List of L4D2 Entities: Difference between revisions
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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| | ||
'''ambient''' | '''ambient''' | ||
* [[ambient_generic]] | * [[ambient_generic]] | ||
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'''worldspawn''' | '''worldspawn''' | ||
* [[worldspawn]] | * [[worldspawn]] | ||
}} | |||
== [[Left 4 Dead 2.fgd|left4dead2.fgd]] == | == [[Left 4 Dead 2.fgd|left4dead2.fgd]] == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''beam''' | '''beam''' | ||
* [[beam_spotlight]] | * [[beam_spotlight]] | ||
Line 416: | Line 416: | ||
* [[weapon_upgradepack_incendiary_spawn]] | * [[weapon_upgradepack_incendiary_spawn]] | ||
* [[weapon_vomitjar_spawn]] | * [[weapon_vomitjar_spawn]] | ||
}} | |||
== Non-FGD == | == Non-FGD == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''_''' | '''_''' | ||
* [[_firesmoke]] | * [[_firesmoke]] | ||
Line 712: | Line 712: | ||
'''world''' | '''world''' | ||
* [[world_items]] | * [[world_items]] | ||
}} | |||
== In FGD but not in-game == | == In FGD but not in-game == | ||
{{ColumnBox|count=4| | {{ColumnBox|count=4| | ||
'''ai''' | '''ai''' | ||
* [[ai_speechfilter]] | * [[ai_speechfilter]] | ||
Line 753: | Line 753: | ||
'''trigger''' | '''trigger''' | ||
* [[trigger_standoff]] | * [[trigger_standoff]] | ||
}} | |||
<h2>New & Updated</h2> | <h2>New & Updated</h2> | ||
=== 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_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 === | ||
* [[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 === | === 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 === | === Information === | ||
* [[info_director]] | |||
: - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel. | |||
* [[info_gamemode]] | |||
: - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set | |||
* [[info_map_parameters/Left 4 Dead series|info_map_parameters]] and [[info_map_parameters_versus]] | |||
: - Controls density of spawns | |||
*;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value. | *;<code>director_solve_item_density</code> : Pass the number of items you'd want in this map and this spits out the map density value. | ||
* [[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 === | ||
* [[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 === | === 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. {{Note|L4D2 previously did not support the [[Prop_minigun]], but the authoring tools have been updated to support the L4D1 entity.}} | |||
* [[script_nav_blocker]] | |||
: - Point based [[func_nav_blocker]] made for spawning from VScripts. Added from the TLS update. | |||
* [[sound_mix_layer]] | |||
: - Allows setting the levels of a specific sound mix layer. | |||
* [[trigger_active_weapon_detect]] | |||
: - Fires output when touched by a player that has a specific weapon active. | |||
=== Point === | === Point === | ||
* [[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!) | * 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 === | ||
* [[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 === | === 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. | |||
{{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]]}} | ||
Revision as of 11:59, 2 August 2024
base.fgd
This is a complete list of all Source base entities.
ambient
color
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
hammer
info
- info_constraint_anchor
- info_intermission
- info_ladder_dismount
- info_landmark
- info_lighting
- info_mass_center
- info_no_dynamic_shadow
- 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
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_relay
- logic_script
- logic_timer
material
math
momentary
move
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_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
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
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
left4dead2.fgd
beam
commentary
env
- env_detail_controller
- env_outtro_stats
- env_physics_blocker
- env_player_blocker
- env_rock_launcher
- env_weaponfire
filter
fog
func
- func_block_charge
- func_button_timed
- func_elevator
- func_extinguisher
- func_ladder
- func_nav_attribute_region
- func_nav_avoidance_obstacle
- func_nav_blocker
- func_nav_connection_blocker
- func_playerghostinfected_clip
- func_playerinfected_clip
- func_ragdoll_fader
game
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_item_position
- 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_upgrade_laser_sight
upgrade
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
_
ability
- ability_charge
- ability_leap
- ability_lunge
- ability_selfdestruct
- ability_spit
- ability_throw
- ability_tongue
- ability_vomit
ai
beam
boomer
charger
client_path
commentary
cs
cycler
dynamic
entity
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
event
filter
finale
fire
fish
func
- func_physbox_multiplayer
- func_plat
- func_proprrespawnzone
- func_pushable
- func_simpleladder
- func_train
- func_vehicleclip
- func_water
- func_weight_button
funCBaseFlex
gib
grenade
handle
holiday
hunter
infected
inferno
info
- info_hang_lighting
- info_infected_zoo_maker
- info_infected_zoo_puppet
- info_ladder
- info_overlay_accessor
- info_player_deathmatch
- info_player_teamspawn
- info_player_logo
- info_transitioning_player
- info_vehicle_groundspawn
- info_view_parameters
insect
instanced
item
jockey
light
logic
molotov
momentary
multisource
path
phys
physics
pipe
player
point
- point_commentary_node
- point_commentary_viewpoint
- point_push
- point_script_template
- point_surroundtest
predicted
prop
- prop_fuel_barrel_piece
- prop_physics2
- prop_ragdoll_attached
- prop_physics_respawnable
- prop_sphere
- prop_vehicle
- prop_vehicle_driveable
raggib
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
scripted
simple
smoker
spark
spitter
spotlight
spraycan
soundent
survivor
tank
target
te
team
terror
test
trigger
- trigger
- trigger_brush
- trigger_callback
- trigger_cdaudio
- trigger_fog
- trigger_togglesave
- trigger_vphysics_motion
upgrade
vgui
viewmodel
vomit
vomitjar
vote
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
witch
world
In FGD but not in-game
ai
cycler
env
func
generic
info
- info_ambient_mob
- info_camera_link
- info_hint
- 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
move
npc
point
trigger
New & Updated
Environment
- - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
- - Can now set TonemapPercentBrightPixels, and other settings.
