Model entity/Generic Keyvalues, Inputs and Outputs/Inputs: Difference between revisions
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(checked all games.) |
(Fixed up some descriptions, removed fadescale as the input doesn't exist) |
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{{IO|skin| | {{IO|skin|param=int|Selects a [[skin]] from the model's index, starting with 0.}} | ||
{{IO|SetBodyGroup|Sets the the active [[$bodygroup]].}} | {{IO|SetBodyGroup|param=int|Sets the the active [[$bodygroup]].}} | ||
{{IO|Ignite|Makes the entity catch on fire.}} | {{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. | {{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}} | ||
{{IO|IgniteNumHitboxFires|param=int|}} | {{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles.}} | ||
{{IO|IgniteHitboxFireScale|param=float|}} | {{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles.}} | ||
{{IO|BecomeRagdoll| | {{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains [[$collisionjoints]], for other models [[phys_convert]] can be used instead.}} | ||
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to an {{ent|info_lighting}}.}} | {{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to an {{ent|info_lighting}}.}} | ||
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. {{note|Not available in {{l4d}}{{l4d2}}.}}}} | {{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. {{note|Not available in {{l4d}}{{l4d2}}.}}}} | ||
{{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|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]].}} | {{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]].}} | ||
{{IO|SetModelScale|param=vector|Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.}} | |||
{{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 <code>0</code>.}} | |||
{{IO|SetModelScale|param=vector|Multiplies the size of the model. Does not alter the physics collisions in most cases, however. | {{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|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 <code> | {{IO|Color|param=color255|Sets an RGB color for the entity.}} | ||
{{IO|AlternativeSorting|param=bool|Used to attempt to fix sorting problems when rendering. | |||
{{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|SetDamageFilter|param=targetname|Sets a [[filter]] for this entity for when it receives damage.}} | ||
{{IO|EnableDamageForces| | {{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.}} | {{IO|DisableDamageForces|Prevents the entity from being pushed by damage done to it.}} | ||
{{IO|EnableShadow| | {{IO|EnableShadow|Allows the entity to draw a [[render target]] shadow.}} | ||
{{IO|DisableShadow|Prevents the entity from drawing a [[render target]] shadow.}} | {{IO|DisableShadow|Prevents the entity from drawing a [[render target]] shadow.}} | ||
{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}} | {{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}} | ||
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{{IO|EnableReceivingFlashlight|since=P2|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}} | {{IO|EnableReceivingFlashlight|since=P2|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}} | ||
{{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}} | {{IO|DisableReceivingFlashlight|since=P2|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}} | ||
{{IO|EnableDrawInFastReflection|since=P2|Makes the entity render in fast reflections. {{todo|Clarify what "fast reflections" are. It seems to be associated with water | {{IO|EnableDrawInFastReflection|since=P2|Makes the entity render in fast reflections. {{todo|Clarify what "fast reflections" are. It seems to be associated with water.}}}} | ||
{{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}} | {{IO|DisableDrawInFastReflection|since=P2|Prevents the entity from rendering in fast reflections.}} |
Revision as of 12:01, 21 August 2018
- SetBodyGroup <integer >
- Sets the the active $bodygroup.
- Ignite
- Makes the entity catch on fire indefinitely.
- IgniteLifetime <float >
- Makes the entity catch on fire for a given amount of time.
- IgniteNumHitboxFires <integer >
- Makes the entity catch on fire with a given number of hitbox fire particles.
- IgniteHitboxFireScale <float >
- Makes the entity catch on fire with a given scale for hitbox fire particles.
- BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
- SetLightingOrigin <targetname >
- Sets the entity's lighting origin to an info_lighting.
- SetLightingOriginHack <targetname >
- Offsets the entity's lighting origin by their distance from an info_lighting_relative.
- fademindist <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.
- fademaxdist <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.
- SetModelScale <vector >
- Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
- Alpha <integer >
- 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
0
.
- AlternativeSorting <boolean >
- 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.
- Color <color255 >
- Sets an RGB color for the entity.
- SetDamageFilter <targetname >
- Sets a filter for this entity for when it receives damage.
- EnableDamageForces
- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
- DisableDamageForces
- Prevents the entity from being pushed by damage done to it.
- EnableShadow
- Allows the entity to draw a render target shadow.
- DisableShadow
- Prevents the entity from drawing a render target shadow.
- DisableDraw (in all games since
)
- Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
- EnableReceivingFlashlight (in all games since
)
- Makes it so that the entity is lit by env_projectedtextures.
- DisableReceivingFlashlight (in all games since
)
- Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
- EnableDrawInFastReflection (in all games since
)
- Makes the entity render in fast reflections. Todo: Clarify what "fast reflections" are. It seems to be associated with water.
- DisableDrawInFastReflection (in all games since
)
- Prevents the entity from rendering in fast reflections.