Entity List
Clicking on the name of an entity will bring you to its page.
Showing 825 of 825 entities
Last updated: 16 days ago
| Classname | Description | Games |
|---|---|---|
ai_addon_builder | ||
ai_ally_manager | AI Ally Manager | |
ai_attached_item_manager | AI Attached Item Manager - manages the items attached to one or more NPCs / ragdolls. | |
ai_battle_line | Battle line | |
ai_changehintgroup | Change Hint Group | |
ai_changetarget | Change Target | |
ai_goal_actbusy | AI Goal Act Busy | |
ai_goal_actbusy_queue | AI Goal Act Busy Queue | |
ai_goal_assault | AI Goal Assault | |
ai_goal_fightfromcover | AI Fight from Cover | |
ai_goal_follow | AI Goal Follow | |
ai_goal_injured_follow | AI Goal Injured Follow | |
ai_goal_lead | AI Goal Lead | |
ai_goal_lead_weapon | AI Goal Lead (Weapon). A version of the ai_goal_lead entity that requires the player to have the specified weapon before the Actor(s) will lead the player to their target. | |
ai_goal_operator | Indicates items in the world that some NPCs may operate upon | |
ai_goal_police | AI Goal Police | |
ai_goal_standoff | AI Goal Standoff | |
ai_markup_hlvr | Tagged markup volume entity for HLVR AI use | |
ai_npc_eventresponsesystem | An entity that allows you to generate events for nearby friendly NPCs to respond to. | |
ai_relationship | AI Relationship - Sets relationships between groups of NPCs in the AI. | |
ai_script_conditions | AI Script Conditions | |
ai_sound | This entity makes sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs. Sound Types - Combat: Will cause most NPCs to become alert - World: Will cause most NPCs to become alert - Danger: Will cause most NPCs to move away from the position of the sound - Bullet Impact - Carcass - Meat - Garbage - Thumper: causes antlions to run away briefly - Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness | |
ai_speechfilter | An entity that can be used to control the idle speech patterns of a set of NPCs. | |
aiscripted_schedule | Issues a command to an NPC without taking the NPC out of its AI. This does not seize control of the NPC as a scripted_sequence does | |
ambient_creatures | Client-side dynamic prop. | |
ambient_creatures_zone | Client-side func_brush. | |
ambient_generic | Universal ambient sound. Use it to play and control a single sound. | |
assault_assaultpoint | (Assault) assault point | |
assault_rallypoint | (Assault) rally point | |
beam_spotlight | An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests.This spotlight is entirely client side, it is not sync'd across clients. | |
cable_dynamic | ||
cable_static | ||
chicken | ||
color_correction | An entity to control the color correction in the map. | |
color_correction_volume | An entity to control the color correction in the map. | |
combine_attached_armor_prop | ||
combine_mine | Combine Land Mine | |
commentary_auto | Fires outputs when a map spawns in commentary mode. | |
counterterrorist_team_intro | In-map counter-terrorist team intro variant #1. | |
counterterrorist_team_intro_variant2 | In-map counter-terrorist team intro variant #2. | |
counterterrorist_wingman_intro | In-map counter-terrorist wingman intro. | |
crownfall_shmup_enemy | Crownfall shmup enemy. | |
cs_minimap_boundary | One of two corners needed to define the minimap boundaries (extend to support multilevel maps). | |
cs_pet_placement | Location on the map where to place pet. | |
csm_fov_override | This entity indicates the FOV override for cascading shadow maps. . | |
custom_hud_layout | Panorama UI that can be controlled by cs_script. See point_script. | |
cycler | An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations. | |
cycler_actor | Actor Cycler | |
dota_color_correction | An entity to control the color correction in the map. | |
dota_crate_drop_effects | Effects entity for the Crate Drop game | |
dota_custom_game_events | Used to change settings on the game mode for custom games. | |
dota_dc_murder_of_crows | Crows for the Dark Carnival act 1 overworld map | |
dota_displacement_visibility | Entity that can hide a displacement | |
dota_guild_banner_dynamic | guild banner, ultimately spawns different vmdls based on guild config. | |
dota_item_rune_spawner | A marker for where runes spawn, pre 7.0 behavior. | |
dota_item_rune_spawner_bounty | A marker for where bounty runes spawn. | |
dota_item_rune_spawner_powerup | A marker for where powerup runes spawn. | |
dota_item_rune_spawner_xp | A marker for where xp runes spawn. | |
dota_item_spawner | Spawn items. | |
dota_minimap_boundary | Used by the console command dota_minimap_create to define the min/max coordinates for taking minimap images. Two are required per map in opposite corners. The z difference between the two defines the image depth. | |
dota_movespeed_modifier_path | ||
dota_movespeed_path_node | ||
dota_particle_relay | ||
dota_prop_customtexture | [TOOLTIP NEEDS IMPROVEMENT] Custom texture prop. | |
dota_reflection_skybox | Skybox entity for reflections | |
dota_whack_a_mole_effects | Effects entity for the Whack a Mole game | |
dota_world_particle_system | [TOOLTIP NEEDS IMPROVEMENT] Dota world particle system. | |
dz_door | A security door. | |
end_of_match | In-map end-of-match position. | |
ent_dota_fountain | The Fountain | |
ent_dota_game_events | An entity that fires outputs based on game events. | |
ent_dota_halloffame | [TOOLTIP NEEDS IMPROVEMENT] The Hall of Fame. | |
ent_dota_lightinfo | Localized lighting settings to control lighting parameters in a radius. | |
ent_dota_neutral_item_stash | Creates a Dota neutral item stash. | |
ent_dota_promo | [TOOLTIP NEEDS IMPROVEMENT] Promo Entity. | |
ent_dota_shop | Creates a Dota item shop. | |
ent_dota_tree | 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. | |
ent_fow_blocker_node | Blocks fog of war along a line to its target. | |
ent_fow_revealer | Reveals fog of war in a radius. | |
ent_sugar_rush | Sugar Rush spot for Roshan. | |
env_beam | An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around. | |
env_beverage | HL1 Legacy: Beverage Dispenser. | |
env_blood | An entity used to spawn blood effects. | |
env_bubbles | An entity used to create a volume in which to spawn bubbles. | |
env_clock | ||
env_combined_light_probe_volume | Combination of an env_cubemap_box and an env_light_probe_volume | |
env_credits | An entity to control the rolling credits. | |
env_cs_place | An entity used to define a place on a CSGO map. | |
env_cubemap | Cubemap for sampling indirect specular reflection. | |
env_cubemap_box | An env_cubemap with box projection. | |
env_cubemap_fog | ||
env_decal | Simple projected decal entity | |
env_deferred_light | [TOOLTIP NEEDS IMPROVEMENT] Deferred light entity. | |
env_deferred_light_client_only | Deferred light entity whose state is not networked. | |
env_deferred_spot_light | [TOOLTIP NEEDS IMPROVEMENT] Deferred spot light. | |
env_deferred_spot_light_client_only | Deferred spot light entity whose state is not networked. | |
env_dof_controller | An entity that controls the depth of field settings for the player. Depth of field simulates camera blur of out-of-focus regions of the scene. | |
env_dustpuff | An entity that can emit dust puffs. | |
env_effectscript | An entity that allows you to script special visual effects via a script file. | |
env_entity_igniter | An entity that catches a target entity on fire. If the entity is an animating model, it will have sprite flames attached to its skeleton. Otherwise the entity will emit particle flame puffs. | |
env_entity_maker | Spawns the specified entity template at its origin. If set to auto-spawn, it will spawn the template whenever there's room and the player is looking elsewhere. | |
env_explosion | An entity that creates an explosion at its origin. | |
env_fade | An entity that controls screen fades. | |
env_fire | An entity that handles a single flame at its origin. The flame causes heat 'damage' to other env_fire entities around it, and will eventually ignite non-flaming env_fire entities nearby, causing the fire to spread. | |
env_firesensor | An entity that detects changes in heat nearby. | |
env_firesource | An entity that provides heat to all nearby env_fire entities. Cannot be extinguished. | |
env_fog_controller | An entity that controls the fog and view distance in the map. | |
env_funnel | HL1 Legacy: Large Portal Funnel | |
env_global | An entity to control a game-specific global states. | |
env_global_light | Control the global light that casts shadows in a Dota map. | |
env_gradient_fog | ||
env_gunfire | Gunfire Effect | |
env_headcrabcanister | Headcrab canister | |
env_hudhint | An entity to control the display of HUD hints. HUD hints are used to show the player what key is bound to a particular command. | |
env_instructor_hint | An entity that allows for creation and control of instructor lessons by map logic | |
env_instructor_vr_hint | An entity that allows for creation and control of VR Based instructor lessons by map logic | |
env_laser | An entity that creates a laser beam between itself and a given target. | |
env_light_probe_volume | A grid of precomputed light probes. | |
env_lightglow | An entity that puts an additive glow in the world, mostly used over light sources. | |
env_line_occluder | A test entity for line occluding for the fog of war system. | |
env_message | An entity that draws a text message on player's HUDs. | |
env_microphone | An entity that acts as a microphone. It works in one of two modes. If it has a 'Speaker' set, it picks up all sounds within the specified sound range, and rebroadcasts them through the Speaker entity. In this Speaker mode, it ignores the Hears X spawnflags and does not fire the SoundLevel output. If it has no Speaker set, it measures the sound level at a point, and outputs the sound level as a value between 0 and 1. In Measuring mode, it only hears sounds that match the Hear X spawnflags. | |
