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Gmod file contect locked
Gmod file contect locked










gmod file contect locked

IgniteLifetime Makes the entity catch on fire for a given amount of time. Ignite Makes the entity catch on fire indefinitely. SetBodyGroup Sets the the active $bodygroup.

Gmod file contect locked skin#

Skin Selects a skin from the model's index, starting with 0. OpenAwayFrom Open the door away from the specified entity. Toggle Toggle the door between open and closed. : Start Breakable (in all games since ) ( also in ).: Start Unbreakable (in all games since ).: Door silent to NPCs (Does not alert NPCs).: Door silent (No sound, and does not alert NPCs).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.

gmod file contect locked

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. Thinker function (thinkfunction) (in all games since ) 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. 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 ) 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. Using 0 turns off the forced fade altogether. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances.

  • If start fade is (in all games since ) If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified.
  • End Fade Dist (fademaxdist) (in all games since ) Max fade distance at which the prop is visible. Start Fade Dist (fademindist) (in all games since ) Distance at which the prop starts to fade. When used in a game before L4D, there is an abrupt render cut-off rather than an actual fade. Note: These keyvalues may not be available in some FGDs. Used for the large blast doors in infra_c7_m2_bunker. Can Damage Player (candamageplayer) ( only in ) If set, this door will kill the player blocking it. Damage Inflicted When Blocked (dmg) If an entity is blocking the door from moving, inflict this much damage per frame. Delay Before close (returndelay) Number of seconds the door waits until closing by itself.

    gmod file contect locked

    Unlocked Sound (soundunlockedoverride) Optional overrides to the sounds played by the door. Sound played when the player tries to open the door, and fails because it's locked. Locked Sound (soundlockedoverride) Optional overrides to the sounds played by the door. Moving Sound (soundmoveoverride) Sound played when the door starts to move. Fully Closed Sound (soundcloseoverride) Sound played when the door has finished closing. Fully Open Sound (soundopenoverride) Sound played when the door has finished opening. Note: Despite Hinge Axis values, the door can only rotate on the Z Axis Rotation Distance (distance) Number of degrees that the door should open, both forward and backward.












    Gmod file contect locked