Template:KV BaseEntity/doc: Difference between revisions

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<!--
  ++ BRUSH ++
-->
<!-- IF: BRUSH -->
{{#if:{{{brush|}}}|{{minititle|Brush}}
{{KV|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, draw a bounding box this large. Requires<code>maxs</code> if used so the other side of the box isn't empty.|nofgd=1}}
{{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, draw a bounding box this large. Requires<code>mins</code> if used so the other side of the box isn't empty.|nofgd=1}}
{{note|To translate a brush's size in Hammer to these keys, first divide the size value in Hammer by 2. Then, apply the resulting number to one of the 2 keys, then have the numbers inverted for the other key (Multiplied / Divided by -1).}}
{{note|If collisions is already set, it must be set back to Bounding Box (solid 2).}}
{{confirm|Do all coordinates treat the origin as a "midpoint", and does it matter?}}
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}}
:*0: None
:*1: BSP ([[QPhysics]])
:*2: [[Bounding box|Bounding Box]]
:*3: [[Bounding box|Oriented Bounding Box]]
:*4: [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only
:*5: Custom/Test
:*6: [[VPhysics]]
{{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map.|nofgd=1}}}}
<!--
  ++ Base ++
-->
{{minititle|Base}}
{{KV|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using {{ent|AddOutput}}, which will influence how the engine deals with the entity in certain circumstances.}}
{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity by.}}
{{KV|Global Entity Name|intn=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.}}
{{KV|[[Parent]]|intn=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. ''Every'' entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a {{ent|trigger_transition}}. Some entities which aren't intended to be parented may not function correctly. {{ent|phys_constraint}} can be used as a workaround to parenting.}}
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.}}
{{KV|[[Pitch Yaw Roll]] (X Y Z)|intn=angles|angle|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.{{note|This works on brush entities, although Hammer doesn't show the new angles.}}}}
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles features of an entity, its specific number is determined by the combination of flags added.}}
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts for this entity. Format is <code>key:value,key:value,...</code>. Contexts may be [[filter_activator_context|filtered]].}}
{{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}}
<!-- I'm not sure what the use cases of these 2 are, so ill hide them for now. Not too much of a harm to show "hammerid" for the plugin / sourcepawn peeps
{{KV|Local Time|intn=ltime|float|The local time of the entity, independent of the global clock. Used mainly for physics calculations.|nofgd=1}}
{{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}}
-->
{{KV|Hammer ID|intn=hammerid|int|The entity's [[Hammer]] ID. Mainly used by plugins and debugging commands, such as '''<code>ent_keyvalue</code>'''. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.|nofgd=1}}
<!--
  ++ Game Specifics ++
-->
<!-- IF NOT: BASE, L4D2 AND CSGO -->
{{#if:{{{base|}}}||{{#if:{{{l4d2|}}}|
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
{{KV|Entity Scripts|intn=vscripts|scriptlist|Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.|since=L4D2}}
{{KV|Script think function|intn=thinkfunction|string|Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid [[expensive]] operations in this function, as it may cause performance problems.|since=L4D2}}
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
| <!-- ELSE IF: CSGO -->{{#if:{{{csgo|}}}|
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}
|<!-- ELSE: -->
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
{{KV|Entity Scripts|intn=vscripts|scriptlist|Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.|since=L4D2}}
{{KV|Script think function|intn=thinkfunction|string|Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid [[expensive]] operations in this function, as it may cause performance problems.|since=L4D2}}
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}
}}}}}}</includeonly>
<noinclude>
<noinclude>
{{documentation}}
{{Documentation subpage}}
<!-- Add categories to the /doc subpage, not here -->
This template is our holder for all [[keyvalues]] that are assigned through {{ent|CBaseEntity}}. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See [[Help:Templates]] for more info on named parameters.
'''No parameters:''' display keyvalues for ALL games.
<pre>{{KV BaseEntity}}</pre>
'''Base:''' display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).
<pre>{{KV BaseEntity|base=1}}</pre>
'''Game as a parameter:''' display the keyvalues that<code>base</code>displays, AND keyvalues that were added to the class, by the specified game. You must specify ALL the games you want to include (e.g.<code>l4d2</code>will not automatically include<code>l4d</code>keyvalues as well). This is because there are situations like in Portal 2, where the output<code>OnKilled</code>is not available through<code>CBaseEntity</code>class, despite being a far descendant of the L4D branch which added it.
<pre>{{KV BaseEntity|l4d2=1}}</pre>
 
