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Animated example of several env_terrainmorphs in the E3 tech demo.

<Half-Life 2> env_terrainmorph is a point entity available in the Half-Life 2 series. It dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer.

Place this entity the desired distance from a displacement surface and set Angles (manually, with SmartEdit turned off and three angle values in place, e.g. 90 0 0) to the normal along which you want to pull the vertices of the surface.

Note.png Note: This entity has been removed as of Source 2007, and is only available in Source 2006.
Note.png Note: The collision hull will not be updated! This issue has been fixed by a mod team, however.


Start Radius <integer>
Radius of the effect when morphing begins. Only this value is used
Goal Radius <integer>
Radius of the effect at the end of morphing. The radius of this effect will change from Start Radius to Goal Radius over the duration of this effect. Ignored if the Instant flag is set.
Duration <integer>
The morph will take place over this period of time (seconds). Ignored if the Instant flag is set.
Displacement Fraction <integer>
If set to 1, the terrain surface will be pulled exactly to this entity's position. If set to 0.5, the surface will be pulled exactly half way to this entity's position. If set to 2, the surface will be pulled to an imaginary point twice as far away as this entity. (Any fraction value greater than 1.0 will result in clipping. The surface cannot be pulled beyond this entity's position and any vertices attempting will clip to this entity's position. You may use this feature to create mesas.)


Name (targetname) <string>
The targetname that other entities refer to this entity by.
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.
Note.png Note: Try to avoid expensive operations in this function, as it may cause performance problems.


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.


  • 1 : Instant
If set, the morph will take place instantly instead of over time.


Begin terrain morph


Removes this entity from the world.
Removes this entity and its children from the world.
Note.png Note: Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.
AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O 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 depending on the entity. Can also be invoked by firing an output that does not specify an input.
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 <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.png 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 <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.


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.
Removes this entity from the the movement hierarchy, leaving it free to move independently.



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.

See also