List of L4D2 Entities: Difference between revisions
mNo edit summary  | 
				|||
| (55 intermediate revisions by 7 users not shown) | |||
| Line 1: | Line 1: | ||
{{  | {{LanguageBar}}  | ||
__NOTOC__  | __NOTOC__  | ||
<h2>[[Base.fgd/Left 4 Dead 2|base.fgd]]</h2>  | |||
This is a complete list of all Source base entities.  | This is a complete list of all Source base entities.  | ||
| Line 20: | Line 19: | ||
* [[env_credits]]  | * [[env_credits]]  | ||
* [[env_cubemap]]  | * [[env_cubemap]]  | ||
* [[env_dof_controller]]  | |||
* [[env_dustpuff]]  | * [[env_dustpuff]]  | ||
* [[env_effectscript]]  | * [[env_effectscript]]  | ||
| Line 33: | Line 33: | ||
* [[env_funnel]]  | * [[env_funnel]]  | ||
* [[env_hudhint]]  | * [[env_hudhint]]  | ||
* [[env_instructor_hint]]  | |||
* [[env_laser]]  | * [[env_laser]]  | ||
* [[env_lightglow]]  | * [[env_lightglow]]  | ||
| Line 45: | Line 46: | ||
* [[env_projectedtexture]]  | * [[env_projectedtexture]]  | ||
* [[env_rotorshooter]]  | * [[env_rotorshooter]]  | ||
* [[env_screeneffect]]  | * [[env_screeneffect]]  | ||
* [[env_shake]]  | * [[env_shake]]  | ||
* [[env_shooter]]  | * [[env_shooter]]  | ||
| Line 64: | Line 63: | ||
* [[env_texturetoggle]]  | * [[env_texturetoggle]]  | ||
* [[env_tonemap_controller]]  | * [[env_tonemap_controller]]  | ||
* [[env_tonemap_controller_ghost]]  | |||
* [[env_tonemap_controller_infected]]  | |||
* [[env_viewpunch]]  | * [[env_viewpunch]]  | ||
* [[env_wind]]  | * [[env_wind]]  | ||
| Line 69: | Line 70: | ||
'''filter'''  | '''filter'''  | ||
* [[filter_activator_class]]  | * [[filter_activator_class]]  | ||
* [[filter_activator_context]]  | |||
* [[filter_activator_mass_greater]]  | * [[filter_activator_mass_greater]]  | ||
* [[filter_activator_model]]  | |||
* [[filter_activator_name]]  | * [[filter_activator_name]]  | ||
* [[filter_damage_type]]  | * [[filter_damage_type]]  | ||
| Line 84: | Line 87: | ||
* [[func_conveyor]]  | * [[func_conveyor]]  | ||
* [[func_detail]]  | * [[func_detail]]  | ||
* [[func_detail_blocker]]  | |||
* [[func_door]]  | * [[func_door]]  | ||
* [[func_door_rotating]]  | * [[func_door_rotating]]  | ||
| Line 97: | Line 101: | ||
* [[func_movelinear]]  | * [[func_movelinear]]  | ||
* [[func_occluder]]  | * [[func_occluder]]  | ||
* [[func_orator]]  | |||
* [[func_physbox]]  | * [[func_physbox]]  | ||
* [[func_platrot]]  | * [[func_platrot]]  | ||
* [[func_precipitation]]  | * [[func_precipitation]]  | ||
* [[func_precipitation_blocker]]  | |||
* [[func_reflective_glass]]  | * [[func_reflective_glass]]  | ||
* [[func_rot_button]]  | * [[func_rot_button]]  | ||
| Line 105: | Line 111: | ||
* [[func_smokevolume]]  | * [[func_smokevolume]]  | ||
* [[func_tanktrain]]  | * [[func_tanktrain]]  | ||
* [[func_timescale]]  | |||
* [[func_trackautochange]]  | * [[func_trackautochange]]  | ||
* [[func_trackchange]]  | * [[func_trackchange]]  | ||
| Line 127: | Line 134: | ||
'''gibshooter'''  | '''gibshooter'''  | ||
* [[gibshooter]]  | * [[gibshooter]]  | ||
'''hammer'''  | |||
* [[hammer_updateignorelist]]  | |||
'''info'''  | '''info'''  | ||
* [[info_constraint_anchor]]  | * [[info_constraint_anchor]]  | ||
* [[info_intermission]]  | * [[info_intermission]]  | ||
| Line 140: | Line 148: | ||
* [[info_overlay_transition]]  | * [[info_overlay_transition]]  | ||
* [[info_particle_system]]  | * [[info_particle_system]]  | ||
* [[info_particle_target]]  | |||
* [[info_player_start]]  | * [[info_player_start]]  | ||
* [[info_projecteddecal]]  | * [[info_projecteddecal]]  | ||
* [[info_target]]  | * [[info_target]]  | ||
* [[info_target_instructor_hint]]  | |||
* [[info_teleport_destination]]  | * [[info_teleport_destination]]  | ||
'''infodecal'''  | '''infodecal'''  | ||
| Line 151: | Line 161: | ||
'''light'''  | '''light'''  | ||
* [[light]]  | * [[light]]  | ||
* [[light_directional]]  | |||
* [[light_dynamic]]  | * [[light_dynamic]]  | ||
* [[light_environment]]  | * [[light_environment]]  | ||
| Line 167: | Line 178: | ||
* [[logic_multicompare]]  | * [[logic_multicompare]]  | ||
* [[logic_navigation]]  | * [[logic_navigation]]  | ||
* [[logic_relay]]  | * [[logic_relay]]  | ||
* [[logic_script]]  | |||
* [[logic_timer]]  | * [[logic_timer]]  | ||
'''material'''  | '''material'''  | ||
| Line 181: | Line 192: | ||
* [[move_keyframed]]  | * [[move_keyframed]]  | ||
* [[move_rope]]  | * [[move_rope]]  | ||
'''path'''  | '''path'''  | ||
* [[path_track]]  | * [[path_track]]  | ||
| Line 205: | Line 215: | ||
'''point'''  | '''point'''  | ||
* [[point_anglesensor]]  | * [[point_anglesensor]]  | ||
* [[point_bonusmaps_accessor]]  | * [[point_bonusmaps_accessor]]  | ||
* [[point_broadcastclientcommand]]  | |||
* [[point_clientcommand]]  | * [[point_clientcommand]]  | ||
* [[point_devshot_camera]]  | * [[point_devshot_camera]]  | ||
* [[point_enable_motion_fixup]]  | * [[point_enable_motion_fixup]]  | ||
* [[point_entity_finder]]  | |||
* [[point_gamestats_counter]]  | * [[point_gamestats_counter]]  | ||
* [[point_hurt]]  | * [[point_hurt]]  | ||
| Line 220: | Line 231: | ||
* [[point_teleport]]  | * [[point_teleport]]  | ||
* [[point_template]]  | * [[point_template]]  | ||
* [[point_viewcontrol]]  | * [[point_viewcontrol]]  | ||
'''postprocess'''  | |||
* [[postprocess_controller]]  | |||
'''prop'''  | '''prop'''  | ||
* [[prop_detail]]  | * [[prop_detail]]  | ||
| Line 234: | Line 245: | ||
* [[prop_ragdoll]]  | * [[prop_ragdoll]]  | ||
* [[prop_static]]  | * [[prop_static]]  | ||
* [[prop_wall_breakable]]  | |||
'''script'''  | '''script'''  | ||
* [[script_intro]]  | * [[script_intro]]  | ||
| Line 275: | Line 287: | ||
}}  | }}  | ||
== [[Left 4 Dead 2.fgd | left4dead2.fgd]] ==  | == [[Left 4 Dead 2.fgd|left4dead2.fgd]] ==  | ||
{{ColumnBox|count=4|  | {{ColumnBox|count=4|  | ||
'''beam'''  | '''beam'''  | ||
| Line 300: | Line 312: | ||
'''func'''  | '''func'''  | ||
* [[func_block_charge]]  | * [[func_block_charge]]  | ||
* [[func_button_timed]]  | * [[func_button_timed]]  | ||
* [[func_elevator]]  | * [[func_elevator]]  | ||
| Line 314: | Line 325: | ||
'''game'''  | '''game'''  | ||
* [[game_scavenge_progress_display]]  | * [[game_scavenge_progress_display]]  | ||
'''info'''  | '''info'''  | ||
* [[info_ambient_mob_end]]  | * [[info_ambient_mob_end]]  | ||
* [[info_ambient_mob_start]]  | * [[info_ambient_mob_start]]  | ||
| Line 326: | Line 334: | ||
* [[info_gamemode]]  | * [[info_gamemode]]  | ||
* [[info_goal_infected_chase]]  | * [[info_goal_infected_chase]]  | ||
* [[info_item_position]]  | |||
* [[info_l4d1_survivor_spawn]]  | * [[info_l4d1_survivor_spawn]]  | ||
* [[info_map_parameters]]  | * [[info_map_parameters/Left 4 Dead series|info_map_parameters]]  | ||
* [[info_map_parameters_versus]]  | * [[info_map_parameters_versus]]  | ||
* [[info_remarkable]]  | * [[info_remarkable]]  | ||
| Line 355: | Line 364: | ||
* [[prop_fuel_barrel]]  | * [[prop_fuel_barrel]]  | ||
* [[prop_health_cabinet]]  | * [[prop_health_cabinet]]  | ||
* [[prop_minigun]]  | * [[prop_minigun (Left 4 Dead 2)|prop_minigun]]  | ||
