27 Entity List
Blixibon edited this page 2021-06-23 17:07:39 -05:00
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This table lists every single entity in Mapbase that can be chosen in the editor, including those that already existed in HL2 and its FGDs. Each entity's status indicates how Mapbase has affected it. Summaries are given for each entity to briefly describe how they were affected and entities with large changes may have their own pages, in which case their names would be clickable.

Keep in mind Mapbase makes several changes to the base entity code, so technically every single entity in Source has been changed or affected by Mapbase. Those changes will not be counted unless the base class covers a thin range of entities.

This list was last updated for Mapbase v6.2.

I/O/KV stands for Inputs/Outputs/KeyValues.

Legend:

Status Emoji/Symbol Meaning
Stock This entity has not been changed.
Changed 🔀 This entity has been changed by Mapbase.
Obsolete 🅾️ This entity has been partially or fully obsoleted by Mapbase.
Affected ⏺️ This entity has not been changed directly, but it has been affected by Mapbase in some other way.
New ✳️ This entity was added to Mapbase and did not exist before.
Ported ◀️ This entity was ported or partially ported to Mapbase from another game or mod.
Replicated This entity is based on an entity from another game or mod, but it is not a direct port.
Restored This entity already existed, but it was not accessible to mappers before Mapbase due to lack of FGD definition, available I/O/KV, etc.

There is most likely some information missing or miscellaneous stuff left out, but this should be the most comprehensive list available.

Entity Name Status Summary
ai_ally_manager
ai_battle_line
ai_changehintgroup 🅾️ Deprecated by "SetHintGroup" input and point_entity_finder/point_advanced_finder with filter_activator_keyfield.
ai_changetarget
ai_citizen_response_system
ai_goal_actbusy 🔀 ForceThisNPCToStopBusy and OnNPCStartedLeavingBusy, casual actbusy, etc.
ai_goal_actbusy_queue ⏺️ This derives from ai_goal_actbusy and receives the same improvements.
ai_goal_assault
ai_goal_fear ✳️ Allows mappers to control the fear behavior allies formerly only used automatically against hunters.
ai_goal_follow 🔀 Wait points have been improved and unmarked formations have been added to the editor, but follow behavior itself hasn't changed much.
ai_goal_injured_follow ⏺️ This derives from ai_goal_follow and receives the same improvements.
ai_goal_lead 🔀 It has angles in Hammer now, but other than that it just has indirect changes from ai_goal_lead_weapon.
ai_goal_lead_weapon 🔀 Timeout time can be specified, weapon_bugbait is no longer hardcoded, etc.
ai_goal_operator
ai_goal_police ⏺️ Some npc_metropolice changes are related to police goals, but nothing has been changed in the behavior itself.
ai_goal_standoff 🔀 Custom standoff parameters are now in the FGD and medium cover hints are now fully implemented as potential cover.
ai_npc_eventresponsesystem
ai_relationship 🔀 "Classify" classes (e.g. CLASS_PLAYER_ALLY) can now be used. Look into the new ai_relationship_classify for changing default relationships.
ai_relationship_classify ✳️ A special version of ai_relationship that modifies the "Classify" relationships in the gamerules, literally allowing mappers to change the game's default relationships for their map. This allows ai_relationship to be used on top of a global relationship modification. For example, let's say you want all npc_metropolice (CLASS_METROPOLICE) to be hostile to npc_combine_s (CLASS_COMBINE) except for a few npc_metropolice that don't attack soldiers for environmental or balance reasons. This entity allows you to have that kind of relationship setup.
ai_script_conditions 🔀 SatisfyConditions, NPC state can be set to "Don't care"
ai_sound 🔀 Unmarked sound types and contexts have been added to the editor, a sound "owner" can now be specified
ai_speechfilter
ai_weaponmodifier ✳️ Modifies a NPC's shot regulator to change burst-related stuff. Probably broken.
aiscripted_schedule
ambient_generic 🔀 SetSound, sound flags keyvalue with "Pause sound with game pause" option, !activator support, OnSoundFinished
assault_assaultpoint
assault_rallypoint
color_correction
color_correction_volume
combine_mine 🔀 Added friend/foe override filters, fixed default enemy registering, added several new I/O/KV including the ability to start friendly, etc. Also actually acts like a point entity in Hammer.
concussiveblast This entity is used for the striders' warp cannon and was used for the cut Combine Guard's weapon, but Mapbase gives it a bunch of I/O/KV and puts it in the FGD.
cycler
cycler_actor
env_alyxemp
env_ar2explosion
env_beam 🔀 Some fixes, Amplitude input, ability to set start/end entity, etc.
env_beverage
env_blood
env_break_shooter ✳️ Shoots func_breakable gibs.
env_bubbles
env_citadel_energy_core
env_closecaption ✳️ Emits CC manually without any accompanying sound.
env_credits 🔀 The ability to use custom credits files and set the number of lingering ending lines have been added.
env_cubemap 🔀 Parallax corrected cubemaps are now supported.
env_dof_controller ◀️ An entity ported from the Alien Swarm SDK which allows for a complex depth-of-field effect.
env_dustpuff
env_effectscript
env_embers
env_entity_dissolver
env_entity_igniter
env_entity_maker 🔀 OutSpawnedEntity and ForceSpawnAtEntityOrigin/Center have been added.
env_explosion 🔀 SetIgnoredEntity has been added.
env_fade 🔀 Added "Don't purge" spawnflag, which stops an env_fade from overwriting all other fades.
env_fire
env_firesensor 🔀 New spawnflag for accepting flares. Flares will give off dynamic heat based off of their lifetime.
env_firesource
env_flare
env_fog_controller 🔀 Starts with fog enabled.
