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Updated Entity List (markdown)
parent
d133129fd2
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794c3d2b63
@ -71,7 +71,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| env_entity_igniter | <!---Stock--> :heavy_minus_sign: | |
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| env_entity_maker | <!---Changed--> :twisted_rightwards_arrows: | OutSpawnedEntity and ForceSpawnAtEntityOrigin/Center have been added. |
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| env_explosion | <!---Changed--> :twisted_rightwards_arrows: | SetIgnoredEntity has been added. |
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| env_fade | <!---Stock--> :heavy_minus_sign: | |
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| env_fade | <!---Changed--> :twisted_rightwards_arrows: | Added "Don't purge" spawnflag, which stops an env_fade from overwriting all other fades. |
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| env_fire | <!---Stock--> :heavy_minus_sign: | |
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| env_firesensor | <!---Changed--> :twisted_rightwards_arrows: | New spawnflag for accepting flares. Flares will give off dynamic heat based off of their lifetime. |
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| env_firesource | <!---Stock--> :heavy_minus_sign: | |
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@ -84,7 +84,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| env_headcrabcanister | <!---Changed--> :twisted_rightwards_arrows: | StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the canister |
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| env_hudhint | <!---Changed--> :twisted_rightwards_arrows: | Button combinations, raw strings, etc. as well as SetHudHint. |
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| env_laser | <!---Changed--> :twisted_rightwards_arrows: | OnTouchedByEntity added, based on the output from env_beam. It fires per frame though, so be careful. |
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| env_lightglow | <!---Stock--> :heavy_minus_sign: | |
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| env_lightglow | <!---Changed--> :twisted_rightwards_arrows: | Added Enable/Disable inputs and the ability to start disabled. Fade distances in Hammer also now have spheres. |
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| env_message | <!---Stock--> :heavy_minus_sign: | |
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| env_microphone | <!---Changed--> :twisted_rightwards_arrows: | Added unmarked DSP presets, SetDSPPreset, and a local landmark keyvalue similar to trigger_teleport. |
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| env_muzzleflash | <!---Stock--> :heavy_minus_sign: | |
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@ -120,7 +120,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| env_texturetoggle | <!---Stock--> :heavy_minus_sign: | |
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| env_tonemap_controller | <!---Changed--> :twisted_rightwards_arrows: | Added UseDefaultBloomScale and SetBloomScaleRange to Hammer, fixed SetBloomScaleRange only accepting single floats |
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| env_viewpunch | <!---Stock--> :heavy_minus_sign: | |
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| env_wind | <!---Stock--> :heavy_minus_sign: | |
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| env_wind | <!---Changed--> :twisted_rightwards_arrows: | Added "wind radius", something from Left 4 Dead that allows for multiple env_wind entities in different areas. Also added "inner" radius, which allows the env_wind's intensity to fade out in combination with regular wind radius. |
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| env_zoom | <!---Stock--> :heavy_minus_sign: | |
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| filter_activator_class | <!---Affected--> :record_button: | 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. |
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| filter_activator_classify | <!---New--> :eight_spoked_asterisk: | Filters an entity by its "Classify" class, e.g. CLASS_PLAYER_ALLY. Uses all base filter changes detailed in filter_activator_class. |
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@ -215,7 +215,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| game_player_team | <!---Stock--> :heavy_minus_sign: | |
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| game_ragdoll_manager | <!---Stock--> :heavy_minus_sign: | |
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| game_score | <!---Stock--> :heavy_minus_sign: | |
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| game_text | <!---Changed--> :twisted_rightwards_arrows: | Added SetText from Alien Swarm |
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| game_text | <!---Changed--> :twisted_rightwards_arrows: | Added SetText from Alien Swarm and newline support with `/n`. (mind the forward slash) |
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| game_ui | <!---Changed--> :twisted_rightwards_arrows: | Added outputs for several binds, also added OutButtons for use with math_bits, unlocking power that may be considered unnatural. |
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| game_weapon_manager | <!---Stock--> :heavy_minus_sign: | |
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| game_zone_player | <!---Stock--> :heavy_minus_sign: | |
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@ -249,7 +249,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| info_null | <!---Stock--> :heavy_minus_sign: | |
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| info_overlay | <!---Stock--> :heavy_minus_sign: | |
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| info_overlay_transition | <!---Stock--> :heavy_minus_sign: | |
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| info_particle_system | <!---Stock--> :heavy_minus_sign: | |