* [[prop_minigun_l4d1]]  | * [[prop_minigun_l4d1]]  | ||
* [[prop_mounted_machine_gun]]  | * [[prop_mounted_machine_gun]]  | ||
| Line 366: | Line 375: | ||
* [[trigger_finale]]  | * [[trigger_finale]]  | ||
* [[trigger_hurt_ghost]]  | * [[trigger_hurt_ghost]]  | ||
* [[trigger_upgrade_laser_sight]]  | * [[trigger_upgrade_laser_sight]]  | ||
'''upgrade'''  | '''upgrade'''  | ||
| Line 376: | Line 384: | ||
* [[weapon_chainsaw_spawn]]  | * [[weapon_chainsaw_spawn]]  | ||
* [[weapon_defibrillator_spawn]]  | * [[weapon_defibrillator_spawn]]  | ||
* [[weapon_first_aid_kit]]  | |||
* [[weapon_first_aid_kit_spawn]]  | * [[weapon_first_aid_kit_spawn]]  | ||
* [[weapon_gascan_spawn]]  | * [[weapon_gascan_spawn]]  | ||
* [[weapon_grenade_launcher]]  | |||
* [[weapon_grenade_launcher_spawn]]  | * [[weapon_grenade_launcher_spawn]]  | ||
* [[weapon_hunting_rifle_spawn]]  | * [[weapon_hunting_rifle_spawn]]  | ||
| Line 434: | Line 444: | ||
'''client_path'''  | '''client_path'''  | ||
* [[client_path]]  | * [[client_path]]  | ||
'''commentary'''  | |||
* [[commentary_auto]]  | |||
'''cs'''  | '''cs'''  | ||
* [[cs_gamerules]]  | * [[cs_gamerules]]  | ||
| Line 440: | Line 452: | ||
'''cycler'''  | '''cycler'''  | ||
* [[cycler_flex]]  | * [[cycler_flex]]  | ||
'''dynamic'''  | |||
* [[dynamic_prop]]  | |||
'''entity'''  | '''entity'''  | ||
* [[entity_blocker]]  | * [[entity_blocker]]  | ||
'''entityflame'''  | '''entityflame'''  | ||
* [[entityflame]]  | * [[entityflame]]  | ||
'''env'''  | |||
* [[env_debughistory]]  | |||
* [[env_dusttrail]]  | |||
* [[env_entity_dissolver]]  | |||
* [[env_fire_trail]]  | |||
* [[env_global]]  | |||
* [[env_glow]]  | |||
* [[env_gunfire]]  | |||
* [[env_movieexplosion]]  | |||
* [[env_muzzleflash]]  | |||
* [[env_particle_trail]]  | |||
* [[env_particlefire]]  | |||
* [[env_particlesmokegrenade]]  | |||
* [[env_physwire]]  | |||
* [[env_quadraticbeam]]  | |||
* [[env_ragdoll_boogie]]  | |||
* [[env_rockettrail]]  | |||
* [[env_screenoverlay]]  | |||
* [[env_sporeexplosion]]  | |||
* [[env_sporetrail]]  | |||
* [[env_steamjet]]  | |||
* [[env_tilt]]  | |||
* [[env_tracer]]  | |||
'''escape'''  | '''escape'''  | ||
* [[escape_route]]  | * [[escape_route]]  | ||
'''event'''  | |||
* [[event_queue_saveload_proxy]]  | |||
'''filter'''  | |||
* [[filter_base]]  | |||
'''finale'''  | |||
* [[finale_trigger]]  | |||
'''fire'''  | '''fire'''  | ||
* [[fire_cracker_blast]]  | * [[fire_cracker_blast]]  | ||
'''fish'''  | |||
* [[fish]]  | |||
'''func'''  | '''func'''  | ||
* [[func_physbox_multiplayer]]  | * [[func_physbox_multiplayer]]  | ||
| Line 465: | Line 510: | ||
* [[grenade]]  | * [[grenade]]  | ||
* [[grenade_launcher_projectile]]  | * [[grenade_launcher_projectile]]  | ||
'''handle'''  | '''handle'''  | ||
* [[handle_dummy]]  | * [[handle_dummy]]  | ||
| Line 479: | Line 522: | ||
* [[inferno]]  | * [[inferno]]  | ||
'''info'''  | '''info'''  | ||
* [[info_hang_lighting]]  | |||
* [[info_infected_zoo_maker]]  | * [[info_infected_zoo_maker]]  | ||
* [[info_infected_zoo_puppet]]  | * [[info_infected_zoo_puppet]]  | ||
* [[info_ladder]]  | * [[info_ladder]]  | ||
* [[info_overlay_accessor]]  | * [[info_overlay_accessor]]  | ||
* [[info_player_deathmatch]]  | |||
* [[info_player_teamspawn]]  | * [[info_player_teamspawn]]  | ||
* [[info_player_logo]]  | * [[info_player_logo]]  | ||
* [[  | * [[info_transitioning_player]]  | ||
* [[info_vehicle_groundspawn]]  | * [[info_vehicle_groundspawn]]  | ||
* [[info_view_parameters]]  | * [[info_view_parameters]]  | ||
| Line 497: | Line 541: | ||
'''jockey'''  | '''jockey'''  | ||
* [[jockey]]  | * [[jockey]]  | ||
'''light'''  | |||
* [[light_glspot]]  | |||
'''logic'''  | |||
* [[logic_proximity]]  | |||
'''molotov'''  | '''molotov'''  | ||
* [[molotov_projectile]]  | * [[molotov_projectile]]  | ||
'''momentary'''  | |||
* [[momentary_door]]  | |||
'''multisource'''  | '''multisource'''  | ||
* [[multisource]]  | * [[multisource]]  | ||
'''path'''  | |||
* [[path_corner]]  | |||
* [[path_corner_crash]]  | |||
'''phys'''  | '''phys'''  | ||
* [[phys_bone_follower]]  | * [[phys_bone_follower]]  | ||
| Line 517: | Line 570: | ||
* [[player_speedmod]]  | * [[player_speedmod]]  | ||
'''point'''  | '''point'''  | ||
* [[point_commentary_node]]  | |||
* [[point_commentary_viewpoint]]  | |||
* [[point_push]]  | |||
* [[point_script_template]]  | * [[point_script_template]]  | ||
* [[point_surroundtest]]  | |||
'''predicted'''  | '''predicted'''  | ||
* [[predicted_viewmodel]]  | * [[predicted_viewmodel]]  | ||
'''prop'''  | '''prop'''  | ||
* [[prop_fuel_barrel_piece]]  | |||
* [[prop_physics2]]  | * [[prop_physics2]]  | ||
* [[prop_ragdoll_attached]]  | * [[prop_ragdoll_attached]]  | ||
| Line 540: | Line 598: | ||
* [[script_trigger_once]]  | * [[script_trigger_once]]  | ||
* [[script_trigger_push]]  | * [[script_trigger_push]]  | ||
'''scripted'''  | |||
* [[scripted_scene]]  | |||
'''simple'''  | '''simple'''  | ||
* [[simple_physics_brush]]  | * [[simple_physics_brush]]  | ||
| Line 550: | Line 610: | ||
* [[spitter]]  | * [[spitter]]  | ||
* [[spitter_projectile]]  | * [[spitter_projectile]]  | ||
'''spotlight'''  | |||
* [[spotlight_end]]  | |||
'''spraycan'''  | '''spraycan'''  | ||
* [[spraycan]]  | * [[spraycan]]  | ||
| Line 578: | Line 640: | ||
* [[trigger_callback]]  | * [[trigger_callback]]  | ||
* [[trigger_cdaudio]]  | * [[trigger_cdaudio]]  | ||
* [[trigger_fog]]  | |||
* [[trigger_togglesave]]  | * [[trigger_togglesave]]  | ||
* [[trigger_vphysics_motion]]  | |||
'''upgrade'''  | '''upgrade'''  | ||
* [[upgrade_ammo_explosive]]  | * [[upgrade_ammo_explosive]]  | ||
| Line 593: | Line 657: | ||
'''vote'''  | '''vote'''  | ||
* [[vote_controller]]  | * [[vote_controller]]  | ||
'''waterbullet'''  | |||
* [[waterbullet]]  | |||
'''weapon'''  | '''weapon'''  | ||
* [[weapon_adrenaline]]  | * [[weapon_adrenaline]]  | ||
| Line 603: | Line 669: | ||
* [[weapon_cola_bottles]]  | * [[weapon_cola_bottles]]  | ||
* [[weapon_cs_base]]  | * [[weapon_cs_base]]  | ||
* [[weapon_csbase_gun]]  | |||
* [[weapon_defibrillator]]  | * [[weapon_defibrillator]]  | ||
* [[weapon_fireworkcrate]]  | * [[weapon_fireworkcrate]]  | ||
* [[weapon_gascan]]  | * [[weapon_gascan]]  | ||
* [[weapon_gnome]]  | * [[weapon_gnome]]  | ||
* [[weapon_hegrenade_spawn]]  | * [[weapon_hegrenade_spawn]]  | ||
* [[weapon_hunter_claw]]  | * [[weapon_hunter_claw]]  | ||
* [[weapon_hunting_rifle]]  | * [[weapon_hunting_rifle]]  | ||
* [[weapon_jockey_claw]]  | * [[weapon_jockey_claw]]  | ||
* [[weapon_melee (Left 4 Dead 2)|weapon_melee]]  | |||
* [[weapon_molotov]]  | * [[weapon_molotov]]  | ||
* [[weapon_oxygentank]]  | * [[weapon_oxygentank]]  | ||
| Line 648: | Line 714: | ||
}}  | }}  | ||
== New & Updated   | == In FGD but not in-game ==  | ||
{{ColumnBox|count=4|  | |||
'''ai'''  | |||
* [[ai_speechfilter]]  | |||
'''cycler'''  | |||
* [[cycler]]  | |||
'''env'''  | |||
* [[env_rotorwash_emitter]]  | |||
'''func'''  | |||
* [[func_buildable_button]]  | |||
'''generic'''  | |||
* [[generic_actor]]  | |||