env_funnel 🔀 "Activate" input, "Don't remove on fire" flag, missing sprite added to mod files.
env_global 🔀 "Counter" output replaced with "OutCounter" in an attempt to dodge the aliasing issue. New global states have also been added, but they're unrelated to env_global itself.
env_global_light ◀️ Ported from Insolence's implementation of Alien Swarm's projected textures. It's received a few changes in Mapbase, like zero default offset with keyvalues for mappers change it themselves.
env_gunfire 🔀 Ability to choose any sound in the sound browser, FireBurst for firing bursts manually, OnFire for each bullet
env_headcrabcanister 🔀 StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the canister
env_hudhint 🔀 Button combinations, raw strings, etc. as well as SetHudHint.
env_instructor_hint ◀️ Mapper-placed hint for the game instructor.
env_laser 🔀 OnTouchedByEntity added, based on the output from env_beam. It fires per frame though, so be careful.
env_lightglow 🔀 Added Enable/Disable inputs and the ability to start disabled. Fade distances in Hammer also now have spheres.
env_message
env_microphone 🔀 Added unmarked DSP presets, SetDSPPreset, specific channel/pitch scale, and a local landmark keyvalue similar to trigger_teleport.
env_muzzleflash
env_particle_performance_monitor
env_particlelight
env_particlescript
env_physexplosion 🔀 ExplodeAndRemove, negative magnitude for pulling things in
env_physimpact
env_player_surface_trigger
env_projectedtexture 🔀 Uses Insolence's implementaton of Alien Swarm projected textures with C17:EP1 features, VDC fixes, and Mapbase adjustments. See the dedicated article for more information.
env_rotorshooter
env_rotorwash
env_rotorwash_emitter
env_screeneffect
env_shake
env_shooter
env_smokestack 🔀 Now properly derives from Targetname in Hammer, meaning it is no longer missing user I/O, etc.
env_smoketrail
env_soundscape
env_soundscape_proxy
env_soundscape_triggerable
env_spark
env_speaker 🔀 Now supports a "target" to use for selected responses (!target1 scene actor, sound origin, etc.) and also has a new OnSpeak output
env_splash
env_sporeexplosion
env_sprite
env_sprite_oriented
env_spritetrail
env_starfield
env_steam
env_sun
env_terrainmorph
env_texturetoggle
env_tonemap_controller 🔀 Added UseDefaultBloomScale and SetBloomScaleRange to Hammer, fixed SetBloomScaleRange only accepting single floats
env_viewpunch
env_wind 🔀 Added "wind radius", something from Left 4 Dead that allows for multiple env_wind entities in different areas. Also added inputs to change all wind parameters and a "Tree sway scale" for how much an env_wind entity should affect $treeSway materials. Also added "inner" radius, which allows the env_wind's intensity to fade out in combination with regular wind radius.
env_zoom 🔀 Added UnZoomWithRate and SetZoomRate inputs for unzooming at the zoom rate and setting the zoom rate after spawning.
filter_activator_class ⏺️ Uses all base filter changes, including SetField to change the primary "field" of most filters (e.g. the classname on filter_activator_class) and TestEntity to test a specific entity against the filter. See the dedicated article for more information.
filter_activator_classify ✳️ Filters an entity by its "Classify" class, e.g. CLASS_PLAYER_ALLY. Uses all base filter changes detailed in filter_activator_class.
filter_activator_context ✳️ Filters an entity by its response contexts. There is a filter_activator_context available in Left 4 Dead and newer games, but this entity works differently and has new options/capabilities, so it's being marked as a "new" entity. Uses all base filter changes detailed in filter_activator_class.
filter_activator_hintgroup ✳️ Filters an NPC by its hint group. Uses all base filter changes detailed in filter_activator_class.
filter_activator_involume ✳️ Only passes entities within the specified volume, e.g. a trigger. Uses all base filter changes detailed in filter_activator_class.
filter_activator_keyfield ✳️ Filters an entity by the value of the specified keyvalue, similar to logic_keyfield. Uses the matcher system and all base filter changes detailed in filter_activator_class.
filter_activator_mass_greater ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_activator_model ◀️ Filters an entity by its model name. Uses the matcher system and all base filter changes detailed in filter_activator_class.
filter_activator_name ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_activator_relationship ✳️ Filters an entity by their relationship to the target entity. Uses all base filter changes detailed in filter_activator_class.
filter_activator_team ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_activator_squad ✳️ Filters an NPC by its squad name. Uses all base filter changes detailed in filter_activator_class.
filter_activator_surfacedata ✳️ Filters an entity by its surface data. Uses all base filter changes detailed in filter_activator_class.
filter_base A base filter that always returns true. It's rather pointless and the reason it was brought out is no longer valid, but I left it in anyway. Uses all base filter changes detailed in filter_activator_class.
filter_blood_control ✳️ Controls the filter owner's ability to produce blood from damage. This exists to take advantage of weird workarounds originally used for filter_damage_transfer. Can use a secondary filter to filter blood and/or actual damage. Uses all base filter changes detailed in filter_activator_class.
filter_combineball_type ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_damage_mod ✳️ Modifies damage taken by the filter's owner. Can use a secondary filter for various purposes. Uses all base filter changes detailed in filter_activator_class.
filter_damage_transfer ✳️ Transfers damage taken by the filter's owner to the specified entity. Can use a secondary filter for various purposes. Uses all base filter changes detailed in filter_activator_class.
filter_damage_type 🔀 New option for setting how to compare the damage type (should contain one, all, etc.). Also uses all base filter changes detailed in filter_activator_class.
filter_enemy ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_multi ⏺️ Uses all base filter changes detailed in filter_activator_class.
