$keyvalues: Difference between revisions
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Warning:Since the values are arbitrary, studiomdl can't check that they are correct when it compiles the model.
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;<code>[[Prop Data|prop_data]]</code> | ;<code>[[Prop Data|prop_data]]</code> | ||
:Defines various properties for models for use in Valve's prop_* entities - usually [[prop_physics]] | :Defines various properties for models for use in Valve's prop_* entities - usually [[prop_physics]] | ||
;<code>[[ | ;<code>[[physgun_interactions]]</code> | ||
:Defines any non-standard interactions with the [[Gravity Gun]] | :Defines any non-standard interactions with the [[Gravity Gun]] | ||
;<code>[[vehicle_entry]]</code> | ;<code>[[vehicle_entry]]</code> | ||
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explosive_radius 100 | explosive_radius 100 | ||
} | } | ||
[[ | [[physgun_interactions]] | ||
{ | { | ||
onfirstimpact break | onfirstimpact break |
Revision as of 05:43, 1 April 2008
The QC command $keyvalues embeds a block of arbitrary keyvalues into the .mdl file.

Common KeyValues
See Category:QC Keyvalues for a complete list.
prop_data
- Defines various properties for models for use in Valve's prop_* entities - usually prop_physics
physgun_interactions
- Defines any non-standard interactions with the Gravity Gun
vehicle_entry
vehicle_exit
vehicle_escape_exit
- Animations for players (or NPCs?) entering or exiting a vehicle
QC syntax example
$keyvalues { prop_data { base Wooden.Small dmg.bullets 0 explosive_damage 100 explosive_radius 100 } physgun_interactions { onfirstimpact break onfirstimpact paintsplat onlaunch spin_zaxis onbreak explode_fire } // hud_name has been made up as an example of a one-dimensional custom KV. // (If you were being picky, you might point out that it ought to be localised ...) hud_name "Rubber chicken with a pulley in the middle" }