Model entity/Generic Keyvalues, Inputs and Outputs/Inputs: Difference between revisions
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Kestrelguy (talk | contribs) m (added the new inputs for TF2.) |
Kestrelguy (talk | contribs) m (trying to get the demonstrations to work right) |
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|{{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]].}}{{#if: {{{portal2| | {{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.{{tip|The <code>modelscale</code> keyvalue can be [[AddOutput]]ed as a workaround for other games with this input missing.}} | | {{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.}} | ||
{{warning|Negative or extremely high values can cause crashes!}}}} }}<!-- | {{warning|Negative or extremely high values can cause crashes!}}}} }}<!-- | ||
-->{{#if:{{{tf2}}}| | -->{{#if: {{{tf2|1}}} | | ||
{{IO|SetCycle|param=float|Skip to a specific point in the current animation.|only={{tf2}}}} | {{IO|SetCycle|param=float|Skip to a specific point in the current animation.|only={{tf2}}}} | ||
{{IO|SetModel|param=string|Changes the model to the specified path. Form of <tt>models/ammo/ammo_us.mdl</tt>. | {{IO|SetModel|param=string|Changes the model to the specified path. Form of <tt>models/ammo/ammo_us.mdl</tt>. | ||
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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.}} | ||
{{#if:{{{portal2}}}|{{I Reflection}} | {{#if: {{{portal2|1}}}|{{I Reflection}} | ||
{{I Shadow}} | {{I Shadow}} | ||
|{{I Shadow|prep2=1}} }} }}<!-- | |{{I Shadow|prep2=1}} }} }}<!-- | ||
--></includeonly></onlyinclude> | --></includeonly></onlyinclude> |