Template:KV BaseEntity

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Info holder for all keyvalues that inherit theCBaseEntity class. Parameters are vital to display the appropiate info, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.

Note.png Note: If you want to edit something on this template, please make sure you edit it in both places. Per-game keyvalues are duplicated, for technical reasons. Also see FGD Template Prototype.
Note.png Note: Some CBaseEntity keyvalues are not covered here. See the talk page.

Usage

All parameters for this template:

  • base- Shows only information relevant to when it was initially added for the first time
  • l4d2- Include info specific to <Left 4 Dead 2> (VScripts)
  • csgo- Include info specific to <Counter-Strike: Global Offensive> (Auto-aim targets)
  • brush- Include info specific to all sorts of brushes. For extra keys applicable only to visible brushes, use Template:KV visiblebrush in conjunction.
Show Deprecated:


These must be used in a specific syntax; All the parameters must be given a value of 1, like for example:l4d2=1for <Left 4 Dead 2> specific info. Refer to the Examples section.

Examples

Show info specific to a game <Counter-Strike: Global Offensive>

This makes information relevant only to <Counter-Strike: Global Offensive> be displayed.

{{KV BaseEntity|csgo=1}}
will:

Show info for its base

Information relevant only to this key at / before <Half-Life 2: Episode Two><Half-Life 2: Episode Two> is displayed.

{{KV BaseEntity|base=1}}
will:

Show info related to brushes

Extra brush related keyvalues are displayed with this.

{{KV BaseEntity|brush=1}}
will:

Show information for all games

Shows every game information for this key that this template can display. (Except for brush related)

{{KV BaseEntity}}
will:

See Also



Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.
Note.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since <Left 4 Dead 2>)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function (thinkfunction) <string> (in all games since <Left 4 Dead 2>)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since <Counter-Strike: Global Offensive>) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.