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csgo_player_previewmodel

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).