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

From Valve Developer Community
Jump to navigation Jump to search
(Added two missing closing braces where I think they were missing. Used more comments.)
 
(30 intermediate revisions by 7 users not shown)
Line 1: Line 1:
{{Lang}}
== Keyvalues ==
{{Documentation}}
{{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.}}


== Tests ==
{{KV|Collisions|intn=solid|integer choices|Method of collision for this entity.
{{KV|start}}
:{{Expand|title=Choices|margin_bottom=0|
{{KV BaseAnimating|new=1}}
*'''0''': None
{{KV|end}}
*'''1''': BSP ([[QPhysics]])  
 
:{{Bug|hidetested=1|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
<includeonly><onlyinclude><!--
*'''2''': [[Bounding box|Bounding Box]]
 
*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities)
-->{{#ifeq:{{{new|0}}}|0||
*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only
{{KV|new=1|model|string|src=BaseAnimating|World Model|The [[model]] this entity should appear as. 128-character limit.}}
*'''5''': Custom/Test (Usually no collision with anything)
 
*'''6''': [[VPhysics]]}}
{{KV|new=1|skin or ModelSkin {{as}}|int|src=BaseAnimating|[[Skin]]|value=0|nofgd={{{nofgd|}}}|Some models have multiple skins. This value selects from the index, starting with 0.}}
 
{{KV|new=1|solid|choices|src=BaseAnimating|Collisions|value=Use VPhysics|nofgd={{{nofgd|}}}|Method of collision for this entity.
 
'''Values:'''
:*'''0''': Not Solid
:*'''1''': BSP ([[QPhysics]]) {{#if:{{{nofgd|}}}||{{Not in FGD}}}} {{#if:{{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{ModernBug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }}
:*'''2''': [[Bounding box|Bounding Box]]
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''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}}


{{KV|new=1|hitboxset|string|src=BaseAnimating|[[Hitbox]] Set|nofgd=1|Sets the {{Ent|$hboxset}} to use.}}
{{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}}}}
 
{{KV|new=1|body or SetBodyGroup|int|src=BaseAnimating|Body Group|value=0|nofgd=1|Sets the the active submodel ({{Ent|$bodygroup}}).{{warning|Submodel changes do not appear in {{hammer|4}}, which may result in an inaccurate preview.}}}}<!-- `$bodygroup`s are referred to as Submodels in HLMV and HLAM -->
 
{{KV|new=1|modelindex|short|src=BaseAnimating|Model Index|nofgd=1|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.}}}}


{{#if:{{{l4d|}}}{{{l4d2|}}}
=== Effects - Render ===
|
{{KV|Render Amount (Transparency)|intn=renderamt|byte|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
|{{KV|new=1|modelscale|float|src=BaseAnimating|Model Scale|value=1.0|since=EP2|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 may not appear in {{hammer4|2}}, but will appear in-game (tested in {{dods}}). This is fixed in {{hammer++|2}}.}}}}
{{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]].}}
}}
{{KV Render FX}}
{{KV Rendermode}}


{{#if:{{{base|}}}|{{KV DXLevelChoice}}}}
=== Lighting / Shadows ===
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{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|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|sectiontitle = Animating}}
{{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}}


{{KV|new=1|sequence|int|src=BaseAnimating|Sequence|nofgd=1|Default animation sequence for the model to be playing after spawning.}}
{{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}}
 
{{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}}
{{KV|new=1|playbackrate|float|src=BaseAnimating|Playback Rate|nofgd=1|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0.}}
{{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>.
 
