Worldspawn: Difference between revisions
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The worldspawn entity that is present on every map. It represents all world brushes. It also stores general information about the map and can be edited via the Edit menu in [[Hammer]]. | The worldspawn entity that is present on every map. It represents all world brushes. It also stores general information about the map and can be edited via the Edit menu in [[Hammer]]. | ||
[[Constraint]]s can be assigned to this object (by not specifying any name for the object in question). Any damage sustained from suicide, falling damage, or [[Wikipedia:Asphyxiation|asphyxiation]] is set to be caused by worldspawn. | [[Constraint]]s can be assigned to this object (by not specifying any name for the object in question). Any damage sustained from suicide, falling damage, or [[Wikipedia:Asphyxiation|asphyxiation]] is set to be caused by worldspawn. | ||
It must also be noted that if you constrain the world and another object, and set No Collision between the two, then the object will sink out of the map. | |||
==Keyvalues== | ==Keyvalues== |
Revision as of 03:54, 13 July 2005
Entity Description
Entity Name: worldspawn
The worldspawn entity that is present on every map. It represents all world brushes. It also stores general information about the map and can be edited via the Edit menu in Hammer. Constraints can be assigned to this object (by not specifying any name for the object in question). Any damage sustained from suicide, falling damage, or asphyxiation is set to be caused by worldspawn.
It must also be noted that if you constrain the world and another object, and set No Collision between the two, then the object will sink out of the map.
Keyvalues
- message
- <string> Map Description / Title
- skyname
- <string> SkyBox Texture Name
- chaptertitle
- <string> Chapter Title that appears onscreen when this level starts.
- startdark
- <boolean> Level Fade In
- gametitle
- <boolean> Game Title should appear onscreen when this level starts.
- newunit
- <boolean> Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels
- maxoccludeearea
- <float> Prevents occlusion testing for entities that take up more than X% of the screen.
- minoccluderarea
- <float> Prevents this occluder from being used if it takes up less than X% of the screen.
- maxpropscreenwidth
- <float> Number of pixels wide at which all props in the level start to fade (-1 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified.
- minpropscreenwidth
- <float> Minimum number of pixels wide at which the prop is visible (0 = don't fade out). This number is ignored if the prop has a specific fade distance specified.
Inputs
Use not recommended