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 (except those used by entities)
- Static props
- Map name, skybox, contexts...
Tip:Access these properties in Hammer with Main menu > Map > Map properties...
Some other notes:
- There can be only one. (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 suicide is ordinarily attributed to the world.
- Constraints can be assigned to worldspawn by not specifying a name for their subject/target.
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.
detailvbsp <file>
(in all games since)
- Detail.vbsp file to use for creating detail props. Must be located in game root.
detailmaterial <material>
(in all games since)
- Detail material file
coldworld <bool>
- If set, Day of Defeat: Source player models will emit breath particles from their mouth attachments. No effect elsewhere.
ResponseContext:
- Response Contexts (ResponseContext) <string>
- Pre-defined response system context{s} for this entity. Format is
key:value,key:value,...
When this entity speaks, the list of keys & values will be passed to the response rules system.
Inputs
ResponseContext:
- AddContext <string >
- Adds to the entity's list of response contexts. Format is
<key>:<value>
.
- RemoveContext <string >
- Remove a context from this entity's list. The name should match the key of an existing context.
- ClearContext
- Removes all contexts from this entity's list.