Worldspawn: Difference between revisions
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Tip:Access these properties in Hammer with Main menu > Map > Map properties...
Note:These two parameters might not appear if you have propper.fgd in Hammer.
Confirm:does this have the same bug as in Source?
Kestrelguy (talk | contribs) m (added some GoldSource info based on Half-Life.fgd and Team Fortress Classic.fgd) |
(-added some internal names) |
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=== {{Source|4}} Games === | === {{Source|4}} Games === | ||
{{KV|Map Description / Title|string|Map's description/title. {{note|Doesn't seem to be used anywhere anymore.}}}} | {{KV|Map Description / Title|intn=message|string|Map's description/title. {{note|Doesn't seem to be used anywhere anymore.}}}} | ||
{{KV|SkyBox Texture Name|string|[[Skybox]] material. See [[Sky List]].}} | {{KV|SkyBox Texture Name|intn=skyname|string|[[Skybox]] material. See [[Sky List]].}} | ||
{{KV|Chapter Title Message|string|Chapter Title that appears on-screen when this level starts.}} | {{KV|Chapter Title Message|intn=chaptertitle|string|Chapter Title that appears on-screen when this level starts.}} | ||
{{KV|Level Fade In|boolean|Fades the map in. {{bug|The fade is carried out every time the map loads, including when loading from a saved game. Use [[env_fade]] instead.}}}} | {{KV|Level Fade In|intn=startdark|boolean|Fades the map in. {{bug|The fade is carried out every time the map loads, including when loading from a saved game. Use [[env_fade]] instead.}}}} | ||
{{KV|Display Game Title|boolean|Should the game's title appear on-screen when the map starts?}} | {{KV|Display Game Title|intn=gametitle|boolean|Should the game's title appear on-screen when the map starts?}} | ||
{{KV|New Level Unit|choices|Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.}} | {{KV|New Level Unit|intn=newunit|choices|Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.}} | ||
:* 0 : No, keep current | :* 0 : No, keep current | ||
:* 1 : Yes, clear previous levels | :* 1 : Yes, clear previous levels | ||
{{KV|Max occludee area|float|[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.}} | {{KV|Max occludee area|intn=maxoccludeearea|float|[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.}} | ||
{{KV|Min occluder area|float|[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.}} | {{KV|Min occluder area|intn=minoccludeearea|float|[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.}} | ||
{{KV|Max occludee area (Xbox)|float|[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.}} | {{KV|Max occludee area (Xbox)|intn=maxoccludeearea_x360|float|[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.}} | ||
{{KV|Min occluder area (Xbox)|float|[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.}} | {{KV|Min occluder area (Xbox)|intn=minoccludeearea_x360|float|[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.}} | ||
{{KV|Start Fade Pixels|float|Number of pixels wide at which all props in the level start to fade (<0 {{=}} use fademaxdist). This number is ignored if the prop has a specific fade distance specified.}} | {{KV|Start Fade Pixels|intn=maxpropscreenwidth|float|Number of pixels wide at which all props in the level start to fade (<0 {{=}} use fademaxdist). This number is ignored if the prop has a specific fade distance specified.}} | ||
{{KV|End Fade Pixels|float|Minimum number of pixels wide at which the prop is visible (0 {{=}} don't fade out). This number is ignored if the prop has a specific fade distance specified.}} | {{KV|End Fade Pixels|intn=minpropscreenwidth|float|Minimum number of pixels wide at which the prop is visible (0 {{=}} don't fade out). This number is ignored if the prop has a specific fade distance specified.}} | ||
{{KV|Detail.vbsp file|string|Detail.vbsp file to use for emitting detail props (found in directory <code><root>/modname</code>)}} | {{KV|Detail.vbsp file|intn=detailvbsp|string|Detail.vbsp file to use for emitting detail props (found in directory <code><root>/modname</code>)}} | ||
{{KV|Detail material file|string|Material for detail sprites to use for drawing detail props}} | {{KV|Detail material file|intn=detailmaterial|string|Material for detail sprites to use for drawing detail props}} | ||
{{KV|World is cold|boolean|If set, {{dods|2}} player models will emit breath particles from their mouth [[attachment]]s. No effect elsewhere.}} | {{KV|World is cold|intn=coldworld|boolean|If set, {{dods|2}} player models will emit breath particles from their mouth [[attachment]]s. No effect elsewhere.}} | ||
{{KV|_minlight|float|nofgd=1|The minimum level of ambient light that hits the world. It does not affect any entities, including props!}} | {{KV|_minlight|float|nofgd=1|The minimum level of ambient light that hits the world. It does not affect any entities, including props!}} | ||
{{KV ResponseContext}} | {{KV ResponseContext}} | ||
== {{l4d2|4}} == | == {{l4d2|4}} == | ||
{{KV|Time of day|choices|Witches will wander if set to "afternoon" otherwise this has no purpose. {{note|Doesn't influence lighting or environment in any way. You still need to configure the {{ent|light_environment}} so the sun/moon has the appropriate light color and brightness.}}}} | {{KV|Time of day|intn=timeofday|choices|Witches will wander if set to "afternoon" otherwise this has no purpose. {{note|Doesn't influence lighting or environment in any way. You still need to configure the {{ent|light_environment}} so the sun/moon has the appropriate light color and brightness.}}}} | ||
:* 0 : Midnight | :* 0 : Midnight | ||
:* 1 : Dawn | :* 1 : Dawn | ||
Line 51: | Line 51: | ||
:* 4 : Dusk | :* 4 : Dusk | ||
:* 5 : Evening | :* 5 : Evening | ||
{{KV|Start Music Type|choices|Music type of the safe room.}} | {{KV|Start Music Type|intn=startmusictype|choices|Music type of the safe room.}} | ||
:* 0 : Mission Start | :* 0 : Mission Start | ||
:* 1 : Check Point | :* 1 : Check Point | ||
{{KV|Music Post-Fix String|string|The musical theme of the map.}} | {{KV|Music Post-Fix String|intn=musicpostfix|string|The musical theme of the map.}} | ||
== {{Portal2|4}} == | == {{Portal2|4}} == |
Revision as of 14:56, 24 July 2022
Worldspawn (or just "the world") is the single entity that stores the noninteractive parts of a map, alongside some global configuration options. In other words:
- Brushes (except those used by entities)
- Static props
- Map name, skybox, contexts...
Some other notes:
- There can be only one. (Since Hammer doesn't allow worldspawn to be created directly, it's very difficult for this rule to be broken.) Related to this, do not clone any part of your world after selecting it via map properties. This will duplicate worldspawn, causing crashes. Deselecting after this however and cloning after deselecting will behave as normal.
- Damage from the environment and suicide is ordinarily attributed to the world.
- Constraints can be assigned to worldspawn by not specifying a name for their subject/target.
See Also
Keyvalues

