From Valve Developer Community
Revision as of 23:51, 8 February 2006 by Rof (fix pressuredelay kv)
- <float> Delay, in seconds, after 'broken' by pressure before breaking apart (allows for sound to play before breaking apart).
- 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.
- World Model (model)
- The model this entity should appear as. 128-character limit.
- Skin (skin)
- Some models have multiple skins. This value selects from the index, starting with 0. Tip:Hammer's model browser automatically updates this value if you use it to view different skins.
- Model Scale (modelscale)
<float>(New with Team Fortress 2)
- A multiplier for the size of the model.
- Disable shadows (disableshadows)
- Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable ShadowDepth (disableshadowdepth)
<boolean>(New with Portal 2)
- Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache (shadowdepthnocache)
<choices>(New with 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.
- 0 : Default
- 1 : No cache - render every frame
- 2 : Cache it - render only once