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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1416006136 (talk | contribs) (numbering the entities) |
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This is a complete list of all Source base entities. | This is a complete list of all Source base entities. | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4|<ol> | ||
'''ambient''' | '''ambient''' | ||
<li> [[ambient_generic]]</li> | |||
<li> [[ambient_music]]</li> | |||
'''color''' | '''color''' | ||
<li> [[Color correction (entity)|color_correction]]</li> | |||
<li> [[color_correction_volume]]</li> | |||
'''env''' | '''env''' | ||
<li> [[env_beam]]</li> | |||
<li> [[env_beverage]]</li> | |||
<li> [[env_blood]]</li> | |||
<li> [[env_bubbles]]</li> | |||
<li> [[env_credits]]</li> | |||
<li> [[env_cubemap]]</li> | |||
<li> [[env_dof_controller]]</li> | |||
<li> [[env_dustpuff]]</li> | |||
<li> [[env_effectscript]]</li> | |||
<li> [[env_embers]]</li> | |||
<li> [[env_entity_igniter]]</li> | |||
<li> [[env_entity_maker]]</li> | |||
<li> [[env_explosion]]</li> | |||
<li> [[env_fade]]</li> | |||
<li> [[env_fire]]</li> | |||
<li> [[env_firesensor]]</li> | |||
<li> [[env_firesource]]</li> | |||
<li> [[env_fog_controller]]</li> | |||
<li> [[env_funnel]]</li> | |||
<li> [[env_hudhint]]</li> | |||
<li> [[env_instructor_hint]]</li> | |||
<li> [[env_laser]]</li> | |||
<li> [[env_lightglow]]</li> | |||
<li> [[env_message]]</li> | |||
<li> [[env_microphone]]</li> | |||
<li> [[env_particle_performance_monitor]]</li> | |||
<li> [[env_particlelight]]</li> | |||
<li> [[env_particlescript]]</li> | |||
<li> [[env_physexplosion]]</li> | |||
<li> [[env_physimpact]]</li> | |||
<li> [[env_player_surface_trigger]]</li> | |||
<li> [[env_projectedtexture]]</li> | |||
<li> [[env_rotorshooter]]</li> | |||
<li> [[env_screeneffect]]</li> | |||
<li> [[env_shake]]</li> | |||
<li> [[env_shooter]]</li> | |||
<li> [[env_smokestack]]</li> | |||
<li> [[env_smoketrail]]</li> | |||
<li> [[env_soundscape]]</li> | |||
<li> [[env_soundscape_proxy]]</li> | |||
<li> [[env_soundscape_triggerable]]</li> | |||
<li> [[env_spark]]</li> | |||
<li> [[env_splash]]</li> | |||
<li> [[env_sprite]]</li> | |||
<li> [[env_sprite_oriented]]</li> | |||
<li> [[env_spritetrail]]</li> | |||
<li> [[env_steam]]</li> | |||
<li> [[env_sun]]</li> | |||
<li> [[env_texturetoggle]]</li> | |||
<li> [[env_tonemap_controller]]</li> | |||
<li> [[env_tonemap_controller_ghost]]</li> | |||
<li> [[env_tonemap_controller_infected]]</li> | |||
<li> [[env_viewpunch]]</li> | |||
<li> [[env_wind]]</li> | |||
<li> [[env_zoom]]</li> | |||
'''filter''' | '''filter''' | ||
<li> [[filter_activator_class]]</li> | |||
<li> [[filter_activator_context]]</li> | |||
<li> [[filter_activator_mass_greater]]</li> | |||
<li> [[filter_activator_model]]</li> | |||
<li> [[filter_activator_name]]</li> | |||
<li> [[filter_damage_type]]</li> | |||
<li> [[filter_enemy]]</li> | |||
<li> [[filter_multi]]</li> | |||
'''func''' | '''func''' | ||
<li> [[func_areaportal]]</li> | |||
<li> [[func_areaportalwindow]]</li> | |||
<li> [[func_breakable]]</li> | |||
<li> [[func_breakable_surf]]</li> | |||
<li> [[func_brush]]</li> | |||
<li> [[func_button]]</li> | |||
<li> [[func_clip_vphysics]]</li> | |||
<li> [[func_conveyor]]</li> | |||
<li> [[func_detail]]</li> | |||
<li> [[func_detail_blocker]]</li> | |||
<li> [[func_door]]</li> | |||
<li> [[func_door_rotating]]</li> | |||
<li> [[func_dustcloud]]</li> | |||
<li> [[func_dustmotes]]</li> | |||
<li> [[func_fish_pool]]</li> | |||
<li> [[func_guntarget]]</li> | |||
<li> [[func_illusionary]]</li> | |||
<li> [[func_instance]]</li> | |||
<li> [[func_instance_parms]]</li> | |||
<li> [[func_ladderendpoint]]</li> | |||
<li> [[func_lod]]</li> | |||
<li> [[func_movelinear]]</li> | |||
<li> [[func_occluder]]</li> | |||
<li> [[func_orator]]</li> | |||
<li> [[func_physbox]]</li> | |||
<li> [[func_platrot]]</li> | |||
<li> [[func_precipitation]]</li> | |||
<li> [[func_precipitation_blocker]]</li> | |||
<li> [[func_reflective_glass]]</li> | |||
<li> [[func_rot_button]]</li> | |||
<li> [[func_rotating]]</li> | |||
<li> [[func_smokevolume]]</li> | |||
<li> [[func_tanktrain]]</li> | |||
<li> [[func_timescale]]</li> | |||
<li> [[func_trackautochange]]</li> | |||
<li> [[func_trackchange]]</li> | |||
<li> [[func_tracktrain]]</li> | |||
<li> [[func_traincontrols]]</li> | |||
<li> [[func_useableladder]]</li> | |||
<li> [[func_viscluster]]</li> | |||
<li> [[func_wall]]</li> | |||
<li> [[func_wall_toggle]]</li> | |||
<li> [[func_water_analog]]</li> | |||
'''game''' | '''game''' | ||
<li> [[game_end]]</li> | |||
<li> [[game_gib_manager]]</li> | |||
<li> [[game_player_equip]]</li> | |||
<li> [[game_player_team]]</li> | |||
<li> [[game_ragdoll_manager]]</li> | |||
<li> [[game_score]]</li> | |||
<li> [[game_text]]</li> | |||
<li> [[game_ui]]</li> | |||
<li> [[game_weapon_manager]]</li> | |||
<li> [[game_zone_player]]</li> | |||
'''gibshooter''' | '''gibshooter''' | ||
<li> [[gibshooter]]</li> | |||
'''hammer''' | '''hammer''' | ||
<li> [[hammer_updateignorelist]]</li> | |||
'''info''' | '''info''' | ||
<li> [[info_constraint_anchor]]</li> | |||
<li> [[info_intermission]]</li> | |||
<li> [[info_ladder_dismount]]</li> | |||
<li> [[info_landmark]]</li> | |||
<li> [[info_lighting]]</li> | |||
<li> [[info_mass_center]]</li> | |||
<li> [[info_null]]</li> | |||
<li> [[info_overlay]]</li> | |||
<li> [[info_overlay_transition]]</li> | |||
<li> [[info_particle_system]]</li> | |||
<li> [[info_particle_target]]</li> | |||
<li> [[info_player_start]]</li> | |||
<li> [[info_projecteddecal]]</li> | |||
<li> [[info_target]]</li> | |||
<li> [[info_target_instructor_hint]]</li> | |||
<li> [[info_teleport_destination]]</li> | |||
'''infodecal''' | '''infodecal''' | ||
<li> [[infodecal]]</li> | |||
'''keyframe''' | '''keyframe''' | ||
<li> [[keyframe_rope]]</li> | |||
<li> [[keyframe_track]]</li> | |||
'''light''' | '''light''' | ||
<li> [[light]]</li> | |||
<li> [[light_directional]]</li> | |||
<li> [[light_dynamic]]</li> | |||
<li> [[light_environment]]</li> | |||
<li> [[light_spot]]</li> | |||
'''logic''' | '''logic''' | ||
<li> [[logic_active_autosave]]</li> | |||
<li> [[logic_auto]]</li> | |||
