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

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This template is our holder for all [[inputs]] that are assigned through {{ent|CBaseAnimating}}.
This template is our holder for all [[inputs]] that are assigned through {{ent|CBaseAnimating}}.
=== Parameters ===
=== Parameters ===
*{{param|portal2}} - When applying to a page, add <code>|portal2=1</code> to display inputs added by {{game name|portal2|name=Portal 2}} (if they should be there).
*{{param|portal2}} - When applying to a page, add <code>|portal2=1</code> to display inputs added by {{portal2|3}} (if they should be there).
*{{param|noscroll}} - This parameter is relayed to {{tl|ScrollBox}}.
*{{param|noscroll}} - This parameter is relayed to {{tl|ScrollBox}}.
The following is the result of <code><nowiki>{{I BaseAnimating|portal2=1}}</nowiki></code>:
The following is the result of <code><nowiki>{{I BaseAnimating|portal2=1}}</nowiki></code>:
{{I BaseAnimating|portal2=1}}
{{expandBox|{{I BaseAnimating|portal2=1}}|Result}}
The following is the result of <code><nowiki>{{I BaseAnimating|noscroll=1}}</nowiki></code>:
{{expandBox|{{I BaseAnimating|noscroll=1}}|Result}}
----
----
[[Category:Input Templates|BaseAnimating]]
[[Category:Input Templates|BaseAnimating]]
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{{IO|SetBodyGroup|param=int|Sets the the active {{ent|$bodygroup}}.}}
{{IO|SetBodyGroup|param=int|Sets the the active {{ent|$bodygroup}}.}}
{{IO|Ignite|Makes the entity catch on fire indefinitely.}}
{{IO|Ignite|Makes the entity catch on fire indefinitely.}}
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}}
{{IO|IgniteLifetime|param=float|Makes the entity catch on fire for a given amount of time.}}{{#if: {{{portal2|}}} |
{{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
| {{IO|IgniteNumHitboxFires|param=int|Makes the entity catch on fire with a given number of [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}}
{{IO|IgniteHitboxFireScale|param=float|Makes the entity catch on fire with a given scale for [[hitbox]] fire particles. Does not function correctly in {{l4d2}} onward.|removed={{l4d2}}}} }}
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains {{ent|$collisionjoints}}, for other models [[phys_convert]] can be used instead.}}
{{IO|BecomeRagdoll|Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains {{ent|$collisionjoints}}. For other models, {{ent|phys_convert}} can be used instead.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}}
{{IO|SetLightingOrigin|param=targetname|Sets the entity's lighting origin to use this entity's position.}}{{#if: {{{portal2|}}} |
{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. Use <code>SetLightingOrigin</code> instead.|deprecated=1|removed={{l4d}}}}
|{{IO|SetLightingOriginHack|param=targetname|Offsets the entity's lighting origin by their distance from an {{ent|info_lighting_relative}}. Use <code>SetLightingOrigin</code> instead.|deprecated=1|removed={{l4d}}}} }}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademindist|param=float|Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
{{IO|fademaxdist|param=float|Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}{{#if: {{{portal2|}}} |
{{IO|SetModelScale|param=vector|only={{src13}}|Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
| {{IO|SetModelScale|param=vector|only={{src13}}|Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}}
{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}}
{{warning|Negative or extremely high values can cause crashes!}}}} }}
{{warning|Negative or extremely high values can cause crashes!}}}}
{{IO|Alpha|param=int|Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to a number other than <code>0</code>.}}
{{IO|Alpha|param=int|Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its '''[[Render Mode]] (rendermode)''' set to a number other than <code>0</code>.}}
{{IO|AlternativeSorting|param=bool|Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.}}
{{IO|AlternativeSorting|param=bool|Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.}}
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{{IO|EnableDamageForces|Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).}}
{{IO|EnableDamageForces|Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).}}
{{IO|DisableDamageForces|Prevents the entity from being pushed by damage done to it.}}
{{IO|DisableDamageForces|Prevents the entity from being pushed by damage done to it.}}
{{IO|EnableShadow|Allows the entity to draw a [[render target]] shadow.}}
{{#if:{{{portal2|}}}|{{I Reflection}}
{{IO|DisableShadow|Prevents the entity from drawing a [[render target]] shadow.}}<!--
{{I Shadow}}  
-->{{#ifeq:{{{portal2|0}}}|0||
|{{I Shadow|prep2=1}} }} }}<!--
{{IO|EnableDraw|since=P2|Removes {{ent|EF_NODRAW}} from the entity.}}
{{IO|DisableDraw|since={{portal2}}|Applies {{ent|EF_NODRAW}} to the entity. Note that this is different than {{ent|rendermode|10}}.}}
{{IO|EnableReceivingFlashlight|since={{portal2}}|Makes it so that the entity is lit by {{ent|env_projectedtexture}}s.}}
{{IO|DisableReceivingFlashlight|since={{portal2}}|Prevents the entity from being lit by {{ent|env_projectedtexture}}s. The shadow made by the texture will still cast.}}
{{IO|EnableDrawInFastReflection|since={{portal2}}|Makes the entity be rendered in reflections from water materials using <code>$reflectonlymarkedentities</code>.}}
{{IO|DisableDrawInFastReflection|since={{portal2}}|Prevents the entity from rendering in fast reflections.}}
}}
}}<!--


--></includeonly></onlyinclude>
--></includeonly></onlyinclude>


[[Category:Input Templates]]
[[Category:Input Templates]]

Revision as of 22:11, 24 May 2022

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This template is our holder for all inputs that are assigned through CBaseAnimating.

Parameters

  • {{{portal2}}} - When applying to a page, add |portal2=1 to display inputs added by Portal 2 (if they should be there).
  • {{{noscroll}}} - This parameter is relayed to {{ScrollBox}}.

The following is the result of {{I BaseAnimating|portal2=1}}:

Result 
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history

The following is the result of {{I BaseAnimating|noscroll=1}}:

Result 
Note.pngNote:Content moved to Rendering and studio model related KIO/Inputs for continuation of page history