List of L4D2 Entities: Difference between revisions

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{{ulf|{{autolang|Left 4 Dead 2 - List of Entities|zh=求生之路 2 - 实体清单}}|en=1|zh=1}}{{back | Left 4 Dead 2 Level Creation}}[[Category:English]]
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{{autolang|zh={{:User:1416006136/Signature|time=Jan 2 2023|in progress=1}}}}
__NOTOC__
__NOTOC__


<h2>{{autolang|[[Base.fgd/Left 4 Dead 2|base.fgd]]|zh={{Hover info|Base.fgd/求生之路 2|link=Base.fgd/Left 4 Dead 2:zh-cn| base.fgd}}}}</h2>
<h2>[[Base.fgd/Left 4 Dead 2|base.fgd]]</h2>
{{autolang|This is a complete list of all Source base entities.|zh=这是所有起源基础实体的完整列表。}}
This is a complete list of all Source base entities.


{{ColumnBox|count=4|<ul>
{{ColumnBox|count=4|
'''ambient'''
'''ambient'''
::<li> [[ambient_generic]]</li>
* [[ambient_generic]]
::<li> [[ambient_music]]</li>
* [[ambient_music]]
'''color'''
'''color'''
::<li> [[Color correction (entity)|color_correction]]</li>
* [[Color correction (entity)|color_correction]]
::<li> [[color_correction_volume]]</li>
* [[color_correction_volume]]
'''env'''
'''env'''
::<li> [[env_beam]]</li>
* [[env_beam]]
::<li> [[env_beverage]]</li>
* [[env_beverage]]
::<li> [[env_blood]]</li>
* [[env_blood]]
::<li> [[env_bubbles]]</li>
* [[env_bubbles]]
::<li> [[env_credits]]</li>
* [[env_credits]]
::<li> [[env_cubemap]]</li>
* [[env_cubemap]]
::<li> [[env_dof_controller]]</li>
* [[env_dof_controller]]
::<li> [[env_dustpuff]]</li>
* [[env_dustpuff]]
::<li> [[env_effectscript]]</li>
* [[env_effectscript]]
::<li> [[env_embers]]</li>
* [[env_embers]]
::<li> [[env_entity_igniter]]</li>
* [[env_entity_igniter]]
::<li> [[env_entity_maker]]</li>
* [[env_entity_maker]]
::<li> [[env_explosion]]</li>
* [[env_explosion]]
::<li> [[env_fade]]</li>
* [[env_fade]]
::<li> [[env_fire]]</li>
* [[env_fire]]
::<li> [[env_firesensor]]</li>
* [[env_firesensor]]
::<li> [[env_firesource]]</li>
* [[env_firesource]]
::<li> [[env_fog_controller]]</li>
* [[env_fog_controller]]
::<li> [[env_funnel]]</li>
* [[env_funnel]]
::<li> [[env_hudhint]]</li>
* [[env_hudhint]]
::<li> [[env_instructor_hint]]</li>
* [[env_instructor_hint]]
::<li> [[env_laser]]</li>
* [[env_laser]]
::<li> [[env_lightglow]]</li>
* [[env_lightglow]]
::<li> [[env_message]]</li>
* [[env_message]]
::<li> [[env_microphone]]</li>
* [[env_microphone]]
::<li> [[env_particle_performance_monitor]]</li>
* [[env_particle_performance_monitor]]
::<li> [[env_particlelight]]</li>
* [[env_particlelight]]
::<li> [[env_particlescript]]</li>
* [[env_particlescript]]
::<li> [[env_physexplosion]]</li>
* [[env_physexplosion]]
::<li> [[env_physimpact]]</li>
* [[env_physimpact]]
::<li> [[env_player_surface_trigger]]</li>
* [[env_player_surface_trigger]]
::<li> [[env_projectedtexture]]</li>
* [[env_projectedtexture]]
::<li> [[env_rotorshooter]]</li>
* [[env_rotorshooter]]
::<li> [[env_screeneffect]]</li>
* [[env_screeneffect]]
::<li> [[env_shake]]</li>
* [[env_shake]]
::<li> [[env_shooter]]</li>
* [[env_shooter]]
::<li> [[env_smokestack]]</li>
* [[env_smokestack]]
::<li> [[env_smoketrail]]</li>
* [[env_smoketrail]]
::<li> [[env_soundscape]]</li>
* [[env_soundscape]]
::<li> [[env_soundscape_proxy]]</li>
* [[env_soundscape_proxy]]
::<li> [[env_soundscape_triggerable]]</li>
* [[env_soundscape_triggerable]]
::<li> [[env_spark]]</li>
* [[env_spark]]
::<li> [[env_splash]]</li>
* [[env_splash]]
::<li> [[env_sprite]]</li>
* [[env_sprite]]
::<li> [[env_sprite_oriented]]</li>
* [[env_sprite_oriented]]
::<li> [[env_spritetrail]]</li>
* [[env_spritetrail]]
::<li> [[env_steam]]</li>
* [[env_steam]]
::<li> [[env_sun]]</li>
* [[env_sun]]
::<li> [[env_texturetoggle]]</li>
* [[env_texturetoggle]]
::<li> [[env_tonemap_controller]]</li>
* [[env_tonemap_controller]]
::<li> [[env_tonemap_controller_ghost]]</li>
* [[env_tonemap_controller_ghost]]
::<li> [[env_tonemap_controller_infected]]</li>
* [[env_tonemap_controller_infected]]
::<li> [[env_viewpunch]]</li>
* [[env_viewpunch]]
::<li> [[env_wind]]</li>
* [[env_wind]]
::<li> [[env_zoom]]</li>
* [[env_zoom]]
'''filter'''
'''filter'''
::<li> [[filter_activator_class]]</li>
* [[filter_activator_class]]
::<li> [[filter_activator_context]]</li>
* [[filter_activator_context]]
::<li> [[filter_activator_mass_greater]]</li>
* [[filter_activator_mass_greater]]
::<li> [[filter_activator_model]]</li>
* [[filter_activator_model]]
::<li> [[filter_activator_name]]</li>
* [[filter_activator_name]]
::<li> [[filter_damage_type]]</li>
* [[filter_damage_type]]
::<li> [[filter_enemy]]</li>
* [[filter_enemy]]
::<li> [[filter_multi]]</li>
* [[filter_multi]]
'''func'''
'''func'''
::<li> [[func_areaportal]]</li>
* [[func_areaportal]]
::<li> [[func_areaportalwindow]]</li>
* [[func_areaportalwindow]]
::<li> [[func_breakable]]</li>
* [[func_breakable]]
::<li> [[func_breakable_surf]]</li>
* [[func_breakable_surf]]
::<li> [[func_brush]]</li>
* [[func_brush]]
::<li> [[func_button]]</li>
* [[func_button]]
::<li> [[func_clip_vphysics]]</li>
* [[func_clip_vphysics]]
::<li> [[func_conveyor]]</li>
* [[func_conveyor]]
::<li> [[func_detail]]</li>
* [[func_detail]]
::<li> [[func_detail_blocker]]</li>
* [[func_detail_blocker]]
::<li> [[func_door]]</li>
* [[func_door]]
::<li> [[func_door_rotating]]</li>
* [[func_door_rotating]]
::<li> [[func_dustcloud]]</li>
* [[func_dustcloud]]
::<li> [[func_dustmotes]]</li>
* [[func_dustmotes]]
::<li> [[func_fish_pool]]</li>
* [[func_fish_pool]]
::<li> [[func_guntarget]]</li>
* [[func_guntarget]]
::<li> [[func_illusionary]]</li>
* [[func_illusionary]]
::<li> [[func_instance]]</li>
* [[func_instance]]
::<li> [[func_instance_parms]]</li>
* [[func_instance_parms]]
::<li> [[func_ladderendpoint]]</li>
* [[func_ladderendpoint]]
::<li> [[func_lod]]</li>
* [[func_lod]]
::<li> [[func_movelinear]]</li>
* [[func_movelinear]]
::<li> [[func_occluder]]</li>
* [[func_occluder]]
::<li> [[func_orator]]</li>
* [[func_orator]]
::<li> [[func_physbox]]</li>
* [[func_physbox]]
::<li> [[func_platrot]]</li>
* [[func_platrot]]
::<li> [[func_precipitation]]</li>
* [[func_precipitation]]
::<li> [[func_precipitation_blocker]]</li>
* [[func_precipitation_blocker]]
::<li> [[func_reflective_glass]]</li>
* [[func_reflective_glass]]
::<li> [[func_rot_button]]</li>
* [[func_rot_button]]
::<li> [[func_rotating]]</li>
* [[func_rotating]]
::<li> [[func_smokevolume]]</li>
* [[func_smokevolume]]
::<li> [[func_tanktrain]]</li>
* [[func_tanktrain]]
::<li> [[func_timescale]]</li>
* [[func_timescale]]
::<li> [[func_trackautochange]]</li>
* [[func_trackautochange]]
::<li> [[func_trackchange]]</li>
* [[func_trackchange]]
::<li> [[func_tracktrain]]</li>
* [[func_tracktrain]]
::<li> [[func_traincontrols]]</li>
* [[func_traincontrols]]
::<li> [[func_useableladder]]</li>
* [[func_useableladder]]
::<li> [[func_viscluster]]</li>
* [[func_viscluster]]
::<li> [[func_wall]]</li>
* [[func_wall]]
::<li> [[func_wall_toggle]]</li>
* [[func_wall_toggle]]
::<li> [[func_water_analog]]</li>
* [[func_water_analog]]
'''game'''
'''game'''
::<li> [[game_end]]</li>
* [[game_end]]
::<li> [[game_gib_manager]]</li>
* [[game_gib_manager]]
::<li> [[game_player_equip]]</li>
* [[game_player_equip]]
::<li> [[game_player_team]]</li>
* [[game_player_team]]
::<li> [[game_ragdoll_manager]]</li>
* [[game_ragdoll_manager]]
::<li> [[game_score]]</li>
* [[game_score]]
::<li> [[game_text]]</li>
* [[game_text]]
::<li> [[game_ui]]</li>
* [[game_ui]]
::<li> [[game_weapon_manager]]</li>
* [[game_weapon_manager]]
::<li> [[game_zone_player]]</li>
* [[game_zone_player]]
'''gibshooter'''
'''gibshooter'''
::<li> [[gibshooter]]</li>
* [[gibshooter]]
'''hammer'''
'''hammer'''
::<li> [[hammer_updateignorelist]]</li>
