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

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m (addendum for brush collisions)
(Moved the order of "classname"; Changed up the "modelindex"'s description to be more specific; Disabled "spawnflags" since it doesn't seem all that relevant, due to the common "Flags" section)
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:*5: Custom/Test (Usually no collision with anything)
:*5: Custom/Test (Usually no collision with anything)
:*6: [[VPhysics]]
:*6: [[VPhysics]]
{{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}}
<!-- We should make a new page for "model index"? -->
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the<code>cl_precacheinfo modelprecache</code>table, sets entity model to of the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}}
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| }}
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{{minititle|Base}}
{{minititle|Base}}
{{KV|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using{{ent|AddOutput}}input, which may 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|[[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|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|[[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|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using{{ent|AddOutput}}input, which may influence how the engine deals with the entity in certain circumstances.}}
{{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.{{note|While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.}}}}
{{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.{{note|While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.}}}}
{{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|[[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.}}
<!-- This ain't necessary IMO; We already have a subsection for entity flags
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts. Format is <code>key:value,key:value,...</code>and so on. Contexts may be [[filter_activator_context|filtered]].}}
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive 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; Format is <code>key:value,key:value,...</code>and so on. Can also be [[filter_activator_context|filtered for or against]].}}
{{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}}
{{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
<!-- 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

Revision as of 17:34, 25 May 2021


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