Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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(changed up the parserfunctions logic to show L4D2 / CSGO content; clearer 'modelindex' keyvalue info) |
m (parserfunction missing bracket fix; mins and max KV info update) |
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<!-- IF: BRUSH --> | <!-- IF: BRUSH --> | ||
{{#if:{{{brush|}}}|{{minititle|Brush}} | {{#if:{{{brush|}}}|{{minititle|Brush}} | ||
{{KV|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, | {{KV|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requires<code>maxs</code>if used so the other side of the box isn't empty.|nofgd=1}} | ||
{{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, | {{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requires<code>mins</code>if used so the other side of the box isn't empty.|nofgd=1}} | ||
{{note|To translate a brush's size in Hammer to these keys, first divide the size value in Hammer by 2. Then, apply the resulting number to one of the 2 keys, | :{{note|To translate a brush's size in Hammer to these keys, first divide the size value in Hammer by 2. Then, apply the resulting number to one of the 2 keys, with the numbers inverted for the other key (Multiplied / Divided by -1).}} | ||
{{note|If collisions is already set, it must be set back to Bounding Box (solid 2). | :{{note|If collisions is already set, it must be set back to Bounding Box (solid 2).}} | ||
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}} | {{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}} | ||
:*0: None | :*0: None | ||
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:*5: Custom/Test | :*5: Custom/Test | ||
:*6: [[VPhysics]] | :*6: [[VPhysics]] | ||
::{{todo|When is a good time to apply Oriented Bounding Box manually..?}} | |||
{{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map. Requires [[Prop_data#Creating_new_base_types|precaching models with propdata.txt]], then using<code>cl_precacheinfo modelprecache</code>while in-game to get the proper index number. {{warning|Needs to be setup meticulously to have no crashes.}}|nofgd=1}} | {{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map. Requires [[Prop_data#Creating_new_base_types|precaching models with propdata.txt]], then using<code>cl_precacheinfo modelprecache</code>while in-game to get the proper index number. {{warning|Needs to be setup meticulously to have no crashes.}}|nofgd=1}} | ||
| }} | |||
<!-- | <!-- | ||
++ Base ++ | ++ Base ++ | ||
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{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | {{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}} | ||
{{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}} | {{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}} | ||
}}}}}}</includeonly> | | }}}}}}</includeonly> | ||
<noinclude> | <noinclude> | ||
{{documentation}} | {{documentation}} | ||
<!-- Add categories to the /doc subpage, not here --> | <!-- Add categories to the /doc subpage, not here --> | ||
</noinclude> | </noinclude> |