* [[hammer_updateignorelist]]
'''info'''
'''info'''
::<li> [[info_constraint_anchor]]</li>
* [[info_constraint_anchor]]
::<li> [[info_intermission]]</li>
* [[info_intermission]]
::<li> [[info_ladder_dismount]]</li>
* [[info_ladder_dismount]]
::<li> [[info_landmark]]</li>
* [[info_landmark]]
::<li> [[info_lighting]]</li>
* [[info_lighting]]
::<li> [[info_mass_center]]</li>
* [[info_mass_center]]
::<li> [[info_no_dynamic_shadow]]</li>
* [[info_no_dynamic_shadow]]
::<li> [[info_null]]</li>
* [[info_null]]
::<li> [[info_overlay]]</li>
* [[info_overlay]]
::<li> [[info_overlay_transition]]</li>
* [[info_overlay_transition]]
::<li> [[info_particle_system]]</li>
* [[info_particle_system]]
::<li> [[info_particle_target]]</li>
* [[info_particle_target]]
::<li> [[info_player_start]]</li>
* [[info_player_start]]
::<li> [[info_projecteddecal]]</li>
* [[info_projecteddecal]]
::<li> [[info_target]]</li>
* [[info_target]]
::<li> [[info_target_instructor_hint]]</li>
* [[info_target_instructor_hint]]
::<li> [[info_teleport_destination]]</li>
* [[info_teleport_destination]]
'''infodecal'''
'''infodecal'''
::<li> [[infodecal]]</li>
* [[infodecal]]
'''keyframe'''
'''keyframe'''
::<li> [[keyframe_rope]]</li>
* [[keyframe_rope]]
::<li> [[keyframe_track]]</li>
* [[keyframe_track]]
'''light'''
'''light'''
::<li> [[light]]</li>
* [[light]]
::<li> [[light_directional]]</li>
* [[light_directional]]
::<li> [[light_dynamic]]</li>
* [[light_dynamic]]
::<li> [[light_environment]]</li>
* [[light_environment]]
::<li> [[light_spot]]</li>
* [[light_spot]]
'''logic'''
'''logic'''
::<li> [[logic_active_autosave]]</li>
* [[logic_active_autosave]]
::<li> [[logic_auto]]</li>
* [[logic_auto]]
::<li> [[logic_autosave]]</li>
* [[logic_autosave]]
::<li> [[logic_branch]]</li>
* [[logic_branch]]
::<li> [[logic_branch_listener]]</li>
* [[logic_branch_listener]]
::<li> [[logic_case]]</li>
* [[logic_case]]
::<li> [[logic_collision_pair]]</li>
* [[logic_collision_pair]]
::<li> [[logic_compare]]</li>
* [[logic_compare]]
::<li> [[logic_lineto]]</li>
* [[logic_lineto]]
::<li> [[logic_measure_movement]]</li>
* [[logic_measure_movement]]
::<li> [[logic_multicompare]]</li>
* [[logic_multicompare]]
::<li> [[logic_navigation]]</li>
* [[logic_navigation]]
::<li> [[logic_relay]]</li>
* [[logic_relay]]
::<li> [[logic_script]]</li>
* [[logic_script]]
::<li> [[logic_timer]]</li>
* [[logic_timer]]
'''material'''
'''material'''
::<li> [[material_modify_control]]</li>
* [[material_modify_control]]
'''math'''
'''math'''
::<li> [[math_colorblend]]</li>
* [[math_colorblend]]
::<li> [[math_counter]]</li>
* [[math_counter]]
::<li> [[math_remap]]</li>
* [[math_remap]]
'''momentary'''
'''momentary'''
::<li> [[momentary_rot_button]]</li>
* [[momentary_rot_button]]
'''move'''
'''move'''
::<li> [[move_keyframed]]</li>
* [[move_keyframed]]
::<li> [[move_rope]]</li>
* [[move_rope]]
'''path'''
'''path'''
::<li> [[path_track]]</li>
* [[path_track]]
'''phys'''
'''phys'''
::<li> [[phys_ballsocket]]</li>
* [[phys_ballsocket]]
::<li> [[phys_constraint]]</li>
* [[phys_constraint]]
::<li> [[phys_constraintsystem]]</li>
* [[phys_constraintsystem]]
::<li> [[phys_convert]]</li>
* [[phys_convert]]
::<li> [[phys_hinge]]</li>
* [[phys_hinge]]
::<li> [[phys_keepupright]]</li>
* [[phys_keepupright]]
::<li> [[phys_lengthconstraint]]</li>
* [[phys_lengthconstraint]]
::<li> [[phys_magnet]]</li>
* [[phys_magnet]]
::<li> [[phys_motor]]</li>
* [[phys_motor]]
::<li> [[phys_pulleyconstraint]]</li>
* [[phys_pulleyconstraint]]
::<li> [[phys_ragdollconstraint]]</li>
* [[phys_ragdollconstraint]]
::<li> [[phys_ragdollmagnet]]</li>
* [[phys_ragdollmagnet]]
::<li> [[phys_slideconstraint]]</li>
* [[phys_slideconstraint]]
::<li> [[phys_spring]]</li>
* [[phys_spring]]
::<li> [[phys_thruster]]</li>
* [[phys_thruster]]
::<li> [[phys_torque]]</li>
* [[phys_torque]]
'''physics'''
'''physics'''
::<li> [[physics_cannister]]</li>
* [[physics_cannister]]
'''point'''
'''point'''
::<li> [[point_anglesensor]]</li>
* [[point_anglesensor]]
::<li> [[point_bonusmaps_accessor]]</li>
* [[point_bonusmaps_accessor]]
::<li> [[point_broadcastclientcommand]]</li>
* [[point_broadcastclientcommand]]
::<li> [[point_clientcommand]]</li>
* [[point_clientcommand]]
::<li> [[point_devshot_camera]]</li>
* [[point_devshot_camera]]
::<li> [[point_enable_motion_fixup]]</li>
* [[point_enable_motion_fixup]]
::<li> [[point_entity_finder]]</li>
* [[point_entity_finder]]
::<li> [[point_gamestats_counter]]</li>
* [[point_gamestats_counter]]
::<li> [[point_hurt]]</li>
* [[point_hurt]]
::<li> [[point_message]]</li>
* [[point_message]]
::<li> [[point_playermoveconstraint]]</li>
* [[point_playermoveconstraint]]
::<li> [[point_posecontroller]]</li>
* [[point_posecontroller]]
::<li> [[point_proximity_sensor]]</li>
* [[point_proximity_sensor]]
::<li> [[point_servercommand]]</li>
* [[point_servercommand]]
::<li> [[point_spotlight]]</li>
* [[point_spotlight]]
::<li> [[point_teleport]]</li>
* [[point_teleport]]
::<li> [[point_template]]</li>
* [[point_template]]
::<li> [[point_viewcontrol]]</li>
* [[point_viewcontrol]]
'''postprocess'''
'''postprocess'''
::<li> [[postprocess_controller]]</li>
* [[postprocess_controller]]
'''prop'''
'''prop'''
::<li> [[prop_detail]]</li>
* [[prop_detail]]
::<li> [[prop_door_rotating]]</li>
* [[prop_door_rotating]]
::<li> [[prop_dynamic]]</li>
* [[prop_dynamic]]
::<li> [[prop_dynamic_ornament]]</li>
* [[prop_dynamic_ornament]]
::<li> [[prop_dynamic_override]]</li>
* [[prop_dynamic_override]]
::<li> [[prop_physics]]</li>
* [[prop_physics]]
::<li> [[prop_physics_multiplayer]]</li>
* [[prop_physics_multiplayer]]
::<li> [[prop_physics_override]]</li>
* [[prop_physics_override]]
::<li> [[prop_ragdoll]]</li>
* [[prop_ragdoll]]
::<li> [[prop_static]]</li>
* [[prop_static]]
::<li> [[prop_wall_breakable]]</li>
* [[prop_wall_breakable]]
'''script'''
'''script'''
::<li> [[script_intro]]</li>
* [[script_intro]]
'''shadow'''
'''shadow'''
::<li> [[shadow_control]]</li>
* [[shadow_control]]
'''sky'''
'''sky'''
::<li> [[sky_camera]]</li>
* [[sky_camera]]
'''sound'''
'''sound'''
::<li> [[sound_mix_layer]]</li>
* [[sound_mix_layer]]
'''tanktrain'''
'''tanktrain'''
::<li> [[tanktrain_ai]]</li>
* [[tanktrain_ai]]
::<li> [[tanktrain_aitarget]]</li>
* [[tanktrain_aitarget]]
'''test'''
'''test'''
::<li> [[test_traceline]]</li>
* [[test_traceline]]
'''trigger'''
'''trigger'''
::<li> [[trigger_autosave]]</li>
* [[trigger_autosave]]
::<li> [[trigger_changelevel]]</li>
* [[trigger_changelevel]]
::<li> [[trigger_gravity]]</li>
* [[trigger_gravity]]
::<li> [[trigger_hurt]]</li>
* [[trigger_hurt]]
::<li> [[trigger_impact]]</li>
* [[trigger_impact]]
::<li> [[trigger_look]]</li>
* [[trigger_look]]
::<li> [[trigger_multiple]]</li>
* [[trigger_multiple]]
::<li> [[trigger_once]]</li>
* [[trigger_once]]
::<li> [[trigger_playermovement]]</li>
* [[trigger_playermovement]]
::<li> [[trigger_proximity]]</li>
* [[trigger_proximity]]
::<li> [[trigger_push]]</li>
* [[trigger_push]]
::<li> [[trigger_remove]]</li>
* [[trigger_remove]]
::<li> [[trigger_serverragdoll]]</li>
* [[trigger_serverragdoll]]
::<li> [[trigger_soundscape]]</li>
* [[trigger_soundscape]]
::<li> [[trigger_teleport]]</li>
* [[trigger_teleport]]
::<li> [[trigger_tonemap]]</li>
* [[trigger_tonemap]]
::<li> [[trigger_transition]]</li>
* [[trigger_transition]]
::<li> [[trigger_wind]]</li>
* [[trigger_wind]]
'''vgui'''
'''vgui'''
::<li> [[vgui_screen]]</li>
* [[vgui_screen]]
::<li> [[vgui_slideshow_display]]</li>
* [[vgui_slideshow_display]]
'''water'''
'''water'''
::<li> [[water_lod_control]]</li>
* [[water_lod_control]]
'''worldspawn'''
'''worldspawn'''
::<li> [[worldspawn]]</li>
* [[worldspawn]]
</ul>}}
}}


<h2>{{autolang|[[Left 4 Dead 2.fgd|left4dead2.fgd]]|zh={{Hover info|求生之路 2 .fgd 文件|link=Left 4 Dead 2.fgd:zh-cn | left4dead2.fgd}}}}</h2>
== [[Left 4 Dead 2.fgd|left4dead2.fgd]] ==
{{ColumnBox|count=4|<ul>
{{ColumnBox|count=4|
'''beam'''
'''beam'''
::<li> [[beam_spotlight]]</li>
* [[beam_spotlight]]
'''commentary'''
'''commentary'''
::<li> [[commentary_dummy]]</li>
* [[commentary_dummy]]
::<li> [[commentary_zombie_spawner]]
* [[commentary_zombie_spawner]]
'''env'''
'''env'''
::<li> [[env_airstrike_indoors]]
* [[env_airstrike_indoors]]
::<li> [[env_airstrike_outdoors]]
* [[env_airstrike_outdoors]]
::<li> [[env_detail_controller]]</li>
* [[env_detail_controller]]
::<li> [[env_outtro_stats]]</li>
* [[env_outtro_stats]]
::<li> [[env_physics_blocker]]</li>
* [[env_physics_blocker]]
::<li> [[env_player_blocker]]</li>
* [[env_player_blocker]]
::<li> [[env_rock_launcher]]</li>
* [[env_rock_launcher]]
::<li> [[env_weaponfire]]</li>
* [[env_weaponfire]]
'''filter'''
'''filter'''
::<li> [[filter_activator_infected_class]]</li>
* [[filter_activator_infected_class]]
::<li> [[filter_activator_team]]</li>
* [[filter_activator_team]]
::<li> [[filter_health]]</li>
* [[filter_health]]
::<li> [[filter_melee_damage]]</li>
* [[filter_melee_damage]]
'''fog'''
'''fog'''
::<li> [[fog_volume]]</li>
* [[fog_volume]]
'''func'''
'''func'''
::<li> [[func_block_charge]]</li>
* [[func_block_charge]]
::<li> [[func_button_timed]]</li>
* [[func_button_timed]]
::<li> [[func_elevator]]</li>
* [[func_elevator]]
::<li> [[func_extinguisher]]</li>
* [[func_extinguisher]]
::<li> [[func_ladder]]</li>
* [[func_ladder]]
::<li> [[func_nav_attribute_region]]</li>
* [[func_nav_attribute_region]]
::<li> [[func_nav_avoidance_obstacle]]</li>
* [[func_nav_avoidance_obstacle]]
::<li> [[func_nav_blocker]]</li>
* [[func_nav_blocker]]
::<li> [[func_nav_connection_blocker]]</li>
* [[func_nav_connection_blocker]]
::<li> [[func_playerghostinfected_clip]]</li>
* [[func_playerghostinfected_clip]]
::<li> [[func_playerinfected_clip]]</li>
* [[func_playerinfected_clip]]
::<li> [[func_ragdoll_fader]]</li>
* [[func_ragdoll_fader]]
'''game'''
'''game'''
::<li> [[game_scavenge_progress_display]]</li>
* [[game_scavenge_progress_display]]
'''info'''
'''info'''
::<li> [[info_ambient_mob_end]]</li>
* [[info_ambient_mob_end]]
::<li> [[info_ambient_mob_start]]</li>
* [[info_ambient_mob_start]]
::<li> [[info_changelevel]]</li>
* [[info_changelevel]]
::<li> [[info_director]]</li>
* [[info_director]]
::<li> [[info_elevator_floor]]</li>
* [[info_elevator_floor]]
::<li> [[info_game_event_proxy]]</li>
* [[info_game_event_proxy]]
::<li> [[info_gamemode]]</li>
* [[info_gamemode]]
::<li> [[info_goal_infected_chase]]</li>
* [[info_goal_infected_chase]]
::<li> [[info_item_position]]</li>
* [[info_item_position]]
::<li> [[info_l4d1_survivor_spawn]]</li>
* [[info_l4d1_survivor_spawn]]
::<li> [[info_map_parameters/Left 4 Dead series|info_map_parameters]]</li>
* [[info_map_parameters/Left 4 Dead series|info_map_parameters]]
::<li> [[info_map_parameters_versus]]</li>
* [[info_map_parameters_versus]]
::<li> [[info_remarkable]]</li>
* [[info_remarkable]]
::<li> [[info_survivor_position]]</li>
* [[info_survivor_position]]
::<li> [[info_survivor_rescue]]</li>
* [[info_survivor_rescue]]
::<li> [[info_zombie_border]]</li>
* [[info_zombie_border]]
::<li> [[info_zombie_spawn]]</li>
* [[info_zombie_spawn]]
'''logic'''
'''logic'''
::<li> [[logic_choreographed_scene]]</li>
* [[logic_choreographed_scene]]
::<li> [[logic_director_query]]</li>
* [[logic_director_query]]
::<li> [[logic_game_event]]</li>
* [[logic_game_event]]
::<li> [[logic_scene_list_manager]]</li>
* [[logic_scene_list_manager]]
::<li> [[logic_versus_random]]</li>
* [[logic_versus_random]]
'''player'''
'''player'''
::<li> [[player_weaponstrip]]</li>
* [[player_weaponstrip]]
'''point'''
'''point'''
::<li> [[point_deathfall_camera]]</li>
* [[point_deathfall_camera]]
::<li> [[point_nav_attribute_region]]</li>
* [[point_nav_attribute_region]]
::<li> [[point_prop_use_target]]</li>
* [[point_prop_use_target]]
::<li> [[point_script_use_target]]</li>
* [[point_script_use_target]]
::<li> [[point_viewcontrol_multiplayer]]</li>
* [[point_viewcontrol_multiplayer]]
::<li> [[point_viewcontrol_survivor]]</li>
* [[point_viewcontrol_survivor]]
'''prop'''
'''prop'''
::<li> [[prop_car_alarm]]</li>
* [[prop_car_alarm]]
::<li> [[prop_car_glass]]</li>
* [[prop_car_glass]]
::<li> [[prop_door_rotating_checkpoint]]</li>
* [[prop_door_rotating_checkpoint]]
::<li> [[prop_fuel_barrel]]</li>
* [[prop_fuel_barrel]]
::<li> [[prop_health_cabinet]]</li>
* [[prop_health_cabinet]]
::<li> [[Prop_minigun]]</li>
* [[prop_minigun (Left 4 Dead 2)|prop_minigun]]
::<li> [[prop_minigun_l4d1]]</li>
* [[prop_minigun_l4d1]]
::<li> [[prop_mounted_machine_gun]]</li>
* [[prop_mounted_machine_gun]]
'''scripted'''
'''scripted'''
::<li> [[scripted_item_drop]]</li>
* [[scripted_item_drop]]
'''trigger'''
'''trigger'''
::<li> [[trigger_active_weapon_detect]]</li>
* [[trigger_active_weapon_detect]]
::<li> [[trigger_auto_crouch]]</li>
* [[trigger_auto_crouch]]
::<li> [[trigger_escape]]</li>
* [[trigger_escape]]
::<li> [[trigger_finale]]</li>
* [[trigger_finale]]
::<li> [[trigger_hurt_ghost]]</li>
* [[trigger_hurt_ghost]]
::<li> [[trigger_upgrade_laser_sight]]</li>
* [[trigger_upgrade_laser_sight]]
'''upgrade'''
'''upgrade'''
::<li> [[upgrade_spawn]]</li>
* [[upgrade_spawn]]
'''weapon'''
'''weapon'''
::<li> [[weapon_adrenaline_spawn]]</li>
* [[weapon_adrenaline_spawn]]
::<li> [[weapon_ammo_spawn]]</li>
* [[weapon_ammo_spawn]]
::<li> [[weapon_autoshotgun_spawn]]</li>
* [[weapon_autoshotgun_spawn]]
::<li> [[weapon_chainsaw_spawn]]</li>
* [[weapon_chainsaw_spawn]]
::<li> [[weapon_defibrillator_spawn]]</li>
* [[weapon_defibrillator_spawn]]
::<li> [[weapon_first_aid_kit]]</li>
* [[weapon_first_aid_kit]]
::<li> [[weapon_first_aid_kit_spawn]]</li>
* [[weapon_first_aid_kit_spawn]]
::<li> [[weapon_gascan_spawn]]</li>
* [[weapon_gascan_spawn]]
::<li> [[weapon_grenade_launcher]]</li>
* [[weapon_grenade_launcher]]
::<li> [[weapon_grenade_launcher_spawn]]</li>
* [[weapon_grenade_launcher_spawn]]
::<li> [[weapon_hunting_rifle_spawn]]</li>
* [[weapon_hunting_rifle_spawn]]
::<li> [[weapon_item_spawn]]</li>
* [[weapon_item_spawn]]
::<li> [[weapon_melee_spawn]]</li>
* [[weapon_melee_spawn]]
::<li> [[weapon_molotov_spawn]]</li>
* [[weapon_molotov_spawn]]
::<li> [[weapon_pain_pills_spawn]]</li>
* [[weapon_pain_pills_spawn]]
::<li> [[weapon_pipe_bomb_spawn]]</li>
* [[weapon_pipe_bomb_spawn]]
::<li> [[weapon_pistol_magnum_spawn]]</li>
* [[weapon_pistol_magnum_spawn]]
::<li> [[weapon_pistol_spawn]]</li>
* [[weapon_pistol_spawn]]
::<li> [[weapon_pumpshotgun_spawn]]</li>
* [[weapon_pumpshotgun_spawn]]
::<li> [[weapon_rifle_ak47_spawn]]</li>
* [[weapon_rifle_ak47_spawn]]
::<li> [[weapon_rifle_desert_spawn]]</li>
* [[weapon_rifle_desert_spawn]]
::<li> [[weapon_rifle_m60_spawn]]</li>
* [[weapon_rifle_m60_spawn]]
::<li> [[weapon_rifle_sg552_spawn]]</li>
* [[weapon_rifle_sg552_spawn]]
::<li> [[weapon_rifle_spawn]]</li>
* [[weapon_rifle_spawn]]
::<li> [[weapon_scavenge_item_spawn]]</li>
* [[weapon_scavenge_item_spawn]]
::<li> [[weapon_shotgun_chrome_spawn]]</li>
* [[weapon_shotgun_chrome_spawn]]
::<li> [[weapon_shotgun_spas_spawn]]</li>
* [[weapon_shotgun_spas_spawn]]
::<li> [[weapon_smg_mp5_spawn]]</li>
* [[weapon_smg_mp5_spawn]]
::<li> [[weapon_smg_silenced_spawn]]</li>
* [[weapon_smg_silenced_spawn]]
::<li> [[weapon_smg_spawn]]</li>
* [[weapon_smg_spawn]]
::<li> [[weapon_sniper_awp_spawn]]</li>
* [[weapon_sniper_awp_spawn]]
::<li> [[weapon_sniper_military_spawn]]</li>
* [[weapon_sniper_military_spawn]]
::<li> [[weapon_sniper_scout_spawn]]</li>
* [[weapon_sniper_scout_spawn]]
::<li> [[weapon_spawn]]</li>
* [[weapon_spawn]]
::<li> [[weapon_upgradepack_explosive_spawn]]</li>
* [[weapon_upgradepack_explosive_spawn]]
::<li> [[weapon_upgradepack_incendiary_spawn]]</li>
* [[weapon_upgradepack_incendiary_spawn]]
::<li> [[weapon_vomitjar_spawn]]</li>
* [[weapon_vomitjar_spawn]]
</ul>}}
}}


<h2>{{autolang|Non-FGD|zh=非 FGD}}</h2>
== Non-FGD ==
{{ColumnBox|count=4|<ul>
{{ColumnBox|count=4|
'''_'''
'''_'''
::<li> [[_firesmoke]]</li>
* [[_firesmoke]]
::<li> [[_plasma]]</li>
* [[_plasma]]
'''ability'''
'''ability'''
::<li> [[ability_charge]]</li>
* [[ability_charge]]
::<li> [[ability_leap]]</li>
* [[ability_leap]]
::<li> [[ability_lunge]]</li>
* [[ability_lunge]]
::<li> [[ability_selfdestruct]]</li>
* [[ability_selfdestruct]]
::<li> [[ability_spit]]</li>
* [[ability_spit]]
::<li> [[ability_throw]]</li>
* [[ability_throw]]
::<li> [[ability_tongue]]</li>
* [[ability_tongue]]
::<li> [[ability_vomit]]</li>
* [[ability_vomit]]
'''ai'''
'''ai'''
::<li> [[ai_changehintgroup]]</li>
* [[ai_changehintgroup]]
::<li> [[ai_changetarget]]</li>
* [[ai_changetarget]]
::<li> [[ai_sound]]</li>
* [[ai_sound]]
'''beam'''
'''beam'''
::<li> [[beam]]</li>
* [[beam]]
'''boomer'''
'''boomer'''
::<li> [[boomer]]</li>
* [[boomer]]
'''charger'''
'''charger'''
::<li> [[charger]]</li>
* [[charger]]
'''client_path'''
'''client_path'''
::<li> [[client_path]]</li>
* [[client_path]]
'''commentary'''
'''commentary'''
::<li> [[commentary_auto]]</li>
* [[commentary_auto]]
'''cs'''
'''cs'''
::<li> [[cs_gamerules]]</li>
* [[cs_gamerules]]
::<li> [[cs_ragdoll]]</li>
* [[cs_ragdoll]]
::<li> [[cs_team_manager]]</li>
* [[cs_team_manager]]
'''cycler'''
'''cycler'''
::<li> [[cycler_flex]]</li>
* [[cycler_flex]]
'''dynamic'''
'''dynamic'''
::<li> [[dynamic_prop]]</li>
* [[dynamic_prop]]
'''entity'''
'''entity'''
::<li> [[entity_blocker]]</li>
* [[entity_blocker]]
'''entityflame'''
'''entityflame'''
::<li> [[entityflame]]</li>
* [[entityflame]]
'''env'''
'''env'''
::<li> [[env_debughistory]]</li>
* [[env_debughistory]]
::<li> [[env_dusttrail]]</li>
* [[env_dusttrail]]
::<li> [[env_entity_dissolver]]</li>
* [[env_entity_dissolver]]
::<li> [[env_fire_trail]]</li>
* [[env_fire_trail]]
::<li> [[env_global]]</li>
* [[env_global]]
::<li> [[env_glow]]</li>
* [[env_glow]]
::<li> [[env_gunfire]]</li>
* [[env_gunfire]]
::<li> [[env_movieexplosion]]</li>
* [[env_movieexplosion]]
::<li> [[env_muzzleflash]]</li>
* [[env_muzzleflash]]
::<li> [[env_particle_trail]]</li>
* [[env_particle_trail]]
::<li> [[env_particlefire]]</li>
* [[env_particlefire]]
::<li> [[env_particlesmokegrenade]]</li>
* [[env_particlesmokegrenade]]
::<li> [[env_physwire]]</li>
* [[env_physwire]]
::<li> [[env_quadraticbeam]]</li>
* [[env_quadraticbeam]]
::<li> [[env_ragdoll_boogie]]</li>
* [[env_ragdoll_boogie]]
::<li> [[env_rockettrail]]</li>
* [[env_rockettrail]]
::<li> [[env_screenoverlay]]</li>
* [[env_screenoverlay]]
::<li> [[env_sporeexplosion]]</li>
* [[env_sporeexplosion]]
::<li> [[env_sporetrail]]</li>
* [[env_sporetrail]]
::<li> [[env_steamjet]]</li>
* [[env_steamjet]]
::<li> [[env_tilt]]</li>
* [[env_tilt]]
::<li> [[env_tracer]]</li>
* [[env_tracer]]
'''escape'''
'''escape'''
::<li> [[escape_route]]</li>
* [[escape_route]]
'''event'''
'''event'''
::<li> [[event_queue_saveload_proxy]]</li>
* [[event_queue_saveload_proxy]]
'''filter'''
'''filter'''
::<li> [[filter_base]]</li>
* [[filter_base]]
'''finale'''
'''finale'''
::<li> [[finale_trigger]]</li>
* [[finale_trigger]]
'''fire'''
'''fire'''
::<li> [[fire_cracker_blast]]</li>
* [[fire_cracker_blast]]
'''fish'''
'''fish'''
::<li> [[fish]]</li>
* [[fish]]
'''func'''
'''func'''
::<li> [[func_physbox_multiplayer]]</li>
* [[func_physbox_multiplayer]]
::<li> [[func_plat]]</li>
* [[func_plat]]
::<li> [[func_proprrespawnzone]]</li>
* [[func_proprrespawnzone]]
::<li> [[func_pushable]]</li>
* [[func_pushable]]
::<li> [[func_simpleladder]]</li>
* [[func_simpleladder]]
::<li> [[func_train]]</li>
* [[func_train]]
::<li> [[func_vehicleclip]]</li>
* [[func_vehicleclip]]
::<li> [[func_water]]</li>
* [[func_water]]
::<li> [[func_weight_button]]</li>
* [[func_weight_button]]
'''funCBaseFlex'''
'''funCBaseFlex'''
::<li> [[funCBaseFlex]]</li>
* [[funCBaseFlex]]
'''gib'''
'''gib'''
::<li> [[gib]]</li>
* [[gib]]
'''grenade'''
'''grenade'''
::<li> [[grenade]]</li>
* [[grenade]]
::<li> [[grenade_launcher_projectile]]</li>
* [[grenade_launcher_projectile]]
'''handle'''
'''handle'''
::<li> [[handle_dummy]]</li>
* [[handle_dummy]]
::<li> [[handle_test]]</li>
* [[handle_test]]
'''holiday'''
'''holiday'''
::<li> [[holiday_gift]]</li>
* [[holiday_gift]]
'''hunter'''
'''hunter'''
::<li> [[hunter]]</li>
* [[hunter]]
'''infected'''
'''infected'''
::<li> [[infected]]</li>
* [[infected]]
'''inferno'''
'''inferno'''
::<li> [[inferno]]</li>
* [[inferno]]
'''info'''
'''info'''
::<li> [[info_hang_lighting]]</li>
* [[info_hang_lighting]]
::<li> [[info_infected_zoo_maker]]</li>
* [[info_infected_zoo_maker]]
::<li> [[info_infected_zoo_puppet]]</li>
* [[info_infected_zoo_puppet]]
::<li> [[info_ladder]]</li>
* [[info_ladder]]
::<li> [[info_overlay_accessor]]</li>
* [[info_overlay_accessor]]
::<li> [[info_player_deathmatch]]</li>
* [[info_player_deathmatch]]
::<li> [[info_player_teamspawn]]</li>
* [[info_player_teamspawn]]
::<li> [[info_player_logo]]</li>
* [[info_player_logo]]
::<li> [[info_transitioning_player]]</li>
* [[info_transitioning_player]]
::<li> [[info_vehicle_groundspawn]]</li>
* [[info_vehicle_groundspawn]]
::<li> [[info_view_parameters]]</li>
* [[info_view_parameters]]
'''insect'''
'''insect'''
::<li> [[insect_swarm]]</li>
* [[insect_swarm]]
'''instanced'''
'''instanced'''
::<li> [[instanced_scripted_scene]]</li>
* [[instanced_scripted_scene]]
'''item'''
'''item'''
::<li> [[item_sodacan]]</li>
* [[item_sodacan]]
'''jockey'''
'''jockey'''
::<li> [[jockey]]</li>
* [[jockey]]
'''light'''
'''light'''
::<li> [[light_glspot]]</li>
* [[light_glspot]]
'''logic'''
'''logic'''
::<li> [[logic_proximity]]</li>
* [[logic_proximity]]
'''molotov'''
'''molotov'''
::<li> [[molotov_projectile]]</li>
* [[molotov_projectile]]
'''momentary'''
'''momentary'''
::<li> [[momentary_door]]</li>
* [[momentary_door]]
'''multisource'''
'''multisource'''
::<li> [[multisource]]</li>
* [[multisource]]
'''path'''
'''path'''
::<li> [[path_corner]]</li>
* [[path_corner]]
::<li> [[path_corner_crash]]</li>
* [[path_corner_crash]]
'''phys'''
'''phys'''
::<li> [[phys_bone_follower]]</li>
* [[phys_bone_follower]]
'''physics'''
'''physics'''
::<li> [[physics_entity_solver]]</li>
* [[physics_entity_solver]]
::<li> [[physics_npc_solver]]</li>
* [[physics_npc_solver]]
::<li> [[physics_prop]]</li>
* [[physics_prop]]
::<li> [[physics_prop_ragdoll]]</li>
* [[physics_prop_ragdoll]]
'''pipe'''
'''pipe'''
::<li> [[pipe_bomb_projectile]]</li>
* [[pipe_bomb_projectile]]
'''player'''
'''player'''
::<li> [[player]]</li>
* [[player]]
::<li> [[player_loadsaved]]</li>
* [[player_loadsaved]]
::<li> [[player_manager]]</li>
* [[player_manager]]
::<li> [[player_pickup]]</li>
* [[player_pickup]]
::<li> [[player_speedmod]]</li>
* [[player_speedmod]]
'''point'''
'''point'''
::<li> [[point_commentary_node]]</li>
* [[point_commentary_node]]
::<li> [[point_commentary_viewpoint]]</li>
* [[point_commentary_viewpoint]]
::<li> [[point_push]]</li>
* [[point_push]]
::<li> [[point_script_template]]</li>
* [[point_script_template]]
::<li> [[point_surroundtest]]</li>
* [[point_surroundtest]]
'''predicted'''
'''predicted'''
::<li> [[predicted_viewmodel]]</li>
* [[predicted_viewmodel]]
'''prop'''
'''prop'''
::<li> [[prop_fuel_barrel_piece]]</li>
* [[prop_fuel_barrel_piece]]
::<li> [[prop_physics2]]</li>
* [[prop_physics2]]
::<li> [[prop_ragdoll_attached]]</li>
* [[prop_ragdoll_attached]]
::<li> [[prop_physics_respawnable]]</li>
* [[prop_physics_respawnable]]
::<li> [[prop_sphere]]</li>
* [[prop_sphere]]
::<li> [[prop_vehicle]]</li>
* [[prop_vehicle]]
::<li> [[prop_vehicle_driveable]]</li>
* [[prop_vehicle_driveable]]
'''raggib'''
'''raggib'''
::<li> [[raggib]]</li>
* [[raggib]]
'''scene'''
'''scene'''
::<li> [[scene_manager]]</li>
* [[scene_manager]]
'''script'''
'''script'''
::<li> [[script_clip_vphysics]]</li>
* [[script_clip_vphysics]]
::<li> [[script_func_button]]</li>
* [[script_func_button]]
::<li> [[script_nav_attribute_region]]</li>
* [[script_nav_attribute_region]]
::<li> [[script_nav_blocker]]</li>
* [[script_nav_blocker]]
::<li> [[script_trigger_hurt]]</li>
* [[script_trigger_hurt]]
::<li> [[script_trigger_multiple]]</li>
* [[script_trigger_multiple]]
::<li> [[script_trigger_once]]</li>
* [[script_trigger_once]]
::<li> [[script_trigger_push]]</li>
* [[script_trigger_push]]
'''scripted'''
'''scripted'''
::<li> [[scripted_scene]]</li>
* [[scripted_scene]]
'''simple'''
'''simple'''
::<li> [[simple_physics_brush]]</li>
* [[simple_physics_brush]]
::<li> [[simple_physics_prop]]</li>
* [[simple_physics_prop]]
'''smoker'''
'''smoker'''
::<li> [[smoker]]</li>
* [[smoker]]
'''spark'''
'''spark'''
::<li> [[spark_shower]]</li>
* [[spark_shower]]
'''spitter'''
'''spitter'''
::<li> [[spitter]]</li>
* [[spitter]]
::<li> [[spitter_projectile]]</li>
* [[spitter_projectile]]
'''spotlight'''
'''spotlight'''
::<li> [[spotlight_end]]</li>
* [[spotlight_end]]
'''spraycan'''
'''spraycan'''
::<li> [[spraycan]]</li>
* [[spraycan]]
'''soundent'''
'''soundent'''
::<li> [[soundent]]</li>
* [[soundent]]
'''survivor'''
'''survivor'''
::<li> [[survivor_bot]]</li>
* [[survivor_bot]]
::<li> [[survivor_death_model]]</li>
* [[survivor_death_model]]
'''tank'''
'''tank'''
::<li> [[tank]]</li>
* [[tank]]
::<li> [[tank_rock]]</li>
* [[tank_rock]]
'''target'''
'''target'''
::<li> [[target_cdaudio]]</li>
* [[target_cdaudio]]
::<li> [[target_changegravity]]</li>
* [[target_changegravity]]
'''te'''
'''te'''
::<li> [[te_tester]]</li>
* [[te_tester]]
'''team'''
'''team'''
::<li> [[team_manager]]</li>
* [[team_manager]]
'''terror'''
'''terror'''
::<li> [[terror_gamerules]]</li>
* [[terror_gamerules]]
::<li> [[terror_player_manager]]</li>
* [[terror_player_manager]]
'''test'''
'''test'''
::<li> [[test_effect]]</li>
* [[test_effect]]
::<li> [[test_proxytoggle]]</li>
* [[test_proxytoggle]]
'''trigger'''
'''trigger'''
::<li> [[trigger]]</li>
* [[trigger]]
::<li> [[trigger_brush]]</li>
* [[trigger_brush]]
::<li> [[trigger_callback]]</li>
* [[trigger_callback]]
::<li> [[trigger_cdaudio]]</li>
* [[trigger_cdaudio]]
::<li> [[trigger_fog]]</li>
* [[trigger_fog]]
::<li> [[trigger_togglesave]]</li>
* [[trigger_togglesave]]
::<li> [[trigger_vphysics_motion]]</li>
* [[trigger_vphysics_motion]]
'''upgrade'''
'''upgrade'''
::<li> [[upgrade_ammo_explosive]]</li>
* [[upgrade_ammo_explosive]]
::<li> [[upgrade_ammo_incendiary]]</li>
* [[upgrade_ammo_incendiary]]
::<li> [[upgrade_laser_sight]]</li>
* [[upgrade_laser_sight]]
'''vgui'''
'''vgui'''
::<li> [[vgui_screen_team]]</li>
* [[vgui_screen_team]]
'''viewmodel'''
'''viewmodel'''
::<li> [[viewmodel]]</li>
* [[viewmodel]]
'''vomit'''
'''vomit'''
::<li> [[vomit_particle]]</li>
* [[vomit_particle]]
'''vomitjar'''
'''vomitjar'''
::<li> [[vomitjar_projectile]]</li>
* [[vomitjar_projectile]]
'''vote'''
'''vote'''
::<li> [[vote_controller]]</li>
* [[vote_controller]]
'''waterbullet'''
'''waterbullet'''
::<li> [[waterbullet]]</li>
* [[waterbullet]]
'''weapon'''
'''weapon'''
::<li> [[weapon_adrenaline]]</li>
* [[weapon_adrenaline]]
::<li> [[weapon_ammo]]</li>
* [[weapon_ammo]]
::<li> [[weapon_autoshotgun]]</li>
* [[weapon_autoshotgun]]
::<li> [[weapon_basecsgrenade]]</li>
* [[weapon_basecsgrenade]]
::<li> [[weapon_boomer_claw]]</li>
* [[weapon_boomer_claw]]
::<li> [[weapon_chainsaw]]</li>
* [[weapon_chainsaw]]
::<li> [[weapon_charger_claw]]</li>
* [[weapon_charger_claw]]
::<li> [[weapon_cola_bottles]]</li>
* [[weapon_cola_bottles]]
::<li> [[weapon_cs_base]]</li>
* [[weapon_cs_base]]
::<li> [[weapon_csbase_gun]]</li>
* [[weapon_csbase_gun]]
::<li> [[weapon_defibrillator]]</li>
* [[weapon_defibrillator]]
::<li> [[weapon_fireworkcrate]]</li>
* [[weapon_fireworkcrate]]
::<li> [[weapon_gascan]]</li>
* [[weapon_gascan]]
::<li> [[weapon_gnome]]</li>
* [[weapon_gnome]]
::<li> [[weapon_hegrenade_spawn]]</li>
* [[weapon_hegrenade_spawn]]
::<li> [[weapon_hunter_claw]]</li>
* [[weapon_hunter_claw]]
::<li> [[weapon_hunting_rifle]]</li>
* [[weapon_hunting_rifle]]
::<li> [[weapon_jockey_claw]]</li>
* [[weapon_jockey_claw]]
::<li> [[weapon_melee]]</li>
* [[weapon_melee (Left 4 Dead 2)|weapon_melee]]
::<li> [[weapon_molotov]]</li>
* [[weapon_molotov]]
::<li> [[weapon_oxygentank]]</li>
* [[weapon_oxygentank]]
::<li> [[weapon_pain_pills]]</li>
* [[weapon_pain_pills]]
::<li> [[weapon_pipe_bomb]]</li>
* [[weapon_pipe_bomb]]
::<li> [[weapon_pistol_magnum]]</li>
* [[weapon_pistol_magnum]]
::<li> [[weapon_pistol]]</li>
* [[weapon_pistol]]
::<li> [[weapon_propanetank]]</li>
* [[weapon_propanetank]]
::<li> [[weapon_pumpshotgun]]</li>
* [[weapon_pumpshotgun]]
::<li> [[weapon_rifle_ak47]]</li>
* [[weapon_rifle_ak47]]
::<li> [[weapon_rifle_desert]]</li>
* [[weapon_rifle_desert]]
::<li> [[weapon_rifle_m60]]</li>
* [[weapon_rifle_m60]]
::<li> [[weapon_rifle_sg552]]</li>
* [[weapon_rifle_sg552]]
::<li> [[weapon_rifle]]</li>
* [[weapon_rifle]]
::<li> [[weapon_shotgun_chrome]]</li>
* [[weapon_shotgun_chrome]]
::<li> [[weapon_shotgun_spas]]</li>
* [[weapon_shotgun_spas]]
::<li> [[weapon_smg_mp5]]</li>
* [[weapon_smg_mp5]]
::<li> [[weapon_smg_silenced]]</li>
* [[weapon_smg_silenced]]
::<li> [[weapon_smg]]</li>
* [[weapon_smg]]
::<li> [[weapon_smoker_claw]]</li>
* [[weapon_smoker_claw]]
::<li> [[weapon_sniper_awp]]</li>
* [[weapon_sniper_awp]]
::<li> [[weapon_sniper_military]]</li>
* [[weapon_sniper_military]]
::<li> [[weapon_sniper_scout]]</li>
* [[weapon_sniper_scout]]
::<li> [[weapon_spitter_claw]]</li>
* [[weapon_spitter_claw]]
::<li> [[weapon_tank_claw]]</li>
* [[weapon_tank_claw]]
::<li> [[weapon_upgradepack_explosive]]</li>
* [[weapon_upgradepack_explosive]]
::<li> [[weapon_upgradepack_incendiary]]</li>
* [[weapon_upgradepack_incendiary]]
::<li> [[weapon_vomitjar]]</li>
* [[weapon_vomitjar]]
'''window'''
'''window'''
::<li> [[window_pane]]</li>
* [[window_pane]]
'''witch'''
'''witch'''
::<li> [[witch]]</li>
* [[witch]]
'''world'''
'''world'''
::<li> [[world_items]]</li>
* [[world_items]]
</ul>}}
}}


