Difference between revisions of "Player"

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m (Technically the player pretty much /has/ to be in the map, so this is a better description)
(Inputs)
 
(12 intermediate revisions by 8 users not shown)
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{{Ent not in fgd}}
+
{{Ent not in fgd|nolink=1}}
  
{{base point|player}} The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>.
+
{{base point|player}} The player itself. This entity still exists even if the player is dead.
  
{{Note|This entity is not listed in the FGD, and is not intended to be placed in a map manually.}}
+
{{Warning|This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!}}
{{Note|Keyvalues, inputs and outputs vary depending on game and engine version.}}
+
{{Note|Keyvalues, inputs, outputs and [[Dimensions]] vary depending on game and engine version.}}
{{Warning|Placing a player entity in a map will result in an instant fatal error on map load!}}
+
{{Tip|A pointer to the player can be acquired by using <code>UTIL_GetLocalPlayer()</code>.}}
 +
{{Note|[[NPC]]s are ''not'' players, whereas [[bot]]s are.}}
  
 
== Keyvalues ==
 
== Keyvalues ==
 +
{{note|These keyvalues should be changed on a player with [[AddOutput]].}}
 
{{KV|Health (health)|integer|The player's health.}}
 
{{KV|Health (health)|integer|The player's health.}}
 
{{KV|Maximum Health (max_health)|integer|The value of "health" cannot exceed this.}}
 
{{KV|Maximum Health (max_health)|integer|The value of "health" cannot exceed this.}}
 +
{{KV|Collisions (solid)|choices|Method of collision for the player.}}
 +
:*0: None
 +
:*1: BSP ([[QPhysics]]) {{not in FGD}}
 +
:*2: [[Bounding box|Bounding Box]]
 +
:*3: [[Bounding box|Oriented Bounding Box]] {{not in FGD}}
 +
:*4: [[Bounding box|Oriented Bounding Box]], constrained to Yaw only {{not in FGD}}
 +
:*5: Custom/Test {{not in FGD}}
 +
:*6: [[VPhysics]]
 
{{KV|Model Index (modelindex)|integer|Changes the player's model to a precached model on the map. Not available in {{tf2}}.}}
 
