Env global
Jump to navigation
Jump to search



This entity is also available as [[{{{1}}}|{{{1}}}]] for the Half-Life Engine.
Template:Base point It controls game-specific global states, such as whether the gravity gun should become the super gravity gun in HL2.
Global states persist across level transitions, regardless of their status. Global states are not stored until an env_global
receives any commands that modify the state, such as turning it on or off or changing the counter. Use the Set Initial State
flag for the global to be added on spawn.
To remove a global from the table entirely, set the global's state to "Dead" using the Remove
input. This will cause the global to remove itself on the next level transition.
Globals and their current state (in integer form) are added to all entities' response data for use in the Response System.
ConVars/Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
dump_globals | Dumps data for all set global states. | ||
global_set | globalname state | Set the status of a global state. First parameter is the name of it, second is a number.
|
Flags
- 1: Set Initial State - Whether this entity defines the global state when the map starts.
Keyvalues
- Global State to Set (globalstate) ([todo internal name (i)]) <choices>
- The global state this entity is linked to. In practice all of Valve's FGDs include the HL2 states regardless of whether the game understands them. Global states are not exclusive to these choices and any text can be used.
gordon_precriminal | Creates the pre-criminal behavior seen in Point Insertion. |
antlion_allied | Makes antlions friendly to the player and allows them to listen to bugbait, as seen in the Nova Prospekt chapters. |
suit_no_sprint | Disables the HEV suit's sprint function. (not required if the HEV suit is not equipped) |
super_phys_gun | Enables the supercharged gravity gun seen in the Citadel levels of Half-Life 2 and Episode One.![]() |
friendly_encounter | Indicates a friendly encounter sequence. (lowers weapons, etc.) |
citizens_passive !FGD | Makes citizens neutral to the Combine and the player. (also done by gordon_precriminal )
|
gordon_invulnerable | Makes the player invulnerable to damage. (Retains knockback, view punches, etc. unlike god mode) |
no_seagulls_on_jeep | Prevents seagulls from spawning on the jeep. |
ep2_alyx_injured | Episode 2: Invokes Alyx's "injured" behavior:
![]() |
ep_alyx_darknessmode | Episodic: Enables "darkness mode", as seen at the beginning of Episode One. (This affects Alyx, the player, zombies, and even fires.) |
hunters_to_run_over | Ep2 Counter: The number of hunters that should be ran over before they start dodging vehicles. If this global's counter is greater than 0, hunters will not try to dodge incoming vehicles. Instead, this global's counter will decrement by 1 each time a hunter is killed by a vehicle until it reaches 0, after which they return to dodging vehicles. |
- Initial State (initialstate) ([todo internal name (i)]) <choices>
- Used by
Set Initial State
to determine what the global state should be set to when the map starts.- 0: Off
- 1: On
- 2: Dead
- Counter (counter) ([todo internal name (i)]) <integer> (in all games since
)
- An integer counter value associated with this global.

Inputs
- TurnOn
- Sets the global's state to ON.
- TurnOff
- Sets the global's state to OFF.
- Toggle
- Switches state of the global between ON and OFF.
- Remove
- Set state of global to DEAD.
- GetCounter (in all games since
)
- Fires this entity's
Counter
output.