Difference between revisions of "Template:KV BaseEntity"

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m (Fixed incorrect usage of the {{portal2}} template, and {{Not in FGD}} template)
m (targetname; classname; response contexts; hammerid. Tip templates and compressed sentences to adjust things towards a more concise route in the future)
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{{minititle|Base}}
 
{{minititle|Base}}
{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities refer to this entity by.}}
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{{KV|[[targetname|Name]]|intn=targetname|string|The name that other entities use to refer to this entity.}}
 
{{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|[[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|[[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.}}}}
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{{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|Hammer does not move the entities accordingly only in the editor.}}}}
 
{{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|[[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]].}}
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{{KV|[[ResponseContext|Response Contexts]]|intn=ResponseContext|string|Pre-defined response system contexts; Format is <code>key:value,key:value,...</code>and so on. {{tip|Can also be [[filter_activator_context|filtered for or against!]]}}}}
{{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}}
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{{KV|[[Classname]]|intn=classname|string|Determines the characteristics of the entity ''before'' it spawns. {{tip|Changing classnames using the{{ent|AddOutput}}input can still influence the game's code, like making the classname match one element in the [[S_PreserveEnts]] list, making the entity persists on new rounds!}}|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|[[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}}
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{{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}}
 
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{{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}}
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{{KV|Hammer ID|intn=hammerid|int|The entity's unique [[Hammer]] ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the'''<code>ent_keyvalue</code>'''command). Run-time spawned entities don't have a Hammer ID.|nofgd=1}}
 
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   ++ Game Specifics ++
 
   ++ Game Specifics ++

Revision as of 15:15, 20 July 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 2013Source 2013 / <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 2013Source 2013 / <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