Entity Article Template: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (wrong template in outputs)
(some updating, in case people actually use this)
Line 1: Line 1:
== Entity description ==
<nowiki>{{{<game acronym> point|entity_name}}}</nowiki> This should be a plainly-worded but accurate description of the basic function of the entity. A basic description for most entities is included in the help built into [[Hammer]].
Description of the entity goes here. This should be a plainly-worded but accurate description of the basic function of the entity. A basic description for most entities is included in the help built into [[Hammer]].


The quick brown fox jumps over the lazy dog. 1234567890. Description of entity goes here, blah blah. The quick brown fox jumps over the lazy dog. 1234567890. Description of entity goes here, blah blah. The quick brown fox jumps over the lazy dog. 1234567890.  
{{tip|If the entity is available everywhere, use <nowiki>{{point ent}} or {{brush ent}}</nowiki>.}}


For an NPC's inputs, outputs etc. the [[Npc_sniper|npc_sniper]] article could be handy. Many of the details seem the same for different NPCs, so it could save typing.
For an NPC's inputs, outputs etc. the [[Npc_sniper|npc_sniper]] article could be handy. Many of the details seem the same for different NPCs, so it could save typing.
Line 9: Line 8:


== Dedicated Console Variables - omit if none exist ==
== Dedicated Console Variables - omit if none exist ==
* '''cvar_name'''
: <data type> Omittable Description


* '''sk_barney_health'''
; cvar_name <data type>
: <integer> Barney's spawn health
: Omittable Description
; sk_barney_health <integer>
: Barney's spawn health


== Keyvalues - omit if none exist ==
== Keyvalues - omit if none exist ==
* {{KV Targetname}}
<!-- Source found at [[Template:KV Targetname]] -->


* {{KV Parentname}}
; rendercolor
<!-- Source found at [[Template:KV Parentname]] -->
 
* {{KV Angles}}
<!-- Source found at [[Template:KV Angles]] -->
 
* {{KV DXLevelChoice}}
 
* '''rendercolor'''
: {{color}} The color of the spotlight cone.
: {{color}} The color of the spotlight cone.
 
{{ScrollBox|
:Use this:
{{KV Targetname}}
:* '''ExampleYesNo'''
{{KV Parentname}}
:: {{boolean}} Omittable Description
{{KV Angles}}
:Instead of this:
{{KV DXLevelChoice}}
:* '''ExampleYesNo'''
}}
:: <choices> Omittable Description
::{| class=standard-table
! Literal Value || Description
|-
| 0 || No
|-
| 1 || Yes
|}
:But not for this:
:* '''ExampleYesNo'''
:: <choices> Omittable Description
::{| class=standard-table
! Literal Value || Description
|-
| 0 || Yes
|-
| 1 || No
|}
 
* '''keyname'''
: <type of value> Replace this with a description of what the key is used for.


== Flags - omit if none exist ==
== Flags - omit if none exist ==
Line 65: Line 33:


== Inputs - omit if none exist ==
== Inputs - omit if none exist ==
* {{I Targetname}}
 
* {{I Parentname}}
; <code>Input Name</code>
* '''Intput Name'''
: A description of the Input.
: Replace this with a description of the Input.
{{I Targetname}}
{{I Parentname}}


== Outputs - omit if none exist ==
== Outputs - omit if none exist ==
* {{O Targetname}}
 
* '''Output Name'''
; <code>Output Name</code>
: Omittable Description
: Omittable Description
{{O Targetname}}


== See also ==
== See also ==
{{note|Add links to related articles, entities, or tutorials here.}}
{{note|Add links to related articles, entities, or tutorials here.}}



Revision as of 05:17, 25 July 2010

{{{<game acronym> point|entity_name}}} This should be a plainly-worded but accurate description of the basic function of the entity. A basic description for most entities is included in the help built into Hammer.

Tip.pngTip:If the entity is available everywhere, use {{point ent}} or {{brush ent}}.

For an NPC's inputs, outputs etc. the npc_sniper article could be handy. Many of the details seem the same for different NPCs, so it could save typing.

The information for the entity Keys, Outputs, and Inputs can be found inside the Hammer entity help, or in the FGD. Flag names can only be found in the FGD.

Dedicated Console Variables - omit if none exist

cvar_name
Omittable Description
sk_barney_health <integer>
Barney's spawn health

Keyvalues - omit if none exist

rendercolor
#000000 The color of the spotlight cone.
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
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]

Flags - omit if none exist

  • Integer value : Flag Name
Omissible description
  • Integer value : Flag Name
Omissible description

Inputs - omit if none exist

Input Name
A description of the Input.


Parentname:
SetParent <stringRedirectInput/string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <stringRedirectInput/string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <stringRedirectInput/string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs - omit if none exist

Output Name
Omittable Description


See also

Note.pngNote:Add links to related articles, entities, or tutorials here.