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info_node_link is a point entity available in all Source games. It is a manually defined, dynamic connection between two navigation nodes. This could be used to create or destroy a connection in the nodegraph because of some event in your map (a bridge being created/destroyed, etc).


Start node ID <node_dest>
The node ID of one end of the node connection.
End node ID <node_dest>
The node ID of one end of the node connection.
Initial State <choices>
Makes this connection is available the moment the map loads. If there is something blocking the NPC's path while this is on, the NPC may appear to walk straight into that object/hole.
  • 0 : Off
  • 1 : On
Type of Connection <choices>
How NPCs can use this node. Not all NPCs can do all types.
  • 1 : Ground
  • 2 : Jump
  • 4 : Fly
  • 8 : Climb
Allow Pass When Off <string>
Entity or class to allow passage even when node is off
Invert exclusion rules <boolean>
Allowed entity is the only entity NOT allowed when this is set to 'yes'


Name <string>
The targetname that other entities refer to this entity by.
Entity Scripts <scriptlist> (New with 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 <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. The return value (if present) will set the time until the next call.
Note:Try to avoid expensive operations in this function, as it may cause performance problems.


See: NPC Hull.

  • 1 : Force human connect
  • 2 : Force small_centered connect
  • 4 : Force wide_human connect
  • 8 : Force tiny connect
  • 16 : Force wide_short connect
  • 32 : Force medium connect
  • 64 : Force tiny_centered connect
  • 128 : Force large connect
  • 256 : Force large_centered connect
  • 512 : Force medium_tall connect


Turn the link on.
Turn the link off.


Removes this entity and any entities parented to it from the world.
Functions the same as Kill, although entities with a large number of children are killed marginally faster.
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 VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
RunScriptCode  <string> (New with 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:  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: 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) !FGD
Execute a VScript function in the scope of the receiving entity.
Note:This input is missing from some games FGD files.
SetLocalOrigin  <origin> (New with Alien Swarm) !FGD
Set this entity's origin in the map.
Note:This input is missing from some games FGD files.
SetLocalAngles  <angles> (New with Alien Swarm) !FGD
Set this entity's angles in the map.
Note:This input is missing from some games FGD files.



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.

See also

  • info_node_link_controller - manages all connections between nodes that intersect the controller's volume. This allows for mass enabling/disabling of all node connections.