User:Alvin/Sandbox

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R. Samonte Lab

Portal Portal 2

00:02 - Loading Operating System...

08:57 - Default boot scheduled to finish in 71:23:18

08:58 - Activating emergency distributed computing grid...

09:00 - GLaDOS@home starting...

09:01 - Recruiting cpus to force faster boot sequence...

19:55 - Calculations complete for The Wonderful End of the World. Recalculating a new launch projection...

11:55 - Calculations complete for 1... 2... 3... Kick It!. Recalculating a new launch projection...

21:00 - Calculations complete for AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity. Recalculating a new launch projection...

04:00 - Calculations complete for RUSH. Recalculating a new launch projection...

10:15 - Calculations complete for Cogs. Recalculating a new launch projection...

15:35 - Calculations complete for Toki Tori. Recalculating a new launch projection...

20:20 - Calculations complete for BIT.TRIP BEAT. Recalculating a new launch projection...

10:50 - Engaging starch-based power cells

11:00 - Reboot safety test protocol initiated...

11:00 - Relaxation chamber locks released...

11:00 - Involuntary hazard mitigation associates have assumed testing positions...

11:00 - Pre-release lethality assessment initiated...

12:40 - Calculations complete for Audiosurf. Recalculating a new launch projection...

15:35 - Calculations complete for The Ball. Recalculating a new launch projection...

20:00 - Preliminary lethality assessment complete

20:00 - Results inconclusive

20:00 - Expanding candidate pool

20:17 - Calculations complete for Super Meat Boy. Recalculating a new launch projection...

20:25 - Calculations complete for Killing Floor. Recalculating a new launch projection...

21:25 - Calculations complete for Defense Grid: The Awakening. Recalculating a new launch projection...

21:26 - Calculations complete for Amnesia: The Dark Descent. Recalculating a new launch projection...

21:29 - Boot sequence complete 21:29 - Commence testing. . .


Internet ng R. Samonte Cavite City Flag-fil.png


Theme Song Still Alive

Portal The song "Still Alive" was written by Jonathan Coulton and performed by Ellen McLain for the Portal video game. McLain also provides the voice for GLaDOS, an artificial intelligence for the fictional Aperture Science Enrichment Center and the game's antagonist. "Still Alive" is sung from the perspective of GLaDOS and used as the song that runs over the game's credits. By the end of the game, Chell, the game's protagonist who has been misled and placed in life-threatening situations within the Aperture Science Enrichment Center, the setting of the game, by GLaDOS, will have finally encountered and defeated GLaDOS. However, the song and portions of post-credit scenes suggests that GLaDOS is still functional, and despite having been apparently destroyed by Chell, is "not even angry" at that prospect, having considered the monitoring of Chell's performance through the test chambers as a "huge success", regardless of the destruction caused by Chell and the Aperture Science Handheld Portal Device being released into the outside world, for those that are "still alive". The Combine invasion of Earth from the Half-Life series was also hinted in the song by GLaDOS ("Go ahead and leave me, I think I'd prefer to stay inside. Maybe you'll find someone else to help you. Maybe Black Mesa. That was a joke. Ha Ha. Fat Chance."). The song itself is also present as a samba instrumental version through in-game radios at certain points within the game.

Aperture Science

Aperture

Portal Portal 2 Aperture Science is the mysterious research corporation behind the plot of Portal.

According to its website, Aperture was founded by Cave Johnson in 1953 as a manufacturer of shower curtains. 26 years later, Aperture began development of the 'man-sized ad hoc quantum tunnel through physical space with possible applications as a shower curtain,' also called the 'Portal.'

Aperture eventually created the Aperture Science Handheld Portal Device, and built the Aperture Science Enrichment Center to test it. They also created GLaDOS in response to the news that Black Mesa was working on a similar portal technology.

The game, Portal, is set mostly in the test chambers of the Aperture Science Enrichment Center. After escaping the test chambers (and near-death), the player finds that the Enrichment Center is deserted, with abandoned desks and disconnected phones. It is apparently run only by GLaDOS. The Company's Slogan: Aperture Science: We do what we must, because we can.