filter_redirect_inflictor ✳️ Redirects to a target filter with the damage inflictor as the activator instead of the attacker. Uses all base filter changes detailed in filter_activator_class.
filter_redirect_owner ✳️ Redirects to a target filter with the activator's owner entity as the activator instead of the original activator. Uses all base filter changes detailed in filter_activator_class.
filter_script ✳️ A filter which utilizes hooks in its entity scripts.
func_areaportal
func_areaportal_oneway ✳️ Variant of func_areaportal that only draws when viewed from one direction. Based on the VDC article of the same name.
func_areaportalwindow
func_breakable 🔀 Material type "None" support in HL2 DLL, support for HL1 material types, "Spawn on break" could spawn any entity
func_breakable_surf 🔀 New spawnflag which plays the break sound from the correct position instead of the map's origin. Also inherits all changes detailed in func_breakable.
func_brush 🔀 NPC collision exclusion now has wildcard support. Excluding a specific targetname has been ported to HL2 DLL
func_bulletshield
func_button
func_clip_client ✳️ A special brush that only has a physics shadow on the client, allowing clientside ragdolls to collide with it.
func_clip_vphysics 🔀 Implemented the "Start Disabled" keyvalue and added a new "SetFilter" input.
func_combine_ball_spawner
func_commandredirect ✳️ Detects when the player commands their squad to move somewhere within the volume, with the ability to fire outputs, cancel the order, redirect the order, etc.
func_conveyor
func_detail
func_door 🔀 No longer contains GoldSrc-era keyvalues. They were broken, deprecated, or distracting. "The sound to play when button is door"
func_door_rotating ⏺️ Uses the same changes as func_door.
func_dustcloud 🔀 Radius now displays in Hammer.
func_dustmotes 🔀 Radius now displays in Hammer.
func_fake_worldportal ✳️ WIP entity inspired by Portal 2's world portals created by taking advantage of view rendering tricks without having to use any code from Portal itself.
func_fish_pool 🔀 Contains several new I/O/KV for controlling the fish.
func_guntarget
func_healthcharger 🔀 Has been given some of item_healthcharger's I/O/KV, but not all of them.
func_illusionary
func_instance
func_instance_params
func_ladder The original brush ladder from MP games like CS:S. Based off of the VDC fix.
func_ladderendpoint
func_lod 🔀 Added the ability to manually choose a maximum fade distance.
func_lookdoor
func_monitor
func_movelinear 🔀 Added messy parenting fix from VDC.
func_null ✳️ Brush version of info_null. Functionally identical.
func_occluder
func_physbox 🔀 SetDebris input for toggling debris status.
func_platrot
func_precipitation 🔀 New particle types from the Alien Swarm SDK. (backported)
func_recharge 🔀 Has been given some of item_suitcharger's I/O/KV, but not all of them.
func_reflective_glass
func_rot_button 🔀 Fixed the "Starts Locked" spawnflag.
func_rotating 🔀 Applied normalizaton to angles, preventing freakouts.
func_smokevolume
func_tank 🔀 Ported "ammo type" to func_tank, moved around a few things, added some NPC-related inputs, added a trace filter, etc.
func_tank_combine_cannon 🔀 Added support for the player to control directly. Uses the same changes as func_tank.
func_tankairboatgun 🔀 Fixed NPC control, added heavy shot options, deprecated the "Airboat gun model" keyvalue for parenting. Also uses the same changes as func_tank.
func_tankapcrocket ⏺️ Uses the same changes as func_tank.
func_tanklaser ⏺️ Uses the same changes as func_tank.
func_tanklogic ✳️ A special kind of func_tank that fires outputs instead of bullets. Outputs are based on a trace that simulates a bullet trace. They pass the position where the bullet would hit, the first entity it would hit, the barrel position, etc. allowing you to effectively create your own func_tank. It can even be controlled by NPCs.
func_tankmortar 🔀 Shell radius and trace control. Also uses the same changes as func_tank.
func_tankphyscannister ⏺️ Uses the same changes as func_tank.
func_tankpulselaser ⏺️ Uses the same changes as func_tank.
func_tankrocket 🔀 Rockets now properly credit to the func_tankrocket's controller. Also uses the same changes as func_tank.
func_tanktrain
func_trackautochange
func_trackchange
func_tracktrain
func_traincontrols
func_usableladder 🔀 CheckPlayerOn for getting a player onto a ladder if possible, ForcePlayerOn for forcing a player onto a ladder no matter what. Also stopped them from always showing up when loading a level with developer >1.
func_vehicleclip
func_viscluster
func_wall
func_wall_toggle
func_water_analog ⏺️ Uses the same changes as func_movelinear.
game_convar_mod ✳️ Part of the convar modification system that allows maps to change cvars in a safe and controlled way, saving them so they could be loaded later and reverting them on level unload.
game_end 🔀 New "EndGameSP" input that functions as a shortcut for "startupmenu force". This could be changed by certain mods (e.g. mapping competitions) for firing "map finished" events.
game_gib_manager
game_globalvars ✳️ Reads certain global variables, like curtime.
game_metadata ✳️ Stores map details for things like the Discord RPC, allowing mappers to control game details shown on Discord while they're playing their map.
game_player_equip
game_player_team
game_ragdoll_manager
game_score
game_text 🔀 Added SetText from Alien Swarm and newline support with /n (mind the forward slash). Also added auto-break keyvalue.
game_ui 🔀 Added outputs for several binds, also added OutButtons for use with math_bits, unlocking power that may be considered unnatural.
game_weapon_manager
game_zone_player
generic_actor 🔀 Keyvalue for setting NPC class, ability to use squads
gibshooter 🔀 Ragdolls are now properly ignited when set to spawn on fire.