env_occluder | A test entity for radius occluding for the fog of war system. | |
env_particle_glow | An entity to create light glows built via the particle editor | |
env_particle_performance_monitor | An entity for turning on and off measuring and display of particle throughput. | |
env_particlelight | An entity that can be used to light the smoke particles emitted by env_smokestack entities. Does not light any other particle types. | |
env_particlescript | An entity that has special animation events that can be fired by a model with an animation inside its .qc designed foruse by this entity. | |
env_physexplosion | An entity that creates an explosion at its origin. If the no-damage spawnflag is set, the explosion won't be visible, but will apply force to any physics objects within its radius. | |
env_physimpact | An entity that will cause a physics impact on another entity. | |
env_player_surface_trigger | An entity that monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material. | |
env_player_visibility | ||
env_projectedtexture | Projected texture entity, used for things like flashlights. | |
env_rotorshooter | An entity that creates gibs when it's within the influence of a helicopter's rotor wash. | |
env_rotorwash_emitter | Creates rotorwash. | |
env_screeneffect | Allows screenspace effects to be played on the player's view. | |
env_screenoverlay | An entity that can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc. | |
env_shake | An entity to control screen shake on players. | |
env_shooter | An entity that shoots models, or sprites, out of its origin. | |
env_sky | Controls the 2D skybox material. Rotation of this entity rotates the skybox material | |
env_smokestack | An entity that spits out a constant stream of smoke. See particlezoo.vmf for sample usage. You can place up to two env_particlelight entities near the smoke stack to add ambient light to its particles. | |
env_smoketrail | An entity that creates a smoke trail. | |
env_soundscape | An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius. | |
env_soundscape_proxy | An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity. | |
env_soundscape_triggerable | An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it. | |
env_spark | An entity used to create sparks at its origin. | |
env_spherical_vignette | ||
env_splash | An entity that creates a splash effect at its origin. If the 'find water surface' spawnflag is set, it will instead trace down below itself to find the water surface on which to create splashes. | |
env_sprite | An entity that controls the drawing of a sprite in the world. | |
env_sprite_oriented | A env_sprite that allows orientation. | |
env_sun | An entity to control & draw a sun effect in the sky. | |
env_texturetoggle | An entity that allows you to change the textures on other brush-built entities. | |
env_tilt | An entity to control screen tilt on players. | |
env_time_of_day | ||
env_tonemap_controller | An entity that controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. | |
env_viewer | A test entity for viewing for the fog of war system. | |
env_viewpunch | Causes a view punch on players. | |
env_volumetric_fog_controller | Controller for volumetric fogging - bounds are extents of fog irradiance volume (for indirect) | |
env_volumetric_fog_volume | Sets a user bounding volume for volumetric fog - if one of these are in the map then all fog will get clamped to it. More than one then fog gets rendered if it's inside any of them. | |
env_wind | An entity to control wind in the map. Partially functional. | |
env_wind_clientside | An entity to control wind in the map, client only. Partially functional. | |
env_zoom | An entity that can be used to control the player's FOV. Useful for scenes where the player's view is being controlled, or player-usable binoculars/telescopes, etc. | |
filter_activator_attribute_int | A filter that filters by the mass of the activator. | |
filter_activator_class | A filter that filters by the class name of the activator. | |
filter_activator_context | A filter that filters by a context on the activator. | |
filter_activator_mass_greater | A filter that filters by the mass of the activator. | |
filter_activator_model | A filter that filters by the model of the activator. | |
filter_activator_name | A filter that filters by the name of the activator. | |
filter_activator_team | A filter that filters by the team of the activator. | |
filter_damage_type | A damage filter that filters by the type of damage inflicted. This can only be used as a damage filter, not as an activator filter. | |
filter_dota | Dota-specific Filter. | |
filter_enemy | A filter that filters a potential enemy entity by a set of criteria. | |
filter_los | A filter that filters a potential entity by line of sight from the origin of the filter. | |
filter_modifier | A filter that filters entities by active modifiers applied to them | |
filter_multi | A filter that tests the activator against multiple filters. This allows you to build more complex filters, such as'Allow anyone on Team 1 who is also class engineer', or 'Allow everyone except classes npc_zombie and npc_headcrab'. | |
filter_proximity | A filter that filters a potential entity by proximity from the origin of the filter. | |
filter_vr_grenade | A filter that filters for VR Grenades | |
flashbang_projectile | Flashbang Projectile | |
flex_background | ||
fog_volume | An entity to control the fog in the map. | |
func_areaportal | A portal brush used to manage visibility in maps. Portals define areas, which are spaces that are connected in the map. Both sides of a portal cannot touch the same area, for example, a doughnut shaped map would require at least two portals to divide the map into two areas. A linear map could be divided into two areas with a single area portal. | |
func_areaportalwindow | An entity that can be used to optimize the visibility in a map. If you seal off an area with them, when the viewer moves the specified distance away from them, they will go opaque and the parts inside the area will not be drawn. The 'target' brush model should enclose the func_areaportal window so no parts of it are culled by the window. If you use the optional foreground brush model, then it should enclose the 'target' brush model. | |
func_bomb_target | Bomb Target. The terrorists can place C4 explosives while standing in this zone. When the bomb is planted and explodes inside this area, the BombExplode outputs are fired. The game handles all of the bomb planting and scoring logic – the BombExplode outputs are provided to add visual and damage effects. | |
func_breakable | A brush entity that can be broken from damage, or an input. | |
func_brush | An brush built entity with various features. | |
func_button | A brush entity that's designed to be used for a player-useable button. When used by the player, it moves to a pressed position. | |
func_buyzone | A trigger used to define a buyzone. | |
func_clip_interaction_layer | A brush entity that is conditionally solid based on the interaction layer specified. | |
func_clip_vphysics | A brush entity that's considered solid to vphysics. | |
func_combine_barrier | Combine barrier that reacts to interactions. | |
func_conveyor | A brush entity with a moving surface that moves linearly in a given direction | |
func_detail_blocker | A Hammer-only brush entity that prevents detail sprites from being placed inside its volume. | |
func_distance_occluder | An entity that acts as an occluder together with some impostor geometry. | |
func_door | A brush entity for use as a player-useable door. | |
func_door_rotating | A brush entity for use as a rotating player-useable door. | |
func_dry_erase_board | Dry erase board panel | |
func_dustcloud | A brush entity that spawns a translucent dust cloud within its volume. | |
func_dustmotes | A brush entity that spawns sparkling dust motes within its volume. | |
func_electrified_volume | Combine barrier that reacts to interactions. | |
func_fish_pool | Creates a school of interactive fish that swim near this entity. | |
func_guntarget | This is a moving target that moves along a path of path_tracks. It can be shot and killed. | |
func_hlvr_nav_markup | ||
func_hostage_rescue | Hostage Rescue Zone. When a hostage is led into this zone, it is marked as rescued. | |
func_illusionary | Legacy support. Use func_brush instead. | |
func_instance | An entity for placing an instance of a prefab map file. You may translate and rotate this entity. You can use the replace keys to do parameter changes on the instance contents. In a $ at the beginning of a variable name. Then just use the $variable name inside of the instance contents on any value portion of a key/value pair. | |
func_ladderendpoint | An entity used to specify the endpoints of a ladder. This entity is functional, but has been replaced by the easier-to-use func_useableladder entity. Left in only for backwards-compatibility! To be valid, a full sized player hull traced between the start and end points must not be obstructed at level activation time. The angle determines in which direction the player leaves the ladder if the player presses the +jump button. Note: This entity is non-functional in Counter-Strike: Source. In CS:S, use func_ladder instead. | |
func_lod | Brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons. | |
func_monitor | A monitor that renders the view from a given point_camera entity. | |
func_movelinear | A brush entity that moves linearly along a given distance, in a given direction. | |
func_nav_blocker | A brush entity that can block nav areas touching its AABB. | |
func_nav_gen_proj | Generate nav inside this volume and in the direction of the arrow | |
