Template:KV BaseEntity/strings

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Subpage of strings
It contains various translatable and untranslatable strings that are used in the template or anywhere else.
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Number of strings:19
Approximate status of translation:English (en) 100% 中文 (zh) 100% 
  • The name that other entities use to refer to this entity.
  • Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
    Tip.pngTip:Entities transition to the next map with their parents
    Tip.pngTip:phys_constraint can be used as a workaround if parenting fails.
  • The position of this entity's center in the world. Rotating entities typically rotate around their origin.
    Note.pngNote:Hammer does not move the entities accordingly only in the editor.
  • 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.
    Note.pngNote:This works on brush entities, although Hammer doesn't show the new angles.
  • Determines the characteristics of the entity before it spawns.
    Tip.pngTip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
  • Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
  • Combination of effect flags to use.
  • Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Scripts executed on the worldspawn entity will be placed in root scope.
  • Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
  • Set to Yes to lag compensate this entity. Should be used very sparingly!
  • If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
  • Method of collision for this entity.

Values:

  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In 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 brush entities meant to be rotated) !FGD
  • 4: Oriented Bounding Box but constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
  • Given the number index from dumping thecl_precacheinfo modelprecachetable, sets entity model to of 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.
  • Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
    Tip.pngTip:Can also be filtered for or against!
  • When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
  • Amount of time before the entity thinks again.
  • The local time of the entity, independent of the global clock. Used mainly for physics calculations.
  • The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
  • If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.