grenade_helicopter
hammer_updateignorelist
hl2_gamerules ✳️ Controls new game-specific HL2 options, like HL2/EP1 vs. EP2 flashlight or default citizen type. No outputs yet.
info_apc_missile_hint
info_camera_link
info_constraint_anchor
info_darknessmode_lightsource
info_hint 🔀 SetHintGroup, hintgroup in ent_text, node FOV shows up in Hammer as a frustum
info_intermission
info_ladder_dismount
info_landmark
info_lighting
info_mass_center
info_no_dynamic_shadow
info_node
info_node_air
info_node_air_hint ⏺️ Uses info_hint and info_node_hint changes.
info_node_climb
info_node_hint 🔀 Various hint types correctly use hint options, also affected by info_hint changes.
info_node_link 🔀 There are several new derivatives available, but the entity itself hasn't really changed aside from a new icon in Hammer.
info_node_link_controller Hasn't really changed, but there's an info_template_link_controller for link derivatives now.
info_node_link_filtered ✳️ A derivative of info_node_link that only allows NPCs that pass its filter.
info_node_link_logic ✳️ A derivative of info_node_link that passes outputs when a NPC tries to use it. Actual passage permission can still be toggled.
info_node_link_oneway ✳️ A derivative of info_node_link that only allows NPCs to use it in one direction.
info_npc_spawn_destination
info_null
info_overlay
info_overlay_transition
info_particle_system 🔀 New "DestroyImmediately" input inspired by the Portal 2 input of the same name.
info_player_start
info_player_view_proxy ✳️ Copies a player's view as if they're at a different position. Created for script_intro sequences. Not be confused with point_viewproxy, a Portal 2 entity.
info_projecteddecal
info_radar_target 🔀 White Forest battle enemy targets added to FGD.
info_radial_link_controller
info_snipertarget
info_target
info_target_gunshipcrash
info_target_helicopter_crash
info_target_vehicle_transition
info_teleport_destination
info_teleporter_countdown
info_template_link_controller ✳️ A version of info_node_link_controller that uses a point_template with an info_node_link in it. This allows you to use info_node_link_controller with the new info_node_link derivaties.
infodecal
item_ammo_357 ⏺️ Uses by all ammo item changes.
item_ammo_357_large 🔀 No longer uses invalid model.
item_ammo_ar2 ⏺️ Uses by all ammo item changes.
item_ammo_ar2_altfire ⏺️ Uses by all ammo item changes.
item_ammo_ar2_large 🔀 No longer uses invalid model.
item_ammo_crate 🔀 OnAmmoTaken, more ammo crate models, SLAM crate, parenting support
item_ammo_crossbow ⏺️ Uses by all ammo item changes.
item_ammo_pistol ⏺️ Uses by all ammo item changes.
item_ammo_pistol_large 🔀 No longer uses invalid model.
item_ammo_smg1 ⏺️ Uses by all ammo item changes.
item_ammo_smg1_grenade ⏺️ Uses by all ammo item changes.
item_ammo_smg1_large 🔀 No longer uses invalid model.
item_battery
item_box_buckshot ⏺️ Uses by all ammo item changes.
item_dynamic_resupply 🔀 OnItem for each item created, master resupply properly falls back to health vial when needed
item_grubnugget Entity for the nuggets produced by npc_antlion_grubs with a selectable model/size/denomination.
item_healthcharger 🔀 Various I/O/KV related to setting charge/juice
item_healthkit
iteam_healthvial
item_item_crate 🔀 OnItem for each item (including items created by item_dynamic_resupply), custom model support, point_template crate contents, support for single NPCs by not randomizing angles
item_rpg_round ⏺️ Uses by all ammo item changes.
item_suit
item_suitcharger 🔀 Various I/O/KV related to setting charge/juice
keyframe_rope 🔀 OnBreak output, SplineRope shader via SDK_Cable
keyframe_track
light
light_dynamic
light_environment
light_spot
logic_achievement
logic_active_autosave
logic_auto
logic_autosave 🔀 New Hammer icon ported from Portal 2.
logic_branch
logic_branch_listener
logic_case 🔀 OnUsed for each time used by InValue, matcher system support with an option to allow multiple matching cases to be fired. You might also want to look into logic_random_outputs, a different entity ported from Alien Swarm which can take percentages directly.
logic_choreographed_scene 🔀 SetTarget# for all targets, Trigger input added to FGD. Also a couple changes to the choreography system itself.
logic_collision_pair
logic_compare 🔀 Added OnGreater/LessThanOrEqualTo. Added support for many other data types, particularly strings. Also supports comparing the length of a string against a number, or each other.
logic_console ✳️ Allows mappers to send messages and warnings with the specified text to the console.
logic_context_accessor ✳️ Gets the value of the specified response context on a certain entity. Very useful for bringing out the potential of response contexts as data carriers.
logic_convar ✳️ Gets the value of the specified console variable, or convar/cvar. Useful for checking whether cheats or closed captioning are enabled.
logic_datadesc_accessor ✳️ Derived from logic_keyfield, this entity is completely identical except for the fact it uses internal variable names directly and is not limited to keyvalues. This means you could access values like "m_fFlags", "m_flNextGrenadeTime", or pretty much anything else in an entity's data description. Let that sink in.
logic_entity_position ✳️ Gets and predicts an entity's position, outputting it through OutPosition.
logic_eventlistener Listens for game events and fires an output for them. This is an entity available in Portal 2 and newer, but it was replicated so it could be used in Mapbase. You might also be interested in point_event.
logic_externaldata ✳️ Saves and reads keyvalue data from "%mapname%_externaldata.txt", intended to be used for data that should persist across playthroughs, save games, etc. similar to gamestate.txt.
