Template:KV BaseAnimating
This template is our holder for all keyvalues that are assigned through CBaseAnimating
. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.
{{KV BaseAnimating}}
No parameters: display keyvalues for ALL games.
{{KV BaseAnimating|base=1}}
Base: display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).
{{KV BaseAnimating|portal2=1}}
Game as a parameter: display the keyvalues that base
displays, AND keyvalues that were added to the class, by the specified game. You can specify as many games as needed. You must specify ALL the games you want to include (e.g. l4d2
will not automatically include l4d
keyvalues as well). This is because there are situations like in Portal 2, where the output OnKilled
is not available through CBaseEntity
, despite being a far descendant of the L4D branch which added it.
All parameters for this template:
base
l4d
l4d2
(do this only for entities available in l4d2 because only it has this kv!)as
portal2

For full documentation on this family of templates, see FGD Template Prototype. Still confused on something? Ask for help before editing this template.

CBaseEntity
. We have listed them here instead because those specific keyvalues were rather un-universal (for example renderfx
, which would not have any practical use on point entities that are never seen, or on triggers), and putting them on every entity page would only cause confusion and clutter, the exact opposite goal in mind with this series of templates.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
- 2: Bounding Box
- 3: Oriented Bounding Box !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test !FGD
- 6: VPhysics
- Body Group (body or SetBodyGroup)
<integer>
!FGD - Sets the the active $bodygroup.
- Hitbox Set (hitboxset)
<string>
!FGD - Sets the $hboxset to use.
- Sequence (sequence)
<integer>
!FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate (playbackrate)
<float>
!FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Cycle (cycle)
<float>
!FGD - The current frame of the currently playing animation, on a range from 0-1.
- Lighting Origin (LightingOrigin)
<targetname>
- Select an entity (not
info_lighting
!) from which to sample lighting instead of the entity's origin. - Lighting Origin Offset (LightingOriginHack)
<targetname>
!FGD - The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Not in.
- Damage Filter Name (damagefilter)
<targetname>
- When this entity receives damage, it will filter by this entity.
- Start Fade Distance (fademindist)
<float>
- Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance (fademaxdist)
<float>
- Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale (fadescale)
<float>
- If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade
. - Render Mode (rendermode)
<choices>
- Set a non-standard rendering mode on this entity.
- 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.
<integer>
<boolean>
<boolean>
<short>
!FGD
<integer>
<float>
(New with Half-Life 2: Episode Two / Source 2007) !FGD![[Portal]](/w/images/f/fc/Portal-16px.png)



<choices>
(New with Left 4 Dead)<choices>
(New with Left 4 Dead)
- 0: Default
- 1: Low
- 2: Medium
- 3: High
- Minimum GPU Level (mingpulevel)
<choices>
(New with Left 4 Dead) - Maximum GPU Level (maxgpulevel)
<choices>
(New with Left 4 Dead)- 0: Default
- 1: Very low
- 2: Low
- 3: Medium
- 4: High
- Glow Backface Multiple (glowbackfacemult)
<float>
(New with 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)
<choices>
(New with Alien Swarm) !FGD - Sets a movetype for this entity, which changes its movement behavior.
- Collision Group (CollisionGroup)
<choices>
(New with Alien Swarm) !FGD - Sets a collision group for this entity, which changes its collision behavior.
- No Animation Sounds (SuppressAnimSounds)
<boolean>
(New with Portal 2) !FGD - Silences sounds linked to animations.
- Disable ShadowDepth (disableshadowdepth)
<boolean>
(New with Portal 2) - Makes this entity not cast a shadow from
env_projectedtexture
s. - Projected Texture Cache (shadowdepthnocache)
<choices>
(New with 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>
(New with Portal 2) - Used to disable projected texture lighting and shadows on this entity.