Worldspawn: Difference between revisions

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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]].  
A single '''worldspawn''' Entity 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 <code>worldspawn</code>.
[[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>.


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== Additional World Entities ==
== Additional World Entities ==
* There are also a few "World Entities" whose properties can only be defined once for each BSP map. Multiple instances of these entities within a map will cause errors. The difference is that these Entities' keyvalues can change during gameplay via the [[Inputs and Outputs]] System.
* There are also a few "World Entities" which should have only one instance per BSP map, and whose properties apply to the whole map. Multiple instances of these entities within a map may cause errors. Note that these Entities' keyvalues can change during gameplay via the [[Inputs and Outputs]] System, just like the Worldspawn's ''ResponseContext'' inputs ...
** [[env_fog_controller]]
** [[env_fog_controller]]
** [[light_environment]]
** [[light_environment]]
** [[env_sun]] (?)
** [[shadow_control]]
** [[game_ragdoll_manager]]
** [[game_ragdoll_manager]]
** [[game_weapon_manager]]
** [[game_weapon_manager]]
** [[game_gib_manager]]
** [[water_lod_control]]
** [[game_end]]
** [[logic_auto]]
** [[info_intermission]] (unique location) (?)
** [[info_player_start]] (unique location)
** [[sky_camera]] (unique location)
** and of course [[worldspawn]] itself.


== Availability ==
== Availability ==

Revision as of 14:48, 11 April 2008

Entity Description

A single worldspawn Entity 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.

Additional World Entities


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