<h2>{{autolang|In FGD but not in-game|zh=存在于 FGD 中但不存在于游戏中}}</h2>
== In FGD but not in-game ==
{{ColumnBox|count=4|<ul>
{{ColumnBox|count=4|
'''ai'''
'''ai'''
::<li> [[ai_speechfilter]]</li>
* [[ai_speechfilter]]
'''cycler'''
'''cycler'''
::<li> [[cycler]]</li>
* [[cycler]]
'''env'''
'''env'''
::<li> [[env_rotorwash_emitter]]</li>
* [[env_rotorwash_emitter]]
'''func'''
'''func'''
::<li> [[func_buildable_button]]</li>
* [[func_buildable_button]]
'''generic'''
'''generic'''
::<li> [[generic_actor]]</li>
* [[generic_actor]]
'''info'''
'''info'''
::<li> [[info_ambient_mob]]</li>
* [[info_ambient_mob]]
::<li> [[info_camera_link]]</li>
* [[info_camera_link]]
::<li> [[info_hint]]</li>
* [[info_hint]]
::<li> [[info_node]]</li>
* [[info_node]]
::<li> [[info_node_air]]</li>
* [[info_node_air]]
::<li> [[info_node_air_hint]]</li>
* [[info_node_air_hint]]
::<li> [[info_node_climb]]</li>
* [[info_node_climb]]
::<li> [[info_node_hint]]</li>
* [[info_node_hint]]
::<li> [[info_node_link]]</li>
* [[info_node_link]]
::<li> [[info_node_link_controller]]</li>
* [[info_node_link_controller]]
::<li> [[info_npc_spawn_destination]]</li>
* [[info_npc_spawn_destination]]
::<li> [[info_radial_link_controller]]</li>
* [[info_radial_link_controller]]
'''logic'''
'''logic'''
::<li> [[logic_playerproxy]]</li>
* [[logic_playerproxy]]
'''move'''
'''move'''
::<li> [[move_track]]</li>
* [[move_track]]
'''npc'''
'''npc'''
::<li> [[npc_furniture]]</li>
* [[npc_furniture]]
::<li> [[npc_puppet]]</li>
* [[npc_puppet]]
::<li> [[npc_template_maker]]</li>
* [[npc_template_maker]]
'''point'''
'''point'''
::<li> [[point_angularvelocitysensor]]</li>
* [[point_angularvelocitysensor]]
::<li> [[point_tesla]]</li>
* [[point_tesla]]
::<li> [[point_velocitysensor]]</li>
* [[point_velocitysensor]]
'''trigger'''
'''trigger'''
::<li> [[trigger_standoff]]</li>
* [[trigger_standoff]]
</ul>}}
}}
 
<h2>New & Updated</h2>
=== 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_tonemap_controller]]
: - Can now set TonemapPercentBrightPixels, and other settings.
* [[env_airstrike_indoors]]
: - Adds an airstrike effect for indoors (crumbling ceiling)
* [[env_airstrike_outdoors]]
: - Adds an airstrike effect for outdoors
* [[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_health]]
: - 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 ===
* [[func_elevator]]
: - Added input to set max speed dynamically
* [[func_movelinear]]
: - Added ResetPosition/TeleportToTarget
* [[func_nav_blocker]]
: - Added toggle to determine if nav flow should be recomputed or not
* [[func_orator]]
: - Now allows setting the max legal followup distance for automatic responses
* [[func_precipitation]]
: - Added Rain Storm, Bugs, and Smoke
* [[func_rotating]]
: - Added SnapToStartPosition
* [[func_buildable_button]]
: - A non-functional entity. Added from the EMS update.
* [[func_button_timed]]
: - Button that takes time to use. Added from The Sacrifice DLC.
* [[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 ===
* [[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_gamemode]]
: - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
* [[info_map_parameters/Left 4 Dead series|info_map_parameters]] and [[info_map_parameters_versus]]
: - Controls density of spawns


<h2>{{autolang|New & Updated|zh=新增及更新的实体}}</h2>
<h3>{{autolang|Environment|zh=环境实体}}</h3>
<ul><li> [[env_fog_controller]]</li> - {{autolang|Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)|zh=具有新的设置条目/输入,例如 Set2DSkyboxFactorLerpTo(要混合到 2d 天空盒中的雾量以降低)}}
<li> [[env_tonemap_controller]]</li> - {{autolang|Can now set TonemapPercentBrightPixels, and other settings.|zh=现在可以设置 TonemapPercentBrightPixels 以及其他参数。}}
<li> [[env_airstrike_indoors]]</li> - {{autolang|Adds an airstrike effect for indoors (crumbling ceiling)|zh=为室内(摇摇欲坠的天花板)添加空袭效果}}
<li> [[env_airstrike_outdoors]]</li> - {{autolang|Adds an airstrike effect for outdoors|zh=为户外添加空袭效果}}
<li> [[env_instructor_hint]]</li> - {{autolang|Allows creation and control of instructor messages through map logic|zh=允许通过地图逻辑创建和控制提示消息}}
<li> [[env_physics_blocker]]</li> - {{autolang|blocks players and physics objects|zh=阻挡玩家和物理对象}}
<li> [[env_player_blocker]]</li> - {{autolang|Blocks any PC/NPC from entering of the specified type.|zh=阻挡任何玩家/NPC进入指定类型。}}
<li> [[env_rock_launcher]]</li> - {{autolang|Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.|zh=生成并发射求生之路系列中由 Tank 生成的石头。由《牺牲》DLC 添加。}}
<li> [[env_weaponfire]]</li> - {{autolang|This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.|zh=该实体用于模仿求生之路中枪支的武器射击。由《牺牲》DLC 添加。}}
</ul>
<h3>{{autolang|Filter|zh=过滤器}}</h3>
<ul><li> [[filter_health]]</li> - {{autolang|Can filter based on the health of the activator, and wheter they have adrenaline active or not|zh=可以根据触发者的健康状况进行过滤,以及他们是否存在肾上腺素效果}}
<li> [[filter_melee_damage]]</li> - {{autolang|Can filter based on melee damage, and the type (all, slash or club)|zh=可以根据近战伤害和类型(全部、锐器或钝器)进行过滤}}
</ul>
<h3>{{autolang|Function|zh=功能性的}}</h3>
<ul><li> [[func_elevator]]</li> - {{Autolang|Added input to set max speed dynamically|zh=添加了可以动态设置最大速度的输入}}
<li> [[func_movelinear]]</li> - {{Autolang|Added ResetPosition/TeleportToTarget|zh=添加了 ResetPosition/TeleportToTarget}}
<li> [[func_nav_blocker]]</li> - {{Autolang|Added toggle to determine if nav flow should be recomputed or not|zh=添加了切换功能以确定是否应重新计算导航流}}
<li> [[func_orator]]</li> - {{Autolang|Now allows setting the max legal followup distance for automatic responses|zh=现在允许设置自动响应的最大合法跟进距离}}
<li> [[func_precipitation]]</li> - {{Autolang|Added Rain Storm, Bugs, and Smoke|zh=添加了暴风雨、虫子和烟。}}
<li> [[func_rotating]]</li> - {{Autolang|Added SnapToStartPosition|zh=添加了 SnapToStartPosition}}
<li> [[func_buildable_button]]</li> - {{Autolang|A non-functional entity. Added from the EMS update.|zh=没有效果的实体。由 EMS 更新添加。}}
<li> [[func_button_timed]]</li> - {{Autolang|Button that takes time to use. Added from The Sacrifice DLC.|zh=需要花费时间才能使用的按钮。由《牺牲》DLC 添加。}}
<li> [[func_block_charge]]</li> - {{Autolang|The Charger will not charge through this brush.|zh=Charger 将无法冲锋穿过该固体。}}
<li> [[func_extinguisher]]</li> - {{Autolang|Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.|zh=扑灭燃烧瓶、煤气罐等设置的大火。由《牺牲》DLC 添加。}}
<li> [[func_instance]]</li> - {{Autolang|An entity for placing an instance of a map file|zh=一个用于防止地图实例文件的实体}}
<li> [[func_instance_parms]]</li> - {{Autolang|Controls parameters used in func_instance within an instance|zh=控制实例中 func_instance 中使用的参数}}
<li> [[func_nav_connection_blocker]]</li> - {{Autolang|Blocks nav meshs (on creation) from being connected through it's volume.|zh=阻挡导航网格(创建时)通过它在彼此之间建立连接。}}
<li> [[func_playerghostinfected_clip]]</li> - {{Autolang|Blocks ghost infected.|zh=阻挡灵魂感染者。}}
<li> [[func_ragdoll_fader]]</li> - {{Autolang|Fade out any ragdolls that touch it. Added from The Sacrifice DLC.|zh=淡出任何触碰到它的布娃娃。由《牺牲》DLC 添加。}}
<li> [[func_timescale]]</li> - {{Autolang|Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)|zh=通过地图逻辑调整服务器/客户端的时间刻度(用于《死亡中心》大结局结尾的慢镜头)}}
<li> [[point_script_use_target]]</li> - {{Autolang|Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.|zh=使实体可供玩家“使用”。附加的脚本决定了显示文本和使用时间。由 EMS 更新添加。}}
</ul>
<h3>{{autolang|Information|zh=Info 类}}</h3>
<ul><li> [[info_director]]</li> - {{Autolang|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.|zh=添加了许多输出以完全自定义清道夫游戏,还包括脚本和日志支持。《牺牲》DLC 引入了用户定义的脚本事件挂钩,可以从脚本(Squirrel)触发。}}
<li> [[info_gamemode]]</li> - {{Autolang|Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set|zh=添加了额外的游戏模式和 OnNavAnalyze 输出(仅在当地图在设置了 -navanalyse 命令行选项时进行加载时触发)}}
<li> [[info_map_parameters/Left 4 Dead series|info_map_parameters]] {{Autolang|and|zh=和}} [[info_map_parameters_versus]]</li> - {{Autolang|Controls density of spawns|zh=控制生成密度。}}
*;<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.
*;<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.
<li> [[info_particle_system]]</li> - Added setting to allow forcing particles to always render infront of everything
* [[info_particle_system]]
<li> [[info_survivor_position]]</li> - Can now be tied to a specific gamemode, and given a specific intro to play
: - Added setting to allow forcing particles to always render infront of everything
<li> [[info_ambient_mob_start]]</li> - Potential starting area for an ambient mob
* [[info_survivor_position]]
<li> [[info_ambient_mob_end]]</li> - Potential end area for an ambient mob
: - Can now be tied to a specific gamemode, and given a specific intro to play
<li> [[info_ambient_mob]]</li> - universal ambient mob start/end (use with care)
* [[info_ambient_mob_start]]
<li> [[info_l4d1_survivor_spawn]]</li> - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
: - Potential starting area for an ambient mob
<li> [[info_particle_target]]</li> - Allows marking areas in the map for particle systems with control points to reference
* [[info_ambient_mob_end]]
<li> [[info_zombie_border]]</li> - Zombies will not spawn behind this entity.
: - Potential end area for an ambient mob
<li> [[info_item_position]]</li>  - Used to place spawn points for entity groups. Added from the EMS update.
* [[info_ambient_mob]]
<li> [[info_target_instructor_hint]]</li>  - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.
: - universal ambient mob start/end (use with care)
</ul>
* [[info_l4d1_survivor_spawn]]
<h3>{{autolang|Logic|zh=逻辑实体}}</h3>
: - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
<ul><li> [[logic_director_query]]</li> - Controls the anger level of the AI Director
* [[info_particle_target]]
<li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system.
: - Allows marking areas in the map for particle systems with control points to reference
<li> [[logic_script]]</li> - Container for scripts
* [[info_zombie_border]]
<li> [[logic_versus_random]]</li> - 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.
: - Zombies will not spawn behind this entity.
</ul>
* [[info_item_position]]
<h3>{{autolang|Misc|zh=其他实体}}</h3>
: - Used to place spawn points for entity groups. Added from the EMS update.
<ul><li> [[Worldspawn]]</li> - 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)
* [[info_target_instructor_hint]]
<li> [[beam_spotlight]]</li> - Added NoFog spawnflag.  
: - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update.
<li> [[sky_camera]]</li> - Added additional options for customizating plane clipping offsets, etc
 
