cycler_actor

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cycler_actor is a point entity available in all Source games. It is used to display a model for testing purposes. Shooting it will cycle through the model's animations. This version of the cycler entity is used for NPC's.

Not available in <Left 4 Dead><Left 4 Dead 2>.

In code, it is represented by class CFlextalkActor, defined in genericactor.cpp.

Flags

  • 1: Wait Till Seen
  • 2: Gag (No IDLE sounds until angry)
  • 4: Fall to ground (unchecked means *teleport* to ground)
  • 8: Drop Healthkit
  • 16: Efficient - Don't acquire enemies or avoid obstacles
  • 128: Wait For Script
  • 256: Long Visibility/Shoot
  • 512: Fade Corpse
  • 1024: Think outside PVS
  • 2048: Template NPC: This entity is a template for npc_template_maker. It will not spawn automatically and cannot be used with point_template.
  • 4096: Do Alternate collision for this NPC (player avoidance)
    Note:This flag is disabled in episodic for player companions because the StartScripting input does this.
  • 8192: Don't drop weapons
  • 16384: Ignore player push (New with Source 2006): Don't give way to player

Keyvalues

Sentence Group <string>
To do: add description

GenericActor:

Hull type (hull_name) <choices>
Physical size of the entity. Affects navigation capabilities and the bounding box.
  • HUMAN_HULL: Human
  • WIDE_HUMAN_HULL: Wide
  • TINY_HULL: Tiny
  • MEDIUM_HULL: Medium
  • LARGE_HULL: Large

AI_BaseActor:

Don't Use Speech Semaphore (DontUseSpeechSemaphore) <boolean>
Friendly NPCs are not allowed to speak if another friendly NPC is speaking. In some cases we don't want speaking NPCs to prevent other NPCs from speaking (for instance, if there is a friendly NPC speaking for a long time on a monitor). To make this NPC not prevent other NPCs from talking, make it not grab the semaphore when it speaks.
Facial Expression Override (ExpressionOverride) <string>
Enter a VCD file to override facial expressions on this actor.

AI_BaseNPC:

Weapon Held (additionalequipment) <classname>
Gives the NPC a weapon. NPCs may attack oddly or not attack if they don't know how to use a particular weapon.
Health (health) <integer>
How close to death the NPC is.
Maximum Health (max_health) <integer>
Health cannot exceed this amount.
Squad Name (squadname) <string>
NPCs that are in the same squad will share information about enemies, and will take turns attacking and covering each other.
Target Path Corner (target) <targetname>
If set, the name of a path_corner entity that this NPC will move to, after spawning. Must be within 576 units from the NPC.
Sleep State (sleepstate) <choices>
Holds the NPC in stasis until specified condition. See also Wake Radius and Wake Squad.
  • 0: None
  • 1: Waiting for threat
  • 2: Waiting for PVS
  • 3: Waiting for input, ignore PVS
  • 4: Auto PVS
  • 5: Auto PVS after PVS
To do: clarify the differences between each
Wake Radius (wakeradius) <float>
Auto-wake if player is within this distance, in Hammer units.
Wake Squad (wakesquad) <boolean>
If yes, wake all of the NPCs squadmates if the NPC is woken.
Ignore unseen enemies (ignoreunseenenemies) <boolean>
Prefer visible enemies, regardless of distance or relationship priority.
Hint Group (hintgroup) <string>
Hint groups are used by NPCs to restrict their hint-node searching to a subset of the map's hint nodes. Only hint nodes with matching hint group names will be considered by this NPC.
Hint Limit Nav (hintlimiting) <boolean>
If yes, limits NPC to using specified hint group for navigation requests, but does not limit local navigation.
Enemy Filter (enemyfilter) <targetname>
Filter by which to filter potential enemies.
Local Velocity (velocity) <vector> !FGD
Velocity generated by the entity, can cause strange behavior if changed.
Base Velocity (basevelocity) <vector> !FGD
Velocity to start with on spawn.
Angular Velocity (avelocity) <vector> !FGD
Angular velocity to start with on spawn.
Water Level (waterlevel) <character> !FGD
Current water level of the entity, can cause strange behavior if changed.