<li> [[logic_autosave]]</li> | |||
<li> [[logic_branch]]</li> | |||
<li> [[logic_branch_listener]]</li> | |||
<li> [[logic_case]]</li> | |||
<li> [[logic_collision_pair]]</li> | |||
<li> [[logic_compare]]</li> | |||
<li> [[logic_lineto]]</li> | |||
<li> [[logic_measure_movement]]</li> | |||
<li> [[logic_multicompare]]</li> | |||
<li> [[logic_navigation]]</li> | |||
<li> [[logic_relay]]</li> | |||
<li> [[logic_script]]</li> | |||
<li> [[logic_timer]]</li> | |||
'''material''' | '''material''' | ||
<li> [[material_modify_control]]</li> | |||
'''math''' | '''math''' | ||
<li> [[math_colorblend]]</li> | |||
<li> [[math_counter]]</li> | |||
<li> [[math_remap]]</li> | |||
'''momentary''' | '''momentary''' | ||
<li> [[momentary_rot_button]]</li> | |||
'''move''' | '''move''' | ||
<li> [[move_keyframed]]</li> | |||
<li> [[move_rope]]</li> | |||
'''path''' | '''path''' | ||
<li> [[path_track]]</li> | |||
'''phys''' | '''phys''' | ||
<li> [[phys_ballsocket]]</li> | |||
<li> [[phys_constraint]]</li> | |||
<li> [[phys_constraintsystem]]</li> | |||
<li> [[phys_convert]]</li> | |||
<li> [[phys_hinge]]</li> | |||
<li> [[phys_keepupright]]</li> | |||
<li> [[phys_lengthconstraint]]</li> | |||
<li> [[phys_magnet]]</li> | |||
<li> [[phys_motor]]</li> | |||
<li> [[phys_pulleyconstraint]]</li> | |||
<li> [[phys_ragdollconstraint]]</li> | |||
<li> [[phys_ragdollmagnet]]</li> | |||
<li> [[phys_slideconstraint]]</li> | |||
<li> [[phys_spring]]</li> | |||
<li> [[phys_thruster]]</li> | |||
<li> [[phys_torque]]</li> | |||
'''physics''' | '''physics''' | ||
<li> [[physics_cannister]]</li> | |||
'''point''' | '''point''' | ||
<li> [[point_anglesensor]]</li> | |||
<li> [[point_bonusmaps_accessor]]</li> | |||
<li> [[point_broadcastclientcommand]]</li> | |||
<li> [[point_clientcommand]]</li> | |||
<li> [[point_devshot_camera]]</li> | |||
<li> [[point_enable_motion_fixup]]</li> | |||
<li> [[point_entity_finder]]</li> | |||
<li> [[point_gamestats_counter]]</li> | |||
<li> [[point_hurt]]</li> | |||
<li> [[point_message]]</li> | |||
<li> [[point_playermoveconstraint]]</li> | |||
<li> [[point_posecontroller]]</li> | |||
<li> [[point_proximity_sensor]]</li> | |||
<li> [[point_servercommand]]</li> | |||
<li> [[point_spotlight]]</li> | |||
<li> [[point_teleport]]</li> | |||
<li> [[point_template]]</li> | |||
<li> [[point_viewcontrol]]</li> | |||
'''postprocess''' | '''postprocess''' | ||
<li> [[postprocess_controller]]</li> | |||
'''prop''' | '''prop''' | ||
<li> [[prop_detail]]</li> | |||
<li> [[prop_door_rotating]]</li> | |||
<li> [[prop_dynamic]]</li> | |||
<li> [[prop_dynamic_ornament]]</li> | |||
<li> [[prop_dynamic_override]]</li> | |||
<li> [[prop_physics]]</li> | |||
<li> [[prop_physics_multiplayer]]</li> | |||
<li> [[prop_physics_override]]</li> | |||
<li> [[prop_ragdoll]]</li> | |||
<li> [[prop_static]]</li> | |||
<li> [[prop_wall_breakable]]</li> | |||
'''script''' | '''script''' | ||
<li> [[script_intro]]</li> | |||
'''shadow''' | '''shadow''' | ||
<li> [[shadow_control]]</li> | |||
'''sky''' | '''sky''' | ||
<li> [[sky_camera]]</li> | |||
'''sound''' | '''sound''' | ||
<li> [[sound_mix_layer]]</li> | |||
'''tanktrain''' | '''tanktrain''' | ||
<li> [[tanktrain_ai]]</li> | |||
<li> [[tanktrain_aitarget]]</li> | |||
'''test''' | '''test''' | ||
<li> [[test_traceline]]</li> | |||
'''trigger''' | '''trigger''' | ||
<li> [[trigger_autosave]]</li> | |||
<li> [[trigger_changelevel]]</li> | |||
<li> [[trigger_gravity]]</li> | |||
<li> [[trigger_hurt]]</li> | |||
<li> [[trigger_impact]]</li> | |||
<li> [[trigger_look]]</li> | |||
<li> [[trigger_multiple]]</li> | |||
<li> [[trigger_once]]</li> | |||
<li> [[trigger_playermovement]]</li> | |||
<li> [[trigger_proximity]]</li> | |||
<li> [[trigger_push]]</li> | |||
<li> [[trigger_remove]]</li> | |||
<li> [[trigger_serverragdoll]]</li> | |||
<li> [[trigger_soundscape]]</li> | |||
<li> [[trigger_teleport]]</li> | |||
<li> [[trigger_tonemap]]</li> | |||
<li> [[trigger_transition]]</li> | |||
<li> [[trigger_wind]]</li> | |||
'''vgui''' | '''vgui''' | ||
<li> [[vgui_screen]]</li> | |||
<li> [[vgui_slideshow_display]]</li> | |||
'''water''' | '''water''' | ||
<li> [[water_lod_control]]</li> | |||
'''worldspawn''' | '''worldspawn''' | ||
<li> [[worldspawn]]</li> | |||
}} | }} | ||
== [[Left 4 Dead 2.fgd | left4dead2.fgd]] == | == [[Left 4 Dead 2.fgd | left4dead2.fgd]] == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4|<ol> | ||
'''beam''' | '''beam''' | ||
<li> [[beam_spotlight]]</li> | |||
'''commentary''' | '''commentary''' | ||
<li> [[commentary_dummy]]</li> | |||
<li> [[commentary_zombie_spawner]] | |||
'''env''' | '''env''' | ||
<li> [[env_airstrike_indoors]] | |||
<li> [[env_airstrike_outdoors]] | |||
<li> [[env_detail_controller]]</li> | |||
<li> [[env_outtro_stats]]</li> | |||
<li> [[env_physics_blocker]]</li> | |||
<li> [[env_player_blocker]]</li> | |||
<li> [[env_rock_launcher]]</li> | |||
<li> [[env_weaponfire]]</li> | |||
'''filter''' | '''filter''' | ||
<li> [[filter_activator_infected_class]]</li> | |||
<li> [[filter_activator_team]]</li> | |||
<li> [[filter_health]]</li> | |||
<li> [[filter_melee_damage]]</li> | |||
'''fog''' | '''fog''' | ||
<li> [[fog_volume]]</li> | |||
'''func''' | '''func''' | ||
<li> [[func_block_charge]]</li> | |||
<li> [[func_button_timed]]</li> | |||
<li> [[func_elevator]]</li> | |||
<li> [[func_extinguisher]]</li> | |||
<li> [[func_ladder]]</li> | |||
<li> [[func_nav_attribute_region]]</li> | |||
<li> [[func_nav_avoidance_obstacle]]</li> | |||
<li> [[func_nav_blocker]]</li> | |||
<li> [[func_nav_connection_blocker]]</li> | |||
<li> [[func_playerghostinfected_clip]]</li> | |||
<li> [[func_playerinfected_clip]]</li> | |||
<li> [[func_ragdoll_fader]]</li> | |||
'''game''' | '''game''' | ||
<li> [[game_scavenge_progress_display]]</li> | |||
'''info''' | '''info''' | ||
<li> [[info_ambient_mob_end]]</li> | |||
<li> [[info_ambient_mob_start]]</li> | |||
<li> [[info_changelevel]]</li> | |||
<li> [[info_director]]</li> | |||
<li> [[info_elevator_floor]]</li> | |||
<li> [[info_game_event_proxy]]</li> | |||
<li> [[info_gamemode]]</li> | |||
<li> [[info_goal_infected_chase]]</li> | |||
<li> [[info_l4d1_survivor_spawn]]</li> | |||
