Model entity/Generic Keyvalues, Inputs and Outputs/Inputs

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< Model entity‎ | Generic Keyvalues, Inputs and Outputs
Revision as of 16:06, 20 August 2018 by Pinsplash (talk | contribs) (checked all games.)
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skin
Sets the model's skin.
SetBodyGroup
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire.
IgniteLifetime <floatRedirectInput/float>
Makes the entity catch on fire for a given amount of time.[confirm]
IgniteNumHitboxFires <integerRedirectInput/integer>
IgniteHitboxFireScale <floatRedirectInput/float>
BecomeRagdoll
Makes the entity into a client-side ragdoll.
SetLightingOrigin <targetnameRedirectInput/string>
Sets the entity's lighting origin to an info_lighting.
SetLightingOriginHack <targetnameRedirectInput/string>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note.pngNote:Not available in Left 4 DeadLeft 4 Dead 2.
fademindist <floatRedirectInput/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 <floatRedirectInput/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.
fadescale <floatRedirectInput/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.
Todo: In what game is fadescale an input?
SetModelScale <vectorRedirectInput/Vector>
Multiplies the size of the model. Does not alter the physics collisions in most cases, however. It can take an optional second parameter that functions as a delay.
Alpha <integerRedirectInput/integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to 1.
AlternativeSorting <booleanRedirectInput/boolean>
Used to attempt to fix sorting problems when rendering.
Todo: What is the effect?
Color <color255RedirectInput/color32>
Sets an RGB color for the entity. Requires the entity to have its Render Mode (rendermode) set to 1.
SetDamageFilter <targetnameRedirectInput/string>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Makes it so that the entity will be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Makes it so that the entity will draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.
EnableDraw  (in all games since Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (in all games since Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (in all games since Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (in all games since Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (in all games since Portal 2)
Makes the entity render in fast reflections.
Todo: Clarify what "fast reflections" are. It seems to be associated with water in Portal 2.
DisableDrawInFastReflection  (in all games since Portal 2)
Prevents the entity from rendering in fast reflections.