env_global
![]() |
This Entity is also available as Env global (GoldSource Engine) for the GoldSource Engine. |
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 HL2.
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.
In code, it is represented by class
CEnvGlobal
, defined in logicentities.cpp
.
Contents
ConVars/Commands
ConVar/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.
|
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
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.![]() |
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 ![]() ![]()
![]() weapon_alyxgun , not just Alyx. |
ep_alyx_darknessmode | Episodic: Alyx darkness mode | (in all games since ![]() ![]() 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 ![]() ![]() 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. |
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
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)
- An integer counter value associated with this global.

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>
(in all games since) !FGD
- If Yes, disables this entity on the Xbox 360 version of Source.
- Entity Scripts
(vscripts)
<scriptlist>
(in all games since)
- 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)
- 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) !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.
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.
GetCounter
(in all games since)
- Fires this entity's
Counter
output.
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, being marginally faster thanKill
. 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
toFireUser4
- 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>
(removed in) !FGD
- Dispatches a special effect from the entity's origin. Removed and replaced entirely by the particle system since
.
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>
(in all games since)
- 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)
- 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
, 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>
(in all games since) !FGD
- Execute a VScript function in the scope of the receiving 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.
SetLocalAngles
<angles>
(in all games since) !FGD
- Set this entity's angles.
Outputs
Counter
<integer>
(in all games since)
- Outputs the integer value of this entity. May depend on global state.
Targetname:
OnUser1
toOnUser4
- These outputs each fire in response to the firing of the like-numbered
FireUser1
toFireUser4
Input; see User Inputs and Outputs. OnKilled
(only in)
- This output fires when the entity is killed and removed from the game.