List of L4D2 Entities: Difference between revisions
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Note:Read L4D2 Level Design's Weapon and Item Spawning
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This page lists all entities | {{l4d2}} This page lists all entities in [[Left 4 Dead 2]], either from initial release or DLC. __NOTOC__ | ||
= | == left4dead2.fgd == | ||
{{ColumnBox|count=4| | |||
==== beam==== | |||
* [[beam_spotlight]] | |||
==== commentary==== | |||
* [[commentary_dummy]] | |||
* [[commentary_zombie_spawner]] | |||
==== 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==== | |||
* [[filter_activator_infected_class]] | |||
* [[filter_activator_team]] | |||
* [[filter_health]] | |||
* [[filter_melee_damage]] | |||
==== fog==== | |||
* [[fog_volume]] | |||
==== 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==== | |||
* [[game_scavenge_progress_display]] | |||
==== generic==== | |||
* [[generic_actor]] | |||
==== info==== | |||
* [[info_ambient_mob]] | |||
* [[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_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==== | |||
* [[player_weaponstrip]] | |||
==== point==== | |||
* [[point_deathfall_camera]] | |||
* [[point_nav_attribute_region]] | |||
* [[point_prop_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]] | |||
==== trigger==== | |||
* [[trigger_active_weapon_detect]] | |||
* [[trigger_auto_crouch]] | |||
* [[trigger_escape]] | |||
* [[trigger_finale]] | |||
* [[trigger_hurt_ghost]] | |||
* [[trigger_standoff]] | |||
* [[trigger_upgrade_laser_sight]] | |||
==== upgrade==== | |||
* [[upgrade_spawn]] | |||
==== weapon==== | |||
* [[weapon_adrenaline_spawn]] | |||
* [[weapon_ammo_spawn]] | |||
* [[weapon_autoshotgun_spawn]] | |||
* [[weapon_chainsaw_spawn]] | |||
* [[weapon_defibrillator_spawn]] | |||
* [[weapon_first_aid_kit_spawn]] | |||
* [[weapon_gascan_spawn]] | |||
* [[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_spawn]] | |||
* [[weapon_scavenge_item_spawn]] | |||
* [[weapon_shotgun_chrome_spawn]] | |||
* [[weapon_shotgun_spas_spawn]] | |||
* [[weapon_smg_silenced_spawn]] | |||
* [[weapon_smg_spawn]] | |||
* [[weapon_sniper_military_spawn]] | |||
* [[weapon_spawn]] | |||
* [[weapon_upgradepack_explosive_spawn]] | |||
* [[weapon_upgradepack_incendiary_spawn]] | |||
* [[weapon_vomitjar_spawn]] | |||
}} | |||
== Environment == | == base.fgd == | ||
{{ColumnBox|count=4| | |||
==== ai==== | |||
* [[ai_speechfilter]] | |||
==== ambient==== | |||
* [[ambient_generic]] | |||
* [[ambient_music]] | |||
==== color==== | |||
* [[color_correction]] | |||
* [[color_correction_volume]] | |||
==== cycler==== | |||
* [[cycler]] | |||
==== 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_rotorwash_emitter]] | |||
* [[env_screeneffect]] | |||
* [[env_screenoverlay]] | |||
* [[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==== | |||
* [[gibshooter]] | |||
==== hammer==== | |||
* [[hammer_updateignorelist]] | |||
==== info==== | |||
* [[info_camera_link]] | |||
* [[info_constraint_anchor]] | |||
* [[info_hint]] | |||
* [[info_intermission]] | |||
* [[info_ladder_dismount]] | |||
* [[info_landmark]] | |||
* [[info_lighting]] | |||
* [[info_mass_center]] | |||
* [[info_no_dynamic_shadow]] | |||
* [[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_null]] | |||
* [[info_overlay]] | |||
* [[info_overlay_transition]] | |||
* [[info_particle_system]] | |||
* [[info_particle_target]] | |||
* [[info_player_start]] | |||
* [[info_projecteddecal]] | |||
* [[info_radial_link_controller]] | |||
* [[info_target]] | |||
* [[info_teleport_destination]] | |||
==== infodecal==== | |||
* [[infodecal]] | |||
==== keyframe==== | |||
* [[keyframe_rope]] | |||
* [[keyframe_track]] | |||
==== light==== | |||
* [[light]] | |||
* [[light_directional]] | |||
* [[light_dynamic]] | |||
* [[light_environment]] | |||
* [[light_spot]] | |||
==== 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_playerproxy]] | |||
* [[logic_relay]] | |||
* [[logic_script]] | |||
* [[logic_timer]] | |||
==== material==== | |||
* [[material_modify_control]] | |||
==== math==== | |||
* [[math_colorblend]] | |||
* [[math_counter]] | |||
* [[math_remap]] | |||
==== momentary==== | |||
* [[momentary_rot_button]] | |||
==== move==== | |||
* [[move_keyframed]] | |||
* [[move_rope]] | |||
* [[move_track]] | |||
==== npc==== | |||
* [[npc_furniture]] | |||
* [[npc_puppet]] | |||
* [[npc_template_maker]] | |||
==== path==== | |||
* [[path_track]] | |||
==== 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==== | |||
* [[physics_cannister]] | |||
==== point==== | |||
* [[point_anglesensor]] | |||
* [[point_angularvelocitysensor]] | |||
* [[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_tesla]] | |||
* [[point_velocitysensor]] | |||
* [[point_viewcontrol]] | |||
==== postprocess==== | |||
* [[postprocess_controller]] | |||
==== 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]] | |||
==== shadow==== | |||
* [[shadow_control]] | |||
==== sky==== | |||
* [[sky_camera]] | |||
==== sound==== | |||
* [[sound_mix_layer]] | |||
==== tanktrain==== | |||
* [[tanktrain_ai]] | |||
* [[tanktrain_aitarget]] | |||
==== test==== | |||
* [[test_traceline]] | |||
==== 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==== | |||
* [[vgui_screen]] | |||
* [[vgui_slideshow_display]] | |||
