Template:KV BaseAnimating/sandbox

Материал из Valve Developer Community
Перейти к навигации Перейти к поиску

Template:KV BaseAnimating/testcases

BaseAnimating:
World Model (model) <строка(en)>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <целое число(en)>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <варианты выбора>
Method of collision for this entity.

Hitbox Set (hitboxset) <строка(en)> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <целое число(en)> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short(en)> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning: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) <число с плавающей запятой(en)> (Во всех играх начиная с Half-Life 2: Episode Two) (нет в Portal Серия игр Left 4 DeadСерия игр Left 4 Dead Source 2013) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!

Animating

Sequence (sequence) <целое число(en)> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <число с плавающей запятой(en)> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <число с плавающей запятой(en)> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <целое число(en)> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <число с плавающей запятой(en)>
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) <число с плавающей запятой(en)>
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) <число с плавающей запятой(en)>
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) <целое число(en)>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <цвет КЗС(en)>
Color tint.


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

  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 9: World Space Glow
  • 10: Don't Render

Effects - Environment


Disable Shadows (disableshadows) <булева переменная(en)>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <булева переменная(en)>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <целое число(en)>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <целевой объект(en)>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <целевой объект(en)> (нет в Серия игр Left 4 DeadСерия игр Left 4 Dead) !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin.
Disable Flashlight (disableflashlight) <булева переменная(en)> (Во всех играх начиная с Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical toEF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <булева переменная(en)> (Во всех играх начиная с Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical toEF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <варианты выбора> (Во всех играх начиная с 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. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once

Miscellaneous

Glow Backface Multiple (glowbackfacemult) <число с плавающей запятой(en)> (только в Left 4 Dead 2) !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) <варианты выбора> (Во всех играх начиная с Alien Swarm) !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) <варианты выбора> (Во всех играх начиная с Alien Swarm) !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) <булева переменная(en)> (Во всех играх начиная с Portal 2) !FGD
Silences sounds linked to animations.
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <целое число(en) выбор> (удалено начиная с Left 4 Dead)
Энтити не будет существовать, если движок будет работать вне указанного диапазона версий DirectX(en).
Варианты
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <целое число(en) выбор> (Во всех играх начиная с Left 4 Dead)
Не отображать для игроков с уровнем детализации эффектов, превышающим минимум или максимум.
Варианты
  • 0: По умолчанию ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: Низкий
  • 2: Средний
  • 3: Высокий
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <целое число(en) выбор> (Во всех играх начиная с Left 4 Dead)
Не отображать для игроков с уровнем детализации оттенений, превышающим минимум или максимум.
Варианты
  • 0: По умолчанию ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: Низкий
  • 2: Средний
  • 3: Высокий
  • 4: Очень высокий
См. также: cpu_level / gpu_level convars