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Env global.png

env_global is a point entity available in all Source games. 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.

In code, it is represented by class CEnvGlobal, defined in logicentities.cpp.


ConVar/CommandParameters or default valueDescriptorEffect
dump_globalsDumps data for all set global states.
global_setglobalname stateSet the status of a global state. First parameter is the name of it, second is a number.
  • 0 = off
  • 1 = on
  • 2 = dead
A global can also be created instantly with this command.


  • 1: Set Initial State - Whether this entity defines the global state when the map starts.


Global State to Set (globalstate) <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.
Internal Name Editor Name Description
gordon_precriminal Gordon pre-criminal Creates the pre-criminal behavior seen in Point Insertion.
antlion_allied Antlions are player allies Makes antlions friendly to the player and allows them to listen to bugbait, as seen in the Nova Prospekt chapters.
suit_no_sprint Suit sprint function not yet enabled Disables the HEV suit's sprint function.
(not required if the HEV suit is not equipped)
super_phys_gun Super phys gun is enabled Enables the supercharged gravity gun seen in the Citadel levels of Half-Life 2 and Episode One.
Note:Doesn't work in HL2:DM.
friendly_encounter Friendly encounter sequence (lower weapons, etc.) Indicates a friendly encounter sequence.
(This appears to just keep the player's weapons lowered.)
citizens_passive !FGD Citizens are *not* player allies (cannot be commanded) Makes citizens neutral to the Combine and the player.
(also done by gordon_precriminal)
gordon_invulnerable Gordon is invulnerable Makes the player invulnerable to damage.
(Retains knockback, view punches, etc. unlike god mode)
no_seagulls_on_jeep Don't spawn seagulls on the jeep Prevents seagulls from spawning on the jeep.
ep2_alyx_injured Episode 2: Alyx injured (New with Source 2007) Episodic only. Invokes Alyx's "injured" behavior:
Note:This applies to all NPCs with a weapon_alyxgun, not just Alyx.
ep_alyx_darknessmode Episodic: Alyx darkness mode (New with Episode One) Episodic only. Enables "darkness mode", as seen during the "Lowlife" chapter of Episode One.
Despite the name, this also affects the player, zombies, and even fires in various ways to make them more suitable for darkness.
hunters_to_run_over Ep2 Counter: Hunters to run over before they dodge (New with Source 2007) Episodic only. The number of hunters that should be ran over before they start dodging vehicles.
By default, hunters will try to dodge incoming vehicles.
If this global is declared and its 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.
When it reaches 0, hunters will return to dodging vehicles.
Initial State (initialstate) <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) <integer> (New with Source 2007)
An integer counter value associated with this global.
Bug: There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.


Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <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.
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. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.

Warning: In Counter-Strike: Source, parenting this entity to another can break the map.

Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Pitch Yaw Roll (X Y Z) (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.
Note:This works on brush entities, although Hammer doesn't show the new angles.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,...
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Local Time (ltime) <float> !FGD
The local time of the entity, independent of the global clock. Used mainly for physics calculations.
Next Think (nextthink) <float> !FGD
Amount of time before the entity thinks again.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Minimum CPU Level (mincpulevel) <integer> (New with Left 4 Dead) !FGD
Minimum CPU Level allowed for this entity. 0 means all levels allowed.
Maximum CPU Level (maxcpulevel) <integer> (New with Left 4 Dead) !FGD
Maximum CPU Level allowed for this entity. 0 means all levels allowed.
Minimum GPU Level (mingpulevel) <integer> (New with Left 4 Dead) !FGD
Minimum GPU Level allowed for this entity. 0 means all levels allowed.
Maximum GPU Level (maxgpulevel) <integer> (New with Left 4 Dead) !FGD
Maximum GPU Level allowed for this entity. 0 means all levels allowed.
To do: Better description for all of these.
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
If Yes, disables this entity on the Xbox 360 version of Source.
Entity Scripts (vscripts) <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 (thinkfunction) <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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (New with Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (New with Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.


Sets the global's state to ON.
Sets the global's state to OFF.
Switches state of the global between ON and OFF.
Set state of global to DEAD.
AddToCounter  <integer> (New with Source 2007)
Adds the specified amount to the counter.
SetCounter  <integer> (New with Source 2007)
Sets the value of the counter.
GetCounter  (New with Source 2007)
Fires this entity's Counter output.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame.
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.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
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. Can also be invoked by creating an output that does not specify an input.
This input is not included in Valve's FGDs.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Obsoleted by particles since Left 4 Dead.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext  <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext  <string>
Removes all contexts from this entity's list.
RunScriptFile  <script> (New with 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> (New with 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> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <string> (New with Portal 2) !FGD
Set this entity's origin in the map.
SetLocalAngles  <string> (New with Portal 2) !FGD
Set this entity's angles in the map.


Counter  <integer> (New with Source 2007)
Outputs the integer value of this entity. May depend on global state.


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  (New with Left 4 Dead)
This Output fires when the entity is killed and removed from the game.