Mapbase/Entities
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One of the main goals of Mapbase is to expand upon the entities that can be placed in Hammer. This includes changes to existing entities as well as completely new entities. This article serves as an index regarding these changes.

Base Changes
Many of Mapbase's changes (mainly new I/O/KV) apply to all of a certain type of entity, rather than any specific entity. The following articles go into detail regarding their respective base classes:
- Base Entity — Changes to all entities.
- NPCs — Changes to NPCs.
- Base Combat Character — Changes to NPCs and players.
- Weapons — Changes to weapons.
Entity List

The following list contains every entity that can be placed in Hammer when using Mapbase, including pre-existing entities as well as new entities. Each entity's status indicates how Mapbase has affected it compared to default Source 2013. Note that this generally does not count the base changes described above.
Legend
Status | Meaning |
---|---|
Stock | This entity has not been changed. |
Changed | This entity has been changed by Mapbase. |
Obsolete | This entity has been partially or fully obsoleted by Mapbase. |
Affected | This entity has not been changed directly, but it has been affected by Mapbase in some other way. |
New | This entity was added to Mapbase and did not exist before. |
Ported | This entity was ported or partially ported to Mapbase from another game or mod. |
Replicated | This entity is based on an entity from another game or mod, but it is not a direct port. |
Restored | This entity already existed, but it was not accessible to mappers before Mapbase due to lack of FGD definition, available I/O/KV, etc. |
Entities
Classname | Status | Summary |
---|---|---|
ai_ally_manager | Stock | |
ai_battle_line | Stock | |
ai_changehintgroup | Obsolete | Deprecated by SetHintGroup input and entity finder entities.
|
ai_changetarget | Stock | |
ai_citizen_response_system | Stock | |
ai_goal_actbusy | Changed | ForceThisNPCToStopBusy and OnNPCStartedLeavingBusy , casual actbusy, etc. Todo: Expand upon "etc."
|
ai_goal_actbusy_queue | Affected | This derives from ai_goal_actbusy and receives the same improvements.
|
ai_goal_assault | Stock | |
ai_goal_fear | New | Allows mappers to control the fear behavior allies formerly only used automatically against hunters. |
ai_goal_follow | Changed | Wait points have been improved and unmarked formations have been added to the editor, but follow behavior itself hasn't changed much. |
ai_goal_injured_follow | Affected | This derives from ai_goal_follow and receives the same improvements.
|
ai_goal_lead | Stock | It has angles in Hammer now, but other than that it just has indirect changes from ai_goal_lead_weapon .
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ai_goal_lead_weapon | Stock | Timeout time can be specified, weapon_bugbait is no longer hardcoded, etc. Todo: Expand upon "etc."
|
ai_goal_operator | Stock | |
ai_goal_police | Affected | Some npc_metropolice changes are related to police goals, but nothing has been changed in the behavior itself.
|
ai_goal_standoff | Changed | Custom standoff parameters are now in the FGD and medium cover hints are now fully implemented as potential cover. |
ai_npc_eventresponsesystem | Stock | |
ai_relationship | Changed | "Classify" classes (e.g. CLASS_PLAYER_ALLY ) can now be used. See the new ai_relationship_classify for changing default relationships.
|
ai_relationship_classify | New | A special version of ai_relationship that modifies relationship classes directly within in the gamerules, allowing mappers to change the game's "true" default relationships for their map. This also allows ai_relationship to be used on top of a global relationship modification. For example, let's say you want all npc_metropolice (CLASS_METROPOLICE ) to be hostile to npc_combine_s (CLASS_COMBINE ) *except* for a few npc_metropolice that don't attack soldiers for environmental or balance reasons. This entity allows you to have that kind of relationship setup.
|
ai_script_conditions | Changed | SatisfyConditions input, NPC state can be set to "Don't care"
|
ai_sound | Changed | Unmarked sound types and contexts have been added to the editor, a sound "owner" can now be specified |
ai_speechfilter | Stock | |
ai_weaponmodifier | New | Modifies a NPC's shot regulator to change burst-related stuff. ![]() |
aiscripted_schedule | Stock | |
ambient_generic | Changed | SetSound , sound flags keyvalue with "Pause sound with game pause" option, !activator support, OnSoundFinished
|
assault_assaultpoint | Stock | |
assault_rallypoint | Stock | |
color_correction | Stock | |
color_correction_volume | Stock | |
combine_mine | Changed | Added friend/foe override filters, fixed default enemy registering, added several new I/O/KV including the ability to start friendly, etc. Also actually acts like a point entity in Hammer. |
concussiveblast | Restored | This entity is used for the striders' warp cannon and was used for the cut Combine Guard's weapon, but Mapbase gives it a bunch of I/O/KV and puts it in the FGD. |
cycler | Stock | |
cycler_actor | Stock | |
env_alyxemp | Stock | |
env_ar2explosion | Stock | |
env_beam | Changed | Some fixes, Amplitude input, ability to set start/end entity, etc.
