Template:sandbox
Template:KV BaseAnimating/testcases
BaseAnimating:
- 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.
- 0: None
- 1: BSP (QPhysics) !FGD
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Hitbox Set
(hitboxset)
<string> !FGD - Sets the
$hboxset
to use. - Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
. - Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. - Model Scale
(modelscale)
<float> (in all games since ) (not in ) !FGD - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.Warning:Negative or extremely high values can cause crashes!
Animating
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Cycle
(cycle)
<float> !FGD - The current frame of the current animation, on a range from 0-1.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
. - FX Amount/Transparency (0–255)
(renderamt)
<integer> - 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 Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- 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. - Lighting Origin Offset
(LightingOriginHack)
<targetname> (not in ) !FGD - The
info_lighting_relative
from which to sample lighting instead of the entity's origin. - 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 toEF_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
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.
- 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
- Collision Group
(CollisionGroup)
<choices> (in all games since ) !FGD - Sets a collision group for this entity, which changes its collision behavior.
- 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
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.
- 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.
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.
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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.
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See also: cpu_level / gpu_level convars