User:Orinuse/Template:KV BaseAnimating
TESTING THINGS FOR KV BASEANIMATING
Model:
- 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 Confirm:Does this apply to brush entities?
- 2: Bounding Box
- 3: Oriented Bounding Box !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- 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 $bodygroup.
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Cycle
(cycle)
<float> !FGD - The current frame of the currently playing animation, on a range from 0-1.
- Texture Frame
(texframeindex)
<integer> - The frame number for any animated textures on this entity.
- Model Index
(modelindex)
<short> !FGD - Changes the entity's model to a precached model on the map.
- Warning:Using an invalid value will instantly crash the game, this includes 0 and 1.
- Model Scale
(modelscale)
<float> (in all games since ) !FGD - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in , , , .
- Warning:Negative or extremely high values can cause crashes!
Effects - Render}}
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$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:Further research needed for this key, as inconsistencies like unavailability for prop_dynamic in 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 (not
info_lighting
entity!) from which to sample lighting instead of the entity's origin.
- Lighting Origin Offset
(LightingOriginHack)
<targetname> (removed since ) !FGD - The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Removed only in .
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Makes this entity not cast a shadow from
env_projectedtexture
entities. - 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.
- 0: Default
- 1: No cache - render every frame
- 2: Cache it - render only once
- Disable Flashlight
(disableflashlight)
<boolean> (in all games since ) - Used to disable projected texture lighting and shadows on this entity.
Miscellaneous
SystemLevelChoice:
- Minimum CPU Level
(mincpulevel)
<choices> (in all games since ) - Effect Details levels (or
cpu_level
command) lower than this will not render this entity. - Maximum CPU Level
(maxcpulevel)
<choices> (in all games since ) - Effect Details levels (or
cpu_level
command) higher than this will not render this entity.- 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for
- Minimum CPU Level
(mingpulevel)
<choices> (in all games since ) - Shader Details levels (or
gpu_level
command) lower than this will not render this object. - Maximum CPU Level
(maxgpulevel)
<choices> (in all games since ) - Shader Details levels (or
gpu_level
command) higher than this will not render this object.- 0: Default ("Low" for
mincpulevel
, "Very High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for
{{#if:1|
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.