List of L4D2 Entities: Difference between revisions
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Note:Read L4D2 Level Design's Weapon and Item Spawning
(→Unlisted: added note about not using weapon entities in hammer) |
m (Consistent design between entity list pages) |
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{{ | {{back | Left 4 Dead 2 Level Creation}} | ||
{{DISPLAYTITLE: Left 4 Dead 2 - List of Entities}} | |||
__NOTOC__ | |||
== left4dead2.fgd == | == [[Base.fgd/Left 4 Dead 2 | base.fgd]] == | ||
See [[List of base entities]] | |||
== [[Left 4 Dead 2.fgd | left4dead2.fgd]] == | |||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''beam''' | |||
* [[beam_spotlight]] | * [[beam_spotlight]] | ||
'''commentary''' | |||
* [[commentary_dummy]] | * [[commentary_dummy]] | ||
* [[commentary_zombie_spawner]] | * [[commentary_zombie_spawner]] | ||
'''env''' | |||
* [[env_airstrike_indoors]] | * [[env_airstrike_indoors]] | ||
* [[env_airstrike_outdoors]] | * [[env_airstrike_outdoors]] | ||
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* [[env_rock_launcher]] | * [[env_rock_launcher]] | ||
* [[env_weaponfire]] | * [[env_weaponfire]] | ||
'''filter''' | |||
* [[filter_activator_infected_class]] | * [[filter_activator_infected_class]] | ||
* [[filter_activator_team]] | * [[filter_activator_team]] | ||
* [[filter_health]] | * [[filter_health]] | ||
* [[filter_melee_damage]] | * [[filter_melee_damage]] | ||
'''fog''' | |||
* [[fog_volume]] | * [[fog_volume]] | ||
'''func''' | |||
* ([[func_block_charge]]) | * ([[func_block_charge]]) | ||
* ([[func_buildable_button]]) | * ([[func_buildable_button]]) | ||
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* [[func_playerinfected_clip]] | * [[func_playerinfected_clip]] | ||
* [[func_ragdoll_fader]] | * [[func_ragdoll_fader]] | ||
'''game''' | |||
* [[game_scavenge_progress_display]] | * [[game_scavenge_progress_display]] | ||
'''generic''' | |||
* [[generic_actor]] | * [[generic_actor]] | ||
'''info''' | |||
* ([[info_ambient_mob]]) | * ([[info_ambient_mob]]) | ||
* [[info_ambient_mob_end]] | * [[info_ambient_mob_end]] | ||
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* [[info_zombie_border]] | * [[info_zombie_border]] | ||
* [[info_zombie_spawn]] | * [[info_zombie_spawn]] | ||
'''logic''' | |||
* [[logic_choreographed_scene]] | * [[logic_choreographed_scene]] | ||
* [[logic_director_query]] | * [[logic_director_query]] | ||
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* [[logic_scene_list_manager]] | * [[logic_scene_list_manager]] | ||
* [[logic_versus_random]] | * [[logic_versus_random]] | ||
'''player''' | |||
* [[player_weaponstrip]] | * [[player_weaponstrip]] | ||
'''point''' | |||
* [[point_deathfall_camera]] | * [[point_deathfall_camera]] | ||
* [[point_nav_attribute_region]] | * [[point_nav_attribute_region]] | ||
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* [[point_viewcontrol_multiplayer]] | * [[point_viewcontrol_multiplayer]] | ||
* [[point_viewcontrol_survivor]] | * [[point_viewcontrol_survivor]] | ||
'''prop''' | |||
* [[prop_car_alarm]] | * [[prop_car_alarm]] | ||
* [[prop_car_glass]] | * [[prop_car_glass]] | ||
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* [[prop_minigun_l4d1]] | * [[prop_minigun_l4d1]] | ||
* [[prop_mounted_machine_gun]] | * [[prop_mounted_machine_gun]] | ||
'''scripted''' | |||
* [[scripted_item_drop]] | * [[scripted_item_drop]] | ||
'''trigger''' | |||
* [[trigger_active_weapon_detect]] | * [[trigger_active_weapon_detect]] | ||
* [[trigger_auto_crouch]] | * [[trigger_auto_crouch]] | ||
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* [[trigger_standoff]] | * [[trigger_standoff]] | ||
* [[trigger_upgrade_laser_sight]] | * [[trigger_upgrade_laser_sight]] | ||
'''upgrade''' | |||
* [[upgrade_spawn]] | * [[upgrade_spawn]] | ||
'''weapon''' | |||
* [[weapon_adrenaline_spawn]] | * [[weapon_adrenaline_spawn]] | ||
* [[weapon_ammo_spawn]] | * [[weapon_ammo_spawn]] | ||
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}} | }} | ||
== | == Non-FGD == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''_''' | |||
* [[_firesmoke]] | * [[_firesmoke]] | ||
'''ability''' | |||
* [[ability_charge]] | * [[ability_charge]] | ||
* [[ability_leap]] | * [[ability_leap]] | ||
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* [[ability_tongue]] | * [[ability_tongue]] | ||
* [[ability_vomit]] | * [[ability_vomit]] | ||
'''cs''' | |||
* [[cs_ragdoll]] | * [[cs_ragdoll]] | ||
* [[cs_team_manager]] | * [[cs_team_manager]] | ||
'''entity''' | |||
* [[entity_blocker]] | * [[entity_blocker]] | ||
'''entityflame''' | |||
* [[entityflame]] | * [[entityflame]] | ||
'''escape''' | |||
* [[escape_route]] | * [[escape_route]] | ||
'''fire''' | |||
* [[fire_cracker_blast]] | * [[fire_cracker_blast]] | ||
'''func''' | |||
* [[func_simpleladder]] | * [[func_simpleladder]] | ||
'''grenade''' | |||
* [[grenade_launcher_projectile]] | * [[grenade_launcher_projectile]] | ||
'''holiday''' | |||
* [[holiday_gift]] | * [[holiday_gift]] | ||
