Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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-->{{KV|Is Automatic-Aim Target (is_autoaim_target)|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}<!-- | -->{{KV|Is Automatic-Aim Target (is_autoaim_target)|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}<!-- | ||
-->| }}{{#if:{{{l4d2|}}}||{{#if:{{{csgo|}}}||{{#if:{{{base|}}}||<!-- | -->| }}{{#if:{{{l4d2|}}}||{{#if:{{{csgo|}}}||{{#if:{{{base|}}}||<!-- | ||
--> | -->{{KV|Disable for Xbox 360 (disableX360)|bool|If Yes, disables this entity on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | ||
{{KV|Disable for Xbox 360 (disableX360)|bool|If Yes, disables this entity on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | |||
{{KV|Entity Scripts (vscripts)|scriptlist|Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.|since=L4D2}} | {{KV|Entity Scripts (vscripts)|scriptlist|Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.|since=L4D2}} | ||
{{KV|Script think function (thinkfunction)|string|Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid [[expensive]] operations in this function, as it may cause performance problems.|since=L4D2}} | {{KV|Script think function (thinkfunction)|string|Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid [[expensive]] operations in this function, as it may cause performance problems.|since=L4D2}} | ||
{{KV|[[Lag Compensation]] (LagCompensate)|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | {{KV|[[Lag Compensation]] (LagCompensate)|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | ||
{{KV|Is Automatic-Aim Target (is_autoaim_target)|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}}}}}}} | {{KV|Is Automatic-Aim Target (is_autoaim_target)|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}}}}}}} |
Revision as of 01:46, 22 September 2018
This template is our holder for all keyvalues that are assigned through CBaseEntity. 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 BaseEntity}}
No parameters: display keyvalues for ALL games.
{{KV BaseEntity|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 BaseEntity|l4d2=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
(Use if the entity is before L4D2. If it's in L4D2 and CSGO, skip all the parameters except CSS if applicable.)l4d
(DEPRECATED 9/21/18: Found out these keyvalues only work with renderable things. They have been migrated to visiblebrush and BaseAnimating KV templates. This is completely removed from the template and won't affect anything.)l4d2
csgo
css
(Only for use on entities that are available in Counter-Strike: Source (including base entities). This does not add anything except a warning for the Parent KV.)brush
(This adds things common for all brush entities, visible or not. For visible ones, use Template:KV visiblebrush in conjunction.)

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

CBaseEntity
keyvalues are not covered here. See the talk page.Base:
- Classname (classname) ([todo internal name (i)]) <string>
- The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
- Name (targetname) ([todo internal name (i)]) <string>
- The name that other entities refer to this entity by.
- Global Entity Name (globalname) ([todo internal name (i)]) <string>
- Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
- Parent (parentname) ([todo internal name (i)]) <targetname>
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
- Origin (X Y Z) (origin) ([todo internal name (i)]) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
- Pitch Yaw Roll (X Y Z) (angles) ([todo internal name (i)]) <angle>
- This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note:This works on brush entities, although Hammer doesn't show the new angles.
- Flags (spawnflags) ([todo internal name (i)]) <integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext) ([todo internal name (i)]) <string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
- Local Time (ltime) ([todo internal name (i)]) <float> !FGD
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Next Think (nextthink) ([todo internal name (i)]) <float> !FGD
- Amount of time before the entity thinks again.
- Hammer ID (hammerid) ([todo internal name (i)]) <integer> !FGD
- The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
- Disable for Xbox 360 (disableX360) ([todo internal name (i)]) <boolean> (in all games since
) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts (vscripts) ([todo internal name (i)]) <scriptlist> (in all games since
)
- Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
- Script think function (thinkfunction) ([todo internal name (i)]) <string> (in all games since
)
- Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate) ([todo internal name (i)]) <boolean> (in all games since
) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!