Template:I BaseAnimating:zh-cn
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This template is our holder for all inputs that are assigned through CBaseAnimating.
When applying to a page, add |portal2=1
to display inputs added by Portal 2 (if they should be there).
Model:
- 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>
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
- IgniteHitboxFireScale <float>
- 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>
- Offsets the entity's lighting origin by their distance from an info_lighting_relative.
- 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 available for
. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.

modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
- Alpha <integer>
- 设置模型透明的。0为完全不可见,255为完全可见。
- AlternativeSorting <boolean>
- 设置模型渲染序列,防止在半透明材质前不渲染。
- Color <color255>
- 颜色。
- SetDamageFilter <targetname>
- 设置过滤器 for this entity for when it receives damage.
- EnableDamageForces
- 允许受到伤害.
- DisableDamageForces
- 防止受到伤害。
- EnableShadow
- 开启阴影。
- DisableDraw (in all games since
)
- Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
- EnableReceivingFlashlight (in all games since
)
- Makes it so that the entity is lit by env_projectedtextures.
- DisableReceivingFlashlight (in all games since
)
- Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
- EnableDrawInFastReflection (in all games since
)
- Makes the entity be rendered in reflections from water materials using
$reflectonlymarkedentities
.
- DisableDrawInFastReflection (in all games since
)
- Prevents the entity from rendering in fast reflections.