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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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