'''info'''  | |||
* [[info_ambient_mob]]  | |||
* [[info_camera_link]]  | |||
* [[info_hint]]  | |||
* [[info_node]]  | |||
* [[info_node_air]]  | |||
* [[info_node_air_hint]]  | |||
* [[info_node_climb]]  | |||
* [[info_node_hint]]  | |||
* [[info_node_link]]  | |||
* [[info_node_link_controller]]  | |||
* [[info_npc_spawn_destination]]  | |||
* [[info_radial_link_controller]]  | |||
'''logic'''  | |||
* [[logic_playerproxy]]  | |||
'''move'''  | |||
* [[move_track]]  | |||
'''npc'''  | |||
* [[npc_furniture]]  | |||
* [[npc_puppet]]  | |||
* [[npc_template_maker]]  | |||
'''point'''  | |||
* [[point_angularvelocitysensor]]  | |||
* [[point_tesla]]  | |||
* [[point_velocitysensor]]  | |||
'''trigger'''  | |||
* [[trigger_standoff]]  | |||
}}  | |||
<h2>New & Updated</h2>  | |||
=== Environment ===  | === Environment ===  | ||
* [[env_fog_controller]] - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)  | * [[env_fog_controller]]  | ||
* [[env_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings.  | : - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)  | ||
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling)  | * [[env_tonemap_controller]]  | ||
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors  | : - Can now set TonemapPercentBrightPixels, and other settings.  | ||
* [[env_instructor_hint]] - Allows creation and control of instructor messages through map logic  | * [[env_airstrike_indoors]]  | ||
* [[env_physics_blocker]] - blocks players and physics objects  | : - Adds an airstrike effect for indoors (crumbling ceiling)  | ||
* [[env_player_blocker]] - Blocks any PC/NPC from entering of the specified type.  | * [[env_airstrike_outdoors]]  | ||
* [[env_rock_launcher]] - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.  | : - Adds an airstrike effect for outdoors  | ||
* [[env_weaponfire]] - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.  | * [[env_instructor_hint]]  | ||
: - Allows creation and control of instructor messages through map logic  | |||
* [[env_physics_blocker]]  | |||
: - blocks players and physics objects  | |||
* [[env_player_blocker]]  | |||
: - Blocks any PC/NPC from entering of the specified type.  | |||
* [[env_rock_launcher]]  | |||
: - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.  | |||
* [[env_weaponfire]]  | |||
: - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.  | |||
=== Filter ===    | === Filter ===    | ||
* [[filter_health]] - Can filter based on the health of the activator, and wheter they have adrenaline active or not  | * [[filter_health]]  | ||
* [[filter_melee_damage]] - Can filter based on melee damage, and the type (all, slash or club)  | : - Can filter based on the health of the activator, and wheter they have adrenaline active or not  | ||
* [[filter_melee_damage]]  | |||
: - Can filter based on melee damage, and the type (all, slash or club)  | |||
=== Function ===  | === Function ===  | ||
* [[func_elevator]] - Added input to set max speed dynamically  | * [[func_elevator]]  | ||
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget  | : - Added input to set max speed dynamically  | ||
* [[func_nav_blocker]] - Added toggle to determine if nav flow should be recomputed or not  | * [[func_movelinear]]  | ||
* [[func_orator]] - Now allows setting the max legal followup distance for automatic responses  | : - Added ResetPosition/TeleportToTarget  | ||
* [[func_precipitation]] - Added Rain Storm, Bugs, and Smoke  | * [[func_nav_blocker]]  | ||
* [[func_rotating]] - Added SnapToStartPosition  | : - Added toggle to determine if nav flow should be recomputed or not  | ||
* [[func_buildable_button]] - A non-functional entity. Added from the EMS update.  | * [[func_orator]]  | ||
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC.  | : - Now allows setting the max legal followup distance for automatic responses  | ||
* [[func_block_charge]] - The Charger will not charge through this brush.  | * [[func_precipitation]]  | ||
* [[func_extinguisher]] - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.  | : - Added Rain Storm, Bugs, and Smoke  | ||
* [[func_instance]] - An entity for placing an instance of a map file  | * [[func_rotating]]  | ||
* [[func_instance_parms]] - Controls parameters used in func_instance within an instance  | : - Added SnapToStartPosition  | ||
* [[func_nav_connection_blocker]] - Blocks nav meshs (on creation) from being connected through it's volume.  | * [[func_buildable_button]]  | ||
* [[func_playerghostinfected_clip]] - Blocks ghost infected.  | : - A non-functional entity. Added from the EMS update.  | ||
* [[func_ragdoll_fader]] - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.  | * [[func_button_timed]]  | ||
* [[func_timescale]] - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)  | : - Button that takes time to use. Added from The Sacrifice DLC.  | ||
* [[point_script_use_target]] - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.  | * [[func_block_charge]]  | ||
: - The Charger will not charge through this brush.  | |||
* [[func_extinguisher]]  | |||
: - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.  | |||
* [[func_instance]]  | |||
: - An entity for placing an instance of a map file  | |||
* [[func_instance_parms]]  | |||
: - Controls parameters used in func_instance within an instance  | |||
* [[func_nav_connection_blocker]]  | |||
: - Blocks nav meshs (on creation) from being connected through it's volume.  | |||
* [[func_playerghostinfected_clip]]  | |||
: - Blocks ghost infected.  | |||
* [[func_ragdoll_fader]]  | |||
: - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.  | |||
* [[func_timescale]]  | |||
: - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)  | |||
* [[point_script_use_target]]  | |||
: - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.  | |||
=== Information ===  | === Information ===  | ||
* [[info_director]] - 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.  | * [[info_director]]  | ||
* [[info_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set  | : - 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.  | ||
* [[info_map_parameters]] and [[info_map_parameters_versus]] - Controls density of spawns  | * [[info_gamemode]]  | ||
: - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set  | |||
* [[info_particle_system]] - Added setting to allow forcing particles to always render infront of everything  | * [[info_map_parameters/Left 4 Dead series|info_map_parameters]] and [[info_map_parameters_versus]]  | ||
* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play  | : - Controls density of spawns  | ||
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob  | |||
* [[info_ambient_mob_end]] - Potential end area for an ambient mob  | *;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value.  | ||
* [[info_ambient_mob]] - universal ambient mob start/end (use with care)  | * [[info_particle_system]]  | ||
* [[info_l4d1_survivor_spawn]] - spawn one of the original survivors from L4D1 as seen in The Passing campaign.  | : - Added setting to allow forcing particles to always render infront of everything  | ||
