Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
(What a massive page, aaaaaaaa) |
(This one is ready for use it seems) |
||
Line 1: | Line 1: | ||
{{KV|Model (model)|string|The [[model]] this entity should appear as. 128-character limit.}} | <noinclude>This template is our holder for all [[keyvalues]] that are assigned through {{ent|CBaseAnimating}}. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See [[Help:Templates]] for more info on named parameters. | ||
{{KV|Skin (skin)|int|Some models have multiple skins. This value selects from the index, starting with 0.}} | <pre>{{KV BaseAnimating}}</pre> | ||
'''No parameters:''' display keyvalues for ALL games. | |||
<pre>{{KV BaseAnimating|base=1}}</pre> | |||
'''Base:''' display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game). | |||
<pre>{{KV BaseAnimating|portal2=1}}</pre> | |||
'''Game as a parameter:''' display the keyvalues that <code>base</code> displays, AND keyvalues that were added to the class, by the specified game. You can specify as many games as needed. You must specify ALL the games you want to include (e.g. <code>l4d2</code> will not automatically include <code>l4d</code> keyvalues as well). This is because there are situations like in Portal 2, where the output <code>OnKilled</code> is not available through {{ent|CBaseEntity}}, despite being a far descendant of the L4D branch which added it. | |||
All parameters for this template: | |||
*<code>base</code> | |||
*<code>ob</code> (short for Orange Box) | |||
*<code>portal2</code> | |||
*<code>csgo</code> | |||
{{note|If you want to edit something on this template, please make sure you edit it in both places. ''Per-game'' keyvalues are duplicated, for complex technical reasons.}} | |||
For full documentation on this family of templates, see [[FGD Template Prototype]]. Still confused on something? '''Ask for help''' before editing this template. | |||
{{note|Some keyvalues in this template are actually defined by <code>CBaseEntity</code>. We have listed them here instead because those specific keyvalues were rather un-universal (for example <code>renderfx</code>, which would not have any practical use on point entities that are never seen, or on triggers), and putting them on every entity page would only cause confusion and clutter, the exact opposite goal in mind with this series of templates.}} | |||
---- | |||
[[Category:Keyvalue Templates|Global]] | |||
</noinclude> | |||
{{KV|World Model (model)|string|The [[model]] this entity should appear as. 128-character limit.}} | |||
{{KV|[[Skin]] (skin)|int|Some models have multiple skins. This value selects from the index, starting with 0.}} | |||
{{KV|Collisions (solid)|choices|Method of collision for this entity.}} | {{KV|Collisions (solid)|choices|Method of collision for this entity.}} | ||
:* 0 : None | :*0: None | ||
:* 1 : BSP ([[QPhysics]]) | :*1: BSP ([[QPhysics]]) {{not in FGD}} | ||
:* 2 : [[Bounding box|Bounding Box]] | :*2: [[Bounding box|Bounding Box]] | ||
:* 3 : [[Bounding box|Oriented Bounding Box]] | :*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}} | ||
:* 4 : [[Bounding box|Oriented Bounding Box]], constrained to Yaw only | :*4: [[Bounding box|Oriented Bounding Box]], constrained to Yaw only {{not in FGD}} | ||
:* 5 : Custom/Test | :*5: Custom/Test {{not in FGD}} | ||
:* 6 : [[VPhysics]] | :*6: [[VPhysics]] | ||
{{KV|Hitbox Set (hitboxset)|string | {{KV|[[Hitbox]] Set (hitboxset)|string|nofgd=1}} | ||
{{KV|Sequence (sequence)|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}} | {{KV|Sequence (sequence)|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}} | ||
{{KV|Playback Rate (playbackrate)|float|The framerate at which animations are played, default is 1.0|nofgd=1}} | {{KV|Playback Rate (playbackrate)|float|The [[framerate]] at which animations are played, default is 1.0|nofgd=1}} | ||
{{KV|Cycle (cycle)|float|The current frame of the animation, on a range from 0-1.|nofgd=1}} | {{KV|Cycle (cycle)|float|The current frame of the animation, on a range from 0-1.|nofgd=1}} | ||
{{KV|Lighting Origin (LightingOrigin)|targetname|Select an entity (not | {{KV|Lighting Origin (LightingOrigin)|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}} | ||
{{KV|Lighting Origin Hack (LightingOriginHack)|targetname|The | {{KV|Lighting Origin Hack (LightingOriginHack)|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin.|nofgd=1}} | ||
{{KV|Start Fade Distance (fademindist)|float|Distance at which the entity starts fading. If <0, the prop will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | {{KV|Start Fade Distance (fademindist)|float|Distance at which the entity starts fading. If <0, the prop will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | ||
{{KV|End Fade Distance (fademaxdist)|float|Distance at which the entity ends fading. If <0, the prop won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | {{KV|End Fade Distance (fademaxdist)|float|Distance at which the entity ends fading. If <0, the prop won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}} | ||
{{KV|Fade Scale (fadescale)|float|If specified in | {{KV|Fade Scale (fadescale)|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}} | ||
{{KV|Render Mode (rendermode)|choices|Set a non-standard rendering mode on this entity | {{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}} | ||
:* 0 : Normal | {{ExpandBox| | ||
:* 1 : Color | :*0: Normal | ||
:* 2 : Texture | :*1: Color | ||
:* 3 : Glow | :*2: Texture | ||
:* 4 : Solid/Alphatest | :*3: Glow | ||
:* 5 : Additive | :*4: Solid/Alphatest | ||
:* 6 : Removed, does nothing | :*5: Additive | ||
:* 7 : Additive Fractional Frame | :*6: Removed, does nothing | ||
:* 8 : Alpha Add | :*7: Additive Fractional Frame | ||
:* 9 : World Space Glow | :*8: Alpha Add | ||
:* 10 : Don't Render | :*9: World Space Glow | ||
{{KV|Transparency | :*10: Don't Render}} | ||
{{KV|Color | {{KV|Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible. 127 is half.}} | ||
{{KV|Color (R G B) (rendercolor)|color255|Color tint.}} | |||
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}} | {{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}} | ||
:* '''0:''' None | {{ExpandBox| | ||
:* '''1:''' Slow Pulse | :*'''0:''' None | ||
:* '''2:''' Fast Pulse | :*'''1:''' Slow Pulse | ||
:* '''3:''' Slow Wide Pulse | :*'''2:''' Fast Pulse | ||
:* '''4:''' Fast Wide Pulse | :*'''3:''' Slow Wide Pulse | ||
:* '''5:''' Slow Fade Away | :*'''4:''' Fast Wide Pulse | ||
:* '''6:''' Fast Fade Away | :*'''5:''' Slow Fade Away | ||
:* '''7:''' Slow Become Solid | :*'''6:''' Fast Fade Away | ||
:* '''8:''' Fast Become Solid | :*'''7:''' Slow Become Solid | ||
:* '''9:''' Slow Strobe | :*'''8:''' Fast Become Solid | ||
:* '''10:''' Fast Strobe | :*'''9:''' Slow Strobe | ||
:* '''11:''' Faster Strobe | :*'''10:''' Fast Strobe | ||
:* '''12:''' Slow Flicker | :*'''11:''' Faster Strobe | ||
:* '''13:''' Fast Flicker | :*'''12:''' Slow Flicker | ||
:* '''14:''' Constant Glow | :*'''13:''' Fast Flicker | ||
:* '''15:''' Distort | :*'''14:''' Constant Glow | ||
:* '''16:''' Hologram (Distort + fade) | :*'''15:''' Distort | ||
:* '''17:''' Scale Up | :*'''16:''' Hologram (Distort + fade) | ||
:* '''22:''' Spotlight FX | :*'''17:''' Scale Up | ||
:* '''23:''' Cull By Distance | :*'''22:''' Spotlight FX | ||
:* '''24:''' Fade Wider Pulse | :*'''23:''' Cull By Distance | ||
:* '''26:''' Fade Near | :*'''24:''' Fade Wider Pulse | ||
:*'''26:''' Fade Near}} | |||
:{{todo|18-21}} | |||
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts shadows. 0 means default distance.}} | {{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts shadows. 0 means default distance.}} | ||
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | {{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}} | ||
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean| | {{KV|(modelindex)|short|nofgd=1}} | ||
{{#if:{{{ob|}}}| | |||
{{KV|Model Scale (modelscale)|targetname|A multiplier for the size of the model.|nofgd=1|since=OB}} | |||
| }}{{#if:{{{portal2|}}}| | |||
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}} | |||
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}} | {{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}} | ||
:* 0 : Default | :*0: Default | ||
:* 1 : No cache - render every frame | :*1: No cache - render every frame | ||
:* 2 : Cache it - render only once | :*2: Cache it - render only once | ||
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}} | {{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}} | ||
{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement | | }}{{#if:{{{csgo|}}}| | ||
:* 0 : None, don't move | {{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=CSGO|nofgd=1}} | ||
:* 1 : Isometric | {{ExpandBox| | ||
:* 2 : Walk, player only, moving on ground | :*0: None, don't move | ||
:* 3 : NPC, movement | :*1: Isometric | ||
