Template:Archived Page History/Template:KV BaseTrain

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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.
  • 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
  • target
<target_destination> The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face direction indicated by the 'Orientation Type' setting.
  • startspeed
<integer> The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value.
  • speed
<integer> The speed that the train will move at after it spawns, 0 = stopped.
  • velocitytype
<choices> Change Velocity.
Literal value Description
0 Instantaneously
1 Linear blend
2 Ease in/ease out
  • orientationtype
<choices> Change angles.
Literal value Description
0 Never (fixed orientation)
1 Near path_tracks
2 Linear blend
3 Ease in/ease out
  • wheels
<integer> Used for turning and stopping.
  • height
<integer> The height above the track that this train moves.
  • bank
<string> Bank Angle on Turns.
  • dmg
<integer> The amount of damage this train does to entities that block it.
  • _minlight
<string> The minimum level of ambient light that hits this brush.
  • MoveSound
<sound> A sound that is played (and looped) while the train is moving.
  • MovePingSound
<sound> A sound that is played more frequently as the train speeds up.
  • StartSound
<sound> A sound played when the train starts moving.
  • StopSound
<sound> A sound played when the train stops moving.
  • volume
<integer> Volume (10 = loudest).
  • MoveSoundMinPitch
<integer> The sound pitch value that the train will approach as it comes to a stop.
  • MoveSoundMaxPitch
<integer> The sound pitch value that the train will approach as it approaches its "max speed" (or 1000 inches/second if the 'Use max speed for pitch shifting move sound' flag is not set)
  • MoveSoundMinTime
<float> Minimum interval at which to play the move ping sound.
  • MoveSoundMaxTime
<float> Maximum interval at which to play the move ping sound.