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A env_gunfire from multiple sides.

env_gunfire is a point entity available in all Source games. It creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. This is only a visual/sound effect. No damage is done.

Placementtip.gif Placement Tip: Valve will often use this entity for its sound effects alone. This is handy for having gunfights overheard before an encounter starts. It is not, however, used for ambient gunfire heard throughout war-torn City 17. That is done through soundscapes.

In code, it is represented by class CEnvGunfire, defined in effects.cpp.


Distribution patterns. Top is an even distribution. Bottom is biased.
Target (target) <targetname>
Shoot at this target.
Min Burst Size (minburstsize) <integer>
Minimum number of rounds in a burst.
Max Burst Size (maxburstsize) <integer>
Maximum number of rounds in a burst.
Min Delay Between Bursts (minburstdelay) <float>
Minimum delay between bursts in seconds.
Max Delay Between Bursts (maxburstdelay) <float>
Maximum delay between bursts in seconds.
Rate of fire (rateoffire) <float>
Number of bullets to fire per second.
Bullet spread (spread) <integer>
Bullets may deviate this far away in degrees from shooting straight forward. Any number may be used.
Bullet distribution should be... (bias) <choices>
How to distribute bullets within the spread. Even distribution will shoot bullets nearly uniformly throughout the Bullet spread cone. Biased will avoid the middle and aim more along the outside of the cone.
  • 1: Evenly distributed
  • -1: Biased towards the outside
Collision detection (collisions) <choices>
Whether/how to handle bullet collision detection. If you select None, this entity will be very cheap to use, but all bullets will stop short at their target's position in space and there will be no impact effects. Normal collision detection does the same things NPCs do when they fire their guns (except harm anything).
  • 0: None. Cheap performance.
  • 1: Normal collision detection.
Shoot Sound (shootsound) <string>
Gunfire sound to make. Any sound name can be inserted, either as a filepath or a soundscript name.
Literal Value Description
Weapon_AR2.NPC_Single AR2
Weapon_SMG1.NPC_Single SMG1
Tracer (tracertype) <choices>
Type of tracer to display. If not set, the default tracer will fire. See List of Client Effects for all usable effects.
Literal value Description
Weapon (weaponname) <choices> (in all games since <Counter-Strike: Global Offensive>)
Sets all the effect settings to the ones for one gun.
Confirm:Do Shoot Sound, Collision detection, and Tracer still work in CSGO?
Literal Value Description
weapon_deagle Deagle
weapon_elite Elites
weapon_fiveseven FiveSeven
weapon_glock Glock
weapon_p228 p228
weapon_usp USP
weapon_ak47 AK47
weapon_aug Aug
weapon_awp AWP
weapon_famas Famas
weapon_g3sg1 g3sg1
weapon_galil Galil
weapon_m249 M249
weapon_m4a1 m4a4
weapon_mac10 Mac10
weapon_p90 P90
weapon_ump45 Ump45
weapon_xm1014 XM1014
weapon_bizon Bizon
weapon_mag7 Mag7
weapon_negev Negev
weapon_sawedoff Sawedoff
weapon_tec9 Tec9
weapon_mp7 Mp7
weapon_mp9 Mp9
weapon_nova Nova
weapon_p250 p250
weapon_scar20 Scar20
weapon_sg556 sg556
weapon_ssg08 ssg08
weapon_usp_silencer USP
weapon_m4a1_silencer M4A1 Silencer


Start Disabled (StartDisabled) <boolean>
Stay dormant until activated (with theEnableinput).


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.
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.png 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,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
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. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (in all games since <Left 4 Dead 2>) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since <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.



Enable/disable this entity from performing its task. It might also disappear from view.


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>
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, being marginally faster thanKillinput.
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.
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
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.
DispatchEffect <string> (removed since <Left 4 Dead>) !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
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.
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.



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