Template:KV BaseAnimating/sandbox

来自Valve Developer Community
跳转到导航 跳转到搜索

Template:KV BaseAnimating/testcases

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

Hitbox Set (hitboxset) <字符串(en)> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <整数(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) <浮点型(en)> (存在于自 Half-Life 2: Episode Two) (存在于 Portal 求生之路系列求生之路系列 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) <整数(en)> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <浮点型(en)> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <浮点型(en)> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <整数(en)> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <浮点型(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) <浮点型(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) <浮点型(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) <整数(en)>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255(en)>
Color tint.


Render Mode (rendermode) <choices>
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) <布尔值(en)>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <布尔值(en)>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <整数(en)>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <目标名(en)>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <目标名(en)> (存在于 求生之路系列求生之路系列) !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin.
Disable Flashlight (disableflashlight) <布尔值(en)> (存在于自 Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical toEF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <布尔值(en)> (存在于自 Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical toEF_NOSHADOWDEPTH.
Projected Texture Cache (shadowdepthnocache) <choices> (存在于自 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) <浮点型(en)> (存在于 求生之路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) <choices> (存在于自 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) <choices> (存在于自 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) <布尔值(en)> (存在于自 Portal 2) !FGD
Silences sounds linked to animations.
最低 / 最高 DX 水平 (mindxlevel / maxdxlevel) <integer choices(en)> (被移除Left 4 Dead)
如果引擎在给定的 DirectX Versions 版本范围之外运行,该实体将不存在。
选择
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
最低/最高效果细节等级 (mincpulevel / maxcpulevel) <integer choices(en)> (存在于自 Left 4 Dead)
不要为效果细节等级超出最低或最高限度的玩家渲染。
选择
  • 0: 默认 ("Low" for mincpulevel, "High" for maxcpulevel)
  • 1: 低
  • 2: 中
  • 3: 高
最低/最高着色器细节等级 (mingpulevel / maxgpulevel) <integer choices(en)> (存在于自 Left 4 Dead)
不要为着色器细节等级超出最低或最高限度的玩家渲染。
选择
  • 0: 默认 ("Low" for mingpulevel, "Very High" for maxgpulevel)
  • 1: 低
  • 2: 中
  • 3: 高
  • 4: 非常高
参见:  cpu_level / gpu_level convars