Env entity maker

From Valve Developer Community

This point-based entity is available in all Source games.

Table of contents

Entity Description

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.

Keyvalues

Defines the name that other entities refer to this entity by.
  • hammerid [Episode Two Update]
<integer readonly> This id is used for debugging purposes in Hammer.
Specifies the targetname of this entity's Parent in a movement hierarchy. Child entities move with their Parent.
Pitch Yaw Roll (Y Z X)
This entity's angular orientation in the world (also used for angular effect entities).
  • EntityTemplate <target_destination>
Name of the point_template to spawn here.
  • PostSpawnSpeed [Episode One Update]
<float> If specified, all the entities created in the template will move this fast in the specified PostSpawn Movement Direction.
  • PostSpawnDirection [Episode One Update]
<angle> If a PostSpawn Movement Speed is specified, all the entities created in the template will move in this direction.
  • PostSpawnDirectionVariance [Episode One Update]
<float> This variance is applied to the PostSpawn Movement Direction for each spawned entity in the template. Use it to apply some randomness to the directions.

Flags

  • 1 : Enable AutoSpawn (will spawn whenever there's room)
  • 2 : AutoSpawn: Wait for entity destruction
  • 4 : AutoSpawn: Even if the player is looking
  • 8 : ForceSpawn: Only if there's room
  • 16 : ForceSpawn: Only if the player isn't looking

Inputs

  • Kill
Removes this entity from the world.
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 == infinite)>
Causes this entity's OnUser1-4 outputs to be fired. See User Inputs and Outputs.
Changes the entity's parent in the movement hierarchy.
Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
Change this entity to attach to a specific attachment point on it's parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the Parent's Origin and Angles at the time it is attached.
Removes this entity from its current movement hierarchy.
  • ForceSpawn
Spawn an instance of the template at this origin and angle.
  • ForceSpawnAtEntityOrigin <target_destination> [Episode Two Update]
Spawn an instance of the template that the same origin and angle as the specified entity (specify by targetname in parameters)

Outputs

Fired in response to FireUser1-4 inputs. See User Inputs and Outputs.
!activator = activator
  • OnEntitySpawned
Fired when an instance of the entity template has been spawned.
  • OnEntityFailedSpawn
Fired when a ForceSpawn input failed to spawn the template, either due to lack of space or being in player's view, depending on the spawnflags.