Worldspawn (GoldSrc): Difference between revisions
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Confirm:does this have the same bug as in Source?[Clarify]
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{{Tabs|worldspawn|goldsrc=1|source=1|main=source}} | {{Tabs|worldspawn|goldsrc=1|source=1|main=source}} | ||
{{this is a| | {{this is a|entity|name=worldspawn|engine=GoldSrc}} | ||
== Key Values == | == Key Values == |
Revision as of 10:59, 13 September 2024
worldspawn
is an entity available in all GoldSrc games.
Key Values
- CD track to play (sounds) <integer>
- CD track number to play upon map load.
Bug:Only works properly if game is using the
valve
directory(tested in: Steampipe, HL25)Workaround:Put a trigger_cdaudio that encompasses info_player_start.
- Default light level (light) <integer>
- Same as _minlight.
- Default Wave Height (WaveHeight) <float>
- Sets the water wave height
- Max Viewable Distance (MaxRange) <float>
- Default is 4096.
- Level Fade In (startdark) <boolean>
- Fades the map in.

- Display Game Title (gametitle) <boolean>
- Should the game's title appear on-screen when the map starts?
- Map Team List (mapteams) <string>
- Default CTF (defaultctf) <boolean> (only in
)
-
- 0 : "Not CTF map"
- 1 : "CTF map"
Ambience / World Type (worldtype) <choices>(only in)
- Deprecated.
Leftover fromQuake I, where it was used to determine what sounds doors and keys used, what models keys use, and what the keys are called. As func_door's sound handling is completely revamped, and the source code for item_key1 and item_key2 is commented out with a #if 0, this KV goes unused by vanilla game code.
- 0 : Medieval
- 1 : Runic (metal)
- 2 : Present (base)
- For additional specifics, see
QuakeWiki's page on worldspawn.
- Game mode (no_arena) <boolean> (only in
)
-
- 0 : Arena
- 1 : Deathmatch
Better music selector
Replace the sounds key in the Half-Life FGD with this entry to more easily know which track belongs to which MP3 file.