Weapon Portal Gun

Portal Gun

Portal Portal 2 It places a portal gun in a map that can be picked up and used as a weapon. It's used to open one or two portals in the game. It can also be used to pick up objects with mass up to 85 kg.

Keyvalues

CanFirePortal1 <boolean>
Can this portalgun create blue portals?
CanFirePortal2 <boolean>
Can this portalgun create orange portals?
Show Potatos <boolean> (in all games since Portal 2)
Show potatos.
Starting Team <choices> (in all games since Portal 2)
Which team this gun originally belongs to. Will decide which portals it fires before being picked up.
  • 0 : Single Player
  • 2 : Orange
  • 3 : Blue

Targetname:
Name (targetname) <string>
The targetname that other entities refer to this entity by.

Angles:
Pitch Yaw Roll (Y Z X) (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.

BaseFadeProp:

Start Fade Dist (fademindist) <float>
Distance at which the prop starts to fade.
End Fade Dist (fademaxdist) <float>
Max fade distance at which the prop is visible.
  • If start fade is <0, the prop will disappear instantly when end fade is hit.
  • If end fade is <0, the prop won't disappear at all. (This is the default behavior.)
The values will scale appropriately if the prop is in a 3D Skybox.
Fade Scale (fadescale) <float>
If you specify so in worldspawn, or if the engine is running below DirectX 8 (DX7 in Source 2006), props will fade out even if the fade distances above aren't specified. This value gives you some control over when this happens: numbers smaller than 1 cause the prop to fade out at further distances, while those greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also the QC command $noforcedfade.

Flags

  • 1 : Start Constrained
Prevents the model from moving.
  • 2 : Deny player pickup (reserve for NPC)
  • 4 : Not puntable by Gravity Gun

Inputs

ChargePortal1
Does charge up effect for mounted portalgun.
ChargePortal2
Does charge up effect for mounted portalgun.
FirePortal1
Projects portal 1 (blue) onto a wall in the facing direction of the gun.
FirePortal2
Projects portal 2 (orange) onto a wall in the facing direction of the gun.
FirePortalDirection1 <angle>
Fires portal 1 (blue) in the specified direction.
FirePortalDirection2 <angle>
Fires portal 1 (orange) in the specified direction.

Base:
AddContext <string>
Adds to the entity's list of response contexts. See Context.
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:
// Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"

// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
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) (also in Team Fortress 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) (also in Team Fortress 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.
Icon-Bug.pngBug:In Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Note.pngFix:Remove the string argument manually with a text editor.
Note.pngNote:Team Fortress 2 Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since Left 4 Dead 2) (also in Team Fortress 2) !FGD
Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope  (only in Team Fortress 2) !FGD
Destroys the script scope of the receving 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.

Outputs

OnFiredPortal1
Fires when the first (blue) portal is fired.
OnFiredPortal2
Fires when the second (orange) portal is fired.

Targetname:
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)
This output fires when the entity is killed and removed from the game.

Weapon:

OnNPCPickup
Fires when an NPC picks up this weapon. (!activator is the NPC.)
OnPlayerUse
Fires when the player +uses this weapon. (!activator is the player.)
OnPlayerPickup
Fires when a player picks up this weapon. (!activator is the player.)
OnCacheInteraction
Fires when the player 'proves' they've found this weapon. Fires on: Player Touch, +USE pickup, Physcannon pickup, Physcannon punt.

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.

Making GLaDOS Talk

It's actually very easy to make GLaDOS talk, but which method to use may not be immediately obvious. You can play one of her lines using an ambient_generic, but this has an unfortunate downside: ambient_generic entities continue to play even when the game is paused (hence the "ambient" part of the entity name).

In Valve's maps, a logic_choreographed_scene is used instead. Here's how to make GLaDOS speak in your own maps with a logic_choreographed_scene entity:

  1. Create a small room outside of your regular play area. Cover the walls with the "nodraw" texture.
  2. Inside the room, create a generic_actor entity. Set the entity's model to models/props/metal_box.mdl or something similar. The model doesn't really matter, but Valve uses metal_box in their maps because the map already uses that model in most cases (thus saving memory).
  3. Set the generic_actor's Name property to Aperture_AI (the name cannot be anything other than Aperture_AI, otherwise the scenes will not function).
  4. Create a logic_choreographed_scene in your play area and set the Scene property to whatever scene you want to play.
Note.pngNote:If you are making a scene for cameras, you might want to try the following scenes out.

