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Revision as of 02:09, 20 November 2018 by CamBen (talk | contribs) (Keyvalues)

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player is a point entity available in all Source games. The player itself. This entity still exists even if the player is dead. A pointer to the player can be acquired by using UTIL_GetLocalPlayer().
Note:This entity is not listed in the FGD, and is not intended to be placed in a map manually.
Note:Keyvalues, inputs and outputs 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!


Health (health) <integer>
The player's health.
Maximum Health (max_health) <integer>
The value of "health" cannot exceed this.
Model Index (modelindex) <integer>
Changes the player's model to a precached model on the map. Not available in <Team Fortress 2>.
Move Type (movetype) <integer>
Sets the player's movement type. To do: Write list of choices for this keyvalue. }}


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: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.
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.
Disable for Xbox 360 (disableX360) <boolean> (in all games since <Left 4 Dead 2>) !FGD
If Yes, disables this entity on the Xbox 360 version of Source.
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!
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.


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:The menu can still be accessed, and some HUD elements such as kill-icons may still be visible.
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.
<Half-Life 2> Notification of a player's NPC ally in the players squad being killed.
<Half-Life 2> Disables the player's flashlight.
<Half-Life 2> Enables the player's flashlight.
<Half-Life 2> Force the player to drop any physics objects they are carrying.
<Counter-Strike: Source><Counter-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>.
<Left 4 Dead> To do.
<Left 4 Dead 2> Disable ledge hanging by player.
<Left 4 Dead 2> Enable ledge hanging by player.
IgnitePlayer <integer>
<Team Fortress 2> Ignites the player with a specified lifetime and causes a reaction (sound and speech).
Note:Does not fire the OnIgnite output.
Bug: Broken since the Jungle Inferno update, only initiates sound and speech but no actual fire. Use trigger_ignite as a workaround.
<Team Fortress 2> Extinguishes the player.
BleedPlayer <integer>
<Team Fortress 2> Bleeds the player with a specified length.
<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.
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.
<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.
<Team Fortress 2> To do.
<Team Fortress 2> To do.
<Team Fortress 2> To do.


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 than Kill.
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> (removed in <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.
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> (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.


skin <integer>
Selects a skin from the model's index, starting with 0.
SetBodyGroup <integer>
Sets the the active $bodygroup.
Makes the entity catch on fire indefinitely.
IgniteLifetime <float>
Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires <integer> (removed in <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 in <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.
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 in <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><Source>)
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:The modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.

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.
Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
Prevents the entity from being pushed by damage done to it.
Allows the entity to draw a render target shadow.
Prevents the entity from drawing a render target shadow.



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.


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