Source Games
- Map Description / Title (message) <string>
- Map's description/title.
Note:Doesn't seem to be used anywhere anymore.
- Chapter Title Message (chaptertitle) <string>
- Chapter Title that appears on-screen when this level starts.
- Level Fade In (startdark) <boolean>
- Fades the map in.
- Display Game Title (gametitle) <boolean>
- Should the game's title appear on-screen when the map starts?
- New Level Unit (newunit) <choices>
- Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.
- 0 : No, keep current
- 1 : Yes, clear previous levels
- Max occludee area (maxoccludeearea) <float>
- [Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.
- Min occluder area (minoccludeearea) <float>
- [Used on PC] Prevents occluders from being used if they take up less than X% of the screen.
- Max occludee area (Xbox) (maxoccludeearea_x360) <float>
- [Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.
- Min occluder area (Xbox) (minoccludeearea_x360) <float>
- [Used on 360] Prevents occluders from being used if they take up less than X% of the screen.
- Start Fade Pixels (maxpropscreenwidth) <float>
- Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified.
- End Fade Pixels (minpropscreenwidth) <float>
- Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified.
- Detail.vbsp file (detailvbsp) <string>
- Detail.vbsp file to use for emitting detail props (found in directory
<root>/modname
)
- Detail material file (detailmaterial) <string>
- Material for detail sprites to use for drawing detail props
- World is cold (coldworld) <boolean>
- If set,
Day of Defeat: Source player models will emit breath particles from their mouth attachments. No effect elsewhere.
- _minlight ([todo internal name (i)]) <float> !FGD
- The minimum level of ambient light that hits the world. It does not affect any entities, including props!
ResponseContext:
- Response Contexts (ResponseContext) <string>
- Pre-defined response system context{s} for this entity. Format is
key:value,key:value,...
When this entity speaks, the list of keys & values will be passed to the response rules system.
Left 4 Dead 2
- Time of day (timeofday) <choices>
- Witches will wander if set to "afternoon" otherwise this has no purpose.
Note:Doesn't influence lighting or environment in any way. You still need to configure the light_environment so the sun/moon has the appropriate light color and brightness.
- 0 : Midnight
- 1 : Dawn
- 2 : Morning
- 3 : Afternoon
- 4 : Dusk
- 5 : Evening
- Start Music Type (startmusictype) <choices>
- Music type of the safe room.
- 0 : Mission Start
- 1 : Check Point
- Music Post-Fix String (musicpostfix) <string>
- The musical theme of the map.
Portal 2
- Paint in map ([todo internal name (i)]) <boolean>
- Allow paint to cover surfaces? Set to No to save resources for maps that don't use paint.
- Max number of blobs ([todo internal name (i)]) <integer>
- Maximum number of paint blobs. Should NOT exceed 250.

Black Mesa
- Under Water Particles ([todo internal name (i)]) <choices>
-
- underwater_default : Rubbish
- underwater_ion : Blue Ions
- underwater_tentacle_water : Tentacle Shit Water
SiN
- Arena Mode Time Limit ([todo internal name (i)]) <integer>
- The number of seconds an arena mode map should last. (default: 900s (15 min))
GoldSrc
Todo: should probably be split off into its own page a la light/light (GoldSource Engine).
- CD track to play (sounds) <integer>
- CD track number to play on map load
- Default light level (light) <integer>
- Default Wave Height (WaveHeight)
- string
- Max Viewable Distance (MaxRange) <string>
- Default is 4096.
- Level Fade In (startdark) <choices>
- Fades the map in.
- 0: No
- 1: Yes

- Display Game Title (gametitle) <boolean>
- Should the game's title appear on-screen when the map starts?
- Map Team List (mapteams) <string>
- Default Team (defaultteam) <choices>
-
- 0 : Fewest Players
- 1 : First Team
!FGD in .
- Default CTF ([todo internal name (i)]) <choices> (only in
)
-
- 0 : "Not CTF map"
- 1 : "CTF map"
- Ambience ([todo internal name (i)]) <choices> (only in
)
-
- 0 : Medieval
- 1 : Runic (metal)
- 2 : Present (base)
- Game mode ([todo internal name (i)]) <choices> (only in
)
-
- 0 : Arena
- 1 : Deathmatch
Inputs
ResponseContext:
- AddContext <string >
- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
- RemoveContext <string >
- Remove a context from this entity's list. The name should match the key of an existing context.
- ClearContext
- Removes all contexts from this entity's list.