This template is our holder for all keyvalues that are assigned through
CBaseEntity. 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.
No parameters: display keyvalues for ALL games.
Base: display keyvalues that have only existed since whatever game added the class (most have existed since HL2, the first Source game).
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- (Use if the entity was available before L4D2.) (OBSOLETE 16/4/21: At the current moment, the script code for this template has been improved that, base does nothing notable as of the moment; It only prevents L4D2 and CSGO keys from appearing when this is used alongside both games's parameters.)
l4d- (DEPRECATED 9/21/18: Found out these keyvalues only work with renderable things. They have been migrated to visiblebrush and BaseAnimating KV templates. This is completely removed from the template and won't affect anything.)
csgo- When using this, Use
csgo=teamnum_dont_put_nofgdto remove the !FGD tag.
(DEPRECATED 10/1/18: Previously used for a notice that was thought to apply to all entities in CS:S. The purpose of this now exists in Template:PreservedEnt. This is completely removed from the template and won't affect anything.) (24/3/2021 brought back for the
brush- (This adds things common for all brush entities, visible or not. For keys applicable only to visible brushes, use Template:KV visiblebrush in conjunction.)
TeamNumkeyvalue to show TF2 specific information. Use
tf2=teamnum_dont_put_nofgdto remove the !FGD tag.
CBaseEntitykeyvalues are not covered here. See the talk page.
- 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_constraintcan be used as a workaround to parenting.
- Global Entity Name
- 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.
- Origin (X Y Z)
- 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.
- Pitch Yaw Roll (X Y Z)
- 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.
- Response Contexts
- Pre-defined response system contexts; Format is
key:value,key:value,...and so on. Can also be filtered for or against.
- The classname defines the type of entity. Classnames can be changed using
AddOutputinput, which may influence how the engine deals with the entity in certain circumstances.
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's Hammer ID, which is auto-generated on map compiles. Mainly used by plugins and debugging commands, such as the
ent_keyvaluecommand. Run-time spawned entities aren't assigned a Hammer ID.
- Entity Scripts
- 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
- 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
- Set to Yes to lag compensate this entity. Should be used very sparingly!
- Disable for Xbox 360
- If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
- Is Automatic-Aim Target
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.