BaseCombatCharacter:

Relationship (Relationship) <string> !FGD
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this entity likes or dislikes certain other things. Used like the ai_relationship entity, with this entity as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
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.

Model:

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.
Body Group (body or SetBodyGroup) <integer> !FGD
Sets the the active $bodygroup.
Hitbox Set (hitboxset) <string> !FGD
Sets the $hboxset to use.
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 currently playing animation, on a range from 0-1.
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> !FGD
The info_lighting_relative from which to sample lighting instead of the entity's origin. Not in <Left 4 Dead><Left 4 Dead 2>.
Damage Filter Name (damagefilter) <targetname>
When this entity receives damage, it will filter by this entity.
Start Fade Distance (fademindist) <float>
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.
End Fade Distance (fademaxdist) <float>
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.
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.
Render Mode (rendermode) <choices>
Set a non-standard rendering mode on this entity.
Render FX / 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>
Preset pattern of appearance effects.
To do: 18-21, 25
Shadow Cast Distance (shadowcastdist) <integer>
Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
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.
Model Index (modelindex) <short> !FGD
Changes the entitiy's model to a precached model on the map.
Warning: Using an invalid value will instantly crash the game, this includes 0 and 1.
Texture Frame (texframeindex) <integer>
The frame number for any animated textures on this entity.
Model Scale (modelscale) <float> (New with Source 2007) !FGD
A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however. Not in [Portal], <Left 4 Dead>, <Left 4 Dead 2>, sdk 2013.
Warning: Negative or extremely high values can cause crashes!
Minimum CPU Level (mincpulevel) <choices> (New with Left 4 Dead)
A user with a CPU level lower than this will not see this object rendered in-game. It's unclear how the CPU level is decided, but most systems are classified as "high".
Maximum CPU Level (maxcpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Low
  • 2: Medium
  • 3: High
Minimum GPU Level (mingpulevel) <choices> (New with Left 4 Dead)
Maximum GPU Level (maxgpulevel) <choices> (New with Left 4 Dead)
  • 0: Default
  • 1: Very low
  • 2: Low
  • 3: Medium
  • 4: High
Glow Backface Multiple (glowbackfacemult) <float> (New with 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> (New with Alien Swarm) !FGD
Sets a movetype for this entity, which changes its movement behavior.
Collision Group (CollisionGroup) <choices> (New with Alien Swarm) !FGD
Sets a collision group for this entity, which changes its collision behavior.
No Animation Sounds (SuppressAnimSounds) <boolean> (New with Portal 2) !FGD
Silences sounds linked to animations.
Disable ShadowDepth (disableshadowdepth) <boolean> (New with Portal 2)
Makes this entity not cast a shadow from env_projectedtextures.
Projected Texture Cache (shadowdepthnocache) <choices> (New with 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.
  • 0: Default
  • 1: No cache - render every frame
  • 2: Cache it - render only once
Disable Flashlight (disableflashlight) <boolean> (New with Portal 2)
Used to disable projected texture lighting and shadows on this entity.

Base:

Classname (classname) <string>
The classname defines the type of entity. Classnames can be changed using AddOutput, which will influence how the engine deals with the entity in certain circumstances.
Name (targetname) <string>
The name that other entities refer to this entity by.
Global Entity Name (globalname) <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma. Every entity can be parented, even point entities. Entities which are parented will be forced to transition to the next map, such as from a trigger_transition. Some entities which aren't intended to be parented may not function correctly. phys_constraint can be used as a workaround to parenting.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
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.
Flags (spawnflags) <integer>
Toggles features of an entity, its specific number is determined by the combination of flags added.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts for this entity. Format is key:value,key:value,.... Contexts may be filtered.
Effects (effects) <integer> !FGD
Combination of effect flags to use.
Local Time (ltime) <float> !FGD
The local time of the entity, independent of the global clock. Used mainly for physics calculations.
Next Think (nextthink) <float> !FGD
Amount of time before the entity thinks again.
Hammer ID (hammerid) <integer> !FGD
The entity's Hammer ID. Mainly used by plugins and debugging commands, such as ent_keyvalue. Can be manually assigned with the "hammerid" or "id" keyvalue. Entities spawned at run-time are not assigned any Hammer ID.
Disable for Xbox 360 (disableX360) <boolean> (New with Left 4 Dead 2) !FGD
If Yes, disables this entity on the Xbox 360 version of Source.
Entity Scripts (vscripts) <scriptlist> (New with Left 4 Dead 2)
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.
Script think function (thinkfunction) <string> (New with Left 4 Dead 2)
Name of a function in this entity's script which will be called automatically every 100 milliseconds (ten times a second) for the duration of the script. It can be used to create timers or to simulate autonomous behavior. The return value (if present) will set the time until the next call. Try to avoid expensive operations in this function, as it may cause performance problems.
Lag Compensation (LagCompensate) <boolean> (New with Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Is Automatic-Aim Target (is_autoaim_target) <boolean> (New with Counter-Strike: Global Offensive) !FGD
If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.

Inputs

AI_BaseActor:

SetExpressionOverride  <string>
Set facial expression override.

AI_BaseNPC:

SetRelationship  <string>
<string|targetname or classname> <string|disposition> <int|rank>
Changes whether this NPC likes or dislikes certain others. Used like the ai_relationship entity, with this NPC as the subject.
Values for disposition are:
  • D_HT: Hate
  • D_FR: Fear
  • D_LI: Like
  • D_NU: Neutral
SetEnemyFilter  <targetname>
Set a filter by which to filter potential enemies.
SetHealth  <integer>
Set the health of the NPC to this amount.
SetSquad  <string>
Changes the name of this NPC's squad. Leaving the parameter blank will remove the NPC from any existing squad.
Wake
Wakes up the NPC if it is sleeping.[Clarify]
UpdateEnemyMemory  <targetname> (New with Source 2006)
Update (or create) this NPC's memory of of the given entity.
ForgetEntity  <targetname>
Clears out the NPC's knowledge of a named entity.
IgnoreDangerSounds  <float>
Ignore danger sounds for the specified number of seconds. To do: Clarify what a "danger sound" is.
Break
Makes the NPC die and disappear.
StartScripting
Puts the NPC into a "scripted" state. It will ignore a variety of stimuli, such as +use, danger sounds, and idle speech.
ExitScripting
Puts the NPC into their normal state again.
GagEnable
Prevents the NPC from making any vocalized sounds or speech, unless they are in a choreographed scene.
GagDisable
Allow the NPC to make vocalizations again.
InsideTransition  !FGD
Tells the NPC to stop any choreography (but not scripted speech) its a part of. Usually this is only done by a trigger_changelevel when a player steps inside it, and the NPC is inside an associated trigger_transition.
ActivateSpeedModifier  !FGD
To do: add description
DisableSpeedModifier  !FGD
To do: add description
SetSpeedModRadius  !FGD
To do: add description
SetSpeedModSpeed  !FGD
To do: add description
HolsterWeapon
Makes the NPC put their weapon away.
UnholsterWeapon
Makes the NPC take out their weapon, if they have one.
HolsterAndDestroyWeapon
Makes the NPC holster their weapon and then never unholster it again.
ForceInteractionWithNPC  <string> (New with Source 2006)
Force the NPC to use a dynamic interaction with another NPC. Syntax is <targetname> <dynamic interaction>.

BaseCombatCharacter:

KilledNPC
Tells the entity it killed something. Despite the name, this can include a player. This input will be automatically sent by the victim when they die.
physdamagescale  <float>
Scales the damage taken when this NPC is hit by a physics object.

Model:

skin  <integer>
Selects a skin from the model's index, starting with 0.
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>
Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in <Left 4 Dead 2> onward.
IgniteHitboxFireScale  <float>
Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in <Left 4 Dead 2> 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.
SetLightingOriginHack  <targetname>
Offsets the entity's lighting origin by their distance from an info_lighting_relative.
Note:Not available in <Left 4 Dead><Left 4 Dead 2>.
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 available for <Team Fortress 2><Half-Life 2>. Multiplies the size of the model. Does not alter the physics collisions in most cases, however. Negative values are accepted. Takes two values separated by a space. The first is the target model scale. The second value is the number of seconds the change in scale will be spread over.
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!

