Asw pickup pistol/en
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It is used to spawn a pistol.
Contents
Keyvalues
- Bullets in gun <integer>
- Specifies the number of bullets in this pickup. On this pickup, defaults to 250 bullets.
- Clips <integer>
- Specifies the number of clips in this pickup. On this pickup, defaults to 1 clip.
- Secondary Bullets <integer>
- Specifies the number secondary bullets, e.g. grenades for assault rifle. On this pickup, defaults to 0.
ASWPickup:
- Stay in air on startup
(FreezePickup)
<boolean> - If set, this pickup won't fall to the ground when the map starts.
Item:
BaseAnimating:
- Skin
(skin or ModelSkin
<integer>)
- Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)
<choices> - Method of collision for this entity.
- Body Group
(body or SetBodyGroup)
<integer> !FGD - Sets the the active
$bodygroup
.
- Model Index
(modelindex)
<short> !FGD - Given the number index from dumping the
cl_precacheinfo modelprecache
table, sets entity model to the index.Warning:If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes.
- Model Scale
(modelscale)
<float> (in all games since)
- A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning:Negative or extremely high values can cause crashes!
Note:Scale may not appear in
Hammer 4.x, but will appear in-game (tested in
). This is fixed in
Hammer++.
Animating
- Sequence
(sequence)
<integer> !FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)
<float> !FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0.
- Texture Frame
(texframeindex)
<integer> !FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)
<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)
<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)
<float> - If specified in the
worldspawn
, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$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.


- 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 (Fades out over 4 s)
- 6: Fast Fade Away (Fades out over 1 s)
- 7: Slow Become Solid (Fades in over 4 s)
- 8: Fast Become Solid (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
)
- 15: Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")
- 17: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s)
Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear)
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
)
- Render Mode
(rendermode)
<choices> - Set a non-standard rendering mode on this entity.
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(not in(LightingOriginHack)
<targetname>) !FGD
- Deprecated. The
info_lighting_relative
from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
Miscellaneous
- Move Type
(MoveType)
<choices> (in all games since) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
- 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) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
- 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
- Maximum Effect Details Level
(maxcpulevel)
<choices> (in all games since)
- Don't render for players with Effect Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mincpulevel
, "High" formaxcpulevel
) - 1: Low
- 2: Medium
- 3: High
- 0: Default ("Low" for

cpu_level
command, the command Effect Details uses.- Maximum Shader Details Level
(maxgpulevel)
<choices> (in all games since)
- Don't render for players with Shader Details levels that exceed the minimum or maximum.
- 0: Default ("Low" for
mingpulevel
, "Very High" formaxgpulevel
) - 1: Low
- 2: Medium
- 3: High
- 4: Very High
- 0: Default ("Low" for

gpu_level
command, the command Shader Details uses.Base:
- 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:Entities transition to the next map with their parents
Tip:
phys_constraint
can be used as a workaround if parenting fails.
- Origin (X Y Z)
(origin)
<coordinates> - 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)
(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.
- Classname
(classname)
<string> !FGD - Determines the characteristics of the entity before it spawns.
Note:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity 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.
- Entity Scripts
(vscripts)
<scriptlist> (in all games since) (also in
)
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction)
<string> (in all games since) (also in
)
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)
<boolean> (in all games since) !FGD
- Set to Yes to lag compensate this entity. Should be used very sparingly!
Flags
Item:
* [
Keeps the model from moving.
1
] : Start ConstrainedKeeps the model from moving.
Inputs
Item:
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
toFireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
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.
DispatchResponse
<string> !FGD- Dispatches a response to the entity. See Response and Concept.
DispatchEffect
<string> (removed since) !FGD
- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile
<script> (in all games since) (also in
)
- 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) (also in
)
- 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 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) (also in
) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope
(only in) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin
<coordinates> (in all games since) !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.
Model:
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)
- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
IgniteHitboxFireScale
<float> (removed since)
- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
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.
(removed sinceSetLightingOriginHack
<targetname>)
- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative
. UseSetLightingOrigin
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)
- 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.

SetCycle
<float> (only in)
- Skip to a specific point in the current animation.
SetModel
<string> (only in)
- Changes the model to the specified path. Form of models/ammo/ammo_us.mdl.

SetPlayBackRate
<float> (only in)
- Change the animation speed multiplier.
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.
Reflection:
DisableDrawInFastReflection
(in all games since)
- Turns off rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
EnableDrawInFastReflection
(in all games since)
- Turn on rendering of this entity in reflections when using
$reflectonlymarkedentities
in water material.
Shadow:
DisableShadow
- Turn dynamic shadows off for this entity. Identical to applying
EF_NOSHADOW
.
EnableShadow
- Turn dynamic shadows on for this entity.
DisableReceivingFlashlight
(in all games since)
- This object will not receive light or shadows from projected textures.
Outputs
Item:
OnPlayerTouch
- Fires when the player touches this object.
OnCacheInteraction
Confirm:Fires when the player proves they have 'found' this item:
- Player touch (whether or not player actually acquires the item)
- Picked up by +USE
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.