Difference between revisions of "Template:KV BaseEntity"

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(removed TeamNum, and brought back the template's quirk to show all keys if no params are defined)
m (Fixed incorrect usage of the {{portal2}} template, and {{Not in FGD}} template)
 
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<!-- IF: BRUSH -->
 
<!-- IF: BRUSH -->
 
{{#if:{{{brush|}}}|{{minititle|Brush}}
 
{{#if:{{{brush|}}}|{{minititle|Brush}}
{{KV|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, draw a bounding box this large. Requires<code>maxs</code> if used so the other side of the box isn't empty.|nofgd=1}}
+
{{KV|Minimum Bounding Box Size|intn=mins|vector|Starting at the brush's origin, mark the maximum bounding box's corner as this far away. Requires<code>maxs</code>if used so the other side of the box isn't empty.|nofgd=1}}
{{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, draw a bounding box this large. Requires<code>mins</code> if used so the other side of the box isn't empty.|nofgd=1}}
+
{{KV|Maximum Bounding Box Size|intn=maxs|vector|Starting at the brush's origin, mark the minimum bounding box's corner as this far away. Requires<code>mins</code>if used so the other side of the box isn't empty.|nofgd=1}}
{{note|To translate a brush's size in Hammer to these keys, first divide the size value in Hammer by 2. Then, apply the resulting number to one of the 2 keys, then have the numbers inverted for the other key (Multiplied / Divided by -1).}}
+
:{{note|To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Then, apply the result to the<code>maxs</code>key, and invert the number (Multiply / Divide by -1) and apply it for the<code>mins</code>key.}}
{{note|If collisions is already set, it must be set back to Bounding Box (solid 2).}}
+
:{{note|If collisions is already set, it must be set back to Bounding Box (solid 2).}}
{{confirm|Do all coordinates treat the origin as a "midpoint", and does it matter?}}
+
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.
{{KV|Collisions|intn=solid|choices|Method of collision for this entity.|nofgd=1}}
 
 
:*0: None
 
:*0: None
:*1: BSP ([[QPhysics]])
+
:*1: BSP ([[QPhysics]]) {{Not in FGD}} {{bug|In {{portal2}}, if an entity using QPhysics collisions is hit by [[Gel]], the game will crash!}}
 
:*2: [[Bounding box|Bounding Box]]
 
:*2: [[Bounding box|Bounding Box]]
:*3: [[Bounding box|Oriented Bounding Box]]
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:*3: [[Bounding box|Oriented Bounding Box]] (Use for runtime spawned rotated brush entities) {{Not in FGD}}
:*4: [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only
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:*4: [[Bounding box|Oriented Bounding Box]], constrained to [[QAngle|Yaw]] only {{Not in FGD}}
:*5: Custom/Test
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:*5: Custom/Test (Usually no collision with anything) {{Not in FGD}}
 
:*6: [[VPhysics]]
 
:*6: [[VPhysics]]
{{KV|Model Index|intn=modelindex|short|Changes the entity's model to a precached model on the map.|nofgd=1}}}}
+
| }}
 +
<!-- We should make a new page for "model index"? -->
 +
{{KV|Model Index|intn=modelindex|short|Given the number index from dumping the<code>cl_precacheinfo modelprecache</code>table, sets entity model to of the index. {{warning|If an entity has animations that ''will be'' played, then the set model also must have its own sequences, else the game crashes.}}|nofgd=1}}
 +
| }}
 
<!--
 
<!--
 
   ++ Base ++
 
   ++ Base ++
 
-->
 
-->
 
{{minititle|Base}}
 
{{minititle|Base}}
{{KV|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using {{ent|AddOutput}}, which will influence how the engine deals with the entity in certain circumstances.}}
 
 
{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity by.}}
 
{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity by.}}
 +
{{KV|[[Parent]]|intn=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 {{ent|trigger_transition}}. Some entities which aren't intended to be parented may not function correctly. {{ent|phys_constraint}} can be used as a workaround to parenting.}}
 
{{KV|Global Entity Name|intn=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.}}
 
{{KV|Global Entity Name|intn=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.}}
{{KV|[[Parent]]|intn=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 {{ent|trigger_transition}}. Some entities which aren't intended to be parented may not function correctly. {{ent|phys_constraint}} can be used as a workaround to parenting.}}
+
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.{{note|While this can override positions of where some entities spawn at, Hammer does not move the entities accordingly.}}}}
{{KV|[[Origin]] (X Y Z)|intn=origin|coordinates|The position of this entity's center in the world. Rotating entities typically rotate around their origin.}}
 
 
{{KV|[[Pitch Yaw Roll]] (X Y Z)|intn=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|This works on brush entities, although Hammer doesn't show the new angles.}}}}
 
{{KV|[[Pitch Yaw Roll]] (X Y Z)|intn=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|This works on brush entities, although Hammer doesn't show the new angles.}}}}
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles features of an entity, its specific number is determined by the combination of flags added.}}
+
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>key:value,key:value,...</code>and so on. Can also be [[filter_activator_context|filtered for or against]].}}
{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts for this entity. Format is <code>key:value,key:value,...</code>. Contexts may be [[filter_activator_context|filtered]].}}
+
{{KV|[[Classname]]|intn=classname|string|The classname defines the type of entity. Classnames can be changed using{{ent|AddOutput}}input, which may influence how the engine deals with the entity in certain circumstances.|nofgd=1}}
 +
{{KV|[[Flag|Flags]]|intn=spawnflags|integer|Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.|nofgd=1}}
 