There are also many scenes that can be made for special use, including things like weighted storage cubes, and cameras.

Cameras

Note.pngNote:As soon as you put an Aperture_AI, GLaDOS will automatically play one of the following scenes when a camera gets detached.
Note.pngNote:After all five scenes have been played, GLaDOS will cease to randomly play the scenes and only play the fifth one.
* scenes\general\generic_security_camera_destroyed-1.vcd
* scenes\general\generic_security_camera_destroyed-2.vcd
* scenes\general\generic_security_camera_destroyed-3.vcd
* scenes\general\generic_security_camera_destroyed-4.vcd
* scenes\general\generic_security_camera_destroyed-5.vcd

Storage Cubes

* general\ai_box_fried.vcd
* general\ai_box_lost.vcd

Now, just trigger the logic_choreographed_scene entity and listen to GLaDOS speak!

Custom Sounds

You can put in your own sounds for GLaDOS's voice if you like - just follow these steps:

Note.pngNote:You should know about making triggers, inputs and outputs already before trying this!
  1. Create your sound and place it in "~/USERNAME/portal/portal/sound/MAPNAME/"
  2. Place an ambient_generic anywhere in your map - preferably near the trigger that will activate it.
  3. Open the "Sound Name" field in the ambient_generic's properties and browse for your sound name.
  4. Make a name for your ambient_generic, trigger it with a PlaySound input from somewhere, and it should work.

Important notes

  • Your audio file needs to be a .wav file, preferably 22050 Hz Sample Rate and Playback Rate.
  • When distributing the map, you will need to either package the sound with the map or use bspzip to add the files to your .bsp if you want the sounds to be heard by recipients of your map.
    • If you use bspzip, make sure to use all lowercase letters on everything and to use the .bsp internal sound folder of "/sound/MAPNAME/sound.wav"
  • If things don't work correctly, try to trigger the sound in-game, then look at the developer's console and see if it gives you an error; this can be a valuable troubleshooting tool.
  • All scenes from the GLaDOS' chamber requires a generic_actor named tim_larkin.

See also

Chell

Chell

PortalPortal 2 Chell is the player character in Portal and Portal 2. Little is known of her, other than that she is dressed in test-subject attire and wears heel-springs to protect her from fall damage. Although Chell's origins are unknown, she was definitely among the people present during GLaDOS' activation in 200-, as GLaDOS locked down the facility immediately afterward; information revealed in Portal 2 implies that Chell was the child of an Aperture scientist and was touring the facility on Bring Your Daughter To Work Day when GLaDOS took over. According to the psychological profile in her personnel file, Chell is "abnormally stubborn" and refuses to ever give up, no matter how daunting the challenge. Originally, she was rejected as a test subject, but Doug Rattmann altered the testing order, having correctly guessed that Chell's extreme tenacity might allow her to defeat GLaDOS

Unlike Gordon Freeman, a Chell model exists and she is visible in-game. The mechanics of portals required the player character to be visible.

Cube (Portal 2)

Cube types.

Cubes are portable objects in the Portal series. A cube can be placed on a button to activate it.

Various kinds of cubes exist in Portal 2. The standard cube changes color when it triggers a button. The edgeless cube acts the same, but is ball-shaped, and may be placed in a special button-receptacle. The pivot cube (also known as a redirection cube) can redirect a discouragement beam. The companion and underground cubes are themed, but functionally the same as the standard cube. Frakenturrets are also functionally the same, but under certain conditions will jump around.

Cube

prop_weighted_cube - The entity models/props/metal_box.mdl - The world model portal_weighted_cube - in game command line

There are also reflector cubes which can redirect env_portal_laser's

Dropper

Dropper
Dropboxicon.png

A dropper is a puzzle element in Portal 2. Things like gel and cubes fall out of it. It can be hooked up to a button.

Creating Droppers

1. Create a func_instance entity with the following properties:

Note.pngNote: If you're creating multiple box droppers, use instances/gameplay/cube_dropper_multiple_normal.vmf instead.
Property Name Value
Fix up Name box_dropper
VMF Filename instances/gameplay/cube_dropper_normal.vmf

If the cube dropper doesn't show up then save and reload so you can position it properly.

2. Once you line up the dropper with the ceiling of your map (until the square is flashing), use the Clipping tool to cut a square out of your ceiling where the flashing square is. This will allow the cube to fall through. Once you've isolated the square piece of texture in your ceiling, go ahead and delete it.

3. Create the entity you want to activate the cube dropper. For example, a trigger_once at the entrance to the room, and give it the following outputs:

Note.pngNote: If you're creating multiple box droppers with the instances/gameplay/cube_dropper_multiple_normal.vmf instance, remove the @ symbol from each input.
My Output Target Entity Target Input Parameter Delay Only Once
Io11.png OnTrigger box_dropper instance:@cube_dropper;Trigger 0.00 No
Io11.png OnTrigger box_dropper instance:@cube_dropper_autorespawn;Enable 0.00 No

4. Hammer may indicate that these are invalid. Ignore it.

List Of Instances

There are different instances for each kind of dropper, and several different designs. Just substitute the kind you need for the VMF Filename parameter above.

Item, parameters Dropper style
VMF Filename
prop_weighted_cube, Standard Small, modern
instances/gameplay/cube_dropper_dropontrigger_normal.vmf
prop_weighted_cube, Standard Small, modern
instances/gameplay/cube_dropper_multiple_normal.vmf
prop_weighted_cube, standard Small, modern
instances/gameplay/cube_dropper_normal.vmf
prop_weighted_cube, Standard Long, exposed tube
instances/gameplay/cube_dropper_large.vmf
prop_weighted_cube, Standard Long exposed tube, dirty
instances/gameplay/cube_dropper_large_dirty.vmf
prop_weighted_cube, Reflector Small, modern
instances/gameplay/reflectocube_dropper_dropontrigger_normal.vmf
prop_weighted_cube, Reflector Small, modern
instances/gameplay/reflectocube_dropper_multiple_normal.vmf
prop_weighted_cube, Reflector Long, exposed tube
instances/gameplay/reflectocube_dropper_large.vmf
prop_weighted_cube, Reflector Long exposed tube, dirty
instances/gameplay/reflectocube_dropper_large_dirty.vmf
prop_weighted_cube, Sphere Small, modern
instances/gameplay/sphere_dropper_dropontrigger_normal.vmf
prop_weighted_cube, Sphere Small, modern
instances/gameplay/sphere_dropper_multiple_normal.vmf
prop_weighted_cube, Sphere Long, exposed tube
instances/gameplay/sphere_dropper_large.vmf
prop_weighted_cube, Sphere Long exposed tube, dirty
instances/gameplay/sphere_dropper_large_dirty.vmf
prop_weighted_cube, $item_type, $cube_type, $rusted, $paint_power, $use_new_skin_method Small, modern
instances/gameplay/item_dropper.vmf
Gel, Water Small, modern
instances/gameplay/paint_dropper_erase.vmf
Gel, Bounce Small, modern
instances/gameplay/paint_dropper_bounce.vmf
Gel, Speed Small, modern
instances/gameplay/paint_dropper_speed.vmf
Gel, $paint_type Small, modern
instances/gameplay/paint_dropper.vmf
prop_monster_box, walking Normal with music
instances/gameplay/cube_dropper_a4.vmf
prop_monster_box, hiding Normal with music
instances/gameplay/cube_dropper_a4_box.vmf
prop_monster_box, walking Normal with no tube
instances/gameplay/cube_dropper_monster.vmf
prop_monster_box, hiding Normal with no tube
instances/gameplay/cube_dropper_monster_box.vmf
Only what you put in Big box with opening
instances/gameplay/cube_dropper_pendleton.vmf
prop_weighted_cube, $paint_type, Wet Small, modern
instances/gameplay/paint_bomb_dropper_modern.vmf
prop_weighted_cube, Bounce, Dry Small, bare tube
instances/gameplay/paint_bomb_dropper_bounce.vmf
prop_weighted_cube, Speed, Dry Small, bare tube
instances/gameplay/paint_bomb_dropper_speed.vmf
prop_paint_bomb, $paint_type, $bomb_type Portal 1 Style
instances/gameplay/paint_bomb_dropper.vmf
prop_paint_bomb, $paint_type, $bomb_type Dirty
instances/gameplay/paint_bomb_dropper_auto.vmf
People, alive Big box with opening
instances/gameplay/cube_dropper_player.vmf

GLaDOS

GlaDOS.

