Template:KV DynamicProp: Difference between revisions

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(Added GMOD keyvalues)
m (Fix internal name format)
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*<code>pre09=1</code> hides DisableBoneFollowers
*<code>pre09=1</code> hides DisableBoneFollowers
*<code>preasw=1</code> hides HoldAnimation and AnimateEveryFrame</noinclude>{{minititle|DynamicProp}}
*<code>preasw=1</code> hides HoldAnimation and AnimateEveryFrame</noinclude>{{minititle|DynamicProp}}
{{KV|Default Animation (DefaultAnim)|string|The animation this prop will play when not doing a random or forced animation.}}
{{KV|Default Animation|intn=DefaultAnim|string|The animation this prop will play when not doing a random or forced animation.}}
{{KV|Randomly Animate (RandomAnimation)|bool|Makes the prop randomly select and play animations at intervals defined by the '''Min/Max Random Anim Time''' KVs. In between the random animations, it will revert to playing '''Default Animation'''.}}
{{KV|Randomly Animate|intn=RandomAnimation|bool|Makes the prop randomly select and play animations at intervals defined by the '''Min/Max Random Anim Time''' KVs. In between the random animations, it will revert to playing '''Default Animation'''.}}
{{KV|Min Random Anim Time (MinAnimTime)|float|Minimum time between random animations.}}
{{KV|Min Random Anim Time|intn=MinAnimTime|float|Minimum time between random animations.}}
{{KV|Max Random Anim Time (MaxAnimTime)|float|Maximum time between random animations.}}
{{KV|Max Random Anim Time|intn=MaxAnimTime|float|Maximum time between random animations.}}
{{KV|Update children (updatechildren)|bool|{{confirm|A boolean set to true by default. When set to 0, any [[children]] attached to this entity as an [[attachment]] will not update. (seems like it would not have a practical use...)}}}}<!--
{{KV|Update children|intn=updatechildren|bool|{{confirm|A boolean set to true by default. When set to 0, any [[children]] attached to this entity as an [[attachment]] will not update. (seems like it would not have a practical use...)}}}}<!--
-->{{#ifeq:{{{l4d2}}}|1|{{KV|Glow State (glowstate)|choices|What is allowed to activate the glow effect on this prop.
-->{{#ifeq:{{{l4d2}}}|1|{{KV|Glow State (glowstate)|choices|What is allowed to activate the glow effect on this prop.
:*0: OFF (must be activated through inputs)
:*0: OFF (must be activated through inputs)
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:*2: when looked at
:*2: when looked at
:*3: ON (starts activated)}}
:*3: ON (starts activated)}}
{{KV|Glow Range (glowrange)|integer|Range at which the glow becomes visible. 0 means always visible.}}
{{KV|Glow Range|intn=glowrange|integer|Range at which the glow becomes visible. 0 means always visible.}}
{{KV|Glow Range Min (glowrangemin)|integer|Range at which glow stops being visible. 0 means always visible.}}
{{KV|Glow Range Min|intn=glowrangemin|integer|Range at which glow stops being visible. 0 means always visible.}}
{{KV|Glow Color Override (R G B) (glowcolor)|color255|Color of the glow.}}|}}<!--
{{KV|Glow Color Override (R G B)|intn=glowcolor|color255|Color of the glow.}}|}}<!--
-->{{#ifeq:{{{pre09}}}|1||{{KV|Disable Bone Followers (DisableBoneFollowers)|boolean|since=2009|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}|}}<!--
-->{{#ifeq:{{{pre09}}}|1||{{KV|Disable Bone Followers|intn=DisableBoneFollowers|boolean|since=2009|Disables generation of {{ent|phys_bone_follower}}s for each convex piece the model has in its [[collision model]]. <code>phys_bone_follower</code>s can quickly eat up the [[entity limit|edict count]], so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ({{confirm}} As in become non-solid?), and the model will not be able to ragdoll anymore.}}|}}<!--
-->{{#ifeq:{{{preasw}}}|1||{{KV|Hold Animation (HoldAnimation)|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
-->{{#ifeq:{{{preasw}}}|1||{{KV|Hold Animation|intn=HoldAnimation|boolean|since=AS|If set, the prop will not loop its animation, but hold the last frame.}}
{{KV|Animate Every Frame (AnimateEveryFrame)|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}|}}
{{KV|Animate Every Frame|intn=AnimateEveryFrame|boolean|since=P2|Force this prop to animate every frame. Usually this doesn't need to be touched.}}|}}
{{KV GMOD}}
{{KV GMOD}}

Revision as of 06:23, 17 March 2021

  • l4d2=1 shows glow keyvalues that apply to l4d2 only. some of these keyvalues exist in csgo as well but do not work. asw and portal 2 don't have them at all.
  • pre09=1 hides DisableBoneFollowers
  • preasw=1 hides HoldAnimation and AnimateEveryFrameDynamicProp:
Default Animation (DefaultAnim) <string>
The animation this prop will play when not doing a random or forced animation.
Randomly Animate (RandomAnimation) <boolean>
Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
Min Random Anim Time (MinAnimTime) <float>
Minimum time between random animations.
Max Random Anim Time (MaxAnimTime) <float>
Maximum time between random animations.
Update children (updatechildren) <boolean>
Confirm:A boolean set to true by default. When set to 0, any children attached to this entity as an attachment will not update. (seems like it would not have a practical use...)
Disable Bone Followers (DisableBoneFollowers) <boolean> (in all games since Source 2009)
Disables generation of phys_bone_followers for each convex piece the model has in its collision model. phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
Hold Animation (HoldAnimation) <boolean> (in all games since Alien Swarm)
If set, the prop will not loop its animation, but hold the last frame.
Animate Every Frame (AnimateEveryFrame) <boolean> (in all games since Portal 2)
Force this prop to animate every frame. Usually this doesn't need to be touched.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!