chicken
chicken
is a point entity available in Counter-Strike: Global Offensive.
Note:This is a preserved entity in .
- On a new round, its properties including its position will intentionally not reset. You can use logic_auto to emulate resetting it.
- Killing it removes it forever, as it is not respawned on a new round.
- It cannot be spawned with a point_template.
- Parenting this with non preserved entities may have undesirable effects.
Contents
Entity Description
This is an animated chicken. It moves around and plays some sounds by itself.
- A player can
+use
it to make it follow them. When a new round starts, the chicken is preserved and spawns near its "owner". When it dies, the "owner" is notified in the chat. - It is normally spawned with pet_entity, but directly placing this entity will not require a Navigation Mesh.
- It is one of the preserved entities, so if this entity is map placed and killed, it will not respawn, even between rounds. Use pet_entity to get around this.
- Chickens spawn independently around the map in the Deathmatch game mode.
The chicken model has multiple color variants that can be set with this entity's skin
KeyValue and/or Input with a value within 0-4.
Keyvalues
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 parentsTip: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. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags
(spawnflags)
<flags> !FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)
<flags> !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!
- Is Automatic-Aim Target
(is_autoaim_target)
<boolean> (in all games since ) !FGD - If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
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.
Bug:Alpha effects from 0 to 10 are unavailable due to the bug in code in Counter-Strike: Global Offensive
|
- 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 ) !FGD(LightingOriginHack)
<targetname>- 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 ) - Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth
(disableshadowdepth)
<boolean> (in all games since ) - Makes this entity not cast a shadow from
env_projectedtexture
entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache
(shadowdepthnocache)
<choices> (in all games since ) - 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 to
EF_SHADOWDEPTH_NOCACHE
.- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
Miscellaneous
- Glow Backface Multiple
(glowbackfacemult)
<float> (only in ) !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 ) !FGD - Sets a movetype for this entity, which changes its movement behavior.
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- Collision Group
(CollisionGroup)
<choices> (in all games since ) !FGD - Sets a collision group for this entity, which changes its collision behavior.
|
- No Animation Sounds
(SuppressAnimSounds)
<boolean> (in all games since ) !FGD - Silences sounds linked to animations.DXLevelChoice:
- Minimum / Maximum DX Level
(mindxlevel / maxdxlevel)
<choices> (removed since ) - The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning:If these are used, the object may break when the user switches their DirectX settings.
|
- Minimum / Maximum Effect Details Level
(mincpulevel / maxcpulevel)
<choices> (in all games since ) - Don't render for players with Effect Details levels that exceed the minimum or maximum.[Key names are related to
cpu_level
cvar used by Effect Details.]
|
- Minimum / Maximum Shader Details Level
(mingpulevel / maxgpulevel)
<choices> (in all games since ) - Don't render for players with Shader Details levels that exceed the minimum or maximum.[Key names are related to
gpu_level
cvar used by Shader Details.]
|
DynamicProp:
- Default Animation
(DefaultAnim)
<string> - The animation this prop will play when not doing a random or forced animation.
- Randomly Animate
(RandomAnimation)
<boolean> - Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.Note:Will only select from animation $sequences linked with
ACT_IDLE
if they exist.
- Ignore NPC Collisions
(IgnoreNPCCollisions)
<choices> (only in ) - Disable collisions for NPCs if yes.
- 0: No
- 1: Yes
- Min Random Anim Time
(MinAnimTime)
<float> - Minimum time between random animations.
- Max Random Anim Time
(MaxAnimTime)
<float> - Maximum time between random animations.
- Update children
(updatechildren)
<boolean> (in all games since ) - Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Glow State
(glowstate)
<choices> - What is allowed to activate the glow effect on this prop.
- 0: OFF (must be activated through inputs)
- 1:
+use
- 2: when looked at
- 3: ON (starts activated)
- Glow Range
(glowrange)
<integer> - Range at which the glow becomes visible. 0 means always visible.
- Glow Range Min
(glowrangemin)
<integer> - Range at which glow stops being visible. 0 means always visible.
- Glow Color Override (R G B)
(glowcolor)
<color255> - Color of the glow.
