Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions

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(Moved the order of "classname"; Changed up the "modelindex"'s description to be more specific; Disabled "spawnflags" since it doesn't seem all that relevant, due to the common "Flags" section)
(csgo was missing the l4d2 kvs for some reason)
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:*1: BSP ([[QPhysics]])
:*1: BSP ([[QPhysics]])
:*2: [[Bounding box|Bounding Box]]
:*2: [[Bounding box|Bounding Box]]
:*3: [[Bounding box|Oriented Bounding Box]] (Use for runtime-spawn rotated brush entities)
:*3: [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities)
:*4: [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only
:*4: [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only
:*5: Custom/Test (Usually no collision with anything)
:*5: Custom/Test (Usually no collision with anything)
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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}}
| <!-- ELSE IF: CSGO -->{{#if:{{{csgo|}}}|
| <!-- ELSE IF: CSGO -->{{#if:{{{csgo|}}}|
{{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|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]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|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}}
| <!-- ELSE IF: NOT BASE -->{{#if:{{{base|}}}||
| <!-- ELSE IF: NOT BASE -->{{#if:{{{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>
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<noinclude>
{{documentation}}
{{documentation}}
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Revision as of 13:38, 31 May 2021


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