{{KV|Model Index (modelindex)|integer|Changes the player's model to a precached model on the map. Not available in {{tf2}}.}}
 +
{{KV|Lighting Origin (LightingOrigin)|targetname|Select an entity (not {{ent|info_lighting}}!) from which to sample lighting instead of the entity's [[origin]].}}
 +
{{KV|Lighting Origin Offset (LightingOriginHack)|targetname|The {{ent|info_lighting_relative}} from which to sample lighting instead of the entity's origin. Not in {{l4d}}{{l4d2}}.}}
 +
{{KV|Damage Filter Name (damagefilter)|targetname|When this entity receives damage, it will [[filter]] by this entity.}}
 +
{{KV|Start Fade Distance (fademindist)|float|Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
 +
{{KV|End Fade Distance (fademaxdist)|float|Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a [[3D Skybox]].}}
 +
{{KV|Fade Scale (fadescale)|float|If specified in the {{ent|worldspawn}}, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity 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 {{ent|$noforcedfade}}.}}
 +
{{KV|[[Render Mode]] (rendermode)|choices|Set a non-standard rendering mode on this entity.}}
 +
:{{ExpandBox|
 +
:*0: Normal
 +
:*1: Color
 +
:*2: Texture
 +
:*3: Glow
 +
:*4: Solid/Alphatest
 +
:*5: Additive
 +
:*6: Removed, does nothing
 +
:*7: Additive Fractional Frame
 +
:*8: Alpha Add
 +
:*9: World Space Glow
 +
:*10: Don't Render}}
 +
{{KV|Render FX / Transparency (0 - 255) (renderamt)|int|Transparency amount, requires a Render Mode other than '''Normal'''. 0 is invisible, 255 is fully visible.}}
 +
{{KV|Render Color (R G B) (rendercolor)|color255|Color tint.}}
 +
{{KV|Render FX (renderfx)|choices|Preset pattern of appearance effects.}}
 +
:{{ExpandBox|
 +
:*'''0:''' None
 +
:*'''1:''' Slow Pulse
 +
:*'''2:''' Fast Pulse
 +
:*'''3:''' Slow Wide Pulse
 +
:*'''4:''' Fast Wide Pulse
 +
:*'''5:''' Slow Fade Away
 +
:*'''6:''' Fast Fade Away
 +
:*'''7:''' Slow Become Solid
 +
:*'''8:''' Fast Become Solid
 +
:*'''9:''' Slow Strobe
 +
:*'''10:''' Fast Strobe
 +
:*'''11:''' Faster Strobe
 +
:*'''12:''' Slow Flicker
 +
:*'''13:''' Fast Flicker
 +
:*'''14:''' Constant Glow
 +
:*'''15:''' Distort
 +
:*'''16:''' Hologram (Distort + fade)
 +
:*'''17:''' Scale Up
 +
:*'''22:''' Spotlight FX
 +
:*'''23:''' Cull By Distance
 +
:*'''24:''' Fade Wider Pulse
 +
:*'''26:''' Fade Near}}
 +
:{{todo|18-21, 25}}
 +
{{KV|Shadow Cast Distance (shadowcastdist)|int|Sets how far the entity casts dynamic shadows. 0 means default distance from the [[shadow_control]] entity.}}
 +
{{KV|Disable Shadows (disableshadows)|boolean|Prevent the entity from creating cheap render-to-texture shadows. Does not affect [[shadow mapping]].}}
 +
{{KV|Disable Receiving Shadows (disablereceiveshadows)|boolean|Prevent the entity from receiving shadows on itself.}}
 +
{{KV|Model Scale (modelscale)|float|A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in {{portal}}, {{l4d}}, {{l4d2}}, sdk 2013.|since=OB}}
 +
:{{warning|Negative or extremely high values can cause crashes!}}
 +
{{KV|Glow Backface Multiple (glowbackfacemult)|float|nofgd=1|If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.|since=L4D2}}
 +
{{KV|Move Type (MoveType)|choices|Sets a movetype for this entity, which changes its movement behavior.|since=AS|nofgd=1}}
 +
:{{ExpandBox|
 +
:*0: None, don't move
 +
:*1: Isometric
 +
:*2: Walk, player only, moving on ground
 +
:*3: NPC, movement
 +
:*4: Fly, no gravity
 +
:*5: Fly, with gravity
 +
:*6: Physics
 +
:*7: Push
 +
:*8: [[Noclip]]
 +
:*9: Ladder, for players on ladders
 +
:*10: Spectator
 +
:*11: Custom}}
 +
{{KV|Collision Group (CollisionGroup)|choices|Sets a collision group for this entity, which changes its collision behavior.|since=AS|nofgd=1}}
 +
:{{ExpandBox|
 +
:*0: None
 +
:*1: Debris, collides only with the world and static props
 +
:*2: Debris, with trigger interaction
 +
:*3: Interactive Debris, doesn't collide with other debris
 +
:*4: Interactive, collides with everything except debris
 +
:*5: Player
 +
:*6: Breakable Glass
 +
:*7: Vehicle
 +
:*8: Player Movement
 +
:*9: In-Vehicle
 +
:*10: Weapon
 +
:*11: Vehicle Clip
 +
:*12: Projectile
 +
:*13: Door blocker, not permitted to go near doors
 +
:*14: Passable Door
 +
:*15: Dissolving
 +
:*16: Pushaway
 +
:*17: NPC Actor, NPCs ignore the player
 +
:*18: NPC Scripted, NPCs do not collide with each other}}
 +
{{KV|Base Velocity (BaseVelocity)|Vector|Adds to the velocity of the player. <br>Format:<code> <x> <y> <z> </code>|nofgd=1}}
 +
:{{todo|Test for games other than {{portal}},{{portal2}} and {{tf2}}}}
 +
{{KV|Disable ShadowDepth (disableshadowdepth)|boolean|Makes this entity not cast a shadow from {{ent|env_projectedtexture}}s.|since=P2}}
 +
{{KV|Projected Texture Cache (shadowdepthnocache)|choices|Used to hint [[env_projectedtexture|projected texture system]] whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.|since=P2}}
 +
:*0: Default
 +
:*1: No cache - render every frame
 +
:*2: Cache it - render only once
 +
{{KV|Disable Flashlight (disableflashlight)|boolean|Used to disable [[env_projectedtexture|projected texture]] lighting and shadows on this entity.|since=P2}}
 
