Worldspawn
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Worldspawn (or just "the world") is the single entity that stores the noninteractive parts of a map, alongside some global configuration options. In other words:
- Brushes
- Static props
- Map name, skybox, contexts...
Tip:Access these properties in Hammer with
Main menu > Edit > Map properties...
Some other notes:
- There can only be one. Fortunately, since Hammer doesn't allow worldspawn to be created directly it's very difficult for this rule to be broken.
- Damage from the environment (and kill) is attributed to the world.
- Constraints can be assigned to worldspawn by not specifying a name for their subject/target, but the results are rarely desirable.
See also
Related entities
There are a few other 'map property' entities which should not have more than one instance in a map. They are:
- Skybox
- env_fog_controller
- light_environment
- shadow_control
- env_sun (Todo: actually, multiple suns might be allowable)
- sky_camera (unique location)
- Optimisation
- game_ragdoll_manager
- game_weapon_manager
- game_gib_manager
- water_lod_control
- Logic
- game_end
- info_intermission (unique location)
- env_global
Keyvalues
message <string>
- Map's description / title. Doesn't seem to be used anywhere any more.
skyname <sky material prefix>
- Skybox material. See Sky List.
chaptertitle <string>
- Chapter Title that appears on screen when this level starts.
startdark <bool>
- Fades the map in
gametitle <bool>
- Should the game's title appear on-screen when the map starts?
newunit <bool>
- Used to clear out saved data of previous maps, which reduces saves' filesize. Only enable if the player cannot return to any previous map.
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.
Template:Ep1 add <file>
- Detail.vbsp file to use for creating detail props. Must be located in game root.
Template:Ep1 add <material>
- Detail material file
coldworld <bool>
- If set, Day of Defeat: Source player models will emit breath particles from their mouth attachments. No effect elsewhere.