Chicken: Difference between revisions
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==Entity Description== | ==Entity Description== | ||
A chicken. Normally spawned with [[pet_entity]], but directly placing this entity will ''not'' require a [[Navigation Meshes|Navigation Mesh]]. Chickens spawn independently around the map in the deathmatch gamemode. | A chicken. Normally spawned with [[pet_entity]], but directly placing this entity will ''not'' require a [[Navigation Meshes|Navigation Mesh]]. Chickens spawn independently around the map in the deathmatch gamemode. If this entity is killed, it will ''not'' respawn, even between rounds. Use [[pet_entity]] to get around this. | ||
== Keyvalues== | == Keyvalues== |
Revision as of 12:40, 8 February 2021
chicken
is a point entity available in Counter-Strike: Global Offensive.
Entity Description
A chicken. Normally spawned with pet_entity, but directly placing this entity will not require a Navigation Mesh. Chickens spawn independently around the map in the deathmatch gamemode. If this entity is killed, it will not respawn, even between rounds. Use pet_entity to get around this.
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.