env_global

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Env global.png

env_global is a point entity available in all Source games. It controls game-specific global states, such as whether the gravity gun should become the super gravity gun in Half-Life 2 Half-Life 2.

Global states persist across level transitions, regardless of their status. Global states are not stored until an env_global receives any commands that modify the state, such as turning it on or off or changing the counter. Use the Set Initial State flag for the global to be added on spawn.

To remove a global from the table entirely, set the global's state to "Dead" using the Remove input. This will cause the global to remove itself on the next level transition.

Globals and their current state (in integer form) are added to all entities' response data for use in the Response System.

Tip.png Tip: logic_auto can read a global state and fire outputs if the state is turned on.
Note.png Note: Counter-Strike: SourceCounter-Strike: Global Offensive This entity is !FGD.

In code, it is represented by theCEnvGlobalclass, defined in thelogicentities.cppfile.

ConVars/Commands

ConVar/CommandParameters or default valueDescriptorEffect
dump_globalsDumps data for all set global states.
global_setglobalname stateSet the status of a global state. First parameter is the name of it, second is a number.
  • 0 = off
  • 1 = on
  • 2 = dead
A global can also be created instantly with this command.

Flags

  •  [1] : Set Initial State
       Whether this entity defines the global state when the map starts.

Keyvalues

Global State to Set (globalstate) <choices>
The global state this entity is linked to. Valve's FGDs always include the HL2 states, but the actual functional ones vary by game. Global states are not exclusive to these choices and any text can be used, though they will not have any special behavior.

Half-Life 2 Half-Life 2

Internal Name Editor Name Description
gordon_precriminal Gordon pre-criminal Creates the pre-criminal behavior seen in Point Insertion.
antlion_allied Antlions are player allies Makes antlions friendly to the player and allows them to listen to bugbait, as seen in the Nova Prospekt chapters.
suit_no_sprint Suit sprint function not yet enabled Disables the HEV suit's sprint function.
(not required if the HEV suit is not equipped)
super_phys_gun Super phys gun is enabled Enables the supercharged gravity gun seen in the Citadel levels of Half-Life 2 and Episode One.
Note.png Note: Doesn't work in Half-Life 2: Deathmatch due to the supercharged gravity gun being removed.
friendly_encounter Friendly encounter sequence (lower weapons, etc.) Indicates a friendly encounter sequence.
(This appears to just keep the player's weapons lowered.)
citizens_passive !FGD Citizens are *not* player allies (cannot be commanded) Makes citizens neutral to the Combine and the player.
(also done by gordon_precriminal)
gordon_invulnerable Gordon is invulnerable Makes the player invulnerable to damage.
(Retains knockback, view punches, etc. unlike god mode)
no_seagulls_on_jeep Don't spawn seagulls on the jeep Prevents seagulls from spawning on the jeep.
ep2_alyx_injured Episode 2: Alyx injured

(in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two) Episodic only. Invokes Alyx's "injured" behavior:

Note.png Note: This applies to all NPCs with a weapon_alyxgun, not just Alyx.
ep_alyx_darknessmode Episodic: Alyx darkness mode

(in all games since Half-Life 2: Episode OneHalf-Life 2: Episode One) Episodic only. Enables "darkness mode", as seen during the "Lowlife" chapter of Episode One.
Despite the name, this also affects the player, zombies, and even fires in various ways to make them more suitable for darkness.

hunters_to_run_over Ep2 Counter: Hunters to run over before they dodge

(in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two) Episodic only. The number of hunters that should be ran over before they start dodging vehicles.
By default, hunters will try to dodge incoming vehicles.
If this global is declared and its counter is greater than 0, hunters will not try to dodge incoming vehicles.
Instead, this global's counter will decrement by 1 each time a hunter is killed by a vehicle.
When it reaches 0, hunters will return to dodging vehicles.