All parameters for this template:
*<code>base</code> - (Use only the entity was available before L4D2.)
*<code>l4d2</code> - When used, cannot show information for {{csgo}}unless you leave this and {{csgo}} as blank.
*<code>csgo</code> - {{l4d2}} must not be present if both {{l4d2}} and this must be shown at the same time.
*<code>brush</code> - (This adds things common for all brush entities, visible or not. For keys applicable only to visible brushes, use [[:Template:KV visiblebrush]] in conjunction.)
*<code>css</code> - <strike>(DEPRECATED 10/1/18: Previously used for a notice that was ''thought'' to apply to all entities in CS:S. The purpose of this now exists in [[Template:PreservedEnt]]. This is completely removed from the template and won't affect anything.) (24/3/2021 brought back for the<code>teamnum</code> key)</strike>
*<code>l4d</code> - (DEPRECATED 9/21/18: Found out these keyvalues only work with renderable things. They have been migrated to visiblebrush and BaseAnimating KV templates. This is completely removed from the template and won't affect anything.)
*<code>tf2</code> - <strike>(DEPRECATED 20/4/2021: Was only used to show <code>TeamNum</code>keyvalue's TF2 specific information. Use{{tl|KV TeamNum}}instead.)</strike>
{{note|If you want to edit something on this template, please make sure you edit it in both places. ''Per-game'' keyvalues are duplicated, for technical reasons.}}
See [[FGD Template Prototype]].
{{note|Some <code>CBaseEntity</code> keyvalues are not covered here. See the talk page.}}
----
{{KV BaseEntity}}
</noinclude>
</noinclude>
<includeonly>
<!--{{otherlang2
|title=
}}-->
{{sandbox other||
<!-- Categories below this line, please -->
[[Category:Keyvalue Templates|Global]]
}}</includeonly>

Revision as of 22:23, 19 April 2021

Edit-copy.png
This is a documentation subpage for Template:KV BaseEntity.
Don't forget to purge the contents of the base page upon creating or editing this subpage.

This template is our holder for all keyvalues that are assigned through CBaseEntity. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See Help:Templates for more info on named parameters. No parameters: display keyvalues for ALL games.

{{KV BaseEntity}}

Base: display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).

{{KV BaseEntity|base=1}}

Game as a parameter: display the keyvalues thatbasedisplays, AND keyvalues that were added to the class, by the specified game. You must specify ALL the games you want to include (e.g.l4d2will not automatically includel4dkeyvalues as well). This is because there are situations like in Portal 2, where the outputOnKilledis not available throughCBaseEntityclass, despite being a far descendant of the L4D branch which added it.

{{KV BaseEntity|l4d2=1}}

All parameters for this template:

  • base - (Use only the entity was available before L4D2.)
  • l4d2 - When used, cannot show information for Counter-Strike: Global Offensiveunless you leave this and Counter-Strike: Global Offensive as blank.
  • csgo - Left 4 Dead 2 must not be present if both Left 4 Dead 2 and this must be shown at the same time.
  • brush - (This adds things common for all brush entities, visible or not. For keys applicable only to visible brushes, use Template:KV visiblebrush in conjunction.)
  • css - (DEPRECATED 10/1/18: Previously used for a notice that was thought to apply to all entities in CS:S. The purpose of this now exists in Template:PreservedEnt. This is completely removed from the template and won't affect anything.) (24/3/2021 brought back for theteamnum key)
  • l4d - (DEPRECATED 9/21/18: Found out these keyvalues only work with renderable things. They have been migrated to visiblebrush and BaseAnimating KV templates. This is completely removed from the template and won't affect anything.)
  • tf2 - (DEPRECATED 20/4/2021: Was only used to show TeamNumkeyvalue's TF2 specific information. Use{{KV TeamNum}}instead.)
Note.pngNote:If you want to edit something on this template, please make sure you edit it in both places. Per-game keyvalues are duplicated, for technical reasons.

See FGD Template Prototype.

Note.pngNote:Some CBaseEntity keyvalues are not covered here. See the talk page.