* [[info_particle_target]] - Allows marking areas in the map for particle systems with control points to reference  | * [[info_survivor_position]]  | ||
* [[info_zombie_border]] - Zombies will not spawn behind this entity.  | : - Can now be tied to a specific gamemode, and given a specific intro to play  | ||
* [[info_item_position]]   | * [[info_ambient_mob_start]]  | ||
* [[info_target_instructor_hint]]   | : - Potential starting area for an ambient mob  | ||
* [[info_ambient_mob_end]]  | |||
: - Potential end area for an ambient mob  | |||
* [[info_ambient_mob]]  | |||
: - universal ambient mob start/end (use with care)  | |||
* [[info_l4d1_survivor_spawn]]  | |||
: - spawn one of the original survivors from L4D1 as seen in The Passing campaign.  | |||
* [[info_particle_target]]  | |||
: - Allows marking areas in the map for particle systems with control points to reference  | |||
* [[info_zombie_border]]  | |||
: - Zombies will not spawn behind this entity.  | |||
* [[info_item_position]]  | |||
: - Used to place spawn points for entity groups. Added from the EMS update.  | |||
* [[info_target_instructor_hint]]  | |||
: - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.  | |||
=== Logic ===  | === Logic ===  | ||
* [[logic_director_query]] - Controls the anger level of the AI Director  | |||
* [[logic_game_event]] - allows firing of game events. Appears to part of an achievement system.  | * [[logic_director_query]]  | ||
* [[logic_script]] - Container for scripts  | : - Controls the anger level of the AI Director  | ||
* [[logic_versus_random]] - 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.  | * [[logic_game_event]]  | ||
: - allows firing of game events. Appears to part of an achievement system.  | |||
* [[logic_script]]  | |||
: - Container for scripts  | |||
* [[logic_versus_random]]  | |||
: - 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 ===  | === Misc ===  | ||
* [[Worldspawn]] - 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)  | |||
* [[beam_spotlight]] - Added NoFog spawnflag.    | * [[Worldspawn]]  | ||
* [[sky_camera]] - Added additional options for customizating plane clipping offsets, etc  | : - 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)  | ||
* [[filter_activator_infected_class]] - Added the new special infected  | * [[beam_spotlight]]  | ||
* [[logic_auto]] - Added 'OnDemoMapSpawn' output  | : - Added NoFog spawnflag.    | ||
* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength  | * [[sky_camera]]  | ||
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer.  | : - Added additional options for customizating plane clipping offsets, etc  | ||
* [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required.  | * [[filter_activator_infected_class]]  | ||
* [[player_weaponstrip]] - removes specific weapon or active weapon  | : - Added the new special infected  | ||
* [[point_nav_attribute_region]] - Holds attributes to be applied to regions of nav areas during generation  | * [[logic_auto]]  | ||
* [[point_script_template]] - A [[point_template]] made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.  | : - Added 'OnDemoMapSpawn' output  | ||
* [[prop_mounted_machine_gun]] - A .50 Cal mounted machine gun. {{Note|L4D2 previously did not support the [[  | * [[postprocess_controller]]  | ||
* [[script_nav_blocker]] - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the TLS update.  | : - Can now dynamically alter film grain and vignette strength  | ||
* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer.  | * [[ambient_music]]  | ||
* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active.  | : - Can override the Music Director, forcing a custom wav file to play in the music mix layer.  | ||
* [[game_scavenge_progress_display]]  | |||
: - Allows turning the scavenge score display on/off as well as setting the total items required.  | |||
* [[player_weaponstrip]]  | |||
: - removes specific weapon or active weapon  | |||
* [[point_nav_attribute_region]]  | |||
: - Holds attributes to be applied to regions of nav areas during generation  | |||
* [[point_script_template]]  | |||
: - A [[point_template]] made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.  | |||
* [[prop_mounted_machine_gun]]  | |||
: - A .50 Cal mounted machine gun. {{Note|L4D2 previously did not support the [[Prop_minigun]], but the authoring tools have been updated to support the L4D1 entity.}}  | |||
* [[script_nav_blocker]]  | |||
: - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the TLS update.  | |||
* [[sound_mix_layer]]  | |||
: - Allows setting the levels of a specific sound mix layer.  | |||
* [[trigger_active_weapon_detect]]  | |||
: - Fires output when touched by a player that has a specific weapon active.  | |||
=== Point ===  | === Point ===  | ||
* [[point_hurt]] - Added additional damage type: "FULLGIB"  | |||
* [[point_spotlight]] - Added option to set Halo size  | * [[point_hurt]]  | ||
* [[point_viewcontrol_multiplayer]] - 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.  | : - Added additional damage type: "FULLGIB"  | ||
* [[point_spotlight]]  | |||
: - Added option to set Halo size  | |||
* [[point_viewcontrol_multiplayer]]  | |||
: - 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 ===  | === Prop ===  | ||
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)  | * All props now have a 'Lag Compensation' toggle. (Use sparingly!)  | ||
* [[prop_car_alarm]] - Added ability to enable/disable  | * [[prop_car_alarm]]  | ||
* [[prop_door_rotating]] - Added 'glow' option  | : - Added ability to enable/disable  | ||
* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.  | * [[prop_door_rotating]]  | ||
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.  | : - Added 'glow' option  | ||
* [[prop_wall_breakable]] - A section of wall that's breakable just like doors are.  | * [[prop_physics]]  | ||
* [[scripted_item_drop]] - An item with basic physics that detects player touch.  | : - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.  | ||
* [[prop_fuel_barrel]]  | |||
: - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.  | |||
* [[prop_wall_breakable]]  | |||
: - A section of wall that's breakable just like doors are.  | |||
* [[scripted_item_drop]]  | |||
: - An item with basic physics that detects player touch.  | |||
=== Trigger ===  | === Trigger ===  | ||
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.  | * [[trigger_finale]]  | ||
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)  | : - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.  | ||
* [[trigger_playermovement]] - Added a "disable jump" flag  | * [[trigger_hurt]]  | ||
* [[trigger_push]] - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically  | : - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)  | ||
* [[script_trigger_hurt]] - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.  | * [[trigger_playermovement]]  | ||