logic_format ✳️ Formats text with C#/Python-based formatting, using {0}, {1}, etc. for each parameter. Useful for AddOutput and other inputs that use a special syntax. Also useful for information relayed to the player.
logic_keyfield ✳️ Reads the specified keyvalue on the target entity, outputting its value or comparing against it with the matcher system. This is useful for many different things, like getting an entity's health or a soldier's current number of grenades.
logic_lineto
logic_measure_movement 🔀 Several new I/O/KV, including the ability to output position & angles through I/O. Also includes attachment support.
logic_measure_direction ✳️ Uses traces to teleport an entity to where another entity is facing, kind of like a laser. Inherits all abilities and I/O/KV from logic_measure_movement.
logic_mirror_movement Mirrors entity movement to another entity.
logic_modelinfo ✳️ Reads certain model-related information, like how many skins a model has or whether a model has a certain sequence/activity.
logic_multicompare 🔀 Added a bunch of new I/O/KV. Changes very similar to logic_compare.
logic_navigation
logic_playerinfo ✳️ Allows mappers to get a player's basic info, like their Steam name, or find a player by that info. Utilizes data already used throughout the engine.
logic_playerproxy 🔀 Several new I/O/KV for interacting with the player, including expanded flashlight control, the ability to change the player's armor value, and even some playermodel-related stuff.
logic_random_outputs ◀️ Fires outputs based on specified percentages. Ported directly from Alien Swarm.
logic_register_activator Stores the specified entity and allows it to be accessed later. Based on the entity of the same name from Portal 2.
logic_relay 🔀 New TriggerWithParameter/OnTriggerParameter I/O for using parameters on the relay.
logic_relay_queue ✳️ Queues excess triggers instead of discarding them. This means when a logic_relay_queue is still firing its delayed outputs and it receives another trigger event, it queues it up so when its output events are over, it fires that queued trigger with its data intact.
logic_scene_list_manager
logic_script ◀️ An entity that acts as a container for VScripts. Ported from the Alien Swarm SDK.
logic_script_client ✳️ A version of logic_script which runs scripts on clients.
logic_sequence ✳️ Coordinates a sequence of cases for things like keypad passwords. Similar to logic_case.
logic_skill ✳️ Reads the game's current difficulty level and detects when it changes.
logic_timer 🔀 New keyvalue to use random interval bounds to limit AddToTimer/SubtractToTimer inputs.
mapbase_manifest ✳️ Allows mappers to load manifest files other than the default "%mapname%_manifest.txt" file.
material_modify_control
math_bits ✳️ Performs calculations involving bits and bit operations. Based on math_counter.
math_clamp ✳️ Clamps input values between the specified min/max, which can be integers, floats, or vectors.
math_colorblend
math_counter 🔀 OnChangedFromMin/Max and SetMin/MaxValueNoFire ported and replicated from later games respectively. Start value now properly reads floats. Also see math_counter_advanced for advanced capabilities.
math_counter_advanced ✳️ A special version of math_counter with advanced inputs, outputs, and keyvalues for advanced operations and specialized calculations.
math_generate ✳️ Generates numbers from a variety of algorithms, mostly taken from material proxies. (e.g. generating a sine wave)l
math_lightpattern ✳️ Replicates baked light patterns and fires outputs accordingly. See the dedicated article for more information.
math_mod ✳️ Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays.
math_remap
math_vector ✳️ Allows for operations on vectors like "0 0 0" or "2509.677 384.001 204.5". Based on math_counter.
momentary_rot_button
monster_generic
move_keyframed
move_rope 🔀 OnBreak output, SplineRope shader via SDK_Cable
move_track
npc_advisor
npc_alyx 🔀 Inherits all companion changes, see npc_citizen.
npc_antlion 🔀 Dynamic interactions restored (set by mapper), new global state for disabling soldier insta-kill, attempted better bugbait support for workers, SetFollowTarget
npc_antlion_grub 🔀 Now allows a damage filter which can control whether this grub is allowed to be squashed.
npc_antlion_template_maker
npc_antlionguard
npc_apcdriver
npc_barnacle 🔀 Episodic inputs ported to HL2 DLL,
npc_barney 🔀 Custom model support added, affected by all companion changes detailed in npc_citizen.
npc_blob
npc_breen
npc_bullseye
npc_citizen 🔀 New spawnflag for Walk+USE to join squad, option to have medics throw healthkits, medic hostile player fix, rappelling support, new I/O/KV, and much more. Also inherits companion changes like the option to fire energy balls like elites do, usage of Alyx's dynamic melee interactions, flinching on damage, and the usage of expanded speech target capabilities.
npc_clawscanner ⏺️ Inherits all city scanner changes.
npc_combine_camera 🔀 Proper support for OnLostEnemy/Player.
npc_combine_cannon
npc_combine_s 🔀 Now uses easy and unarmed animations, new grenade I/O/KV, response system support, new tactical variant, better alt-firing, and much more. Differing models also properly appear in Hammer.
npc_combinedropship 🔀 Added a DropCargo input for dropping objects picked up by the Pickup input and an option to disable danger signals that normally disperse NPCs on the ground. Also added a keyvalue that allows any damage type to damage a dropship's container and another keyvalue to control the container's health.
npc_combinegunship 🔀 Restored the ability for gunships to use their ground attack automatically, now controlled by a keyvalue. Also added a keyvalue that allows any damage type to damage a gunship and another keyvalue to control the number of hits needed to take it down.
npc_crabsynth
npc_cranedriver
npc_crow
npc_cscanner 🔀 Added the ability to enable/disable photo-taking, causing a scanner to merely follow its enemies.
npc_dog
npc_eli
npc_enemyfinder 🔀 New keyvalue for specifying a NPC class to simulate.
