Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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m (Fixed incorrect usage of the {{portal2}} template, and {{Not in FGD}} template) |
m (targetname; classname; response contexts; hammerid. Tip templates and compressed sentences to adjust things towards a more concise route in the future) |
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{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity | {{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities use to refer to this entity.}} | ||
{{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|[[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|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|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|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{note| | {{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.{{note|Hammer does not move the entities accordingly only in the editor.}}}} | ||
{{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|[[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|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>key:value,key:value,...</code>and so on. Can also be [[filter_activator_context|filtered for or against]] | {{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>key:value,key:value,...</code>and so on. {{tip|Can also be [[filter_activator_context|filtered for or against!]]}}}} | ||
{{KV|[[Classname]]|intn=classname|string| | {{KV|[[Classname]]|intn=classname|string|Determines the characteristics of the entity ''before'' it spawns. {{tip|Changing classnames using the{{ent|AddOutput}}input can still influence the game's code, like making the classname match one element in the [[S_PreserveEnts]] list, making the entity persists on new rounds!}}|nofgd=1}} | ||
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}} | {{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}} | ||
{{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}} | {{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}} | ||
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{{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}} | {{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}} | ||
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{{KV|Hammer ID|intn=hammerid|int|The entity's [[Hammer]] ID | {{KV|Hammer ID|intn=hammerid|int|The entity's unique [[Hammer]] ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the'''<code>ent_keyvalue</code>'''command). Run-time spawned entities don't have a Hammer ID.|nofgd=1}} | ||
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