Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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{{ | {{Lang|Template:KV BaseEntity}} | ||
-->{{ScrollBox | {{Documentation}}<!-- | ||
|title=Base | |||
|noscroll={{{noscroll|1}}} | {{KV|start}} | ||
|<!-- | {{KV BaseEntity|new=1|brush}} | ||
{{KV|end}} | |||
{{KV BaseEntity|brush=1}} | |||
--><includeonly><onlyinclude>{{#if:{{{new|}}}|<!-- | |||
-->{{#switch:{{{1|}}} | |||
| brush = {{KV|new=1|solid|choices|src=Base|Collisions|Method of collision for this entity. | |||
'''Values:''' | |||
* 0: None | |||
* 1: BSP ([[QPhysics]]) {{Not in FGD}} {{ModernBug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!|only=portal2}} | |||
* 2: [[Bounding box|Bounding Box]] | |||
* 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) {{Not in FGD}} | |||
* 4: Oriented Bounding Box but constrained to [[QAngle|Yaw]] only {{Not in FGD}} | |||
* 5: Custom/Test (Usually no collision with anything) {{Not in FGD}} | |||
* 6: [[VPhysics]]}}{{KV|divider}} | |||
}} | |||
{{KV|new=1|targetname|string|src=Base|[[targetname|Name]]|The name that other entities use to refer to this entity.}} | |||
{{KV|new=1|vscripts|scriptlist|src=Base|Entity Scripts|Space delimited list of [[VScript]] files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the [[worldspawn]] entity will be placed in root scope.|since=L4D2|also={{tf2}}}} | |||
{{KV|new=1|thinkfunction|string|src=Base|[[Entity_Scripts#Thinker_Functions|Think function]]|Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid [[expensive]] operations in this function, as it may cause performance problems.|since=L4D2|also={{tf2}}}} | |||
{{KV|new=1|LagCompensate|boolean|src=Base|[[Lag Compensation]]|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | |||
{{KV|new=1|is_autoaim_target|bool|src=Base|Is Automatic-Aim Target|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}} | |||
|}}<!-- | |||
================================================================= | |||
DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED DEPRECATED | |||
================================================================= | |||
-->{{#if:{{{new|}}}||{{ScrollBox|title=Base|noscroll={{{noscroll|1}}}|<!-- | |||
++ BRUSH ++ | ++ BRUSH ++ | ||
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{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}} | {{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}} | ||
| }} }} | | }} }} | ||
}} | }}<!-- | ||
< | |||
-->}}</onlyinclude></includeonly> | |||
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