Entity Article Template

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Contents

Entity description

Description of the entity goes here. This should be a plainly-worded but accurate description of the basic function of the entity. A basic description for most entities is included in the help built into Hammer.

The quick brown fox jumps over the lazy dog. 1234567890. Description of entity goes here, blah blah. The quick brown fox jumps over the lazy dog. 1234567890. Description of entity goes here, blah blah. The quick brown fox jumps over the lazy dog. 1234567890.

For an NPC's inputs, outputs etc. the npc_sniper article could be handy. Many of the details seem the same for different NPCs, so it could save typing.

The information for the entity Keys, Outputs, and Inputs can be found inside the Hammer entity help, or in the FGD. Flag names can only be found in the FGD.

Dedicated Console Variables - omit if none exist

  • cvar_name
<data type> Omittable Description
  • sk_barney_health
<integer> Barney's spawn health

Keyvalues - omit if none exist

  • Targetname:

Name <string>
The targetname other entities refer to this entity by.
  • Parentname:

Parent <targetname>
Specifies the targetname of this entity's movement parent. Entities with parents move with their parent.
  • Angles:

Pitch Yaw Roll (Y Z X) <angle>
This entity's angular orientation in the world.
  • DXLevelChoice:

Minimum DX Level <choices>
Maximum DX Level <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Don't use this with anything that will break saved games should a player switch dxlevel!
  • Default (no bounding)
  • DX7
  • DX8
  • DX8.1
  • DX9 SM2
  • DX9 SM3
  • rendercolor
<color255> The color of the spotlight cone.
Use this:
  • ExampleYesNo
<boolean> Omittable Description
Instead of this:
  • ExampleYesNo
<choices> Omittable Description
Literal Value Description
0 No
1 Yes
But not for this:
  • ExampleYesNo
<choices> Omittable Description
Literal Value Description
0 Yes
1 No
  • keyname
<type of value> Replace this with a description of what the key is used for.

Flags - omit if none exist

  • Integer value : Flag Name
Omissible description
  • Integer value : Flag Name
Omissible description

Inputs - omit if none exist

  • Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
  • Parentname:

SetParent <targetname>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Attach to a named attachment on the current parent. The entity will teleport so that the position of its root bone matches that of the attachment.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
ClearParent
Removes this entity from its current movement hierarchy.
  • Intput Name
Replace this with a description of the Input.

Outputs - omit if none exist

  • Targetname:

OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.
OnKilled (New with Left 4 Dead)
Fired when the entity is killed and removed from the game.
  • Output Name
Omittable Description

See also

Note:Add links to related articles, entities, or tutorials here.
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