Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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<noinclude>{{back|Template:KV_BaseEntity}}
== Keyvalues ==
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.}}


This template is our holder for all [[keyvalues]] that are assigned through {{ent|CBaseAnimating}}. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See [[Help:Templates]] for more info on named parameters.
{{KV|Collisions|intn=solid|integer choices|Method of collision for this entity.
<pre>{{KV BaseAnimating}}</pre>
:{{Expand|title=Choices|margin_bottom=0|
'''No parameters:''' display keyvalues for ALL games.
*'''0''': None
<pre>{{KV BaseAnimating|base=1}}</pre>
*'''1''': BSP ([[QPhysics]])
'''Base:''' display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).
:{{Bug|hidetested=1|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
<pre>{{KV BaseAnimating|portal2=1}}</pre>
*'''2''': [[Bounding box|Bounding Box]]
'''Game as a parameter:''' display the keyvalues that <code>base</code> displays, AND keyvalues that were added to the class, by the specified game. You can specify as many games as needed. You must specify ALL the games you want to include (e.g. <code>l4d2</code> will not automatically include <code>l4d</code> keyvalues as well). This is because there are situations like in Portal 2, where the output <code>OnKilled</code> is not available through {{ent|CBaseEntity}}, despite being a far descendant of the L4D branch which added it.
*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities)
*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only
*'''5''': Custom/Test (Usually no collision with anything)
*'''6''': [[VPhysics]]}}
}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{Ent|$bodygroup}}.{{note|If both {{code|body}} and {{code|SetBodyGroup}} are present (even if set to 0), {{code|body}} will be prioritized.}}|nofgd=1}}


All parameters for this template:
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{warning|Negative or extremely high values can cause crashes!}}{{note|Scale does not appear in {{hammer4|2}}, but will appear in-game. {{fixed|{{hammer++}}}}<br>In {{hammer++|2}}: With a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the model scale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05..}}|not={{l4ds}}}}
*<code>base</code>
 
*<code>l4d</code>
=== Effects - Render ===
*<code>l4d2</code> (do this only for entities available in l4d2 because only it has this kv!)
{{KV|Render Amount (Transparency)|intn=renderamt|byte|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
*<code>as</code>
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.<br>Masked by {{cmd|$blendtintbybasealpha}}{{since|{{l4dbranch}} {{src13}}}} if present. No effect if {{cmd|$allowdiffusemodulation|0}}{{l4dbranch|since}} or {{cmd|$notint|1}}{{csgobranch|since}} are used in the model's [[VMT]].}}
*<code>portal2</code>
{{KV Render FX}}
{{note|If you want to edit something on this template, please make sure you edit it in both places. ''Per-game'' keyvalues are duplicated, for complex technical reasons.}}
{{KV Rendermode}}
For full documentation on this family of templates, see [[FGD Template Prototype]]. Still confused on something? '''Ask for help''' before editing this template.
 
{{note|Some keyvalues in this template are actually defined by <code>CBaseEntity</code>. We have listed them here instead because those specific keyvalues were rather un-universal (for example <code>renderfx</code>, which would not have any practical use on point entities that are never seen, or on triggers), and putting them on every entity page would only cause confusion and clutter, the exact opposite goal in mind with this series of templates.}}
=== Lighting / Shadows ===
----
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
[[Category:Keyvalue Templates|Global]]
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
</noinclude>{{minititle|Model}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{Ent|shadow_control}} entity.}}
{{KV|World Model (model)|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{Ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]] or [[$illumposition]].}}
{{KV|[[Skin]] (skin or ModelSkin {{as}})|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
 
{{KV|Collisions (solid)|choices|Method of collision for this entity.}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{Ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin or $illumposition. Use <tt>Lighting Origin</tt> instead.|not={{l4ds}}|nofgd=1|deprecated=1}}
:*0: None
 