{{KV BaseEntity}}
 
{{KV BaseEntity}}
  
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{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD. Not available in {{hl2}} series.}}
 
{{IO|SetHUDVisibility|param=boolean|Hides or displays the HUD. Not available in {{hl2}} series.}}
 
:{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}}
 
:{{note|The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.}}
 +
:{{bug|In {{tf2}}, using this input with a parameter override of 0 will disable any weapon-switching of the target.}}
 
{{IO|SetFogController|param=string|Sets the [[env_fog_controller|fog controller]] to use for the [[!activator]]. Not available in {{hl2}} series.}}
 
{{IO|SetFogController|param=string|Sets the [[env_fog_controller|fog controller]] to use for the [[!activator]]. Not available in {{hl2}} series.}}
 
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately. Not available in {{hl2}} series.}}
 
{{IO|SpeakResponseConcept|param=string|Speak the specified [[Response System|response concept]] immediately. Not available in {{hl2}} series.}}
Line 30: Line 136:
 
{{IO|DisableLedgeHang|{{l4d2}} Disable ledge hanging by player.}}
 
{{IO|DisableLedgeHang|{{l4d2}} Disable ledge hanging by player.}}
 
{{IO|EnableLedgeHang|{{l4d2}} Enable ledge hanging by player.}}
 
{{IO|EnableLedgeHang|{{l4d2}} Enable ledge hanging by player.}}
 +
{{IO|TeleportToSurvivorPosition|param=string|{{l4d2}} Teleport a player to an [[info_survivor_position]] entity, then freezes them. To unfreeze them, use the <code>ReleaseSurvivorPositions</code> input from [[info_director]]. }}
 
{{IO|IgnitePlayer|param=integer|{{tf2}} Ignites the player with a specified lifetime and causes a reaction (sound and speech).}}
 
{{IO|IgnitePlayer|param=integer|{{tf2}} Ignites the player with a specified lifetime and causes a reaction (sound and speech).}}
 
:{{note|Does not fire the <code>OnIgnite</code> output.}}
 
:{{note|Does not fire the <code>OnIgnite</code> output.}}
Line 37: Line 144:
 
{{IO|RollRareSpell|{{tf2}} Forces the player to roll a rare spell. Only available if spells are enabled on the map.}}
 
{{IO|RollRareSpell|{{tf2}} Forces the player to roll a rare spell. Only available if spells are enabled on the map.}}
 
{{IO|SetCustomModel|param=string|{{tf2}} Set a custom player model ''without'' animations.}}
 
{{IO|SetCustomModel|param=string|{{tf2}} Set a custom player model ''without'' animations.}}
 +
:{{note|Using <code>""</code> as the model argument will instead clear the target's custom model, returning the player to normal.}}
 
{{IO|SetCustomModelOffset|param=vector|{{tf2}} Set a custom player model position on the player.}}
 
{{IO|SetCustomModelOffset|param=vector|{{tf2}} Set a custom player model position on the player.}}
 
{{IO|SetCustomModelRotation|param=vector|{{tf2}} Set a custom player model rotation on the player.}}
 
{{IO|SetCustomModelRotation|param=vector|{{tf2}} Set a custom player model rotation on the player.}}
Line 46: Line 154:
 
