env_global
Class hierarchy |
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CEnvGlobal |
logicentities.cpp
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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.
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.
logic_auto
can read a global state and fire outputs if the state is turned on
.env_global
in Multiplayer on Counter-Strike: Source, Day of Defeat: Source, Team Fortress 2 and Garry's Mod is higly unstable as it is prone to randomly break on new rounds, which then fires all outputs. Contents
Flags
- [
1
] : Set Initial State
Whether this entity defines the global state when the map starts.
Keyvalues
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- 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. See Global States ↓
- 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 ) - An integer counter value associated with this global.
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 )- Adds the specified amount to the counter.
SetCounter
<integer> (in all games since )- Sets the value of the counter.
Outputs
Counter
<integer> (in all games since )- Outputs the integer value of this entity. May depend on global state.
Global States
Values for Global State to set ↑
Half-Life 2
Internal Name | Editor Name | Description |
---|---|---|
gordon_precriminal | Gordon pre-criminal | Creates the pre-criminal behavior seen in Point Insertion. Also prevents stun stick damage from cops. |
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:The super gravity gun isn't available in Half-Life 2: Deathmatch or Portal.
|
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 ) Episodic only. Invokes Alyx's "injured" behavior:
Note:This applies to all NPCs with a
weapon_alyxgun , not just Alyx. |
ep_alyx_darknessmode | Episodic: Alyx darkness mode | (in all games since ) 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 ) 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: 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
Internal Name | Editor Name | Description |
---|---|---|
!FGD portalgun_nospawn | Spawn without Portalgun | Disables the player recieving the Portal Gun on spawn.
Note:Used in
mp_coop_start , but doesn't seem to do anything. See here for how to prevent the player from spawning with a portal gun. |
!FGD no_pinging_blue | Prevent Pinging ATLAS | In Co-op, prevents ATLAS (blue ballbot) from using their Ping Tool. |
!FGD no_pinging_orange | Prevent Pinging P-Body | In Co-op, prevents P-Body (orange eggbot) from using their Ping Tool. |
!FGD no_taunting_blue | Prevent Taunting ATLAS | In Co-op, prevents ATLAS (blue ballbot) from performing gestures. |
!FGD no_taunting_orange | Prevent Taunting P-Body | In Co-op, prevents P-Body (orange eggbot) from performing gestures. |
Black Mesa
Internal Name | Editor Name | Description |
---|---|---|
predisaster | Pre-Disaster | Makes scientist and guard NPCs use pre-disaster speech (greetings, idles, busy responses). Note:Effects only follow and talk behavior. Bug:If player has 25 or less health - scientists will fully ignore player interaction, instead of speaking or healing. |
friendly_encounter | Friendly encounter sequence (lower weapons, etc.) | Indicates a friendly encounter sequence. (This appears to just keep the player's weapons lowered). Bug:Doesn't work. |
gordon_invulnerable | Gordon is invulnerable | Makes the player invulnerable to damage. (Retains knockback, view punches, etc. unlike god mode) Bug:Doesn't work. |
Console Commands
Cvar/Command | Parameters or default value | Descriptor | Effect |
---|---|---|---|
dump_globals |
| Dumps data for all set global states. | |
global_set | globalname state | Set the status of a global state. First parameter is the name of it, second is a number.
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