Generic Keyvalues, Inputs and Outputs
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The following are generic keyvalues, inputs and outputs available to all entities. They are not necessarily in FGD of every game / entity but do exist on each entity as they come from CBaseEntity class. If they are not in FGD for an entity it may be because using them for that entity is unintended or may not work well (ex. parenting a prop_physics) and such cases are up for testing and documenting those would be on given entity's page. Some entities may also override the functionality of the given k/i/o and those cases also would be documented on the given entity's page.
Note:Not every single keyvalue is neccessarily listed here as many would not be useful or have very niche use.
Keyvalues
- Name (targetname) <string>
- The name that other entities use to refer to this entity.
- Model (model) <string>
- In-game representation of the entity to display. For brush entities, this is a reference to a non-zero bmodel index in the current BSP. For point entities, this is the path to an MDL model or VMT sprite, relative to the game's root directory. Not all entities will actually render the model, and only specific entities will precache the model defined here (non-precached models cannot be displayed).
- 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:phys_constraint can be used as a workaround if parenting fails. - Origin (X Y Z) (origin) <coordinates>
- The position of this entity's center in the world. Rotating entities typically rotate around their origin.Bug:Hammer does not move point entities accordingly in the editor. [todo tested in?]
- Pitch Yaw Roll (Y Z X) (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.
- Classname (classname) <string> !FGD
- Determines the characteristics of the entity before it spawns. Tip:Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds!
- Spawnflags (spawnflags) <flags> !FGD
- Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects (effects) <flags> !FGD
- Combination of effect flags to use.
- Entity Scripts (vscripts) <scriptlist> (in all games since ) (also in )
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function (thinkfunction) <string> (in all games since ) (also in )
- Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. 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
- AddContext <string>
- Adds to the entity's list of response contexts. See Context.
- 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.
Format:<key> <value>
Format:<output name> <target>:<input name>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- ClearContext
- Removes all contexts from this entity's list.
- ClearParent
- Removes this entity from the movement hierarchy, leaving it free to move independently.
- FireUser1 to FireUser4
- Fires the respective
OnUser
outputs; 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 thanKill
input.
- RemoveContext <string>
- 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.
- SetDamageFilter <targetname>
- Sets a filter for this entity for when it receives damage.
- DispatchEffect <string> (removed since ) !FGD
- Dispatches a special effect from the entity's origin; See also List of Client Effects. Replaced by the particle system since .
- RunScriptFile <script> (in all games since ) (also in )
- 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 ) (also in )
- 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.
- CallScriptFunction <string> (in all games since ) (also in ) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
- TerminateScriptScope (only in ) !FGD
- Destroys the script 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.
Outputs
- 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.