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asw_alien_goo is a point entity available in Alien Swarm Alien Swarm. This entity creates an animated object which behaves like the biomass in Alien Swarm. When the player touches it, he will be hurt and it can be destroyed using fire. This entity will constantly play its worldmodels idle animation.

Note.pngNote:This entity can be given any worldmodel and it will still behave like biomass, but it is recommended to use the biomass models found in models\aliens\biomass\ folder, which are designed for this purpose and have an appropriate idle animation
Tip.pngTip:Good for interaction with asw_objective_destroy_goo!


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


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.


Origin (X Y Z) (origin) <origin>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Worldmodel (???) <model path>
The 3D model used to display this entity in the world.
Warning.pngWarning:I strongly reccomend usage of the modles from models\aliens\biomass\ folder to avoid confusion!
Skin (???) <integer>
Some models have multiple versions of their textures, called skins. Set this to a number other than 0 to use that skin instead of the default.
Disable Shadows (???)
Used to disable dynamic shadows on this entity.
Pulse Strenght (???)
Controls the amplitude of the pulsating goo (ranges from 0 to 1.0).
Warning.pngWarning:Will only work with models mentioned above!
Pulse Speed (???)
Controls how quickly the goo pulsates (1.0 is normal, can be set higher or lower).
Warning.pngWarning:Will only work with models mentioned above!
Burning Link Name (???)
Alien goo/Grub sacs that share the same Burning Link Name will all be set on fire when one of those alien goo's is set on fire.
Tip.pngTip:Useful for creating large numbers of biomass on a single spot, which should interact when being bunt.
Has Ambient Sound (???)
Whether the goo has a slimey ambient sound effect loop or not.
Tip.pngTip:Whe using large amounts of biomass their ambient sounds may dominate the levels ambience too much, so you might only want one or two biomass entities play a loop.
Requiered By Objective (???)
Whether the goo must be destroyed for an objective. (supresses burn hint if no).
Note.pngNote:Does not mean goo must be destroyed to complete mission - to achive that effect use asw_objective_destroy_goo entity.


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"
Removes all contexts from this entity's list.
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.
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 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.

enbale/disable shadows
En/disable dynamic shadows on this object [?].

Change the skin of this objects wordl model.


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.
Fired when the biomass is set on fire.
Tip.pngTip:Useful for calling spawners while marines have to wait for biomass to be destroyed.

Fired when the biomass is fully destroyed.
Tip.pngTip:Useful for firing a completion input on an asw_objective_destroy_goo.

See also