Worldspawn

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Revision as of 13:08, 1 May 2022 by Kestrelguy (talk | contribs) (added some GoldSource info based on Half-Life.fgd and Team Fortress Classic.fgd)
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List of entities

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:

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.) Related to this, do not clone any part of your world after selecting it via map properties. This will duplicate worldspawn, causing crashes. Deselecting after this however and cloning after deselecting will behave as normal.
  • 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

Keyvalues

Tip.pngTip:Access these properties in Hammer with Main menu > Map > Map properties...

Source Source Games

Map Description / Title ([todo internal name (i)]) <string>
Map's description/title.
Note.pngNote:Doesn't seem to be used anywhere anymore.
SkyBox Texture Name ([todo internal name (i)]) <string>
Skybox material. See Sky List.
Chapter Title Message ([todo internal name (i)]) <string>
Chapter Title that appears on-screen when this level starts.
Level Fade In ([todo internal name (i)]) <boolean>
Fades the map in.
Icon-Bug.pngBug:The fade is carried out every time the map loads, including when loading from a saved game. Use env_fade instead.  [todo tested in ?]
Display Game Title ([todo internal name (i)]) <boolean>
Should the game's title appear on-screen when the map starts?
New Level Unit ([todo internal name (i)]) <choices>
Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.
  • 0 : No, keep current
  • 1 : Yes, clear previous levels
Max occludee area ([todo internal name (i)]) <float>
[Used on PC] Prevents occlusion testing for entities that take up more than X% of the screen.
Min occluder area ([todo internal name (i)]) <float>
[Used on PC] Prevents occluders from being used if they take up less than X% of the screen.
Max occludee area (Xbox) ([todo internal name (i)]) <float>
[Used on 360] Prevents occlusion testing for entities that take up more than X% of the screen.
Min occluder area (Xbox) ([todo internal name (i)]) <float>
[Used on 360] Prevents occluders from being used if they take up less than X% of the screen.
Start Fade Pixels ([todo internal name (i)]) <float>
Number of pixels wide at which all props in the level start to fade (<0 = use fademaxdist). This number is ignored if the prop has a specific fade distance specified.
End Fade Pixels ([todo internal name (i)]) <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.
Detail.vbsp file ([todo internal name (i)]) <string>
Detail.vbsp file to use for emitting detail props (found in directory <root>/modname)
Detail material file ([todo internal name (i)]) <string>
Material for detail sprites to use for drawing detail props
World is cold ([todo internal name (i)]) <boolean>
If set, Day of Defeat: Source Day of Defeat: Source player models will emit breath particles from their mouth attachments. No effect elsewhere.
_minlight ([todo internal name (i)]) <float> !FGD
The minimum level of ambient light that hits the world. It does not affect any entities, including props!
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.

Left 4 Dead 2 Left 4 Dead 2

Time of day ([todo internal name (i)]) <choices>
Witches will wander if set to "afternoon" otherwise this has no purpose.
Note.pngNote:Doesn't influence lighting or environment in any way. You still need to configure the light_environment so the sun/moon has the appropriate light color and brightness.
  • 0 : Midnight
  • 1 : Dawn
  • 2 : Morning
  • 3 : Afternoon
  • 4 : Dusk
  • 5 : Evening
Start Music Type ([todo internal name (i)]) <choices>
Music type of the safe room.
  • 0 : Mission Start
  • 1 : Check Point
Music Post-Fix String ([todo internal name (i)]) <string>
The musical theme of the map.

Portal 2 Portal 2

Paint in map ([todo internal name (i)]) <boolean>
Allow paint to cover surfaces? Set to No to save resources for maps that don't use paint.
Max number of blobs ([todo internal name (i)]) <integer>
Maximum number of paint blobs. Should NOT exceed 250.
Note.pngNote:These two parameters might not appear if you have propper.fgd in Hammer.

Black Mesa Black Mesa

Under Water Particles ([todo internal name (i)]) <choices>
  • underwater_default : Rubbish
  • underwater_ion : Blue Ions
  • underwater_tentacle_water : Tentacle Shit Water

SiN SiN

Arena Mode Time Limit ([todo internal name (i)]) <integer>
The number of seconds an arena mode map should last. (default: 900s (15 min))

GoldSrc GoldSrc

Todo: should probably be split off into its own page a la light/light (GoldSource Engine).
Map Description / Title (message) <string>
Map's description/title. !FGD in Team Fortress Classic.
Environment map (cl_skyname) (skyname) <string>
The skybox to use. See Sky List.
CD track to play (sounds) <integer>
CD track number to play on map load
Default light level (light) <integer>
Default Wave Height (WaveHeight)
string
Max Viewable Distance (MaxRange) <string>
Default is 4096.
Level Fade In (startdark) <choices>
Fades the map in.
  • 0: No
  • 1: Yes
Confirm:does this have the same bug as in Source?
Display Game Title (gametitle) <boolean>
Should the game's title appear on-screen when the map starts?
Map Team List (mapteams) <string>
Default Team (defaultteam) <choices>
  • 0 : Fewest Players
  • 1 : First Team

!FGD in Team Fortress Classic.

Default CTF ([todo internal name (i)]) <choices> (only in Half-Life: Opposing Force)
  • 0 : "Not CTF map"
  • 1 : "CTF map"
Ambience ([todo internal name (i)]) <choices> (only in Deathmatch Classic)
  • 0 : Medieval
  • 1 : Runic (metal)
  • 2 : Present (base)
Game mode ([todo internal name (i)]) <choices> (only in Ricochet)
  • 0 : Arena
  • 1 : Deathmatch

Inputs

ResponseContext:
AddContext <stringRedirectInput/string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext <stringRedirectInput/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.