func_nav_markup | Tagged NAV markup volume entity, used during export and can be queried in-game by tag/name/type/location | |
func_occluder | A func_occluder occludes objects behind it. It is used for rendering performance optimization. One use case is to put it into a doorway and toggle it based on whether the door is open or not. Note that geometry surrounding the doorway should have occluders as well, otherwise the benefit of the func_occluder is limited. func_occluders should be as large as possible for best occlusion. | |
func_orator | A very simple model entity that has animations and response rules. | |
func_physbox | A brush entity that's physically simulated. | |
func_physical_button | A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position. | |
func_platrot | A brush entity that moves vertically, and can rotate while doing so. | |
func_precipitation | A brush entity that creates rain and snow inside its volume. | |
func_precipitation_blocker | A brush entity that prevents rain and snow inside its volume. | |
func_reflective_glass | Used to produce perfectly reflective glass that renders world + entities. Typically, you want your glass brush to have nodraw on all non-reflective surfaces and you want to use a shader like lightmappedreflective in your material applied to the non-nodraw surfaces. See hl2/materials/glass/reflectiveglass001.vmat for an example. NOTE: currently, you cannot use reflective glass in scenes with water, and you can only have 1 reflective glass in your view frustum ( + pvs ) at a time. | |
func_rot_button | A brush entity that's designed to be used for a rotating player-useable button. When used by the player, it rotates to a pressed position. | |
func_rotating | A rotating brush entity. | |
func_shatterglass | A procedurally-shattering glass panel. | |
func_survival_c4_target | C4 target | |
func_tablet_blocker | Defines areas where tablet is covered by static. | |
func_tank | Brush Gun Turret | |
func_tank_gatling | Brush Gatling Gun | |
func_tanktrain | A moving train that follows a path of path_track entities, shoots at the player, and can be killed. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path. | |
func_timescale | Adjust the time scale of the server and client. | |
func_trackautochange | An entity that works as a rotating/moving platform that will carry a train to a new track. It must be larger in X-Y planar area than the train, since it must contain the train within these dimensions in order to operate when the train is near it. | |
func_trackchange | An entity that works as a rotating/moving platform that will carry a train to a new track. It must be larger in X-Y planar area than the train, since it must contain the train within these dimensions in order to operate when the train is near it. | |
func_tracktrain | A moving platform that the player can ride. It follows a path of path_track entities. NOTE: Build your train so that the front of the train is facing down the X axis. When it spawns it will automatically rotate to face the next path_track on the path. | |
func_traincontrols | When used by the player, this entity overrides the player's controls to let them drive a train. | |
func_useableladder | A Half-Life 2 ladder. Handles player auto mount/unmount, as well as +use to get onto the ladder. See also 'info_ladder_dismount', used to specify ladder auto-dismount points. Note: This entity is non-functional in Counter-Strike: Source. Use func_ladder instead. | |
func_viscluster | Any leaves touching this brush will have their vis merged together into a single cluster. Use multiple func_viscluster entities to reduce vis time | |
func_wall | Legacy support. Use func_brush instead. | |
func_wall_toggle | A brush entity that can be toggled on/off. When off, the brush will be non-solid and invisible. Does not cast lightmap shadows. | |
func_water | ||
func_water_analog | A water brush entity that moves linearly along a given distance, in a given direction | |
func_xen_membrane_barrier | Xen Membrane Barrier | |
game_end | An entity that ends a multiplayer game. | |
game_gib_manager | An entity to control the number of gibs in the world, for performance reasons. | |
game_money | An entity that awards money to a specific team. | |
game_player_equip | An entity that gives equipment to the player who activates it. To use, add new keys to this entity, where each key is the classname of a weapon/item, and the corresponding value is the number of those weapons/items to give to the player who uses this entity. If the 'Use Only' spawnflag isn't set, then players can just touch this entity to get the equipment. | |
game_player_team | An entity that changes the team of the player who activates it. | |
game_ragdoll_manager | An entity to control the number of ragdolls in the world, for performance reasons. | |
game_score | An entity that awards/deducts points from the player who activates it. | |
game_text | An entity that displays text on player's screens. | |
game_ui | An entity used to override player input when the player is looking at it. | |
game_weapon_manager | An entity used to limit the number of a particular weapon type in the world. Useful in places where NPCs are spawning rapidly, dying, and dropping weapons. | |
game_zone_player | An entity used to count the number of players within a zone. | |
generic_actor | Generic Actor NPC | |
ghost_actor | A meshless model you can parent other enties to | |
ghost_speaker | A meshless model you can use as a speaker location for vcd's | |
gibshooter | An entity that shoots out gibs. Style of body part depends on language type. | |
hammer_updateignorelist | Specifies entities that are to be ignored by the hammer_update_safe_entities console command. Enter the targetnames of entities that you want to exclude into the list of fields here. Several of these may exist in a map. | |
haptic_relay | Takes Eventoutput and translates them to a Haptic Event (VR / Controller Target) | |
hl_vr_accessibility | ||
hl_vr_environmental_interaction | HLVR hl_vr_environmental_interaction | |
hl_vr_environmental_interaction_volume | Entity that designates a volume within which NPC/Explosion existence should be mapped into the interactive foliage texture. | |
hl_vr_texture_based_animatable | ||
hlvr_grenadepin_proxy | Grenade Pin | |
hlvr_piano | ||
hlvr_vault_tractor_beam_console | HLVR Vault Tractor Beam Console | |
hlvr_weapon_crowbar | ||
hlvr_weapon_energygun | ||
hostage_entity | Hostage. A hostage NPC will spawn at this point. There are usually four hostages placed in each hostage rescue map. The model for each Hostage is randomly chosen. | |
info_armsrace_counterterrorist | This entity marks the start point for counter-terrorists in Arms Race. Should be placed at least 128 units away from each other and surrounding walls | |
info_armsrace_terrorist | This entity marks the start point for terrorists in Arms Race. Should be placed at least 128 units away from each other and surrounding walls. | |
info_camera_link | An entity that can use point_cameras to render images for materials used by entities. To author the material, use the special identifier _rt_Camera for the $baseTexture (or whatever texture you want, like envmap, etc.) in the .vmat then connect the 'target' field to the entity which uses that material, and the 'PointCamera' field to the point_camera you want to have appear on that entity's material | |
info_constraint_anchor | An entity used to attach constraints to a local position on an entity. Usually constraints will attach to the center of mass of an object. Attach the desired constraint to this entity, and then parent this entity to the entity you want the constraint to apply to. | |
info_courier_spawn | Spawns a team courier. | |
info_courier_spawn_dire | Spawns a Dire team courier. | |
info_courier_spawn_radiant | Spawns a Radiant team courier. | |
info_cull_triangles | A static (compile-time) volume that will delete geometry inside it as part of map compile. | |
info_deathmatch_spawn | This entity marks a deathmatch spawn point. This is the entity that populates the map when mp_random_spawn is used.Manually adding them to the map will guarantee that these spawn points are included in the set | |
info_dynamic_shadow_hint | ||
info_dynamic_shadow_hint_box | ||
info_enemy_terrorist_spawn | This entity marks the start point for enemy terrorists in a coop game. Should be placed at least 80 units away from each other and surrounding walls. | |
info_hint | A hint that is not used for navigation. They don't go into the nodegraph, nor do they fall to the ground. Use these to provide some spatial context for NPCs, such as 'look here if you can't find the player' or 'throw rocks at this spot'. | |
info_hlvr_equip_player | Equip HLVR Player | |
info_hlvr_holo_hacking_plug | ||
info_hlvr_holo_hacking_spawn_target | ||
info_hlvr_offscreen_particle_texture | Offscreen Particle Texture | |
info_hlvr_toner_junction | Toner junction | |
info_hlvr_toner_path | Toner Path | |
info_hlvr_toner_path_node | Node for the toner path | |
info_hlvr_toner_port | Toner Port | |
info_hostage_spawn | Hostage. A hostage NPC will spawn at this point. There are usually four hostages placed in each hostage rescue map. The model for each Hostage is randomly chosen. | |
info_intermission | An entity that defines an intermission spot where dead players will float until they respawn. | |
info_ladder_dismount | An entity to handle endpoints for multiple ladders that are too close to each other. | |
info_landmark | An entity that acts as a local coordinate frame for transitions to another level. There should be a corresponding info_landmark entity in the next map. Entities will transition to the next level at the same relative offset from the info_landmark entity. Note that only entities in same the PVS as the info_landmark are considered for transitioning, so it should generally be placed inside the transition space. | |
