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|Sets the model's [[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.{{confirm}}}}
{{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|Makes the entity into a [[client-side]] ragdoll.}}
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains [[$collisionjoints]], for other models [[phys_convert]] can be used instead.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to an {{ent|info_lighting}}.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to an {{ent|info_lighting}}.}}
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. {{note|Not available in {{l4d}}{{l4d2}}.}}}}
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. {{note|Not available in {{l4d}}{{l4d2}}.}}}}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fadescale|param=float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{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.}}
{{todo|In what game is fadescale an input?}}
{{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. It can take an optional second parameter that functions as a delay.}}
{{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>1</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. {{todo|What is the effect?}}}}
{{IO|Color|param=color255|Sets an RGB color for the entity. Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to <code>1</code>.}}
{{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|Makes it so that the entity will be pushed by damage done to it (usually force amount correlates with the damage done).}}
{{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|Makes it so that the entity will draw a [[render target]] shadow.}}
{{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 in Portal 2.}}}}
{{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

skin <integerRedirectInput/integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integerRedirectInput/integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <floatRedirectInput/float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integerRedirectInput/integer>
Makes the entity catch on fire with a given number of hitbox fire particles.
IgniteHitboxFireScale <floatRedirectInput/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 <targetnameRedirectInput/string>
Sets the entity's lighting origin to an info_lighting.
SetLightingOriginHack <targetnameRedirectInput/string>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note.pngNote:Not available in Left 4 DeadLeft 4 Dead 2.
fademindist <floatRedirectInput/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 <floatRedirectInput/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 <vectorRedirectInput/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 <integerRedirectInput/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 <booleanRedirectInput/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 <color255RedirectInput/color32>
Sets an RGB color for the entity.
SetDamageFilter <targetnameRedirectInput/string>
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.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (in all games since Portal 2)
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 Portal 2)
Prevents the entity from rendering in fast reflections.