==== water==== | |||
* [[water_lod_control]] | |||
==== worldspawn==== | |||
* [[worldspawn]] | |||
}} | |||
== New == | |||
=== Environment === | |||
* [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling) | * [[env_airstrike_indoors]] - Adds an airstrike effect for indoors (crumbling ceiling) | ||
* [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors | * [[env_airstrike_outdoors]] - Adds an airstrike effect for outdoors | ||
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* [[env_weaponfire]] - This entity is used to mimic weapon fire from the guns in L4D. 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]] - 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) | * [[filter_melee_damage]] - Can filter based on melee damage, and the type (all, slash or club) | ||
== Function == | === Function === | ||
* [[func_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC. | * [[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_block_charge]] - The Charger will not charge through this brush. | ||
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* [[func_timescale]] - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale) | * [[func_timescale]] - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale) | ||
== Information == | === Information === | ||
* [[info_ambient_mob_start]] - Potential starting area for an ambient mob | * [[info_ambient_mob_start]] - Potential starting area for an ambient mob | ||
* [[info_ambient_mob_end]] - Potential end area for an ambient mob | * [[info_ambient_mob_end]] - Potential end area for an ambient mob | ||
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* [[info_zombie_border]] - Zombies will not spawn behind this entity. | * [[info_zombie_border]] - Zombies will not spawn behind this entity. | ||
== Logic == | === Logic === | ||
* [[logic_director_query]] - Controls the anger level of the AI Director | * [[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_game_event]] - allows firing of game events. Appears to part of an achievement system. | ||
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* [[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. | * [[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. | ||
== Misc == | === Misc === | ||
* [[ambient_music]] - Can override the Music Director, forcing a custom wav file to play in the music mix layer. | * [[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. | * [[game_scavenge_progress_display]] - Allows turning the scavenge score display on/off as well as setting the total items required. | ||
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* [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active | * [[trigger_active_weapon_detect]] - Fires output when touched by a player that has a specific weapon active | ||
== Prop == | === Prop === | ||
* [[prop_fuel_barrel]] - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC. | * [[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. | * [[prop_wall_breakable]] - A section of wall that's breakable just like doors are. | ||
== Trigger == | === Trigger === | ||
* [[trigger_escape]] - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC. | * [[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_hurt_ghost]] - damages entities (and ghosts) that touch it. | ||
* [[trigger_upgrade_laser_sight]] - gives laser sight upgrade to players that touch | * [[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. | * [[upgrade_spawn]] - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo. | ||
* [[weapon_adrenaline_spawn]] - A possible spawnpoint for adrenaline | * [[weapon_adrenaline_spawn]] - A possible spawnpoint for adrenaline | ||
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{{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]]}} | ||
= Updated = | == Updated == | ||
== 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]] - 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_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings. | ||
== Function == | === Function === | ||
* [[func_elevator]] - Added input to set max speed dynamically | * [[func_elevator]] - Added input to set max speed dynamically | ||
* [[func_movelinear]] - Added ResetPosition/TeleportToTarget | * [[func_movelinear]] - Added ResetPosition/TeleportToTarget | ||
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* [[func_rotating]] - Added SnapToStartPosition | * [[func_rotating]] - Added SnapToStartPosition | ||
== 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]] - 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_gamemode]] - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set | ||
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* [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play | * [[info_survivor_position]] - Can now be tied to a specific gamemode, and given a specific intro to play | ||
== 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) | * [[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. | * [[beam_spotlight]] - Added NoFog spawnflag. | ||
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* [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength | * [[postprocess_controller]] - Can now dynamically alter film grain and vignette strength | ||
== Point == | === Point === | ||
