Template:KV DynamicProp: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Reinserted parentname. (Found a solution to this, so bare with me.))
mNo edit summary
 
(49 intermediate revisions by 18 users not shown)
Line 1: Line 1:
* {{kv parentname}}
{{lang|Template:KV DynamicProp}}[[Category:Keyvalue Templates|DynamicProp]]
*{{kv global}}
*<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.
*{{kv breakableprop}}
*<code>pre09=1</code> hides DisableBoneFollowers
*'''solid'''
*<code>preasw=1</code> hides HoldAnimation and AnimateEveryFrame
:<choices> Collisions.  
The following is the result with <code>l4d2=1</code>.
:{|
 
! Literal value || Description
 
|-
{{ {{PAGENAME}} | l4d2=1 }}
| 0 || Not Solid
 
|-
<onlyinclude><includeonly>{{minititle|CDynamicProp}}
| 2 || Use Bounding Box
{{KV|Default Animation|intn=DefaultAnim|string|The animation this prop will play when not doing a random or forced animation.}}
|-
{{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.}}}}
| 6 || Use VPhysics
{{KV|Ignore NPC Collisions|intn=IgnoreNPCCollisions|choices|Disable collisions for [[NPC|NPCs]] if yes.
|}
:*0: No
*'''DefaultAnim'''
:*1: Yes
:<string> The name of the idle animation that this prop will revert to whenever it finishes a random or forced animation.
|only={{bms}}
*'''RandomAnimation'''
}}
:<choices> Randomly Animate.  
{{KV|Min Random Anim Time|intn=MinAnimTime|float|Minimum time between random animations.}}
:{|
{{KV|Max Random Anim Time|intn=MaxAnimTime|float|Maximum time between random animations.}}
! Literal value || Description
{{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||
| 0 || No
{{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 || Yes
:*1: {{ent|+use}}
|}
:*2: when looked at
*'''MinAnimTime'''
:*3: ON (starts activated)}}
:<float> Minimum time between random animations.
{{KV|Glow Range|intn=glowrange|integer|Range at which the glow becomes visible. 0 means always visible.}}
*'''MaxAnimTime'''
{{KV|Glow Range Min|intn=glowrangemin|integer|Range at which glow stops being visible. 0 means always visible.}}
:<float> Maximum time between random animations.
{{KV|Glow Color Override (R G B)|intn=glowcolor|color255|Color of the glow.}}
*'''SetBodyGroup'''
}}<!--
:<integer> Body Group.  
-->{{#ifeq:{{{pre09|0}}}|0|
*'''fademindist'''
{{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.}}
:<float> Distance at which the prop starts to fade (<0 = use fademaxdist).
|}}<!--
*'''fademaxdist'''
-->{{#ifeq:{{{preasw}}}|1||
:<float> Max fade distance at which the prop is visible (0 = don't fade out).
{{KV|Hold Animation|intn=HoldAnimation|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
*'''fadescale'''
{{KV|Animate Every Frame|intn=AnimateEveryFrame|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}
:<float> If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades. 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.
|}}
{{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!