Template:KV BaseAnimating/doc

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Template:KV_BaseEntity


Info holder of all relevant keyvalues inherited from theCBaseAnimating C++ class. The template has a very specific syntax that you must follow to apply properly, because new games have added new features throughout the years. See Help:Templates for more info on named parameters.

SomeCBaseAnimatingkeyvalues are not exclusive to this class, but rather is only of relevance only on theCBaseAnimatingclass. See the Uncovered Keyvalues page to know more.

Note.png Note: After you edit this template, please make sure you also edit the targeted entity's page. Per-game keyvalues may be duplicated, for technical reasons. See also FGD Template Prototype.

Usage

These must be used in a specific syntax! ALL parameters must be given a value of 1, such as|portal2=1. Only one game parameter can be used at once.

{{KV BaseAnimating|portal2=1}}

Parameters

If you leave the parameter field empty (using no arguments), the template will automatically fallback to displaying keyvalues from the current default game.

All parameters for this template:

  • base - No game-specific information is displayed (other than DXLevelChoice), and base engine features only. (The Source 2013 / Source 2013 Multiplayer iteration engine)
  • l4d - Set template KVs specific to Left 4 Dead. ('SystemLevelChoice')
  • l4d2 - Set template KVs specific to Left 4 Dead 2. ('SystemLevelChoice' + Glow backface)
  • as - Display keys present since Alien Swarm. ('SystemLevelChoice' + MoveType and CollisionGroup)
  • portal2 - [CURRENT DEFAULT] Display keys present since Portal 2. ('SystemLevelChoice' + MoveType and CollisionGroup + SuppressAnimSounds and various projected texture settings)
Note.png Note: If nothing is set, the template will show things unique to pre-P2 versions of the engine.

Refer to the Examples section for samples.

Examples

Show Info Specific to a Game Left 4 Dead

This makes information relevant only to Left 4 Dead be displayed.

{{KV BaseAnimating|l4d=1}}
will: 

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.
 
  • 0: None
  • 1: BSP (QPhysics) !FGD
  • 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.png Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.


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.
Bug.png Bug: 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 (Fades out over 4 s)
  • 6: Fast Fade Away (Fades out over 1 s)
  • 7: Slow Become Solid (Fades in over 4 s)
  • 8: Fast Become Solid (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: Fade Out (instant; not very useful outside of code)
  • 16: Hologram (Distort + "distance fade")
  • 17: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear)
    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)
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
 
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 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.


Miscellaneous


SystemLevelChoice:

Minimum Effect Details Level (mincpulevel) <choices> (in all games since Left 4 Dead)
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
 
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Note.png Note: The keys' names are because of the cpu_level command, the command Effect Details uses.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
 
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
Note.png Note: The keys' names are because of the gpu_level command, the command Shader Details uses.

Show Info Specific to Base Engine

Information relevant only to base engine are displayed. (Source 2013 / Source 2013 Multiplayer)

{{KV BaseAnimating|base=1}}
will: 

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.
 
  • 0: None
  • 1: BSP (QPhysics) !FGD
  • 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.png Warning: 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) (not in Portal Left 4 Dead series Source 2013) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.png Warning: Negative or extremely high values can cause crashes!

DXLevelChoice:

Minimum DX Level (mindxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices> (removed since Left 4 Dead)

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.
Bug.png Bug: 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)
  • 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)
  • 16: 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)
    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
To do: what does this do? may be nonfunctional
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
 
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 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.

Using Template Defaults

Without using any arguments, the template fallbacks to a default, which is the latest Source game.

{{KV BaseAnimating}}
will: 

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.
 
  • 0: None
  • 1: BSP (QPhysics) !FGD
    Bug.png Bug: 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.png Warning: 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) (not in Portal Left 4 Dead series Source 2013) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning.png Warning: Negative or extremely high values can cause crashes!

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.
Bug.png Bug: 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)
To do: what does this do? may be nonfunctional
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
 
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: "Environmental" (removed, does nothing) Obsolete !FGD
  • 7: Additive Fractional Frame
  • 8: Alpha Add !FGD
  • 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.
 
  • 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.
 
  • 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 DX Level (mindxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning.png Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices> (removed since Left 4 Dead)

SystemLevelChoice:

Minimum Effect Details Level (mincpulevel) <choices> (in all games since Left 4 Dead)
Maximum Effect Details Level (maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.
 
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Note.png Note: The keys' names are because of the cpu_level command, the command Effect Details uses.
Minimum Shader Details Level (mingpulevel) <choices> (in all games since Left 4 Dead)
Maximum Shader Details Level (maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.
 
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High
Note.png Note: The keys' names are because of the gpu_level command, the command Shader Details uses.

See Also