:*1: BSP ([[QPhysics]]) {{not in FGD}}
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to <tt>[[Effect flags|EF_NOFLASHLIGHT]]</tt>.|since=P2}}
:*2: [[Bounding box|Bounding Box]]
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{Ent|env_projectedtexture}} entities. Identical to <tt>[[Effect flags|EF_NOSHADOWDEPTH]]</tt>.|since=P2}}
:*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|integer choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
:*4: [[Bounding box|Oriented Bounding Box]], constrained to Yaw only {{not in FGD}}
:*5: Custom/Test {{not in FGD}}
:*6: [[VPhysics]]
{{KV|Body Group (body or SetBodyGroup)|int|Sets the the active [[$bodygroup]].|nofgd=1}}
{{KV|[[Hitbox]] Set (hitboxset)|string|Sets the [[$hboxset]] to use.|nofgd=1}}
{{KV|Sequence (sequence)|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}}
{{KV|Playback Rate (playbackrate)|float|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0|nofgd=1}}
{{KV|Cycle (cycle)|float|The current frame of the currently playing animation, on a range from 0-1.|nofgd=1}}
{{KV|Lighting Origin (LightingOrigin)|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset (LightingOriginHack)|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Not in {{l4d}}{{l4d2}}.|nofgd=1}}
{{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
{{KV|Start Fade Distance (fademindist)|float|Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance (fademaxdist)|float|Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Fade Scale (fadescale)|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity 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 {{ent|$noforcedfade}}.}}
{{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}}
:{{ExpandBox|
:*0: Normal
:*1: Color
:*2: Texture
:*3: Glow
:*4: Solid/Alphatest
:*5: Additive
:*6: Removed, does nothing
:*7: Additive Fractional Frame
:*8: Alpha Add
:*9: World Space Glow
:*10: Don't Render}}
{{KV|Render FX / Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}}
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}}
:{{ExpandBox|
:*'''0:''' None
:*'''1:''' Slow Pulse
:*'''2:''' Fast Pulse
:*'''3:''' Slow Wide Pulse
:*'''4:''' Fast Wide Pulse
:*'''5:''' Slow Fade Away
:*'''6:''' Fast Fade Away
:*'''7:''' Slow Become Solid
:*'''8:''' Fast Become Solid
:*'''9:''' Slow Strobe
:*'''10:''' Fast Strobe
:*'''11:''' Faster Strobe
:*'''12:''' Slow Flicker
:*'''13:''' Fast Flicker
:*'''14:''' Constant Glow
:*'''15:''' Distort
:*'''16:''' Hologram (Distort + fade)
:*'''17:''' Scale Up
:*'''22:''' Spotlight FX
:*'''23:''' Cull By Distance
:*'''24:''' Fade Wider Pulse
:*'''26:''' Fade Near}}
:{{todo|18-21, 25}}
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Model Index (modelindex)|short|Changes the entity's model to a precached model on the map.|nofgd=1}}
:{{warning|Using an invalid value will instantly crash the game, this includes 0 and 1.}}
{{KV|Texture Frame (texframeindex)|int|The frame number for any animated textures on this entity.}}
{{KV|Model Scale (modelscale)|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in {{portal}}, {{l4d}}, {{l4d2}}, sdk 2013.|nofgd=1|since=OB}}
:{{warning|Negative or extremely high values can cause crashes!}}<!--
-->{{#if:{{{l4d|}}}|<!--
-->{{KV|Minimum CPU Level (mincpulevel)|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}}
;Maximum CPU Level (maxcpulevel) {{KV Type|choices}} {{L4D add}}
:*0: Default
:*0: Default
:*1: Low
:*1: No cache—render every frame
:*2: Medium
:*2: Cache it—render only once|since=P2}}
:*3: High
 
;Minimum GPU Level (mingpulevel) {{KV Type|choices}} {{L4D add}}
=== Performance ===
;Maximum GPU Level (maxgpulevel) {{KV Type|choices}} {{L4D add}}
{{KV BaseFadeProp|nominititle=1}}
:*0: Default
{{KV DXLevelChoice}}
:*1: Very low
{{KV SystemLevelChoice}}
:*2: Low
 
:*3: Medium
=== Animation ===
:*4: High<!--
{{KV|Sequence|intn=sequence|int|Index of default animation sequence for the model to be playing after spawning.|nofgd=1}}
-->| }}{{#if:{{{l4d2|}}}|<!--
{{KV|Playback Rate|intn=playbackrate|float|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0.|nofgd=1}}
-->{{KV|Glow Backface Multiple (glowbackfacemult)|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}<!--
{{KV|Cycle|intn=cycle|normal|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
-->| }}{{#if:{{{as|}}}|<!--
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since={{P2}}|nofgd=1}}
-->{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
{{note|See {{ent|point_posecontroller}} for more control}}
:{{ExpandBox|
 
