Model entity/Generic Keyvalues, Inputs and Outputs/Keyvalues

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< Model entity‎ | Generic Keyvalues, Inputs and Outputs
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Model (model) ([todo internal name (i)]) <string>
The model this entity should appear as. 128-character limit.
Skin (skin) ([todo internal name (i)]) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) ([todo internal name (i)]) <choices>
Method of collision for this entity.
Hitbox Set (hitboxset) ([todo internal name (i)]) <string> !FGD
Todo: Documentation.
Sequence (sequence) ([todo internal name (i)]) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) ([todo internal name (i)]) <float> !FGD
The framerate at which animations are played, default is 1.0
Cycle (cycle) ([todo internal name (i)]) <float> !FGD
The current frame of the animation, on a range from 0-1.
Lighting Origin (LightingOrigin) ([todo internal name (i)]) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Hack (LightingOriginHack) ([todo internal name (i)]) <targetname> !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin.
Model Scale (modelscale) ([todo internal name (i)]) <targetname> !FGD
A multiplier for the size of the model.
Start Fade Distance (fademindist) ([todo internal name (i)]) <float>
Distance at which the entity starts fading. If <0, the prop 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) ([todo internal name (i)]) <float>
Distance at which the entity ends fading. If <0, the prop won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) ([todo internal name (i)]) <float>
If specified in 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 the QC command $noforcedfade.
Render Mode (rendermode) ([todo internal name (i)]) <choices>
Set a non-standard rendering mode on this entity. See Render Modes for details.
  • 0 : Normal
  • 1 : Color
  • 2 : Texture
  • 3 : Glow
  • 4 : Solid/Alphatest
  • 5 : Additive
  • 6 : Removed, does nothing
  • 7 : Additive Fractional Frame
  • 8 : Alpha Add
  • 9 : World Space Glow
  • 10 : Don't Render
Transparency {0 - 255} (renderamt) ([todo internal name (i)]) <integer>
Transparency amount, requires a Render Mode other than Normal.
Color {R G B} (rendercolor) ([todo internal name (i)]) <color255>
Color tint.
Render FX (renderfx) ([todo internal name (i)]) <choices>
Preset pattern of appearance effects.
  • 0: None
  • 1: Slow Pulse
  • 2: Fast Pulse
  • 3: Slow Wide Pulse
  • 4: Fast Wide Pulse
  • 5: Slow Fade Away
  • 6: Fast Fade Away
  • 7: Slow Become Solid
  • 8: Fast Become Solid
  • 9: Slow Strobe
  • 10: Fast Strobe
  • 11: Faster Strobe
  • 12: Slow Flicker
  • 13: Fast Flicker
  • 14: Constant Glow
  • 15: Distort
  • 16: Hologram (Distort + fade)
  • 17: Scale Up
  • 22: Spotlight FX
  • 23: Cull By Distance
  • 24: Fade Wider Pulse
  • 26: Fade Near
Shadow Cast Distance (shadowcastdist) ([todo internal name (i)]) <integer>
Sets how far the entity casts shadows. 0 means default distance.
Disable Shadows (disableshadows) ([todo internal name (i)]) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable ShadowDepth (disableshadowdepth) ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Projected Texture Cache (shadowdepthnocache) ([todo internal name (i)]) <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.
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once
Disable Flashlight (disableflashlight) ([todo internal name (i)]) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Move Type (MoveType) ([todo internal name (i)]) <choices> (in all games since Counter-Strike: Global Offensive) !FGD
Sets a movetype for this entity, which changes its movement behaviour.
  • 0 : None, don't move
  • 1 : Isometric
  • 2 : Walk, player only, moving on ground
  • 3 : NPC, movement
  • 4 : Fly, no gravity
  • 5 : Fly, with gravity
  • 6 : Physics
  • 7 : Push
  • 8 : Noclip
  • 9 : Ladder, for players on ladders
  • 10 : Spectator
Todo: Verify
Collision Group (CollisionGroup) ([todo internal name (i)]) <choices> (in all games since Counter-Strike: Global Offensive) !FGD
Sets a collision group for this entity, which changes its collision behaviour.
  • 0 : None
  • 1 : Debris, collides only with the world and static props
  • 2 : Debris, with trigger interaction
  • 3 : Interactive Debris, doesn't collide with other debris
  • 4 : Interactive, collides with everything except debris
  • 5 : Player
  • 6 : Breakable Glass
  • 7 : Vehicle
  • 8 : Player Movement
  • 9 : In-Vehicle
  • 10 : Weapon
  • 11 : Vehicle Clip
  • 12 : Projectile
  • 13 : Door blocker, not permitted to go near doors
  • 14 : Passable Door
  • 15 : Dissolving
  • 16 : Pushaway
  • 17 : NPC Actor, ignores the player
  • 18 : NPC Scripted, NPCs do not collide with each other
Todo: Verify