Func block charge
Jump to navigation
Jump to search
Template:L4d2 brush Chargers will not charge through this brush.
KeyValues
- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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.
- Render FX (renderfx) <byte choices>
- Various somewhat legacy alpha effects. See render effects.
- RenderFields:
- Render Mode (rendermode) <byte choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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.
- BaseFadeProp:
- Start Fade Dist (fademindist) <float>
- Distance at which the entity starts to fade.
- End Fade Dist (fademaxdist) <float>
- Max fade distance at which the entity is visible.
- If start fade is <0, the entity will disappear instantly when end fade is hit.
- If end fade is <0, the entity won't disappear at all. (This is the default behavior.)
- The values will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in
), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.
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.
- Inputfilter:
- Input Filter (InputFilter) <choices>
- Used to specify which inputs this entity will accept.
- 0 : Allow all inputs
- 8 : Ignore Touch/Untouch
- 16 : Ignore Use
- 32 : Ignore All
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
- disablereceiveshadows:
- Disable Receiving Shadows
<choices>
- Template:KV Minlight
- Solidity:
- Solidity
<choices>
- Used to control the solidity/collision of these brushes.
- 0: Toggle
- 1: Never Solid
- 2: Always Solid
- invert_exclusion:
- Invert NPC class exclusion
<choices>
- If set, then the excluded NPC class will consider this brush solid, and all other NPC classes will consider it non-solid.
- solidbsp:
- Solid BSP
<choices>
- Set this if this brush is in heirarchy with a moving object of some kind, and the player can stand on this brush.
- vrad_brush_cast_shadows:
- Shadows
<choices>
- Set this if this brush casts lightmap shadows.
Todo: Look for template for min/max cpu/gpu and disable360
Todo: Add flag(s)
Inputs
Parentname:
- SetParent <string >
- Move with this entity. See Entity Hierarchy (parenting).
- SetParentAttachment <string >
- Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
- SetParentAttachmentMaintainOffset <string >
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Shadow:
- DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying EF_NOSHADOW.
- EnableShadow
- Turn dynamic shadows on for this entity.
- DisableReceivingFlashlight (in all games since
)
- This object will not receive light or shadows from projected textures.
- EnableReceivingFlashlight (in all games since
)
- This object may receive light or shadows from projected textures.
Todo: Look for template for Alpha (there are two of them), Color, SetExclude, SetInvert