:*0: None, don't move
=== Miscellaneous ===
:*1: Isometric
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|only={{l4d2}}}}
:*2: Walk, player only, moving on ground
{{KV|Move Type|intn=MoveType|integer choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->
:*3: NPC, movement
:{{Expand|title=Move Types|margin_bottom=0|
:*4: Fly, no gravity
*'''0''': None, don't move
:*5: Fly, with gravity
*'''1''': Isometric
:*6: Physics
*'''2''': Walk, player only, moving on ground
:*7: Push
*'''3''': NPC, movement
:*8: [[Noclip]]
*'''4''': Fly, no gravity
:*9: Ladder, for players on ladders
*'''5''': Fly, with gravity
:*10: Spectator
*'''6''': Physics
:*11: Custom}}
*'''7''': Push
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
*'''8''': [[Noclip]]
:{{ExpandBox|
*'''9''': Ladder, for players on ladders
:*0: None
*'''10''': Spectator
:*1: Debris, collides only with the world and static props
*'''11''': Custom}}
:*2: Debris, with trigger interaction
|since={{as}}|nofgd=1}}
:*3: Interactive Debris, doesn't collide with other debris
{{KV|Collision Group|intn=CollisionGroup|integer choices|Sets a collision group for this entity, which changes its collision behavior.<!-- BREAK -->
:*4: Interactive, collides with everything except debris
:{{Expand|title=Groups|margin_bottom=0|
:*5: Player
*'''0''': None
:*6: Breakable Glass
*'''1''': Debris, collides only with the world and static props
:*7: Vehicle
*'''2''': Debris, with trigger interaction
:*8: Player Movement
*'''3''': Interactive Debris, doesn't collide with other debris
:*9: In-Vehicle
*'''4''': Interactive, collides with everything except debris
:*10: Weapon
*'''5''': Player
:*11: Vehicle Clip
*'''6''': Breakable Glass
:*12: Projectile
*'''7''': Vehicle
:*13: Door blocker, not permitted to go near doors
*'''8''': Player Movement
:*14: Passable Door
*'''9''': In-Vehicle
:*15: Dissolving
*'''10''': Weapon
:*16: Pushaway
*'''11''': Vehicle Clip
:*17: NPC Actor, NPCs ignore the player
*'''12''': Projectile
:*18: NPC Scripted, NPCs do not collide with each other}}<!--
*'''13''': Door blocker, not permitted to go near doors
-->| }}{{#if:{{{portal2|}}}|<!--
*'''14''': Passable Door
-->{{KV|No Animation Sounds (SuppressAnimSounds)|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
*'''15''': Dissolving
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
*'''16''': Pushaway
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
*'''17''': NPC Actor, NPCs ignore the player
:*0: Default
*'''18''': NPC Scripted, NPCs do not collide with each other}}
:*1: No cache - render every frame
|since={{as}}|nofgd=1}}
:*2: Cache it - render only once
<!-- We should make a new page for "model index"?
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}<!--
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}} -->
-->| }}<!--
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{Ent|$hboxset}} to use.|nofgd=1}}
-->{{#if:{{{l4d|}}}||{{#if:{{{l4d2|}}}||{{#if:{{{as|}}}||{{#if:{{{portal2|}}}||{{#if:{{{base|}}}||<!--
-->{{KV|Minimum CPU Level (mincpulevel)|choices|A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".|since=L4D}}
;Maximum CPU Level (maxcpulevel) {{KV Type|choices}} {{L4D add}}
:*0: Default
:*1: Low
:*2: Medium
:*3: High
;Minimum GPU Level (mingpulevel) {{KV Type|choices}} {{L4D add}}
;Maximum GPU Level (maxgpulevel) {{KV Type|choices}} {{L4D add}}
:*0: Default
:*1: Very low
:*2: Low
:*3: Medium
:*4: High
{{KV|Glow Backface Multiple (glowbackfacemult)|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:*0: None, don't move
:*1: Isometric
:*2: Walk, player only, moving on ground
:*3: NPC, movement
:*4: Fly, no gravity
:*5: Fly, with gravity
:*6: Physics
:*7: Push
:*8: [[Noclip]]
:*9: Ladder, for players on ladders
:*10: Spectator
:*11: Custom}}
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
:{{ExpandBox|
:*0: None
:*1: Debris, collides only with the world and static props
:*2: Debris, with trigger interaction
:*3: Interactive Debris, doesn't collide with other debris
:*4: Interactive, collides with everything except debris
:*5: Player
:*6: Breakable Glass
:*7: Vehicle
:*8: Player Movement
:*9: In-Vehicle
:*10: Weapon
:*11: Vehicle Clip
:*12: Projectile
:*13: Door blocker, not permitted to go near doors
:*14: Passable Door
:*15: Dissolving
:*16: Pushaway
:*17: NPC Actor, ignores the player
:*18: NPC Scripted, NPCs do not collide with each other}}
{{KV|No Animation Sounds (SuppressAnimSounds)|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
:*0: Default
:*1: No cache - render every frame
:*2: Cache it - render only once
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}<!--
-->}}}}}}}}}}