{{IO|TriggerLootIslandAchievement|{{tf2}} {{todo}}.}}
 
{{IO|TriggerLootIslandAchievement|{{tf2}} {{todo}}.}}
 
{{IO|TriggerLootIslandAchievement2|{{tf2}} {{todo}}.}}
 
{{IO|TriggerLootIslandAchievement2|{{tf2}} {{todo}}.}}
{{IO|RoundSpawn|{{tf2}} {{todo}}.}}
+
{{IO|RoundSpawn|{{tf2}} Clears any [https://wiki.teamfortress.com/wiki/Magic_spells magic spell] within the player's current spell book.}}
 
{{I BaseEntity}}
 
{{I BaseEntity}}
 
{{I BaseAnimating}}
 
{{I BaseAnimating}}

Latest revision as of 08:34, 16 July 2021

player is a point entity available in all Source games. The player itself. This entity still exists even if the player is dead.

Warning.png Warning: This entity is not intended to be placed in a map manually. Doing so will result in an instant fatal error on map load!
Note.png Note: Keyvalues, inputs, outputs and Dimensions vary depending on game and engine version.
Tip.png Tip: A pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Note.png Note: NPCs are not players, whereas bots are.

Keyvalues

Note.png Note: These keyvalues should be changed on a player with AddOutput.
Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Collisions (solid) <choices>
Method of collision for the player.
Model Index (modelindex) <integer>
Changes the player's model to a precached model on the map. Not available in Team Fortress 2.
Lighting Origin (LightingOrigin) <targetname>
Select an entity (not info_lighting!) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname>
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in Left 4 DeadLeft 4 Dead 2.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
End Fade Distance (fademaxdist) <float>
Distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
Fade Scale (fadescale) <float>
If specified in the worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity 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 $noforcedfade.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.


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.
Render FX (renderfx) <choices>
Preset pattern of appearance effects.


To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
Disable Shadows (disableshadows) <boolean>
Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
Disable Receiving Shadows (disablereceiveshadows) <boolean>
Prevent the entity from receiving shadows on itself.
Model Scale (modelscale) <float> (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in Portal, Left 4 Dead, Left 4 Dead 2, sdk 2013.
Warning.png Warning: Negative or extremely high values can cause crashes!
Glow Backface Multiple (glowbackfacemult) <float> (in all games since Left 4 Dead 2) !FGD
If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
Move Type (MoveType) <choices> (in all games since Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.


Collision Group (CollisionGroup) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.


Base Velocity (BaseVelocity) <Vector> !FGD
Adds to the velocity of the player.
Format: <x> <y> <z>
To do: Test for games other than Portal,Portal 2 and Team Fortress 2
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (in all games since Portal 2)
Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
Parent (parentname) <targetname>
Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (parentname [targetname],[attachment])
Tip.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png Note: Hammer does not move the entities accordingly only in the editor.
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.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists on new rounds!
Flags (spawnflags) <integer> !FGD
Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a 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.