* [[script_trigger_multiple]] - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.  | : - Added a "disable jump" flag  | ||
* [[script_trigger_once]] - Point based [[trigger_once]] made for spawning from VScripts. Added from the EMS update.  | * [[trigger_push]]  | ||
* [[script_trigger_push]] - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update.  | : - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically  | ||
* [[trigger_escape]] - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.  | * [[script_trigger_hurt]]  | ||
* [[trigger_hurt_ghost]] - damages entities (and ghosts) that touch it.  | : - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.  | ||
* [[trigger_upgrade_laser_sight]] - gives laser sight upgrade to players that touch  | * [[script_trigger_multiple]]  | ||
: - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.  | |||
* [[script_trigger_once]]  | |||
: - Point based [[trigger_once]] made for spawning from VScripts. Added from the EMS update.  | |||
* [[script_trigger_push]]  | |||
: - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update.  | |||
* [[trigger_escape]]  | |||
: - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.  | |||
* [[trigger_hurt_ghost]]  | |||
: - damages entities (and ghosts) that touch it.  | |||
* [[trigger_upgrade_laser_sight]]  | |||
: - gives laser sight upgrade to players that touch  | |||
=== Weapon/Upgrade spawn ===  | === Weapon/Upgrade spawn ===  | ||
* [[upgrade_spawn]] - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.  | |||
* [[weapon_adrenaline_spawn]] - A possible spawnpoint for adrenaline.  | * [[upgrade_spawn]]  | ||
* [[weapon_chainsaw_spawn]] - A possible spawnpoint for chainsaws.  | : - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.  | ||
* [[weapon_defibrillator_spawn]] - A possible spawnpoint for defibrillators.  | * [[weapon_adrenaline_spawn]]  | ||
* [[weapon_grenade_launcher_spawn]] - A possible spawnpoint for grenade launchers.  | : - A possible spawnpoint for adrenaline.  | ||
* [[weapon_item_spawn]] - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).  | * [[weapon_chainsaw_spawn]]  | ||
* [[weapon_melee_spawn]] - A possible spawnpoint for random melee weapons.  | : - A possible spawnpoint for chainsaws.  | ||
* [[weapon_pistol_magnum_spawn]] - A possible spawnpoint for magnum pistols  | * [[weapon_defibrillator_spawn]]  | ||
* [[weapon_rifle_ak47_spawn]] - A possible spawnpoint for AK-47 rifles.  | : - A possible spawnpoint for defibrillators.  | ||
* [[weapon_rifle_desert_spawn]] - A possible spawnpoint for combat rifles.  | * [[weapon_grenade_launcher_spawn]]  | ||
* [[weapon_rifle_m60_spawn]] - A possible spawnpoint for M60 machineguns.    | : - A possible spawnpoint for grenade launchers.  | ||
* [[weapon_rifle_sg552_spawn]] - A possible spawnpoint for SG-552 rifles.  | * [[weapon_item_spawn]]  | ||
* [[weapon_scavenge_item_spawn]] - A spawnpoint for a scavenge gas can.  | : - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).  | ||
* [[weapon_shotgun_chrome_spawn]] - A possible spawnpoint for chrome shotguns.  | * [[weapon_melee_spawn]]  | ||
* [[weapon_shotgun_spas_spawn]] - A possible spawnpoint for combat shotguns.  | : - A possible spawnpoint for random melee weapons.  | ||
* [[weapon_smg_mp5_spawn]] - A possible spawnpoint for MP5 submachine guns.  | * [[weapon_pistol_magnum_spawn]]  | ||
* [[weapon_smg_silenced_spawn]] - A possible spawnpoint for silenced submachine guns.  | : - A possible spawnpoint for magnum pistols  | ||
* [[weapon_sniper_awp_spawn]] - A possible spawnpoint for AWP snipers.  | * [[weapon_rifle_ak47_spawn]]  | ||
* [[weapon_sniper_military_spawn]] - A possible spawnpoint for military sniper rifles.  | : - A possible spawnpoint for AK-47 rifles.  | ||
* [[weapon_sniper_scout_spawn]] - A possible spawnpoint for Scout snipers. Added in the TLS update  | * [[weapon_rifle_desert_spawn]]  | ||
* [[weapon_spawn]] - A possible spawnpoint for random weapons.  | : - A possible spawnpoint for combat rifles.  | ||
* [[weapon_upgradepack_explosive_spawn]] - A possible spawnpoint for explosive ammo packs.  | * [[weapon_rifle_m60_spawn]]  | ||
* [[weapon_upgradepack_incendiary_spawn]] - A possible spawnpoint for incendiary ammo packs.  | : - A possible spawnpoint for M60 machineguns.    | ||
* [[weapon_vomitjar_spawn]] - A possible spawnpoint for bile bombs.  | * [[weapon_rifle_sg552_spawn]]  | ||
: - A possible spawnpoint for SG-552 rifles.  | |||
* [[weapon_scavenge_item_spawn]]  | |||
: - A spawnpoint for a scavenge gas can.  | |||
* [[weapon_shotgun_chrome_spawn]]  | |||
: - A possible spawnpoint for chrome shotguns.  | |||
* [[weapon_shotgun_spas_spawn]]  | |||
: - A possible spawnpoint for combat shotguns.  | |||
* [[weapon_smg_mp5_spawn]]  | |||
: - A possible spawnpoint for MP5 submachine guns.  | |||
* [[weapon_smg_silenced_spawn]]  | |||
: - A possible spawnpoint for silenced submachine guns.  | |||
* [[weapon_sniper_awp_spawn]]  | |||
: - A possible spawnpoint for AWP snipers.  | |||
* [[weapon_sniper_military_spawn]]  | |||
: - A possible spawnpoint for military sniper rifles.  | |||
* [[weapon_sniper_scout_spawn]]  | |||
: - A possible spawnpoint for Scout snipers. Added in the TLS update  | |||
* [[weapon_spawn]]  | |||
: - A possible spawnpoint for random weapons.  | |||
* [[weapon_upgradepack_explosive_spawn]]  | |||
: - A possible spawnpoint for explosive ammo packs.  | |||
* [[weapon_upgradepack_incendiary_spawn]]  | |||
: - A possible spawnpoint for incendiary ammo packs.  | |||
* [[weapon_vomitjar_spawn]]  | |||
: - A possible spawnpoint for bile bombs.  | |||
{{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}  | {{Note|Read [[L4D2 Level Design]]'s [[L4D2 Level Design/Weapon and Item Spawning|Weapon and Item Spawning]]}}  | ||
[[Category:Left 4 Dead 2]][[Category:  | [[Category:Left 4 Dead 2]]  | ||
[[Category:Level Design]]  | |||
[[Category:Entities by game]]  | |||
Latest revision as of 19:07, 4 March 2025
base.fgd
This is a complete list of all Source base entities.
ambient
color
env
- env_beam
 - env_beverage
 - env_blood
 - env_bubbles
 - env_credits
 - env_cubemap
 - env_dof_controller
 - env_dustpuff
 - env_effectscript
 - env_embers
 - env_entity_igniter
 - env_entity_maker
 - env_explosion
 - env_fade
 - env_fire
 - env_firesensor
 - env_firesource
 - env_fog_controller
 - env_funnel
 - env_hudhint
 - env_instructor_hint
 - env_laser
 - env_lightglow
 - env_message
 - env_microphone
 - env_particle_performance_monitor
 - env_particlelight
 - env_particlescript
 - env_physexplosion
 - env_physimpact
 - env_player_surface_trigger
 - env_projectedtexture
 - env_rotorshooter
 - env_screeneffect
 - env_shake
 - env_shooter
 - env_smokestack
 - env_smoketrail
 - env_soundscape
 - env_soundscape_proxy
 - env_soundscape_triggerable
 - env_spark
 - env_splash
 - env_sprite
 - env_sprite_oriented
 - env_spritetrail
 - env_steam
 - env_sun
 - env_texturetoggle
 - env_tonemap_controller
 - env_tonemap_controller_ghost
 - env_tonemap_controller_infected
 - env_viewpunch
 - env_wind
 - env_zoom
 
