

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.

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.

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.
