Template:KV BaseTank

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Revision as of 22:36, 19 January 2009 by VDCBot (talk | contribs) (Robot: fixing template case.)
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Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Parentname:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
  • Origin:
Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (Y Z X) (angles) <QAngle>
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.
  • RenderFields:


Render Mode (rendermode) <byte choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
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.
Global:
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
  • 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 Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <integer choices> (in all games since Portal 2)
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
  • control_volume
<target_destination> Name of a trigger the specifies the volume in which a player must be to control this tank.
  • master
<target_destination> (Team) Master.
  • yawrange
<float> Yaw range.
  • yawtolerance
<float> Yaw tolerance.
  • pitchrate
<float> Pitch rate.
  • pitchrange
<float> Pitch range.
  • pitchtolerance
<float> Pitch tolerance.
  • barrel
<float> Barrel Length.
  • barrely
<float> Barrel Horizontal.
  • barrelz
<float> Barrel Vertical.
  • spritesmoke
<sprite> Smoke Sprite.
  • spriteflash
<sprite> Flash Sprite.
  • spritescale
<float> Sprite scale.
  • rotatestartsound
<sound> Rotate Start Sound.
  • rotatesound
<sound> Rotate Loop Sound.
  • rotatestopsound
<sound> Rotate Stop Sound.
  • firerate
<float> Rate of Fire. Number of bullets fired before the tank pauses.
  • bullet_damage
<integer> If set to 0, it'll use the base weapon bullet's damage.
  • bullet_damage_vs_player
<integer> If set to 0, it'll use the Damage Per Bullet value.
  • persistence
<float> (Seconds) How long to keep firing at last known position after lose sight of target.
  • persistence2
<float> (Seconds) After lost enemy and persistence time has passed, how long to occasionally fire at enemy's last known position.
  • firespread
<choices> Bullet accuracy.
Literal value Description
0 Perfect Shot
1 Small cone
2 Medium cone
3 Large cone
4 Extra-large cone
  • minRange
<float> Minmum target range.
  • maxRange
<float> Maximum target range.
  • _minlight
<integer> Minimum light level.
  • gun_barrel_attach
<string> If Parent is specified, this is the attachment point on the parent to fire from. If you specify this, you'll want to specify the Gun Base Attachment too.
  • gun_yaw_pose_param
<string> If Parent + the Gun Pitch Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.
  • gun_yaw_pose_center
<float> The center yaw pose parameter of the gun on the parent.
  • gun_pitch_pose_param
<string> If Parent + the Gun Yaw Pose Param is specified, then the gun itself will be invisible and the func_tank will steer a gun on the parent using the pose parameters.
  • gun_pitch_pose_center
<float> The center pitch pose parameter of the gun on the parent.
  • ammo_count
<integer> Only applies to player use. -1 = unlimited ammo.
  • LeadTarget
<choices> Lead Target.
Literal value Description
0 No
1 Yes
  • npc_man_point
<target_destination> Point where NPC must stand to man this func_tank.
  • playergraceperiod
<float> If specified, NPC's manning this func tank won't fire at the player, after firing at a non-player, for this amount of time.
  • ignoregraceupto
<float> The player grace period is ignored if the player's under this distance from the func_tank.
  • playerlocktimebeforefire
<float> The tank must have the player as a target for this amount of time before it's allowed to fire.
  • effecthandling
<choices> Effect Handling.
Literal value Description
0 Use Individual Settings.
1 AR2
(in all games since Half-Life 2: Episode One) Combine Cannon (in all games since Half-Life 2: Episode One)