func_orator
func_orator is a point entity available in the Left 4 Dead series.
Entity description
A very simple model entity that has animations and response rules.
Keyvalues
- Max Followup Dist
(maxThenAnyDispatchDist)<float> - A 'then ANY' followup on a response from this orator will dispatch to characters up to this many units away. Leave 0 to mean that even an infinitely distant character may respond.
Targetname:
- Name
(targetname)<string> - The targetname that other entities refer to this entity by.
Parentname:
- Parent
(parentname)<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.
Angles:
- Pitch Yaw Roll (Y Z X)
(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.
RenderFXChoices:
- Render FX
(renderfx)<choices> - Preset pattern of appearance effects.
RenderFields:
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
- Render FX / 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.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
RenderFXChoices:
- Render FX
(renderfx)<choices> - Preset pattern of appearance effects.
Studiomodel:
- World Model
(model)<string> - The model this entity should appear as. 128-character limit.
- Skin
(skin)<integer> - 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>(in all games since
) - A multiplier for the size of the model.
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 ShadowDepth
(disableshadowdepth)<boolean>(in all games since
) - Used to disable rendering into shadow depth (for projected textures) for this entity.
- Projected Texture Cache
(shadowdepthnocache)<choices>(in all games since
) - 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
- Disable flashlight
(disableflashlight)<boolean>(in all games since
) - Used to disable projected texture lighting and shadows on this entity.
Reflection:
- Render in Fast Reflections
(drawinfastreflection)<boolean>(in all games since
) - If enabled, this entity will render in fast water reflections (i.e. when a water material specifies
$reflectonlymarkedentities) and in the world impostor pass.
Flags
- 1 : Not Solid
Inputs
SpeakResponseConcept<string>- Speak the specified response concept
Targetname:
Kill- Removes this entity from the world.
KillHierarchy- Removes this entity and its children from the world.
Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput<string>- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format:<key> <value>
I/O Format:<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1toFireUser4- Fire the
OnUseroutputs; see User Inputs and Outputs.
Use!FGD- Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile<script>(in all games since
)- 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
)- 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.
Bug: In
, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction<string>(in all games since
) !FGD- Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin<coordinates>(in all games since
) !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.
Parentname:
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.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
RenderFields:
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.
Color<color255>- Sets an RGB color for the entity.
Studiomodel:
SetBodyGroup<integer>- Set the model's body group.
AlternativeSorting<boolean>- Uses an alternative method for telling which objects are in front of others. Use if this object draws incorrectly when seen through transparent things.
SetModelScale<string>(only in
)- Sets the model scale. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Warning: Negative or extremely high values can cause crashes!
Shadow:
DisableShadow- Turn dynamic shadows off for this entity.
EnableShadow- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight(in all games since
)- This object will not receive light or shadows from projected textures.
EnableReceivingFlashlight(in all games since
)- This object may receive light or shadows from projected textures.
Reflection:
ToggleDraw:
DisableDraw(in all games since
)- Add the EF_NODRAW flag to this entity. Some entities manage this on their own so be aware you can override that value.
Outputs
Targetname:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs.
Studiomodel:
OnIgnite- Fired when this object catches fire.