Generic Keyvalues, Inputs and Outputs/Keyvalues: Difference between revisions
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{{KV|[[Spawnflags]]|intn=spawnflags|flags|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}} | {{KV|[[Spawnflags]]|intn=spawnflags|flags|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}} | ||
{{KV|[[Effect flags|Effects]]|intn=effects|flags|Combination of effect flags to use.|nofgd=1}} | {{KV|[[Effect flags|Effects]]|intn=effects|flags|Combination of effect flags to use.|nofgd=1}} | ||
{{KV|Entity Scripts|intn=vscripts|scriptlist|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={{ | {{KV|Entity Scripts|intn=vscripts|scriptlist|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={{tf2branch}}}} | ||
{{KV|[[Entity_Scripts#Thinker_Functions|Think function]]|intn=thinkfunction|string|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={{ | {{KV|[[Entity_Scripts#Thinker_Functions|Think function]]|intn=thinkfunction|string|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={{tf2branch}}}} | ||
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | {{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}} | ||
{{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> | {{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> |
Revision as of 09:29, 24 February 2025
Keyvalues
- 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).
- 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.
- Origin (X Y Z) (origin) <coordinates>
- 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 ?]
- 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.
- Classname (classname) <string> !FGD
- 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!
- Spawnflags (spawnflags) <flags> !FGD
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- 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. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation (LagCompensate) <boolean> (in all games since
) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!