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

From Valve Developer Community
Jump to navigation Jump to search
(edited the Render FX box to explain more.)
m (simplified structure. now able to show everything other than Model as being !FGD if necessary. default is unchanged except that it shows some stuff that the Portal 2 version doesn't.)
Line 1: Line 1:
{{lang|Template:KV BaseAnimating}}
{{lang|Template:KV BaseAnimating}}<!--
<!--
Note: All those "BREAK" comments are there because templates like these are sensitive to line breaks. The breaks have been optimized out to avoid entity pages with random blank spaces in between. It's for readability, basically, and you should pretend those comments are a line break.-->
  ++ Notes ++
<onlyinclude><includeonly>{{ScrollBox|title=BaseAnimating|noscroll={{{noscroll|}}}|
  1. All those "BREAK" comments are there, because templates like these are sensitive to line breaks, and have been optimized out to avoid entity pages with random weird portions of blank spaces inbetween. Its for readability basically, and you should pretend those comments are a line break.
  2. The long {{{#if:}}} chain could probably ne better, however iirc its a giant workaround from ParserExtensions creating newlines with each new "if" statement? Look out for that if you want to refactor that.
-->
<onlyinclude><includeonly>{{ScrollBox
|title=Model
|noscroll={{{noscroll|}}}
|
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|World Model|intn=model|string|The [[model]] this entity should appear as. 128-character limit.}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.}}
{{KV|[[Skin]]|intn=skin or ModelSkin {{as}}|int|Some models have multiple skins. This value selects from the index, starting with 0.|nofgd={{{nofgd|}}}}}
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK -->{{ExpandBox|
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.<!-- BREAK
-->{{ExpandBox|
:*'''0''': None
:*'''0''': None
:*'''1''': BSP ([[QPhysics]]) <b>{{Not in FGD}}</b> {{bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
:*'''1''': BSP ([[QPhysics]]) {{#if: {{{nofgd|}}}||{{Not in FGD}} }} {{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}||{{bug|In {{portal2|4}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}} }}
:*'''2''': [[Bounding box|Bounding Box]]
:*'''2''': [[Bounding box|Bounding Box]]
:*'''3''': [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) <b>{{Not in FGD}}</b>
:*'''3''': Oriented Bounding Box (Use for runtime spawned rotated brush entities) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''4''': [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only <b>{{Not in FGD}}</b>
:*'''4''': Oriented Bounding Box, constrained to [[QAngle|Yaw]] only {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''5''': Custom/Test (Usually no collision with anything) <b>{{Not in FGD}}</b>
:*'''5''': Custom/Test (Usually no collision with anything) {{#if: {{{nofgd|}}}||{{Not in FGD}} }}
:*'''6''': [[VPhysics]]}}
:*'''6''': [[VPhysics]]}}|nofgd={{{nofgd|}}}}}
| }}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the {{ent|$hboxset}} to use.|nofgd=1}}
{{KV|[[Hitbox]] Set|intn=hitboxset|string|Sets the [[$hboxset]] to use.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active {{ent|$bodygroup}}.|nofgd=1}}
{{KV|Body Group|intn=body or SetBodyGroup|int|Sets the the active [[$bodygroup]].|nofgd=1}}
<!-- We should make a new page for "model index"? -->
<!-- We should make a new page for "model index"? -->
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the<code>cl_precacheinfo modelprecache</code>table, sets entity model to of the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}}
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the <code>cl_precacheinfo modelprecache</code> table, sets entity model to the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}}
{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.|nofgd=1|since=EP2|not={{portal}} {{l4ds}} {{src13}}|}}
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Model Scale|intn=modelscale|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.{{warning|Negative or extremely high values can cause crashes!}}|nofgd=1|since=EP2|not={{portal}} {{l4dseries}} {{src13}}}} }}
:{{warning|Negative or extremely high values can cause crashes!}}
{{#if: {{{base|}}} | {{KV DXLevelChoice}} }}
<!--
<!--
   ++ Animating ++
   ++ Animating ++
-->
-->
{{style|color:white;font-size:14px;padding-bottom:5px|<b>Animating</b>}}
{{style|color:white;font-size:14px;padding-bottom:5px|'''Animating'''}}
{{KV|Sequence|intn=sequence|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}}
{{KV|Sequence|intn=sequence|int|Default animation sequence for the model to be playing after spawning.|nofgd=1}}
{{KV|Playback Rate|intn=playbackrate|float|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0|nofgd=1}}
{{KV|Playback Rate|intn=playbackrate|float|A multiplier of the [[framerate]] at which animations are played, negative values are accepted. Default is 1.0.|nofgd=1}}
{{KV|Cycle|intn=cycle|float|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
{{KV|Cycle|intn=cycle|float|The current frame of the current animation, on a range from 0-1.|nofgd=1}}
{{KV|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
{{KV|Texture Frame|intn=texframeindex|int|The initial frame number for all animated textures on this entity.|nofgd=1}}
<!-- {{KV|Damage Filter Name|intn=damagefilter|targetname|When this entity receives damage, it will [[filter]] by this entity.}} doesn't belong here -->
<!--
<!--
   ++ Effects - Render ++
   ++ Effects - Render ++
-->
-->
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Render</b>}}
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Effects - Render'''}}


