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Genric keyvalues, inputs and outputs related to rendering like rendercolor
, rendermode
etc. and studio model related like body
, solid
are summarized on this page. Anything more specific that needs to be noted will be on the given entity page as needed.
Keyvalues
- World Model (model) <string>
- The model this entity should appear as. 128-character limit.
- Skin (skin or ModelSkin ) <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
Bug:In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash! [todo tested in?]
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities)
- 4: Oriented Bounding Box, constrained to Yaw only
- 5: Custom/Test (Usually no collision with anything)
- 6: VPhysics
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- Body Group (body or SetBodyGroup) <integer> !FGD
- Sets the the active $bodygroup.
Note:If both body
and SetBodyGroup
are present (even if set to 0), body
will be prioritized.
- Model Scale (modelscale) <float> (not in )
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes! Note:Scale may not appear in Hammer 4.x, but will appear in-game. This is fixed in 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.
- No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since ) !FGD
- Silences sounds linked to animations.
Effects - Render
- Render Amount (Transparency) (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.
- Render FX (renderfx) <choices>
- Various somewhat legacy alpha effects. See render effects
- 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
- 5: Additive
- 6: Removed, does nothing
- 7: Additive Fractional Frame
- 8: Alpha Add
- 9: World Space Glow
- 10: Don't Render
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Lighting / Shadows
- 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 or $illumposition.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in ) !FGD
- Deprecated.
The info_lighting_relative from which to sample lighting instead of the entity's origin or $illumposition. Use Lighting Origin instead.
- Disable Flashlight (disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since )
- Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
- 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. Identical to
EF_SHADOWDEPTH_NOCACHE
.
- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Performance
- 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.
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since )
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning:
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- Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <integer choices> (in all games since )
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
Choices
- 0: ("Low" for
mincpulevel , "High" formaxcpulevel )
- 1: Low
- 2: Medium
- 3: High
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- Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <integer choices> (in all games since )
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
Choices
- 0: ("Low" for
mingpulevel , "Very High" formaxgpulevel )
- 1: Low
- 2: Medium
- 3: High
- 4: Very High
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Miscellaneous
- Glow Backface Multiple (glowbackfacemult) <float> (only in ) !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 ) !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
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- Collision Group (CollisionGroup) <choices> (in all games since ) !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
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- Hitbox Set (hitboxset) <string> !FGD
- Sets the $hboxset to use. [Elaborate?]
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Inputs
- skin <integer>
- Selects a skin from the model's index, starting with 0.
- SetBodyGroup <integer>
- Sets the the active $bodygroup.
- Color <color255>
- Sets an RGB color for the entity.
- 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.
- SetModelScale <vector> (only in )
- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip:The modelscale
keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning:Negative or extremely high values can cause crashes!
- SetModel <string> (only in )
- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.
Important:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
- 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.
Animation
- SetCycle <float> (only in )
- Skip to a specific point in the current animation.
- SetPlayBackRate <float>
- Change the animation speed multiplier.
Lighting / Shadow / Reflectinos
- SetLightingOrigin <targetname>
- Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname> (removed since )
- Deprecated.
Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin
instead.
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 )
- 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:
- DisableDrawInFastReflection (in all games since )
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
- EnableDrawInFastReflection (in all games since )
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Miscellaneous
- SetDamageFilter <targetname>
- Sets a filter for this entity for when it receives damage.
- Ignite
- Makes the entity catch on fire indefinitely.
- IgniteLifetime <float>
- Makes the entity catch on fire for a given amount of time.
- IgniteNumHitboxFires <integer> (removed since )
- Makes the entity catch on fire with a given number of hitbox fire particles.
- IgniteHitboxFireScale <float> (removed since )
- Makes the entity catch on fire with a given scale for hitbox fire particles.
Note:IgniteNumHitboxFires
/ IgniteHitboxFireScale
are still present in games post but call the same function as Ignite
(they still take integer and float parameter but don't do anything with them)
- 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.
- 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.
- fademindist <float>
- Same effect as fademindist ↑ keyvalue
- fademaxdist <float>
- Same effect as fademaxdist ↑ keyvalue
Outputs
- OnIgnite !FGD
- Fired when the entity catches fire, such as from an env_entity_igniter or the
Ignite
inputs.
- OnFizzled (only in )
- Fired when this entity is fizzled by a trigger_portal_cleanser or, for prop_weighted_cube, the Dissolve or SilentDissolve inputs. :
Bug:It does not fire when the object is fizzled by other means such as env_entity_dissolver. [todo tested in?]
See Also