<li> [[Info_map_parameters/Left_4_Dead_series|info_map_parameters]]</li> | |||
<li> [[info_map_parameters_versus]]</li> | |||
<li> [[info_remarkable]]</li> | |||
<li> [[info_survivor_position]]</li> | |||
<li> [[info_survivor_rescue]]</li> | |||
<li> [[info_zombie_border]]</li> | |||
<li> [[info_zombie_spawn]]</li> | |||
'''logic''' | '''logic''' | ||
<li> [[logic_choreographed_scene]]</li> | |||
<li> [[logic_director_query]]</li> | |||
<li> [[logic_game_event]]</li> | |||
<li> [[logic_scene_list_manager]]</li> | |||
<li> [[logic_versus_random]]</li> | |||
'''player''' | '''player''' | ||
<li> [[player_weaponstrip]]</li> | |||
'''point''' | '''point''' | ||
<li> [[point_deathfall_camera]]</li> | |||
<li> [[point_nav_attribute_region]]</li> | |||
<li> [[point_prop_use_target]]</li> | |||
<li> [[point_script_use_target]]</li> | |||
<li> [[point_viewcontrol_multiplayer]]</li> | |||
<li> [[point_viewcontrol_survivor]]</li> | |||
'''prop''' | '''prop''' | ||
<li> [[prop_car_alarm]]</li> | |||
<li> [[prop_car_glass]]</li> | |||
<li> [[prop_door_rotating_checkpoint]]</li> | |||
<li> [[prop_fuel_barrel]]</li> | |||
<li> [[prop_health_cabinet]]</li> | |||
<li> [[Prop_minigun/Left_4_Dead_2|prop_minigun]]</li> | |||
<li> [[prop_minigun_l4d1]]</li> | |||
<li> [[prop_mounted_machine_gun]]</li> | |||
'''scripted''' | '''scripted''' | ||
<li> [[scripted_item_drop]]</li> | |||
'''trigger''' | '''trigger''' | ||
<li> [[trigger_active_weapon_detect]]</li> | |||
<li> [[trigger_auto_crouch]]</li> | |||
<li> [[trigger_escape]]</li> | |||
<li> [[trigger_finale]]</li> | |||
<li> [[trigger_hurt_ghost]]</li> | |||
<li> [[trigger_upgrade_laser_sight]]</li> | |||
'''upgrade''' | '''upgrade''' | ||
<li> [[upgrade_spawn]]</li> | |||
'''weapon''' | '''weapon''' | ||
<li> [[weapon_adrenaline_spawn]]</li> | |||
<li> [[weapon_ammo_spawn]]</li> | |||
<li> [[weapon_autoshotgun_spawn]]</li> | |||
<li> [[weapon_chainsaw_spawn]]</li> | |||
<li> [[weapon_defibrillator_spawn]]</li> | |||
<li> [[weapon_first_aid_kit]]</li> | |||
<li> [[weapon_first_aid_kit_spawn]]</li> | |||
<li> [[weapon_gascan_spawn]]</li> | |||
<li> [[weapon_grenade_launcher]]</li> | |||
<li> [[weapon_grenade_launcher_spawn]]</li> | |||
<li> [[weapon_hunting_rifle_spawn]]</li> | |||
<li> [[weapon_item_spawn]]</li> | |||
<li> [[weapon_melee_spawn]]</li> | |||
<li> [[weapon_molotov_spawn]]</li> | |||
<li> [[weapon_pain_pills_spawn]]</li> | |||
<li> [[weapon_pipe_bomb_spawn]]</li> | |||
<li> [[weapon_pistol_magnum_spawn]]</li> | |||
<li> [[weapon_pistol_spawn]]</li> | |||
<li> [[weapon_pumpshotgun_spawn]]</li> | |||
<li> [[weapon_rifle_ak47_spawn]]</li> | |||
<li> [[weapon_rifle_desert_spawn]]</li> | |||
<li> [[weapon_rifle_m60_spawn]]</li> | |||
<li> [[weapon_rifle_sg552_spawn]]</li> | |||
<li> [[weapon_rifle_spawn]]</li> | |||
<li> [[weapon_scavenge_item_spawn]]</li> | |||
<li> [[weapon_shotgun_chrome_spawn]]</li> | |||
<li> [[weapon_shotgun_spas_spawn]]</li> | |||
<li> [[weapon_smg_mp5_spawn]]</li> | |||
<li> [[weapon_smg_silenced_spawn]]</li> | |||
<li> [[weapon_smg_spawn]]</li> | |||
<li> [[weapon_sniper_awp_spawn]]</li> | |||
<li> [[weapon_sniper_military_spawn]]</li> | |||
<li> [[weapon_sniper_scout_spawn]]</li> | |||
<li> [[weapon_spawn]]</li> | |||
<li> [[weapon_upgradepack_explosive_spawn]]</li> | |||
<li> [[weapon_upgradepack_incendiary_spawn]]</li> | |||
<li> [[weapon_vomitjar_spawn]]</li> | |||
}} | </ol>}} | ||
== Non-FGD == | == Non-FGD == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4|<ol> | ||
'''_''' | '''_''' | ||
<li> [[_firesmoke]]</li> | |||
<li> [[_plasma]]</li> | |||
'''ability''' | '''ability''' | ||
<li> [[ability_charge]]</li> | |||
<li> [[ability_leap]]</li> | |||
<li> [[ability_lunge]]</li> | |||
<li> [[ability_selfdestruct]]</li> | |||
<li> [[ability_spit]]</li> | |||
<li> [[ability_throw]]</li> | |||
<li> [[ability_tongue]]</li> | |||
<li> [[ability_vomit]]</li> | |||
'''ai''' | '''ai''' | ||
<li> [[ai_changehintgroup]]</li> | |||
<li> [[ai_changetarget]]</li> | |||
<li> [[ai_sound]]</li> | |||
'''beam''' | '''beam''' | ||
<li> [[beam]]</li> | |||
'''boomer''' | '''boomer''' | ||
<li> [[boomer]]</li> | |||
'''charger''' | '''charger''' | ||
<li> [[charger]]</li> | |||
'''client_path''' | '''client_path''' | ||
<li> [[client_path]]</li> | |||
'''commentary''' | '''commentary''' | ||
<li> [[commentary_auto]]</li> | |||
'''cs''' | '''cs''' | ||
<li> [[cs_gamerules]]</li> | |||
<li> [[cs_ragdoll]]</li> | |||
<li> [[cs_team_manager]]</li> | |||
'''cycler''' | '''cycler''' | ||
<li> [[cycler_flex]]</li> | |||
'''dynamic''' | '''dynamic''' | ||
<li> [[dynamic_prop]]</li> | |||
'''entity''' | '''entity''' | ||
<li> [[entity_blocker]]</li> | |||
'''entityflame''' | '''entityflame''' | ||
<li> [[entityflame]]</li> | |||
'''env''' | '''env''' | ||
<li> [[env_debughistory]]</li> | |||
<li> [[env_dusttrail]]</li> | |||
<li> [[env_entity_dissolver]]</li> | |||
<li> [[env_fire_trail]]</li> | |||
<li> [[env_global]]</li> | |||
<li> [[env_glow]]</li> | |||
<li> [[env_gunfire]]</li> | |||
<li> [[env_movieexplosion]]</li> | |||
<li> [[env_muzzleflash]]</li> | |||
<li> [[env_particle_trail]]</li> | |||
<li> [[env_particlefire]]</li> | |||
<li> [[env_particlesmokegrenade]]</li> | |||
<li> [[env_physwire]]</li> | |||
<li> [[env_quadraticbeam]]</li> | |||
<li> [[env_ragdoll_boogie]]</li> | |||
<li> [[env_rockettrail]]</li> | |||
<li> [[env_screenoverlay]]</li> | |||
<li> [[env_sporeexplosion]]</li> | |||
<li> [[env_sporetrail]]</li> | |||
<li> [[env_steamjet]]</li> | |||
<li> [[env_tilt]]</li> | |||
<li> [[env_tracer]]</li> | |||
'''escape''' | '''escape''' | ||
<li> [[escape_route]]</li> | |||
'''event''' | '''event''' | ||
<li> [[event_queue_saveload_proxy]]</li> | |||
'''filter''' | '''filter''' | ||
<li> [[filter_base]]</li> | |||
'''finale''' | '''finale''' | ||
<li> [[finale_trigger]]</li> | |||
'''fire''' | '''fire''' | ||
<li> [[fire_cracker_blast]]</li> | |||
'''fish''' | '''fish''' | ||
<li> [[fish]]</li> | |||
'''func''' | '''func''' | ||
<li> [[func_physbox_multiplayer]]</li> | |||
<li> [[func_plat]]</li> | |||
<li> [[func_proprrespawnzone]]</li> | |||
<li> [[func_pushable]]</li> | |||
<li> [[func_simpleladder]]</li> | |||
<li> [[func_train]]</li> | |||
