User:Orinuse/Template:KV BaseAnimating

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TESTING THINGS FOR KV BASEANIMATING


Model:

World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
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 currently playing animation, on a range from 0-1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Index (modelindex) <short> !FGD
Changes the entity's model to a precached model on the map.
Warning.pngWarning:Using an invalid value will instantly crash the game, this includes 0 and 1.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in Portal, Left 4 Dead, Left 4 Dead 2, Source 2013.
Warning.pngWarning:Negative or extremely high values can cause crashes!

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.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.

  • 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
Render FX / 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 FX (renderfx) <choices>
Preset pattern of appearance effects.

  • 0: None
  • 1: Slow Pulse
  • 2: Fast Pulse
  • 3: Slow Wide Pulse
  • 4: Fast Wide Pulse
  • 5: Slow Fade Away
  • 6: Fast Fade Away
  • 7: Slow Become Solid
  • 8: Fast Become Solid
  • 9: Slow Strobe
  • 10: Fast Strobe
  • 11: Faster Strobe
  • 12: Slow Flicker
  • 13: Fast Flicker
  • 14: Constant Glow
  • 15: Distort
  • 16: Hologram (Distort + fade)
  • 17: Scale Up
  • 22: Spotlight FX
  • 23: Cull By Distance
  • 24: Fade Wider Pulse
  • 26: Fade Near
Todo: 18-21, 25

Effects - Environment:

Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Note.pngNote:Further research needed for this key, as inconsistencies like unavailability for prop_dynamic in Source 2013 exists.
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.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (notinfo_lightingentity!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (removed since Left 4 Dead series) !FGD
Theinfo_lighting_relativefrom which to sample lighting instead of the entity's origin. Removed only in Left 4 Dead series.
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow fromenv_projectedtextureentities.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
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.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Miscellaneous

SystemLevelChoice:

Minimum CPU Level (mincpulevel) <choices> (in all games since Left 4 Dead)
Effect Details levels (orcpu_levelcommand) lower than this will not render this entity.
Maximum CPU Level (maxcpulevel) <choices> (in all games since Left 4 Dead)
Effect Details levels (orcpu_levelcommand) higher than this will not render this entity.
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum CPU Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Shader Details levels (orgpu_levelcommand) lower than this will not render this object.
Maximum CPU Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
Shader Details levels (orgpu_levelcommand) higher than this will not render this object.
  • 0: Default ("Low" formincpulevel, "Very High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

{{#if:1|

No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.