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.
EnableShadow
Allows the entity to draw a render target shadow.
DisableShadow
Prevents the entity from drawing a render target shadow.
EnableDraw  (New with Portal 2)
Removes EF_NODRAW from the entity.
DisableDraw  (New with Portal 2)
Applies EF_NODRAW to the entity. Note that this is different than rendermode 10.
EnableReceivingFlashlight  (New with Portal 2)
Makes it so that the entity is lit by env_projectedtextures.
DisableReceivingFlashlight  (New with Portal 2)
Prevents the entity from being lit by env_projectedtextures. The shadow made by the texture will still cast.
EnableDrawInFastReflection  (New with Portal 2)
Makes the entity be rendered in reflections from water materials using $reflectonlymarkedentities.
DisableDrawInFastReflection  (New with Portal 2)
Prevents the entity from rendering in fast reflections.

Base:

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.
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.
ClearParent
Removes this entity from the the movement hierarchy, leaving it free to move independently.
AddOutput  <string>
Evaluates a keyvalue/output on this entity.
Format: <key> <value>
Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
Use  !FGD
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.
DispatchEffect  <string> !FGD
Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since <Left 4 Dead>.
DispatchResponse  <string> !FGD
Dispatches a response to the entity. See Response and Concept.
AddContext  <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
RemoveContext  <string>
Remove a context from this entity's list. The name should match the key of an existing context.
ClearContext  <string>
Removes all contexts from this entity's list.
RunScriptFile  <script> (New with Left 4 Dead 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> (New with Left 4 Dead 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.
Bug:  In <Left 4 Dead 2>, 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.
CallScriptFunction  <string> (New with Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving entity.
SetLocalOrigin  <coordinates> (New with Portal 2) !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> (New with Portal 2) !FGD
Set this entity's angles.

Outputs

AI_BaseNPC:

OnDamaged
Fired when this NPC takes damage.
OnDeath
Fired when this NPC is killed.
OnHalfHealth
Fired when this NPC reaches half of its maximum health.
OnFoundEnemy
Fired when this NPC establishes line of sight to its enemy.
OnLostEnemy
Fired when this NPC loses its enemy, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnLostEnemyLOS
Fired when this NPC loses line of sight to its enemy.
OnFoundPlayer
Fired when this NPC establishes line of sight to an enemy player.
OnLostPlayer
Fired when this NPC loses an enemy player, usually due to the enemy being killed/removed, or because this NPC has selected a newer, more dangerous enemy.
OnFoundEnemy
Fired when this NPC establishes line of sight to an enemy player.
OnHearWorld
Fired when this NPC hears a sound (other than combat or the player).
Confirm:Must come from an ai_sound?
OnHearPlayer
Fired when this NPC hears the player.
OnHearCombat
Fired when this NPC hears combat sounds.
OnDamagedByPlayer
Fired when this NPC is hurt by a player.
OnDamagedByPlayerSquad
Fired when this NPC is hurt by anyone in the player squad.
OnDenyCommanderUse
Fired when this NPC has refused to join the player's squad.
OnWake
Fired when this NPC comes out of a sleep state.
OnSleep
Fired when this NPC enters a sleep state.
OnForcedInteractionStarted
Fired when the NPC starts a forced interaction.
OnForcedInteractionAborted
Fired when the NPC aborts a forced interaction for some reason (target NPC died, couldn't be pathed to, etc).
OnForcedInteractionFinished
Fired when a forced interaction is finished as it was meant to.

Model:

OnIgnite
Fired when the entity catches fire, such as from an env_entity_igniter or the Ignite inputs.
OnFizzled  (New with Portal 2)
Fired when this entity is fizzled by a fizzler or any other means. (Except the Dissolve input. Use SilentDissolve instead.)

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.