Latest revision as of 18:33, 30 April 2025

Keyvalues

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.


Collisions (solid) <integer choices>
Method of collision for this entity.
Choices
Icon-Bug.pngBug:In Portal 2 Portal 2, 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 rotated brush entities)
  • 4: Oriented Bounding Box, constrained to Yaw only
  • 5: Custom/Test (Usually no collision with anything)
  • 6: VPhysics
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Note.pngNote:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.


Model Scale (modelscale) <float> (not in Left 4 Dead seriesLeft 4 Dead series)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale does not appear in Hammer Hammer 4.x, but will appear in-game. (fixed in Hammer++)
In Hammer++ Hammer++: With a prop selected in 3D view, hold Ctrl and scroll the mouse wheel to change the model scale in increments of 0.5. Holding Shift will scale it in smaller increments of 0.05..

Effects - Render

Render Amount (Transparency) (renderamt) <byte>
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.
Masked by $blendtintbybasealpha(in all games since Left 4 Dead engine branch Source 2013) if present. No effect if $allowdiffusemodulation 0(in all games since Left 4 Dead engine branch) or $notint 1(in all games since CS:GO engine branch) are used in the model's VMT.
Render FX (renderfx) <byte choices>
Various somewhat legacy alpha effects. See render effects.


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render

Lighting / Shadows

Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.


Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead seriesLeft 4 Dead series) !FGD Obsolete
Deprecated.
The info_lighting_relative from which to sample lighting instead of the entity's origin or $illumposition. Use Lighting Origin instead.


Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once

Performance

Start Fade Dist (fademindist) <float>
Distance at which the entity starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the entity is visible.
  • If start fade is <0, the entity will disappear instantly when end fade is hit.
  • If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), 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, while those 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.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
  • 0: Default ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
See also:  cpu_level / gpu_level convars

Animation

Sequence (sequence) <integer> !FGD
Index of default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <normal> !FGD
The current frame of the current animation, on a range from 0-1.
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.
Note.pngNote:See point_posecontroller for more control

Miscellaneous

Glow Backface Multiple (glowbackfacemult) <float> (only in Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <integer choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Move Types
  • 0: None, don't move
  • 1: Isometric
  • 2: Walk, player only, moving on ground
  • 3: NPC, movement
  • 4: Fly, no gravity
  • 5: Fly, with gravity
  • 6: Physics
  • 7: Push
  • 8: Noclip
  • 9: Ladder, for players on ladders
  • 10: Spectator
  • 11: Custom
Collision Group (CollisionGroup) <integer choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
Groups
  • 0: None
  • 1: Debris, collides only with the world and static props
  • 2: Debris, with trigger interaction
  • 3: Interactive Debris, doesn't collide with other debris
  • 4: Interactive, collides with everything except debris
  • 5: Player
  • 6: Breakable Glass
  • 7: Vehicle
  • 8: Player Movement
  • 9: In-Vehicle
  • 10: Weapon
  • 11: Vehicle Clip
  • 12: Projectile
  • 13: Door blocker, not permitted to go near doors
  • 14: Passable Door
  • 15: Dissolving
  • 16: Pushaway
  • 17: NPC Actor, NPCs ignore the player
  • 18: NPC Scripted, NPCs do not collide with each other
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.