npc_enemyfinder_combinecannon ⏺️ Inherits all changes from npc_enemyfinder.
npc_fastzombie 🔀 Hooked health and damage to convars, now follows base torso rules. Also carries base zombie changes detailed in npc_zombie.
npc_fastzombie_torso ⏺️ Inherits all changes from npc_fastzombie.
npc_fisherman
npc_gman
npc_grenade_frag 🔀 Now allows specific damage, radius, etc. and outputs that pass position, all inherited from base grenade.
npc_headcrab 🔀 OnLeap output that fires for each time the headcrab leaps and passes the headcrab's assumed leap target as the activator.
npc_headcrab_black ⏺️ Inherits all changes detailed in npc_headcrab.
npc_headcrab_fast ⏺️ Inherits all changes detailed in npc_headcrab.
npc_heli_avoidbox
npc_heli_avoidsphere
npc_helicopter 🔀 New output OutBomb for each bomb dropped, Field of View keyvalue so you can control whether they can see you from every direction, custom model support. Also added a keyvalue that allows any damage type to damage a helicopter and another keyvalue to control the helicopter's health.
npc_helicopter_custom ✳️ Custom helicopter NPC that supports a custom model, custom sounds, custom flight parameters, etc.
npc_hunter 🔀 Hunters now die instantly to NPC energy balls. Before, they only took the metered amount of damage that NPC balls normally use. I mean, seriously now. That instructor who said the AR2 could kill hunters was straight-up lying to those rebels. Maybe we should've been punching those hunters all along...
npc_hunter_maker
npc_ichthyosaur
npc_kleiner
npc_launcher 🔀 Cleaned up appearance/defaults in Hammer, added OutMissile output that fires for each missile, npc_launcher's owner entity applies to each missile.
npc_magnusson
npc_maker
npc_manhack 🔀 Added Source 2013 GitHub pull request fix for npc_maker owner, restored "Hacked by Alyx" state with a keyvalue for starting hacked and a convar for allowing Alyx to hack manhacks herself, added Enable/DisableSprites inputs.
npc_metropolice 🔀 Several new I/O/KV related to policing, added optional ability to throw grenades with I/O/KV from npc_combine_s, new manhack tossing I/O, holstered pistol animation fix, and more.
npc_missiledefense
npc_monk 🔀 Father Grigori uses his own versions of the companion interactions that blend into his Annabelle.
npc_mortarsynth
npc_mossman
npc_pigeon
npc_poisonzombie 🔀 Fixed game crash on contact with barnacle thanks to Agent Agrimar's code. Also carries base zombie changes detailed in npc_zombie.
npc_puppet
npc_rollermine 🔀 Added keyvalue for rollermines to start as if they were hacked by Alyx in Episode One. Also fixed rollermines creating static versions of themselves each time the player tries to pick them up with the supercharged gravity gun.
npc_seagull
npc_sniper 🔀 Custom model support, custom beam support, response system support, obsolete FGD stuff removed, separate spawnflag for dying on fire. (NOTE: Snipers will no longer die on fire in Episodic and must have this spawnflag enabled!)
npc_stalker 🔀 Added a "Player Aggression" keyvalue and an option to use blood.
npc_strider 🔀 Added a stomp filter for choosing who the strider is allowed to stomp. Also implemented VDC fix for npc_clawscanner strider scouting.
npc_template_maker
npc_tripmine weapon_slam's tripmine with new I/O/KV so it could be placed in Hammer as an entity the mapper sets up.
npc_turret_ceiling 🔀 Fixed npc_turret_ceiling having no sounds or muzzle flashes. Added option to specify a npc_turret_ceiling's health and sight FOV. Added inputs to control ammo depletion, based on floor turret's inputs. Added spawnflag and inputs to disable the turret's "eye" sprite.
npc_turret_floor 🔀 Added spawnflag and inputs to disable the turret's "eye" sprite, made "Skin Number" use actual skin and show up in Hammer, restored Alyx's ability to hack turrets via a convar that's disabled by default.
npc_turret_ground 🔀 Removed requirement to have parent.
npc_turret_lab ✳️ A functional version of labturret.mdl.
npc_vehicledriver
npc_vortigaunt 🔀 Uses DKY's LOS fix from HL2:CE. Also technically inherits companion changes detailed in npc_citizen, although it can't use many of them.
npc_zombie 🔀 Inherits base zombie changes like options to have no headcrab or never become a torso and an OnSwattedProp output that fires each time a zombie swats a prop, passing the prop as the activator.
npc_zombie_custom ✳️ Special "custom" version of npc_zombie that supports custom models (including custom legs and torsos) and uses the response system, unlike other zombies.
npc_zombie_custom_torso ✳️ Like npc_zombie_custom, but already a torso. Inherits all changes from that.
npc_zombie_torso ⏺️ Inherits all changes from npc_zombie.
npc_zombine 🔀 Added keyvalue for specifying how many grenades a Zombine could have (including none) as well as an OnPullGrenade output that fires for each grenade pulled. Inherits base zombie changes detailed in npc_zombie.
path_corner
path_corner_crash
path_track 🔀 A save/restore oversight involving the way path sequences were saved was fixed.
phys_ballsocket
phys_constraint
phys_constraintsystem
phys_convert 🔀 Improved conversion and added the option to be converted to prop_physics/func_physbox instead of just simple_physics_brush/prop. You might want to look into point_entity_replace too.
phys_hinge
phys_keepupright
phys_lengthconstraint
phys_magnet 🔀 Fixed crashing with no model name, added "Prevent pickup" spawnflag
phys_motor
phys_pulleyconstraint
phys_ragdollconstraint
phys_ragdollmagnet 🔀 OnUsed output which fires each time the magnet is used, new keyvalue for targeting a specific bone, and the ability to target sniper bodies.
