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

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(Added note about scripts executed on worldspawn are placed in root scope)
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{{KV|Collisions|intn=solid|choices|Method of collision for this entity. {{ExpandBox|
{{KV|Collisions|intn=solid|choices|Method of collision for this entity. {{ExpandBox|
:*0: None
:*0: None
:*1: BSP ([[QPhysics]]) {{Not in FGD}} {{bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
:*1: BSP ([[QPhysics]]) {{Not in FGD}} {{ModernBug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}}
:*2: [[Bounding box|Bounding Box]]
:*2: [[Bounding box|Bounding Box]]
:*3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
:*3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}}
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{{KV|Global Entity Name|intn=globalname|string| When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.}}
{{KV|Global Entity Name|intn=globalname|string| When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.}}
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{{KV|[[Parent]]|intn=parentname|targetname|Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{tip|Entities transition to the next map with their parents}}{{tip|{{ent|mode=link|phys_constraint}} can be used as a workaround if parenting fails.}}}}
{{KV|[[Parent]]|intn=parentname|targetname|Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{ModernTip|Entities transition to the next map with their parents}}{{ModernTip|{{ent|mode=link|phys_constraint}} can be used as a workaround if parenting fails.}}}}
{{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|Hammer does not move the entities accordingly only in the editor.}}}}
{{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.{{ModernNote|Hammer does not move the entities accordingly only in the editor.}}}}
{{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.{{ModernNote|This works on brush entities, although Hammer doesn't show the new angles.}}}}
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<!-- This probably have too little use cases, we'll have to see if someone objects. Thankfully the page already describes its existence.
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>[key]:[value],[key]:[value],...</code>and so on. {{tip|Can also be [[filter_activator_context|filtered for or against!]]}}}}
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>[key]:[value],[key]:[value],...</code>and so on. {{ModernTip|Can also be [[filter_activator_context|filtered for or against!]]}}}}
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{{KV|[[Classname]]|intn=classname|string|Determines the characteristics of the entity ''before'' it spawns. {{tip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}|nofgd=1}}
{{KV|[[Classname]]|intn=classname|string|Determines the characteristics of the entity ''before'' it spawns. {{ModernTip|Changing this on runtime still has use, like making matching an entry in [[S_PreserveEnts]] will persist the entity on new rounds!}}|nofgd=1}}
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}}
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}}
{{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}}

Revision as of 23:07, 22 January 2023

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