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

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(changed up the parserfunctions logic to show L4D2 / CSGO content; clearer 'modelindex' keyvalue info)
m (parserfunction missing bracket fix; mins and max KV info update)
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<!-- IF: BRUSH -->
<!-- IF: BRUSH -->
{{#if:{{{brush|}}}|{{minititle|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|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, mark the maximum bounding box's corner as this far away. 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}}
{{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, mark the minimum bounding box's corner as this far away. 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|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, with 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).}}
:{{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}}
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}}
:*0: None
:*0: None
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:*5: Custom/Test
:*5: Custom/Test
:*6: [[VPhysics]]
:*6: [[VPhysics]]
::{{todo|When is a good time to apply Oriented Bounding Box manually..?}}
{{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map. Requires [[Prop_data#Creating_new_base_types|precaching models with propdata.txt]], then using<code>cl_precacheinfo modelprecache</code>while in-game to get the proper index number. {{warning|Needs to be setup meticulously to have no crashes.}}|nofgd=1}}
{{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map. Requires [[Prop_data#Creating_new_base_types|precaching models with propdata.txt]], then using<code>cl_precacheinfo modelprecache</code>while in-game to get the proper index number. {{warning|Needs to be setup meticulously to have no crashes.}}|nofgd=1}}
| }}
<!--
<!--
   ++ Base ++
   ++ Base ++
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{{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|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|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}}
{{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>
| }}}}}}</includeonly>
<noinclude>
<noinclude>
{{documentation}}
{{documentation}}
<!-- Add categories to the /doc subpage, not here -->
<!-- Add categories to the /doc subpage, not here -->
</noinclude>
</noinclude>

Revision as of 10:49, 27 April 2021


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