For a list on how different damage types will affect the player, see here.
- Filter Name
- A filter entity to test potential activators against.
- Maximum Bounding Box Size
- Starting at the brush's origin, mark a bounding box's corner as this far away. Both are required at the same time so one side of the bounding box isn't empty.
- Note: To translate a brush's size in Hammer to these keys, first divide the size value shown in Hammer by 2. Apply the result to the
maxskey, then apply the inverted variant (multiply / divide by -1) for the
- Note: If collisions is already set, it must be set back to Bounding Box (solid 2).
- Method of collision for this entity.
- 0: None
- 1: BSP (QPhysics) !FGD Bug: In , if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned brush entities meant to be rotated) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- Model Index
- Given the number index from dumping the
cl_precacheinfo modelprecachetable, sets entity model to of the index.Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- 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: Entities transition to the next map with their parentsTip:
phys_constraintcan be used as a workaround if parenting fails.
- Global Entity Name
- 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)
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Note: Hammer does not move the entities accordingly only in the editor.
- Pitch Yaw Roll (X Y Z)
- 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.
- Response Contexts
- Pre-defined response system contexts; Format is
[key]:[value],[key]:[value],...and so on.Tip: Can also be filtered for or against!
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Hammer ID
- The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like the
ent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
- Start Disabled
- Stay dormant until activated (with the
- <integer> The amount of damage done to entities that touch this trigger every second on the "Normal" difficulty setting. (Half of this damage is done every half-second.) See also damagemodel for extra details on how damage can be dealt. Use negative value to heal.
- <integer> Maximum damage dealt per second. This field is only used if you set damagemodel
Literal Value Description 0 GENERIC 1 CRUSH 2 BULLET 4 SLASH 8 BURN 16 FREEZE 32 FALL 64 BLAST 128 CLUB 256 SHOCK 512 SONIC 1024 ENERGYBEAM 16384 DROWN 32768 PARALYSE 65536 NERVEGAS 131072 POISON 262144 RADIATION 524288 DROWNRECOVER 1048576 CHEMICAL 2097152 SLOWBURN 4194304 SLOWFREEZE
- <boolean> How damage is dealt. If set, doubling starts with the specified amount and doubles it each time it hurts the toucher. Forgiveness means that if the toucher gets out of the trigger the damage will reset to the specified value. Good for making triggers that are deadly over time without having to cause massive damage on each touch. If not set, always does the specified amount of damage each half second.
- 1 : Applies to clients (players)
- 2 : Applies to NPCs
- 4 : Applies to pushables
- 8 : Applies to physics objects
- 16 : Applies to player ally NPCs
- 32 : Applies to clients in vehicles
- 64 : Applies to everything
- 512 : Applies to clients not in vehicles
- 1024 : Applies to physics debris
- 2048 : Applies to NPCs in vehicles (Respects player ally flag)
- Triggers either the OnTouching or OnNotTouching outputs for whether anything is touching this entity.
- Behave as if the !caller entity had just entered the trigger volume. Accepts non-physical entities.
- Behave as if the !caller entity had just exited the trigger volume.
- Disables this trigger and calls EndTouch on all currently-touching entities.
- Toggles this trigger between enabled and disabled states.
- Enable/disable this entity from performing its task. It might also disappear from view.
- Evaluates a keyvalue/output on this entity.
<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 than
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- 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.
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- Adds to the entity's list of response contexts. Format is
- Remove a context from this entity's list. The name should match the key of an existing context.
- Removes all contexts from this entity's list.
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since .
- Dispatches a response to the entity. See Response and Concept.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- SetDamage <float>
- Set a new amount of damage for this trigger.
- Fired when an entity stops touching this trigger. Only entities that passed this trigger's filters will cause this output to fire. (activator is the exiting entity)
Warning: This includes entities which are deleted while inside the trigger. In this case activator will be invalid.
- Fires when the last entity in the entity's area exits this trigger or when this entity is disabled. Only entities that passed this trigger's filters are considered. (activator is the last exiting entity)
- Fired when the
TouchTestinput is called.
- Fired when an entity starts touching this trigger. The touching entity must pass this trigger's filters to cause this output to fire. (activator is the toucher)
- Fired repeatedly with a delay when an entity is in this trigger's volume. Delay is defined by Delay Before Reset key.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.
- Fired whenever this trigger hurts something other than a player.
- Fired whenever this trigger hurts a player.