{{KV|new=1|cycle|float|src=BaseAnimating|Cycle|nofgd=1|The current frame of the current animation, on a range from 0-1.}}
 
{{KV|new=1|texframeindex|int|src=BaseAnimating|Texture Frame|nofgd=1|The initial frame number for all animated textures on this entity.}}
 
{{KV|sectiontitle = Effects - Render}}
 
{{KV|new=1|fademindist|float|src=BaseAnimating|Start Fade Distance|value=-1|nofgd={{{nofgd|}}}|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]].}}
 
{{KV|new=1|fademaxdist|float|src=BaseAnimating|End Fade Distance|value=0|nofgd={{{nofgd|}}}|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.}}
 
{{KV|new=1|fadescale|float|src=BaseAnimating|Fade Scale|value=1|nofgd={{{nofgd|}}}|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|new=1|renderamt|int|src=BaseAnimating|FX Amount/Transparency (0–255)|value=255|nofgd={{{nofgd|}}}|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
 
{{KV|new=1|rendercolor|color255|src=BaseAnimating|Render Color (R G B)|color=255 255 255|nofgd={{{nofgd|}}}|Color tint.}}
 
{{#if:{{{base|}}}| {{KV Render FX|new=1|src=BaseAnimating|l4d=b4}} | {{#if:{{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|{{KV Render FX|new=1|src=BaseAnimating|l4d=onlyafter}}|{{KV Render FX|src=BaseAnimating|new=1}}}} }}
 
{{KV|new=1|rendermode|choices|src=BaseAnimating|[[Render Mode]]|value=Normal|nofgd={{{nofgd|}}}|Set a non-standard rendering mode on this entity.
 
'''Values:'''
:*'''0''': Normal
:*'''1''': Color
:*'''2''': Texture
:*'''3''': Glow
:*'''4''': Solid/Alphatest {{obs}}
:*'''5''': Additive
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if:{{{nofgd|}}}||{{not in FGD}}}}
:*'''7''': Additive Fractional Frame
:*'''8''': Alpha Add {{#if:{{{nofgd|}}}||{{not in FGD}}}}
:*'''9''': World Space Glow
:*'''10''': Don't Render
}}
 
{{KV|sectiontitle = Effects - Environment}}
 
{{KV|new=1|disableshadows|boolean|src=BaseAnimating|Disable Shadows|value=No|nofgd={{{nofgd|}}}|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
 
{{KV|new=1|disablereceiveshadows|boolean|src=BaseAnimating|Disable Receiving Shadows|value=No|nofgd={{{nofgd|}}}|Prevent the entity from receiving shadows on itself.}}
 
{{KV|new=1|shadowcastdist|int|src=BaseAnimating|Shadow Cast Distance|value=0|nofgd={{{nofgd|}}}|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{Ent|shadow_control}} entity.}}
 
{{KV|new=1|LightingOrigin|targetname|src=BaseAnimating|Lighting Origin|nofgd={{{nofgd|}}}|Select an entity (not {{Ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
 
{{#if:{{{l4d|}}}{{{l4d2|}}}
|
|{{KV|new=1|deprecated=1|LightingOriginHack|targetname|src=BaseAnimating|Lighting Origin Offset|not={{l4ds}}|nofgd=1|The {{Ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Use <tt>Lighting Origin</tt> instead.}}
}}<!-- 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 -->
|{{KV|new=1|disableflashlight|boolean|src=BaseAnimating|Disable Flashlight|value=No|since=P2|nofgd={{{nofgd|}}}|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to <tt>[[Effect flags|EF_NOFLASHLIGHT]]</tt>.}}
 
{{KV|new=1|disableshadowdepth|boolean|src=BaseAnimating|Disable ShadowDepth|value=No|since=P2|nofgd={{{nofgd|}}}|Makes this entity not cast a shadow from {{Ent|env_projectedtexture}} entities. Identical to <tt>[[Effect flags|EF_NOSHADOWDEPTH]]</tt>.}}
 
{{KV|new=1|shadowdepthnocache|choices|src=BaseAnimating|Projected Texture Cache|value=Default|since=P2|nofgd={{{nofgd|}}}|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>.
 
