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 HL2.

For this entity to take effect from the map's start, the Set Initial State flag must be checked.

Keyvalues

Global State to Set <choices>
Game-specific global state that this entity sets. In practice all of Valve's FGDs include the HL2 states regardless of whether the game understands them.
  • Gordon pre-criminal
  • Antlions are player allies
  • Suit sprint function not yet enabled
  • Super phys gun is enabled
  • Friendly encounter sequence (lower weapons, etc.)
  • Gordon is invulnerable
  • Don't spawn seagulls on the jeep
  • Episode 2: Alyx injured
  • Episodic: Alyx darkness mode
  • Ep2 Counter: Hunters to run over before they dodge

EnvGlobal:

Initial State <choices>
Whether the entity should be active when the map starts.
  • Off
  • On
  • Dead (To do: What does that mean?)
Counter <integer> (New with Source 2007)
An integer counter value associated with this global.
Bug:There is an aliasing problem for this keyvalue. To make it work, simply change its name in the source code DEFINE_OUTPUT declaration.

Targetname:

Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with Left 4 Dead 2)
Name(s) of script files that are executed after all entities have spawned.
Script think function <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.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.

Flags

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

Inputs

EnvGlobal:

TurnOn / TurnOff
Sets the global's state.
Toggle
Toggles state of global between ON and OFF.
Remove
Set state of global to DEAD.
AddToCounter  <integer> (New with Source 2007)
Adds the specified amount to the counter.
SetCounter  <integer> (New with Source 2007)
Sets the value of the counter.
GetCounter  (New with Source 2007)
Fires this entity's Counter output.

Targetname:

Kill
Removes this entity from the world.
KillHierarchy
Removes this entity and all its children from the world.
AddOutput  <string>
Evaluates a keyvalue/output on this entity. It can be potentially very dangerous, use with care.
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.
RunScriptFile  <script> (New with Left 4 Dead 2)
Execute a game script file from disk.
RunScriptCode  <string> (New with Left 4 Dead 2)
Execute a string of script source code. String quotation may be needed when fired via console.
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)
Execute a game script function.

Outputs

EnvGlobal:

counter  <integer> (New with Source 2007)
Outputs the integer value of this entity. May depend on global state.
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  

(New with Left 4 Dead)

This Output fires when the entity is killed and removed from the game.
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