- - Adds an airstrike effect for indoors (crumbling ceiling)
- - Adds an airstrike effect for outdoors
- - Allows creation and control of instructor messages through map logic
- - blocks players and physics objects
- - Blocks any PC/NPC from entering of the specified type.
- - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.
- - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.
Filter
- - Can filter based on the health of the activator, and wheter they have adrenaline active or not
- - Can filter based on melee damage, and the type (all, slash or club)
Function
- - Added input to set max speed dynamically
- - Added ResetPosition/TeleportToTarget
- - Added toggle to determine if nav flow should be recomputed or not
- - Now allows setting the max legal followup distance for automatic responses
- - Added Rain Storm, Bugs, and Smoke
- - Added SnapToStartPosition
- - A non-functional entity. Added from the EMS update.
- - Button that takes time to use. Added from The Sacrifice DLC.
- - The Charger will not charge through this brush.
- - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
- - An entity for placing an instance of a map file
- - Controls parameters used in func_instance within an instance
- - Blocks nav meshs (on creation) from being connected through it's volume.
- - Blocks ghost infected.
- - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
- - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
- - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
Information
- - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
- - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
- - Controls density of spawns
director_solve_item_density
- Pass the number of items you'd want in this map and this spits out the map density value.
- info_particle_system
- - Added setting to allow forcing particles to always render infront of everything
- - Can now be tied to a specific gamemode, and given a specific intro to play
- - Potential starting area for an ambient mob
- - Potential end area for an ambient mob
- - universal ambient mob start/end (use with care)
- - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
- - Allows marking areas in the map for particle systems with control points to reference
- - Zombies will not spawn behind this entity.
- - Used to place spawn points for entity groups. Added from the EMS update.
- - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.
Logic
- - Controls the anger level of the AI Director
- - allows firing of game events. Appears to part of an achievement system.
- - Container for scripts
- - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.
Misc
- - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
- - Added NoFog spawnflag.
- - Added additional options for customizating plane clipping offsets, etc
- - Added the new special infected
- - Added 'OnDemoMapSpawn' output
- - Can now dynamically alter film grain and vignette strength
- - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
- - Allows turning the scavenge score display on/off as well as setting the total items required.
- - removes specific weapon or active weapon
- - Holds attributes to be applied to regions of nav areas during generation
- - A point_template made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.
- - A .50 Cal mounted machine gun.
Note:L4D2 previously did not support the Prop_minigun, but the authoring tools have been updated to support the L4D1 entity.
- - Point based func_nav_blocker made for spawning from VScripts. Added from the TLS update.
- - Allows setting the levels of a specific sound mix layer.
- - Fires output when touched by a player that has a specific weapon active.
Point
- - Added additional damage type: "FULLGIB"
- - Added option to set Halo size
- - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
Prop
- All props now have a 'Lag Compensation' toggle. (Use sparingly!)
- prop_car_alarm
- - Added ability to enable/disable
- - Added 'glow' option
- - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
- - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
- - A section of wall that's breakable just like doors are.
- - An item with basic physics that detects player touch.
Trigger
- - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
- - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
- - Added a "disable jump" flag
- - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
- - Point based trigger_hurt made for spawning from VScripts. Added from the EMS update.
- - Point based trigger_multiple made for spawning from VScripts. Added from the EMS update.
- - Point based trigger_once made for spawning from VScripts. Added from the EMS update.
- - Point based trigger_push made for spawning from VScripts. Added from the EMS update.
- - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
- - damages entities (and ghosts) that touch it.
- - gives laser sight upgrade to players that touch
Weapon/Upgrade spawn
- - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
- - A possible spawnpoint for adrenaline.
- - A possible spawnpoint for chainsaws.
- - A possible spawnpoint for defibrillators.
- - A possible spawnpoint for grenade launchers.
- - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
- - A possible spawnpoint for random melee weapons.
- - A possible spawnpoint for magnum pistols
- - A possible spawnpoint for AK-47 rifles.
- - A possible spawnpoint for combat rifles.
- - A possible spawnpoint for M60 machineguns.
- - A possible spawnpoint for SG-552 rifles.
- - A spawnpoint for a scavenge gas can.
- - A possible spawnpoint for chrome shotguns.
- - A possible spawnpoint for combat shotguns.
- - A possible spawnpoint for MP5 submachine guns.
- - A possible spawnpoint for silenced submachine guns.
- - A possible spawnpoint for AWP snipers.
- - A possible spawnpoint for military sniper rifles.
- - A possible spawnpoint for Scout snipers. Added in the TLS update
- - A possible spawnpoint for random weapons.
- - A possible spawnpoint for explosive ammo packs.
- - A possible spawnpoint for incendiary ammo packs.
- - A possible spawnpoint for bile bombs.
