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6 | 6 | = _CBaseEntity_ |
7 | 7 | [ |
8 | 8 | classname(string) : "Classname" : : "The class of the entity, and is changed." |
9 | | - origin(origin) : "Position" : "0 0 0" |
10 | | - angles(angle) : "Pitch Yaw Roll (X Y Z)" : "0 0 0" |
| 9 | + origin(origin) : "Position" : "0 0 0" : "Range in which this NPC will search for busy hints." |
| 10 | + angles(angle) : "Pitch Yaw Roll (X Y Z)" : "0 0 0" : "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." |
11 | 11 |
|
12 | 12 | targetname(target_source) : "Name" |
13 | 13 | hammerid(integer) : "Hammer ID" |
14 | 14 | // Defined here, but don't include - it's treated as |
15 | 15 | // many different types. |
16 | 16 | // target(target_destination) : "Target" |
17 | | - spawnflags(flags) = [] |
| 17 | + spawnflags(flags) : "spawnflags" : "Flags that can be set on spawn (i.e. in Hammer Editor)" = [] |
18 | 18 |
|
19 | 19 |
|
20 | | - vscripts[VSCRIPT](scriptlist) : "Entity Scripts" |
21 | | - thinkfunction[VSCRIPT](string) : "Script think function" |
22 | | - nextthink(integer) : "Next Think" |
| 20 | + vscripts[VSCRIPT](scriptlist) : "Entity Scripts" : : "Name(s) of script files that are executed after all entities have spawned." |
| 21 | + thinkfunction[VSCRIPT](string) : "Script think function" : : "Name of a function in this entity's script scope which will be called automatically." |
| 22 | + nextthink(integer) : "Next Think" : : "Name of another function in this entity's script scope which will be called automatically." |
| 23 | + globalname(string) : "Global Entity Name" : : "Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state." |
23 | 24 |
|
24 | | - globalname(string) : "Global Entity Name" |
| 25 | + mincpulevel(integer) : "Min CPU Level" : 0 : "This entity will not render if settings are lower than this value." |
| 26 | + maxcpulevel(integer) : "Max CPU Level" : 0 : "This entity will not render if settings are higher than this value." |
| 27 | + mingpulevel(integer) : "Min GPU Level" : 0 : "This entity will not render if settings are lower than this value." |
| 28 | + maxgpulevel(integer) : "Max GPU Level" : 0 : "This entity will not render if settings are higher than this value." |
25 | 29 |
|
26 | | - mincpulevel(integer) : "Min CPU Level" : 0 |
27 | | - maxcpulevel(integer) : "Max CPU Level" : 0 |
28 | | - mingpulevel(integer) : "Min GPU Level" : 0 |
29 | | - maxgpulevel(integer) : "Max GPU Level" : 0 |
30 | | - |
31 | | - parentname(target_destination) : "Parent" |
| 30 | + parentname(target_destination) : "Parent" : "Parent entity that this (child) entity will be attached to and move with." |
32 | 31 |
|
33 | 32 | teamnumber[+USE_TEAM](integer) : "Team number" : : "Team number this entity is on." |
34 | 33 | pendingteamnumber[+USE_TEAM](integer) : "Pending Team Number" : : "Team numer this entity will be on at the beginning of the next round." |
35 | 34 |
|
36 | | - responseContext(string) : "Response Context" : "" |
| 35 | + responseContext(string) : "Response Context" : : "Response system context(s) for this entity. Format should be: 'key:value,key2:value2,etc'. When this entity speaks, the list of keys & values will be passed to the response rules system." |
37 | 36 | addon(string) : "AI Addon" : : "Broken ASW feature." |
38 | 37 |
|
39 | | - health(integer) : "Health" |
40 | | - max_health(integer) : "Max Health" |
41 | | - is_autoaim_target(boolean) : "Is Autoaim Target" : 0 |
42 | | - damagefilter(filterclass) : "Damage Filter" |
43 | | - nodamageforces(boolean) : "No damage forces" |
44 | | - |
45 | | - renderfx(integer) : "Render FX" : 0 |
46 | | - rendermode(integer) : "Render Mode" : 0 |
47 | | - renderamt(integer) : "Render Alpha" : 255 |
48 | | - effects(integer) : "Effects" : 0 |
49 | | - rendercolor(color255) : "Render Color" : "255 255 255" |
| 38 | + health(integer) : "Health" : : "Number of points of damage to take before breaking. 0 means don't break." |
| 39 | + max_health(integer) : "Max Health" : : "Overrides the NPC's max health. Health cannot exceed this amount." |
| 40 | + is_autoaim_target(boolean) : "Is Autoaim Target" : 0 : "Should this entity automatically aim at its target." |
| 41 | + damagefilter(filterclass) : "Damage Filter" : : "Name of the filters that control which entities can be damaged by this entity." |
| 42 | + nodamageforces(boolean) : "No damage forces" : : "Should this entity receive damage forces?" |
| 43 | + |
| 44 | + renderfx(integer) : "Render FX" : 0 : "Various somewhat legacy alpha effects. Material Proxies are more modern." |
| 45 | + rendermode(integer) : "Render Mode" : 0 : "Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = src*a+dest*(1-a)* Glow = src*a + dest, fixed on screen for sprites* Solid = Performs alphatest transparency* Additive = src*a + dest* Additive FF = blend between sprite nimation frames* Alpha Add = src + dest*(1-a)* World Space Glow = src*a + dest" |
| 46 | + renderamt(integer) : "Render Alpha" : 255 : "Opacity of this entity. 255 is fully opaque. Requires Additive render mode to be set." |
| 47 | + effects(integer) : "Effects" : 0 : "For configuring visual effects. If you want to combine effects, turn SmartEdit off and add the effect numbers together, i.e. 64 + 8 = 72." |
| 48 | + rendercolor(color255) : "Render Color" : "255 255 255" : "A color to mix with the model/sprite." |
50 | 49 | modelindex(integer) : "Model Index" : 0 : "Internal model index, shouldn't be used." |
51 | 50 | model(studio) : "Model" : "" : "Model/sprite name, or brush index." |
52 | | - shadowcastdist(integer) : "Shadow Cast Distance" : 0 |
53 | | - texframeindex(integer) : "Texture Frame" : 0 |
54 | | - drawinfastreflection(boolean) : "Draw In Fast Reflections" |
55 | | - disableshadows(boolean) : "Disable Shadows" |
| 51 | + shadowcastdist(integer) : "Shadow Cast Distance" : 0 : "Sets how far the entity casts dynamic shadows, in units. 0 means default distance from the shadow_control entity." |
| 52 | + texframeindex(integer) : "Texture Frame" : 0 : "If the VTF is multi-frame, specifies the frame to use." |
| 53 | + drawinfastreflection(boolean) : "Draw In Fast Reflections" : 0 : "If enabled, causes this entity/prop to to render in fast water reflections (i.e. when a water material specifies $reflectonlymarkedentities) and in the world impostor pass." |
| 54 | + disableshadows(boolean) : "Disable Shadows" : 0 : "Prevent the entity from creating render-to-texture (dynamic) shadows." |
56 | 55 | disablereceiveshadows(boolean) : "Disable Recieving Shadows" |
57 | 56 | disableflashlight(boolean) : "Disable Projected Texture Shadows" |
58 | 57 | disableshadowdepth(boolean) : "Disable Shadow Depth" |
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