Talk:Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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(progress quirks and oversights)
 
(updates)
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==progress quirks and oversights==
==progress quirks and oversights==
BaseEntity keyvalues not covered here:
BaseEntity keyvalues not covered here:
*{{todo}}<code>speed</code> (used on entities such as func_door. decision on where to put it not made.)
*<code>speed</code> (used on entities such as func_door. this will be documented individually, per-entity's use of it.)
*<code>renderfx</code> (covered on BaseAnimating)
*<code>renderfx</code> (covered on BaseAnimating)
*<code>rendermode</code> (covered on BaseAnimating)
*<code>rendermode</code> (covered on BaseAnimating)
*<code>rendercolor</code> (covered on BaseAnimating)
*<code>rendercolor</code> (covered on BaseAnimating)
*<code>modelindex</code> (covered on BaseAnimating)
*<code>modelindex</code> (covered on BaseAnimating)
*{{todo}}<code>max_health</code> (decision on where to put it not made.)
*{{todo}}<code>max_health</code> (should be covered on AI_BaseNPC. other entities that use it will probably do so individually.)
*{{todo}}<code>health</code> (decision on where to put it not made.)
*{{todo}}<code>health</code> (should be covered on AI_BaseNPC. other entities that use it will probably do so individually.)
*<code>target</code> (covered on AI_BaseNPC)
*<code>target</code> (covered on AI_BaseNPC)
*{{todo}}<code>damagefilter</code> (decision on where to put it not made.)
*{{todo}}<code>damagefilter</code> (should be covered on BaseAnimating.)
*<code>solid</code> (covered on BaseAnimating)
*<code>solid</code> (covered on BaseAnimating)
*<code>shadowcastdist</code> (covered on BaseAnimating)
*<code>shadowcastdist</code> (covered on BaseAnimating)
*{{todo}}<code>TeamNum</code> (decision on where to put it not made.)
*<code>TeamNum</code> (will be covered individually by entities which use it.)
*<code>teamnumber</code> (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)
*<code>model</code> (covered on BaseAnimating)
*<code>model</code> (covered on BaseAnimating)
*{{todo}}<code>basevelocity</code> (decision on where to put it not made.)
*{{todo}}<code>basevelocity</code> (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
*{{todo}}<code>avelocity</code> (decision on where to put it not made.)
*{{todo}}<code>avelocity</code> (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
*{{todo}}<code>waterlevel</code> (decision on where to put it not made.)
*{{todo}}<code>waterlevel</code> (should be covered on AI_BaseNPC. also used by {{ent|player}}. nothing else uses this probably?)
*{{todo}}<code>gravity</code> (decision on were to put it not made.)
*<code>gravity</code> (only used by {{ent|player}}.)
*{{todo}}<code>friction</code> (decision on where to put it not made.)
*<code>friction</code> (non-functional leftover from GoldSource. will ''not'' be noted.)
*{{todo}}<code>ltime</code> (decision on where to put it not made. it should probably go here.)
*{{todo}}<code>velocity</code> (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
*{{todo}}<code>velocity</code> (decision on where to put it not made.)
*{{todo}}<code>texframeindex</code> (decision on where to put it not made.)
*{{todo}}<code>texframeindex</code> (decision on where to put it not made.)
*{{todo}}<code>spawnflags</code> (decision on where to put it not made.)
*{{todo}}<code>view_ofs</code> (decision on where to put it not made.)
*{{todo}}<code>view_ofs</code> (decision on where to put it not made.)
*{{todo}}<code>fademindist</code> (covered on BaseAnimating (needs to note that it is from l4d))
*<code>fademindist</code> (covered on BaseAnimating)
*{{todo}}<code>fademaxdist</code> (covered on BaseAnimating (needs to note that it is from l4d))
*<code>fademaxdist</code> (covered on BaseAnimating)
*{{todo}}<code>fadescale</code> (covered on BaseAnimating (needs to note that it is from l4d))
*<code>fadescale</code> (covered on BaseAnimating)
*{{todo}}<code>addon</code> (spotted in Left 4 Dead 2 datamap. decision on where to put it not made.)
*<code>addon</code> (spotted in Left 4 Dead 2 datamap. not useful, not noted. see {{ent|ai_addon_builder}}.)
*<code>MoveType</code> (covered on BaseAnimating)
*<code>MoveType</code> (covered on BaseAnimating)
*<code>CollisionGroup</code> (covered on BaseAnimating)
*<code>CollisionGroup</code> (covered on BaseAnimating)
*{{todo}}<code>teamnumber</code> (spotted in Alien Swarm datamap. decision on where to put it not made.)
*{{todo}}<code>pendingteamnumber</code> (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on {{ent|player}}s?)
*{{todo}}<code>pendingteamnumber</code> (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made.)
 
 
Keyvalues covered here not present in BaseEntity:
*{{todo}}<code>targetname</code> (it simply is not in the datamaps despite making logical sense?)
*{{todo}}<code>origin</code> (simply not in datamaps. why?)
*{{todo}}<code>angles</code> (not in datamap. where DO these come from?)


all datamaps have been checked. [[User:Pinsplash|Pinsplash]] ([[User talk:Pinsplash|talk]]) 04:03, 3 August 2018 (UTC)
all datamaps have been checked. [[User:Pinsplash|Pinsplash]] ([[User talk:Pinsplash|talk]]) 04:03, 3 August 2018 (UTC)

Revision as of 10:53, 3 August 2018

progress quirks and oversights

BaseEntity keyvalues not covered here:

  • speed (used on entities such as func_door. this will be documented individually, per-entity's use of it.)
  • renderfx (covered on BaseAnimating)
  • rendermode (covered on BaseAnimating)
  • rendercolor (covered on BaseAnimating)
  • modelindex (covered on BaseAnimating)
  • [Todo]max_health (should be covered on AI_BaseNPC. other entities that use it will probably do so individually.)
  • [Todo]health (should be covered on AI_BaseNPC. other entities that use it will probably do so individually.)
  • target (covered on AI_BaseNPC)
  • [Todo]damagefilter (should be covered on BaseAnimating.)
  • solid (covered on BaseAnimating)
  • shadowcastdist (covered on BaseAnimating)
  • TeamNum (will be covered individually by entities which use it.)
  • teamnumber (spotted in Alien Swarm datamap. will be covered individually by entities which use it.)
  • model (covered on BaseAnimating)
  • [Todo]basevelocity (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
  • [Todo]avelocity (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
  • [Todo]waterlevel (should be covered on AI_BaseNPC. also used by player. nothing else uses this probably?)
  • gravity (only used by player.)
  • friction (non-functional leftover from GoldSource. will not be noted.)
  • [Todo]velocity (should be covered on AI_BaseNPC. will also be covered for projectiles in some way? remainders will be individual.)
  • [Todo]texframeindex (decision on where to put it not made.)
  • [Todo]view_ofs (decision on where to put it not made.)
  • fademindist (covered on BaseAnimating)
  • fademaxdist (covered on BaseAnimating)
  • fadescale (covered on BaseAnimating)
  • addon (spotted in Left 4 Dead 2 datamap. not useful, not noted. see ai_addon_builder.)
  • MoveType (covered on BaseAnimating)
  • CollisionGroup (covered on BaseAnimating)
  • [Todo]pendingteamnumber (spotted in Counter Strike Global Offensive datamap. decision on where to put it not made. probably only used on players?)

all datamaps have been checked. Pinsplash (talk) 04:03, 3 August 2018 (UTC)