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| info_particle_system | <!---Stock--> :heavy_minus_sign: | New "DestroyImmediately" input inspired by the Portal 2 input of the same name. |
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| info_player_start | <!---Stock--> :heavy_minus_sign: | |
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| info_projecteddecal | <!---Stock--> :heavy_minus_sign: | |
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| info_radar_target | <!---Changed--> :twisted_rightwards_arrows: | White Forest battle enemy targets added to FGD. |
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@ -285,7 +285,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| item_rpg_round | <!---Affected--> :record_button: | Uses by all ammo item changes. |
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| item_suit | <!---Stock--> :heavy_minus_sign: | |
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| item_suitcharger | <!---Changed--> :twisted_rightwards_arrows: | Various I/O/KV related to setting charge/juice |
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| keyframe_rope | <!---Changed--> :twisted_rightwards_arrows: | OnBreak output |
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| keyframe_rope | <!---Changed--> :twisted_rightwards_arrows: | OnBreak output, SplineRope shader via SDK_Cable |
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| keyframe_track | <!---Stock--> :heavy_minus_sign: | |
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| light | <!---Stock--> :heavy_minus_sign: | |
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| light_dynamic | <!---Stock--> :heavy_minus_sign: | |
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@ -316,7 +316,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| logic_modelinfo | <!---New--> :eight_spoked_asterisk: | Reads certain model-related information, like how many skins a model has or whether a model has a certain sequence/activity. |
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| logic_multicompare | <!---Changed--> :twisted_rightwards_arrows: | Added a bunch of new I/O/KV. Changes very similar to logic_compare. |
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| logic_navigation | <!---Stock--> :heavy_minus_sign: | |
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| logic_playerproxy | <!---Changed--> :twisted_rightwards_arrows: | Several new I/O/KV for interacting with the player, including expanded flashlight control and the ability to change the player's armor value. |
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| logic_playerproxy | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| logic_random_outputs | <!---Ported--> :arrow_backward: | Fires outputs based on specified percentages. Ported directly from Alien Swarm. |
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| logic_register_activator | <!---Replicated--> :rewind: | Stores the specified entity and allows it to be accessed later. Based on the entity of the same name from Portal 2. |
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| logic_relay | <!---Changed--> :twisted_rightwards_arrows: | New TriggerWithParameter/OnTriggerParameter I/O for using parameters on the relay. |
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@ -332,6 +332,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| math_colorblend | <!---Stock--> :heavy_minus_sign: | |
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| math_counter | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| math_counter_advanced | <!---New--> :eight_spoked_asterisk: | A special version of math_counter with advanced inputs, outputs, and keyvalues for advanced operations and specialized calculations. |
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| math_genrate | <!---New--> :eight_spoked_asterisk: | Generates numbers from a variety of algorithms, mostly taken from material proxies. (e.g. generating a sine wave)l |
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| math_lightpattern | <!---New--> :eight_spoked_asterisk: | Replicates baked light patterns and fires outputs accordingly. |
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| math_mod | <!---New--> :eight_spoked_asterisk: | 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. |
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| math_remap | <!---Stock--> :heavy_minus_sign: | |
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@ -339,7 +340,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| momentary_rot_button | <!---Stock--> :heavy_minus_sign: | |
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| monster_generic | <!---Stock--> :heavy_minus_sign: | |
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| move_keyframed | <!---Stock--> :heavy_minus_sign: | |
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| move_rope | <!---Changed--> :twisted_rightwards_arrows: | OnBreak output |
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| move_rope | <!---Changed--> :twisted_rightwards_arrows: | OnBreak output, SplineRope shader via SDK_Cable |
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| move_track | <!---Stock--> :heavy_minus_sign: | |
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| npc_advisor | <!---Stock--> :heavy_minus_sign: | |
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| npc_alyx | <!---Changed--> :twisted_rightwards_arrows: | Inherits all companion changes, see npc_citizen. |
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@ -358,8 +359,8 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| npc_combine_camera | <!---Stock--> :heavy_minus_sign: | |
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| npc_combine_cannon | <!---Stock--> :heavy_minus_sign: | |
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| npc_combine_s | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| npc_combinedropship | <!---Changed--> :twisted_rightwards_arrows: | DropCargo input for dropping objects picked up by the Pickup input, option to disable danger signals that normally disperse NPCs on the ground. |