<li> [[func_vehicleclip]]</li> | |||
<li> [[func_water]]</li> | |||
<li> [[func_weight_button]]</li> | |||
'''funCBaseFlex''' | '''funCBaseFlex''' | ||
<li> [[funCBaseFlex]]</li> | |||
'''gib''' | '''gib''' | ||
<li> [[gib]]</li> | |||
'''grenade''' | '''grenade''' | ||
<li> [[grenade]]</li> | |||
<li> [[grenade_launcher_projectile]]</li> | |||
'''handle''' | '''handle''' | ||
<li> [[handle_dummy]]</li> | |||
<li> [[handle_test]]</li> | |||
'''holiday''' | '''holiday''' | ||
<li> [[holiday_gift]]</li> | |||
'''hunter''' | '''hunter''' | ||
<li> [[hunter]]</li> | |||
'''infected''' | '''infected''' | ||
<li> [[infected]]</li> | |||
'''inferno''' | '''inferno''' | ||
<li> [[inferno]]</li> | |||
'''info''' | '''info''' | ||
<li> [[info_hang_lighting]]</li> | |||
<li> [[info_infected_zoo_maker]]</li> | |||
<li> [[info_infected_zoo_puppet]]</li> | |||
<li> [[info_item_position]]</li> | |||
<li> [[info_ladder]]</li> | |||
<li> [[info_overlay_accessor]]</li> | |||
<li> [[info_player_deathmatch]]</li> | |||
<li> [[info_player_teamspawn]]</li> | |||
<li> [[info_player_logo]]</li> | |||
<li> [[info_transitioning_player]]</li> | |||
<li> [[info_vehicle_groundspawn]]</li> | |||
<li> [[info_view_parameters]]</li> | |||
'''insect''' | '''insect''' | ||
<li> [[insect_swarm]]</li> | |||
'''instanced''' | '''instanced''' | ||
<li> [[instanced_scripted_scene]]</li> | |||
'''item''' | '''item''' | ||
<li> [[item_sodacan]]</li> | |||
'''jockey''' | '''jockey''' | ||
<li> [[jockey]]</li> | |||
'''light''' | '''light''' | ||
<li> [[light_glspot]]</li> | |||
'''logic''' | '''logic''' | ||
<li> [[logic_proximity]]</li> | |||
'''molotov''' | '''molotov''' | ||
<li> [[molotov_projectile]]</li> | |||
'''momentary''' | '''momentary''' | ||
<li> [[momentary_door]]</li> | |||
'''multisource''' | '''multisource''' | ||
<li> [[multisource]]</li> | |||
'''path''' | '''path''' | ||
<li> [[path_corner]]</li> | |||
<li> [[path_corner_crash]]</li> | |||
'''phys''' | '''phys''' | ||
<li> [[phys_bone_follower]]</li> | |||
'''physics''' | '''physics''' | ||
<li> [[physics_entity_solver]]</li> | |||
<li> [[physics_npc_solver]]</li> | |||
<li> [[physics_prop]]</li> | |||
<li> [[physics_prop_ragdoll]]</li> | |||
'''pipe''' | '''pipe''' | ||
<li> [[pipe_bomb_projectile]]</li> | |||
'''player''' | '''player''' | ||
<li> [[player]]</li> | |||
<li> [[player_loadsaved]]</li> | |||
<li> [[player_manager]]</li> | |||
<li> [[player_pickup]]</li> | |||
<li> [[player_speedmod]]</li> | |||
'''point''' | '''point''' | ||
<li> [[point_commentary_node]]</li> | |||
<li> [[point_commentary_viewpoint]]</li> | |||
<li> [[point_push]]</li> | |||
<li> [[point_script_template]]</li> | |||
<li> [[point_surroundtest]]</li> | |||
'''predicted''' | '''predicted''' | ||
<li> [[predicted_viewmodel]]</li> | |||
'''prop''' | '''prop''' | ||
<li> [[prop_fuel_barrel_piece]]</li> | |||
<li> [[prop_physics2]]</li> | |||
<li> [[prop_ragdoll_attached]]</li> | |||
<li> [[prop_physics_respawnable]]</li> | |||
<li> [[prop_sphere]]</li> | |||
<li> [[prop_vehicle]]</li> | |||
<li> [[prop_vehicle_driveable]]</li> | |||
'''raggib''' | '''raggib''' | ||
<li> [[raggib]]</li> | |||
'''scene''' | '''scene''' | ||
<li> [[scene_manager]]</li> | |||
'''script''' | '''script''' | ||
<li> [[script_clip_vphysics]]</li> | |||
<li> [[script_func_button]]</li> | |||
<li> [[script_nav_attribute_region]]</li> | |||
<li> [[script_nav_blocker]]</li> | |||
<li> [[script_trigger_hurt]]</li> | |||
<li> [[script_trigger_multiple]]</li> | |||
<li> [[script_trigger_once]]</li> | |||
<li> [[script_trigger_push]]</li> | |||
'''scripted''' | '''scripted''' | ||
<li> [[scripted_scene]]</li> | |||
'''simple''' | '''simple''' | ||
<li> [[simple_physics_brush]]</li> | |||
<li> [[simple_physics_prop]]</li> | |||
'''smoker''' | '''smoker''' | ||
<li> [[smoker]]</li> | |||
'''spark''' | '''spark''' | ||
<li> [[spark_shower]]</li> | |||
'''spitter''' | '''spitter''' | ||
<li> [[spitter]]</li> | |||
<li> [[spitter_projectile]]</li> | |||
'''spotlight''' | '''spotlight''' | ||
<li> [[spotlight_end]]</li> | |||
'''spraycan''' | '''spraycan''' | ||
<li> [[spraycan]]</li> | |||
'''soundent''' | '''soundent''' | ||
<li> [[soundent]]</li> | |||
'''survivor''' | '''survivor''' | ||
<li> [[survivor_bot]]</li> | |||
<li> [[survivor_death_model]]</li> | |||
'''tank''' | '''tank''' | ||
<li> [[tank]]</li> | |||
<li> [[tank_rock]]</li> | |||
'''target''' | '''target''' | ||
<li> [[target_cdaudio]]</li> | |||
<li> [[target_changegravity]]</li> | |||
'''te''' | '''te''' | ||
<li> [[te_tester]]</li> | |||
'''team''' | '''team''' | ||
<li> [[team_manager]]</li> | |||
'''terror''' | '''terror''' | ||
<li> [[terror_gamerules]]</li> | |||
<li> [[terror_player_manager]]</li> | |||
'''test''' | '''test''' | ||
<li> [[test_effect]]</li> | |||
<li> [[test_proxytoggle]]</li> | |||
'''trigger''' | '''trigger''' | ||
<li> [[trigger]]</li> | |||
<li> [[trigger_brush]]</li> | |||
<li> [[trigger_callback]]</li> | |||
<li> [[trigger_cdaudio]]</li> | |||
<li> [[trigger_fog]]</li> | |||
<li> [[trigger_togglesave]]</li> | |||
<li> [[trigger_vphysics_motion]]</li> | |||
'''upgrade''' | '''upgrade''' | ||
<li> [[upgrade_ammo_explosive]]</li> | |||
<li> [[upgrade_ammo_incendiary]]</li> | |||
<li> [[upgrade_laser_sight]]</li> | |||
'''vgui''' | '''vgui''' | ||
<li> [[vgui_screen_team]]</li> | |||
'''viewmodel''' | '''viewmodel''' | ||
<li> [[viewmodel]]</li> | |||
'''vomit''' | '''vomit''' | ||
<li> [[vomit_particle]]</li> | |||
'''vomitjar''' | '''vomitjar''' | ||
<li> [[vomitjar_projectile]]</li> | |||
'''vote''' | '''vote''' | ||
<li> [[vote_controller]]</li> | |||
'''waterbullet''' | '''waterbullet''' | ||
<li> [[waterbullet]]</li> | |||
'''weapon''' | '''weapon''' | ||
<li> [[weapon_adrenaline]]</li> | |||
<li> [[weapon_ammo]]</li> | |||
<li> [[weapon_autoshotgun]]</li> | |||
<li> [[weapon_basecsgrenade]]</li> | |||
<li> [[weapon_boomer_claw]]</li> | |||
<li> [[weapon_chainsaw]]</li> | |||
<li> [[weapon_charger_claw]]</li> | |||
<li> [[weapon_cola_bottles]]</li> | |||
<li> [[weapon_cs_base]]</li> | |||
<li> [[weapon_csbase_gun]]</li> | |||
<li> [[weapon_defibrillator]]</li> | |||
<li> [[weapon_fireworkcrate]]</li> | |||
<li> [[weapon_gascan]]</li> | |||