info_lighting | An entity that can be used to change the lighting origin of a prop_static. Set the prop_static's Lighting Origin to point at this entity to make the prop_static light as if it was at the info_lighting's origin. Good for prop_static entities that are embedded in world geometry (like rocks/windows/etc). | |
info_map_parameters | Map parameters. Used to set which teams can buys, and the C4 bomb detonation radius. | |
info_map_region | DZ Named Map Region | |
info_mass_center | An entity that overrides the mass center of the target physics prop, or func_physbox, by moving it to the info_mass_center's location. | |
info_no_dynamic_shadow | Use this entity to mark surfaces that shouldn't receive dynamic shadows. Useful to apply to walls and floors where shadows are drawn improperly, giving away the location of enemies. | |
info_node | A navigation node for ground moving NPCs. Navigation nodes are baked into the nodegraph so that NPCs can move to them. Ground nodes fall to the ground when they spawn. | |
info_node_air | A navigation node for flying NPCs. Air navigation nodes are baked into the nodegraph so that NPCs can move to them. Air nodes do not fall to the ground when they spawn. | |
info_node_air_hint | A navigation node for flying NPCs that includes some context information for NPCs that are interested in it. The hint might indicate a window that could be looked into, or an item of interest that could be commented on. Many hint nodes are NPC-specific, so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction the NPC should face to perform the hint behavior. | |
info_node_climb | A climb-node for AI navigation. Only usable by NPCs that can climb. | |
info_node_hint | A navigation node for ground moving NPCs that includes some context information for NPCs that are interested in it. The hint might indicate a window that could be looked out of, or an item of interest that could be commented on. Many hint nodes are NPC-specific, so it's helpful to use naming conventions like 'Crow: Fly to point' in the hint choices list. The angles of a hint node indicate what direction the NPC should face to perform the hint behavior. It's important to understand the distinction between scripts, such as scripted_sequence and scripted_schedule, and info_hint entities. Scripts summon NPCs to specific cue points to play their parts, while hints provide context information to the AI that they use to perform their behaviors. Hints require code support in the NPC, while scripts are generic and may require only animations to play. Use a hint if the behavior is driven by the AI, use a script if the behavior is driven by the map. | |
info_node_link | A dynamic connection between two navigation nodes. You specify the node IDs of the start and end nodes, and then you can use entity I/O to turn on and off the connection. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc). | |
info_node_link_controller | An entity that controls all connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections through a volume. | |
info_notepad | A place to leave notes | |
info_npc_spawn_destination | NPC Spawn Destination. (Consult npc_template_maker help for more info) | |
info_null | An entity that's immediately removed on spawning. Useful as a spotlight target. | |
info_offscreen_movie_texture | Offscreen Movie Texture | |
info_offscreen_panorama_texture | Offscreen Panorama Texture | |
info_ofrenda_statue_spawn | Spawns a Ofrenda Statue. | |
info_overlay | An entity that places an overlay on the world. | |
info_overlay_transition | Overlay Transition | |
info_paradrop_denial | Paradrop denial area. | |
info_particle_system | An entity that spawns a particle system built using the particle editor. | |
info_particle_target | An entity that is a target for particle system control points | |
info_player_counterterrorist | This entity marks the start point for counter-terrorists. One of these needs to be placed for each team member. 20 start points is typical. Should be placed at least 128 units away from each other and surrounding walls | |
info_player_start | This entity indicates the position and facing direction at which the player will spawn. Any number of info_player_start entities may be placed in a map for when working in cordoned-off portions of the map. When multiple info_player_start entities are present in a map, set the 'Master' spawnflag on one of them to indicate which one should be used when running the entire map. | |
info_player_start_badguys | Spawn point for Dire heroes. | |
info_player_start_dota | Spawn point for heroes of any team. | |
info_player_start_goodguys | Spawn point for Radiant heroes. | |
info_player_terrorist | This entity marks the start point for terrorists. One of these needs to be placed for each team member. 20 start points is typical. Should be placed at least 128 units away from each other and surrounding walls. | |
info_projecteddecal | An entity that projects a decal onto the world (or props). If the decal has no target name, it will immediately apply itself when the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input. | |
info_radial_link_controller | This entity automatically severs node connections that pass through its radius. If it moves, it will restore those connections. | |
info_roquelaire_perch | (used in Dota2 PvP tutorial) A perch point for Roquelaire to sit on. | |
info_snipertarget | Sniper Target | |
info_spawngroup_landmark | Used by info_spawngroup_load to specify a landmark between two spawngroups to load | |
info_spawngroup_load_unload | Logical entity that starts async loading or unloading a level. | |
info_target | An entity that does nothing. Very useful as a positioning entity for other entities to refer to (i.e. the endpoint of an env_beam) | |
info_target_gunshipcrash | Gunship Crash Target | |
info_target_helicopter_crash | Helicopter Crash Target | |
info_target_instructor_hint | A generic target that gets replicated to the client for hud hint targeting | |
info_target_portrait_root | An entity that does nothing, however it previews a model in hammer only. Useful for root nodes of portraits. Parent entities in this map to this. | |
info_target_server_only | An entity that does nothing. Not networked. | |
info_teleport_destination | An entity that does nothing itself, but can be used to specify the destination for a trigger_teleport entity. An info_target can be used instead. | |
info_teleport_magnet | Teleport Magnet | |
info_visibility_box | A dynamic visibility culling box which can be used to hide objects at runtime and can be toggled on and off by entity I/O. | |
info_world_layer | ||
infodecal | An entity that places a decal on the world. If the decal has no target name, it will immediately apply itself when the level is loaded. If it has a name specified, it won't apply until it receives the 'Activate' input. | |
item_ammo_357 | Box of 357 ammo | |
item_ammo_357_large | Large Box of 357 ammo | |
item_ammo_ar2 | Box of AR2 ammo | |
item_ammo_ar2_altfire | AR2 Alt-fire Round | |
item_ammo_ar2_large | Large Box of AR2 ammo | |
item_ammo_crate | Ammo Crate | |
item_ammo_crossbow | Box of Crossbow ammo | |
item_ammo_pistol | Box of Pistol ammo | |
item_ammo_pistol_large | Large Box of Pistol ammo | |
item_ammo_smg1 | Box of SMG1 ammo | |
item_ammo_smg1_grenade | SMG1 Grenade | |
item_ammo_smg1_large | Large Box of SMG1 ammo | |
item_battery | HEV battery | |
item_box_buckshot | Box Buckshot | |
item_combine_console | Combine Console | |
item_combine_tank_locker | Combine Tank Locker | |
item_defuser | Defuse Kit | |
item_healthcharger | Health Station | |
item_healthcharger_DEPRECATED | Health Charger | |
item_healthkit | Small Health Kit | |
item_healthvial | ||
item_healthvial_DEPRECATED | Personal Health Kit | |
item_hlvr_clip_energygun | ||
item_hlvr_clip_energygun_multiple | ||
item_hlvr_clip_generic_pistol | ||
item_hlvr_clip_generic_pistol_multiple | ||
item_hlvr_clip_rapidfire | ||
item_hlvr_clip_shotgun_multiple | ||
item_hlvr_clip_shotgun_single | ||
item_hlvr_combine_console_tank | Combine Console Tank | |
item_hlvr_crafting_currency_large | Crafting Currency (Large) | |
item_hlvr_crafting_currency_small | Crafting Currency (Small) | |
item_hlvr_grenade_bomb | ||
item_hlvr_grenade_frag | ||
item_hlvr_grenade_remote_sticky | ||
item_hlvr_grenade_xen | ||
item_hlvr_headcrab_gland | ||
item_hlvr_health_station_vial | Health Vial | |
item_hlvr_multitool | ||
item_hlvr_prop_ammobag | Ammobag | |
item_hlvr_prop_battery | Battery | |
item_hlvr_prop_discovery | Discovery Object | |
item_hlvr_prop_flashlight | ||
item_hlvr_weapon_energygun | ||
item_hlvr_weapon_generic_pistol | ||
item_hlvr_weapon_grabbity_glove | ||
item_hlvr_weapon_grabbity_slingshot | ||
item_hlvr_weapon_radio | ||
item_hlvr_weapon_rapidfire | ||
item_hlvr_weapon_shotgun | ||
item_hlvr_weapon_tripmine | ||
item_hlvr_weaponmodule_guidedmissle | WeaponModule GuidedMissle | |
item_hlvr_weaponmodule_guidedmissle_cluster | WeaponModule GuidedMissleCluster | |
item_hlvr_weaponmodule_physcannon | WeaponModule PhysCannon | |
item_hlvr_weaponmodule_rapidfire | WeaponModule Rapidfire | |
item_hlvr_weaponmodule_ricochet | WeaponModule Ricochet | |
item_hlvr_weaponmodule_snark | WeaponModule Snark | |
item_hlvr_weaponmodule_zapper | WeaponModule Zapper | |
item_item_crate | Item Crate | |
item_rpg_round | RPG Round | |
item_suit | HEV Suit | |
item_suitcharger | Battery recharger | |
keyframe_rope | A node entity that marks a point in a rope. The first node in the rope should be a move_rope, followed by 1 or more keyframe_ropes. | |
keyframe_track | Animation KeyFrame | |
light_barn | A cinematic barn door style light | |
