List of L4D2 Entities

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base.fgd

This is a complete list of all Source base entities.

ambient

color

env

filter

func

game

gibshooter

hammer

info

infodecal

keyframe

light

logic

material

math

momentary

move

path

phys

physics

point

postprocess

prop

script

shadow

sky

sound

tanktrain

test

trigger

vgui

water

worldspawn

left4dead2.fgd

beam

commentary

  • commentary_zombie_spawner
  • env

  • env_airstrike_indoors
  • env_airstrike_outdoors
  • filter

    fog

    func

    game

    info

    logic

    player

    point

    prop

    scripted

    trigger

    upgrade

    weapon

    Non-FGD

    _

    ability

    ai

    beam

    boomer

    charger

    client_path

    commentary

    cs

    cycler

    dynamic

    entity

    entityflame

    env

    escape

    event

    filter

    finale

    fire

    fish

    func

    funCBaseFlex

    gib

    grenade

    handle

    holiday

    hunter

    infected

    inferno

    info

    insect

    instanced

    item

    jockey

    light

    logic

    molotov

    momentary

    multisource

    path

    phys

    physics

    pipe

    player

    point

    predicted

    prop

    raggib

    scene

    script

    scripted

    simple

    smoker

    spark

    spitter

    spotlight

    spraycan

    soundent

    survivor

    tank

    target

    te

    team

    terror

    test

    trigger

    upgrade

    vgui

    viewmodel

    vomit

    vomitjar

    vote

    waterbullet

    weapon

    window

    witch

    world

    In FGD but not in-game

    ai

    cycler

    env

    func

    generic

    info

    logic

    move

    npc

    point

    trigger

    New & Updated

    Environment

    - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
    - Can now set TonemapPercentBrightPixels, and other settings.
    - Adds an airstrike effect for indoors (crumbling ceiling)
    - Adds an airstrike effect for outdoors
    - Allows creation and control of instructor messages through map logic
    - blocks players and physics objects
    - Blocks any PC/NPC from entering of the specified type.
    - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.
    - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.

    Filter

    - Can filter based on the health of the activator, and wheter they have adrenaline active or not
    - Can filter based on melee damage, and the type (all, slash or club)

    Function

    - Added input to set max speed dynamically
    - Added ResetPosition/TeleportToTarget
    - Added toggle to determine if nav flow should be recomputed or not
    - Now allows setting the max legal followup distance for automatic responses
    - Added Rain Storm, Bugs, and Smoke
    - Added SnapToStartPosition
    - A non-functional entity. Added from the EMS update.
    - Button that takes time to use. Added from The Sacrifice DLC.
    - The Charger will not charge through this brush.
    - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
    - An entity for placing an instance of a map file
    - Controls parameters used in func_instance within an instance
    - Blocks nav meshs (on creation) from being connected through it's volume.
    - Blocks ghost infected.
    - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
    - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
    - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.

    Information

    - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
    - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
    - Controls density of spawns
    • director_solve_item_density 
      Pass the number of items you'd want in this map and this spits out the map density value.
    • info_particle_system
    - Added setting to allow forcing particles to always render infront of everything
    - Can now be tied to a specific gamemode, and given a specific intro to play
    - Potential starting area for an ambient mob
    - Potential end area for an ambient mob
    - universal ambient mob start/end (use with care)
    - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
    - Allows marking areas in the map for particle systems with control points to reference
    - Zombies will not spawn behind this entity.
    - Used to place spawn points for entity groups. Added from the EMS update.
    - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.


    Logic

    - Controls the anger level of the AI Director
    - allows firing of game events. Appears to part of an achievement system.
    - Container for scripts
    - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.

    Misc

    - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
    - Added NoFog spawnflag.
    - Added additional options for customizating plane clipping offsets, etc
    - Added the new special infected
    - Added 'OnDemoMapSpawn' output
    - Can now dynamically alter film grain and vignette strength
    - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
    - Allows turning the scavenge score display on/off as well as setting the total items required.
    - removes specific weapon or active weapon
    - Holds attributes to be applied to regions of nav areas during generation
    - A point_template made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.
    - A .50 Cal mounted machine gun.
    Note.pngNote:L4D2 previously did not support the Prop_minigun, but the authoring tools have been updated to support the L4D1 entity.
    - Point based func_nav_blocker made for spawning from VScripts. Added from the TLS update.
    - Allows setting the levels of a specific sound mix layer.
    - Fires output when touched by a player that has a specific weapon active.

    Point

    - Added additional damage type: "FULLGIB"
    - Added option to set Halo size
    - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.

    Prop

    • All props now have a 'Lag Compensation' toggle. (Use sparingly!)
    • prop_car_alarm
    - Added ability to enable/disable
    - Added 'glow' option
    - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
    - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
    - A section of wall that's breakable just like doors are.
    - An item with basic physics that detects player touch.


    Trigger

    - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
    - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
    - Added a "disable jump" flag
    - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
    - Point based trigger_hurt made for spawning from VScripts. Added from the EMS update.
    - Point based trigger_multiple made for spawning from VScripts. Added from the EMS update.
    - Point based trigger_once made for spawning from VScripts. Added from the EMS update.
    - Point based trigger_push made for spawning from VScripts. Added from the EMS update.
    - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
    - damages entities (and ghosts) that touch it.
    - gives laser sight upgrade to players that touch

    Weapon/Upgrade spawn

    - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
    - A possible spawnpoint for adrenaline.
    - A possible spawnpoint for chainsaws.
    - A possible spawnpoint for defibrillators.
    - A possible spawnpoint for grenade launchers.
    - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
    - A possible spawnpoint for random melee weapons.
    - A possible spawnpoint for magnum pistols
    - A possible spawnpoint for AK-47 rifles.
    - A possible spawnpoint for combat rifles.
    - A possible spawnpoint for M60 machineguns.
    - A possible spawnpoint for SG-552 rifles.
    - A spawnpoint for a scavenge gas can.
    - A possible spawnpoint for chrome shotguns.
    - A possible spawnpoint for combat shotguns.
    - A possible spawnpoint for MP5 submachine guns.
    - A possible spawnpoint for silenced submachine guns.
    - A possible spawnpoint for AWP snipers.
    - A possible spawnpoint for military sniper rifles.
    - A possible spawnpoint for Scout snipers. Added in the TLS update
    - A possible spawnpoint for random weapons.
    - A possible spawnpoint for explosive ammo packs.
    - A possible spawnpoint for incendiary ammo packs.
    - A possible spawnpoint for bile bombs.
    Note.pngNote:Read L4D2 Level Design's Weapon and Item Spawning