List of L4D2 Entities
base.fgd
This is a complete list of all Source base entities.
ambient
color
env
- env_beam
 - env_beverage
 - env_blood
 - env_bubbles
 - env_credits
 - env_cubemap
 - env_dof_controller
 - env_dustpuff
 - env_effectscript
 - env_embers
 - env_entity_igniter
 - env_entity_maker
 - env_explosion
 - env_fade
 - env_fire
 - env_firesensor
 - env_firesource
 - env_fog_controller
 - env_funnel
 - env_hudhint
 - env_instructor_hint
 - env_laser
 - env_lightglow
 - env_message
 - env_microphone
 - env_particle_performance_monitor
 - env_particlelight
 - env_particlescript
 - env_physexplosion
 - env_physimpact
 - env_player_surface_trigger
 - env_projectedtexture
 - env_rotorshooter
 - env_screeneffect
 - env_shake
 - env_shooter
 - env_smokestack
 - env_smoketrail
 - env_soundscape
 - env_soundscape_proxy
 - env_soundscape_triggerable
 - env_spark
 - env_splash
 - env_sprite
 - env_sprite_oriented
 - env_spritetrail
 - env_steam
 - env_sun
 - env_texturetoggle
 - env_tonemap_controller
 - env_tonemap_controller_ghost
 - env_tonemap_controller_infected
 - env_viewpunch
 - env_wind
 - env_zoom
 
filter
- filter_activator_class
 - filter_activator_context
 - filter_activator_mass_greater
 - filter_activator_model
 - filter_activator_name
 - filter_damage_type
 - filter_enemy
 - filter_multi
 
func
- func_areaportal
 - func_areaportalwindow
 - func_breakable
 - func_breakable_surf
 - func_brush
 - func_button
 - func_clip_vphysics
 - func_conveyor
 - func_detail
 - func_detail_blocker
 - func_door
 - func_door_rotating
 - func_dustcloud
 - func_dustmotes
 - func_fish_pool
 - func_guntarget
 - func_illusionary
 - func_instance
 - func_instance_parms
 - func_ladderendpoint
 - func_lod
 - func_movelinear
 - func_occluder
 - func_orator
 - func_physbox
 - func_platrot
 - func_precipitation
 - func_precipitation_blocker
 - func_reflective_glass
 - func_rot_button
 - func_rotating
 - func_smokevolume
 - func_tanktrain
 - func_timescale
 - func_trackautochange
 - func_trackchange
 - func_tracktrain
 - func_traincontrols
 - func_useableladder
 - func_viscluster
 - func_wall
 - func_wall_toggle
 - func_water_analog
 
game
- game_end
 - game_gib_manager
 - game_player_equip
 - game_player_team
 - game_ragdoll_manager
 - game_score
 - game_text
 - game_ui
 - game_weapon_manager
 - game_zone_player
 
gibshooter
hammer
info
- info_constraint_anchor
 - info_intermission
 - info_ladder_dismount
 - info_landmark
 - info_lighting
 - info_mass_center
 - info_no_dynamic_shadow
 - info_null
 - info_overlay
 - info_overlay_transition
 - info_particle_system
 - info_particle_target
 - info_player_start
 - info_projecteddecal
 - info_target
 - info_target_instructor_hint
 - info_teleport_destination
 
infodecal
keyframe
light
logic
- logic_active_autosave
 - logic_auto
 - logic_autosave
 - logic_branch
 - logic_branch_listener
 - logic_case
 - logic_collision_pair
 - logic_compare
 - logic_lineto
 - logic_measure_movement
 - logic_multicompare
 - logic_navigation
 - logic_relay
 - logic_script
 - logic_timer
 
material
math
momentary
move
path
phys
- phys_ballsocket
 - phys_constraint
 - phys_constraintsystem
 - phys_convert
 - phys_hinge
 - phys_keepupright
 - phys_lengthconstraint
 - phys_magnet
 - phys_motor
 - phys_pulleyconstraint
 - phys_ragdollconstraint
 - phys_ragdollmagnet
 - phys_slideconstraint
 - phys_spring
 - phys_thruster
 - phys_torque
 
