
10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat).9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat).8: Fast Become Solid (increases alpha by +4 per frame).7: Slow Become Solid (increases alpha by +1 per frame/ (in all games since ) Fades in over 4 s).6: Fast Fade Away (decreases alpha by -4 per frame/ (in all games since ) Fades out over 1 s).5: Slow Fade Away (decreases alpha by -1 per frame/ (in all games since ) Fades out over 4 s).

4: Fast Wide Pulse (varies alpha by ☖4 over a period of 0.4 s).3: Slow Wide Pulse (varies alpha by ☖4 over a period of 1.5 s).2: Fast Pulse (varies alpha by ☑6 over a period of 0.4 s).1: Slow Pulse (varies alpha by ☑6 over a period of 1.5 s).Render FX (renderfx) Various somewhat legacy alpha effects. Render Color (R G B) (rendercolor) Color tint. FX Amount/Transparency (0–255) (renderamt) Transparency amount, requires a Render Mode other than Normal. Using 0 turns off the forced fade altogether. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Fade Scale (fadescale) If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. The value will scale appropriately if the entity is in a 3D Skybox. If 0 or less, the entity won't disappear at all. End Fade Distance (fademaxdist) Distance at which the entity ends fading. If 0 or less, the entity will disappear instantly when end fade is hit.

Texture Frame (texframeindex) !FGD The initial frame number for all animated textures on this entity.Įffects - Render Start Fade Distance (fademindist) Distance at which the entity starts fading. Cycle (cycle) !FGD The current frame of the current animation, on a range from 0-1. Playback Rate (playbackrate) !FGD A multiplier of the framerate at which animations are played, negative values are accepted. Maximum DX Level (maxdxlevel) ( removed since )Īnimating Sequence (sequence) !FGD Default animation sequence for the model to be playing after spawning. Warning: If these are used, the object may break when the user switches their DirectX settings.
