List of L4D2 Entities: Difference between revisions
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Note:Read L4D2 Level Design's Weapon and Item Spawning
(→Unlisted: added weapon listing for oxygentank, propanetank, fireworkcrate, cole_bottles and gnome. as they also exist, but were not yet listed) |
Rayman1103 (talk | contribs) (Updated Entity List) |
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* [[weapon_rifle_desert_spawn]] | * [[weapon_rifle_desert_spawn]] | ||
* [[weapon_rifle_m60_spawn]] | * [[weapon_rifle_m60_spawn]] | ||
* [[weapon_rifle_sg552_spawn]] | |||
* [[weapon_rifle_spawn]] | * [[weapon_rifle_spawn]] | ||
* [[weapon_scavenge_item_spawn]] | * [[weapon_scavenge_item_spawn]] | ||
* [[weapon_shotgun_chrome_spawn]] | * [[weapon_shotgun_chrome_spawn]] | ||
* [[weapon_shotgun_spas_spawn]] | * [[weapon_shotgun_spas_spawn]] | ||
* [[weapon_smg_mp5_spawn]] | |||
* [[weapon_smg_silenced_spawn]] | * [[weapon_smg_silenced_spawn]] | ||
* [[weapon_smg_spawn]] | * [[weapon_smg_spawn]] | ||
* [[weapon_sniper_awp_spawn]] | |||
* [[weapon_sniper_military_spawn]] | * [[weapon_sniper_military_spawn]] | ||
* [[weapon_sniper_scout_spawn]] | |||
* [[weapon_spawn]] | * [[weapon_spawn]] | ||
* [[weapon_upgradepack_explosive_spawn]] | * [[weapon_upgradepack_explosive_spawn]] | ||
Line 140: | Line 144: | ||
* [[point_script_template]] | * [[point_script_template]] | ||
==== script ==== | ==== script ==== | ||
* [[script_clip_vphysics]] | |||
* [[script_func_button]] | |||
* [[script_nav_attribute_region]] | |||
* [[script_nav_blocker]] | * [[script_nav_blocker]] | ||
* [[script_trigger_hurt]] | * [[script_trigger_hurt]] |
Revision as of 22:19, 3 October 2020
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_buildable_button)
- 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_script_use_target
- point_viewcontrol_multiplayer
- point_viewcontrol_survivor
prop
- prop_car_alarm
- prop_car_glass
- prop_door_rotating_checkpoint
- prop_fuel_barrel
- prop_health_cabinet
- prop_minigun
- prop_minigun_l4d1
- prop_mounted_machine_gun
scripted
trigger
- trigger_active_weapon_detect
- trigger_auto_crouch
- trigger_escape
- trigger_finale
- trigger_hurt_ghost
- trigger_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_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
Unlisted
These entities are used by entity groups in EMS VScripts. They aren't included in any released FGD.
info
point
script
These entities are created automatically during gameplay. Some can be spawned while others can't. They aren't included in any released FGD.
_
ability
- ability_charge
- ability_leap
- ability_lunge
- ability_selfdestruct
- ability_spit
- ability_throw
- ability_tongue
- ability_vomit
cs
entity
entityflame
escape
fire
func
grenade
holiday
infected
inferno
insect
instanced
molotov
pipe
player
predicted
scene
spitter
soundent
survivor
tank
terror
upgrade
vomit
vomitjar
vote
weapon
- weapon_adrenaline
- weapon_ammo
- weapon_autoshotgun
- weapon_boomer_claw
- weapon_chainsaw
- weapon_charger_claw
- weapon_cola_bottles
- weapon_defibrillator
- weapon_fireworkcrate
- weapon_first_aid_kit
- weapon_gascan
- weapon_gnome
- weapon_grenade_launcher
- weapon_hunter_claw
- weapon_hunting_rifle
- weapon_jockey_claw
- 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
witch
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_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_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
- 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
- point_script_template - A point_template made for spawning from VScripts. Added from the EMS update.
- prop_mounted_machine_gun - A .50 Cal mounted machine gun.
Note:L4D2 previously did not support the prop_minigun, but the authoring tools have been updated to support the L4D1 entity.
- script_nav_blocker - Point based func_nav_blocker made for spawning from VScripts. Added from the EMS 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
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.
- scripted_item_drop - An item with basic physics that detects player touch.
Trigger
- 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'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