Chicken: Difference between revisions
		
		
		
		
		
		Jump to navigation
		Jump to search
		
				
		
 
		
	
Unnamed 1024 (talk | contribs) No edit summary  | 
				 (pet_entity was already linked to once)  | 
				||
| Line 143: | Line 143: | ||
Paste the FGD code in the last line of the [[csgo.fgd]]. The csgo.fgd can be found in CS:GO's bin folder.  | Paste the FGD code in the last line of the [[csgo.fgd]]. The csgo.fgd can be found in CS:GO's bin folder.  | ||
Revision as of 16:48, 26 January 2019
chicken  is a   point entity  available in 
 Counter-Strike: Global Offensive.
Entity Description
A chicken. Normally spawned with pet_entity, but this entity will not require a Navigation Mesh.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
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.
 
Global:
- Global Entity Name (globalname) <string>
 - Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
 
- 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.
 
Health:
- Min Damage to Hurt (minhealthdmg) ([todo internal name (i)]) <integer>
 - If a single hit to the object doesn't do at least this much damage, the chicken won't take any of the damage it attempted to give.
 
- Damage Filter Name (damagefilter) ([todo internal name (i)]) <targetname>
 - When this entity receives damage, it will filter by this entity.
 
System Level Choices:
- Minimum CPU Level ([todo internal name (i)]) <choices>
 - 
- 0 : default (low)
 - 1 : low
 - 2 : medium
 - 3 : high
 
 
- Maximum CPU Level ([todo internal name (i)]) <choices>
 - 
- 0 : default (High)
 - 1 : low
 - 2 : medium
 - 3 : high
 
 
- Minimum GPU Level ([todo internal name (i)]) <choices>
 - 
- 0 : default (very low)
 - 1 : very low
 - 2 : low
 - 3 : medium
 - 4 : high
 
 
- Maximum GPU Level ([todo internal name (i)]) <choices>
 - 
- 0 : default (high)
 - 1 : very low
 - 2 : low
 - 3 : medium
 - 4 : high
 
 
- Disable X360 ([todo internal name (i)]) <choices>
 - 
- 0 : No
 - 1 : Yes
 
 
BaseFadeProp:
- 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 
), 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. 
Render Fields:
- Render Mode (rendermode) ([todo internal name (i)]) <choices>
 - Set a non-standard rendering mode on this entity.
 
- 0: Normal
 - 1: Color
 - 2: Texture
 - 3: Glow
 - 4: Solid/Alphatest
 - 5: Additive
 - 6: Removed, does nothing
 - 7: Additive Fractional Frame
 - 8: Alpha Add
 - 9: World Space Glow
 - 10: Don't Render
 
- Render FX (renderfx) ([todo internal name (i)]) <choices>
 - Preset pattern of appearance effects.
 
- 0: None
 - 1: Slow Pulse
 - 2: Fast Pulse
 - 3: Slow Wide Pulse
 - 4: Fast Wide Pulse
 - 5: Slow Fade Away
 - 6: Fast Fade Away
 - 7: Slow Become Solid
 - 8: Fast Become Solid
 - 9: Slow Strobe
 - 10: Fast Strobe
 - 11: Faster Strobe
 - 12: Slow Flicker
 - 13: Fast Flicker
 - 14: Constant Glow
 - 15: Distort
 - 16: Hologram (Distort + fade)
 - 17: Scale Up
 - 22: Spotlight FX
 - 23: Cull By Distance
 - 24: Fade Wider Pulse
 - 26: Fade Near
 
Todo: 18-21, 25
- Render FX / Transparency (0 - 255) (renderamt) ([todo internal name (i)]) <integer>
 - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
 
Glow:
- Glow Distance(glowdist) ([todo internal name (i)]) <integer>
 - Controls how far the glow should be visible.
 
- Glow Style(glowstyle) ([todo internal name (i)]) <choices>
 - What style of glow should be used.
- 0 : Default (through walls)
 - 1 : Shimmer (doesn't glow through walls)
 - 2 : Outline (doesn't glow through walls)
 - 3 : Outline Pulse (doesn't glow through walls)
 
 
Chicken Models and Skins:
- Skin ([todo internal name (i)]) <choices>
 - The chicken model has multiple color variants, use 0 for default color.
 
- Chicken Model(SetBodyGroup) ([todo internal name (i)]) <choices>
 - Holiday submodels of chicken.
- 0 : Default
 - 1 : Party Hat
 - 2 : Ghost
 - 3 : Sweater
 - 4 : Bunny ears
 - 5 : Pumpkin head
 
 
FGD Code
@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken :
    "Chicken AI entity."
[
    Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible."
    minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible."
    glowdist(integer)       : "Glow Distance" : 1024
    glowenabled(boolean) : "Glow by default?" : 0
    glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."
    glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =
    [
        0 : "Default (through walls)"
        1 : "Shimmer (doesn't glow through walls)"
        2 : "Outline (doesn't glow through walls)"
        3 : "Outline Pulse (doesn't glow through walls)"
    ]
 	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
    SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" =
    [
        0 : "Default"
        1 : "Party Hat"
        2 : "Ghost"
        3 : "Sweater"
        4 : "Bunny ears"
	5 : "Pumpkin head"
    ]
    input SetGlowEnabled(void) : "Starts the glow."
    input SetGlowDisabled(void) : "Stops the glow."
    input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
    input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."
    input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."
    input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."
 
    output OnHealthChanged(void) : "Fires output when health changes."
           
]
Instruction on placing the FGD Code:
Paste the FGD code in the last line of the csgo.fgd. The csgo.fgd can be found in CS:GO's bin folder.