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env_effectscript

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env_effectscript is a point entity available in all Source Source games.允许通过脚本文件来编程特殊视觉效果的实体。在d1_trainstation_05Half-Life 2有2个此实体。


In code, it is represented by theCEnvEffectsScriptclass, defined in theenv_effectsscript.cppfile.

键值

Script Model (model) <model path> | 模型文件路径
使用的模型文件。默认是models/Effects/teleporttrail.mdl.
Script File (scriptfile) <string简体中文> | 字符串
给此模型使用的脚本文件。默认是 scripts/effects/testeffect.txt.

BaseAnimating:
World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Choices
  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In Portal 2 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 rotated brush entities) !FGD
  • 4: Oriented Bounding Box, constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++.

Animating

Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <float> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also $noforcedfade.
FX Amount/Transparency (0–255) (renderamt) <integer>
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.
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 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

Effects - Environment


Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in Left 4 Dead series) !FGD Obsolete
Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
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. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once

Miscellaneous

Glow Backface Multiple (glowbackfacemult) <float> (only in Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Move Types
  • 0: None, don't move
  • 1: Isometric
  • 2: Walk, player only, moving on ground
  • 3: NPC, movement
  • 4: Fly, no gravity
  • 5: Fly, with gravity
  • 6: Physics
  • 7: Push
  • 8: Noclip
  • 9: Ladder, for players on ladders
  • 10: Spectator
  • 11: Custom
Collision Group (CollisionGroup) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
Groups
  • 0: None
  • 1: Debris, collides only with the world and static props
  • 2: Debris, with trigger interaction
  • 3: Interactive Debris, doesn't collide with other debris
  • 4: Interactive, collides with everything except debris
  • 5: Player
  • 6: Breakable Glass
  • 7: Vehicle
  • 8: Player Movement
  • 9: In-Vehicle
  • 10: Weapon
  • 11: Vehicle Clip
  • 12: Projectile
  • 13: Door blocker, not permitted to go near doors
  • 14: Passable Door
  • 15: Dissolving
  • 16: Pushaway
  • 17: NPC Actor, NPCs ignore the player
  • 18: NPC Scripted, NPCs do not collide with each other
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.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.
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

Base/基础:
Name (targetname) <string简体中文> | 字符串
其他实体用来指代该实体的名称。
Parent简体中文 (parentname) <targetname> | 目标名
实体的父级实体,该实体可以与父实体保持移动偏移。名称后面可以添加一个附属点,以逗号隔开。 (parentname [targetname],[attachment]
Tip.pngTip:转换至下一张地图的实体关系会依然存在。
Tip.pngTip:一些不适合做父实体的实体可能难以运行,利用phys_constraint可以解决。
Origin (X Y Z) (origin) <coordinates>
实体处于世界中的位置,旋转实体会以实体坐标原点旋转。
Note.pngNote:Hammer 不会仅在编辑器中相应地移动实体。
Pitch Yaw Roll (X Y Z) (angles) <angle>
实体在世界中的方位,Pitch围绕X轴旋转,可以称为俯仰角。Yaw围绕Z轴旋转,可以称为偏航角,roll围绕Y轴旋转。
Note.pngNote:尽管 Hammer 不显示新角度,但其仍然适用于固实体。
Classname (classname) <string简体中文> | 字符串 不存在于FGD!
确定实体之前它生成的特征。
Tip.pngTip:使用AddOutput输入更改 Classname 仍然会影响游戏的代码,例如使类名与 S_PreserveEnts 列表中的一个元素匹配将使实体在新一轮中持续存在!
Flags (spawnflags) <integer> | 整数 不存在于FGD!
实体所具有的标志/标签,依实体所具有而定。
Effects (effects) <integer> | 整数 不存在于FGD!
要使用的效果标志的组合。
Entity Scripts简体中文 (vscripts) <scriptlist> | 脚本列表 (存在于自 Left 4 Dead 2 以来)
在所有实体生成后执行的 VScript简体中文 文件(无文件扩展名)的空格分隔列表。这些脚本都在同一个脚本范围内执行,以后的脚本会覆盖任何相同的变量和函数。
Thinker Function简体中文 (thinkfunction) <string简体中文> | 字符串 (存在于自 Left 4 Dead 2 以来)
此实体脚本中的函数名称,该函数将在脚本持续时间内每 100 毫秒(每秒 10 次)自动调用一次。它可用于创建计时器或模拟自主行为。返回值(如果存在)将设置下一次调用之前的时间。尽量避免在此函数中进行昂贵的操作,因为它可能会导致性能问题。
Lag Compensation (LagCompensate) <boolean> | 布尔值 (存在于自 Left 4 Dead 2 以来) 不存在于FGD!
设置为以延迟补偿此实体。应该非常谨慎地使用!
Is Automatic-Aim Target (is_autoaim_target) <boolean> | 布尔值 (in all games since Counter-Strike: Global Offensive) 不存在于FGD!
如果设置为 1,当实体位于十字准线下方时,该实体将减慢控制台和操纵杆控制器的瞄准移动速度。


Inputs

SetSequence <string>
Sets the script model's sequence.

Model:
skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints. For other models, phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetCycle <float> (only in Team Fortress 2)
Skip to a specific point in the current animation.
SetModel <string> (only in Team Fortress 2)
Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Icon-Important.pngImportant:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
SetPlayBackRate <float> (only in Team Fortress 2)
Change the animation speed multiplier.
Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.

Reflection:

DisableDrawInFastReflection  (in all games since Portal 2)
Turns off rendering of this entity in reflections when using $reflectonlymarkedentities in water material.
EnableDrawInFastReflection  (in all games since Portal 2)
Turn on rendering of this entity in reflections when using $reflectonlymarkedentities in water material.

Shadow:

DisableShadow
Turn dynamic shadows off for this entity. Identical to applying  EF_NOSHADOW.
EnableShadow
Turn dynamic shadows on for this entity.
DisableReceivingFlashlight  (in all games since Portal 2)
This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight  (in all games since Portal 2)
This object may receive light or shadows from projected textures.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since Left 4 Dead.
RunScriptFile <script> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.

Outputs

Model:

OnIgnite  !FGD
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.
OnFizzled  (only in Portal 2)
Fired when this entity is fizzled by a trigger_portal_cleanser or, for prop_weighted_cube, the Dissolve or SilentDissolve inputs.
Icon-Bug.pngBug:It does not fire when the object is fizzled by other means such as env_entity_dissolver.

Base:

OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in Left 4 Dead)
This output fires when the entity is killed and removed from the game.

See also