Template:KV BaseAnimating/sandbox: Difference between revisions

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(Created page with "{{lang|Template:KV BaseAnimating}} <!-- ++ Notes ++ 1. All those "BREAK" comments are there, because templates like these are sensitive to line breaks, and have been optim...")
 
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<!--
<!--
   ++ Notes ++
   ++ Notes ++
   1. All those "BREAK" comments are there, because templates like these are sensitive to line breaks, and have been optimized out to avoid entity pages with random weird portions of blank spaces inbetween. Its for readability basically, and you should pretend those comments are a line break.
   1. All those "BREAK" comments are there, because templates like these are sensitive to line breaks, and have been optimized out to avoid entity pages with random weird portions of blank spaces inbetween. It's for readability, basically, and you should pretend those comments are a line break.
  2. The long {{{#if:}}} chain could probably ne better, however iirc its a giant workaround from ParserExtensions creating newlines with each new "if" statement? Look out for that if you want to refactor that.
-->
-->
<onlyinclude><includeonly>{{ScrollBox|title=Model|noscroll={{{noscroll|}}}|
[[Template:KV BaseAnimating/testcases]]
<onlyinclude>{{ScrollBox|title=BaseAnimating|noscroll={{{noscroll|}}}|
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{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.|nofgd={{{nofgd|}}}}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.|nofgd={{{nofgd|}}}}}
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK -->{{ExpandBox|
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK -->{{ExpandBox|
:*'''0''': None
:*'''0''': None
:*'''1''': BSP ([[QPhysics]]) {{Not in FGD}} {{bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
:*'''1''': BSP ([[QPhysics]]) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{bug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }}
:*'''2''': [[Bounding box|Bounding Box]]
:*'''2''': [[Bounding box|Bounding Box]]
:*'''3''': [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) {{Not in FGD}}
:*'''3''': [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''4''': [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only {{Not in FGD}}
:*'''4''': [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''5''': Custom/Test (Usually no collision with anything) {{Not in FGD}}
:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}}
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ent|$hboxset}} to use.|nofgd=1}}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ent|$hboxset}} to use.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{ent|$bodygroup}}.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{ent|$bodygroup}}.|nofgd=1}}
<!-- We should make a new page for "model index"? -->
<!-- We should make a new page for "model index"? -->
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to of 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|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|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!}}|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}}}
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{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!}}|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}}} }}
{{#if: {{{base|}}} | {{KV DXLevelChoice}} }}
<!--
<!--
   ++ Animating ++
   ++ Animating ++
Line 26: Line 27:
{{style|color:white;font-size:14px;padding-bottom:5px|'''Animating'''}}
{{style|color:white;font-size:14px;padding-bottom:5px|'''Animating'''}}
{{KV|Sequence|intn=sequence|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}}
{{KV|Sequence|intn=sequence|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}}
{{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|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|Cycle|intn=cycle|float|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
{{KV|Cycle|intn=cycle|float|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
{{KV|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
{{KV|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
<!-- {{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}} doesn't belong here -->
<!--
<!--
   ++ Effects - Render ++
   ++ Effects - Render ++
Line 36: Line 36:


{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}}
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.|nofgd={{{nofgd|}}}}}
{{KV|Fade Scale|intn=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|$noforcedfade}}.|nofgd={{{nofgd|}}}}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.|nofgd={{{nofgd|}}}}}
{{KV|Render FX / Transparency (0–255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}}
{{KV|FX Amount/Transparency (0–255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}}
{{KV Render FX}}
{{#if: {{{base|}}}|{{KV Render FX|l4d=b4}}|{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}} | {{kV Render FX|l4d=onlyafter}} }} }}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
:*'''0''': Normal
:*'''0''': Normal
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:*'''4''': Solid/Alphatest {{obs}}
:*'''4''': Solid/Alphatest {{obs}}
:*'''5''': Additive
:*'''5''': Additive
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in fgd}} }}
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''7''': Additive Fractional Frame
:*'''7''': Additive Fractional Frame
:*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in fgd}} }}
:*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''9''': World Space Glow
:*'''9''': World Space Glow
:*'''10''': Don't Render}}|nofgd={{{nofgd|}}}}}
:*'''10''': Don't Render}}|nofgd={{{nofgd|}}}}}
<!--
<!--
   ++ Misc ++
   ++ Effects - Environment ++
Game-Specific Configs
"Effects - Environment" included for scrolling
-->
-->
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Effects - Environment'''}}
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Effects - Environment'''}}
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}}
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}}
{{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.|nofgd={{{nofgd|}}}}}
{{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.|nofgd={{{nofgd|}}}}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}}
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1-->
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1-->
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from{{ent|env_projectedtexture}}entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}} entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Projected Texture Cache|intn=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. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
{{KV|Projected Texture Cache|intn=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. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
:*0: Default
:*0: Default
Line 73: Line 71:
:*2: Cache it—render only once
:*2: Cache it—render only once
|since=P2|nofgd={{{nofgd|}}}}} }}
|since=P2|nofgd={{{nofgd|}}}}} }}
 
<!--
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Miscellaneous'''}}
  ++ Misc ++
 
Game-Specific Configs
{{#if: {{{base|}}}{{{l4d|}}}{{{as|}}}{{{portal2|}}} || {{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}}}} }}<!--won't show if anything other than l4d2 is set, but WILL show if all are left blank-->{{#if: {{{l4d|}}}{{{l4d2|}}}{{{base|}}}|<!--these two will show if none of the pre-AS ones are checked
-->
{{#if: {{{base|}}}|<!--nothing if base is checked; following ifs don't need to check it
-->|{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Miscellaneous'''}}
{{#if: {{{l4d|}}}{{{as|}}}{{{portal2|}}} |<!--won't show if anything other than l4d2 is set, but WILL show if all are left blank-->| {{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}}}}
}}{{#if: {{{l4d|}}}{{{l4d2|}}}|<!--these two will show if none of the pre-AS ones are checked
-->|{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->{{ExpandBox|
-->|{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->{{ExpandBox|
:*'''0''': None, don't move
:*'''0''': None, don't move
Line 111: Line 113:
:*'''17''': NPC Actor, NPCs ignore the player
:*'''17''': NPC Actor, NPCs ignore the player
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
|since={{as}}|nofgd=1}} }}
|since={{as}}|nofgd=1}}
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
}}{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}|<!--will show as long as nothing other than portal2 is checked
-->|{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}} }}
-->|{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}} }}
{{#if: {{{base|}}}|<!--will show as long as base isn't set-->|{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }}
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|<!--will only show if none are checked-->|{{KV DXLevelChoice}} }}
}}
{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }} }}</onlyinclude>
}}</includeonly></onlyinclude>
 
{{documentation}}
<!-- Add categories to the /doc subpage, not here -->

Latest revision as of 10:05, 19 May 2022

Template:KV BaseAnimating/testcases

BaseAnimating:
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) <choices>
Method of collision for this entity.

Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two) (not in Portal Left 4 Dead seriesLeft 4 Dead series Source 2013) !FGD
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!

Animating

Sequence (sequence) <integer> !FGD
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) <float> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the 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 $noforcedfade.
FX Amount/Transparency (0–255) (renderamt) <integer>
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.


Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 9: World Space Glow
  • 10: Don't Render

Effects - Environment


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.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead seriesLeft 4 Dead series) !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin.
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical toEF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical toEF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <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

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) <choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.

  • 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) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.

  • 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
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.
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