<li> [[weapon_gnome]]</li> | |||
<li> [[weapon_hegrenade_spawn]]</li> | |||
<li> [[weapon_hunter_claw]]</li> | |||
<li> [[weapon_hunting_rifle]]</li> | |||
<li> [[weapon_jockey_claw]]</li> | |||
<li> [[weapon_melee]]</li> | |||
<li> [[weapon_molotov]]</li> | |||
<li> [[weapon_oxygentank]]</li> | |||
<li> [[weapon_pain_pills]]</li> | |||
<li> [[weapon_pipe_bomb]]</li> | |||
<li> [[weapon_pistol_magnum]]</li> | |||
<li> [[weapon_pistol]]</li> | |||
<li> [[weapon_propanetank]]</li> | |||
<li> [[weapon_pumpshotgun]]</li> | |||
<li> [[weapon_rifle_ak47]]</li> | |||
<li> [[weapon_rifle_desert]]</li> | |||
<li> [[weapon_rifle_m60]]</li> | |||
<li> [[weapon_rifle_sg552]]</li> | |||
<li> [[weapon_rifle]]</li> | |||
<li> [[weapon_shotgun_chrome]]</li> | |||
<li> [[weapon_shotgun_spas]]</li> | |||
<li> [[weapon_smg_mp5]]</li> | |||
<li> [[weapon_smg_silenced]]</li> | |||
<li> [[weapon_smg]]</li> | |||
<li> [[weapon_smoker_claw]]</li> | |||
<li> [[weapon_sniper_awp]]</li> | |||
<li> [[weapon_sniper_military]]</li> | |||
<li> [[weapon_sniper_scout]]</li> | |||
<li> [[weapon_spitter_claw]]</li> | |||
<li> [[weapon_tank_claw]]</li> | |||
<li> [[weapon_upgradepack_explosive]]</li> | |||
<li> [[weapon_upgradepack_incendiary]]</li> | |||
<li> [[weapon_vomitjar]]</li> | |||
'''window''' | '''window''' | ||
<li> [[window_pane]]</li> | |||
'''witch''' | '''witch''' | ||
<li> [[witch]]</li> | |||
'''world''' | '''world''' | ||
<li> [[world_items]]</li> | |||
}} | </ol>}} | ||
== In FGD but not in-game == | == In FGD but not in-game == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4|<ol> | ||
'''ai''' | '''ai''' | ||
<li> [[ai_speechfilter]]</li> | |||
'''cycler''' | '''cycler''' | ||
<li> [[cycler]]</li> | |||
'''env''' | '''env''' | ||
<li> [[env_rotorwash_emitter]]</li> | |||
'''func''' | '''func''' | ||
<li> [[func_buildable_button]]</li> | |||
'''generic''' | '''generic''' | ||
<li> [[generic_actor]]</li> | |||
'''info''' | '''info''' | ||
<li> [[info_ambient_mob]]</li> | |||
<li> [[info_camera_link]]</li> | |||
<li> [[info_hint]]</li> | |||
<li> [[info_no_dynamic_shadow]]</li> | |||
<li> [[info_node]]</li> | |||
<li> [[info_node_air]]</li> | |||
<li> [[info_node_air_hint]]</li> | |||
<li> [[info_node_climb]]</li> | |||
<li> [[info_node_hint]]</li> | |||
<li> [[info_node_link]]</li> | |||
<li> [[info_node_link_controller]]</li> | |||
<li> [[info_npc_spawn_destination]]</li> | |||
<li> [[info_radial_link_controller]]</li> | |||
'''logic''' | '''logic''' | ||
<li> [[logic_playerproxy]]</li> | |||
'''move''' | '''move''' | ||
<li> [[move_track]]</li> | |||
'''npc''' | '''npc''' | ||
<li> [[npc_furniture]]</li> | |||
<li> [[npc_puppet]]</li> | |||
<li> [[npc_template_maker]]</li> | |||
'''point''' | '''point''' | ||
<li> [[point_angularvelocitysensor]]</li> | |||
<li> [[point_tesla]]</li> | |||
<li> [[point_velocitysensor]]</li> | |||
'''trigger''' | '''trigger''' | ||
<li> [[trigger_standoff]]</li> | |||
}} | </ol>}} | ||
== New & Updated == | == New & Updated == | ||
=== Environment === | === Environment === | ||
<ol><li> [[env_fog_controller]]</li> - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to) | |||
<li> [[env_tonemap_controller]]</li> - Can now set TonemapPercentBrightPixels, and other settings. | |||
<li> [[env_airstrike_indoors]]</li> - Adds an airstrike effect for indoors (crumbling ceiling) | |||
<li> [[env_airstrike_outdoors]]</li> - Adds an airstrike effect for outdoors | |||
<li> [[env_instructor_hint]]</li> - Allows creation and control of instructor messages through map logic | |||
<li> [[env_physics_blocker]]</li> - blocks players and physics objects | |||
<li> [[env_player_blocker]]</li> - Blocks any PC/NPC from entering of the specified type. | |||
<li> [[env_rock_launcher]]</li> - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC. | |||
<li> [[env_weaponfire]]</li> - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC. | |||
</ol> | |||
=== Filter === | === Filter === | ||
<ol><li> [[filter_health]]</li> - Can filter based on the health of the activator, and wheter they have adrenaline active or not | |||
<li> [[filter_melee_damage]]</li> - Can filter based on melee damage, and the type (all, slash or club) | |||
</ol> | |||
=== Function === | === Function === | ||
<ol><li> [[func_elevator]]</li> - Added input to set max speed dynamically | |||
<li> [[func_movelinear]]</li> - Added ResetPosition/TeleportToTarget | |||
<li> [[func_nav_blocker]]</li> - Added toggle to determine if nav flow should be recomputed or not | |||
<li> [[func_orator]]</li> - Now allows setting the max legal followup distance for automatic responses | |||
<li> [[func_precipitation]]</li> - Added Rain Storm, Bugs, and Smoke | |||
<li> [[func_rotating]]</li> - Added SnapToStartPosition | |||
<li> [[func_buildable_button]]</li> - A non-functional entity. Added from the EMS update. | |||
<li> [[func_button_timed]]</li> - Button that takes time to use. Added from The Sacrifice DLC. | |||
<li> [[func_block_charge]]</li> - The Charger will not charge through this brush. | |||
<li> [[func_extinguisher]]</li> - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC. | |||
<li> [[func_instance]]</li> - An entity for placing an instance of a map file | |||
<li> [[func_instance_parms]]</li> - Controls parameters used in func_instance within an instance | |||
<li> [[func_nav_connection_blocker]]</li> - Blocks nav meshs (on creation) from being connected through it's volume. | |||
<li> [[func_playerghostinfected_clip]]</li> - Blocks ghost infected. | |||
<li> [[func_ragdoll_fader]]</li> - Fade out any ragdolls that touch it. Added from The Sacrifice DLC. | |||
<li> [[func_timescale]]</li> - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale) | |||
<li> [[point_script_use_target]]</li> - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update. | |||
</ol> | |||
=== Information === | === Information === | ||
<ol><li> [[info_director]]</li> - 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. | |||
<li> [[info_gamemode]]</li> - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set | |||
<li> [[Info_map_parameters/Left_4_Dead_series|info_map_parameters]]</li> and [[info_map_parameters_versus]] - Controls density of spawns | |||
*;<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 | |||
<li> [[info_survivor_position]]</li> - Can now be tied to a specific gamemode, and given a specific intro to play | |||
<li> [[info_ambient_mob_start]]</li> - Potential starting area for an ambient mob | |||
<li> [[info_ambient_mob_end]]</li> - Potential end area for an ambient mob | |||
<li> [[info_ambient_mob]]</li> - universal ambient mob start/end (use with care) | |||
<li> [[info_l4d1_survivor_spawn]]</li> - spawn one of the original survivors from L4D1 as seen in The Passing campaign. | |||
<li> [[info_particle_target]]</li> - Allows marking areas in the map for particle systems with control points to reference | |||
<li> [[info_zombie_border]]</li> - Zombies will not spawn behind this entity. | |||
<li> [[info_item_position]]</li> - Used to place spawn points for entity groups. Added from the EMS update. | |||
<li> [[info_target_instructor_hint]]</li> - Used by utility VScripts for [[env_instructor_hint]] tragets. Added from the EMS update. | |||
</ol> | |||
=== Logic === | === Logic === | ||
<ol><li> [[logic_director_query]]</li> - Controls the anger level of the AI Director | |||
<li> [[logic_game_event]]</li> - allows firing of game events. Appears to part of an achievement system. | |||
<li> [[logic_script]]</li> - Container for scripts | |||
<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. | |||
</ol> | |||
=== Misc === | === Misc === | ||
<ol><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) | |||
<li> [[beam_spotlight]]</li> - Added NoFog spawnflag. | |||
<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 | |||
<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. | |||
<li> [[game_scavenge_progress_display]]</li> - Allows turning the scavenge score display on/off as well as setting the total items required. | |||
<li> [[player_weaponstrip]]</li> - removes specific weapon or active weapon | |||
<li> [[point_nav_attribute_region]]</li> - Holds attributes to be applied to regions of nav areas during generation | |||
<li> [[point_script_template]]</li> - A [[point_template]] made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update. | |||
<li> [[prop_mounted_machine_gun]]</li> - A .50 Cal mounted machine gun. {{Note|L4D2 previously did not support the [[Prop_minigun/Left_4_Dead_2|prop_minigun]], but the authoring tools have been updated to support the L4D1 entity.}} | |||
<li> [[script_nav_blocker]]</li> - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the TLS update. | |||
<li> [[sound_mix_layer]]</li> - Allows setting the levels of a specific sound mix layer. | |||
<li> [[trigger_active_weapon_detect]]</li> - Fires output when touched by a player that has a specific weapon active. | |||
</ol> | |||
=== Point === | === Point === | ||
<ol><li> [[point_hurt]]</li> - Added additional damage type: "FULLGIB" | |||
<li> [[point_spotlight]]</li> - Added option to set Halo size | |||
<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. | |||
</ol> | |||
=== Prop === | === Prop === | ||
* All props now have a 'Lag Compensation' toggle. (Use sparingly!) | * All props now have a 'Lag Compensation' toggle. (Use sparingly!) | ||
<ol><li> [[prop_car_alarm]]</li> - Added ability to enable/disable | |||
<li> [[prop_door_rotating]]</li> - Added 'glow' option | |||
<li> [[prop_physics]]</li> - Added OnHitByTank output, for creating custom events when a prop is punched by the tank. | |||
<li> [[prop_fuel_barrel]]</li> - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC. | |||
<li> [[prop_wall_breakable]]</li> - A section of wall that's breakable just like doors are. | |||
<li> [[scripted_item_drop]]</li> - An item with basic physics that detects player touch. | |||
</ol> | |||
=== Trigger === | === Trigger === | ||
<ol><li> [[trigger_finale]]</li> - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode. | |||
<li> [[trigger_hurt]]</li> - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!) | |||
<li> [[trigger_playermovement]]</li> - Added a "disable jump" flag | |||
<li> [[trigger_push]]</li> - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically | |||
<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. | |||
<li> [[script_trigger_push]]</li> - Point based [[trigger_push]] made for spawning from VScripts. Added from the EMS update. | |||
<li> [[trigger_escape]]</li> - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC. | |||
<li> [[trigger_hurt_ghost]]</li> - damages entities (and ghosts) that touch it. | |||
<li> [[trigger_upgrade_laser_sight]]</li> - gives laser sight upgrade to players that touch | |||
</ol> | |||
=== Weapon/Upgrade spawn === | === Weapon/Upgrade spawn === | ||
<ol><li> [[upgrade_spawn]]</li> - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo. | |||
<li> [[weapon_adrenaline_spawn]]</li> - A possible spawnpoint for adrenaline. | |||
<li> [[weapon_chainsaw_spawn]]</li> - A possible spawnpoint for chainsaws. | |||
<li> [[weapon_defibrillator_spawn]]</li> - A possible spawnpoint for defibrillators. | |||
<li> [[weapon_grenade_launcher_spawn]]</li> - A possible spawnpoint for grenade launchers. | |||
<li> [[weapon_item_spawn]]</li> - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.). | |||
<li> [[weapon_melee_spawn]]</li> - A possible spawnpoint for random melee weapons. | |||
<li> [[weapon_pistol_magnum_spawn]]</li> - A possible spawnpoint for magnum pistols | |||
<li> [[weapon_rifle_ak47_spawn]]</li> - A possible spawnpoint for AK-47 rifles. | |||
<li> [[weapon_rifle_desert_spawn]]</li> - A possible spawnpoint for combat rifles. | |||
<li> [[weapon_rifle_m60_spawn]]</li> - A possible spawnpoint for M60 machineguns. | |||
<li> [[weapon_rifle_sg552_spawn]]</li> - A possible spawnpoint for SG-552 rifles. | |||
<li> [[weapon_scavenge_item_spawn]]</li> - A spawnpoint for a scavenge gas can. | |||
<li> [[weapon_shotgun_chrome_spawn]]</li> - A possible spawnpoint for chrome shotguns. | |||
<li> [[weapon_shotgun_spas_spawn]]</li> - A possible spawnpoint for combat shotguns. | |||
<li> [[weapon_smg_mp5_spawn]]</li> - A possible spawnpoint for MP5 submachine guns. | |||
<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. | |||