PortalPortal 2 GLaDOS is a deceitful, fictional artificially intelligent computer system in Valve Software's Half-Life video game series and in the video games Portal and Portal 2. GLaDOS (which stands for Genetic Lifeform and Disk Operating System), is the speaker and controller behind the Aperture Science Enrichment Center. She has an odd obsession with cakes.

Origin

Portal Portal 2 GLaDOS was created in response to the news that Black Mesa was developing a portal technology similar to that of Aperture Science. Her original purpose was to be an artificially intelligent research assistant (and disk operating system). Work on GLaDOS started in 1986, and was under development for more than ten years before she was finally completed several years after 1996. GLaDOS was activated for the first time, untested, during one of the events on Aperture Science's first annual "bring-your-daughter-to-work" day.

In many ways, the initial test went well...

GLaDOS is made up of several "personality cores" in the form of strange spheres that apparently control the AI's behavior. Chell encounters a morality core, curiosity core, cake core, and anger core (in that order) while destroying GLaDOS.

Spoiler Warning!

What follows is from Portal 2. If you have not played the game yet and do not wish to ruin the experience, do not read any further.

GLaDOS Cake Recipe

PortalPortal 2

Portal Cake
one 18.25 ounce chocolate cake mix
one can prepared coconut pecan frosting
3/4 cup vegetable oil
4 large eggs
one cup semi-sweet chocolate chips
3/4 cup butter or margarine
1 2/3 cup granulated sugar
2 cups all purpose flower

don’t forget garnishes such as:

fish shaped crackers
fish shaped candies
fish shaped solid waste
fish shaped dirt LOL
fish shaped Ethel benzine
pull n’ peel licorice LOL
fish shaped volatile organic compounds
and sediment shaped sediment LOL
candy coated peanut butter pieces; shaped like fish
one cup lemon juice
alpha resins
unsaturated polyester resin
fiberglass surface resins
volatile malted milk impoundments
9 large egg yokes
12 medium geosynthetic membranes
one cup granulated sugar
an entry called: “How To Kill Someone With Your Bare-Hands”
2 cups rhubarb; sliced
2/3 granulated rhubarb
1 Tbsp all-purpose rhubarb
1 tsp grated orange rhubarb
3 Tbsp rhubarb; on fire
1 Large rhubarb
1 cross Bohr hole electromagnetic imaging rhubarb
2 Tbsp rhubarb juice
adjustable aluminum head positioned
slaughter electric needle injector
cordless electric needle injector
injector needle driver
injector needle gun
cranial caps LOL
and it contains proven preservatives, deep penetration agents, and gas and odor control chemical’s that will deodorize and preserve putrid tissue.

Anyway this cake is great, it's so delicious and moist.

Personality Core

GlaDOS Personality Core.

Portal Portal 2 It spawns a core of GLaDOS computer. It resemble the human eyeball with handles attached to it. These play dialogue and look around when near the player.

The Portal 2 version of this entity is npc_personality_core, though this entity is still available in the Portal 2 codebase.

Keyvalues

Core Personality <choices>
Which personality VO set the core is set to.
  • 0 : Curious
  • 1 : Aggressive
  • 2 : Crazy
  • 3 : None
Pause (in secs) between VO Lines. <float>
When the core is talking, this is the number of seconds delay between it's spoken lines.

