Template:KV BaseEntity

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Revision as of 16:46, 18 July 2018 by Ficool2 (talk | contribs) (Not finished yet, still need to add some more keyvalues, but waiting for verification.)

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Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <string> (New with 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.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.
Global Entity Name <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 <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.
Note:Every entity can be parented, even point entities. 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>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (Y Z X) <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 the result is only clear in-game.
HammerID <string>
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. !FGD
Effects <string>
Effect flags. !FGD
Response Contexts <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,...
Note:Despite the description, this works for all entities, although it is missing from most entities in the FGD.