5/26/2023 0 Comments Gmod missile commander![]() 1: Slow Pulse (varies alpha by ☑6 over a period of 1.5 s).Render FX (renderfx) Various somewhat legacy alpha effects. Render Color (R G B) (rendercolor) Color tint. FX Amount/Transparency (0–255) (renderamt) Transparency amount, requires a Render Mode other than Normal. Using 0 turns off the forced fade altogether. 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. Fade Scale (fadescale) 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. The value will scale appropriately if the entity is in a 3D Skybox. If 0 or less, the entity won't disappear at all. End Fade Distance (fademaxdist) Distance at which the entity ends fading. If 0 or less, the entity will disappear instantly when end fade is hit. Start Fade Distance (fademindist) Distance at which the entity starts fading. Texture Frame (texframeindex) !FGD The initial frame number for all animated textures on this entity. Cycle (cycle) !FGD The current frame of the current animation, on a range from 0-1. Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. Warning: Negative or extremely high values can cause crashes!Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. Should be used very sparingly! Is Automatic-Aim Target (is_autoaim_target) (in all games since ) !FGD If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs. Lag Compensation (LagCompensate) (in all games since ) !FGD Set to Yes to lag compensate this entity. Avoid expensive operations in this function, as it may cause performance problems. Think function (thinkfunction) (in all games since ) ( also in ) 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. Scripts executed on the worldspawn entity will be placed in root scope. ![]() The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions. Entity Scripts (vscripts) (in all games since ) ( also in ) Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. Effects (effects) !FGD Combination of effect flags to use. Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! Flags (spawnflags) !FGD Toggles exclusive features of an entity, its specific number is determined by the combination of flags added. With a value of 0 the NPC will take no damage from physics. Physics Impact Damage Scale (physdamagescale) Scales damage energy when this character is hit by a physics object. Ignore unseen enemies (ignoreunseenenemies) Prefers visible enemies, regardless of distance or relationship priority. Enemy Filter (enemyfilter) Filter entity to test targets against. Wake Squad (wakesquad) Wake all of the NPCs squadmates if the NPC is woken. Wake Radius (wakeradius) Auto-wake if player comes within this distance. Sleep State (sleepstate) Holds the NPC in stasis until specified condition. Hint Limit Nav (hintlimiting) Limits NPC to using specified hint group for navigation requests. Only hint nodes with matching hint group names will be considered by this NPC. Hint Group (hintgroup) Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Squad Name (squadname) NPCs that are in the same squad (i.e., have matching squad names) will share information about enemies and will take turns attacking and covering each other. Target Path Corner (target) The path_corner that this NPC will move to after spawning. Used like the ai_relationship entity, with this NPC as the subject. Relationship !FGD Changes whether this NPC likes or dislikes certain others.
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