- Disable Bone Followers
(DisableBoneFollowers)
<boolean> (in all games since ) - Disables generation of
phys_bone_follower
s for each convex piece the model has in its collision model.phys_bone_follower
s can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore. - Hold Animation
(HoldAnimation)
<boolean> (in all games since ) - If set, the prop will not loop its animation, but hold the last frame.
- Animate Every Frame
(AnimateEveryFrame)
<boolean> (in all games since ) - Force this prop to animate every frame. Usually this doesn't need to be touched.
GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)
<boolean> (only in ) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)
<string> (only in ) - 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!
BreakableProp:
- Explosion Damage
(ExplodeDamage)
<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)
<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Sound to make when punted
(puntsound)
<sound> (in all games since ) - Sound to make when punted by gravity gun.
- Break Model Message
(BreakModelMessage)
<string> - "If set, will use this break model message instead of the normal break behavior." Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
Breakable (common):
- Performance Mode
(PerformanceMode)
<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt
(minhealthdmg)
<integer> - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(pressuredelay)
<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)
<integer> - How close to breaking the object is.
- Maximum Health
(max_health)
<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)
<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Damage Filter Name
(damagefilter)
<targetname> - When this entity receives damage, it will filter by this entity.
- Disable X360
(???)
<choices> -
- 0 : No
- 1 : Yes
Chicken Models and Skins:
- Chicken Model
(SetBodyGroup)
<choices> - Holiday submodels of chicken.
- 0 : Default
- 1 : Party Hat
- 2 : Ghost
- 3 : Sweater
- 4 : Bunny ears
- 5 : Pumpkin head
Inputs
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"
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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 since )SetLightingOriginHack
<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.
Warning:Negative or extremely high values can cause crashes!
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.
Important:Absolutely NO quotes! Make sure you use the forward slash '/'. Merasmus says to heed this advice, else thou shalt corrupt the VMF.
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.
DynamicProp:
SetAnimation
<string>- Forces the prop to play the named animation.
SetDefaultAnimation
<string>- Changes the animation played when not in a random/forced sequence.
SetPlaybackRate
<float>- Sets the framerate at which animations are played.
TurnOff
- Hides the prop through
EF_NODRAW
. TheDisable
input does the exact same thing.
TurnOn
- Shows the prop (by removing
EF_NODRAW
). TheEnable
input does the exact same thing.
DisableCollision
- Tells the prop to no longer be solid.
EnableCollision
- Tells the prop to become solid again.
SetAnimationNoReset
<string> (in all games since )- Force the prop to play an animation unless the prop is already playing the animation. The parameter should be the name of the animation.
BreakableProp:
Break
- Breaks the breakable.
SetHealth
<integer>- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth
<integer>- Adds health to the breakable.
RemoveHealth
<integer>- Removes health from the breakable.
physdamagescale
<float>- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
EnablePhyscannonPickup
- Makes the breakable able to picked up by the gravity gun.
DisablePhyscannonPickup
- Makes the breakable not able to picked up by the gravity gun.
Outputs
DynamicProp:
OnAnimationBegun
- Fired when an animation begins.
OnAnimationDone
- Fired when an animation finishes.
BreakableProp:
OnBreak
- Fired when this object breaks.
!activator
is whatever breaks the object.
OnHealthChanged
<float>- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
OnTakeDamage
- Fired when damage is taken.
OnPhysCannonAnimatePreStarted
- Fired when prop starts its
ACT_PHYSCANNON_ANIMATE_PRE
activity. Caused by the object being picked up by the gravity gun.
OnPhysCannonAnimatePullStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE
activity.ACT_PHYSCANNON_ANIMATE_PRE
plays once, thenACT_PHYSCANNON_ANIMATE
starts looping.
OnPhysCannonDetach
- Fired when prop has started its
ACT_PHYSCANNON_DETACH
activity (caused by the gravity gun ripping it from a wall).
OnPhysCannonAnimatePostStarted
- Fired when prop has started its
ACT_PHYSCANNON_ANIMATE_POST
activity (caused by the player letting the prop go from the gravity gun).
OnPhysCannonPullAnimFinished
- Fired when prop has finished all gravity gun-related animations.
Model:
OnIgnite
!FGD- Fired when the entity catches fire, such as from an
env_entity_igniter
or theIgnite
inputs.
Base:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs.