Entity List
Clicking on the name of an entity will bring you to its page.
Showing 816 of 816 entities
Last updated: 2 months ago
| Classname | Description | Games |
|---|---|---|
dota_movespeed_path_node | ||
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. | |
point_player_speak | Used to force the HLVR player to speak | |
weapon_hkp2000 | P2000 | |
ai_speechfilter | An entity that can be used to control the idle speech patterns of a set of NPCs. | |
env_bubbles | An entity used to create a volume in which to spawn bubbles. | |
![]() 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. | |
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. | |
info_dynamic_shadow_hint_box | ||
![]() trigger_multiple | A trigger volume that can be triggered multiple times. | |
![]() 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. | |
npc_dota_roshan_spawner | Spawns Roshan, the big boss in the standard Dota2 PvP map. | |
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. | |
![]() light_importance_volume | ||
weapon_m249 | M249 Para | |
ent_sugar_rush | Sugar Rush spot for Roshan. | |
func_tank_gatling | Brush Gatling Gun | |
![]() point_nav_walkable | Causes nav mesh to be generated here and at all points that are reachable via ground movement from here. | |
xen_flora_animatedmover | ||
env_deferred_light | [TOOLTIP NEEDS IMPROVEMENT] Deferred light entity. | |
![]() trigger_blind_zombie_sound_area | Blind Zombie Sound Area | |
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 | |
npc_metropolice | MetroPolice | |
func_clip_vphysics | A brush entity that's considered solid to vphysics. | |
prop_handpose | A pose region for the VR hand | |
![]() npc_maker | NPC Maker | |
npc_antlion_grub | Antlion grub | |
![]() logic_handsup_listener | An entity that checks if the players hands are above their head | |
![]() env_wind_clientside | An entity to control wind in the map, client only. Partially functional. | |
weapon_g3sg1 | G3SG1 Sniper | |
npc_vehicledriver | NPC used to drive a target vehicle. | |
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. | |
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. | |
![]() snd_sound_area_sphere | Creates a spherical Sound Area | |
prop_physics_interactive | A physics prop that has a visual 'handle' in the model, and a hand pose attached to that handle. | |
![]() point_soundevent | Plays a sound event from a point. The point can be this entity or a specified entity's position. | |
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. | |
![]() env_cs_place | An entity used to define a place on a CSGO map. | |
env_cubemap_box | An env_cubemap with box projection. | |
![]() snd_event_path_corner | Plays some number of soundevents (up to max) along segments of a path corner network | |
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. | |
point_devshot_camera | An entity used by the -makedevshots system, which automatically takes screenshots at the position of every devshot camera in the level. | |
hlvr_vault_tractor_beam_console | HLVR Vault Tractor Beam Console | |
![]() logic_achievement | Sends an achievement system related event from the map to the achievement system. | |
![]() info_hlvr_offscreen_particle_texture | Offscreen Particle Texture | |
npc_dota_creature_spawner | Spawns creatures. | |
weapon_zipline | Zipline | |
item_hlvr_prop_ammobag | Ammobag | |
item_hlvr_prop_battery | Battery | |
func_electrified_volume | Combine barrier that reacts to interactions. | |
weapon_taser | weapon_taser | |
npc_advisor | An adorable sluglike alien with benevolent psychic powers. | |
point_tesla | An entity that creates tesla lightning arcs around its origin. | |
info_target_instructor_hint | A generic target that gets replicated to the client for hud hint targeting | |
item_healthcharger_DEPRECATED | Health Charger | |
weapon_tec9 | Tec-9 | |
crownfall_shmup_enemy | Crownfall shmup enemy. | |
![]() trigger_snd_sos_opvar | A trigger volume that sets the value of an snd_sos opvar. | |
![]() info_snipertarget | Sniper Target | |
![]() tanktrain_ai | Train chase AI | |
item_hlvr_crafting_currency_small | Crafting Currency (Small) | |
npc_barney | Barney | |
![]() 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. | |
func_detail_blocker | A Hammer-only brush entity that prevents detail sprites from being placed inside its volume. | |
![]() 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. | |
phys_torque | An angular thruster. Use it to apply angular force to an entity. | |
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). | |
item_healthvial_DEPRECATED | Personal Health Kit | |
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. | |
point_workplane | A dummy entity used to bookmark a frequently used workplane origin and angles. Not compiled into the map. | |
npc_dota_neutral_spawner | Spawns neutral units. | |
weapon_flashbang | Flashbang | |
weapon_p250 | P250 | |
env_particle_performance_monitor | An entity for turning on and off measuring and display of particle throughput. | |
![]() 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. | |
item_hlvr_grenade_frag | ||
![]() 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. | |
item_hlvr_weaponmodule_guidedmissle | WeaponModule GuidedMissle | |
env_occluder | A test entity for radius occluding for the fog of war system. | |
chicken | ||
![]() trigger_traversal_tp_interrupt | ||
map_preview_camera_path_node | ||
info_target_server_only | An entity that does nothing. Not networked. | |
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. | |
![]() trigger_traversal_modifier | A trigger that modifies where the player should be teleported when their teleport attempt touches this trigger. | |
item_suit | HEV Suit | |
item_defuser | Defuse Kit | |
![]() 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. | |
ai_addon_builder | ||
info_node_climb | A climb-node for AI navigation. Only usable by NPCs that can climb. | |
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_tilt | An entity to control screen tilt on players. | |
![]() trigger_bomb_reset | A trigger volume that resets the bomb by teleporting it back into the playable area. | |
item_hlvr_weapon_grabbity_slingshot | ||
point_dz_weaponspawn_group | Weapon spawn group. | |
item_hlvr_health_station_vial | Health Vial | |
![]() 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. | |
npc_combine_cannon | Combine Cannon | |
![]() env_firesource | An entity that provides heat to all nearby env_fire entities. Cannot be extinguished. | |
env_particle_glow | An entity to create light glows built via the particle editor | |
npc_dota_tower | Creates a Dota tower that attacks enemy units, provides vision of invisible enemies, and allows allies to teleport to it. | |
![]() ai_goal_injured_follow | AI Goal Injured Follow | |
ai_goal_operator | Indicates items in the world that some NPCs may operate upon | |
![]() 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) | |
![]() trigger_crafting_station_object_placement | Crafting Station Object Placement Trigger | |
func_door_rotating | A brush entity for use as a rotating player-useable door. | |
![]() light_dynamic | An invisible lightsource that changes in some way over time. | |
![]() hl_vr_environmental_interaction_volume | Entity that designates a volume within which NPC/Explosion existence should be mapped into the interactive foliage texture. | |
weapon_molotov | Molotov | |
![]() info_world_layer | ||
![]() trigger_lerp_object | Object Lerp Trigger | |
![]() 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. | |
point_dz_dronegun | Drone Gun | |
npc_dota_spawner_bad_bot | Spawns Dire creeps in the bottom lane of the standard Dota2 PvP map. | |
![]() scripted_target | Scripted Target | |
func_conveyor | A brush entity with a moving surface that moves linearly in a given direction | |
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. | |
![]() snd_stack_save | Save/Load the fields of a specific operator stack. | |
env_combined_light_probe_volume | Combination of an env_cubemap_box and an env_light_probe_volume | |
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. | |
func_nav_gen_proj | Generate nav inside this volume and in the direction of the arrow | |
point_clientui_dialog | ||
combine_mine | Combine Land Mine | |
![]() trigger_turret_citizen_battery | Turret Battery Placement Trigger | |
npc_dota_building | Creates a simple building. | |
ent_dota_promo | [TOOLTIP NEEDS IMPROVEMENT] Promo Entity. | |
ent_dota_shop | Creates a Dota item shop. | |
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. | |
phys_keepupright | A controller that tries to keep an entity facing a particular direction. | |
item_hlvr_weaponmodule_snark | WeaponModule Snark | |
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. | |
ent_dota_game_events | An entity that fires outputs based on game events. | |
move_track | Track Move Behavior | |
npc_clawscanner | Claw Scanner | |
![]() trigger_once | A trigger volume that removes itself after it is triggered once. | |
func_illusionary | Legacy support. Use func_brush instead. | |
weapon_mp7 | MP7 | |
![]() ambient_generic | Universal ambient sound. Use it to play and control a single sound. | |
logic_multilight_proxy | An entity that allows you to control the display of a set of light entities with a single input. | |
point_proximity_sensor | An entity that detects another entity's proximity to a target position. | |
![]() 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 | |
npc_dota_spawner_good_bot | Spawns Radiant creeps in the bottom lane of the standard Dota2 PvP map. | |
![]() 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. | |
![]() info_cull_triangles | A static (compile-time) volume that will delete geometry inside it as part of map compile. | |
npc_manhack | Manhack | |
terrorist_team_intro_variant2 | In-map terrorist team intro variant #2. | |
![]() filter_modifier | A filter that filters entities by active modifiers applied to them | |
game_zone_player | An entity used to count the number of players within a zone. | |
ai_npc_eventresponsesystem | An entity that allows you to generate events for nearby friendly NPCs to respond to. | |
ai_script_conditions | AI Script Conditions | |
![]() 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'. | |
hlvr_weapon_energygun | ||
item_hlvr_weapon_energygun | ||
![]() env_spherical_vignette | ||
phys_hinge_local | A physically simulated hinge. Use the helper to define the axis of rotation. | |
![]() 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. | |
![]() 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. | |
![]() filter_activator_attribute_int | A filter that filters by the mass of the activator. | |
![]() env_instructor_hint | An entity that allows for creation and control of instructor lessons by map logic | |
npc_seagull | Seagull | |
csm_fov_override | This entity indicates the FOV override for cascading shadow maps. . | |
![]() filter_proximity | A filter that filters a potential entity by proximity from the origin of the filter. | |
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. | |
![]() 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. | |
item_hlvr_weaponmodule_physcannon | WeaponModule PhysCannon | |
npc_crow | Crow | |
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. | |
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. | |
point_lightmodifier | A point entity that allows you adjust the brightness of a set of lights when an activator enters and leaves the radius. | |
info_roquelaire_perch | (used in Dota2 PvP tutorial) A perch point for Roquelaire to sit on. | |
item_hlvr_weapon_radio | ||
item_ammo_smg1_large | Large Box of SMG1 ammo | |
info_courier_spawn_radiant | Spawns a Radiant team courier. | |
npc_zombie_blind | Blind Zombie | |
![]() 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. | |
item_hlvr_clip_generic_pistol | ||
func_combine_barrier | Combine barrier that reacts to interactions. | |
weapon_scar20 | Scar20 | |
npc_fastzombie | Fast Zombie | |
![]() env_wind | An entity to control wind in the map. Partially functional. | |
item_hlvr_weaponmodule_rapidfire | WeaponModule Rapidfire | |
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. | |
item_hlvr_clip_energygun_multiple | ||
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'. | |
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. | |
prop_vehicle_apc | APC with mounted guns, can only be driven by a vehicle driver or a npc_apcdriver. | |
func_rotating | A rotating brush entity. | |
info_overlay | An entity that places an overlay on the world. | |
item_ammo_smg1 | Box of SMG1 ammo | |
![]() trigger_gravity | A trigger volume that changes the gravity on any entity that touches it. | |
terrorist_wingman_intro | In-map terrorist wingman intro. | |
point_entity_fader | ||
![]() func_precipitation | A brush entity that creates rain and snow inside its volume. | |
![]() 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. | |
vehicle_entityio | Vehicle which does nothing but fire outputs based on IN_BUTTONS, typically used for prototyping. | |
info_offscreen_panorama_texture | Offscreen Panorama Texture | |
npc_grenade_frag | Hand Grenade | |
skybox_reference | ||
![]() trigger_foliage_interaction | ||
npc_headcrab_black | Black Headcrab | |
![]() color_correction | An entity to control the color correction in the map. | |
![]() trigger_boss_attackable | Boss (Roshan) is attackable from here. | |
weapon_glock | Glock-18 | |
logic_playmovie | Plays a movie and allows for various playback options | |
weapon_ump45 | UMP-45 | |
item_hlvr_multitool | ||
env_deferred_spot_light | [TOOLTIP NEEDS IMPROVEMENT] Deferred spot light. | |
weapon_357 | 357 | |
weapon_smg1 | SMG1 | |
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. | |
![]() point_script | ||
npc_dota_spawner_bad_mid | Spawns Dire creeps in the middle lane of the standard Dota2 PvP map. | |
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. | |
light_rect | A rectangular or disk shaped light | |
weapon_frag | Frag Grenade | |
weapon_usp_silencer | USP Silenced | |
![]() 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. | |
![]() filter_activator_class | A filter that filters by the class name of the activator. | |
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. | |
npc_turret_citizen | Citizen Turret | |
info_player_start_goodguys | Spawn point for Radiant heroes. | |
func_survival_c4_target | C4 target | |
![]() snd_event_param | Set a public parameter of a playing soundevent. | |
path_corner | Generic path point | |
![]() 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 | |
![]() env_instructor_vr_hint | An entity that allows for creation and control of VR Based instructor lessons by map logic | |
weapon_m4a1 | M4A4 | |
env_funnel | HL1 Legacy: Large Portal Funnel | |
point_scale_reference_human | Scale Reference (Human) | |
weapon_nova | Nova | |
weapon_physcannon | Physics Cannon | |
![]() filter_dota | Dota-specific Filter. | |
![]() 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. | |
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. | |
prop_dynamic_client_fadeout | Client-side prop which fades out when it begins to obstruct the view. | |
point_anglesensor | An entity that detects if another entity points in a given direction for a period of time. | |
prop_destinations_physics | A prop that is picked up on use. | |
![]() haptic_relay | Takes Eventoutput and translates them to a Haptic Event (VR / Controller Target) | |
dota_particle_relay | ||
weapon_cz75a | CZ75a | |
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. | |
![]() 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. | |
weapon_ar2 | Assault Rifle 2 | |
npc_alyx | Alyx | |
npc_dota_unit_twin_gate | Creates one portal out of a pair that you can traverse through. | |
weapon_rpg | Missile Launcher | |
![]() visibility_hint | ||
![]() filter_vr_grenade | A filter that filters for VR Grenades | |
item_ammo_pistol | Box of Pistol ammo | |
weapon_incgrenade | Incendiary Grenade | |
![]() filter_los | A filter that filters a potential entity by line of sight from the origin of the filter. | |
![]() commentary_auto | Fires outputs when a map spawns in commentary mode. | |
npc_combine_camera | Combine security camera | |
item_hlvr_weapon_rapidfire | ||
env_beverage | HL1 Legacy: Beverage Dispenser. | |
![]() 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. | |
hl_vr_texture_based_animatable | ||
env_time_of_day | ||
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. | |
postprocess_controller | An entity that controls the postprocess settings in the map. | |
![]() info_target_helicopter_crash | Helicopter Crash Target | |
fog_volume | An entity to control the fog in the map. | |
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_explosion | An entity that creates an explosion at its origin. | |
item_hlvr_crafting_currency_large | Crafting Currency (Large) | |
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. | |
npc_pigeon | Pigeon | |
![]() 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_beam | An entity that creates a visible beam between two points. The points can be attached to entities to make the beam move around. | |
dota_prop_customtexture | [TOOLTIP NEEDS IMPROVEMENT] Custom texture prop. | |
func_tablet_blocker | Defines areas where tablet is covered by static. | |
![]() logic_script | An entity that acts as a container for scripts | |
![]() 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_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. | |
npc_dota_trap_ward | Used to place a dota trap ward. | |
![]() trigger_playermovement | An entity that can be used to disable player's automatic ducking/unducking when jumping. | |
npc_combinegunship | Combine Gunship | |
item_ammo_ar2 | Box of AR2 ammo | |
![]() env_player_visibility | ||
func_xen_membrane_barrier | Xen Membrane Barrier | |
info_player_start_dota | Spawn point for heroes of any team. | |
![]() filter_activator_mass_greater | A filter that filters by the mass of the activator. | |
light_barn | A cinematic barn door style light | |
npc_sniper | Sniper | |
item_combine_console | Combine Console | |
![]() info_spawngroup_load_unload | Logical entity that starts async loading or unloading a level. | |
func_wall | Legacy support. Use func_brush instead. | |
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. | |
info_teleport_magnet | Teleport Magnet | |
env_viewer | A test entity for viewing for the fog of war system. | |
![]() gibshooter | An entity that shoots out gibs. Style of body part depends on language type. | |
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. | |
![]() logic_choreographed_scene | Manages a choreographed scene of one or more actors. | |
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. | |
vgui_slideshow_display | Slideshow Display | |
counterterrorist_team_intro_variant2 | In-map counter-terrorist team intro variant #2. | |
point_simple_obstruction | ||
![]() 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. | |
func_physbox | A brush entity that's physically simulated. | |
![]() trigger_traversal_no_teleport | A trigger that will clip the teleport trace. You must texture this entity with the toolsteleportclip material to enable functionality. | |
logic_collision_pair | An entity that can be used to enables/disable vphysics collisions between two target entities. | |
weapon_crossbow | Crossbow | |
![]() 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. | |
prop_dynamic_clientside | Client-side dynamic prop. | |
dota_world_particle_system | [TOOLTIP NEEDS IMPROVEMENT] Dota world particle system. | |
![]() 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. | |
npc_dota_watch_tower | Creates a watch tower building which either team can capture. | |
npc_antlion | Antlions will run away from ai_sound, type: Thumper. | |
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 | |
light_spot | A spot light source. | |
weapon_aug | AUG | |
![]() trigger_player_peephole | Player peephole (hands/head can enter but only legally exit from where they came in) | |
item_item_crate | Item Crate | |
path_particle_rope_clientside | ||
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. | |
item_ammo_crossbow | Box of Crossbow ammo | |
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. | |
weapon_hegrenade | HE Grenade | |
item_hlvr_prop_flashlight | ||
![]() env_soundscape_proxy | An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity. | |
cs_minimap_boundary | One of two corners needed to define the minimap boundaries (extend to support multilevel maps). | |
env_sun | An entity to control & draw a sun effect in the sky. | |
env_global_light | Control the global light that casts shadows in a Dota map. | |
prop_static | ||
func_water | ||
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_hlvr_nav_markup | ||
npc_poisonzombie | A bloated, disgusting, fluid-spurting zombie created by a poison headcrab. | |
info_radial_link_controller | This entity automatically severs node connections that pass through its radius. If it moves, it will restore those connections. | |
func_dustcloud | A brush entity that spawns a translucent dust cloud within its volume. | |
![]() 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. | |
env_deferred_light_client_only | Deferred light entity whose state is not networked. | |
![]() logic_random_outputs | A message forwarder. Fires up to eight separate outputs, each with a different chance of firing. | |
item_healthvial | ||
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. | |
![]() filter_enemy | A filter that filters a potential enemy entity by a set of criteria. | |
ai_markup_hlvr | Tagged markup volume entity for HLVR AI use | |
![]() snd_opvar_set_obb | ||
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. | |
ent_dota_neutral_item_stash | Creates a Dota neutral item stash. | |
cable_dynamic | ||
func_dustmotes | A brush entity that spawns sparkling dust motes within its volume. | |
point_gamestats_counter | Generic game statistics counter. | |
weapon_knife | Knife | |
![]() ai_attached_item_manager | AI Attached Item Manager - manages the items attached to one or more NPCs / ragdolls. | |
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. | |
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. | |
move_keyframed | Keyframed Move Behavior | |
env_effectscript | An entity that allows you to script special visual effects via a script file. | |
npc_turret_ceiling | Combine Ceiling Turret | |
![]() snd_opvar_set_point | Sets an opvar value on a library stack | |
prop_reviver_heart | ||
path_simple | Specifies a path that will be exported to game and can be referenced by other entities | |
![]() 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. | |
env_volumetric_fog_controller | Controller for volumetric fogging - bounds are extents of fog irradiance volume (for indirect) | |
![]() trigger_blind_zombie_crash | Blind Zombie Crash Trigger | |
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 | |
![]() filter_activator_context | A filter that filters by a context on the activator. | |
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. | |
func_shatterglass | A procedurally-shattering glass panel. | |
markup_volume_tagged | Tagged generic markup volume entity, can be queried in-game by tag/name/type/location | |
npc_dota_spawner_good_top | Spawns Radiant creeps in the top lane of the standard Dota2 PvP map. | |
func_distance_occluder | An entity that acts as an occluder together with some impostor geometry. | |
![]() ai_goal_lead | AI Goal Lead | |
weapon_m4a1_silencer | M4A1 Silenced | |
npc_cscanner | City Scanner | |
weapon_ssg08 | SSG 08 | |
item_hlvr_clip_rapidfire | ||
terrorist_team_intro | In-map terrorist team intro variant #1. | |
![]() info_hlvr_toner_path | Toner Path | |
![]() snd_event_cone | ||
ai_goal_actbusy | AI Goal Act Busy | |
npc_dota_scripted_spawner | [DEPRECATED ENTITY?] Spawns NPCs based on scripts for tutorials / single player / co-op. | |
![]() point_hlvr_player_input_modifier | An entity that can suppres player teleport and/or input | |
![]() 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). | |
markup_volume | Generic markup volume entity, can be queried in-game by name/type/location | |
env_deferred_spot_light_client_only | Deferred spot light entity whose state is not networked. | |
![]() logic_npc_counter_radius | Does calculations based on the number of a specified type of NPC in a specified region. | |
npc_combinedropship | Combine Dropship | |
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. | |
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. | |
weapon_shotgun | Shotgun | |
point_clientui_world_text_panel | ||
![]() env_physimpact | An entity that will cause a physics impact on another entity. | |
point_value_remapper | ||
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_servercommand | An entity that issues commands to the server console. | |
game_gib_manager | An entity to control the number of gibs in the world, for performance reasons. | |
npc_turret_floor | Combine Floor Turret | |
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. | |
hlvr_piano | ||
item_ammo_smg1_grenade | SMG1 Grenade | |
math_remap | An entity that remaps a range of input values to a given range of output values. | |
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. | |
info_hlvr_toner_port | Toner Port | |
cable_static | ||
weapon_bugbait | Bug bait | |
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. | |
weapon_decoy | Decoy Grenade | |
portrait_world_unit | Can only be used in background maps. Creates a portrait unit based on a unit name. | |
![]() 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. | |
npc_dota_miniboss_spawner | Spawns Tormentor, the small side lane boss in the standard Dota2 PvP map. | |
dz_door | A security door. | |
item_hlvr_combine_console_tank | Combine Console Tank | |
![]() snd_opvar_set_path_corner | ||
npc_dota_lotus_pool | Creates a lotus pool that creates lotuses every now and then. | |
![]() filter_activator_model | A filter that filters by the model of the activator. | |
counterterrorist_team_intro | In-map counter-terrorist team intro variant #1. | |
![]() env_rotorshooter | An entity that creates gibs when it's within the influence of a helicopter's rotor wash. | |
weapon_mac10 | MAC-10 | |
item_hlvr_grenade_bomb | ||
test_traceline | A debugging tool for testing tracelines. | |
prop_magic_carpet | ||
hl_vr_accessibility | ||
![]() tanktrain_aitarget | An entity that changes the target of a tanktrain_ai entity. | |
info_hlvr_holo_hacking_spawn_target | ||
prop_dry_erase_marker | Marker that can write on a dry erase board | |
![]() save_photogrammetry_anchor | Anchor for creating Photogrammetry objects for Loading in to Compositor for game loads | |
item_rpg_round | RPG Round | |
![]() trigger_xen_foliage_interaction | ||
info_map_region | DZ Named Map Region | |
npc_zombine | Combine Soldier Zombie | |
![]() trigger_autosave | A trigger volume that autosaves when the player touches it. | |
![]() info_spawngroup_landmark | Used by info_spawngroup_load to specify a landmark between two spawngroups to load | |
func_guntarget | This is a moving target that moves along a path of path_tracks. It can be shot and killed. | |
info_ofrenda_statue_spawn | Spawns a Ofrenda Statue. | |
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. | |
![]() trigger_xen_membrane_door | Trigger Xen Membrane Door | |
info_dynamic_shadow_hint | ||
point_clientui_world_movie_panel | ||
trigger_serverragdoll | A volume that forces any NPC inside it to create a server side ragdoll instead of a client one. | |
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. | |
info_particle_system | An entity that spawns a particle system built using the particle editor. | |
path_particle_rope | ||
![]() trigger_hostage_reset | A trigger volume that resets the hostage by teleporting it back into the playable area. | |
![]() trigger_physics | A volumetric trigger that affects the motion of vphysics objects that touch it. | |
weapon_fiveseven | Five-SeveN | |
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. | |
ent_fow_revealer | Reveals fog of war in a radius. | |
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. | |
env_blood | An entity used to spawn blood effects. | |
path_generic | ||
dota_displacement_visibility | Entity that can hide a displacement | |
![]() ai_goal_fightfromcover | AI Fight from Cover | |
weapon_mp9 | MP9 | |
path_node_generic | ||
![]() scripted_sentence | Scripted Sentence | |
logic_active_autosave | An entity that is used to look for opportunities to autosave. | |
prop_hlvr_crafting_station | Crafting Station | |
vgui_screen | A VGUI screen. Useful for in-world monitors. | |
![]() info_npc_spawn_destination | NPC Spawn Destination. (Consult npc_template_maker help for more info) | |
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. | |
xen_foliage | ||
prop_welded_physics_target | A target entity that provides a position for a prop_welded_physics_to_target to weld itself to. | |
npc_dota_base_blocker | A blocker which only one team can go past. | |
item_hlvr_clip_shotgun_multiple | ||
npc_breen | Dr Breen | |
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. | |
item_hlvr_weapon_grabbity_glove | ||
point_camera | Camera | |
npc_vr_citizen_female | ||
item_ammo_crate | Ammo Crate | |
![]() filter_activator_name | A filter that filters by the name of the activator. | |
ai_goal_actbusy_queue | AI Goal Act Busy Queue | |
![]() game_text | An entity that displays text on player's screens. | |
func_monitor | A monitor that renders the view from a given point_camera entity. | |
weapon_xm1014 | XM1014 | |
![]() 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. | |
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. | |
ent_dota_lightinfo | Localized lighting settings to control lighting parameters in a radius. | |
![]() 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. | |
env_dustpuff | An entity that can emit dust puffs. | |
item_ammo_357 | Box of 357 ammo | |
func_platrot | A brush entity that moves vertically, and can rotate while doing so. | |
game_player_team | An entity that changes the team of the player who activates it. | |
env_lightglow | An entity that puts an additive glow in the world, mostly used over light sources. | |
phys_slideconstraint | A constraint that constrains an entity along a line segment. | |
![]() trigger_blind_zombie_wander_area | Trigger Blind Zombie Wander | |
![]() trigger_detect_explosion | Detect Explosion Trigger | |
phys_hinge | A physically simulated hinge. Use the helper to define the axis of rotation. | |
point_message | An entity that displays a text message in the world, at its origin. | |
item_hlvr_grenade_remote_sticky | ||
env_projectedtexture | Projected texture entity, used for things like flashlights. | |
![]() trigger_no_wards | Wards disallowed here. | |
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. | |
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. | |
info_hlvr_toner_junction | Toner junction | |
trigger_tonemap | Changes tonemap controllers for players touching the trigger. | |
func_breakable | A brush entity that can be broken from damage, or an input. | |
![]() point_grabbable | ||
env_texturetoggle | An entity that allows you to change the textures on other brush-built entities. | |
npc_dota_unit_templar_gate | Creates one portal out of a pair that you can traverse through. | |
![]() 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. | |
func_buyzone | A trigger used to define a buyzone. | |
![]() func_hostage_rescue | Hostage Rescue Zone. When a hostage is led into this zone, it is marked as rescued. | |
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. | |
![]() env_gradient_fog | ||
prop_welded_physics | Prop Welded Physics | |
light_omni | A point light source. | |
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. | |
item_hlvr_weaponmodule_zapper | WeaponModule Zapper | |
env_cubemap | Cubemap for sampling indirect specular reflection. | |
color_correction_volume | An entity to control the color correction in the map. | |
point_viewcontrol | A camera entity that controls the player's view. While it's active, the player will see out of the camera. | |
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. | |
npc_dota_spawner | Spawns NPCs based on scripts. | |
npc_zombie | Zombie | |
dota_item_rune_spawner_xp | A marker for where xp runes spawn. | |
dota_color_correction | An entity to control the color correction in the map. | |
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. | |
logic_playerproxy | An entity that is used to relay inputs/ouputs to the player and back to the world. | |
path_node_particle_rope | ||
func_orator | A very simple model entity that has animations and response rules. | |
point_bonusmaps_accessor | An entity that relays bonus maps changes. | |
![]() func_nav_markup | Tagged NAV markup volume entity, used during export and can be queried in-game by tag/name/type/location | |
![]() ai_goal_standoff | AI Goal Standoff | |
dota_guild_banner_dynamic | guild banner, ultimately spawns different vmdls based on guild config. | |
npc_headcrab_armored | Armored headcrab | |
![]() env_cubemap_fog | ||
cycler_actor | Actor Cycler | |
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 | |
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. | |
dota_movespeed_modifier_path | ||
prop_hallucination | A prop that players can't get a good look at, hopefully making them unsure if it's there at all | |
game_ragdoll_manager | An entity to control the number of ragdolls in the world, for performance reasons. | |
![]() logic_gameevent_listener | An entity that listens to game events and fires off an output when the named event it fired | |
env_smoketrail | An entity that creates a smoke trail. | |
game_money | An entity that awards money to a specific team. | |
item_hlvr_grenade_xen | ||
![]() 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. | |
weapon_healthshot | Medi-Shot | |
point_event_proxy | An entity that allows fires simple game events from map logic | |
ai_changetarget | Change Target | |
weapon_galilar | Galil AR | |
xen_hearing_flower | ||
npc_zombie_torso | Zombie Torso | |
![]() env_shooter | An entity that shoots models, or sprites, out of its origin. | |
func_traincontrols | When used by the player, this entity overrides the player's controls to let them drive a train. | |
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. | |
light_irradvolume | An entity that places an irradiance volume in the world. | |
![]() info_hlvr_equip_player | Equip HLVR Player | |
info_map_parameters | Map parameters. Used to set which teams can buys, and the C4 bomb detonation radius. | |
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. | |
env_light_probe_volume | A grid of precomputed light probes. | |
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. | |
![]() logic_distance_autosave | An autosave entity that saves the game once the player is far enough away from the given entity. | |
item_box_buckshot | Box Buckshot | |
![]() point_instructor_event | An entity that fires simple game events from map logic for game instructor | |
weapon_famas | FAMAS | |
![]() logic_autosave | An entity that is used to force an autosave. | |
item_suitcharger | Battery recharger | |
npc_combine_advisor_roaming | Combine Advisor Roaming | |
![]() point_hlvr_strip_player | Strip HLVR Player | |
ai_battle_line | Battle line | |
func_brush | An brush built entity with various features. | |
team_select | In-map team select position. | |
point_worldtext | 3D text in the world | |
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. | |
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. | |
![]() 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. | |
phys_splineconstraint | Constrain an entity to a spline. | |
npc_helicopter | Helicopter | |
ai_changehintgroup | Change Hint Group | |
info_hlvr_toner_path_node | Node for the toner path | |
![]() trigger_push | A trigger volume that pushes entities that touch it. | |
point_clientui_steamvr_world_panel | An entity used to place one of the SteamVR breakout panels in the world | |
cs_pet_placement | Location on the map where to place pet. | |
vgui_movie_display | Movie Display | |
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. | |
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. | |
![]() trigger_resource_analyzer | Resource Analyzer Player Trigger | |
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. | |
point_vort_energy | ||
weapon_crowbar | Crowbar | |
trigger_survival_playarea | A trigger used to define the survial play area. | |
env_gunfire | Gunfire Effect | |
weapon_bizon | PP-Bizon | |
weapon_mp5sd | MP5-SD | |
weapon_ak47 | AK-47 | |
![]() ai_goal_follow | AI Goal Follow | |
item_hlvr_weapon_shotgun | ||
func_tank | Brush Gun Turret | |
npc_dota_spawner_bad_top | Spawns Dire creeps in the top lane of the standard Dota2 PvP map. | |
info_intermission | An entity that defines an intermission spot where dead players will float until they respawn. | |
info_paradrop_denial | Paradrop denial area. | |
npc_citizen | Citizen | |
weapon_elite | Dual Berettas | |
env_viewpunch | Causes a view punch on players. | |
keyframe_track | Animation KeyFrame | |
![]() ghost_actor | A meshless model you can parent other enties to | |
weapon_smokegrenade | Smoke Grenade | |
item_combine_tank_locker | Combine Tank Locker | |
monster_generic | Generic Script NPC | |
dota_item_spawner | Spawn items. | |
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 | |
weapon_sg556 | SG 553 | |
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 | |
![]() logic_door_barricade | An entity that manages the state of a door barricade consisting of a door, an anim-interactable, and a lynchpin | |
item_hlvr_clip_generic_pistol_multiple | ||
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. | |
![]() post_processing_volume | Set postprocessing params while a player is inside the volume. | |
prop_exploding_barrel | Exploding barrel | |
worldspawn | This is the world entity. Each map can only contain one, and it's automatically created for you. | |
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. | |
npc_dota_launchpad | Launches the hero to the paired landing pad. | |
npc_dota_xp_fountain | An XP fountain that grants experience to a unit that stands near it for long enough. | |
npc_dota_base | Used to place a dota NPC. | |
point_angularvelocitysensor | An entity that detects if another entity's angular velocity meets or exceeds a threshold value. | |
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. | |
![]() snd_opvar_set_wind_obb | ||
info_ladder_dismount | An entity to handle endpoints for multiple ladders that are too close to each other. | |
![]() assault_rallypoint | (Assault) rally point | |
![]() snd_opvar_set | Sets an opvar value on a library stack | |
npc_eli | Eli Vance | |
npc_dota_unit_underlord_portal | Creates one portal out of a pair that you can traverse through. | |
![]() snd_soundscape_proxy | An entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity. | |
prop_animinteractable | Animating Interactable | |
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). | |
prop_russell_headset | Russell's headset that you pick up and put on | |
point_posecontroller | An entity that controls a pose parameter of a prop and cycles the pose clientside. | |
env_sprite_oriented | A env_sprite that allows orientation. | |
point_broadcastclientcommand | An entity that issues commands to each valid client's console, as if it was typed in by that player locally. | |
prop_animating_breakable | ||
func_water_analog | A water brush entity that moves linearly along a given distance, in a given direction | |
![]() snd_event_orientedbox | Plays a sound event from a point closest to the player on the box. | |
npc_dog | d0g | |
weapon_sawedoff | Sawed-Off | |
npc_combine_s | Combine Soldier | |
flashbang_projectile | Flashbang Projectile | |
![]() assault_assaultpoint | (Assault) assault point | |
ai_ally_manager | AI Ally Manager | |
point_camera_vertical_fov | Camera Vertical FOV | |
end_of_match | In-map end-of-match position. | |
![]() trigger_player_out_of_ammo | Player Out of Ammo Trigger | |
path_node_cable | ||
![]() trigger_shop | Region that defines the shop radius. | |
item_ammo_pistol_large | Large Box of Pistol ammo | |
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. | |
![]() env_spark | An entity used to create sparks at its origin. | |
logic_eventlistener | An entity that can listen to events fired from code and fire and output when it happens. | |
![]() game_end | An entity that ends a multiplayer game. | |
logic_lineto | An entity that calculates and outputs a vector from one entity to another. | |
weapon_p90 | P90 | |
![]() npc_enemyfinder | EnemyFinder | |
info_courier_spawn_dire | Spawns a Dire team courier. | |
![]() 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 | |
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. | |
![]() 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. | |
item_ammo_ar2_altfire | AR2 Alt-fire Round | |
func_precipitation_blocker | A brush entity that prevents rain and snow inside its volume. | |
info_overlay_transition | Overlay Transition | |
point_training_gravity_gloves | An entity that helps with the gravity glove training | |
hlvr_weapon_crowbar | ||
point_clientui_world_panel | ||
npc_hunter | A smaller, faster, strider that can pursue the player into buildings. | |
env_message | An entity that draws a text message on player's HUDs. | |
world_bounds | ||
![]() trigger_detect_bullet_fire | Detect Bullet Fire Trigger | |
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. | |
![]() info_notepad | A place to leave notes | |
game_ui | An entity used to override player input when the player is looking at it. | |
phys_genericconstraint | A configurable constraint between two objects. | |
point_orient | Orient Towards | |
![]() env_fade | An entity that controls screen fades. | |
![]() ai_goal_police | AI Goal Police | |
item_hlvr_weaponmodule_ricochet | WeaponModule Ricochet | |
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. | |
flex_background | ||
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. | |
weapon_mag7 | MAG-7 | |
func_clip_interaction_layer | A brush entity that is conditionally solid based on the interaction layer specified. | |
point_bugbait | Bugbait sensor point | |
cycler | An entity used to display a model for testing purposes. Shooting it with cycle through the model's animations. | |
info_particle_target | An entity that is a target for particle system control points | |
![]() snd_sound_area_obb | Creates a box Sound Area | |
![]() npc_antlion_template_maker | Antlion Template Maker | |
![]() snd_event_point | Plays a sound event from a point. The point can be this entity or a specified entity's position. | |
item_battery | HEV battery | |
map_preview_camera_path | An editable path which controls an animated camera. Can only be used in background UI maps | |
item_hlvr_weapon_tripmine | ||
info_null | An entity that's immediately removed on spawning. Useful as a spotlight target. | |
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. | |
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. | |
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. | |
info_courier_spawn | Spawns a team courier. | |
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. | |
math_colorblend | Used to create a blend between two colors for controlling the color of another entity. | |
prop_counter | Door price counter | |
info_hlvr_holo_hacking_plug | ||
dota_item_rune_spawner_bounty | A marker for where bounty runes spawn. | |
point_commentary_node | Defines the position and data of a commentary node. | |
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. | |
npc_headcrab_runner | Runner Headcrab | |
dota_item_rune_spawner_powerup | A marker for where powerup runes spawn. | |
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. | |
info_offscreen_movie_texture | Offscreen Movie Texture | |
npc_antlionguard | Antlion Guard | |
tutorial_npc_blocker | The start or endpoint of an NPC blocking line. | |
npc_barnacle | Barnacle | |
env_rotorwash_emitter | Creates rotorwash. | |
ambient_creatures_zone | Client-side func_brush. | |
func_fish_pool | Creates a school of interactive fish that swim near this entity. | |
![]() env_shake | An entity to control screen shake on players. | |
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. | |
dota_custom_game_events | Used to change settings on the game mode for custom games. | |
hl_vr_environmental_interaction | HLVR hl_vr_environmental_interaction | |
![]() logic_npc_counter_aabb | Does calculations based on the number of a specified type of NPC in a specified region. | |
![]() trigger_wind | A trigger volume that pushes physics objects that touch it. | |
![]() npc_bullseye | Bullseye | |
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. | |
weapon_awp | AWP | |