<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 | |||
<li> [[weapon_spawn]]</li> - A possible spawnpoint for random weapons. | |||
<li> [[weapon_upgradepack_explosive_spawn]]</li> - A possible spawnpoint for explosive ammo packs. | |||
<li> [[weapon_upgradepack_incendiary_spawn]]</li> - A possible spawnpoint for incendiary ammo packs. | |||
<li> [[weapon_vomitjar_spawn]]</li> - A possible spawnpoint for bile bombs.</ol> | |||
{{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:Entities]][[Category:Level Design]] | [[Category:Left 4 Dead 2]][[Category:Entities]][[Category:Level Design]] |
Revision as of 00:28, 2 January 2023
base.fgd
This is a complete list of all Source base entities.
-
ambient
- ambient_generic
- ambient_music color
- color_correction
- color_correction_volume env
- env_beam
- env_beverage
- env_blood
- env_bubbles
- env_credits
- env_cubemap
- env_dof_controller
- env_dustpuff
- env_effectscript
- env_embers
- env_entity_igniter
- env_entity_maker
- env_explosion
- env_fade
- env_fire
- env_firesensor
- env_firesource
- env_fog_controller
- env_funnel
- env_hudhint
- env_instructor_hint
- env_laser
- env_lightglow
- env_message
- env_microphone
- env_particle_performance_monitor
- env_particlelight
- env_particlescript
- env_physexplosion
- env_physimpact
- env_player_surface_trigger
- env_projectedtexture
- env_rotorshooter
- env_screeneffect
- env_shake
- env_shooter
- env_smokestack
- env_smoketrail
- env_soundscape
- env_soundscape_proxy
- env_soundscape_triggerable
- env_spark
- env_splash
- env_sprite
- env_sprite_oriented
- env_spritetrail
- env_steam
- env_sun
- env_texturetoggle
- env_tonemap_controller
- env_tonemap_controller_ghost
- env_tonemap_controller_infected
- env_viewpunch
- env_wind
- env_zoom filter
- filter_activator_class
- filter_activator_context
- filter_activator_mass_greater
- filter_activator_model
- filter_activator_name
- filter_damage_type
- filter_enemy
- filter_multi func
- func_areaportal
- func_areaportalwindow
- func_breakable
- func_breakable_surf
- func_brush
- func_button
- func_clip_vphysics
- func_conveyor
- func_detail
- func_detail_blocker
- func_door
- func_door_rotating
- func_dustcloud
- func_dustmotes
- func_fish_pool
- func_guntarget
- func_illusionary
- func_instance
- func_instance_parms
- func_ladderendpoint
- func_lod
- func_movelinear
- func_occluder
- func_orator
- func_physbox
- func_platrot
- func_precipitation
- func_precipitation_blocker
- func_reflective_glass
- func_rot_button
- func_rotating
- func_smokevolume
- func_tanktrain
- func_timescale
- func_trackautochange
- func_trackchange
- func_tracktrain
- func_traincontrols
- func_useableladder
- func_viscluster
- func_wall
- func_wall_toggle
- func_water_analog game
- game_end
- game_gib_manager
- game_player_equip
- game_player_team
- game_ragdoll_manager
- game_score
- game_text
- game_ui
- game_weapon_manager
- game_zone_player gibshooter
- gibshooter hammer
- hammer_updateignorelist info
- info_constraint_anchor
- info_intermission
- info_ladder_dismount
- info_landmark
- info_lighting
- info_mass_center
- info_null
- info_overlay
- info_overlay_transition
- info_particle_system
- info_particle_target
- info_player_start
- info_projecteddecal
- info_target
- info_target_instructor_hint
- info_teleport_destination infodecal
- 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_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 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_bonusmaps_accessor
- point_broadcastclientcommand
- point_clientcommand
- point_devshot_camera
- point_enable_motion_fixup
- point_entity_finder
- point_gamestats_counter
- point_hurt
- point_message
- point_playermoveconstraint
- point_posecontroller
- point_proximity_sensor
- point_servercommand
- point_spotlight
- point_teleport
- point_template
- point_viewcontrol postprocess
- 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 script
- script_intro 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
left4dead2.fgd
-
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 info
- info_ambient_mob_end
- info_ambient_mob_start
- info_changelevel
- info_director
- info_elevator_floor
- info_game_event_proxy
- info_gamemode
- info_goal_infected_chase
- info_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_script_use_target
- point_viewcontrol_multiplayer
- point_viewcontrol_survivor prop
- prop_car_alarm
- prop_car_glass
- prop_door_rotating_checkpoint
- prop_fuel_barrel
- prop_health_cabinet
- prop_minigun
- prop_minigun_l4d1
- prop_mounted_machine_gun scripted
- scripted_item_drop trigger
- trigger_active_weapon_detect
- trigger_auto_crouch
- trigger_escape
- trigger_finale
- trigger_hurt_ghost
- 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
- weapon_first_aid_kit_spawn
- weapon_gascan_spawn
- weapon_grenade_launcher
- weapon_grenade_launcher_spawn
- weapon_hunting_rifle_spawn
- weapon_item_spawn
- weapon_melee_spawn
- weapon_molotov_spawn
- weapon_pain_pills_spawn
- weapon_pipe_bomb_spawn
- weapon_pistol_magnum_spawn
- weapon_pistol_spawn
- weapon_pumpshotgun_spawn
- weapon_rifle_ak47_spawn
- weapon_rifle_desert_spawn
- weapon_rifle_m60_spawn
- weapon_rifle_sg552_spawn
- weapon_rifle_spawn
- weapon_scavenge_item_spawn
- weapon_shotgun_chrome_spawn
- weapon_shotgun_spas_spawn
- weapon_smg_mp5_spawn
- weapon_smg_silenced_spawn
- weapon_smg_spawn
- weapon_sniper_awp_spawn
- weapon_sniper_military_spawn
- weapon_sniper_scout_spawn
- weapon_spawn
- weapon_upgradepack_explosive_spawn
- weapon_upgradepack_incendiary_spawn
- weapon_vomitjar_spawn
Non-FGD
-
_
- _firesmoke
- _plasma ability
- ability_charge
- ability_leap
- ability_lunge
- ability_selfdestruct
- ability_spit
- ability_throw
- ability_tongue
- ability_vomit ai
- ai_changehintgroup
- ai_changetarget
- ai_sound beam
- beam boomer
- boomer charger
- charger client_path
- client_path commentary
- commentary_auto cs
- cs_gamerules
- cs_ragdoll
- cs_team_manager cycler
- cycler_flex dynamic
- dynamic_prop entity
- entity_blocker entityflame
- entityflame env
- env_debughistory
- env_dusttrail
- env_entity_dissolver
- env_fire_trail
- env_global
- env_glow
- env_gunfire
- env_movieexplosion
