Global Parameters
Global parameters apply to most entities or all entities. Exceptions are cases where applying the parameter makes no sense (for example, rendering options for an object without a model) or there is a limitation introduced out of necessity. Such limitations are documented in the usage notes for individual entities. Note that this section mentions not only new but also customary Half-Life global parameters. The new ones are marked “(new)”.
targetname | Found in most entities that have multiple states (normally they are two states: “on” and “off”) and for objects that cannot be controlled directly but can have their internal state read, for example through the use of multi_watcher. |
target | Contains the name of the target that the object can control. Controlling means not only state change, but also smooth analogue adjustment for some entities (such as momentary_door). |
classname | Class of the object. The class cannot be changed by the mapper and is used as a key name with some code attached to it for controlling this class of object. For example, the code attached to the name func_door simulates door behaviour, the code attached to the name monster_barney acts like a regular Black Mesa security guard, and so on. |
globalname | The object's global name used for unconditional transfer of the object to a new level if object transfer is not implied by default. For example, there is no point in setting this name for NPCs, because they are transferred to new levels anyway. The main purpose of globalname is to carry over logical objects and objects with brush models that are part of the current map. For successful transfer, set the same name for the necessary objects on all the maps you need. Note: The decals on the object will be transferred along with it. |
rendermode | Defines the object's drawing mode. Not all modes are applicable to all types of entities and all models. This is what GoldSource does, and this behaviour was kept in XashXT.
|
rendercolor | Colour in RGB format in the range 0–255. The default value is 255 255 255 (set in the game engine). Works together with rendermode color (for models, sprites and brushes) and rendermode glow, worldglow (only for sprites). |
renderamt | Object transparency in the range 0–255. Works in the following rendermodes: color, texture, glow, additive, world glow. |
renderfx | A set of predefined effects, mainly for models. Normally used for changing model transparency by a preset function. Includes flickering, smooth fade, holographic effect, glow shell and a few special modes for internal use. |
colormap | Specified as run-together literals of two numbers in the range from 0 to 255: topcolor and bottomcolor (from the palette). For example, for colours 48 and 132 specify 48132. When the value is ambiguous (for example, colours 11 and 12), consider using a hexadecimal value instead of a decimal one—this ensures that each colour gets exactly two places in a four-digit number (for example, 11 and 12 will be represented by 0x0B0C). In practice, only the topcolor is often specified, and bottomcolor omitted. Works only for models that contain so called remap textures, where part of the palette can be replaced by custom values. This feature is normally used for colouring the players on different teams, but it can be used in singleplayer as long as the model contains remap textures. The textures have special naming conventions and distribute the palette in a particular way; for details, see the appropriate documentation. Remember also that this parameter increases map loading times, because the engine takes some time to create texture copies. |
spawnflags | A set of option flags individual to entities. This is where you should put the values documented in the Spawnflags sections of entity description pages. Most editors represents these flags as a group of check boxes for the convenience of mappers. |
m_iClass (new) | Found in all objects whose names begin with monster_ and for func_tank. Lets you set the attitude towards the player and other monsters. For a detailed description of classes, see Monster Classes and Behaviour. |
m_iPlayerReact (new) | Found in all objects whose names begin with monster_. Lets you set the monster's attitude towards the player. For a detailed description, see the description of the env_customize entity. |
parent (new) | Name of the parent entity to attach the object to. The objects will be attaches exactly as arranged by the level designer on the map. |
movewith (new) | Alias for the parent field. Introduced for compatibility with the Spirit of Half-Life mod. |
reflection (new) | How the entity is reflected in mirrors:
|
master | Name of the blocking entity. Applies to nearly all objects that can be enabled and disabled. |