Template:KV BaseEntity/strings: Difference between revisions
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SirYodaJedi (talk | contribs) (The origin bug only matters for point entities) |
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| KeyOriginDesc = {{#switch: {{Language}} | | KeyOriginDesc = {{#switch: {{Language}} | ||
| #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move | | #default = The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{bug|Hammer does not move point entities accordingly in the editor.}} | ||
| ru = Положение центра этого объекта в пространстве мира. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}} | | ru = Положение центра этого объекта в пространстве мира. Rotating entities typically rotate around their origin.{{bug|Hammer does not move the entities accordingly in the editor.}} | ||
| zh = 实体处于世界中的位置,旋转实体会以实体坐标原点旋转。{{note|Hammer 不会仅在编辑器中相应地移动实体。}} | | zh = 实体处于世界中的位置,旋转实体会以实体坐标原点旋转。{{note|Hammer 不会仅在编辑器中相应地移动实体。}} |
Latest revision as of 18:55, 17 September 2024
Number of strings:19
Approximate status of translation:
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- The name that other entities use to refer to this entity.
- Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment]
)Tip:Entities transition to the next map with their parents
Tip:phys_constraint can be used as a workaround if parenting fails.
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Bug:Hammer does not move point entities accordingly in the editor. [todo tested in ?]
- 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.
- Determines the characteristics of the entity before it spawns.
Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Combination of effect flags to use.
- 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.
- 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.
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
- Method of collision for this entity.
Values:
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box but constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to of the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...
and so on.Tip:Can also be filtered for or against!
- 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.
- Amount of time before the entity thinks again.
- The local time of the entity, independent of the global clock. Used mainly for physics calculations.
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvalue
command). run-time spawned entities don't have a Hammer ID. - If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.