Difference between revisions of "Entity Article Template"

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<nowiki>{{DISPLAYTITLE:Entity Name}}</nowiki><br />
<nowiki>{{{<game acronym> <point/brush>|<entity class name>}}}</nowiki>
<nowiki>{{{<game acronym> <point/brush>|<entity class name>}}}</nowiki>

Revision as of 21:02, 21 January 2014

{{{<game acronym> <point/brush>|<entity class name>}}}

 Example {{css point|ammo_57mm}} 
   Results <Counter-Strike: Source> ammo_57mm is a point entity available in Counter-Strike: Source.
Tip:If the entity is available everywhere, use "base" as game acronym.

Entity description

This should be a plainly-worded but accurate description of the basic function of the entity. A basic description for most entities is included in the help built into Hammer.

For an NPC's inputs, outputs etc. the npc_sniper article could be handy. Many of the details seem the same for different NPCs, so it could save typing.

The information for the entity Keys, Outputs, and Inputs can be found inside the Hammer entity help, or in the FGD. Flag names can only be found in the FGD.

Dedicated Console Variables - omit if none exist

Omittable Description
sk_barney_health <integer>
Barney's spawn health

Keyvalues - omit if none exist

Tip:See Category:Keyvalue Templates for a list of available templates.
Keyvalue Name <vartype>
A description of the Keyvalue.
Brightness <color255>
The color of the spotlight cone.

<Half-Life 2> Half-Life 2

Tip: Use === {{Game link|Game Name}} === to sort Keyvalues that exist only in selected games.


Name (targetname) <string>
The targetname that other entities refer to this entity by.
Entity Scripts (vscripts) <scriptlist> (in all games since <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 (thinkfunction) <string> (in all games since <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 (parentname) <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.


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.


Minimum DX Level (mindxlevel) <choices>
The entity will not exist if the engine is running outside the given range of DirectX Versions. Replaced by SystemLevelChoice from <Left 4 Dead> Left 4 Dead onwards.
Warning: If these are used, the object may break when the user switches their DirectX settings.
Maximum DX Level (maxdxlevel) <choices>

Flags - omit if none exist

Tip:See Category:Flag Templates for a list of available templates.
  • Integer value : Flag Name
Omissible description
  • Integer value : Flag Name
Omissible description

Inputs - omit if none exist

Tip:See Category:Input Templates for a list of available templates.
Input Name <vartype>
A description of the Input.
SetSpeed <float>
Set the speed of the train, as a ratio of max speed [0, 1]


Removes this entity from the world.
Removes this entity and its children from the world.
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: 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: 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.


SetParent <string>
Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment <string>
Change this entity to attach to a specific attachment point on its parent. The entity will teleport so that the position of its root bone matches that of the attachment. Entities must be parented before being sent this input.
SetParentAttachmentMaintainOffset <string>
As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
Removes this entity from the the movement hierarchy, leaving it free to move independently.

Outputs - omit if none exist

Tip:See Category:Output Templates for a list of available templates.
Output Name
A description of the Input.
Fired when the button is pressed.


OnUser1 to OnUser4
These outputs each fire in response to the firing of the like-numbered FireUser1 to FireUser4 Input; see User Inputs and Outputs.
OnKilled  (only in <Left 4 Dead><Left 4 Dead 2>)
This output fires when the entity is killed and removed from the game.

See also

Note:Add links to related articles, entities, or tutorials here.