Inputs

SetHealth <integer>
Sets the player's health. Values clamped between 0 and max_health.
HandleMapEvent <string>
Tells the game to perform a function, such as unlock an achievement. Hardcoded for specific map names.
SetHUDVisibility <boolean>
Hides or displays the HUD. Not available in Half-Life 2 series.
Note.png Note: The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
Bug.png Bug: In Team Fortress 2, using this input with a parameter override of 0 will disable any weapon-switching of the target.
SetFogController <string>
Sets the fog controller to use for the !activator. Not available in Half-Life 2 series.
SpeakResponseConcept <string>
Speak the specified response concept immediately. Not available in Half-Life 2 series.
IgnoreFallDamage <float>
Half-Life 2 Prevent the player from taking fall damage for [n] seconds, but reset back to taking fall damage after the first impact (so players will be hurt if they bounce off what they hit).
IgnoreFallDamageWithoutReset <float>
Half-Life 2 Absolutely prevent the player from taking fall damage for [n] seconds.
OnSquadMemberKilled
Half-Life 2 Notification of a player's NPC ally in the players squad being killed.
DisableFlashlight
Half-Life 2 Disables the player's flashlight.
EnableFlashlight
Half-Life 2 Enables the player's flashlight.
ForceDropPhysObjects
Half-Life 2 Force the player to drop any physics objects they are carrying.
OnRescueZoneTouch
Counter-Strike: SourceCounter-Strike: Global Offensive Fired when a hostage is rescued. This input is also available in the code for Left 4 Dead and Left 4 Dead 2.
SetCommentaryStatueMode
Left 4 Dead To do.
DisableLedgeHang
Left 4 Dead 2 Disable ledge hanging by player.
EnableLedgeHang
Left 4 Dead 2 Enable ledge hanging by player.
TeleportToSurvivorPosition <string>
Left 4 Dead 2 Teleport a player to an info_survivor_position entity, then freezes them. To unfreeze them, use the ReleaseSurvivorPositions input from info_director.
IgnitePlayer <integer>
Team Fortress 2 Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note.png Note: Does not fire the OnIgnite output.
Bug.png Bug: Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.
ExtinguishPlayer
Team Fortress 2 Extinguishes the player.
BleedPlayer <integer>
Team Fortress 2 Bleeds the player with a specified length.
RollRareSpell
Team Fortress 2 Forces the player to roll a rare spell. Only available if spells are enabled on the map.
SetCustomModel <string>
Team Fortress 2 Set a custom player model without animations.
Note.png Note: Using "" as the model argument will instead clear the target's custom model, returning the player to normal.
SetCustomModelOffset <vector>
Team Fortress 2 Set a custom player model position on the player.
SetCustomModelRotation <vector>
Team Fortress 2 Set a custom player model rotation on the player.
ClearCustomModelRotation
Team Fortress 2 Clears the custom player model rotation.
SetCustomModelRotates <boolean>
Team Fortress 2 Set if the custom model rotates or not to the player's angles.
SetCustomModelVisibleToSelf <boolean>
Team Fortress 2 Set if the custom model is visible to the player, in thirdperson.
SetForcedTauntCam <boolean>
Team Fortress 2 Forces the player into thirdperson mode.
SpeakResponseConcept <string>
Team Fortress 2 Forces the player to speak the specified response concept, an example being halloweenlongfall.
TriggerLootIslandAchievement
Team Fortress 2 To do.
TriggerLootIslandAchievement2
Team Fortress 2 To do.
RoundSpawn
Team Fortress 2 Clears any magic spell within the player's current spell book.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
AddOutput <string>
Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax: 


ClearContext
Removes all contexts from this entity's list.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
Fires the respectiveOnUseroutputs; see User Inputs and Outputs.
Kill
Removes this entity and any entities parented to it from the world.
KillHierarchy
Functions the same as Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext <string>
Remove a context from this entity's list. The name should match the key of an existing context.
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.
Use  !FGD
Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
Dispatches a response to the entity. See Response and Concept.
DispatchEffect <string> (removed since Left 4 Dead) !FGD
Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since Left 4 Dead.
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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument 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.


Model:

skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Ignite
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
IgniteHitboxFireScale <float> (removed since Left 4 Dead 2)
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in Left 4 Dead 2 onward.
BecomeRagdoll
Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin <targetname>
Sets the entity's lighting origin to use this entity's position.
SetLightingOriginHack <targetname> (removed since Left 4 Dead) <Obsolete>
Deprecated. Offsets the entity's lighting origin by their distance from an info_lighting_relative. Use SetLightingOrigin instead.
fademindist <float>
Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist <float>
Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale <vector> (only in Source 2013Source 2013)
Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
Tip.png Tip: The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.
Warning.png Warning: Negative or extremely high values can cause crashes!
Alpha <integer>
Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than 0.
AlternativeSorting <boolean>
Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color <color255>
Sets an RGB color for the entity.
SetDamageFilter <targetname>
Sets a filter for this entity for when it receives damage.
EnableDamageForces
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces
Prevents the entity from being pushed by damage done to it.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.

Outputs

Base:

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.

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.