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Stripper:Source Guide (Advanced)

Derpduck edited this page Nov 15, 2020 · 125 revisions

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Contents

Preface

This guide will cover the uses of Stripper in more depth, explain how various entities and mapping elements work and where to use them, practical applications of using Stripper to modify maps, advanced techniques, and how to resolve potential problems or work around Stripper's limitations.

It is highly recommended to read Stripper:Source Guide - Basics first to familiarize yourself with the fundamentals of Stripper, its structure, and its terminology.

Knowledge of Source engine and its entities, and Hammer Editor will also be useful, though not required when starting out.

Ideally the decompiled versions of Valve's maps should be used for reference and to author your changes before transferring them into Stripper, as for more advanced modifications relying entirely on Stripper dumps and in-game coordinates/entity placement will not be enough.

Standard Entity Properties

Entities in the Source engine share a standard set of properties that define key information about each individual instances of the entity.

Almost all entities have these properties, though for some they do not support every property, or it is not relevant to some specific entities. Many entities have their own unique properites which will be covered in later sections.

The Valve Developer Wiki is the best resource for finding these properties, along with accurate explainations of what they do and what values they accept. This information is also available in the Hammer Editor.

Standard Properties

  • classname
  • targetname
  • parentname
  • hammerid
  • origin
  • angles
  • spawnflags
  • model
  • solid
  • StartDisabled
  • disableshadows

Entity Inputs & Outputs

All non-static entities are capable of receiving inputs from other entities, and sending outputs to other entities.

The inputs and outputs of each entity varies depending on its type, though there is a standard set that all entities share, and more standard inputs that most entities can use.

I/O is a shorthand way of referring to Inputs/Outputs.

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