CBaseAnimating
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CBaseAnimating |
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See also: Category:CBaseAnimating
CBaseAnimating
is the C++ class from which all entities with models inherit, even if they don't actually move.

Keyvalues
- Skin (skin or ModelSkin
) <integer>
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions (solid) <choices>
- Method of collision for this entity. {| class="mw-collapsible mw-collapsed" style="background:rgba(0,0,0,0.05) ;float:no;margin-bottom:0;margin-left:2em;padding-right:0.5em;border:1px solid rgba(255,255,255,0.1); border-left:solid 1px #8bb9e0; padding-left:1em;"
|+ style="text-align:left; white-space:nowrap; font-weight:bold; color:#ddd; " | Choices |
- 0: None
- 1: BSP (QPhysics)
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities)
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test (Usually no collision with anything)
- 6: VPhysics
|}
- Body Group (body or SetBodyGroup) <integer> !FGD
- Sets the the active $bodygroup.
Note:If both body and SetBodyGroup are present (even if set to 0), body will be prioritized.
- Model Scale (modelscale) <float> (in all games since
)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes!
Note:Scale may not appear in
Hammer 4.x, but will appear in-game. This is fixed in
Hammer++.
Animating
- Sequence (sequence) <integer> !FGD
- Default animation sequence for the model to be playing after spawning.
- Playback Rate (playbackrate) <float> !FGD
- A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Effects - Render
- Start Fade Distance (fademindist) <float>
- Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist) <float>
- Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale) <float>
- If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
Effects - Environment
- Lighting Origin (LightingOrigin) <targetname>
- Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin or $illumposition.
Lighting Origin Offset (LightingOriginHack) <targetname>(not in) !FGD
- Deprecated.
The info_lighting_relative from which to sample lighting instead of the entity's origin or $illumposition. Use Lighting Origin instead.
- Disable Flashlight (disableflashlight) <boolean> (in all games since
)
- Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since
)
- Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache (shadowdepthnocache) <choices> (in all games since
)
- 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. Identical to
EF_SHADOWDEPTH_NOCACHE
.- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Miscellaneous
- No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since
) !FGD
- Silences sounds linked to animations.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD
Inputs
- SetBodyGroup <integer >
- Sets the the active $bodygroup.
- Ignite
- Makes the entity catch on fire indefinitely.
- IgniteLifetime <float >
- Makes the entity catch on fire for a given amount of time.
- IgniteNumHitboxFires <integer > (removed since
)
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
- IgniteHitboxFireScale <float > (removed since
)
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
- BecomeRagdoll
- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints. For other models, phys_convert can be used instead.
- SetLightingOrigin <targetname >
- Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname >(removed since)
- Deprecated.
Offsets the entity's lighting origin by their distance from an info_lighting_relative. UseSetLightingOrigin
instead.
- fademindist <float >
- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- fademaxdist <float >
- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- SetModelScale <vector > (only in
)
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip:The
modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing. Warning:Negative or extremely high values can cause crashes!
- SetCycle <float > (only in
)
- Skip to a specific point in the current animation.
- SetModel <string > (only in
)
- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Important:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
Outputs
- OnIgnite !FGD
- Fired when the entity catches fire, such as from an env_entity_igniter or the
Ignite
inputs.
- OnFizzled (only in
)
- Fired when this entity is fizzled by a trigger_portal_cleanser or, for prop_weighted_cube, the Dissolve or SilentDissolve inputs. :
Bug:It does not fire when the object is fizzled by other means such as env_entity_dissolver. [todo tested in ?]
Debugging
ent_text
Additional information added to ent_text overlay by this class
- Sequence: (<sequence number>) <sequence name>
- Activity: <activity name> (only if there is one)
- Cycle: <cycle> (<animation time>)
exact format:
"Sequence: (%3d) %s",GetSequence(), GetSequenceName( GetSequence() ) "Activity %s", GetSequenceActivityName(GetSequence()) (only if there is one) "Cycle: %.5f (%.5f)", (float)GetCycle(), m_flAnimTime.Get()