Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
Jump to navigation
Jump to search
m (Default to noscroll with optional scrolling) |
AgentAgrimar (talk | contribs) m (Added a missing space between the "phys_constraint" tip and the rest of its sentence.) |
||
Line 32: | Line 32: | ||
{{KV|Global Entity Name|intn=globalname|string| When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.}} | {{KV|Global Entity Name|intn=globalname|string| When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.}} | ||
--> | --> | ||
{{KV|[[Parent]]|intn=parentname|targetname|Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{tip|Entities transition to the next map with their parents}}{{tip|{{ent|phys_constraint}}can be used as a workaround if parenting fails.}}}} | {{KV|[[Parent]]|intn=parentname|targetname|Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (<code>parentname [targetname],[attachment]</code>) {{tip|Entities transition to the next map with their parents}}{{tip|{{ent|phys_constraint}} can be used as a workaround if parenting fails.}}}} | ||
{{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|[[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.}}}} |