random Anim Time <code><[[float]]></code>
{{KV|Randomly Animate|intn=RandomAnimation|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'''.{{note|Will only select from animation [[$sequence]]s linked with <code>ACT_IDLE</code> if they exist.}}}}
: The range of intervals between random animations.
{{KV|Ignore NPC Collisions|intn=IgnoreNPCCollisions|choices|Disable collisions for [[NPC|NPCs]] if yes.
; Body Group <code><[[int]]></code>
:*0: No
: The active [[$bodygroup]].
:*1: Yes
; Lighting Origin <code><[[targetname]]></code>
|only={{bms}}
: 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.
{{KV|Hold Animation|boolean|If set, the prop will not loop its animation, but hold the last frame.|since=AS}}
{{KV|Disable Bone Followers|boolean|If set, the prop will not use bone followers, even if it has them defined.|since=AS}}
{{KV|Lag Compensation|boolean|Set to Yes to lag compensate this prop, should be use very sparingly!|since=AS}}
{{KV|Suppress Anim Sounds|boolean|If set, the prop will not play any sounds that are embedded in animations it plays.|since=P2}}
{{ScrollBox|
{{KV Studiomodel}}
{{KV BaseFadeProp}}
{{KV BreakableProp}}
{{KV Global}}
{{KV RenderFields}}
{{KV DXLevelChoice}}
{{KV Angles}}
{{KV Parentname}}
{{KV Targetname}}
}}
}}
}}<noinclude>
{{KV|Min Random Anim Time|intn=MinAnimTime|float|Minimum time between random animations.}}
[[Category:Keyvalue Templates|prop_dynamic_base]]
{{KV|Max Random Anim Time|intn=MaxAnimTime|float|Maximum time between random animations.}}
</noinclude>
{{KV|Update children|intn=updatechildren|bool|since={{l4d}}|Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.}}<!--
-->{{#ifeq:{{{l4d2|0}}}|0||
{{KV|Glow State|intn=glowstate|choices|What is allowed to activate the glow effect on this prop.
:*0: OFF (must be activated through inputs)
:*1: {{ent|+use}}
:*2: when looked at
:*3: ON (starts activated)}}
{{KV|Glow Range|intn=glowrange|integer|Range at which the glow becomes visible. 0 means always visible.}}
{{KV|Glow Range Min|intn=glowrangemin|integer|Range at which glow stops being visible. 0 means always visible.}}
{{KV|Glow Color Override (R G B)|intn=glowcolor|color255|Color of the glow.}}
}}<!--
-->{{#ifeq:{{{pre09|0}}}|0|
{{KV|Disable Bone Followers|intn=DisableBoneFollowers|boolean|since=2009|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}
|}}<!--
-->{{#ifeq:{{{preasw}}}|1||
{{KV|Hold Animation|intn=HoldAnimation|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
{{KV|Animate Every Frame|intn=AnimateEveryFrame|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}
|}}
{{KV GMOD}}</includeonly></onlyinclude>

Latest revision as of 15:20, 9 September 2024

  • l4d2=1 shows glow keyvalues that apply to l4d2 only. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.
  • pre09=1 hides DisableBoneFollowers
  • preasw=1 hides HoldAnimation and AnimateEveryFrame

The following is the result with l4d2=1.


CDynamicProp:

Default Animation (DefaultAnim) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) <boolean>
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.
Note.pngNote:Will only select from animation $sequences linked with ACT_IDLE if they exist.
Ignore NPC Collisions (IgnoreNPCCollisions) <choices> (only in Black Mesa)
Disable collisions for NPCs if yes.
  • 0: No
  • 1: Yes
Min Random Anim Time (MinAnimTime) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) <float>
Maximum time between random animations.
Update children (updatechildren) <boolean> (in all games since Left 4 Dead)
Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
Glow State (glowstate) <choices>
What is allowed to activate the glow effect on this prop.
  • 0: OFF (must be activated through inputs)
  • 1: +use
  • 2: when looked at
  • 3: ON (starts activated)
Glow Range (glowrange) <integer>
Range at which the glow becomes visible. 0 means always visible.
Glow Range Min (glowrangemin) <integer>
Range at which glow stops being visible. 0 means always visible.
Glow Color Override (R G B) (glowcolor) <color255>
Color of the glow.
Disable Bone Followers (DisableBoneFollowers) <boolean> (in all games since Source 2009)
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) <boolean> (in all games since Alien Swarm)
If set, the prop will not loop its animation, but hold the last frame.
Animate Every Frame (AnimateEveryFrame) <boolean> (in all games since Portal 2)
Force this prop to animate every frame. Usually this doesn't need to be touched.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!