Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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m (Nescius moved page Template:KV BaseEntity to Generic Keyvalues, Inputs and Outputs/Keyvalues: I guess good to move history here) |
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Revision as of 11:55, 26 September 2024
Keyvalues
- Parent (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. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:phys_constraint can be used as a workaround if parenting fails.
- Origin (X Y Z) (origin) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Bug:Hammer does not move point entities accordingly in the editor. [todo tested in ?]
- Pitch Yaw Roll (Y Z X) (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.
- Classname (classname) <string> !FGD
- 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!
- Spawnflags (spawnflags) <flags> !FGD
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Entity Scripts (vscripts) <scriptlist> (in all games since
) (also in
)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function (thinkfunction) <string> (in all games since
) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate) <boolean> (in all games since
) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!