Counter-Strike: Source Counter-Strike: Source,
Counter-Strike: Global Offensive Counter-Strike: Global Offensive

Internal Name Editor Name Description
is_pc Game is running on a PC Whether the game is running on a PC.
is_console Game is running on a console Whether the game is running on a console.[Clarify]

Portal 2 Portal 2

Internal Name Editor Name Description
portalgun_nospawn Spawn without Portalgun Disables the player recieving the Portal Gun on spawn. To do: Does this actually work?
no_pinging_blue Prevent Pinging ATLAS In Co-op, prevents ATLAS (blue ballbot) from using their Ping Tool.
no_pinging_orange Prevent Pinging P-Body In Co-op, prevents P-Body (orange eggbot) from using their Ping Tool.
no_taunting_blue Prevent Taunting ATLAS In Co-op, prevents ATLAS (blue ballbot) from performing gestures.
no_taunting_orange Prevent Taunting P-Body In Co-op, prevents P-Body (orange eggbot) from performing gestures.

Black Mesa (Source) Black Mesa

Internal Name Editor Name Description
predisaster Pre-Disaster To do: Probably used for pre-disaster NPC behavior, figure out exactly what it does.
friendly_encounter Friendly encounter sequence (lower weapons, etc.) Indicates a friendly encounter sequence.
(This appears to just keep the player's weapons lowered.)
gordon_invulnerable Gordon is invulnerable Makes the player invulnerable to damage.
(Retains knockback, view punches, etc. unlike god mode)

To do: There may be more of these in other games.


Initial State (initialstate) <choices>
Used by Set Initial State to determine what the global state should be set to when the map starts.
  • 0: Off
  • 1: On
  • 2: Dead
Counter (counter) <integer> (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
An integer counter value associated with this global.
Bug.png Bug: There is an aliasing problem for this keyvalue (keyvalue and output have the same name). To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.


Base:

Name (targetname) <string>
The name that other entities use to refer to this entity.
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.png Tip: Entities transition to the next map with their parents
Tip.png Tip: phys_constraintcan be used as a workaround if parenting fails.
Global Entity Name (globalname) <string>
When the player transitions to a new map, entities in the new map with matching globalnames will have their previous map's states copied over to it.
Origin (X Y Z) (origin) <coordinates>
The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note.png 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.png Note: This works on brush entities, although Hammer doesn't show the new angles.
Response Contexts (ResponseContext) <string>
Pre-defined response system contexts; Format is [key]:[value],[key]:[value],...and so on.
Tip.png Tip: Can also be filtered for or against!
Classname (classname) <string> !FGD
Determines the characteristics of the entity before it spawns.
Tip.png Tip: Changing classnames using theAddOutputinput can still influence the game's code, like making the classname match one element in the S_PreserveEnts list will make the entity persists 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.
Hammer ID (hammerid) <integer> !FGD
The entity's unique Hammer ID that's auto-generated on map compiles. Mainly used by plugins or debugging commands (like theent_keyvaluecommand). Run-time spawned entities don't have a Hammer ID.
Entity Scripts (vscripts) <scriptlist> (in all games since 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> (in all games since 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> (in all games since Left 4 Dead 2) !FGD
Set to Yes to lag compensate this entity. Should be used very sparingly!
Disable for Xbox 360 (disableX360) <boolean> (in all games since Left 4 Dead 2) !FGD
If this entity should automatically be given the 'Disable' input on the Xbox 360 version of Source.
Is Automatic-Aim Target (is_autoaim_target) <boolean> (in all games since 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

TurnOn
Sets the global's state to ON.
TurnOff
Sets the global's state to OFF.
Toggle
Switches state of the global between ON and OFF.
Remove
Set state of global to DEAD.
AddToCounter <integer> (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Adds the specified amount to the counter.
SetCounter <integer> (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Sets the value of the counter.
GetCounter  (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Fires this entity's Counter output.


Base:

AddContext <string>
Adds to the entity's list of response contexts. Format is <key>:<value>.
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:
Syntax:


ClearContext <string>
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
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)
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)
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.png 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 Left 4 Dead 2) !FGD
Execute a VScript function in the scope of the receiving 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

Counter <integer> (in all games since Half-Life 2: Episode TwoHalf-Life 2: Episode Two)
Outputs the integer value of this entity. May depend on global state.

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 Left 4 Dead 2)
This output fires when the entity is killed and removed from the game.