:* 4 : Fly, no gravity | :*2: Walk, player only, moving on ground | ||
:* 5 : Fly, with gravity | :*3: NPC, movement | ||
:* 6 : Physics | :*4: Fly, no gravity | ||
:* 7 : Push | :*5: Fly, with gravity | ||
:* 8 : [[Noclip]] | :*6: Physics | ||
:* 9 : Ladder, for players on ladders | :*7: Push | ||
:* 10 : Spectator | :*8: [[Noclip]] | ||
{{todo|Verify}} | :*9: Ladder, for players on ladders | ||
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision | :*10: Spectator}} | ||
:* 0 : None | {{todo|Verify values}} | ||
:* 1 : Debris, collides only with the world and static props | {{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=CSGO|nofgd=1}} | ||
:* 2 : Debris, with trigger interaction | {{ExpandBox| | ||
:* 3 : Interactive Debris, doesn't collide with other debris | :*0: None | ||
:* 4 : Interactive, collides with everything except debris | :*1: Debris, collides only with the world and static props | ||
:* 5 : Player | :*2: Debris, with trigger interaction | ||
:* 6 : Breakable Glass | :*3: Interactive Debris, doesn't collide with other debris | ||
:* 7 : Vehicle | :*4: Interactive, collides with everything except debris | ||
:* 8 : Player Movement | :*5: Player | ||
:* 9 : In-Vehicle | :*6: Breakable Glass | ||
:* 10 : Weapon | :*7: Vehicle | ||
:* 11 : Vehicle Clip | :*8: Player Movement | ||
:* 12 : Projectile | :*9: In-Vehicle | ||
:* 13 : Door blocker, not permitted to go near doors | :*10: Weapon | ||
:* 14 : Passable Door | :*11: Vehicle Clip | ||
:* 15 : Dissolving | :*12: Projectile | ||
:* 16 : Pushaway | :*13: Door blocker, not permitted to go near doors | ||
:* 17 : NPC Actor, ignores the player | :*14: Passable Door | ||
:* 18 : NPC Scripted, NPCs do not collide with each other | :*15: Dissolving | ||
{{todo|Verify}} | :*16: Pushaway | ||
:*17: NPC Actor, ignores the player | |||
:*18: NPC Scripted, NPCs do not collide with each other}} | |||
{{todo|Verify values}} | |||
| }} | |||
{{#if:{{{ob|}}}||{{#if:{{{portal2|}}}||{{#if:{{{csgo|}}}||{{#if:{{{base|}}}|| | |||
{{KV|Model Scale (modelscale)|targetname|A multiplier for the size of the model.|nofgd=1|since=OB}} | |||
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}} | |||
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}} | |||
:*0: Default | |||
:*1: No cache - render every frame | |||
:*2: Cache it - render only once | |||
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}} | |||
{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=CSGO|nofgd=1}} | |||
{{ExpandBox| | |||
:*0: None, don't move | |||
:*1: Isometric | |||
:*2: Walk, player only, moving on ground | |||
:*3: NPC, movement | |||
:*4: Fly, no gravity | |||
:*5: Fly, with gravity | |||
:*6: Physics | |||
:*7: Push | |||
:*8: [[Noclip]] | |||
:*9: Ladder, for players on ladders | |||
:*10: Spectator}} | |||
{{todo|Verify values}} | |||
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=CSGO|nofgd=1}} | |||
{{ExpandBox| | |||
:*0: None | |||
:*1: Debris, collides only with the world and static props | |||
:*2: Debris, with trigger interaction | |||
:*3: Interactive Debris, doesn't collide with other debris | |||
:*4: Interactive, collides with everything except debris | |||
:*5: Player | |||
:*6: Breakable Glass | |||
:*7: Vehicle | |||
:*8: Player Movement | |||
:*9: In-Vehicle | |||
:*10: Weapon | |||
:*11: Vehicle Clip | |||
:*12: Projectile | |||
:*13: Door blocker, not permitted to go near doors | |||
:*14: Passable Door | |||
:*15: Dissolving | |||
:*16: Pushaway | |||
:*17: NPC Actor, ignores the player | |||
:*18: NPC Scripted, NPCs do not collide with each other}} | |||
{{todo|Verify values}} | |||
}}}}}}}} |
Revision as of 19:46, 24 July 2018
This template is our holder for all keyvalues that are assigned through CBaseAnimating. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.
{{KV BaseAnimating}}
No parameters: display keyvalues for ALL games.
{{KV BaseAnimating|base=1}}
Base: display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).
{{KV BaseAnimating|portal2=1}}
Game as a parameter: display the keyvalues that base
displays, AND keyvalues that were added to the class, by the specified game. You can specify as many games as needed. You must specify ALL the games you want to include (e.g. l4d2
will not automatically include l4d
keyvalues as well). This is because there are situations like in Portal 2, where the output OnKilled
is not available through CBaseEntity, despite being a far descendant of the L4D branch which added it.