'''Values:'''
:*0: Default
:*0: Default
:*1: No cache—render every frame
:*1: No cache—render every frame
:*2: Cache it—render only once}}
:*2: Cache it—render only once|since=P2}}
}}
|}}<!--


=== Performance ===
{{KV BaseFadeProp|nominititle=1}}
{{KV DXLevelChoice}}
{{KV SystemLevelChoice}}


=== Animation ===
{{KV|Sequence|intn=sequence|int|Index of 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|Cycle|intn=cycle|normal|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since={{P2}}|nofgd=1}}
{{note|See {{ent|point_posecontroller}} for more control}}


 
=== Miscellaneous ===
 
{{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}}}}
 
{{KV|Move Type|intn=MoveType|integer choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->
 
:{{Expand|title=Move Types|margin_bottom=0|
 
*'''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}}
==================================================================
|since={{as}}|nofgd=1}}
DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED:
{{KV|Collision Group|intn=CollisionGroup|integer choices|Sets a collision group for this entity, which changes its collision behavior.<!-- BREAK -->
==================================================================
:{{Expand|title=Groups|margin_bottom=0|
 
*'''0''': None
-->{{#ifeq:{{{new|0}}}|0|
*'''1''': Debris, collides only with the world and static props
{{ScrollBox|title=BaseAnimating|noscroll={{{noscroll|}}}|
*'''2''': Debris, with trigger interaction
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
*'''3''': Interactive Debris, doesn't collide with other debris
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.|nofgd={{{nofgd|}}}}}
*'''4''': Interactive, collides with everything except debris
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK
*'''5''': Player
-->{{ExpandBox|
*'''6''': Breakable Glass
:*'''0''': None
*'''7''': Vehicle
:*'''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!}} }}
*'''8''': Player Movement
:*'''2''': [[Bounding box|Bounding Box]]
*'''9''': In-Vehicle
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
*'''10''': Weapon
:*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
*'''11''': Vehicle Clip
:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
*'''12''': Projectile
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}
*'''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}}
|since={{as}}|nofgd=1}}
<!-- 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 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|$hboxset}} to use.|nofgd=1}}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{Ent|$hboxset}} to use.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{Ent|$bodygroup}}.|nofgd=1}}
<!-- 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 the index. {{ModernWarning|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}}
{{#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.{{ModernWarning|Negative or extremely high values can cause crashes!}}{{note|Scale may not appear in {{hammer4|2}}, but will appear in-game (tested in {{dods}}). This is fixed in {{hammer++|2}}.}}|since=EP2}}
}}
{{#if: {{{base|}}} | {{KV DXLevelChoice}} }}
<!--
  ++ 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|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|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
<!--
  ++ Effects - Render ++
-->
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Effects - Render'''}}
{{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|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|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|}}}}}
{{#if: {{{base|}}}
| {{KV Render FX|l4d=b4}}
| {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}} | {{kV Render FX|l4d=onlyafter}} | {{KV Render FX}} }}
}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
:*'''0''': Normal
:*'''1''': Color
:*'''2''': Texture
:*'''3''': Glow
:*'''4''': Solid/Alphatest {{obs}}
:*'''5''': Additive
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''7''': Additive Fractional Frame
:*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''9''': World Space Glow
:*'''10''': Don't Render}}|nofgd={{{nofgd|}}}
}}
<!--
  ++ 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 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|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. Use <tt>Lighting Origin</tt> instead.|not={{l4ds}}|nofgd=1|deprecated=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
-->|{{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|nofgd={{{nofgd|}}}}}
{{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|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>.
:*0: Default
:*1: No cache—render every frame
:*2: Cache it—render only once|since=P2|nofgd={{{nofgd|}}}}}
}}
<!--
  ++ Misc ++
Game-Specific Configs
-->
{{#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|
:*'''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}}
|since={{as}}|nofgd=1<!--
  -->}}<!--
  -->{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.<!-- BREAK -->{{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, NPCs ignore the player
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
|since={{as}}|nofgd=1<!--
  -->}}<!--
-->}}<!-- ENF #IF L4D/L4D2
-->{{#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}}<!--
-->}}<!--
-->{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|<!--will only show if none are checked-->|{{KV DXLevelChoice}} }}<!--
-->{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}}<!--
-->}}<!-- END #IF base
-->}}<!-- END ScrollBox
-->}}<!-- END #IFEQ new == 0
--></onlyinclude></includeonly>

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.