{{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}}
 
{{KV|[[Effect flags|Effects]]|intn=effects|int|Combination of effect flags to use.|nofgd=1}}
 
<!-- I'm not sure what the use cases of these 2 are, so ill hide them for now. Not too much of a harm to show "hammerid" for the plugin / sourcepawn peeps
 
<!-- I'm not sure what the use cases of these 2 are, so ill hide them for now. Not too much of a harm to show "hammerid" for the plugin / sourcepawn peeps
Line 36: Line 38:
 
{{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}}
 
{{KV|Next Think|intn=nextthink|float|Amount of time before the entity [[Thinking|thinks]] again.|nofgd=1}}
 
-->
 
-->
{{KV|Hammer ID|intn=hammerid|int|The entity's [[Hammer]] ID. Mainly used by plugins and debugging commands, such as '''<code>ent_keyvalue</code>'''. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.|nofgd=1}}
+
{{KV|Hammer ID|intn=hammerid|int|The entity's [[Hammer]] ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the'''<code>ent_keyvalue</code>'''command. Run-time spawned entities aren't assigned a Hammer ID.|nofgd=1}}
 
<!--
 
<!--
 
   ++ Game Specifics ++
 
   ++ Game Specifics ++
 
-->
 
-->
<!-- IF NOT: BASE, L4D2 AND CSGO -->
+
<!-- IF: L4D2 -->{{#if:{{{l4d2|}}}|
{{#if:{{{base|}}}||{{#if:{{{l4d2|}}}|
 
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
 
 
{{KV|Entity Scripts|intn=vscripts|scriptlist|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.|since=L4D2}}
 
{{KV|Entity Scripts|intn=vscripts|scriptlist|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.|since=L4D2}}
 
{{KV|Script think function|intn=thinkfunction|string|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.|since=L4D2}}
 
{{KV|Script think function|intn=thinkfunction|string|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.|since=L4D2}}
 
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
 
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
| <!-- ELSE IF: CSGO -->{{#if:{{{csgo|}}}|
 
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}
 
|<!-- ELSE: -->
 
 
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
 
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
 +
| <!-- ELSE IF: NOT BASE [CSGO] -->{{#if:{{{base|}}}||
 
{{KV|Entity Scripts|intn=vscripts|scriptlist|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.|since=L4D2}}
 
{{KV|Entity Scripts|intn=vscripts|scriptlist|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.|since=L4D2}}
 
{{KV|Script think function|intn=thinkfunction|string|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.|since=L4D2}}
 
{{KV|Script think function|intn=thinkfunction|string|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.|since=L4D2}}
 
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
 
{{KV|[[Lag Compensation]]|intn=LagCompensate|boolean|Set to '''Yes''' to lag compensate this entity. Should be used very sparingly!|nofgd=1|since=L4D2}}
}}}}}}</includeonly>
+
{{KV|Disable for Xbox 360|intn=disableX360|bool|If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.|nofgd=1|since=L4D2}}
 +
{{KV|Is Automatic-Aim Target|intn=is_autoaim_target|bool|If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.|nofgd=1|since=CSGO}}
 +
| }} }}</includeonly>
 
<noinclude>
 
<noinclude>
 
{{documentation}}
 
{{documentation}}
 
<!-- Add categories to the /doc subpage, not here -->
 
<!-- Add categories to the /doc subpage, not here -->
 
</noinclude>
 
</noinclude>

Latest revision as of 05:22, 6 June 2021


Template icon Template documentation[view] [edit] [history] [purge]

Info holder of all relevant keyvalues inheriting theCBaseEntity C++ class. Template parameters are vital in displaying the appropiate info, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.

Not allCBaseEntitykeyvalues are not covered here. But you can see them all at the Uncovered Keyvalues page.

Note.png Note: After you edit this template, please make sure you also edit the targetted entity's page. Per-game keyvalues may be duplicated, for technical reasons. See also FGD Template Prototype.

Usage

These must be used in a specific syntax! - ALL parameters must be given a value of 1, like:l4d2=1. Only one game parameter can be used at once.

{{KV BaseEntity|l4d2=1}}

Parameters

If you leave the parameter field empty (using no arguments), the template will automatically fallback to displaying keyvalues from the current default game.

All parameters for this template:

  • base- No game specific information are displayed, and base engine features only. (The <Source><Source> / <Source><Source><Source> iteration engine)
  • l4d2- Set template KVs specific to <Left 4 Dead 2> (VScripts)
  • csgo- [CURRENT DEFAULT] Set template KVs specific to Counter-Strike: Global Offensive (VScripts + Auto-aim targets)
  • brush- Additionaly includes info specific to all sorts of brushes. For extra keys applicable only to visible brushes, use Template:KV visiblebrush in conjunction. Can be used along a game parameter.
Show Deprecated:


Refer to the Examples section for samples.

Examples

Show info specific to a game <Left 4 Dead 2>

This makes information relevant only to <Left 4 Dead 2> be displayed.

{{KV BaseEntity|l4d2=1}}
will:

Show info specific to base engine

Information relevant only to base engine are displayed. (<Source><Source> / <Source><Source><Source>)

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

Show extra info related to brushes

Extra brush related keyvalues are displayed with this.

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

Using template defaults

Without using any arguments, the template fallbacks to a default, which is the latest Source game.

{{KV BaseEntity}}
will:


See Also