'''infected''' | |||
* [[infected]] | * [[infected]] | ||
'''inferno''' | |||
* [[inferno]] | * [[inferno]] | ||
'''info''' | |||
* [[info_infected_zoo_maker]] | |||
* [[info_infected_zoo_puppet]] | |||
* [[info_item_position]] | |||
* [[info_target_instructor_hint]] | |||
'''insect''' | |||
* [[insect_swarm]] | * [[insect_swarm]] | ||
'''instanced''' | |||
* [[instanced_scripted_scene]] | * [[instanced_scripted_scene]] | ||
'''molotov''' | |||
* [[molotov_projectile]] | * [[molotov_projectile]] | ||
'''pipe''' | |||
* [[pipe_bomb_projectile]] | * [[pipe_bomb_projectile]] | ||
'''player''' | |||
* [[player]] | * [[player]] | ||
'''point''' | |||
* [[point_script_template]] | |||
'''predicted''' | |||
* [[predicted_viewmodel]] | * [[predicted_viewmodel]] | ||
'''scene''' | |||
* [[scene_manager]] | * [[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]] | |||
'''spitter''' | |||
* [[spitter_projectile]] | * [[spitter_projectile]] | ||
'''soundent''' | |||
* [[soundent]] | * [[soundent]] | ||
'''survivor''' | |||
* [[survivor_death_model]] | * [[survivor_death_model]] | ||
'''tank''' | |||
* [[tank_rock]] | * [[tank_rock]] | ||
'''terror''' | |||
* [[terror_gamerules]] | * [[terror_gamerules]] | ||
* [[terror_player_manager]] | * [[terror_player_manager]] | ||
'''upgrade''' | |||
* [[upgrade_ammo_explosive]] | * [[upgrade_ammo_explosive]] | ||
* [[upgrade_ammo_incendiary]] | * [[upgrade_ammo_incendiary]] | ||
* [[upgrade_laser_sight]] | * [[upgrade_laser_sight]] | ||
'''vomit''' | |||
* [[vomit_particle]] | * [[vomit_particle]] | ||
'''vomitjar''' | |||
* [[vomitjar_projectile]] | * [[vomitjar_projectile]] | ||
'''vote''' | |||
* [[vote_controller]] | * [[vote_controller]] | ||
'''weapon''' | |||
* [[weapon_adrenaline]] | * [[weapon_adrenaline]] | ||
* [[weapon_ammo]] | * [[weapon_ammo]] | ||
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* [[weapon_upgradepack_incendiary]] | * [[weapon_upgradepack_incendiary]] | ||
* [[weapon_vomitjar]] | * [[weapon_vomitjar]] | ||
'''witch''' | |||
* [[witch]] | * [[witch]] | ||
}} | }} | ||
== New & Updated == | |||
== New == | |||
=== 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_tonemap_controller]] - Can now set TonemapPercentBrightPixels, and other settings. | |||
* [[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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=== Function === | === 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_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_button_timed]] - Button that takes time to use. Added from The Sacrifice DLC. | ||
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=== 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_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 | |||
**;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value. | |||
* [[info_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_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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* [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update. | * [[logic_versus_random]] - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update. | ||
=== Misc === | === Misc === | ||
* [[Worldspawn]] - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point) | |||
* [[beam_spotlight]] - Added NoFog spawnflag. | |||
* [[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. | * [[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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* [[sound_mix_layer]] - Allows setting the levels of a specific sound mix layer. | * [[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 | * [[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 === | === 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_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. | ||
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=== Trigger === | === 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_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_multiple]] - Point based [[trigger_multiple]] made for spawning from VScripts. Added from the EMS update. | ||
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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]]}} | ||
[[Category:Left 4 Dead 2]][[Category:Entities]][[Category:Level Design]] | |||
[[Category: | |||
[[Category: |
Revision as of 09:52, 10 August 2021
base.fgd
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
Non-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
info
insect
instanced
molotov
pipe
player
point
predicted
scene
script
- script_clip_vphysics
- script_func_button
- script_nav_attribute_region
- script_nav_blocker
- script_trigger_hurt
- script_trigger_multiple
- script_trigger_once
- script_trigger_push
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
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_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
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'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