{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|Start Fade Distance|intn=fademindist|float|Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].|nofgd={{{nofgd|}}}}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{KV|End Fade Distance|intn=fademaxdist|float|Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.|nofgd={{{nofgd|}}}}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.}}
{{KV|Fade Scale|intn=fadescale|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also {{ent|$noforcedfade}}.|nofgd={{{nofgd|}}}}}
{{KV|Render FX / Transparency (0 - 255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
{{KV|FX Amount/Transparency (0–255)|intn=renderamt|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.|nofgd={{{nofgd|}}}}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.}}
{{KV|Render Color (R G B)|intn=rendercolor|color255|Color tint.|nofgd={{{nofgd|}}}}}
{{KV|Render FX (renderfx)|choices|Various somewhat legacy alpha effects.}}
{{#if: {{{base|}}}|{{KV Render FX|l4d=b4}}|{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}} | {{kV Render FX|l4d=onlyafter}} }} }}
:{{ExpandBox|
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.<!-- BREAK -->{{ExpandBox|
:*'''0:''' None
:*'''1:''' Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
:*'''2:''' Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
:*'''3:''' Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
:*'''4:''' Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
:*'''5:''' Slow Fade Away (decreases alpha by -1 per frame/{{since|{{l4d}}}} Fades out over 4 s)
:*'''6:''' Fast Fade Away (decreases alpha by -4 per frame/{{since|{{l4d}}}} Fades out over 1 s)
:*'''7:''' Slow Become Solid (increases alpha by +1 per frame/{{since|{{l4d}}}} Fades in over 4 s)
:*'''8:''' Fast Become Solid (increases alpha by +4 per frame/{{since|{{l4d}}}} Fades in over 1 s)
:*'''9:''' Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
:*'''10:''' Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
:*'''11:''' Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
:*'''12:''' Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
:*'''13:''' Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
:*'''14:''' Constant Glow ("NoDissipation;" purpose uncertain—for sprites?)
:*'''15:''' Distort (causes unnatural flickering and position shifting)/{{since|{{l4d}}}} Fade Out (instant; not very useful outside of code)
:*'''16:''' Hologram (Distort + "distance fade")/{{since|{{l4d}}}} Fade In (instant; not very useful outside of code)
:*'''17:''' Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) {{in|{{src13}}}}/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) {{since|{{l4d}}}} {{confirm|which branches/games is it available in, and where does it do what?}}
:*'''18:''' Glow Shell (purpose unclear) {{since|{{src13}}}} {{confirm|what does this do? and which games is it in?}}
:*'''19:''' Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)")
:*'''20:''' Environmental Rain ("for [[Render modes#Environmental|environmental rendermode]], make rain") {{in|{{src13}}}} {{confirm|which games? may be nonfunctional.}}
:*'''21:''' Environmental Snow ("for [[Render modes#Environmental|environmental rendermode]], make snow") {{in|{{src13}}}} {{confirm|which games? may be nonfunctional.}}
:*'''22:''' Spotlight FX ("TEST CODE for experimental spotlight") {{in|{{src13}}}}
:*'''23:''' Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) {{in|{{src13}}}} {{confirm|which games? may be nonfunctional?}}
:*'''24:''' Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) {{in|{{src13}}}}
:*'''25:''' <code>kRenderFXMax</code>/Fade Near {{removed|{{l4d}}}} {{todo|what does this do? may be nonfunctional}}}}
{{KV|[[Render Mode]]|intn=rendermode|choices|Set a non-standard rendering mode on this entity.}}<!-- BREAK -->{{ExpandBox|
:*'''0''': Normal
:*'''0''': Normal
:*'''1''': Color
:*'''1''': Color
:*'''2''': Texture
:*'''2''': Texture
:*'''3''': Glow
:*'''3''': Glow
:*'''4''': Solid/Alphatest
:*'''4''': Solid/Alphatest {{obs}}
:*'''5''': Additive
:*'''5''': Additive
:*'''6''': Removed, does nothing
:*'''6''': "Environmental" (removed, does nothing) {{Obs}} {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''7''': Additive Fractional Frame
:*'''7''': Additive Fractional Frame
:*'''8''': Alpha Add
:*'''8''': Alpha Add {{#if: {{{nofgd|}}}||{{not in FGD}} }}
:*'''9''': World Space Glow
:*'''9''': World Space Glow
:*'''10''': Don't Render}}
:*'''10''': Don't Render}}|nofgd={{{nofgd|}}}}}
<!--
  ++ Effects - Environment ++
-->
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Effects - Environment'''}}


{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].|nofgd={{{nofgd|}}}}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.|nofgd={{{nofgd|}}}}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the {{ent|shadow_control}} entity.|nofgd={{{nofgd|}}}}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].|nofgd={{{nofgd|}}}}}
{{#if: {{{l4d|}}}{{{l4d2|}}}||{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}} }}<!-- will show as long as neither l4d nor l4d2 are 1-->
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{base|}}}|<!--will show as long as nothing other than portal2 is checked
-->|{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity. Identical to<code>[[Effect flags|EF_NOFLASHLIGHT]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}} entities. Identical to<code>[[Effect flags|EF_NOSHADOWDEPTH]]</code>.|since=P2|nofgd={{{nofgd|}}}}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to<code>[[Effect flags|EF_SHADOWDEPTH_NOCACHE]]</code>.
:*0: Default
:*1: No cache—render every frame
:*2: Cache it—render only once|since=P2|nofgd={{{nofgd|}}}}} }}
<!--
<!--
   ++ Misc ++
   ++ Misc ++
Game Specific Configs
Game-Specific Configs
"Effects - Environment" included for scrolling
-->
-->
<!-- IF: L4D -->{{#if:{{{l4d|}}}|
{{#if: {{{base|}}}|<!--nothing if base is checked; following ifs don't need to check it
 
-->|{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|'''Miscellaneous'''}}
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Environment</b>}}
{{#if: {{{l4d|}}}{{{as|}}}{{{portal2|}}} |<!--won't show if anything other than l4d2 is set, but WILL show if all are left blank-->| {{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|only={{l4d2}}}}
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
}}{{#if: {{{l4d|}}}{{{l4d2|}}}|<!--these two will show if none of the pre-AS ones are checked
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
-->|{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->{{ExpandBox|
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}entity!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}}
 
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Miscellaneous</b>}}
 
{{KV SystemLevelChoice}}
 
| <!-- ELSE IF: L4D2 -->{{#if:{{{l4d2|}}}|
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Environment</b>}}
 
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}entity!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}}
 
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Miscellaneous</b>}}
 
{{KV|Glow Backface Multiple|intn=glowbackfacemult|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|only={{l4d2}}}}
{{KV SystemLevelChoice}}
 
| <!-- ELSE IF: AS -->{{#if:{{{as|}}}|
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Environment</b>}}
 
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}entity!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}}
 
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Miscellaneous</b>}}
 
{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->{{ExpandBox|
:*'''0''': None, don't move
:*'''1''': Isometric
:*'''2''': Walk, player only, moving on ground
:*'''3''': NPC, movement
:*'''4''': Fly, no gravity
:*'''5''': Fly, with gravity
:*'''6''': Physics
:*'''7''': Push
:*'''8''': [[Noclip]]
:*'''9''': Ladder, for players on ladders
:*'''10''': Spectator
:*'''11''': Custom}}
|since={{as}}|nofgd=1}}
{{KV|Collision Group|intn=CollisionGroup|choices|Sets a collision group for this entity, which changes its collision behavior.<!-- BREAK -->{{ExpandBox|
:*'''0''': None
:*'''1''': Debris, collides only with the world and static props
:*'''2''': Debris, with trigger interaction
:*'''3''': Interactive Debris, doesn't collide with other debris
:*'''4''': Interactive, collides with everything except debris
:*'''5''': Player
:*'''6''': Breakable Glass
:*'''7''': Vehicle
:*'''8''': Player Movement
:*'''9''': In-Vehicle
:*'''10''': Weapon
:*'''11''': Vehicle Clip
:*'''12''': Projectile
:*'''13''': Door blocker, not permitted to go near doors
:*'''14''': Passable Door
:*'''15''': Dissolving
:*'''16''': Pushaway
:*'''17''': NPC Actor, NPCs ignore the player
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
|since={{as}}|nofgd=1}}
{{KV SystemLevelChoice}}
 
| <!-- ELSE IF: BASE -->{{#if:{{{base|}}}|
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Environment</b>}}
 
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}entity!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}}
 
|<!-- ELSE: [NOT BASE;PORTAL2] -->
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Effects - Environment</b>}}
 
{{KV|Disable Shadows|intn=disableshadows|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
{{KV|Disable Receiving Shadows|intn=disablereceiveshadows|boolean|Prevent the entity from receiving shadows on itself.}}
{{KV|Shadow Cast Distance|intn=shadowcastdist|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
{{KV|Lighting Origin|intn=LightingOrigin|targetname|Select an entity (not{{ent|info_lighting}}entity!) from which to sample lighting instead of the entity's [[origin]].}}
{{KV|Lighting Origin Offset|intn=LightingOriginHack|targetname|The{{ent|info_lighting_relative}}from which to sample lighting instead of the entity's origin.|not={{l4ds}}|nofgd=1}}
{{KV|Disable Flashlight|intn=disableflashlight|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}
{{KV|Disable ShadowDepth|intn=disableshadowdepth|boolean|Makes this entity not cast a shadow from{{ent|env_projectedtexture}}entities.|since=P2}}
{{KV|Projected Texture Cache|intn=shadowdepthnocache|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
:*0: Default
:*1: No cache - render every frame
:*2: Cache it - render only once
|since=P2}}
 
{{style|border-bottom:1px solid #3A3937;display:block;  color:white;font-size:16px;padding-bottom:6px|<b>Miscellaneous</b>}}
 
{{KV|Move Type|intn=MoveType|choices|Sets a movetype for this entity, which changes its movement behavior.<!-- BREAK -->{{ExpandBox|
:*'''0''': None, don't move
:*'''0''': None, don't move
:*'''1''': Isometric
:*'''1''': Isometric
Line 228: Line 110:
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
:*'''18''': NPC Scripted, NPCs do not collide with each other}}
|since={{as}}|nofgd=1}}
|since={{as}}|nofgd=1}}
{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}}
}}{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}|<!--will show as long as nothing other than portal2 is checked
{{KV SystemLevelChoice}}
-->|{{KV|No Animation Sounds|intn=SuppressAnimSounds|boolean|Silences sounds linked to animations.|since=P2|nofgd=1}} }}
 
{{#if: {{{l4d|}}}{{{l4d2|}}}{{{as|}}}{{{portal2|}}}|<!--will only show if none are checked-->|{{KV DXLevelChoice}} }}
| }}}}}}}}
{{KV SystemLevelChoice|nofgd={{{nofgd|}}}}} }} }}</includeonly></onlyinclude>
}}</includeonly></onlyinclude>


{{documentation}}
{{documentation}}
<!-- Add categories to the /doc subpage, not here -->
<!-- Add categories to the /doc subpage, not here -->

Revision as of 10:08, 19 May 2022

English (en)Translate (Translate)


English (en)Deutsch (de)Esperanto (eo)Español (es)Français (fr)Suomi (fi)Hrvatski (hr)Magyar (hu)Italiano (it)日本語 (ja)한국어 (ko)Nederlands (nl)Polski (pl)Português (pt)Português do Brasil (pt-br)Русский (ru)Slovenčina (sk)Svenska (sv)Türkçe (tr)Українська (uk)Tiếng Việt (vi)中文 (zh)中文(臺灣) (zh-tw)
Icon-translate.png Available doc translations
Info.png
The Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues/doc documentation page does not exist.
English documentation will be displayed instead, which you can translate using Google Translate (or similar software). If there is nothing after this message, most likely the documentation does not exist even in English.
Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues/doc