Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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(added keyvalues for l4d)
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{{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 Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Model Index (modelindex)|short|Changes the entitiy's model to a precached model on the map. See [[Model Index]] for more information.|nofgd=1}}
{{KV|Model Index (modelindex)|short|Changes the entitiy's model to a precached model on the map.|nofgd=1}}
:{{warning|Using an invalid value will instantly crash the game, this includes 0 and 1.}}
:{{warning|Using an invalid value will instantly crash the game, this includes 0 and 1.}}
{{KV|Texture Frame (texframeindex)|int|The frame number for any animated textures on this entity.}}
{{KV|Texture Frame (texframeindex)|int|The frame number for any animated textures on this entity.}}

Revision as of 06:11, 6 October 2018

Template:KV_BaseEntity

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
  • l4d
  • l4d2 (do this only for entities available in l4d2 because only it has this kv!)
  • as
  • portal2
Note.pngNote: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.pngNote:Some keyvalues in this template are actually defined by 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.

Model:

World Model (model) ([todo internal name (i)]) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) ([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.
Body Group (body or SetBodyGroup) ([todo internal name (i)]) <integer> !FGD
Sets the the active $bodygroup.
Hitbox Set (hitboxset) ([todo internal name (i)]) <string> !FGD
Sets the $hboxset to use.
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
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
Cycle (cycle) ([todo internal name (i)]) <float> !FGD
The current frame of the currently playing 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 Offset (LightingOriginHack) ([todo internal name (i)]) <targetname> !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in Left 4 DeadLeft 4 Dead 2.
Damage Filter Name (damagefilter) ([todo internal name (i)]) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) ([todo internal name (i)]) <float>
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.
End Fade Distance (fademaxdist) ([todo internal name (i)]) <float>
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.
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
Render FX / 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.
Render Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Color tint.
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
Todo: 18-21, 25
Shadow Cast Distance (shadowcastdist) ([todo internal name (i)]) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) ([todo internal name (i)]) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) ([todo internal name (i)]) <boolean>
Prevent the entity from receiving shadows on itself.
Model Index (modelindex) ([todo internal name (i)]) <short> !FGD
Changes the entitiy's model to a precached model on the map.
Warning.pngWarning:Using an invalid value will instantly crash the game, this includes 0 and 1.
Texture Frame (texframeindex) ([todo internal name (i)]) <integer>
The frame number for any animated textures on this entity.
Model Scale (modelscale) ([todo internal name (i)]) <float> (in all games since OB) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in Portal, Left 4 Dead, Left 4 Dead 2, sdk 2013.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Minimum CPU Level (mincpulevel) ([todo internal name (i)]) <choices> (in all games since Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <choices> Template:L4D add
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> Template:L4D add
Maximum GPU Level (maxgpulevel) <choices> Template:L4D add
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High
Glow Backface Multiple (glowbackfacemult) ([todo internal name (i)]) <float> (in all games since Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) ([todo internal name (i)]) <choices> (in all games since Alien Swarm) !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
  • 11: Custom
Collision Group (CollisionGroup) ([todo internal name (i)]) <choices> (in all games since Alien Swarm) !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
No Animation Sounds (SuppressAnimSounds) ([todo internal name (i)]) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) ([todo internal name (i)]) <choices> (in all games since Portal 2)
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 Portal 2)
Used to disable projected texture lighting and shadows on this entity.