|
env_beverage | Stock | |
env_blood | Stock | |
env_break_shooter | New | Shoots gibs otherwise associated with func_breakable .
|
env_bubbles | Stock | |
env_citadel_energy_core | Stock | |
env_closecaption | New | Emits captions/subtitles manually without requiring an accompanying sound. |
env_credits | Changed | The ability to use custom credits files and set the number of lingering ending lines have been added. |
env_cubemap | Changed | Parallax Corrected Cubemaps are now supported. Also see Autocubemap. |
env_dof_controller | Ported | An entity ported from the ![]() |
env_dustpuff | Stock | |
env_effectscript | Stock | |
env_embers | Stock | |
env_entity_dissolver | Stock | |
env_entity_igniter | Stock | |
env_entity_maker | Changed | OutSpawnedEntity and ForceSpawnAtEntityOrigin/Center have been added.
|
env_explosion | Changed | SetIgnoredEntity has been added.
|
env_fade | Changed | Added "Don't purge" spawnflag, which stops an env_fade from overwriting all other fades.
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env_fire | Stock | |
env_firesensor | Changed | New spawnflag for accepting flares. Flares will give off dynamic heat based off of their lifetime. |
env_firesource | Stock | |
env_flare | Stock | |
env_fog_controller | Changed | Starts with fog enabled. Todo: "Also see Radial Fog" with link to graphical changes
|
env_funnel | Changed | Activate input, "Don't remove on fire" flag, missing sprite added to mod files.
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env_global | Changed | Counter output replaced with OutCounter in an attempt to dodge the aliasing issue. New global states have also been added, but they're unrelated to env_global itself. Todo: Document them
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env_global_light | Ported | An orthographic projected texture entity ported from the ![]() |
env_gunfire | Changed | Ability to choose any sound in the sound browser, FireBurst for firing bursts manually, OnFire for each bullet.
|
env_headcrabcanister | Changed | StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the canister
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env_hudhint | Changed | Button combinations, raw strings, etc. as well as SetHudHint . Todo: Expand upon "etc."
|
env_instructor_hint | Ported | Mapper-placed hint for the game instructor. |
env_laser | Changed | OnTouchedByEntity added, based on the output from env_beam . It fires per frame though, so be careful.
|
env_lightglow | Changed | Added Enable/Disable inputs and the ability to start disabled. Fade distances in Hammer also now have spheres.
|
env_message | Stock | |
env_microphone | Changed | Added unmarked DSP presets, SetDSPPreset, specific channel/pitch scale, and a local landmark keyvalue similar to trigger_teleport. |
env_muzzleflash | Stock | |
env_particle_performance_monitor | Stock | |
env_particlelight | Stock | |
env_particlescript | Stock | |
env_physexplosion | Changed | ExplodeAndRemove , negative magnitude for pulling things in
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env_physimpact | Stock | |
env_player_surface_trigger | Stock | |
env_projectedtexture | Changed | Uses improvements from the VDC, the ![]() Todo: Dedicated article
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env_rotorshooter | Stock | |
env_rotorwash | Stock | |
env_rotorwash_emitter | Stock | |
env_screeneffect | Stock | |
env_shake | Stock | |
env_shooter | Stock | |
env_smokestack | Changed | Now properly derives from Targetname in Hammer, meaning it is no longer missing user I/O, etc. |
env_smoketrail | Stock | |
env_soundscape | Stock | |
env_soundscape_proxy | Stock | |
env_soundscape_triggerable | Stock | |
env_spark | Stock | |
env_speaker | Changed | Now supports a "target" to use for selected responses (!target1 scene actor, sound origin, etc.) and also has a new OnSpeak output
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env_splash | Stock | |
env_sporeexplosion | Stock | |
env_sprite | Stock | |
env_sprite_oriented | Stock | |
env_spritetrail | Stock | |
env_starfield | Stock | |
env_steam | Stock | |
env_sun | Stock | |
env_terrainmorph | Stock | |
env_texturetoggle | Stock | |
env_tonemap_controller | Changed | Added UseDefaultBloomScale and SetBloomScaleRange to Hammer, fixed SetBloomScaleRange only accepting single floats.
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env_viewpunch | Stock | |
env_wind | Changed | Added "wind radius", a feature from ![]() env_wind entities in different areas. Also added inputs to change all wind parameters and a "Tree sway scale" for how much an env_wind entity should affect $treesway materials. Also added "inner" radius, which allows the env_wind 's intensity to fade out in combination with regular wind radius.
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env_zoom | Changed | Added UnZoomWithRate and SetZoomRate inputs for unzooming at the zoom rate and setting the zoom rate after spawning.
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