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

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<onlyinclude><includeonly><!--
-->{{ScrollBox
|title=Model
|noscroll={{{noscroll}}}
|
{{IO|skin|param=int|Selects a [[skin]] from the model's index, starting with 0.}}
{{IO|SetBodyGroup|param=int|Sets the the active {{ent|$bodygroup}}.}}
{{IO|Ignite|Makes the entity catch on fire indefinitely.}}
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}}{{#if: {{{portal2|}}} |
| {{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}} }}
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains {{ent|$collisionjoints}}. For other models, {{ent|phys_convert}} can be used instead.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}}{{#if: {{{portal2|}}} |
|{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. Use <code>SetLightingOrigin</code> instead.|deprecated=1|removed={{l4d}}}} }}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}{{#if: {{{portal2|}}} |
| {{IO|SetModelScale|param=vector|only={{src13}}|Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}}
{{warning|Negative or extremely high values can cause crashes!}}}} }}<!--
-->{{#if: {{{tf2|1}}}|
{{IO|SetCycle|param=float|Skip to a specific point in the current animation.|only={{tf2}}}}
{{IO|SetModel|param=string|Changes the model to the specified path. Form of <tt>models/ammo/ammo_us.mdl</tt>.
{{important|Absolutely NO quotes! Make sure you use the forward slash '/'. [[Merasmus]] says to heed this advice, else thou shalt corrupt the VMF.}}|only={{tf2}}}}
{{IO|SetPlayBackRate|param=float|Change the animation speed multiplier.|only={{tf2}}}} }}
{{IO|Alpha|param=int|Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to a number other than <tt>0</tt>.}}
{{IO|AlternativeSorting|param=bool|Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.}}
{{IO|Color|param=color255|Sets an RGB color for the entity.}}
{{IO|SetDamageFilter|param=targetname|Sets a [[filter]] for this entity for when it receives damage.}}
{{IO|EnableDamageForces|Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).}}
{{IO|DisableDamageForces|Prevents the entity from being pushed by damage done to it.}}
{{#if: {{{portal2|1}}}|{{I Reflection}}
{{I Shadow}}
|{{I Shadow|prep2=1}} }} }}<!--
--></includeonly></onlyinclude>

Revision as of 15:09, 2 July 2024

Note.pngNote:Template no longer needed kept for page history. Content moved to CBaseAnimating