Chicken: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
A chicken. Identical to the [[info_map_parameters|info_map_parameters']] Pet Population keyvalue | A chicken. Identical to the [[pet_entity]] and [[info_map_parameters|info_map_parameters']] Pet Population keyvalue, but it ''will'' spawn automatically without need of [[Navigation Meshes|Navigation Mesh]]. ''{{todo|Add extra description to this entity.}}'' | ||
== Keyvalues== | |||
{{KV Targetname}} | |||
{{KV Parentname}} | |||
{{KV Global}} | |||
{{KV Angles}} | |||
{{ScrollBox|title=Health|}} | |||
{{KV|Strength/Health (health)|integer|Health of the chicken}} | |||
{{KV|Maximum Health (max_health)|integer|'''Health''' cannot exceed this amount.}} | |||
{{KV|Min Damage to Hurt (minhealthdmg)|int|If a single hit to the object doesn't do at least this much damage, the chicken won't take ''any'' of the damage it attempted to give.}} | |||
{{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}} | |||
{{ScrollBox|title=System Level Choices|}} | |||
{{KV|Minimum CPU Level|choices|}} | |||
:* 0 : default (low) | |||
:* 1 : low | |||
:* 2 : medium | |||
:* 3 : high | |||
{{KV|Maximum CPU Level|choices|}} | |||
:* 0 : default (High) | |||
:* 1 : low | |||
:* 2 : medium | |||
:* 3 : high | |||
{{KV|Minimum GPU Level|choices|}} | |||
:* 0 : default (very low) | |||
:* 1 : very low | |||
:* 2 : low | |||
:* 3 : medium | |||
:* 4 : high | |||
{{KV|Maximum GPU Level|choices|}} | |||
:* 0 : default (high) | |||
:* 1 : very low | |||
:* 2 : low | |||
:* 3 : medium | |||
:* 4 : high | |||
{{KV|Disable X360|choices|}} | |||
:* 0 : No | |||
:* 1 : Yes | |||
{{KV DistanceFade}} | |||
{{ScrollBox|title=Render Fields|}} | |||
{{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}} | |||
:{{ExpandBox| | |||
:*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}} | |||
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}} | |||
:{{ExpandBox| | |||
:*'''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}} | |||
{{KV|Render FX / Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}} | |||
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}} | |||
{{ScrollBox|title=Glow|}} | |||
{{KV|Glow by default?(glowenabled)|bool|Should prop glow on spawn?}} | |||
{{KV|Glow Distance(glowdist)|int|Controls how far the glow should be visible.}} | |||
{{KV|Glow Color(glowcolor)|color255|The color of the glow (if enabled).}} | |||
{{KV|Glow Style(glowstyle)|choices|What style of glow should be used.}} | |||
:* 0 : Default (through walls) | |||
:* 1 : Shimmer (doesn't glow through walls) | |||
:* 2 : Outline (doesn't glow through walls) | |||
:* 3 : Outline Pulse (doesn't glow through walls) | |||
{{ScrollBox|title=Chicken Models and Skins|}} | |||
{{KV|Skin|choices|The chicken model has multiple color variants, use 0 for default color.}} | |||
{{KV|Chicken Model(SetBodyGroup)|choices|Holiday submodels of chicken.}} | |||
:* 0 : Default | |||
:* 1 : Party Hat | |||
:* 2 : Ghost | |||
:* 3 : Sweater | |||
:* 4 : Bunny ears | |||
:* 5 : Pumpkin head | |||
==FGD Code== | ==FGD Code== | ||
<pre> | <pre> | ||
@PointClass studio("models/chicken/chicken.mdl") = chicken : " | @PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken : | ||
"Chicken AI entity." | |||
[ | [ | ||
Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible." | |||
minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible." | |||
glowdist(integer) : "Glow Distance" : 1024 | |||
glowenabled(boolean) : "Glow by default?" : 0 | |||
glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." | |||
glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = | |||
[ | |||
0 : "Default (through walls)" | |||
1 : "Shimmer (doesn't glow through walls)" | |||
2 : "Outline (doesn't glow through walls)" | |||
3 : "Outline Pulse (doesn't glow through walls)" | |||
] | |||
skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." | |||
SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" = | |||
[ | |||
0 : "Default" | |||
1 : "Party Hat" | |||
2 : "Ghost" | |||
3 : "Sweater" | |||
4 : "Bunny ears" | |||
5 : "Pumpkin head" | |||
] | |||
input SetGlowEnabled(void) : "Starts the glow." | |||
input SetGlowDisabled(void) : "Stops the glow." | |||
input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>" | |||
input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." | |||
input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." | |||
input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." | |||
output OnHealthChanged(void) : "Fires output when health changes." | |||
] | ] | ||
</pre> | </pre> |
Revision as of 08:09, 26 January 2019
chicken
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
A chicken. Identical to the pet_entity and info_map_parameters' Pet Population keyvalue, but it will spawn automatically without need of Navigation Mesh.