- env_muzzleflash
- env_particle_trail
- env_particlefire
- env_particlesmokegrenade
- env_physwire
- env_quadraticbeam
- env_ragdoll_boogie
- env_rockettrail
- env_screenoverlay
- env_sporeexplosion
- env_sporetrail
- env_steamjet
- env_tilt
- env_tracer escape
- escape_route event
- event_queue_saveload_proxy filter
- filter_base finale
- finale_trigger fire
- fire_cracker_blast fish
- fish func
- func_physbox_multiplayer
- func_plat
- func_proprrespawnzone
- func_pushable
- func_simpleladder
- func_train
- func_vehicleclip
- func_water
- func_weight_button funCBaseFlex
- funCBaseFlex gib
- gib grenade
- grenade
- grenade_launcher_projectile handle
- handle_dummy
- handle_test holiday
- holiday_gift hunter
- hunter infected
- infected inferno
- inferno info
- info_hang_lighting
- info_infected_zoo_maker
- info_infected_zoo_puppet
- info_item_position
- info_ladder
- info_overlay_accessor
- info_player_deathmatch
- info_player_teamspawn
- info_player_logo
- info_transitioning_player
- info_vehicle_groundspawn
- info_view_parameters insect
- insect_swarm instanced
- instanced_scripted_scene item
- item_sodacan jockey
- jockey light
- light_glspot logic
- logic_proximity molotov
- molotov_projectile momentary
- momentary_door multisource
- multisource path
- path_corner
- path_corner_crash phys
- phys_bone_follower physics
- physics_entity_solver
- physics_npc_solver
- physics_prop
- physics_prop_ragdoll pipe
- pipe_bomb_projectile player
- player
- player_loadsaved
- player_manager
- player_pickup
- player_speedmod point
- point_commentary_node
- point_commentary_viewpoint
- point_push
- point_script_template
- point_surroundtest predicted
- predicted_viewmodel prop
- prop_fuel_barrel_piece
- prop_physics2
- prop_ragdoll_attached
- prop_physics_respawnable
- prop_sphere
- prop_vehicle
- prop_vehicle_driveable raggib
- raggib scene
- scene_manager script
- script_clip_vphysics
- script_func_button
- script_nav_attribute_region
- script_nav_blocker
- script_trigger_hurt
- script_trigger_multiple
- script_trigger_once
- script_trigger_push scripted
- scripted_scene simple
- simple_physics_brush
- simple_physics_prop smoker
- smoker spark
- spark_shower spitter
- spitter
- spitter_projectile spotlight
- spotlight_end spraycan
- spraycan soundent
- soundent survivor
- survivor_bot
- survivor_death_model tank
- tank
- tank_rock target
- target_cdaudio
- target_changegravity te
- te_tester team
- team_manager terror
- terror_gamerules
- terror_player_manager test
- test_effect
- test_proxytoggle trigger
- trigger
- trigger_brush
- trigger_callback
- trigger_cdaudio
- trigger_fog
- trigger_togglesave
- trigger_vphysics_motion upgrade
- upgrade_ammo_explosive
- upgrade_ammo_incendiary
- upgrade_laser_sight vgui
- vgui_screen_team viewmodel
- viewmodel vomit
- vomit_particle vomitjar
- vomitjar_projectile vote
- vote_controller waterbullet
- waterbullet weapon
- weapon_adrenaline
- weapon_ammo
- weapon_autoshotgun
- weapon_basecsgrenade
- weapon_boomer_claw
- weapon_chainsaw
- weapon_charger_claw
- weapon_cola_bottles
- weapon_cs_base
- weapon_csbase_gun
- weapon_defibrillator
- weapon_fireworkcrate
- weapon_gascan
- weapon_gnome
- weapon_hegrenade_spawn
- weapon_hunter_claw
- weapon_hunting_rifle
- weapon_jockey_claw
- weapon_melee
- weapon_molotov
- weapon_oxygentank
- weapon_pain_pills
- weapon_pipe_bomb
- weapon_pistol_magnum
- weapon_pistol
- weapon_propanetank
- weapon_pumpshotgun
- weapon_rifle_ak47
- weapon_rifle_desert
- weapon_rifle_m60
- weapon_rifle_sg552
- weapon_rifle
- weapon_shotgun_chrome
- weapon_shotgun_spas
- weapon_smg_mp5
- weapon_smg_silenced
- weapon_smg
- weapon_smoker_claw
- weapon_sniper_awp
- weapon_sniper_military
- weapon_sniper_scout
- weapon_spitter_claw
- weapon_tank_claw
- weapon_upgradepack_explosive
- weapon_upgradepack_incendiary
- weapon_vomitjar window
- window_pane witch
- witch world
- world_items
In FGD but not in-game
-
ai
- ai_speechfilter cycler
- cycler env
- env_rotorwash_emitter func
- func_buildable_button generic
- generic_actor info
- info_ambient_mob
- info_camera_link
- info_hint
- info_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_radial_link_controller logic
- logic_playerproxy move
- move_track npc
- npc_furniture
- npc_puppet
- npc_template_maker point
- point_angularvelocitysensor
- point_tesla
- point_velocitysensor trigger
- trigger_standoff
New & 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.
- 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 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
- 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.
- info_item_position - Used to place spawn points for entity groups. Added from the EMS update.
- info_target_instructor_hint - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.
Logic
- logic_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. Added from the EMS update.
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
- 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.
- 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!)
- 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.
- prop_fuel_barrel - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
- prop_wall_breakable - A section of wall that's breakable just like doors are.
- scripted_item_drop - An item with basic physics that detects player touch.
Trigger
- trigger_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
- script_trigger_hurt - Point based trigger_hurt made for spawning from VScripts. Added from the EMS update.
- script_trigger_multiple - Point based trigger_multiple made for spawning from VScripts. Added from the EMS update.
- script_trigger_once - Point based trigger_once made for spawning from VScripts. Added from the EMS update.
- script_trigger_push - Point based trigger_push made for spawning from VScripts. Added from the EMS update.
- trigger_escape - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
- trigger_hurt_ghost - damages entities (and ghosts) that touch it.
- trigger_upgrade_laser_sight - gives laser sight upgrade to players that touch
Weapon/Upgrade spawn
- 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 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.
