From Valve Developer Community
Keyvalues
- World Model
(model)
<string>
- The model this entity should appear as. 128-character limit.
- 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.
Choices
Bug:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash! [todo tested in?]
- 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
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- 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> (not in )
- 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.
- Cycle
(cycle)
<float> !FGD
- The current frame of the current animation, on a range from 0-1.
- Texture Frame
(texframeindex)
<integer> !FGD
- The initial frame number for all animated textures on this entity.
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD
- Silences sounds linked to animations.
Effects - Render
- Render Amount (Transparency)
(renderamt)
<integer 0–255>
- Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)
<color255>
- Color tint.
- Render FX
(renderfx)
<choices>
- Various somewhat legacy alpha effects. See render effects
- Render Mode
(rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
Render Modes
- 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
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Lighting / Shadows
- Disable Shadows
(disableshadows)
<boolean>
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)
<boolean>
- Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)
<integer>
- Sets how far the entity casts dynamic shadows. 0 means default distance from the
shadow_control
entity.
- 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
Performance
- 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
.
- 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:
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- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<integer choices> (in all games since )
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
- 0: ("Low" for
mincpulevel , "High" formaxcpulevel )
- 1: Low
- 2: Medium
- 3: High
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- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<integer choices> (in all games since )
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
- 0: ("Low" for
mingpulevel , "Very High" formaxgpulevel )
- 1: Low
- 2: Medium
- 3: High
- 4: Very High
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Miscellaneous
- Glow Backface Multiple
(glowbackfacemult) <float> (only in ) !FGD
- If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
- Move Type
(MoveType) <choices> (in all games since ) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
Move Types
- 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
- 11: Custom
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- Collision Group
(CollisionGroup) <choices> (in all games since ) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
Groups
- 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, NPCs ignore the player
- 18: NPC Scripted, NPCs do not collide with each other
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- Hitbox Set
(hitboxset) <string> !FGD
- Sets the
$hboxset to use. [Elaborate?]
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