Worldspawn: Difference between revisions

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m (ep1 add)
m (cleanup)
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[[Category:Entities]]
[[Category:Entities]]
==Entity Description==
== Entity Description ==
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 ''Map Properties...'' option in 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 ''Map Properties...'' option in 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 <code>worldspawn</code>.


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.
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.


==Availability==
== Availability ==
This entity is available in: {{game-base}}.
This entity is available in {{game-base}}.
{{in code|class=class_c_world.html CWorld|file=world_8cpp-source.html world.cpp}}
{{in code|class=class_c_world.html CWorld|file=world_8cpp-source.html world.cpp}}


==Keyvalues==
== Keyvalues ==
* {{kv responsecontext}}
* {{kv responsecontext}}
* '''message'''
* '''message'''
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: <string> SkyBox Texture Name
: <string> SkyBox Texture Name
* '''chaptertitle'''
* '''chaptertitle'''
: <string> Chapter Title that appears onscreen when this level starts.
: <string> Chapter Title that appears on screen when this level starts.
* '''startdark'''
* '''startdark'''
: {{boolean}} Level Fade In
: {{boolean}} Level Fade In
* '''gametitle'''
* '''gametitle'''
: {{boolean}} Game Title should appear onscreen when this level starts.
: {{boolean}} Game Title should appear on screen when this level starts.
* '''newunit'''
* '''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
: {{boolean}} Used to clear out <code>savegame</code> data of previous levels to keep the <code>savegame</code> size as small as possible. Only set it to Yes if the player cannot return to any previous levels
* '''maxoccludeearea'''
* '''maxoccludeearea'''
: <float> Prevents occlusion testing for entities that take up more than X% of the screen.
: <float> Prevents occlusion testing for entities that take up more than X% of the screen.
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: <float> Prevents this occluder from being used if it takes up less than X% of the screen.
: <float> Prevents this occluder from being used if it takes up less than X% of the screen.
* '''maxpropscreenwidth'''
* '''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.
: <float> Number of pixels wide at which all props in the level start to fade (-1 = use <code>fademaxdist</code>). This number is ignored if the prop has a specific fade distance specified.
* '''minpropscreenwidth'''
* '''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.
: <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.
* '''{{ep1 add|detailvbsp}}'''
* '''{{ep1 add|detailvbsp}}'''
: <filename> Detail.vbsp file to use for emitting detail props (found in directory <root>/modname). Used only for the compiler
: <filename> Detail.vbsp file to use for emitting detail props (found in directory <code><root>/modname</code>). Used only for the compiler
* '''{{ep1 add|detailmaterial}}'''
* '''{{ep1 add|detailmaterial}}'''
: <material> Detail material file
: <material> Detail material file
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: {{boolean}} If set, players will emit breath particles from their mouth attachments.
: {{boolean}} If set, players will emit breath particles from their mouth attachments.


==Inputs==
== Inputs ==
* {{i responsecontext}}


* {{i responsecontext}}
== See also ==
==See also==
[[Sky List]]
[[Sky List]]


[[Category:Entities]][[Category:Day of Defeat: Source Entities]]
[[Category:Entities]][[Category:Day of Defeat: Source Entities]]

Revision as of 03:17, 28 August 2007

Entity Description

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 Map Properties... option in 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.

Availability

This entity is available in Template:Game-base. Template:In code

Keyvalues

<string> Map Description / Title
  • skyname
<string> SkyBox Texture Name
  • chaptertitle
<string> Chapter Title that appears on screen when this level starts.
  • startdark
<boolean> Level Fade In
  • gametitle
<boolean> Game Title should appear on screen 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.
<filename> Detail.vbsp file to use for emitting detail props (found in directory <root>/modname). Used only for the compiler
<material> Detail material file

Day of Defeat: Source

  • coldworld
<boolean> If set, players will emit breath particles from their mouth attachments.

Inputs

See also

Sky List