Template:KV BaseTrain

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... Icon-Important.png

{{{noscroll}}} exists, as do {{{base}}}, {{{l4d2}}}, and {{{csgo}}}.


BaseTrain:
First Stop Target (target) <targetname>
The name of the first path_track in the train's path. The train will spawn at this path_track. It will also turn to face the direction indicated by the "Orientation Type" setting.
Max Speed (units/second) (startspeed) <integer>
The maximum speed that this train can move. Any speeds applied to this train, such as by path_tracks or SetSpeed inputs, will be clipped to this maximum value.
Initial Speed (units/second) (speed) <integer>
The speed that the train will move at after it spawns, 0 = stopped.
Change Velocity (velocitytype) <choices>
The method through which this train changes its velocity as it moves along the path.
  • 0 : Instantaneously
  • 1 : Linear blend
  • 2 : Ease in/ease out
Change angles (orientationtype) <choices>
The method through which this train changes its orientation as it moves along the path.
  • 0 : Never (always fixed orientation)
  • 1 : Near paths
  • 2 : Linear blend
  • 3 : Ease in/ease out
Distance Between the Wheels (wheels) <integer>
Used for turning and stopping.
Tip.pngTip:Increase the value for smoother turns.
Height above track (height) <integer>
The height above the track that this train moves.
Bank Angle on Turns (bank) <string>
The angle at which the train will "bank" or tilt when approaching a turn. Use positive or negative angle numbers close to 0 (i.e., between -5 and +5, depending on left or right) to achieve realistic tilt angles.
Damage on Crush (dmg) <integer>
The amount of damage this train does to entities that block it.
Minimum Light Level (_minlight) <string>
The minimum level of ambient light that hits this brush.
Move Sound (MoveSound) <sound>
A sound that is played (and looped) while the train is moving.
Move Ping Sound (MovePingSound) <sound>
A sound that is played more frequently as the train speeds up.
Start Sound (StartSound) <sound>
A sound played when the train starts moving.
Stop Sound (StopSound) <sound>
A sound played when the train stops moving.
Volume (10 = loudest) (volume) <integer>
Volume of the sound when the train is moving.
Min pitch (1-255, 100 = normal) (MoveSoundMinPitch) <integer>
The sound pitch value that the train will approach as it comes to a stop.
Max pitch (1-255, 100 = normal) (MoveSoundMaxPitch) <integer>
The sound pitch value that the train will approach as it approaches its max speed (or 1000 inches/second if the "Use max speed for pitch shifting move sound" flag is not set).
Min move sound interval (MoveSoundMinTime) <float>
Minimum interval at which to play the move ping sound.
Max move sound interval (MoveSoundMaxTime) <float>
Maximum interval at which to play the move ping sound.
Manual Train Speed (manualspeedchanges) <boolean>
Train Speed is controlled through IO, handles accel, decel times.
Manual Accel Speed (manualaccelspeed) <float>
Units per second to accelerate to target speed.
Manual Decel Speed (manualdecelspeed) <float>
Units per second to decelerate to target speed.
Note.pngNote:The above three keyvalues are !FGD in Left 4 Dead and later, but appear to still exist in the engine.

Base:
Collisions (solid) <choices>
Method of collision for this entity.

Values:

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!
  • 2: Bounding Box
  • 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
  • 4: Oriented Bounding Box but constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics


Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.pngTip:Entities transition to the next map with their parents
Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.pngNote:Hammer does not move the entities accordingly only in the editor.
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.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
Spawnflags (spawnflags) <flags> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <flags> !FGD
Combination of effect flags to use.
Entity Scripts (vscripts) <scriptlist> (in all games since Left 4 Dead 2) (also in Team Fortress 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. Scripts executed on the worldspawn entity will be placed in root scope.
Think function (thinkfunction) <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. 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!
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.

Internal keyvalues used by VRAD:
Minimum Light Level (_minlight) <normal>
Minimum amount of light to hit this brush (monochromatic). Values over 1 are overbright, and will bloom in HDR mode.
Shadows (vrad_brush_cast_shadows) <boolean>
Determines if this entity will cast lightmap shadows.

VisibleBrush:
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render
Render FX (renderfx) <choices>
Various somewhat legacy alpha effects.
Render Effects
Icon-Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive Counter-Strike: Global Offensive
  • 0: None
  • 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since Left 4 Dead) Fades out over 4 s)
  • 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since Left 4 Dead) Fades out over 1 s)
  • 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since Left 4 Dead) Fades in over 4 s)
  • 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since Left 4 Dead) Fades in over 1 s)
  • 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in Counter-Strike: Global Offensive)
  • 15: Distort (causes unnatural flickering and position shifting)/(in all games since Left 4 Dead) Fade Out (instant; not very useful outside of code)
  • 16: Hologram (Distort + "distance fade")/(in all games since Left 4 Dead) Fade In (instant; not very useful outside of code)
  • 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in Source 2013)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since Left 4 Dead)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear) (in all games since Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:what does this do? and which games is it in?
  • 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in Counter-Strike: Global Offensive)
  • 20: Environmental Rain ("for environmental rendermode, make rain") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 21: Environmental Snow ("for environmental rendermode, make snow") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 22: Spotlight FX ("TEST CODE for experimental spotlight") (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional?
  • 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 25: kRenderFXMax/Fade Near (removed since Left 4 Dead) (not in Counter-Strike: Global Offensive)
Blank image.pngTodo: what does this do? may be nonfunctional
Render FX / Transparency (0–255) (renderamt) <integer 0–255>
Transparency amount; requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.
Texture Frame (texframeindex) <integer> !FGD
The frame number for any animated textures on this entity.

Shadow:
Disable Shadows (disableshadows) <boolean>
Prevents the entity from creating cheap render-to-texture shadows, or lightmap shadows if the entity is a prop_static. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving dynamic shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer> !FGD
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Used to disable rendering into shadow depth (for projected textures) for this entity.
Disable flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
Choices
  • 0 : Default
  • 1 : No cache - render every frame
  • 2 : Cache it - render only once

SystemLevelChoice:

Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.[Note.pngKey names are related to cpu_level cvar used by Effect Details.]
Choices
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.[Note.pngKey names are related to gpu_level cvar used by Shader Details.]
Choices
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

DXLevelChoice:

Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.