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| npc_combinegunship | <!---Changed--> :twisted_rightwards_arrows: | Restored the ability for gunships to use their ground attack automatically, now controlled by a keyvalue. |
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| npc_combinedropship | <!---Changed--> :twisted_rightwards_arrows: | DropCargo input for dropping objects picked up by the Pickup input, 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. |
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| npc_combinegunship | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| npc_crabsynth | <!---Stock--> :heavy_minus_sign: | |
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| npc_cranedriver | <!---Stock--> :heavy_minus_sign: | |
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| npc_crow | <!---Stock--> :heavy_minus_sign: | |
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@ -378,7 +379,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| npc_headcrab_fast | <!---Affected--> :record_button: | Inherits all changes detailed in npc_headcrab. |
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| npc_heli_avoidbox | <!---Stock--> :heavy_minus_sign: | |
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| npc_heli_avoidsphere | <!---Stock--> :heavy_minus_sign: | |
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| npc_helicopter | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| npc_helicopter | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| npc_helicopter_custom | <!---New--> :eight_spoked_asterisk: | Custom helicopter NPC that supports a custom model, custom sounds, custom flight parameters, etc. |
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| npc_hunter | <!---Changed--> :twisted_rightwards_arrows: | 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... |
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| npc_hunter_maker | <!---Stock--> :heavy_minus_sign: | |
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@ -428,7 +429,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| phys_motor | <!---Stock--> :heavy_minus_sign: | |
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| phys_pulleyconstraint | <!---Stock--> :heavy_minus_sign: | |
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| phys_ragdollconstraint | <!---Stock--> :heavy_minus_sign: | |
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| phys_ragdollmagnet | <!---Changed--> :twisted_rightwards_arrows: | New OnUsed output which fires each time the magnet is used and the ability to target snipers. |
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| phys_ragdollmagnet | <!---Changed--> :twisted_rightwards_arrows: | OnUsed output which fires each time the magnet is used, new keyvalue for targeting a specific bone, and the ability to target sniper bodies. |
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| phys_slideconstraint | <!---Stock--> :heavy_minus_sign: | |
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| phys_spring | <!---Stock--> :heavy_minus_sign: | |
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| phys_thruster | <!---Stock--> :heavy_minus_sign: | |
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@ -436,7 +437,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| physics_cannister | <!---Changed--> :twisted_rightwards_arrows: | Fixed and cleaned up FGD definition. |
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| player | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| player_loadsaved | <!---Stock--> :heavy_minus_sign: | |
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| player_speedmod | <!---Changed--> :twisted_rightwards_arrows: | Added Enable/Disable for using speedmod's spawnflags without actually modifying the player's speed. |
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| player_speedmod | <!---Changed--> :twisted_rightwards_arrows: | Added Enable/Disable for using speedmod's spawnflags without actually modifying the player's speed. Also added a spawnflag that stops it from automatically suppressing the player's flashlight. |
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| player_weaponstrip | <!---Stock--> :heavy_minus_sign: | |
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| point_advanced_finder | <!---New--> :eight_spoked_asterisk: | 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. |
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| point_anglesensor | <!---Stock--> :heavy_minus_sign: | |
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@ -445,7 +446,8 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| point_apc_controller | <!---Stock--> :heavy_minus_sign: | |
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| point_bonusmaps_accessor | <!---Stock--> :heavy_minus_sign: | |
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| point_bugbait | <!---Stock--> :heavy_minus_sign: | |
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| point_camera | <!---Changed--> :twisted_rightwards_arrows: | Now properly derives from Targetname in the FGD. |
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| point_camera | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| point_camera_ortho | <!---New--> :eight_spoked_asterisk: | A special type of camera that captures an orthographic image. Otherwise identical to point_camera in every way, including its Mapbase changes. |
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| point_clientcommand | <!---Changed--> :twisted_rightwards_arrows: | Has a new icon in Hammer. |
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| point_combine_ball_launcher | <!---Stock--> :heavy_minus_sign: | |
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| point_copy_size | <!---New--> :eight_spoked_asterisk: | 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. |
