Template:KV EmpBuilding
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Tests
Key (?) | Variable | Source (?) | Property Name | Default Value | Description |
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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:
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model | <string> | BaseAnimating | World Model | The model this entity should appear as. 128-character limit. |
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skin or ModelSkin | <integer> | BaseAnimating | Skin | 0 | Some models have multiple skins. This value selects from the index, starting with 0. |
solid | <choices> | BaseAnimating | Collisions | Use VPhysics | |
hitboxset | <string> | BaseAnimating | Hitbox Set | ||
body or SetBodyGroup | <integer> | BaseAnimating | Body Group | 0 | Sets the the active submodel ( $bodygroup ).Warning:Submodel changes do not appear in 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:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. |
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modelscale | <float> | BaseAnimating | Model Scale | 1.0 | A multiplier for the size of the model. Negative values are accepted. Scales the physics model if the entity has a VPhysics object. Warning:Negative or extremely high values can cause crashes! Note:Scale may not appear in Hammer 4.x, but will appear in-game (tested in ). This is fixed in Hammer++ and Strata Source Hammer. Warning: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 | The entity will not exist if the engine is running outside the given range of DirectX Versions.
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maxdxlevel | <choices> | Maximum DX Level | |||
Animating | |||||
sequence | <integer> | BaseAnimating | Sequence | Default animation sequence for the model to be playing after spawning. |
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playbackrate | <float> | BaseAnimating | Playback Rate | ||
cycle | <float> | BaseAnimating | Cycle | The current frame of the current animation, on a range from 0-1. |
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texframeindex | <integer> | BaseAnimating | Texture Frame | The initial frame number for all animated textures on this entity. |
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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.
Values:
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rendermode | <choices> | BaseAnimating | Render Mode | Normal | |
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. |
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LightingOriginHack | <targetname> | BaseAnimating | Lighting Origin Offset | The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead. |