Model entity/Generic Keyvalues, Inputs and Outputs/Inputs: Difference between revisions
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Warning:Negative or extremely high values can cause crashes!
Deprecated (talk | contribs) m (Corrected Category from Keyvalue Templates to Input Templates) |
(Started using new Since, etc. templates) |
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{{IO|Ignite|Makes the entity catch on fire indefinitely.}} | {{IO|Ignite|Makes the entity catch on fire indefinitely.}} | ||
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}} | {{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}} | ||
{{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.}} | {{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}} | ||
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.}} | {{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}} | ||
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains [[$collisionjoints]], for other models [[phys_convert]] can be used instead.}} | {{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains [[$collisionjoints]], for other models [[phys_convert]] can be used instead.}} | ||
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}} | {{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}} | ||
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. | {{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. Use <code>SetLightingOrigin</code> instead.|deprecated=1|removed={{l4d}}}} | ||
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | {{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | ||
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | {{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | ||
{{IO|SetModelScale|param=vector| | {{IO|SetModelScale|param=vector|only={{src13}}|Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly. | ||
{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}} | {{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}} | ||
{{warning|Negative or extremely high values can cause crashes!}}}} | {{warning|Negative or extremely high values can cause crashes!}}}} | ||
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{{IO|DisableShadow|Prevents the entity from drawing a [[render target]] shadow.}}<!-- | {{IO|DisableShadow|Prevents the entity from drawing a [[render target]] shadow.}}<!-- | ||
-->{{#if:{{{portal2|}}}|{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}} | -->{{#if:{{{portal2|}}}|{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}} | ||
{{IO|DisableDraw|since= | {{IO|DisableDraw|since={{portal2}}|Applies {{ent|EF_NODRAW}} to the entity. Note that this is different than {{ent|rendermode|10}}.}} | ||
{{IO|EnableReceivingFlashlight|since= | {{IO|EnableReceivingFlashlight|since={{portal2}}|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}} | ||
{{IO|DisableReceivingFlashlight|since= | {{IO|DisableReceivingFlashlight|since={{portal2}}|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}} | ||
{{IO|EnableDrawInFastReflection|since= | {{IO|EnableDrawInFastReflection|since={{portal2}}|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}} | ||
{{IO|DisableDrawInFastReflection|since= | {{IO|DisableDrawInFastReflection|since={{portal2}}|Prevents the entity from rendering in fast reflections.}}}}<noinclude>{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}} | ||
{{IO|DisableDraw|since= | {{IO|DisableDraw|since={{portal2}}|Applies {{ent|EF_NODRAW}} to the entity. Note that this is different than {{ent|rendermode|10}}.}} | ||
{{IO|EnableReceivingFlashlight|since= | {{IO|EnableReceivingFlashlight|since={{portal2}}|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}} | ||
{{IO|DisableReceivingFlashlight|since= | {{IO|DisableReceivingFlashlight|since={{portal2}}|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}} | ||
{{IO|EnableDrawInFastReflection|since= | {{IO|EnableDrawInFastReflection|since={{portal2}}|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}} | ||
{{IO|DisableDrawInFastReflection|since= | {{IO|DisableDrawInFastReflection|since={{portal2}}|Prevents the entity from rendering in fast reflections.}}</noinclude> |
Revision as of 09:25, 8 May 2020
This template is our holder for all inputs that are assigned through CBaseAnimating.
When applying to a page, add |portal2=1
to display inputs added by Portal 2 (if they should be there).
Model:
- SetBodyGroup <integer >
- Sets the the active $bodygroup.
- Ignite
- Makes the entity catch on fire indefinitely.
- IgniteLifetime <float >
- Makes the entity catch on fire for a given amount of time.
- IgniteNumHitboxFires <integer > (removed since
)
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
- IgniteHitboxFireScale <float > (removed since
)
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
- BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
- SetLightingOrigin <targetname >
- Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname >(removed since)
- Deprecated.
Offsets the entity's lighting origin by their distance from an info_lighting_relative. UseSetLightingOrigin
instead.
- fademindist <float >
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- fademaxdist <float >
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- SetModelScale <vector > (only in
)
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.

modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
- Alpha <integer >
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0
.
- AlternativeSorting <boolean >
- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
- Color <color255 >
- Sets an RGB color for the entity.
- SetDamageFilter <targetname >
- Sets a filter for this entity for when it receives damage.
- EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
- EnableShadow
- Allows the entity to draw a render target shadow.
- DisableShadow
- Prevents the entity from drawing a render target shadow.
- EnableDraw (in all games since
)
- Removes EF_NODRAW from the entity.
- DisableDraw (in all games since
)
- Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
- EnableReceivingFlashlight (in all games since
)
- Makes it so that the entity is lit by env_projectedtextures.
- DisableReceivingFlashlight (in all games since
)
- Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
- EnableDrawInFastReflection (in all games since
)
- Makes the entity be rendered in reflections from water materials using
$reflectonlymarkedentities
.
- DisableDrawInFastReflection (in all games since
)
- Prevents the entity from rendering in fast reflections.