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@ -484,7 +486,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| prop_flare | <!---New--> :eight_spoked_asterisk: | 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. |
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| prop_physics | <!---Stock--> :heavy_minus_sign: | SetDebris for toggling debris status. Uses all of the base prop changes detailed in prop_dynamic. |
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| prop_physics_multiplayer | <!---Affected--> :record_button: | Uses all of the prop changes detailed in prop_physics and prop_dynamic. |
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| prop_physics_override | <!---Affected--> :record_button: | Uses all of the prop changes detailed in prop_physics and prop_dynamic. |
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| prop_physics_override | <!---Changed--> :twisted_rightwards_arrows: | Now supports overriding prop interactions and preferred carry angles. |
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| prop_ragdoll | <!---Changed--> :twisted_rightwards_arrows: | Fixed StartRagdollBoogie, added Wake/Sleep inputs, added automatic ragdoll interactions. |
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| prop_scalable | <!---Stock--> :heavy_minus_sign: | |
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| prop_sphere | <!---Restored--> :arrow_double_up: | A cheap vphysics sphere. Uses VDC changes. |
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@ -500,7 +502,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| prop_vehicle_jeep | <!---Changed--> :twisted_rightwards_arrows: | Keyvalue for disabling hazard lights in Episodic, Enable/DisablePhysgun ported from Episodic to HL2 jeep. |
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| prop_vehicle_jeep_old | <!---New--> :eight_spoked_asterisk: | Allows the original jeep to be used in Episodic, reverting its classname to "prop_vehicle_jeep" on spawn. |
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| prop_vehicle_prisoner_pod | <!---Affected--> :record_button: | Some of its inputs were moved to the base class, but other than that it hasn't changed. |
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| script_intro | <!---Changed--> :twisted_rightwards_arrows: | The infamous script_intro skybox bug will be fixed when I finally figure out how to resolve it after all these years. |
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| script_intro | <!---Changed--> :twisted_rightwards_arrows: | 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. |
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| script_tauremoval | <!---Stock--> :heavy_minus_sign: | |
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| scripted_face | <!---New--> :eight_spoked_asterisk: | Causes NPCs to face the specified target for a set amount of time with a set amount of importance. You could also use some of the new generic choreography scenes. |
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| scripted_sentence | <!---Stock--> :heavy_minus_sign: | |
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@ -510,7 +512,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| shadow_control | <!---Changed--> :twisted_rightwards_arrows: | Ported Insolence's apparently unique ability to toggle Saul Rennison's dynamic RTT shadow angles. |
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| simple_physics_brush | <!---Restored--> :arrow_double_up: | 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. |
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| simple_physics_prop | <!---Restored--> :arrow_double_up: | 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. |
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| sky_camera | <!---Changed--> :twisted_rightwards_arrows: | Added updating abilities, option to use angles for rotating skybox |
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| sky_camera | <!---Changed--> :twisted_rightwards_arrows: | 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 |
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| skybox_swapper | <!---Ported--> :arrow_backward: | An entity ported from Alien Swarm that swaps skybox textures. May require a save reload in Source 2013 Singleplayer |
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| tanktrain_ai | <!---Stock--> :heavy_minus_sign: | |
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| tanktrain_aitarget | <!---Stock--> :heavy_minus_sign: | |
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@ -543,7 +545,7 @@ There is most likely some information missing or miscellaneous stuff left out, b
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| vgui_screen | <!---Stock--> :heavy_minus_sign: | |
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| vgui_slideshow_display | <!---Stock--> :heavy_minus_sign: | |
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| water_lod_control | <!---Stock--> :heavy_minus_sign: | |
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| weapon_357 | <!---Changed--> :twisted_rightwards_arrows: | Now usable by NPCs, uses base weapon changes like ammo overrides and new pickup prevention inputs/flags. |
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| weapon_357 | <!---Changed--> :twisted_rightwards_arrows: | Now usable by NPCs, uses base weapon changes like ammo overrides, new pickup prevention inputs/flags, and fade distances using spheres. |
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| weapon_alyxgun | <!---Affected--> :record_button: | Uses base weapon changes detailed in weapon_357. |
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| weapon_annabelle | <!---Changed--> :twisted_rightwards_arrows: | Uses proper animations with non-Grigori NPCs. Uses base weapon changes detailed in weapon_357. |
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| weapon_ar2 | <!---Changed--> :twisted_rightwards_arrows: | Uses restored AR2 animations previously only found in the model. Uses base weapon changes detailed in weapon_357. |
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