From Valve Developer Community
Revision as of 14:30, 12 August 2010 by Fizzleblix (talk | contribs) (Created article, transcribing keyvalues, IO and Flags from entity properties in hammer)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Alien Swarm asw_pickup_ammo_bag is a point entity available in Alien Swarm . It is used to spawn a box of ammo.


Name <string>
The name that other entities refer to this entity by.
Entity Script <string>
Name(s) of script files that are executed after all entities have spawned.
Script think function <string>
Name of a function in this entity's script scope which will be called automatically.
Disable Shadows <bool>
Enable/disable shadows.
Start Fade Dist/Pixels <int>
Distance at which the prop starts to fade (<0 = use fademaxdist). If 'Screen Space Fade' is selected, this represents the number of pixels wide covered by the prop when it starts to fade.
End Fade Dist/Pixels <int>
Maximum distance at which the prop is visible (0 = don't fade out). If 'Screen Space Fade' is selected, this represents the *minimum* number of pixels wide covered by the prop when it fades.
Fade Scale <To do: Is type of parameter int or float?>
If you specify a fade in the worldspawn, or if the engine is running under dx7, then the engine will forcibly fade out props even if fademindist/fademaxdist isn't specified. This scale factor gives you some control over the fade. Using 0 here turns off the forcible fades.
Stay in air on startup <bool>
If set, this pickup won't fall to the ground when the map starts.


Pitch Yaw Roll (Y Z X) (angles) <angle>
This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis.


  • Start Constrained. To do: Find out how this constrains the entity.


CallScriptFunction <string>
Calls the function named as parameter from the script specified under Keyvalue Entity Script.
Enables shadow.
Disables shadow.
Runs script code. To do: Parameters?
Runs script file. To do: Parameters?


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
Same as a player invoking +use; may not do anything depending on the entity. Can also be invoked by firing an output that does not specify an input.
RunScriptFile <script> (in all games since Left 4 Dead 2)
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode <string> (in all games since Left 4 Dead 2)
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.
Bug.png Bug: In Left 4 Dead 2, the code is executed in the script scope of the entity that fires the output, not the one receiving the input.
Warning.png Warning: Never try to pass string parameters to a script function with this input. It will corrupt the VMF structure because of the nested quotation marks, which then must be removed manually with a text editor.
CallScriptFunction <string> (in all games since Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin <coordinates> (in all games since Alien Swarm) !FGD
Send this entity to a spot in the map. If the entity is parented to something, it will be offset from the parent by this amount.
SetLocalAngles <angles> (in all games since Alien Swarm) !FGD
Set this entity's angles.


Fired when the Player interacts with this entity.
Fired when the player touches this entity.
OnUser1 to OnUser4
Fired in response to the FireUser inputs; see User Inputs and Outputs.