![]() trigger_hurt | A trigger volume that damages entities that touch it. | |
env_headcrabcanister | Headcrab canister | |
env_line_occluder | A test entity for line occluding for the fog of war system. | |
npc_vr_citizen_male | ||
prop_player_cosmetic | Cosmetic player prop. | |
![]() logic_npc_counter_obb | Does calculations based on the number of a specified type of NPC in a specified region. | |
game_score | An entity that awards/deducts points from the player who activates it. | |
point_aimat | ||
xen_foliage_grenade_spawner | ||
point_push | Point Push | |
vr_teleport_area | ||
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. | |
npc_vortigaunt | Vortigaunt | |
counterterrorist_wingman_intro | In-map counter-terrorist wingman intro. | |
phys_magnet | An entity that acts like a magnet, attaching metallic physics objects to itself when they touch it. | |
env_sprite | An entity that controls the drawing of a sprite in the world. | |
item_healthkit | Small Health Kit | |
test_sidelist | Test entity for Ken! | |
point_velocitysensor | An entity that detects and outputs an entity's velocity. | |
npc_dota_spawner_good_mid | Spawns Radiant creeps in the middle lane of the standard Dota2 PvP map. | |
item_ammo_ar2_large | Large Box of AR2 ammo | |
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. | |
item_hlvr_weaponmodule_guidedmissle_cluster | WeaponModule GuidedMissleCluster | |
![]() shadow_control | An entity to control the shadows in the map. | |
env_screeneffect | Allows screenspace effects to be played on the player's view. | |
func_dry_erase_board | Dry erase board panel | |
prop_detail | Detail Prop | |
phys_motor | An entity that tries to spin a target entity at a particular speed. | |
dota_item_rune_spawner | A marker for where runes spawn, pre 7.0 behavior. | |
weapon_tagrenade | TAGrenade | |
ent_dota_halloffame | [TOOLTIP NEEDS IMPROVEMENT] The Hall of Fame. | |
xen_foliage_turret | ||
func_movelinear | A brush entity that moves linearly along a given distance, in a given direction. | |
npc_headcrab_fast | Fast Headcrab | |
texture_based_animatable | ||
![]() info_target_gunshipcrash | Gunship Crash Target | |
vr_teleport_marker | ||
npc_gman | The G-Man | |
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. | |
ai_goal_assault | AI Goal Assault | |
env_firesensor | An entity that detects changes in heat nearby. | |
generic_actor | Generic Actor NPC | |
item_ammo_357_large | Large Box of 357 ammo | |
item_hlvr_clip_energygun | ||
env_laser | An entity that creates a laser beam between itself and a given target. | |
npc_strider | Strider | |
npc_dota_lantern | A lantern that can be lit by either team. | |
![]() 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. | |
![]() env_clock | ||
![]() 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. | |
![]() func_nav_blocker | A brush entity that can block nav areas touching its AABB. | |
![]() trigger_hero | A trigger that's fired when a hero touches it. | |
item_hlvr_clip_shotgun_single | ||
weapon_pistol | Pistol | |
item_healthcharger | Health Station | |
weapon_deagle | Desert Eagle | |
item_hlvr_prop_discovery | Discovery Object | |
dota_reflection_skybox | Skybox entity for reflections | |
![]() env_fog_controller | An entity that controls the fog and view distance in the map. | |
phys_constraint | Constrain an entity to the world or another entity at a fixed relative position. | |
info_player_start_badguys | Spawn point for Dire heroes. | |
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. | |
prop_ragdoll | A prop that physically simulates and can be articulated with internal joints. The joint constraints are part of the physics model. | |
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. | |
npc_headcrab | Headcrab | |
![]() ghost_speaker | A meshless model you can use as a speaker location for vcd's | |
![]() 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 | |
item_hlvr_weapon_generic_pistol | ||
ent_fow_blocker_node | Blocks fog of war along a line to its target. | |
ent_dota_fountain | The Fountain | |
item_hlvr_headcrab_gland | ||
weapon_c4 | C4 Bomb | |
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. | |
weapon_revolver | Revolver | |
![]() 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. | |
![]() snd_opvar_set_aabb | Sets an opvar value on a library stack | |
![]() 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. | |
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. | |
xen_foliage_bloater | ||
trigger_dota | Dota-specific Trigger. | |
npc_puppet | Puppet entity that mimics the animations of a target NPC. | |
env_global | An entity to control a game-specific global states. | |
point_dz_weaponspawn | DZ Spawn Location | |
point_zombie_noise_generator | A point entity that generates a sound for blind zombies to go after | |
![]() env_sky | Controls the 2D skybox material. Rotation of this entity rotates the skybox material | |
func_door | A brush entity for use as a player-useable door. | |
![]() ai_relationship | AI Relationship - Sets relationships between groups of NPCs in the AI. | |
prop_door_rotating_physics | An entity used to place a physics-based door in the world, controlled by player hands (VR) or physical forces. | |
env_decal | Simple projected decal entity | |
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. | |
combine_attached_armor_prop | ||
func_timescale | Adjust the time scale of the server and client. | |
npc_apcdriver | NPC used to drive an APC vehicle. | |
npc_dota_fort | Creates an ancient. In standard Dota2 PvP, the win condition is to destroy the enemy team's ancient. | |
hlvr_grenadepin_proxy | Grenade Pin | |
weapon_negev | Negev | |
![]() 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. | |
![]() light_omni2 | A sphere or tube shaped light | |
![]() trigger_zap_module | Zap Module Trigger | |
ambient_creatures | Client-side dynamic prop. | |
npc_dota_barracks | Creates a barracks, which spawns creeps at regular intervals and can be destroyed by enemy teams. | |
env_credits | An entity to control the rolling credits. | |
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. | |
light_ortho | An orthographic spot light source. | |
![]() filter_activator_team | A filter that filters by the team of the activator. |






































































































































































































