npc_dota_building
- Dota 2
Point Entity
Creates a simple building.
Keyvalues
-
Team Number (
teamnumber
) <Choices
>- Unassigned
- Spectators
- Good Guys
- Bad Guys
- Neutrals
- No Team
- Custom 1
- Custom 2
- Custom 3
- Custom 4
- Custom 5
- Custom 6
- Custom 7
- Custom 8
-
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
-
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. -
Global Entity Name (
globalname
) <String
>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state. -
Create Client-Only Entity (
clientSideEntity
) <Choices
>- No
- Yes
-
Parent (
parentname
) <TargetDestination
>
The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent. -
Parent Bone/Attachment Name (
parentAttachmentName
) <ParentAttachment
>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment. NOTE: If this is specified the Hammer transform will be disregarded, even if 'Use Local Transform' is NOT specified (in that case local transform will be identity) -
Use Local Transform (
useLocalOffset
) <Boolean
>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent. -
Local Origin (
local.origin
) <Vector
>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Angles (
local.angles
) <Angle
>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
Local Scale (
local.scales
) <Vector
>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment. -
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. -
Linked (
link
) <String
>
The Linked Unit. -
Vulnerable On Creep Spawn (
vulnerableoncreepspawn
) <Choices
>- No
- Yes
-
Dire Side (
direside
) <Choices
>- No
- Yes
-
Invulnerability Link Count (
invuln_count
) <Integer
>
The number of entities linked to this to trigger to remove invulnerability. -
Player Owner (
playerowner
) <Choices
>- None
- Player 1
- Player 2
- Player 3
- Player 4
- Player 5
-
Damage lvl 1 model (
destruction_lvl1
) <Studio
> -
lvl 1 hurt percentage (
destdmgamnt_lvl1
) <Float
>
The health percentage at which first level of damage happens. This is the percentage of health left. -
Damage lvl 1 Effect (
damagefx_lvl1
) <ParticleSystem
> -
Damage lvl 2 model (
destruction_lvl2
) <Studio
> -
lvl 2 hurt percentage (
destdmgamnt_lvl2
) <Float
>
The health percentage at which second level damage happens. This is the percentage of health left. -
Damage lvl 2 Effect (
damagefx_lvl2
) <ParticleSystem
> -
Ambient Effect (
ambientfx
) <ParticleSystem
> -
Destruction Effect (
destroyfx
) <ParticleSystem
> -
Particle Tint Color (
particle_tint_color
) <Color255
> -
Destruction Sound Effect (
destroysound
) <Sound
>
When the building is destroyed, this sound effect will be played, originating from this entity. -
Damage lvl 1 Sound Effect (
dmglvl1sound
) <Sound
>
When the building is damaged to the first level, this sound effect will be played, originating from this entity. -
Damage lvl 2 Sound Effect (
dmglvl2sound
) <Sound
>
When the building is damaged to the second level, this sound effect will be played, originating from this entity. -
Unit Name (
MapUnitName
) <String
>
Unit Name to look up in npc txt files to set this entity's data.
Inputs
-
Alpha <
Integer
>
Set the sprite's alpha (0 - 255). -
Color <
Color255
>
Set the sprite's color (R G B). -
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. -
SetParent <
TargetDestination
>
Changes the entity's parent in the movement hierarchy. -
SetParentAttachment <
String
>
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. -
SetParentAttachmentMaintainOffset <
String
>
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached. -
ClearParent <
Void
>
Removes this entity from the the movement hierarchy, leaving it free to move independently. -
FollowEntity <
String
>
Bone merges this entity to a parent entity. Call again passing nothing to end the bone merge. -
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. -
SetInvulnCount <
Integer
>
Sets the invulnerable count on this building. -
ReduceInvulnCount <
Void
>
Reduces the invulnerable count by one on this build. When the count goes to 0 or lower, backdoor protection is disabled.
Outputs
-
OnIgnite <
Void
>
Fired when this object catches fire. -
OnDestructiblePartDestroyed <
Cpp
>\ -
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.