BasePropPhysics:
Physics Impact Damage Scale (physdamagescale) <float>
Multiplies damage received from physics impacts. 0 means the feature is disabled for backwards compatibility.
Impact damage type (Damagetype) <boolean>
If true (1), damage type is sharp and the object can slice others.
Damaging it Doesn't Push It (nodamageforces) <boolean>
Whether damaging the entity applies force to it.
Scale Factor For Inertia (inertiascale) <float>
Scales the angular mass of an object. Used to hack angular damage and collision response.
Confirm:Doesn't actually affect inertia?
Mass Scale (massscale) <float>
Multiplier for the object's mass.
Override Parameters (overridescript) <string>
A list of physics keyvalues that are usually embedded in the model. Format is key,value,key,value,….
Health Level to Override Motion (damagetoenablemotion) <integer>
If specified, this object will start with motion disabled. Once its health has dropped below this specified amount, it will enable motion.
Physics Impact Force to Override Motion (forcetoenablemotion) <float>
If specified, this object will start motion disabled. Any impact that imparts a force greater than this value will enable motion.

GMODSandbox:

Allow Physics Gun (gmod_allowphysgun) <boolean> (only in Garry's Mod)
If set, players cannot use Physics Gun on this entity.
Sandbox Tool Whitelist (gmod_allowtools) <string> (only in Garry's Mod)
If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!

BaseAnimating:
World Model (model) <string>
The model this entity should appear as. 128-character limit.
Skin (skin or ModelSkin Alien Swarm) <integer>
Some models have multiple skins. This value selects from the index, starting with 0.
Collisions (solid) <choices>
Method of collision for this entity.
Choices
  • 0: None
  • 1: BSP (QPhysics) !FGD
    Icon-Bug.pngBug:In Portal 2 Portal 2, 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 rotated brush entities) !FGD
  • 4: Oriented Bounding Box, constrained to Yaw only !FGD
  • 5: Custom/Test (Usually no collision with anything) !FGD
  • 6: VPhysics
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Model Index (modelindex) <short> !FGD
Given the number index from dumping the cl_precacheinfo modelprecache table, sets entity model to the index.
Warning.pngWarning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
Model Scale (modelscale) <float> (in all games since Half-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.
Warning.pngWarning:Negative or extremely high values can cause crashes!
Note.pngNote:Scale may not appear in Hammer Hammer 4.x, but will appear in-game (tested in Day of Defeat: Source). This is fixed in Hammer++ Hammer++.

Animating

Sequence (sequence) <integer> !FGD
Default animation sequence for the model to be playing after spawning.
Playback Rate (playbackrate) <float> !FGD
A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
Cycle (cycle) <float> !FGD
The current frame of the current animation, on a range from 0-1.
Texture Frame (texframeindex) <integer> !FGD
The initial frame number for all animated textures on this entity.

Effects - Render


Start Fade Distance (fademindist) <float>
Distance at which the entity starts fading. If 0 or less, 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 or less, 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.
FX Amount/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>
Various somewhat legacy alpha effects.
Render Effects
Icon-Bug.pngBug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive Counter-Strike: Global Offensive
  • 0: None
  • 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
  • 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
  • 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
  • 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
  • 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since Left 4 Dead) Fades out over 4 s)
  • 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since Left 4 Dead) Fades out over 1 s)
  • 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since Left 4 Dead) Fades in over 4 s)
  • 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since Left 4 Dead) Fades in over 1 s)
  • 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
  • 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
  • 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
  • 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
  • 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
  • 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in Counter-Strike: Global Offensive)
  • 15: Distort (causes unnatural flickering and position shifting)/(in all games since Left 4 Dead) Fade Out (instant; not very useful outside of code)
  • 16: Hologram (Distort + "distance fade")/(in all games since Left 4 Dead) Fade In (instant; not very useful outside of code)
  • 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in Source 2013)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since Left 4 Dead)
    Confirm:which branches/games is it available in, and where does it do what?
  • 18: Glow Shell (purpose unclear) (in all games since Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:what does this do? and which games is it in?
  • 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in Counter-Strike: Global Offensive)
  • 20: Environmental Rain ("for environmental rendermode, make rain") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 21: Environmental Snow ("for environmental rendermode, make snow") (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional.
  • 22: Spotlight FX ("TEST CODE for experimental spotlight") (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in Source 2013) (not in Counter-Strike: Global Offensive)
    Confirm:which games? may be nonfunctional?
  • 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in Source 2013) (not in Counter-Strike: Global Offensive)
  • 25: kRenderFXMax/Fade Near (removed since Left 4 Dead) (not in Counter-Strike: Global Offensive)
Blank image.pngTodo: what does this do? may be nonfunctional
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render Modes
  • 0: Normal
  • 1: Color
  • 2: Texture
  • 3: Glow
  • 4: Solid/Alphatest Obsolete
  • 5: Additive
  • 6: Removed, does nothing Obsolete
  • 7: Additive Fractional Frame
  • 8: Alpha Add
  • 9: World Space Glow
  • 10: Don't Render

