Generic Keyvalues, Inputs and Outputs: Difference between revisions
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Note:Not every single one is neccessarily listed here as many would not be useful or have very niche use.
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{{Note|Not every single one is neccessarily listed here as many would not be useful or have very niche use. {{Todo|[[CBaseEntity]] page will contain every availalbe kio}} }} | {{Note|Not every single one is neccessarily listed here as many would not be useful or have very niche use. {{Todo|[[CBaseEntity]] page will contain every availalbe kio}} }} | ||
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== Inputs == | == Inputs == |
Revision as of 11:56, 26 September 2024
The following are generic keyvalues, inputs and outputs available to all entities. They are not necessarily in FGD of every game / entity but do exist on each entity as they come from CBaseEntity class. If they are not in FGD for an entity it may be because using them for that entity is unintended or may not work well (ex. parenting a prop_physics) and such cases are up for testing and documenting those would be on given entity's page. Some entities may also override the functionality of the given k/i/o and those cases also would be documented on the given entity's page.

Todo: CBaseEntity page will contain every availalbe kio
Keyvalues
- Class (classname) <string>
- Determines the characteristics of the entity before it spawns.
Tip:Changing this on runtime still has uses, but should be used sparingly, as certain entities expect entities to have certain classnames. For example, using a classname defined in S_PreserveEnts will persist the entity on new rounds.
- Global Entity Name (globalname) <string>
- When entity transitions to different map which has an entity with same globalname (and classname) properties of this entity (color, origin, angles etc.) will be copied over to that entity. (unless the given property is marked not to transfer e.g. model)
- Model (model) <string>
- In-game representation of the entity to display. For brush entities, this is a reference to a non-zero bmodel index in the current BSP. For point entities, this is the path to an MDL model or VMT sprite, relative to the game's root directory. Not all entities will actually render the model, and only specific entities will precache the model defined here (non-precached models cannot be displayed).
- Origin (X Y Z) (origin) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Bug:Editing this manually in Hammer does not move point entities accordingly in the editor.
Note:Brush entities with this keyvalue count towards leak tests, whereas they do not if this keyvalue is absent.
- Pitch Yaw Roll (Y Z X) (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.
- Flags (spawnflags) <flags>
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added. In hammer it has its own tab in entity properties called 'Flags'
- Damage Filter (damagefilter) <targetname>
- Name of a filter that controls which entities can damage this entity.
Parenting
- Parent (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. (
parentname [targetname],[attachment]
)Tip:phys_constraint can be used as a workaround if parenting fails.
Vscript
- Entity Scripts (vscripts) <scriptlist> (in all games since
) (also in
)
- 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.
- Think function (thinkfunction) <string> (in all games since
) (also in
)
- 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. Must be present when entity is spawning, setting it later (for example via AddOutput) has no effect. Avoid expensive operations in this function, as it may cause performance problems.
Rendering
RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- Render Amount / Transparency (renderamt) <byte>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B) (rendercolor) <color255>
- Color tint.
Shadow:
- Disable Shadows (disableshadows) <boolean>
- Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
- Disable Receiving Shadows (disablereceiveshadows) <boolean>
- Prevent the entity from receiving dynamic shadows on itself.
- Shadow Cast Distance (shadowcastdist) <integer> !FGD
- Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Disable Shadow Depth (disableshadowdepth) <boolean> (in all games since
)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Disable flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity.
- Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since
)
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices - 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once
Miscellaneous
|
Inputs
- AddContext <string >
- Adds to the entity's list of response contexts. See Context.
- AddOutput <string >
- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed: {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:1em;margin-left:0;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " |
|
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
|}
- ClearContext
- Removes all contexts from this entity's list.
- ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
- FireUser1 to FireUser4
- Fires the respective
OnUser
outputs; see User Inputs and Outputs.
- Kill
- Removes this entity and any entities parented to it from the world.
- KillHierarchy
- Functions the same as
Kill
, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKill
input.
- RemoveContext <string >
- Remove a context from this entity's list. The name should match the key of an existing context.
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- DispatchEffect <string > (removed since
) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since
.
- RunScriptFile <script > (in all games since
) (also in
)
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- RunScriptCode <string > (in all games since
) (also in
)
- Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
- CallScriptFunction <string > (in all games since
) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
- TerminateScriptScope (only in
) !FGD
- Destroys the script scope of the receiving entity.
- SetLocalOrigin <coordinates> (in all games since
) !FGD
- Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
Outputs
- OnUser1 to OnUser4
- These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.