* [[point_hurt]] - Added additional damage type: "FULLGIB" | * [[point_hurt]] - Added additional damage type: "FULLGIB" | ||
* [[point_spotlight]] - Added option to set Halo size | * [[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. | * [[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]] - Added ability to enable/disable | ||
Line 124: | Line 555: | ||
* [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank. | * [[prop_physics]] - Added OnHitByTank output, for creating custom events when a prop is punched by the tank. | ||
== Trigger == | === Trigger === | ||
* [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode. | * [[trigger_finale]] - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode. | ||
* [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!) | * [[trigger_hurt]] - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!) |
Revision as of 07:13, 31 July 2011
This page lists all entities in Left 4 Dead 2, either from initial release or DLC.
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
generic
info
- info_ambient_mob
- 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_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_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
trigger
- trigger_active_weapon_detect
- trigger_auto_crouch
- trigger_escape
- trigger_finale
- trigger_hurt_ghost
- trigger_standoff
- 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_spawn
- weapon_gascan_spawn
- 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_spawn
- weapon_scavenge_item_spawn
- weapon_shotgun_chrome_spawn
- weapon_shotgun_spas_spawn
- weapon_smg_silenced_spawn
- weapon_smg_spawn
- weapon_sniper_military_spawn
- weapon_spawn
- weapon_upgradepack_explosive_spawn
- weapon_upgradepack_incendiary_spawn
- weapon_vomitjar_spawn
base.fgd
ai
ambient
color
cycler
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_rotorwash_emitter
- env_screeneffect
- env_screenoverlay
- 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_camera_link
- info_constraint_anchor
- info_hint
- info_intermission
- info_ladder_dismount
- info_landmark
- info_lighting
- info_mass_center
- info_no_dynamic_shadow
- 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_null
- info_overlay
- info_overlay_transition
- info_particle_system
- info_particle_target
- info_player_start
- info_projecteddecal
- info_radial_link_controller
- info_target
- 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_playerproxy
- logic_relay
- logic_script
- logic_timer
material
math
momentary
move
npc
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_angularvelocitysensor
- 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_tesla
- point_velocitysensor
- 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
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
New
Environment
- 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_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)
Information
- info_ambient_mob_start - 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.
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_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.
Misc
- 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_weapon_strip - removes specific weapon or active weapon
- point_nav_attribute_region - Holds attributes to be applied to regions of nav areas during generation
- 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.
- 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
Prop
- 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.
Trigger
- 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
- upgrade_spawn - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
- weapon_adrenaline_spawn - A possible spawnpoint for adrenaline
- 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's
- weapon_rifle_desert_spawn - A possible spawnpoint for combat rifles
- weapon_rifle_m60_spawn - A possible spawnpoint for M60's
- 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 shotgun
- weapon_smg_silenced_spawn - A possible spawnpoint for silenced submachineguns
- weapon_sniper_military_spawn - A possible spawnpoint for military sniper rifles
- weapon_spawn - A possible spawnpoint for random weapons
- weapon_upgradepack_explosive_spawn - A possible spawnpoint for explosive ammo
- weapon_upgradepack_incendiary_spawn - A possible spawnpoint for incendiary ammo
- weapon_vomitjar_spawn - A possible spawnpoint for bile bombs

Updated
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.
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
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 and info_map_parameters_versus - 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
- info_survivor_position - Can now be tied to a specific gamemode, and given a specific intro to play
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.
- 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
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!)
- prop_car_alarm - Added ability to enable/disable
- prop_door_rotating - Added 'glow' option
- prop_physics - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
Trigger
- trigger_finale - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
- trigger_hurt - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
- trigger_playermovement - Added a "disable jump" flag
- trigger_push - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically