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ent_dota_tree

Point Entity

Creates a Dota tree. Trees have collision, block fog of war visibility, and can be destroyed. Note: it's far faster to place trees via the Tile Editor tool.

Keyvalues

  • Entity Scripts (vscripts) <ScriptList>
    Name(s) of script files that are executed after all entities have spawned.

  • Name (targetname) <TargetSource>
    The name that other entities refer to this entity by.

  • World Model (model) <Studio>

  • Skin (skin) <MaterialGroup>
    Some models have multiple versions of their textures, called skins.

  • Body Groups (bodygroups) <BodyGroupChoices>

  • Cast Shadows (disableshadows) <Choices>
    Used to disable shadow casting from this entity.

    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
    • Enabled
    • No Shadows
    • Only Realtime Shadows
    • Only Baked Shadows
  • Add Attribute (add_attribute) <String>
    Will add an additional attribute that AI/player entities can query when checking props for information (ex: 'DogToy' or 'GrabbableResource')

  • Add Modifier (add_modifier) <String>
    Will add this modifier when the entity spawns.

  • FX Color (R G B) (rendercolor) <Color255>
    The FX color is used by the selected Render Mode.

  • Ambient Effect (ambientfx) <ParticleSystem>

  • Particle Tint Color (particle_tint_color) <Color255>

  • Always use showcase tree (always_use_showcase_tree) <Boolean>

  • Tree shake strength override (tree_shake_strength_override) <Float>

  • Grass Exclusion Radius (grass_exclusion_radius) <Float>
    Don't grow grass within this radius.

Inputs

  • RunScriptFile <String>
    Load and execute a script file

  • RunScriptCode <String>
    Execute a fragment of script code

  • CallScriptFunction <String>
    Call a script function

  • CallPrivateScriptFunction <String>
    Calls a script function from this entity's private script scope.

  • CallGlobalScriptFunction <String>
    Calls a script function in the global script scope.

  • Kill <Void>
    Removes this entity from the world.

  • KillHierarchy <Void>
    Removes this entity and all its children from the world.

  • KillConstrained <Void>
    Removes this entity, all its children, and anything constrained to it, from the world.

  • AddOutput <String>
    Adds an entity I/O connection to this entity. Parameter format: outputname>targetname>inputname>parameter>delay>max times to fire (-1 == infinite). Very dangerous, use with care.

  • FireUser1 <Void>
    Causes this entity's OnUser1 output to be fired.

  • FireUser2 <Void>
    Causes this entity's OnUser2 output to be fired.

  • FireUser3 <Void>
    Causes this entity's OnUser3 output to be fired.

  • FireUser4 <Void>
    Causes this entity's OnUser4 output to be fired.

  • Skin <Integer>
    Changes the model skin to the specified number.

  • DisableShadow <Void>
    Turn shadow off.

  • EnableShadow <Void>
    Turn shadow on.

  • AlternativeSorting <Boolean>
    Used to attempt to fix sorting problems when rendering. True activates, false deactivates

  • SetRenderAttribute <String>
    Set the value of a render attribute used in material dynamic expressions. Examples: $myfloat=0.25 $myfloat4=1.0,0.0,1.0,1.0

  • ClearRenderAttribute <String>
    Remove a render attribute previously set by SetRenderAttribute, restoring it to its previous value.

  • CutDown <Void>
    Cut down the tree.

  • CutDownForever <Void>
    Cut down the tree and don't grow back.

  • GrowBack <Void>
    Force the tree to regrow.

Outputs

  • OnUser1 <Void>
    Fired in response to FireUser1 input.

  • OnUser2 <Void>
    Fired in response to FireUser2 input.

  • OnUser3 <Void>
    Fired in response to FireUser3 input.

  • OnUser4 <Void>
    Fired in response to FireUser4 input.

  • OnKilled <Void>
    Fired when the entity is killed and removed from the game. Parameter is the inflictor.

  • OnIgnite <Void>
    Fired when this object catches fire.

  • OnDestructiblePartDestroyed <Cpp>\