phys_slideconstraint
phys_spring
phys_thruster
phys_torque
physics_cannister 🔀 Fixed and cleaned up FGD definition.
player 🔀 The player has plenty of new inputs, but most of them could be accessed through logic_playerproxy thanks to a new I/O/KV transferring system.
player_loadsaved
player_speedmod 🔀 Added Enable/Disable for using speedmod's spawnflags without actually modifying the player's speed. Also added "Additional Buttons" keyvalue and a spawnflag that stops this entity from automatically suppressing the player's flashlight.
player_weaponstrip
point_advanced_finder ✳️ A "finder" entity for finding entities based on specified criteria. This was originally called "logic_entityfinder" and was created for a different mod before I found out about point_entity_finder, an existing entity from Left 4 Dead and newer.
point_anglesensor
point_angularvelocitysensor
point_antlion_repellant
point_apc_controller
point_bonusmaps_accessor
point_bugbait
point_camera 🔀 Has a new option to draw the skybox through this camera, meaning the skybox will show up correctly on monitors. Also now properly derives from Targetname in the FGD.
point_camera_ortho ✳️ A special type of camera that captures an orthographic image. Otherwise identical to point_camera in every way, including its Mapbase changes.
point_clientcommand 🔀 Has a new icon in Hammer.
point_combine_ball_launcher
point_copy_size ✳️ Copies an entity's bounding box size to another. This was created in an unsuccessful attempt to get bullseyes to fit in their parents and now I cannot name any good use for it. I left it in since it's already made and I'm sure someone will find a good use for it some day.
point_damageinfo ✳️ Deals damage with precise control over exactly what information the damage carries, from amount and type to attacker and force.
point_devshot_camera
point_enable_motion_fixup
point_entity_finder ◀️ Finds entities based on various criteria. Ported from Alien Swarm. You might want to look at point_advanced_finder too.
point_entity_replace ✳️ Replaces one entity with another, similar to phys_convert. Copies position, angles, velocity, etc. with plenty of flexibility. Can be used with certain outputs on certain entities for even more flexibility, like OutGrenade on soldiers to replace their grenades with another object (e.g. flares).
point_event ✳️ Listens for and acts upon game events similar to logic_eventlistener, except it can listen for multiple events and pass their data to I/O. This was conceptualized before I knew logic_eventlistener existed, but it is now derived from it in code.
point_flesh_effect_target
point_gamestats_counter
point_glow ✳️ A new entity inspired by the tf_glow entity which allows a glow to be created around another entity.
point_hurt 🔀 Now has "Damage Or" flags similar to trigger_hurt. You might want to see point_damageinfo as well.
point_message 🔀 New SetMessage output that sets the point_message's text.
point_message_localized ✳️ A version of point_message that can use localized text and newlines. To be honest, I only made this because of the newlines, especially since this doesn't actually support Unicode.
point_playermoveconstraint
point_posecontroller
point_projectile ✳️ Fires entities as projectiles (e.g. crossbow_bolt) with a specific owner, velocity, damage, etc.
point_proximity_sensor
point_push
point_radiation_source ✳️ A source of radiation that the player's geiger counter reacts to. Does no actual damage.
point_ragdollboogie ✳️ Forces NPCs and ragdolls to boogie. Ragdoll boogie is what handles the electrical arcs that occur on ragdolls after being launched by the supercharged gravity gun, etc.
point_servercommand 🔀 Has a new icon in Hammer.
point_spotlight 🔀 New LightToggle input.
point_teleport 🔀 TeleportEntity and TeleportToCurrentPos inputs replicated from CS:GO.
point_template 🔀 OutSpawnedEntity and ForceSpawnRandomTemplate.
point_tesla
point_velocitysensor
point_viewcontrol 🔀 FOV options ported from Alien Swarm and some bug fixes controlled by a "New behavior" spawnflag to avoid breaking existing entities. (the spawnflag is on by default)
postprocess_controller ◀️ An entity ported from the Alien Swarm SDK which provides control over various filmic post-processing effects originally made for the Left 4 Dead series.
prop_combine_ball 🔀 SetLifetime and AddLifetime for changing a ball's lifetime.
prop_coreball
prop_detail
prop_door_rotating 🔀 Restored spawnflag for preventing NPCs from using, AllowPlayerUse and DisallowPlayerUse inputs for toggling the "Disallow player +USE" spawnflag, added collisions disabled spawnflag carried over from prop_dynamic to FGD, disabled shadows by default.
prop_dynamic 🔀 Uses all of the base prop changes, including the disabling of the prop consistency system (you could re-enable it yourself), prop interaction inputs, unmarked spawnflags, etc.
prop_dynamic_ornament ⏺️ Uses all of the base prop changes detailed in prop_dynamic.
prop_dynamic_override ⏺️ Uses all of the base prop changes detailed in prop_dynamic.
prop_flare ✳️ An entire class for controlling flare.mdl from the HL2 episodes. This is based off of the Black Mesa entity of the same name. Can control lifetime, ignite the flare, restore the flare, etc.
prop_interactable ✳️ A prop designed to be interacted with like a button. It has all of the properties of prop_dynamic without having to use an accompanying func_door or func_button.
prop_physics SetDebris for toggling debris status. Uses all of the base prop changes detailed in prop_dynamic.
prop_physics_multiplayer ⏺️ Uses all of the prop changes detailed in prop_physics and prop_dynamic.
prop_physics_override 🔀 Now supports overriding prop interactions and preferred carry angles.
prop_ragdoll 🔀 Fixed StartRagdollBoogie, added Wake/Sleep inputs, added automatic ragdoll interactions.
prop_scalable
prop_sphere A cheap vphysics sphere. Uses VDC changes.