light_dynamic | An invisible lightsource that changes in some way over time. | |
light_environment | Sets the color and angle of the light from the sun and sky. Typical setup: 1. Create an env_sky entity to use as your skybox 2. Create a light_environment entity and set Sky IBL Source to the name of the env_sky entity 3. Right-click on your light_environment entity and select 'Selected environment light -> Estimate lighting from HDR skybox' 4. Adjust angle and brightness of the sunlight as you see fit | |
light_importance_volume | ||
light_irradvolume | An entity that places an irradiance volume in the world. | |
light_omni | A point light source. | |
light_omni2 | A sphere or tube shaped light | |
light_ortho | An orthographic spot light source. | |
light_rect | A rectangular or disk shaped light | |
light_spot | A spot light source. | |
logic_achievement | Sends an achievement system related event from the map to the achievement system. | |
logic_active_autosave | An entity that is used to look for opportunities to autosave. | |
logic_activityevent | Fires an activity event of the specified type. | |
logic_auto | Fires outputs when a map spawns. If 'Remove on fire' flag is set the logic_auto is deleted after firing. It can be set to check a global state before firing. This allows you to only fire events based on what took place in a previous map. | |
logic_autosave | An entity that is used to force an autosave. | |
logic_branch | Tests a boolean value and fires an output based on whether the value is true or false. Use this entity to branch between two potential sets of events. | |
logic_branch_listener | Contains a list of logic_branch entities and fires outputs when the state of any of the logic_branches changes. This entity is used to fire an event when a set of conditions are all satisfied. | |
logic_case | Compares an input to up to 32 preset values. If the input value is the same as any of the preset values, an output corresponding to that value is fired. For example: if Case01 is set to 2 and Case02 is set to 5, and the input value is 5, the OnCase02 output will be fired. This entity can also be used to select from a number of random targets via the PickRandom input. One of the OnCase outputs that is connected to another entity will be picked at random and fired. | |
logic_choreographed_scene | Manages a choreographed scene of one or more actors. | |
logic_collision_pair | An entity that can be used to enables/disable vphysics collisions between two target entities. | |
logic_compare | Compares an input value to another value. If the input value is less than the compare value, the OnLessThan output is fired with the input value. If the input value is equal to the compare value, the OnEqualTo output is fired with the input value. If the input value is greater than the compare value, the OnGreaterThan output is fired with the input value. | |
logic_distance_autosave | An autosave entity that saves the game once the player is far enough away from the given entity. | |
logic_door_barricade | An entity that manages the state of a door barricade consisting of a door, an anim-interactable, and a lynchpin | |
logic_eventlistener | An entity that can listen to events fired from code and fire and output when it happens. | |
logic_gameevent_listener | An entity that listens to game events and fires off an output when the named event it fired | |
logic_gamestate_report | Primarily a pulse interface for examining game_state. | |
logic_handsup_listener | An entity that checks if the players hands are above their head | |
logic_lineto | An entity that calculates and outputs a vector from one entity to another. | |
logic_measure_movement | An entity that can measure the movement of an entity relative to another entity and apply that movement to a third entity. | |
logic_multicompare | Compares a set of inputs to each other. If they are all the same, fires an OnEqual output. If any are different, fires the OnNotEqual output. | |
logic_multilight_proxy | An entity that allows you to control the display of a set of light entities with a single input. | |
logic_navigation | An entity that is used to set navigation properties on other entities. Useful to make NPCs ignore physics props in their way that they can easily push. | |
logic_npc_counter_aabb | Does calculations based on the number of a specified type of NPC in a specified region. | |
logic_npc_counter_obb | Does calculations based on the number of a specified type of NPC in a specified region. | |
logic_npc_counter_radius | Does calculations based on the number of a specified type of NPC in a specified region. | |
logic_playerproxy | An entity that is used to relay inputs/ouputs to the player and back to the world. | |
logic_playmovie | Plays a movie and allows for various playback options | |
logic_random_outputs | A message forwarder. Fires up to eight separate outputs, each with a different chance of firing. | |
logic_relay | A message forwarder. Fires an OnTrigger output when triggered, and can be disabled to prevent forwarding outputs. Useful as an intermediary between one entity and another for turning on or off an I/O connection, or as a container for holding a set of outputs that can be triggered from multiple places. | |
logic_scene_list_manager | Manages a list of logic_choreographed_scene entities. Store choreo scenes in them in order that they will be played by other inputs. Whenever a scene plays, the manager will remove all scenes before that one in the list. The name of another logic_scene_list_manager can be entered in a slot instead of an invididual scene, which will cause all scenes in that manager to be removed when a later scene in this list is played. | |
logic_script | An entity that acts as a container for scripts | |
logic_timer | An entity that fires a timer event at regular, or random, intervals. It can also be set to oscillate betweena high and low end, in which case it will fire alternating high/low outputs each time it fires. | |
map_preview_camera_path | An editable path which controls an animated camera. Can only be used in background UI maps | |
map_preview_camera_path_node | ||
markup_group | Markup group entity; add the group's targetname to the 'Markup Groups' field of a markup entity to add that entity to this group | |
markup_volume | Generic markup volume entity, can be queried in-game by name/type/location | |
markup_volume_tagged | Tagged generic markup volume entity, can be queried in-game by tag/name/type/location | |
markup_volume_with_ref | Tagged markup volume entity with a target reference point. Points are only in volume if behind the reference point relative to a given query position. | |
material_modify_control | An entity that can be used to directly control material vars. To use it, you need to read the .vmat of the material you intend to change. Parent this entity to a brush model entity who's material you want to control. | |
math_colorblend | Used to create a blend between two colors for controlling the color of another entity. | |
math_counter | Holds a numeric value and performs arithmetic operations upon it. If either the minimum or maximum legal value is nonzero, OutValue will be clamped to the legal range, and the OnHitMin/OnHitMax outputs will be fired at the appropriate times. If both min and max are set to zero, no clamping is performed and only the OutValue output will be fired. | |
math_remap | An entity that remaps a range of input values to a given range of output values. | |
momentary_rot_button | A brush entity that's designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping. | |
monster_generic | Generic Script NPC | |
move_keyframed | Keyframed Move Behavior | |
move_rope | The first node in set of nodes that are used to place ropes in the world. It should connect to 1 or more keyframe_rope entities. | |
move_track | Track Move Behavior | |
npc_advisor | An adorable sluglike alien with benevolent psychic powers. | |
npc_alyx | Alyx | |
npc_antlion | Antlions will run away from ai_sound, type: Thumper. | |
npc_antlion_grub | Antlion grub | |
npc_antlion_template_maker | Antlion Template Maker | |
npc_antlionguard | Antlion Guard | |
npc_apcdriver | NPC used to drive an APC vehicle. | |
npc_barnacle | Barnacle | |
npc_barney | Barney | |
npc_breen | Dr Breen | |
npc_bullseye | Bullseye | |
npc_citizen | Citizen | |
npc_clawscanner | Claw Scanner | |
npc_combine_advisor_roaming | Combine Advisor Roaming | |
npc_combine_camera | Combine security camera | |
npc_combine_cannon | Combine Cannon | |
npc_combine_s | Combine Soldier | |
npc_combinedropship | Combine Dropship | |
npc_combinegunship | Combine Gunship | |
npc_crow | Crow | |
npc_cscanner | City Scanner | |
npc_dog | d0g | |
npc_dota_barracks | Creates a barracks, which spawns creeps at regular intervals and can be destroyed by enemy teams. | |
npc_dota_base | Used to place a dota NPC. | |
npc_dota_base_blocker | A blocker which only one team can go past. | |
npc_dota_building | Creates a simple building. | |
npc_dota_creature_spawner | Spawns creatures. | |
npc_dota_fort | Creates an ancient. In standard Dota2 PvP, the win condition is to destroy the enemy team's ancient. | |
npc_dota_holdout_tower_heavyslow | (used in Frostivus event) Creates a heavily-damaging, slowly-attacking tower. This can also be edited in the npc_units.txt file. | |
npc_dota_holdout_tower_lightfast | (used in Frostivus event) Creates a lightly-damaging, fast-attacking tower. This can also be edited in the npc_units.txt file. | |
npc_dota_holdout_tower_reducespeed | (used in Frostivus event) Creates a tower that reduces enemy movespeed. This can also be edited in the npc_units.txt file. | |
npc_dota_lantern | A lantern that can be lit by either team. | |
npc_dota_launchpad | Launches the hero to the paired landing pad. | |
npc_dota_lotus_pool | Creates a lotus pool that creates lotuses every now and then. | |
npc_dota_miniboss_spawner | Spawns Tormentor, the small side lane boss in the standard Dota2 PvP map. | |
npc_dota_neutral_spawner | Spawns neutral units. | |
npc_dota_roshan_spawner | Spawns Roshan, the big boss in the standard Dota2 PvP map. | |
npc_dota_scripted_spawner | [DEPRECATED ENTITY?] Spawns NPCs based on scripts for tutorials / single player / co-op. | |
npc_dota_spawner | Spawns NPCs based on scripts. | |
npc_dota_spawner_bad_bot | Spawns Dire creeps in the bottom lane of the standard Dota2 PvP map. | |
npc_dota_spawner_bad_mid | Spawns Dire creeps in the middle lane of the standard Dota2 PvP map. | |
npc_dota_spawner_bad_top | Spawns Dire creeps in the top lane of the standard Dota2 PvP map. | |
npc_dota_spawner_good_bot | Spawns Radiant creeps in the bottom lane of the standard Dota2 PvP map. | |
npc_dota_spawner_good_mid | Spawns Radiant creeps in the middle lane of the standard Dota2 PvP map. | |
npc_dota_spawner_good_top | Spawns Radiant creeps in the top lane of the standard Dota2 PvP map. | |
npc_dota_tower | Creates a Dota tower that attacks enemy units, provides vision of invisible enemies, and allows allies to teleport to it. | |
npc_dota_trap_ward | Used to place a dota trap ward. | |
npc_dota_unit_item_stone_of_recall | A recall stone. | |
npc_dota_unit_templar_gate | Creates one portal out of a pair that you can traverse through. | |
npc_dota_unit_twin_gate | Creates one portal out of a pair that you can traverse through. | |
npc_dota_unit_underlord_portal | Creates one portal out of a pair that you can traverse through. | |
npc_dota_watch_tower | Creates a watch tower building which either team can capture. | |
npc_dota_xp_fountain | An XP fountain that grants experience to a unit that stands near it for long enough. | |
npc_eli | Eli Vance | |
npc_enemyfinder | EnemyFinder | |
npc_fastzombie | Fast Zombie | |
npc_furniture | An entity used for non-NPCs that need to synchronise their animation with an NPC in a scripted_sequence. Usually a pieceof furniture or door that an NPC needs to manipulate within a scripted_sequence. | |
npc_gman | The G-Man | |
npc_grenade_frag | Hand Grenade | |
npc_headcrab | Headcrab | |
npc_headcrab_armored | Armored headcrab | |
npc_headcrab_black | Black Headcrab | |
npc_headcrab_fast | Fast Headcrab | |
npc_headcrab_runner | Runner Headcrab | |
npc_helicopter | Helicopter | |
npc_hunter | A smaller, faster, strider that can pursue the player into buildings. | |
npc_maker | NPC Maker | |
npc_manhack | Manhack | |
npc_metropolice | MetroPolice | |
npc_pigeon | Pigeon | |
npc_poisonzombie | A bloated, disgusting, fluid-spurting zombie created by a poison headcrab. | |
npc_puppet | Puppet entity that mimics the animations of a target NPC. | |
npc_seagull | Seagull | |
npc_sniper | Sniper | |
npc_strider | Strider | |
npc_template_maker | An entity that creates NPCs. The NPCs it creates are clones of a template NPC. NPCs are spawned around this maker's origin, or at specified destination points. | |
npc_turret_ceiling | Combine Ceiling Turret | |
npc_turret_citizen | Citizen Turret | |
npc_turret_floor | Combine Floor Turret | |
npc_vehicledriver | NPC used to drive a target vehicle. | |
npc_vortigaunt | Vortigaunt | |
npc_vr_citizen_female | ||
npc_vr_citizen_male | ||
npc_zombie | Zombie | |
npc_zombie_blind | Blind Zombie | |
npc_zombie_torso | Zombie Torso | |
npc_zombine | Combine Soldier Zombie | |
path_corner | Generic path point | |
path_generic | ||
path_node_cable | ||
path_node_generic | ||
path_node_particle_rope | ||
path_particle_rope | ||
path_particle_rope_clientside | ||
path_simple | Specifies a path that will be exported to game and can be referenced by other entities | |
path_track | An entity used to build paths for other entities to follow. Each path_track is a node on the path, each holding the name of the next path_track in the path. | |
phys_ballsocket | A constraint that keeps the position of two objects fixed, relative to the constraint's origin. You can optionally specify limits for the relative twist and swing rotation. | |
phys_constraint | Constrain an entity to the world or another entity at a fixed relative position. | |
phys_convert | Turns an arbitrary entity into a physically simulated entity. i.e. brush entities will behave like func_physbox, model entities behave like prop_physics. | |
phys_genericconstraint | A configurable constraint between two objects. | |
phys_hinge | A physically simulated hinge. Use the helper to define the axis of rotation. | |
phys_hinge_local | A physically simulated hinge. Use the helper to define the axis of rotation. | |
phys_keepupright | A controller that tries to keep an entity facing a particular direction. | |
phys_lengthconstraint | A constraint that preserves the distance between two entities. If the 'Keep Rigid' flag is set, think of it as a rod. If not, think off it as a virtual rope. | |
phys_magnet | An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it. | |
phys_motor | An entity that tries to spin a target entity at a particular speed. | |
phys_pulleyconstraint | A constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two objects, each suspended from a pulley above them.The constraint keeps the sum of the distances between the pulley points and their suspended objects constant. | |
phys_ragdollconstraint | A constraint that fixes the position of two entities, relative to this constraint's origin. Also allows for limits on the rotation around each axis, in the space of this constraint. | |
phys_ragdollmagnet | An entity that acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line. | |
phys_slideconstraint | A constraint that constrains an entity along a line segment. | |
phys_splineconstraint | Constrain an entity to a spline. | |
phys_spring | A physically simulated spring. 'Length' is what's known as the 'natural spring length'. This is how long the spring would be if it was at rest (nothing hanging on it or attached). When you attach something to the spring, it will stretch longer than its 'natural length'. The amount of stretch is determined by the 'Sprint Frequency'. The larger the spring frequency the less stretch the spring. | |
phys_thruster | An entity used to apply constant acceleration to a physics object. The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center will cause torque as well. Torque can be removed by unchecking the 'apply torque' flag. The position of the thruster can be forced to be at the object's center by checking to 'ignore pos' flag. | |
phys_torque | An angular thruster. Use it to apply angular force to an entity. | |
physics_cannister | A physically simulated gas cannister that can have its cap shot off, at which point gas will start escaping and cause the cannister to fly around. If it takes enough damage, it will explode. | |
point_aimat | ||
point_anglesensor | An entity that detects if another entity points in a given direction for a period of time. | |
point_angularvelocitysensor | An entity that detects if another entity's angular velocity meets or exceeds a threshold value. | |
point_bonusmaps_accessor | An entity that relays bonus maps changes. | |
point_broadcastclientcommand | An entity that issues commands to each valid client's console, as if it was typed in by that player locally. | |
point_bugbait | Bugbait sensor point | |
point_camera | Camera | |
point_camera_vertical_fov | Camera Vertical FOV | |
point_clientcommand | An entity that issues commands to the client console, as if it was typed in by the player (if activator is a player, or the local player in single player). | |
point_clientui_dialog | ||
point_clientui_steamvr_world_panel | An entity used to place one of the SteamVR breakout panels in the world | |
point_clientui_world_movie_panel | ||
point_clientui_world_panel | ||
point_clientui_world_text_panel | ||
point_commentary_node | Defines the position and data of a commentary node. | |
point_devshot_camera | An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level. | |
point_dz_dronegun | Drone Gun | |
point_dz_weaponspawn | DZ Spawn Location | |
point_dz_weaponspawn_group | Weapon spawn group. | |
point_enable_motion_fixup | An entity used to move a motion-disabled prop when it enables motion. Parent this entity to the prop, and when the prop has its motion enabled, it will immediately teleport to the origin of this entity. | |
point_entity_fader | ||
point_entity_finder | An entity that will find an entity and pass it along as the !Caller with the OutEntity output. Requires using !Caller as the parameter on the input. | |
point_event_proxy | An entity that allows fires simple game events from map logic | |
point_gamestats_counter | Generic game statistics counter. | |
point_grabbable | ||
point_hlvr_player_input_modifier | An entity that can suppres player teleport and/or input | |
point_hlvr_strip_player | Strip HLVR Player | |
point_hurt | An entity that does damage to all entities in a radius around itself, with a specified delay.If 'Target Entity' is specified, the damage is only done to that entity. | |
point_instructor_event | An entity that fires simple game events from map logic for game instructor | |
point_lightmodifier | A point entity that allows you adjust the brightness of a set of lights when an activator enters and leaves the radius. | |
point_message | An entity that displays a text message in the world, at its origin. | |
point_nav_walkable | Causes nav mesh to be generated here and at all points that are reachable via ground movement from here. | |
point_orient | Orient Towards | |
point_player_speak | Used to force the HLVR player to speak | |
