Template:KV EmpBuilding

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Tests

Key (?) Variable Source (?) Property Name Default Value Description
startBuilt <choices> EmpBuilding Fully Built? Yes
If yes, then the building will start with full health and be fully functional. If no, then an engineer must repair it to full health before it functions.

Values:

  • 0: No
  • 1: Yes
model <string> BaseAnimating World Model
The model this entity should appear as. 128-character limit.
skin or ModelSkin Alien Swarm <integer> BaseAnimating Skin 0
Some models have multiple skins. This value selects from the index, starting with 0.
solid <choices> BaseAnimating Collisions Use VPhysics
Method of collision for this entity.

Values:

  • 0: Not Solid
  • 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
hitboxset <string> BaseAnimating Hitbox Set
Sets the $hboxset to use.
body or SetBodyGroup <integer> BaseAnimating Body Group 0
Sets the the active submodel ($bodygroup).
Warning.pngWarning:Submodel changes do not appear in Hammer Hammer, which may result in an inaccurate preview.
modelindex <short> BaseAnimating Model Index
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to 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.
modelscale <float> BaseAnimating Model Scale 1.0
(in all games since Half-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Scales the physics model if the entity has a VPhysics object.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++ and Strata Source Strata Source Hammer.
Warning.pngWarning:Scaling physics objects is extremely expensive, and it can take x100 longer (~5 milliseconds) to spawn the entity! This is because it has to re-generate a new physics mesh each time. If this is an issue, recompile the model with the scaling baked in, or apply modelscale after spawning (only the visual will be scaled).

DXLevelChoice

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

Animating

sequence <integer> BaseAnimating Sequence
Default animation sequence for the model to be playing after spawning.
playbackrate <float> BaseAnimating Playback Rate
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
cycle <float> BaseAnimating Cycle
The current frame of the current animation, on a range from 0-1.
texframeindex <integer> BaseAnimating Texture Frame
The initial frame number for all animated textures on this entity.

Effects - Render

fademindist <float> BaseAnimating Start Fade Distance -1
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.
fademaxdist <float> BaseAnimating End Fade Distance 0
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.
fadescale <float> BaseAnimating Fade Scale 1
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.
renderamt <integer> BaseAnimating FX Amount/Transparency (0–255) 255
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
rendercolor <color255> BaseAnimating Render Color (R G B) 255 255 255
Color tint.
renderfx <choices> BaseAnimating Render FX Normal
Various somewhat legacy alpha effects.
Icon-Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive Counter-Strike: Global Offensive

Values:

  • 0: Normal
  • 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
Blank image.pngTodo: what does this do? may be nonfunctional
rendermode <choices> BaseAnimating Render Mode Normal
Set a non-standard rendering mode on this entity.

Values:

  • 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

disableshadows <boolean> BaseAnimating Disable Shadows No
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
disablereceiveshadows <boolean> BaseAnimating Disable Receiving Shadows No
Prevent the entity from receiving shadows on itself.
shadowcastdist <integer> BaseAnimating Shadow Cast Distance 0
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
LightingOrigin <targetname> BaseAnimating Lighting Origin
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
LightingOriginHack <targetname> BaseAnimating Lighting Origin Offset
Obsolete Obsolete(not in Left 4 Dead series)!FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.