Template:KV DynamicProp: Difference between revisions

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(DisableBoneFollowers was new with 09.)
(added previously undocumented glow keyvalues)
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<noinclude>[[Category:Keyvalue Templates|prop_dynamic_base]]
<noinclude>[[Category:Keyvalue Templates|DynamicProp]]
*<code>pre09</code> hides DisableBoneFollowers
*<code>l4d2=1</code> shows glow keyvalues that apply to l4d2 ''only''. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.
*<code>preasw</code> hides HoldAnimation and AnimateEveryFrame</noinclude>{{minititle|DynamicProp}}
*<code>pre09=1</code> hides DisableBoneFollowers
*<code>preasw=1</code> hides HoldAnimation and AnimateEveryFrame</noinclude>{{minititle|DynamicProp}}
{{KV|Default Animation (DefaultAnim)|string|The animation this prop will play when not doing a random or forced animation.}}
{{KV|Default Animation (DefaultAnim)|string|The animation this prop will play when not doing a random or forced animation.}}
{{KV|Randomly Animate (RandomAnimation)|bool|Makes the prop randomly select and play animations at intervals defined by the '''Min/Max Random Anim Time''' KVs. In between the random animations, it will revert to playing '''Default Animation'''.}}
{{KV|Randomly Animate (RandomAnimation)|bool|Makes the prop randomly select and play animations at intervals defined by the '''Min/Max Random Anim Time''' KVs. In between the random animations, it will revert to playing '''Default Animation'''.}}
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{{KV|Max Random Anim Time (MaxAnimTime)|float|Maximum time between random animations.}}
{{KV|Max Random Anim Time (MaxAnimTime)|float|Maximum time between random animations.}}
{{KV|Update children (updatechildren)|bool|{{confirm|A boolean set to true by default. When set to 0, any [[children]] attached to this entity as an [[attachment]] will not update. (seems like it would not have a practical use...)}}}}<!--
{{KV|Update children (updatechildren)|bool|{{confirm|A boolean set to true by default. When set to 0, any [[children]] attached to this entity as an [[attachment]] will not update. (seems like it would not have a practical use...)}}}}<!--
-->{{#ifeq:{{{l4d2}}}|1|{{KV|Glow State (glowstate)|choices|What is allowed to activate the glow effect on this prop.
:*0: OFF (must be activated through inputs)
:*1: {{ent|+use}}
:*2: when looked at
:*3: ON (starts activated)}}
{{KV|Glow Range (glowrange)|integer|Range at which the glow becomes visible. 0 means always visible.}}
{{KV|Glow Range Min (glowrangemin)|integer|Range at which glow stops being visible. 0 means always visible.}}
{{KV|Glow Color Override (R G B) (glowcolor)|color255|Color of the glow.}}|}}<!--
-->{{#ifeq:{{{pre09}}}|1||{{KV|Disable Bone Followers (DisableBoneFollowers)|boolean|since=2009|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}|}}<!--
-->{{#ifeq:{{{pre09}}}|1||{{KV|Disable Bone Followers (DisableBoneFollowers)|boolean|since=2009|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}|}}<!--
-->{{#ifeq:{{{preasw}}}|1||{{KV|Hold Animation (HoldAnimation)|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
-->{{#ifeq:{{{preasw}}}|1||{{KV|Hold Animation (HoldAnimation)|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
{{KV|Animate Every Frame (AnimateEveryFrame)|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}|}}
{{KV|Animate Every Frame (AnimateEveryFrame)|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}|}}

Revision as of 21:23, 13 September 2018

  • l4d2=1 shows glow keyvalues that apply to l4d2 only. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.
  • pre09=1 hides DisableBoneFollowers
  • preasw=1 hides HoldAnimation and AnimateEveryFrameDynamicProp:
Default Animation (DefaultAnim) ([todo internal name (i)]) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) ([todo internal name (i)]) <boolean>
Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Min Random Anim Time (MinAnimTime) ([todo internal name (i)]) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) ([todo internal name (i)]) <float>
Maximum time between random animations.
Update children (updatechildren) ([todo internal name (i)]) <boolean>
Confirm:A boolean set to true by default. When set to 0, any children attached to this entity as an attachment will not update. (seems like it would not have a practical use...)
Disable Bone Followers (DisableBoneFollowers) ([todo internal name (i)]) <boolean> (in all games since Source 2009)
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) ([todo internal name (i)]) <boolean> (in all games since Alien Swarm)
If set, the prop will not loop its animation, but hold the last frame.
Animate Every Frame (AnimateEveryFrame) ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Force this prop to animate every frame. Usually this doesn't need to be touched.