All parameters for this template:
base
ob
(short for Orange Box)portal2
csgo

For full documentation on this family of templates, see FGD Template Prototype. Still confused on something? Ask for help before editing this template.

CBaseEntity
. We have listed them here instead because those specific keyvalues were rather un-universal (for example renderfx
, which would not have any practical use on point entities that are never seen, or on triggers), and putting them on every entity page would only cause confusion and clutter, the exact opposite goal in mind with this series of templates.
- World Model (model) ([todo internal name (i)]) <string>
- The model this entity should appear as. 128-character limit.
- Skin (skin) ([todo internal name (i)]) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions (solid) ([todo internal name (i)]) <choices>
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding Box
- 3: Oriented Bounding Box !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Sequence (sequence) ([todo internal name (i)]) <integer> !FGD
- Default animation sequence for the model to be playing after spawning.
- Playback Rate (playbackrate) ([todo internal name (i)]) <float> !FGD
- The framerate at which animations are played, default is 1.0
- Cycle (cycle) ([todo internal name (i)]) <float> !FGD
- The current frame of the animation, on a range from 0-1.
- Lighting Origin (LightingOrigin) ([todo internal name (i)]) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Hack (LightingOriginHack) ([todo internal name (i)]) <targetname> !FGD
- The info_lighting_relative from which to sample lighting instead of the entity's origin.
- Start Fade Distance (fademindist) ([todo internal name (i)]) <float>
- Distance at which the entity starts fading. If <0, the prop will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist) ([todo internal name (i)]) <float>
- Distance at which the entity ends fading. If <0, the prop won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) ([todo internal name (i)]) <float>
- If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
- Render Mode (rendermode) ([todo internal name (i)]) <choices>
- Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
- Transparency (0 - 255) (renderamt) ([todo internal name (i)]) <integer>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible. 127 is half.
- Render FX (renderfx) ([todo internal name (i)]) <choices>
- Preset pattern of appearance effects.
- 0: None
- 1: Slow Pulse
- 2: Fast Pulse
- 3: Slow Wide Pulse
- 4: Fast Wide Pulse
- 5: Slow Fade Away
- 6: Fast Fade Away
- 7: Slow Become Solid
- 8: Fast Become Solid
- 9: Slow Strobe
- 10: Fast Strobe
- 11: Faster Strobe
- 12: Slow Flicker
- 13: Fast Flicker
- 14: Constant Glow
- 15: Distort
- 16: Hologram (Distort + fade)
- 17: Scale Up
- 22: Spotlight FX
- 23: Cull By Distance
- 24: Fade Wider Pulse
- 26: Fade Near
- Shadow Cast Distance (shadowcastdist) ([todo internal name (i)]) <integer>
- Sets how far the entity casts shadows. 0 means default distance.
- Disable Shadows (disableshadows) ([todo internal name (i)]) <boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Model Scale (modelscale) ([todo internal name (i)]) <targetname> (in all games since OB) !FGD
- A multiplier for the size of the model.
- Disable ShadowDepth (disableshadowdepth) ([todo internal name (i)]) <boolean> (in all games since
)
- Makes this entity not cast a shadow from env_projectedtextures.
- Projected Texture Cache (shadowdepthnocache) ([todo internal name (i)]) <choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
- Disable Flashlight (disableflashlight) ([todo internal name (i)]) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Move Type (MoveType) ([todo internal name (i)]) <choices> (in all games since
) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
- 0: None, don't move
- 1: Isometric
- 2: Walk, player only, moving on ground
- 3: NPC, movement
- 4: Fly, no gravity
- 5: Fly, with gravity
- 6: Physics
- 7: Push
- 8: Noclip
- 9: Ladder, for players on ladders
- 10: Spectator
- Collision Group (CollisionGroup) ([todo internal name (i)]) <choices> (in all games since
) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
- 0: None
- 1: Debris, collides only with the world and static props
- 2: Debris, with trigger interaction
- 3: Interactive Debris, doesn't collide with other debris
- 4: Interactive, collides with everything except debris
- 5: Player
- 6: Breakable Glass
- 7: Vehicle
- 8: Player Movement
- 9: In-Vehicle
- 10: Weapon
- 11: Vehicle Clip
- 12: Projectile
- 13: Door blocker, not permitted to go near doors
- 14: Passable Door
- 15: Dissolving
- 16: Pushaway
- 17: NPC Actor, ignores the player
- 18: NPC Scripted, NPCs do not collide with each other