Chicken: Difference between revisions

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(Keyvalues section should be cleaned up with templates, please do not add generic l4d2 or other templates as they only mess the place up)
('pet_entity' actually just spawns 'chicken' s. check with ent_text.)
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==Entity Description==
==Entity Description==
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.}}''
A chicken. Normally spawned with [[pet_entity]], but <code>chicken</code> will ''not'' require a [[Navigation Meshes|Navigation Mesh]].


== Keyvalues==
== Keyvalues==

Revision as of 08:26, 26 January 2019

Chicken
Icon-NotInFGD.png
This entity is not in the FGD by default.
See below for instructions on making it available.

chicken is a point entity available in Counter-Strike: Global Offensive Counter-Strike: Global Offensive.

Entity Description

A chicken. Normally spawned with pet_entity, but chicken will not require a Navigation Mesh.

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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:
Strength/Health (health) ([todo internal name (i)]) <integer>
Health of the chicken
Maximum Health (max_health) ([todo internal name (i)]) <integer>
Health cannot exceed this amount.
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 Source 2006), 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.
Render Color (R G B) (rendercolor) ([todo internal name (i)]) <color255>
Color tint.
Glow:
Glow by default?(glowenabled) ([todo internal name (i)]) <boolean>
Should prop glow on spawn?
Glow Distance(glowdist) ([todo internal name (i)]) <integer>
Controls how far the glow should be visible.
Glow Color(glowcolor) ([todo internal name (i)]) <color255>
The color of the glow (if enabled).
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.