point_playermoveconstraint | An entity that constrains players to a radius around itself, slowing them down the closer they get to the edge of the radius. | |
point_posecontroller | An entity that controls a pose parameter of a prop and cycles the pose clientside. | |
point_proximity_sensor | An entity that detects another entity's proximity to a target position. | |
point_push | Point Push | |
point_render_attr_curve | Drive a global render attribute (on the player view) by a curve over time when activated. Can optionally enable a dynamic combo while it's active. | |
point_scale_reference_human | Scale Reference (Human) | |
point_script | ||
point_servercommand | An entity that issues commands to the server console. | |
point_simple_obstruction | ||
point_soundevent | Plays a sound event from a point. The point can be this entity or a specified entity's position. | |
point_spotlight | An entity to draw a spotlight. Will draw a beam when the player views it side on, and a halo when it's facing towards the player. Unless the 'No Dynamic Light' spawnflag is checked, it will also create a dynamic light wherever the end of the spotlight rests. | |
point_teleport | An entity that teleports a target entity to this position and angles. If 'Teleport Home' spawn flag is set, teleports the target entity to its spawn position instead.If object is physically simulated, simulation is turned off when teleported. | |
point_template | Turns an entity, or set of entities, into a single template that can be instanced anywhere, and multiple times. If there are interdependencies (entity I/O, hierarchy, or other name references) between the entities in the template, the entities in the template will have their names changed and the interdependencies will be reconnected to the changes names. The name change format is as follows: '&0000', where the 0000 will be replaced with the current global template instance, so wildcard searches for '*' will still find them. If you don't want the name fixup to happen because you're only spawning the template once, or you want inputs to trigger all instances of the template, check the 'Preserve entity names' spawnflag. To spawn the template in other places, use an env_entity_maker. | |
point_tesla | An entity that creates tesla lightning arcs around its origin. | |
point_training_gravity_gloves | An entity that helps with the gravity glove training | |
point_value_remapper | ||
point_velocitysensor | An entity that detects and outputs an entity's velocity. | |
point_viewcontrol | A camera entity that controls the player's view. While it's active, the player will see out of the camera. | |
point_vort_energy | ||
point_workplane | A dummy entity used to bookmark a frequently used workplane origin and angles. Not compiled into the map. | |
point_worldtext | 3D text in the world | |
point_zombie_noise_generator | A point entity that generates a sound for blind zombies to go after | |
portrait_world_unit | Can only be used in background maps. Creates a portrait unit based on a unit name. | |
post_processing_volume | Set postprocessing params while a player is inside the volume. | |
postprocess_controller | An entity that controls the postprocess settings in the map. | |
prop_animating_breakable | ||
prop_animinteractable | Animating Interactable | |
prop_combine_ball | A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. | |
prop_counter | Door price counter | |
prop_destinations_physics | A prop that is picked up on use. | |
prop_destinations_tool | A prop that when picked up, can attach to the player's hand and have additional functionality which is defined in the vscript. | |
prop_detail | Detail Prop | |
prop_door_rotating | An entity used to place a door in the world. If two doors have the same name, they will open and close together as double doors. | |
prop_door_rotating_physics | An entity used to place a physics-based door in the world, controlled by player hands (VR) or physical forces. | |
prop_dry_erase_marker | Marker that can write on a dry erase board | |
prop_dynamic | A prop that can be placed in hierarchy and can play animations and/or simulate cloth. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_physics (i.e. it should be physically simulated) then it CANNOT be used as a prop_dynamic. Upon level load it will display a warning in the console and remove itself. Use a prop_physics instead. | |
prop_dynamic_client_fadeout | Client-side prop which fades out when it begins to obstruct the view. | |
prop_dynamic_clientside | Client-side dynamic prop. | |
prop_dynamic_ornament | A way to attach one model to another as an ornament. It will render in the way that player/NPC weapons render. | |
prop_dynamic_override | A prop that can be placed in hierarchy and can play animations. It can also be configured to break when it takes enough damage. prop_dynamic_override is a prototyping entity only. It will allow the use of models designed to be used as prop_physics. | |
prop_exploding_barrel | Exploding barrel | |
prop_hallucination | A prop that players can't get a good look at, hopefully making them unsure if it's there at all | |
prop_handpose | A pose region for the VR hand | |
prop_hlvr_crafting_station | Crafting Station | |
prop_magic_carpet | ||
prop_physics | A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead. | |
prop_physics_interactive | A physics prop that has a visual 'handle' in the model, and a hand pose attached to that handle. | |
prop_physics_multiplayer | This class is the same as prop_physics, except the runtime collisions use a more bouncy method that avoids the prediction errors normal physics objects get. | |
prop_physics_override | A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Health can be overridden on this version. | |
prop_player_cosmetic | Cosmetic player prop. | |
prop_ragdoll | A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model. | |
prop_reviver_heart | ||
prop_russell_headset | Russell's headset that you pick up and put on | |
prop_static | ||
prop_vehicle_apc | APC with mounted guns, can only be driven by a vehicle driver or a npc_apcdriver. | |
prop_welded_physics | Prop Welded Physics | |
prop_welded_physics_target | A target entity that provides a position for a prop_welded_physics_to_target to weld itself to. | |
prop_welded_physics_to_target | A Prop Welded Physics that is welded not to its starting position, but to the position of a prop_welded_physics_target. | |
save_photogrammetry_anchor | Anchor for creating Photogrammetry objects for Loading in to Compositor for game loads | |
scripted_sentence | Scripted Sentence | |
scripted_sequence | Grabs an NPC and makes them play a specified set of animations. The NPC can be told to move to the scripted sequence position or can be told to play the script wherever they currently are. Multiple scripted sequences of the same name (or sync group, if specified) will frame-synchronize in the action animation once all the actors have moved to position. This allows tight interaction between actors (one actor grabbing another, hitting them, etc.) The flow is as follows: 1) Move to position using the specified movement animation. If 'Move to Position' is set to NONE, skip to step 2. 2) If forced to wait for another actor to move to position, play the pre-action idle animation, otherwise skip to step 3. If there is no pre-action idle specified, ACT_IDLE is used. 3) Fire the OnBeginSequence output. 4) Play the action animation. If no action animation is specified, skip to step 5. 5) Play the post-action idle animation. If none is specified, skip to step 6. If the 'Loop in Post Idle' spawnflag is set, keep playing the post-action idle until the script is cancelled. If no post-action idle animation is specified, ACT_IDLE is used. 6) Fire the OnEndSequence output. 7) If a next script to play is specified, hand the NPC to the next script and repeat this process for that script. The MoveToPosition input runs steps 1 and 2, then waits while playing the pre-action idle animation until the BeginSequence input is received. If the sequence has motion extraction in it, set the 'Don't Teleport NPC On End' spawnflag. | |
scripted_target | Scripted Target | |
shadow_control | An entity to control the shadows in the map. | |
sky_camera | An entity used to control the 3D Skybox. Its origin is used to determine the 3D Skybox's position relative to the map. Place this entity, in the 3D Skybox, at the point where the origin of the map should be. | |
skybox_reference | ||
snd_event_alignedbox | Plays a sound event from a point, passes along the min and max positions of its AABB. The point can be this entity or a specified entity's position. | |
snd_event_box_helper | Lightweight oriented box helper used by snd_event_oriented_boxes | |
snd_event_cone | ||
snd_event_oriented_boxes | Plays some number of soundevents (up to max) at the closest points on a collection of oriented box helpers | |
snd_event_orientedbox | Plays a sound event from a point closest to the player on the box. | |
snd_event_param | Set a public parameter of a playing soundevent. | |
snd_event_path_corner | Plays some number of soundevents (up to max) along segments of a path corner network | |
snd_event_point | Plays a sound event from a point. The point can be this entity or a specified entity's position. | |
snd_event_sphere | Plays a sound event from the closest point on a sphere to the player. The origin can be this entity or a specified entity's position. | |
snd_opvar_set | Sets an opvar value on a library stack | |
snd_opvar_set_aabb | Sets an opvar value on a library stack | |
snd_opvar_set_auto_room | Analyzes a mostly enclosed space and defines walls and doorways within that space. Sets an opvar value on a library stack based on distance from the doorways | |
snd_opvar_set_obb | ||
snd_opvar_set_path_corner | ||