<li> [[filter_activator_infected_class]]</li> - Added the new special infected
 
<li> [[logic_auto]]</li> - Added 'OnDemoMapSpawn' output
=== Logic ===
<li> [[postprocess_controller]]</li> - Can now dynamically alter film grain and vignette strength
 
<li> [[ambient_music]]</li> - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
* [[logic_director_query]]
<li> [[game_scavenge_progress_display]]</li> - Allows turning the scavenge score display on/off as well as setting the total items required.
: - Controls the anger level of the AI Director
<li> [[player_weaponstrip]]</li> - removes specific weapon or active weapon
* [[logic_game_event]]
<li> [[point_nav_attribute_region]]</li> - Holds attributes to be applied to regions of nav areas during generation
: - allows firing of game events. Appears to part of an achievement system.
<li> [[point_script_template]]</li> - A [[point_template]] made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.
* [[logic_script]]
<li> [[prop_mounted_machine_gun]]</li> - 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.}}
: - Container for scripts
<li> [[script_nav_blocker]]</li> - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the TLS update.
* [[logic_versus_random]]
<li> [[sound_mix_layer]]</li> - Allows setting the levels of a specific sound mix layer.
: - 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.
<li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active.
 
</ul>
=== Misc ===
<h3>{{autolang|Point|zh=Point 类}}</h3>
 
<ul><li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB"
* [[Worldspawn]]
<li> [[point_spotlight]]</li> - Added option to set Halo size
: - 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)
<li> [[point_viewcontrol_multiplayer]]</li> - 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.
* [[beam_spotlight]]
</ul>
: - Added NoFog spawnflag.  
<h3>{{autolang|Prop|zh=Prop 类}}</h3>
* [[sky_camera]]
: - Added additional options for customizating plane clipping offsets, etc
* [[filter_activator_infected_class]]
: - Added the new special infected
* [[logic_auto]]
: - Added 'OnDemoMapSpawn' output
* [[postprocess_controller]]
: - Can now dynamically alter film grain and vignette strength
* [[ambient_music]]
: - 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_hurt]]
: - 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 ===
 
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
<ul><li> [[prop_car_alarm]]</li> - Added ability to enable/disable
* [[prop_car_alarm]]
<li> [[prop_door_rotating]]</li> - Added 'glow' option
: - Added ability to enable/disable
<li> [[prop_physics]]</li> - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
* [[prop_door_rotating]]
<li> [[prop_fuel_barrel]]</li> - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
: - Added 'glow' option
<li> [[prop_wall_breakable]]</li> - A section of wall that's breakable just like doors are.
* [[prop_physics]]
<li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch.
: - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
</ul>
* [[prop_fuel_barrel]]
<h3>{{autolang|Trigger|zh=触发器类}}</h3>
: - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
<ul><li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
* [[prop_wall_breakable]]
<li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
: - A section of wall that's breakable just like doors are.
<li> [[trigger_playermovement]]</li> - Added a "disable jump" flag
* [[scripted_item_drop]]
<li> [[trigger_push]]</li> - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
: - An item with basic physics that detects player touch.
<li> [[script_trigger_hurt]]</li> - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.
 
<li> [[script_trigger_multiple]]</li> - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.
 
<li> [[script_trigger_once]]</li> - Point based [[trigger_once]] made for spawning from VScripts. Added from the EMS update.
=== Trigger ===
<li> [[script_trigger_push]]</li> - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update.
* [[trigger_finale]]
<li> [[trigger_escape]]</li> - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
: - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
<li> [[trigger_hurt_ghost]]</li> - damages entities (and ghosts) that touch it.
* [[trigger_hurt]]
<li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch
: - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
</ul>
* [[trigger_playermovement]]
<h3>{{autolang|Weapon/Upgrade spawn|zh=武器/升级生成}}</h3>
: - Added a "disable jump" flag
<ul><li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
* [[trigger_push]]
<li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline.
: - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
<li> [[weapon_chainsaw_spawn]]</li> - A possible spawnpoint for chainsaws.
* [[script_trigger_hurt]]
<li> [[weapon_defibrillator_spawn]]</li> - A possible spawnpoint for defibrillators.
: - Point based [[trigger_hurt]] made for spawning from VScripts. Added from the EMS update.
<li> [[weapon_grenade_launcher_spawn]]</li> - A possible spawnpoint for grenade launchers.
* [[script_trigger_multiple]]
<li> [[weapon_item_spawn]]</li> - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
: - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update.
<li> [[weapon_melee_spawn]]</li> - A possible spawnpoint for random melee weapons.
* [[script_trigger_once]]
<li> [[weapon_pistol_magnum_spawn]]</li> - A possible spawnpoint for magnum pistols
: - Point based [[trigger_once]] made for spawning from VScripts. Added from the EMS update.
<li> [[weapon_rifle_ak47_spawn]]</li> - A possible spawnpoint for AK-47 rifles.
* [[script_trigger_push]]
<li> [[weapon_rifle_desert_spawn]]</li> - A possible spawnpoint for combat rifles.
: - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update.
<li> [[weapon_rifle_m60_spawn]]</li> - A possible spawnpoint for M60 machineguns.  
* [[trigger_escape]]
<li> [[weapon_rifle_sg552_spawn]]</li> - A possible spawnpoint for SG-552 rifles.
: - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
<li> [[weapon_scavenge_item_spawn]]</li> - A spawnpoint for a scavenge gas can.
* [[trigger_hurt_ghost]]
<li> [[weapon_shotgun_chrome_spawn]]</li> - A possible spawnpoint for chrome shotguns.
: - damages entities (and ghosts) that touch it.
<li> [[weapon_shotgun_spas_spawn]]</li> - A possible spawnpoint for combat shotguns.
* [[trigger_upgrade_laser_sight]]
<li> [[weapon_smg_mp5_spawn]]</li> - A possible spawnpoint for MP5 submachine guns.
: - gives laser sight upgrade to players that touch
<li> [[weapon_smg_silenced_spawn]]</li> - A possible spawnpoint for silenced submachine guns.
 
<li> [[weapon_sniper_awp_spawn]]</li> - A possible spawnpoint for AWP snipers.
=== Weapon/Upgrade spawn ===
<li> [[weapon_sniper_military_spawn]]</li> - A possible spawnpoint for military sniper rifles.
 
<li> [[weapon_sniper_scout_spawn]]</li> - A possible spawnpoint for Scout snipers. Added in the TLS update
* [[upgrade_spawn]]
<li> [[weapon_spawn]]</li> - A possible spawnpoint for random weapons.
: - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
<li> [[weapon_upgradepack_explosive_spawn]]</li> - A possible spawnpoint for explosive ammo packs.
* [[weapon_adrenaline_spawn]]
<li> [[weapon_upgradepack_incendiary_spawn]]</li> - A possible spawnpoint for incendiary ammo packs.
: - A possible spawnpoint for adrenaline.
<li> [[weapon_vomitjar_spawn]]</li> - A possible spawnpoint for bile bombs.</ul>
* [[weapon_chainsaw_spawn]]
: - A possible spawnpoint for chainsaws.
* [[weapon_defibrillator_spawn]]
: - A possible spawnpoint for defibrillators.
* [[weapon_grenade_launcher_spawn]]
: - A possible spawnpoint for grenade launchers.
* [[weapon_item_spawn]]
: - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
* [[weapon_melee_spawn]]
: - A possible spawnpoint for random melee weapons.
* [[weapon_pistol_magnum_spawn]]
: - A possible spawnpoint for magnum pistols
* [[weapon_rifle_ak47_spawn]]
: - A possible spawnpoint for AK-47 rifles.
* [[weapon_rifle_desert_spawn]]
: - A possible spawnpoint for combat rifles.
* [[weapon_rifle_m60_spawn]]
: - A possible spawnpoint for M60 machineguns.  
* [[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:Left 4 Dead 2]]
[[Category:Level Design]]
[[Category:Level Design]]
[[Category:Entities by game]]
[[Category:Entities by game]]

Latest revision as of 20:07, 4 March 2025

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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

env

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