filter
- filter_activator_class
 - filter_activator_context
 - filter_activator_mass_greater
 - filter_activator_model
 - filter_activator_name
 - filter_damage_type
 - filter_enemy
 - filter_multi
 
func
- func_areaportal
 - func_areaportalwindow
 - func_breakable
 - func_breakable_surf
 - func_brush
 - func_button
 - func_clip_vphysics
 - func_conveyor
 - func_detail
 - func_detail_blocker
 - func_door
 - func_door_rotating
 - func_dustcloud
 - func_dustmotes
 - func_fish_pool
 - func_guntarget
 - func_illusionary
 - func_instance
 - func_instance_parms
 - func_ladderendpoint
 - func_lod
 - func_movelinear
 - func_occluder
 - func_orator
 - func_physbox
 - func_platrot
 - func_precipitation
 - func_precipitation_blocker
 - func_reflective_glass
 - func_rot_button
 - func_rotating
 - func_smokevolume
 - func_tanktrain
 - func_timescale
 - func_trackautochange
 - func_trackchange
 - func_tracktrain
 - func_traincontrols
 - func_useableladder
 - func_viscluster
 - func_wall
 - func_wall_toggle
 - func_water_analog
 
game
- game_end
 - game_gib_manager
 - game_player_equip
 - game_player_team
 - game_ragdoll_manager
 - game_score
 - game_text
 - game_ui
 - game_weapon_manager
 - game_zone_player
 
gibshooter
hammer
info
- info_constraint_anchor
 - info_intermission
 - info_ladder_dismount
 - info_landmark
 - info_lighting
 - info_mass_center
 - info_no_dynamic_shadow
 - info_null
 - info_overlay
 - info_overlay_transition
 - info_particle_system
 - info_particle_target
 - info_player_start
 - info_projecteddecal
 - info_target
 - info_target_instructor_hint
 - info_teleport_destination
 
infodecal
keyframe
light
logic
- logic_active_autosave
 - logic_auto
 - logic_autosave
 - logic_branch
 - logic_branch_listener
 - logic_case
 - logic_collision_pair
 - logic_compare
 - logic_lineto
 - logic_measure_movement
 - logic_multicompare
 - logic_navigation
 - logic_relay
 - logic_script
 - logic_timer
 
material
math
momentary
move
path
phys
- phys_ballsocket
 - phys_constraint
 - phys_constraintsystem
 - phys_convert
 - phys_hinge
 - phys_keepupright
 - phys_lengthconstraint
 - phys_magnet
 - phys_motor
 - phys_pulleyconstraint
 - phys_ragdollconstraint
 - phys_ragdollmagnet
 - phys_slideconstraint
 - phys_spring
 - phys_thruster
 - phys_torque
 
physics
point
- point_anglesensor
 - point_bonusmaps_accessor
 - point_broadcastclientcommand
 - point_clientcommand
 - point_devshot_camera
 - point_enable_motion_fixup
 - point_entity_finder
 - point_gamestats_counter
 - point_hurt
 - point_message
 - point_playermoveconstraint
 - point_posecontroller
 - point_proximity_sensor
 - point_servercommand
 - point_spotlight
 - point_teleport
 - point_template
 - point_viewcontrol
 
postprocess
prop
- prop_detail
 - prop_door_rotating
 - prop_dynamic
 - prop_dynamic_ornament
 - prop_dynamic_override
 - prop_physics
 - prop_physics_multiplayer
 - prop_physics_override
 - prop_ragdoll
 - prop_static
 - prop_wall_breakable
 
script
shadow
sky
sound
tanktrain
test
trigger
- trigger_autosave
 - trigger_changelevel
 - trigger_gravity
 - trigger_hurt
 - trigger_impact
 - trigger_look
 - trigger_multiple
 - trigger_once
 - trigger_playermovement
 - trigger_proximity
 - trigger_push
 - trigger_remove
 - trigger_serverragdoll
 - trigger_soundscape
 - trigger_teleport
 - trigger_tonemap
 - trigger_transition
 - trigger_wind
 
vgui
water
worldspawn
left4dead2.fgd
beam
commentary
env
- env_airstrike_indoors
 - env_airstrike_outdoors
 - env_detail_controller
 - env_outtro_stats
 - env_physics_blocker
 - env_player_blocker
 - env_rock_launcher
 - env_weaponfire
 
filter
fog
func
- func_block_charge
 - func_button_timed
 - func_elevator
 - func_extinguisher
 - func_ladder
 - func_nav_attribute_region
 - func_nav_avoidance_obstacle
 - func_nav_blocker
 - func_nav_connection_blocker
 - func_playerghostinfected_clip
 - func_playerinfected_clip
 - func_ragdoll_fader
 
game
info
- info_ambient_mob_end
 - info_ambient_mob_start
 - info_changelevel
 - info_director
 - info_elevator_floor
 - info_game_event_proxy
 - info_gamemode
 - info_goal_infected_chase
 - info_item_position
 - info_l4d1_survivor_spawn
 - info_map_parameters
 - info_map_parameters_versus
 - info_remarkable
 - info_survivor_position
 - info_survivor_rescue
 - info_zombie_border
 - info_zombie_spawn
 
logic
- logic_choreographed_scene
 - logic_director_query
 - logic_game_event
 - logic_scene_list_manager
 - logic_versus_random
 
player
point
- point_deathfall_camera
 - point_nav_attribute_region
 - point_prop_use_target
 - point_script_use_target
 - point_viewcontrol_multiplayer
 - point_viewcontrol_survivor
 
prop
- prop_car_alarm
 - prop_car_glass
 - prop_door_rotating_checkpoint
 - prop_fuel_barrel
 - prop_health_cabinet
 - prop_minigun
 - prop_minigun_l4d1
 - prop_mounted_machine_gun
 
scripted
trigger
- trigger_active_weapon_detect
 - trigger_auto_crouch
 - trigger_escape
 - trigger_finale
 - trigger_hurt_ghost
 - trigger_upgrade_laser_sight
 
upgrade
weapon
- weapon_adrenaline_spawn
 - weapon_ammo_spawn
 - weapon_autoshotgun_spawn
 - weapon_chainsaw_spawn
 - weapon_defibrillator_spawn
 - weapon_first_aid_kit
 - weapon_first_aid_kit_spawn
 - weapon_gascan_spawn
 - weapon_grenade_launcher
 - weapon_grenade_launcher_spawn
 - weapon_hunting_rifle_spawn
 - weapon_item_spawn
 - weapon_melee_spawn
 - weapon_molotov_spawn
 - weapon_pain_pills_spawn
 - weapon_pipe_bomb_spawn
 - weapon_pistol_magnum_spawn
 - weapon_pistol_spawn
 - weapon_pumpshotgun_spawn
 - weapon_rifle_ak47_spawn
 - weapon_rifle_desert_spawn
 - weapon_rifle_m60_spawn
 - weapon_rifle_sg552_spawn
 - weapon_rifle_spawn
 - weapon_scavenge_item_spawn
 - weapon_shotgun_chrome_spawn
 - weapon_shotgun_spas_spawn
 - weapon_smg_mp5_spawn
 - weapon_smg_silenced_spawn
 - weapon_smg_spawn
 - weapon_sniper_awp_spawn
 - weapon_sniper_military_spawn
 - weapon_sniper_scout_spawn
 - weapon_spawn
 - weapon_upgradepack_explosive_spawn
 - weapon_upgradepack_incendiary_spawn
 - weapon_vomitjar_spawn
 
Non-FGD
_
ability
- ability_charge
 - ability_leap
 - ability_lunge
 - ability_selfdestruct
 - ability_spit
 - ability_throw
 - ability_tongue
 - ability_vomit
 
ai
beam
boomer
charger
client_path
commentary
cs
cycler
dynamic
entity
entityflame
env
- env_debughistory
 - env_dusttrail
 - env_entity_dissolver
 - env_fire_trail
 - env_global
 - env_glow
 - env_gunfire
 - env_movieexplosion
 - env_muzzleflash
 - env_particle_trail
 - env_particlefire
 - env_particlesmokegrenade
 - env_physwire
 - env_quadraticbeam
 - env_ragdoll_boogie
 - env_rockettrail
 - env_screenoverlay
 - env_sporeexplosion
 - env_sporetrail
 - env_steamjet
 - env_tilt
 - env_tracer
 
escape
event
filter
finale
fire
fish
func
- func_physbox_multiplayer
 - func_plat
 - func_proprrespawnzone
 - func_pushable
 - func_simpleladder
 - func_train
 - func_vehicleclip
 - func_water
 - func_weight_button
 
funCBaseFlex
gib
grenade
handle
holiday
hunter
infected
inferno
info
- info_hang_lighting
 - info_infected_zoo_maker
 - info_infected_zoo_puppet
 - info_ladder
 - info_overlay_accessor
 - info_player_deathmatch
 - info_player_teamspawn
 - info_player_logo
 - info_transitioning_player
 - info_vehicle_groundspawn
 - info_view_parameters
 
insect
instanced
item
jockey
light
logic
molotov
momentary
multisource
path
phys
physics
pipe
player
point
- point_commentary_node
 - point_commentary_viewpoint
 - point_push
 - point_script_template
 - point_surroundtest
 
predicted
prop
- prop_fuel_barrel_piece
 - prop_physics2
 - prop_ragdoll_attached
 - prop_physics_respawnable
 - prop_sphere
 - prop_vehicle
 - prop_vehicle_driveable
 
raggib
scene
script
- script_clip_vphysics
 - script_func_button
 - script_nav_attribute_region
 - script_nav_blocker
 - script_trigger_hurt
 - script_trigger_multiple
 - script_trigger_once
 - script_trigger_push
 
scripted
simple
smoker
spark
spitter
spotlight
spraycan
soundent
survivor
tank
target
te
team
terror
test
trigger
- trigger
 - trigger_brush
 - trigger_callback
 - trigger_cdaudio
 - trigger_fog
 - trigger_togglesave
 - trigger_vphysics_motion
 
upgrade
vgui
viewmodel
vomit
vomitjar
vote
waterbullet
weapon
- weapon_adrenaline
 - weapon_ammo
 - weapon_autoshotgun
 - weapon_basecsgrenade
 - weapon_boomer_claw
 - weapon_chainsaw
 - weapon_charger_claw
 - weapon_cola_bottles
 - weapon_cs_base
 - weapon_csbase_gun
 - weapon_defibrillator
 - weapon_fireworkcrate
 - weapon_gascan
 - weapon_gnome
 - weapon_hegrenade_spawn
 - weapon_hunter_claw
 - weapon_hunting_rifle
 - weapon_jockey_claw
 - weapon_melee
 - weapon_molotov
 - weapon_oxygentank
 - weapon_pain_pills
 - weapon_pipe_bomb
 - weapon_pistol_magnum
 - weapon_pistol
 - weapon_propanetank
 - weapon_pumpshotgun
 - weapon_rifle_ak47
 - weapon_rifle_desert
 - weapon_rifle_m60
 - weapon_rifle_sg552
 - weapon_rifle
 - weapon_shotgun_chrome
 - weapon_shotgun_spas
 - weapon_smg_mp5
 - weapon_smg_silenced
 - weapon_smg
 - weapon_smoker_claw
 - weapon_sniper_awp
 - weapon_sniper_military
 - weapon_sniper_scout
 - weapon_spitter_claw
 - weapon_tank_claw
 - weapon_upgradepack_explosive
 - weapon_upgradepack_incendiary
 - weapon_vomitjar
 
window
witch
world
In FGD but not in-game
ai
cycler
env
func
generic
info
- info_ambient_mob
 - info_camera_link
 - info_hint
 - info_node
 - info_node_air
 - info_node_air_hint
 - info_node_climb
 - info_node_hint
 - info_node_link
 - info_node_link_controller
 - info_npc_spawn_destination
 - info_radial_link_controller
 
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: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.