prop_static
prop_thumper
prop_vehicle
prop_vehicle_airboat ⏺️ Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_apc ⏺️ Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_cannon ⏺️ Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_choreo_generic ⏺️ Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_crane ⏺️ Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_driveable 🔀 EnterVehicle(Immediate), ExitVehicle(Immediate), partly ported from prop_vehicle_prisoner_pod.
prop_vehicle_jeep 🔀 Keyvalue for disabling hazard lights in Episodic, Enable/DisablePhysgun ported from Episodic to HL2 jeep.
prop_vehicle_jeep_old ✳️ Allows the original jeep to be used in Episodic, reverting its classname to "prop_vehicle_jeep" on spawn.
prop_vehicle_prisoner_pod ⏺️ Some of its inputs were moved to the base class, but other than that it hasn't changed.
script_intro 🔀 The infamous script_intro skybox bug can now be fixed via a keyvalue (drawing the skybox in the main view, the camera view, both, or neither) and viewmodels now show up correctly.
script_tauremoval
scripted_sentence
scripted_sequence 🔀 Proper !activator support on target NPC and outputs, "No Interruptions" and "Override AI" enabled by default, OnPreIdleSequence, unmarked spawnflags added
scripted_sound ✳️ Causes a sound to be emitted on an entity directly, allowing it to be interrupted by, say, the entity's death or removal. This is useful for lines spoken by NPCs that can't use logic_choreographed_scene and are too "interactive" for ambient_generic to work well.
scripted_target
shadow_control 🔀 Ported Insolence's apparently unique ability to toggle Saul Rennison's dynamic RTT shadow angles.
simple_physics_brush A simple physics brush with no unique properties. Previously only usable with phys_convert, this has been changed so it could be used in Hammer.
simple_physics_prop A simple physics prop with no unique properties. Previously only ussable with phys_convert, this has been changed so it could be placed in Hammer.
sky_camera 🔀 Added updating capabilities, option to use angles for rotating skybox, ability to use a solid sky color instead of a sky texture, fog I/KV from env_fog_controller, and more.
skybox_swapper ◀️ An entity ported from Alien Swarm that swaps skybox textures. This is broken in Source 2013 SP (you have to reload a save) and apparently only works properly in MP.
tanktrain_ai
tanktrain_aitarget
test_sidelist
test_traceline
trigger_apply_impulse ◀️ Applies a single push to entities touching the trigger when the ApplyImpulse input is fired. Added to the FGD and ported to Source 2013 SP from MP.
trigger_autosave
trigger_changelevel
trigger_fall ✳️ Players who enter a trigger_fall are given a special flag that causes them to die of fall damage the instant they touch the ground (crunching sound and everything) no matter their speed. Useful for ensuring death by fall damage or serving as a more natural alternative to trigger_hurt.
trigger_gravity
trigger_hurt 🔀 Now supports "Damage Or" keyvalue for flags intended to be combined with other damage types. Also added a hurt rate keyvalue.
trigger_impact
trigger_look 🔀 Added a "Use LOS" keyvalue that also uses LOS calculations as opposed to only viewcone calculations. Also added support for multiple look entities.
trigger_multiple ⏺️ Uses all base trigger changes, including the ability to detect items/weapons/projectiles, which could previously only be detected through the "Everything" spawnflag. OnTouching also now passes the first touching entity as the activator.
trigger_once ⏺️ Uses the base trigger changes defined in trigger_multiple.
trigger_physics_trap
trigger_playermovement 🔀 Auto-walk and disable jump spawnflags added based on L4D spawnflags (replicated)
trigger_proximity
trigger_push 🔀 New SetSpeed and SetPushDir inputs.
trigger_remove
trigger_rpgfire
trigger_serverragdoll 🔀 Fixed trigger filter and potential conflicts with other server ragdoll functions.
trigger_soundscape
trigger_teleport 🔀 Fixed FGD not showing all of the spawnflags.
trigger_teleport_relative ◀️ Teleports entities relative to their current positions. Added a custom FGD class and ported to Source 2013 SP from MP.
trigger_transition
trigger_vphysics_motion
trigger_waterydeath 🔀 Added a bunch of I/O/KV for easier modification and configuration.
trigger_weapon_dissolve
trigger_weapon_strip
trigger_weapon_strip
vehicle_viewcontroller
vgui_screen
vgui_slideshow_display
water_lod_control
weapon_357 🔀 Now usable by NPCs, uses base weapon changes like ammo overrides, new pickup prevention inputs/flags, and fade distances using spheres.
weapon_alyxgun ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_annabelle 🔀 Uses proper animations with non-Grigori NPCs. Uses base weapon changes detailed in weapon_357.
weapon_ar2 🔀 Uses restored AR2 animations previously only found in the model. Uses base weapon changes detailed in weapon_357.
weapon_bugbait ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_crossbow 🔀 Now usable by NPCs. Model no longer broken in Hammer. Uses base weapon changes detailed in weapon_357.
weapon_crowbar ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_custom_scripted1 ✳️ New VScript-driven custom weapon.
weapon_frag ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_physcannon ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_pistol ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_rpg 🔀 NPCs now use RPGs correctly. Uses base weapon changes detailed in weapon_357.
weapon_shotgun 🔀 Uses base weapon changes detailed in weapon_357.
weapon_slam ◀️ Ported from HL2:DM. Uses base weapon changes detailed in weapon_357.
weapon_smg1 ⏺️ Uses base weapon changes detailed in weapon_357.
weapon_striderbuster
weapon_stunstick 🔀 Now uses HL2:DM weapon/model with NPC support. Uses base weapon changes detailed in weapon_357.
worldspawn 🔀 Added various new keyvalues to control map properties, like VScript language or map title usage.