Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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</noinclude><!-- | </noinclude><!-- | ||
-->{{#if:{{{brush|}}}|{{minititle|Brush}} | -->{{#if:{{{brush|}}}|{{minititle|Brush}} | ||
{{KV|Minimum Bounding Box Size | {{KV|Minimum Bounding Box Size|intn=mins|vector|Co-ordinate of the minimum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | ||
{{KV|Maximum Bounding Box Size | {{KV|Maximum Bounding Box Size|intn=maxs|vector|Co-ordinate of the maximum bounding box corner. The bounding box is drawn from this corner to the other one. Requires Bounding Box collisions (solid 2) to be used. Can be used to overwrite the collision shape of a brush, although it can only be a cuboid.|nofgd=1}} | ||
{{KV|Collisions | {{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}} | ||
:*0: None | :*0: None | ||
:*1: BSP ([[QPhysics]]) | :*1: BSP ([[QPhysics]]) | ||
Line 33: | Line 33: | ||
:*5: Custom/Test | :*5: Custom/Test | ||
:*6: [[VPhysics]] | :*6: [[VPhysics]] | ||
{{KV|Model Index | {{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map.|nofgd=1}}}} | ||
{{minititle|Base}} | {{minititle|Base}} | ||
{{KV|[[Classname]] | {{KV|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using {{ent|AddOutput}}, which will influence how the engine deals with the entity in certain circumstances.}} | ||
{{KV|[[targetname|Name]] | {{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity by.}} | ||
{{KV|Global Entity Name | {{KV|Global Entity Name|intn=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.}} | ||
{{KV|[[Parent]] | {{KV|[[Parent]]|intn=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. ''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 {{ent|trigger_transition}}. Some entities which aren't intended to be parented may not function correctly. {{ent|phys_constraint}} can be used as a workaround to parenting.}} | ||
{{KV|[[Origin]] (X Y Z) | {{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.}} | ||
{{KV|[[Pitch Yaw Roll]] (X Y Z) | {{KV|[[Pitch Yaw Roll]] (X Y Z)|intn=angles|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.}}}} | ||
{{KV|[[Flag|Flags]] | {{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles features of an entity, its specific number is determined by the combination of flags added.}} | ||
{{KV|[[ResponseContext|Response Contexts]] | {{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts for this entity. Format is <code>key:value,key:value,...</code>. Contexts may be [[filter_activator_context|filtered]].}} | ||
{{KV|[[Effect flags|Effects]] | {{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}} | ||
{{KV|Local Time | {{KV|Local Time|intn=ltime|float|The local time of the entity, independent of the global clock. Used mainly for physics calculations.|nofgd=1}} | ||
{{KV|Next Think | {{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}} | ||
{{KV|Hammer ID | {{KV|Hammer ID|intn=hammerid|int|The entity's [[Hammer]] ID. Mainly used by plugins and debugging commands, such as {{ent|ent_keyvalue}}. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.|nofgd=1}}<!-- | ||
-->{{#if:{{{l4d2|}}}|<!-- | -->{{#if:{{{l4d2|}}}|<!-- | ||
-->{{KV|Disable for Xbox 360 | -->{{KV|Disable for Xbox 360|intn=disableX360|bool|If Yes, disables this entity on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | ||
{{KV|Entity Scripts | {{KV|Entity Scripts|intn=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 | {{KV|Script think function|intn=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]] | {{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}<!-- | ||
-->| }}{{#if:{{{csgo|}}}|<!-- | -->| }}{{#if:{{{csgo|}}}|<!-- | ||
-->{{KV|Is Automatic-Aim Target | -->{{KV|Is Automatic-Aim Target|intn=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 | -->{{KV|Disable for Xbox 360|intn=disableX360|bool|If Yes, disables this entity on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | ||
{{KV|Entity Scripts | {{KV|Entity Scripts|intn=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 | {{KV|Script think function|intn=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]] | {{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | ||
{{KV|Is Automatic-Aim Target | {{KV|Is Automatic-Aim Target|intn=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 17:30, 28 July 2020
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 was available before L4D2.)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
(DEPRECATED 10/1/18: Previously used for a notice that was thought to apply to all entities in CS:S. The purpose of this now exists in Template:PreservedEnt. This is completely removed from the template and won't affect anything.)brush
(This adds things common for all brush entities, visible or not. For visible ones, use Template:KV visiblebrush in conjunction.)


CBaseEntity
keyvalues are not covered here. See the talk page.Base:
- Classname (classname) <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.
- 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.
- 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. 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) <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) <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) <integer>
- Toggles features of an entity, its specific number is determined by the combination of flags added.
- Response Contexts (ResponseContext) <string>
- Pre-defined response system contexts for this entity. Format is
key:value,key:value,...
. Contexts may be filtered.
- Local Time (ltime) <float> !FGD
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- Hammer ID (hammerid) <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) <boolean> (in all games since
) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts (vscripts) <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) <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) <boolean> (in all games since
) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!