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item_combine_console is a point entity available in the following Source 2 engine games: Half-Life: Alyx Half-Life: Alyx.

Entity description

Combine Console item rack.


Hacking Plug (hacking_plug) <targetname>

Rack 1 active (rack0_active) <boolean>

Rack 2 active (rack1_active) <boolean>

Rack 3 active (rack2_active) <boolean>

Rack 4 active (rack3_active) <boolean>

Tank 1 missing on start. (tank0_start_missing) <boolean>

Tank 2 missing on start. (tank1_start_missing) <boolean>

Tank 3 missing on start. (tank2_start_missing) <boolean>

Tank 4 missing on start. (tank3_start_missing) <boolean>

Objective model (objective_model) <string>
Objective model to display when this console is completed. Skipped if left empty.
Lightmap Static (lightmapstatic) <choices>
How this geometry influences baked lighting
Value Description
0 No
1 Yes
2 Bounce Only


Enable this entity and the associated Hacking Plug.
Disable this entity and the associated Hacking Plug.
Prevent the console from attracting the blind zombie while the player is hacking it (parameter is 1 or 0 to turn suppression on/off).


CallPrivateScriptFunction <string>
Calls a script function from this entity's private script scope.
CallGlobalScriptFunction <string>
Calls a script function in the global script scope.


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 console has been opened without the battery.
Fired when the console battery has been added.
Fired when a console rack with a missing tank has been opened.
Fired when a missing console tank has been added.
Fired when the console timeout has been triggered.
Fired when the console puzzle has been solved.
Fired when the console has been activated.
Fired when the console has been closed.


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.