Todo: Add extra description to this entity.
Keyvalues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Parentname:
- Parent (parentname) <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.
Global:
- Global Entity Name (globalname) <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.
- Pitch Yaw Roll (Y Z X) (angles) <QAngle>
- 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.
Health:
- Min Damage to Hurt (minhealthdmg) ([todo internal name (i)]) <integer>
- If a single hit to the object doesn't do at least this much damage, the chicken won't take any of the damage it attempted to give.
- Damage Filter Name (damagefilter) ([todo internal name (i)]) <targetname>
- When this entity receives damage, it will filter by this entity.
System Level Choices:
- Minimum CPU Level ([todo internal name (i)]) <choices>
-
- 0 : default (low)
- 1 : low
- 2 : medium
- 3 : high
- Maximum CPU Level ([todo internal name (i)]) <choices>
-
- 0 : default (High)
- 1 : low
- 2 : medium
- 3 : high
- Minimum GPU Level ([todo internal name (i)]) <choices>
-
- 0 : default (very low)
- 1 : very low
- 2 : low
- 3 : medium
- 4 : high
- Maximum GPU Level ([todo internal name (i)]) <choices>
-
- 0 : default (high)
- 1 : very low
- 2 : low
- 3 : medium
- 4 : high
- Disable X360 ([todo internal name (i)]) <choices>
-
- 0 : No
- 1 : Yes
BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
Render Fields:
- 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 (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
- 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.
Glow:
- Glow Distance(glowdist) ([todo internal name (i)]) <integer>
- Controls how far the glow should be visible.
- Glow Style(glowstyle) ([todo internal name (i)]) <choices>
- What style of glow should be used.
- 0 : Default (through walls)
- 1 : Shimmer (doesn't glow through walls)
- 2 : Outline (doesn't glow through walls)
- 3 : Outline Pulse (doesn't glow through walls)
Chicken Models and Skins:
- Skin ([todo internal name (i)]) <choices>
- The chicken model has multiple color variants, use 0 for default color.
- Chicken Model(SetBodyGroup) ([todo internal name (i)]) <choices>
- Holiday submodels of chicken.
- 0 : Default
- 1 : Party Hat
- 2 : Ghost
- 3 : Sweater
- 4 : Bunny ears
- 5 : Pumpkin head
FGD Code
@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken : "Chicken AI entity." [ Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible." minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible." glowdist(integer) : "Glow Distance" : 1024 glowenabled(boolean) : "Glow by default?" : 0 glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)." glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." = [ 0 : "Default (through walls)" 1 : "Shimmer (doesn't glow through walls)" 2 : "Outline (doesn't glow through walls)" 3 : "Outline Pulse (doesn't glow through walls)" ] skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default." SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" = [ 0 : "Default" 1 : "Party Hat" 2 : "Ghost" 3 : "Sweater" 4 : "Bunny ears" 5 : "Pumpkin head" ] input SetGlowEnabled(void) : "Starts the glow." input SetGlowDisabled(void) : "Stops the glow." input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>" input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)." input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)." input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)." output OnHealthChanged(void) : "Fires output when health changes." ]
Instruction on placing the FGD Code:
Paste the FGD code in the last line of the csgo.fgd. The csgo.fgd can be found in CS:GO's bin folder.