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<Counter-Strike: Global Offensive> chicken is a point entity available in Counter-Strike: Global Offensive.

Entity Description

A chicken. Normally spawned with pet_entity, but directly placing this entity will not require a Navigation Mesh. Chickens spawn independently around the map in the deathmatch gamemode.



Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Space delimited list of VScript files (without file extension) that are executed after all entities have spawned. The scripts are all executed in the same script scope, later ones overwriting any identical variables and functions.
Script think function <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


Parent <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.


Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.


Pitch Yaw Roll (Y Z X) <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.


Strength/Health (health) <integer>
Health of the chicken
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Min Damage to Hurt (minhealthdmg) <integer>
If a single hit to the object doesn't do at least this much damage, the chicken won't take any of the damage it attempted to give.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.

System Level Choices:

Minimum CPU Level <choices>
To do: add description
  • 0 : default (low)
  • 1 : low
  • 2 : medium
  • 3 : high
Maximum CPU Level <choices>
To do: add description
  • 0 : default (High)
  • 1 : low
  • 2 : medium
  • 3 : high
Minimum GPU Level <choices>
To do: add description
  • 0 : default (very low)
  • 1 : very low
  • 2 : low
  • 3 : medium
  • 4 : high
Maximum GPU Level <choices>
To do: add description
  • 0 : default (high)
  • 1 : very low
  • 2 : low
  • 3 : medium
  • 4 : high
Disable X360 <choices>
To do: add description
  • 0 : No
  • 1 : Yes


Start Fade Dist <float>
End Fade Dist <float>
Distances at which the prop start and finish fading.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behaviour.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Ep1), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Render Fields:

Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.
To do: 18-21, 25
Render FX / Transparency (0 - 255) (renderamt) <integer>
Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
Render Color (R G B) (rendercolor) <color255>
Color tint.


Glow by default?(glowenabled) <boolean>
Should prop glow on spawn?
Glow Distance(glowdist) <integer>
Controls how far the glow should be visible.
Glow Color(glowcolor) <color255>
The color of the glow (if enabled).
Glow Style(glowstyle) <choices>
What style of glow should be used.
  • 0 : Default (through walls)
  • 1 : Shimmer (doesn't glow through walls)
  • 2 : Outline (doesn't glow through walls)
  • 3 : Outline Pulse (doesn't glow through walls)

Chicken Models and Skins:

Skin <choices>
The chicken model has multiple color variants, use 0 for default color.
Chicken Model(SetBodyGroup) <choices>
Holiday submodels of chicken.
  • 0 : Default
  • 1 : Party Hat
  • 2 : Ghost
  • 3 : Sweater
  • 4 : Bunny ears
  • 5 : Pumpkin head

FGD Code

@PointClass base(Targetname, Parentname, Global, Angles, BreakableProp, SystemLevelChoice, BaseFadeProp, RenderFields, Shadow) studio("models/chicken/chicken.mdl") = chicken :
    "Chicken AI entity."
    Health(integer) : "Health" : 1 : "Set higher with damage to hurt to make chicken invincible."
    minhealthdmg(integer) : "Damage to hurt" : 1 : "Set higher with health to make chicken invincible."
    glowdist(integer)       : "Glow Distance" : 1024
    glowenabled(boolean) : "Glow by default?" : 0
    glowcolor(color255) : "Glow Color (R G B)" : "255 255 255" : "The color of the glow (if enabled)."
    glowstyle(choices) : "Glow Style" : 0 : "What style of glow should be used." =
        0 : "Default (through walls)"
        1 : "Shimmer (doesn't glow through walls)"
        2 : "Outline (doesn't glow through walls)"
        3 : "Outline Pulse (doesn't glow through walls)"
 	skin(integer) : "Skin" : 0 : "Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default."
    SetBodyGroup(choices) : "Chicken model": 0 : "Holiday submodels of chicken" =
        0 : "Default"
        1 : "Party Hat"
        2 : "Ghost"
        3 : "Sweater"
        4 : "Bunny ears"
	5 : "Pumpkin head"
    input SetGlowEnabled(void) : "Starts the glow."
    input SetGlowDisabled(void) : "Stops the glow."
    input SetGlowColor(color255) : "Change the glow's color. Format: <Red 0-255> <Green 0-255> <Blue 0-255>"
    input GlowColorRedValue(float) : "Sets the glow red color channel's value (0 - 255)."
    input GlowColorGreenValue(float) : "Sets the glow green color channel's value (0 - 255)."
    input GlowColorBlueValue(float) : "Sets the glow blue color channel's value (0 - 255)."
    output OnHealthChanged(void) : "Fires output when health changes."

Instruction on placing the FGD Code:

Paste the FGD code in the last line of the csgo.fgd. The csgo.fgd can be found in CS:GO's bin folder.