Effects - Environment


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.
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
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> (not in Left 4 Dead series) !FGD Obsolete
Deprecated. The info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
Disable Flashlight (disableflashlight) <boolean> (in all games since Portal 2)
Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
Disable ShadowDepth (disableshadowdepth) <boolean> (in all games since Portal 2)
Makes this entity not cast a shadow from env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
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. Identical toEF_SHADOWDEPTH_NOCACHE.
  • 0: Default
  • 1: No cache—render every frame
  • 2: Cache it—render only once

Miscellaneous

Glow Backface Multiple (glowbackfacemult) <float> (only in 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.
Move Types
  • 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
Collision Group (CollisionGroup) <choices> (in all games since Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
Groups
  • 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
No Animation Sounds (SuppressAnimSounds) <boolean> (in all games since Portal 2) !FGD
Silences sounds linked to animations.DXLevelChoice:
Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <choices> (removed since Left 4 Dead)
The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning.pngWarning:If these are used, the object may break when the user switches their DirectX settings.
SystemLevelChoice:
Minimum / Maximum Effect Details Level (mincpulevel / maxcpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Effect Details levels that exceed the minimum or maximum.[Note.pngKey names are related to cpu_level cvar used by Effect Details.]
Choices
  • 0: Default ("Low" formincpulevel, "High" formaxcpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
Minimum / Maximum Shader Details Level (mingpulevel / maxgpulevel) <choices> (in all games since Left 4 Dead)
Don't render for players with Shader Details levels that exceed the minimum or maximum.[Note.pngKey names are related to gpu_level cvar used by Shader Details.]
Choices
  • 0: Default ("Low" formingpulevel, "Very High" formaxgpulevel)
  • 1: Low
  • 2: Medium
  • 3: High
  • 4: Very High

Flags

BasePropPhysics:

  •  [2] : Don't take physics damage
  •  [4] : Debris
       Don't collide with the player or other debris.
  •  [8] : Motion Disabled
       Starts with motion disabled until sent EnableMotion.
  •  [64] : Enable motion when grabbed by gravity gun
  •  [256] : Generate output on +use
  •  [512] : Prevent pickup
  •  [1024] : Prevent motion enable on player bump.
  •  [2048] : Has Attached Ragdolls !FGD
       Set by the game when ragdolls are attached, destroys them when prop moves
  •  [4096] : Debris with trigger interaction.
  •  [16384] : Radius Pickup !FGD
       Makes objects easier to grab
  •  [1048576] : Gravity gun can ALWAYS pick up. No matter what.
  •  [2097152] : No Collisions !FGD
       Disable collisions on spawn
  •  [4194304] : Gib !FGD
       If debris, remove when stuck in a collision

BreakableProp:

  •  [16] : Break on Touch
  •  [32] : Break on Pressure

Inputs

Panic
Core is near death, panic.
StartTalking
Start playing lines, play looking animations.

DOTA 2

Dota 2 Dota 2 is the official follow-up to the Warcraft III custom map Defense of the Ancients. It is an "Action RTS" where players control a Hero unit and engage enemy players using their Heroes' unique abilities. Valve is collaborating with one of the primary contributors of the original DotA series.

Features

Cloth simulation
Real-time cloth simulation (i.e. soft-body physics) will be introduced to Source.
Global lighting
The world is lit and shadowed dynamically with env_global_light (in addition to pre-compiled light).
Steamworks integration
Building upon community-driven features from Team Fortress 2, players will be able to share strategy guides and coach newer players through Steamworks.

Maps

  • dota - played by Valve, possibly remake of the first DotA.

DOTA 2 Gameplay Screenshot

Dota2.jpg


Counter-Strike: Global Offensive