snd_opvar_set_point | Sets an opvar value on a library stack | |
snd_opvar_set_wind_obb | ||
snd_sound_area_obb | Creates a box Sound Area | |
snd_sound_area_sphere | Creates a spherical Sound Area | |
snd_soundscape | An entity to control sound in an area. The active soundscape at any time is the last one that had line-of-sight to the player, and was within the radius. | |
snd_soundscape_proxy | An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity. | |
snd_soundscape_triggerable | An entity that works like env_soundscape except that it works in conjunction with trigger_soundscape to determine when a player hears it. | |
snd_stack_save | Save/Load the fields of a specific operator stack. | |
tanktrain_ai | Train chase AI | |
tanktrain_aitarget | An entity that changes the target of a tanktrain_ai entity. | |
team_select | In-map team select position. | |
terrorist_team_intro | In-map terrorist team intro variant #1. | |
terrorist_team_intro_variant2 | In-map terrorist team intro variant #2. | |
terrorist_wingman_intro | In-map terrorist wingman intro. | |
test_sidelist | Test entity for Ken! | |
test_traceline | A debugging tool for testing tracelines. | |
texture_based_animatable | ||
trigger_autosave | A trigger volume that autosaves when the player touches it. | |
trigger_blind_zombie_crash | Blind Zombie Crash Trigger | |
trigger_blind_zombie_sound_area | Blind Zombie Sound Area | |
trigger_blind_zombie_wander_area | Trigger Blind Zombie Wander | |
trigger_bomb_reset | A trigger volume that resets the bomb by teleporting it back into the playable area. | |
trigger_boss_attackable | Boss (Roshan) is attackable from here. | |
trigger_changelevel | An entity that triggers a level change. Place an info_landmark in both maps in the PVS of the transition region that marks the 'same' location in each map. TIPS & TRICKS: To fire events in the next level, use the OnLevelChange output to turn on an env_global in the current level. Create a logic_auto in the next level that checks for the state set by the env_global. To control which entities go through the level transition, create one or more trigger_transitions and give them the same name as the landmark. Any entities within the trigger_transition(s) will go to the next map. | |
trigger_crafting_station_object_placement | Crafting Station Object Placement Trigger | |
trigger_detect_bullet_fire | Detect Bullet Fire Trigger | |
trigger_detect_explosion | Detect Explosion Trigger | |
trigger_dota | Dota-specific Trigger. | |
trigger_foliage_interaction | ||
trigger_gravity | A trigger volume that changes the gravity on any entity that touches it. | |
trigger_hero | A trigger that's fired when a hero touches it. | |
trigger_hostage_reset | A trigger volume that resets the hostage by teleporting it back into the playable area. | |
trigger_hurt | A trigger volume that damages entities that touch it. | |
trigger_impact | A trigger volume that can be told to push all physics objects that are inside of it in the direction specified by this trigger's angles. Also outputs the force at the time of impact for anyone else that wants to use it. | |
trigger_lerp_object | Object Lerp Trigger | |
trigger_look | An entity used to trigger something when the player looks at something. It fires 'OnTrigger' when the player looks at a target entity for the given amount of time, while within the trigger volume. If the player leaves the trigger or looks away from the target entity the clock resets. If the 'Use Velocity instead of facing' spawnflag is checked, the trigger uses the player's velocity instead of the player's view, so it determines whenever the player is moving toward the target entity. Useful for triggering when players are driving a vehicle at something.NOTE: Only designed for single-player game. | |
trigger_multiple | A trigger volume that can be triggered multiple times. | |
trigger_no_wards | Wards disallowed here. | |
trigger_once | A trigger volume that removes itself after it is triggered once. | |
trigger_physics | A volumetric trigger that affects the motion of vphysics objects that touch it. | |
trigger_player_out_of_ammo | Player Out of Ammo Trigger | |
trigger_player_peephole | Player peephole (hands/head can enter but only legally exit from where they came in) | |
trigger_playermovement | An entity that can be used to disable player's automatic ducking/unducking when jumping. | |
trigger_proximity | Measures the distance of the player within the trigger volume from a given point (and within a given radius). The NearestPlayerDistance output will be 0 when the player is at the center point, and 1 when the player is at the radius. | |
trigger_push | A trigger volume that pushes entities that touch it. | |
trigger_remove | A trigger volume that removes any entities that touch it. Be careful, removing some entities can cause instability. This is not the same as killing entities. i.e. NPCs removed in this manner will not fire their OnKilled outputs. | |
trigger_resource_analyzer | Resource Analyzer Player Trigger | |
trigger_serverragdoll | A volume that forces any NPC inside it to create a server side ragdoll instead of a client one. | |
trigger_shop | Region that defines the shop radius. | |
trigger_snd_sos_opvar | A trigger volume that sets the value of an snd_sos opvar. | |
trigger_soundscape | Soundscape trigger. It is not necessary to create outputs for this trigger. It automatically will trigger the soundscape referred to by its 'Soundscape' property. | |
trigger_survival_playarea | A trigger used to define the survial play area. | |
trigger_teleport | A trigger volume that teleports entities that touch it. Entities are teleported to the Remote Destination, and have their angles set to that of the Remote Destination's. If a Local Destination Landmark is specified, teleported entities are offset from the target by their initial offset from the landmark, and their angles are left alone. | |
trigger_tonemap | Changes tonemap controllers for players touching the trigger. | |
trigger_transition | A volume that's used to control which entities go through the level transition. Create one or more trigger_transitions and give them the same name as the changelevel landmark. Any entities within the trigger_transition(s) will go to the next map.See trigger_changelevel for more info. | |
trigger_traversal_invalid_spot | A trigger that will keep players from ending there teleport inside or on top of this trigger, but will allow them to move past it. | |
trigger_traversal_modifier | A trigger that modifies where the player should be teleported when their teleport attempt touches this trigger. | |
trigger_traversal_modifier_to_line | A trigger that modifies where the player should be teleported when their teleport attempt touches this trigger. It moves the teleport point to the nearest point on the line between points A & B. | |
trigger_traversal_no_teleport | A trigger that will clip the teleport trace. You must texture this entity with the toolsteleportclip material to enable functionality. | |
trigger_traversal_tp_interrupt | ||
trigger_turret_citizen_battery | Turret Battery Placement Trigger | |
trigger_wind | A trigger volume that pushes physics objects that touch it. | |
trigger_xen_foliage_interaction | ||
trigger_xen_membrane_door | Trigger Xen Membrane Door | |
trigger_zap_module | Zap Module Trigger | |
tutorial_npc_blocker | The start or endpoint of an NPC blocking line. | |
vehicle_entityio | Vehicle which does nothing but fire outputs based on IN_BUTTONS, typically used for prototyping. | |
vgui_movie_display | Movie Display | |
vgui_screen | A VGUI screen. Useful for in-world monitors. | |
vgui_slideshow_display | Slideshow Display | |
visibility_hint | ||
vr_teleport_area | ||
vr_teleport_marker | ||
water_lod_control | An entity used to control the LOD behavior of any water in the map. If your map has water, this entity is required. | |
weapon_357 | 357 | |
weapon_ak47 | AK-47 | |
weapon_ar2 | Assault Rifle 2 | |
weapon_aug | AUG | |
weapon_awp | AWP | |
weapon_bizon | PP-Bizon | |
weapon_bugbait | Bug bait | |
weapon_c4 | C4 Bomb | |
weapon_crossbow | Crossbow | |
weapon_crowbar | Crowbar | |
weapon_cz75a | CZ75a | |
weapon_deagle | Desert Eagle | |
weapon_decoy | Decoy Grenade | |
weapon_elite | Dual Berettas | |
weapon_famas | FAMAS | |
weapon_fiveseven | Five-SeveN | |
weapon_flashbang | Flashbang | |
weapon_frag | Frag Grenade | |
weapon_g3sg1 | G3SG1 Sniper | |
weapon_galilar | Galil AR | |
weapon_glock | Glock-18 | |
weapon_healthshot | Medi-Shot | |
weapon_hegrenade | HE Grenade | |
weapon_hkp2000 | P2000 | |
weapon_incgrenade | Incendiary Grenade | |
weapon_knife | Knife | |
weapon_m249 | M249 Para | |
weapon_m4a1 | M4A4 | |
weapon_m4a1_silencer | M4A1 Silenced | |
weapon_mac10 | MAC-10 | |
weapon_mag7 | MAG-7 | |
weapon_molotov | Molotov | |
weapon_mp5sd | MP5-SD | |
weapon_mp7 | MP7 | |
weapon_mp9 | MP9 | |
weapon_negev | Negev | |
weapon_nova | Nova | |
weapon_p250 | P250 | |
weapon_p90 | P90 | |
weapon_physcannon | Physics Cannon | |
weapon_pistol | Pistol | |
weapon_revolver | Revolver | |
weapon_rpg | Missile Launcher | |
weapon_sawedoff | Sawed-Off | |
weapon_scar20 | Scar20 | |
weapon_sg556 | SG 553 | |
weapon_shotgun | Shotgun | |
weapon_smg1 | SMG1 | |
weapon_smokegrenade | Smoke Grenade | |
weapon_ssg08 | SSG 08 | |
weapon_tagrenade | TAGrenade | |
weapon_taser | weapon_taser | |
weapon_tec9 | Tec-9 | |
weapon_ump45 | UMP-45 | |
weapon_usp_silencer | USP Silenced | |
weapon_xm1014 | XM1014 | |
weapon_zipline | Zipline | |
world_bounds | ||
worldspawn | This is the world entity. Each map can only contain one, and it's automatically created for you. | |
xen_flora_animatedmover | ||
xen_foliage | ||
xen_foliage_bloater | ||
xen_foliage_grenade_spawner | ||
xen_foliage_turret | ||
xen_hearing_flower |