csgo_player_previewmodel
- Counter-Strike 2
Point Entity
A model entity that can be used for characters in ui maps.
Keyvalues
-
Render Mode (
rendermode
) <Choices
>
Used to set a non-standard rendering mode on this entity. See also 'FX Amount' and 'FX Color'.- Normal
- Color
- Texture
- Glow
- Solid
- Additive
- Additive Fractional Frame
- World Space Glow
- Dont Render
- Dev Visualizer
-
Render FX (
renderfx
) <Choices
>- Normal
- Slow Pulse
- Fast Pulse
- Slow Wide Pulse
- Fast Wide Pulse
- Slow Strobe
- Fast Strobe
- Faster Strobe
- Slow Flicker
- Fast Flicker
- Slow Fade Away
- Fast Fade Away
- Slow Become Solid
- Fast Become Solid
- Constant Glow
- Distort
- Hologram (Distort + fade)
- Cull By Distance (TEST)
- Spotlight FX
- Fade Near
-
FX Amount (0 - 255) (
renderamt
) <Integer
>
The FX amount is used by the selected Render Mode. -
FX Color (R G B) (
rendercolor
) <Color255
>
The FX color is used by the selected Render Mode. -
Disable Receiving Shadows (
disablereceiveshadows
) <Boolean
> -
Start Fade Dist (
fademindist
) <Float
>
Distance at which the overlay starts to fade (-1 = subtract from fademaxdist). -
End Fade Dist (
fademaxdist
) <Float
>
Maximum distance at which the overlay is visible (0 = don't fade out). -
Culling Behaviour (
object_culling
) <Choices
>
Modifies culling behaviour when the object is small / distant- Default
- Smaller than default
- Much smaller than default
- When extremely small
-
Render to Cubemaps (
rendertocubemaps
) <Boolean
>
If true, this geometry renders into baked cube maps -
Lightmap Static (
lightmapstatic
) <Choices
>
Determines if this geometry be considered static & cast shadows/bounce light when baking lightmaps?- No
- Yes
- Bounce Only
-
Name (
targetname
) <TargetSource
>
The name that other entities refer to this entity by. -
World Model (
model
) <Studio
>
Overriden by game code. -
Animgraph (
animgraph
) <AnimGraph
>
Specify animgraph resource. Overridden if the model is changed by game code. -
Character Mode (
character_mode
) <AnimGraphEnum
>
UI Character animation mode. Set by game code. -
Counter Terrorist (
CT_true
) <AnimGraphEnum
>
True CT, false for terrorist. This value is overridden in game to match the model. -
Weapon type (
weapon_type
) <AnimGraphEnum
>
Major weapon type. Overridden in game to match equipped weapon. -
Pistol type (
weapon_type_pistol
) <AnimGraphEnum
>
Minor weapon type only applies if Weapon Type == Pistol. Overridden in game to match equipped weapon. -
Rifle type (
weapon_type_rifle
) <AnimGraphEnum
>
Minor weapon type only applies if Weapon Type == Rifle. Overridden in game to match equipped weapon. -
End Of Match celebration type (
end_of_match_celebration
) <AnimGraphEnum
>
Only applies if Character Mode == end_of_match. Overridden in game by End Of Match dialog. -
Team preview position (
team_preview_position
) <AnimGraphEnum
>
For Character Mode team_select and team_intro. Overridden in game. -
Reset Model on Spawn (
reset_model_on_spawn
) <Boolean
>
Clear this model when the entity spawns. Used for previewing a specific model in hammer but populating the actual model based on player equipment.
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B).