physics
point
- point_anglesensor
 - point_bonusmaps_accessor
 - point_broadcastclientcommand
 - point_clientcommand
 - point_devshot_camera
 - point_enable_motion_fixup
 - point_entity_finder
 - point_gamestats_counter
 - point_hurt
 - point_message
 - point_playermoveconstraint
 - point_posecontroller
 - point_proximity_sensor
 - point_servercommand
 - point_spotlight
 - point_teleport
 - point_template
 - point_viewcontrol
 
postprocess
prop
- prop_detail
 - prop_door_rotating
 - prop_dynamic
 - prop_dynamic_ornament
 - prop_dynamic_override
 - prop_physics
 - prop_physics_multiplayer
 - prop_physics_override
 - prop_ragdoll
 - prop_static
 - prop_wall_breakable
 
script
shadow
sky
sound
tanktrain
test
trigger
- trigger_autosave
 - trigger_changelevel
 - trigger_gravity
 - trigger_hurt
 - trigger_impact
 - trigger_look
 - trigger_multiple
 - trigger_once
 - trigger_playermovement
 - trigger_proximity
 - trigger_push
 - trigger_remove
 - trigger_serverragdoll
 - trigger_soundscape
 - trigger_teleport
 - trigger_tonemap
 - trigger_transition
 - trigger_wind
 
vgui
water
worldspawn
left4dead2.fgd
beam
commentary
env
- env_airstrike_indoors
 - env_airstrike_outdoors
 - env_detail_controller
 - env_outtro_stats
 - env_physics_blocker
 - env_player_blocker
 - env_rock_launcher
 - env_weaponfire
 
filter
fog
func
- func_block_charge
 - func_button_timed
 - func_elevator
 - func_extinguisher
 - func_ladder
 - func_nav_attribute_region
 - func_nav_avoidance_obstacle
 - func_nav_blocker
 - func_nav_connection_blocker
 - func_playerghostinfected_clip
 - func_playerinfected_clip
 - func_ragdoll_fader
 
game
info
- info_ambient_mob_end
 - info_ambient_mob_start
 - info_changelevel
 - info_director
 - info_elevator_floor
 - info_game_event_proxy
 - info_gamemode
 - info_goal_infected_chase
 - info_item_position
 - info_l4d1_survivor_spawn
 - info_map_parameters
 - info_map_parameters_versus
 - info_remarkable
 - info_survivor_position
 - info_survivor_rescue
 - info_zombie_border
 - info_zombie_spawn
 
logic
- logic_choreographed_scene
 - logic_director_query
 - logic_game_event
 - logic_scene_list_manager
 - logic_versus_random
 
player
point
- point_deathfall_camera
 - point_nav_attribute_region
 - point_prop_use_target
 - point_script_use_target
 - point_viewcontrol_multiplayer
 - point_viewcontrol_survivor
 
prop
- prop_car_alarm
 - prop_car_glass
 - prop_door_rotating_checkpoint
 - prop_fuel_barrel
 - prop_health_cabinet
 - prop_minigun
 - prop_minigun_l4d1
 - prop_mounted_machine_gun
 
scripted
trigger
- trigger_active_weapon_detect
 - trigger_auto_crouch
 - trigger_escape
 - trigger_finale
 - trigger_hurt_ghost
 - trigger_upgrade_laser_sight
 
upgrade
weapon
- weapon_adrenaline_spawn
 - weapon_ammo_spawn
 - weapon_autoshotgun_spawn
 - weapon_chainsaw_spawn
 - weapon_defibrillator_spawn
 - weapon_first_aid_kit
 - weapon_first_aid_kit_spawn
 - weapon_gascan_spawn
 - weapon_grenade_launcher
 - weapon_grenade_launcher_spawn
 - weapon_hunting_rifle_spawn
 - weapon_item_spawn
 - weapon_melee_spawn
 - weapon_molotov_spawn
 - weapon_pain_pills_spawn
 - weapon_pipe_bomb_spawn
 - weapon_pistol_magnum_spawn
 - weapon_pistol_spawn
 - weapon_pumpshotgun_spawn
 - weapon_rifle_ak47_spawn
 - weapon_rifle_desert_spawn
 - weapon_rifle_m60_spawn
 - weapon_rifle_sg552_spawn
 - weapon_rifle_spawn
 - weapon_scavenge_item_spawn
 - weapon_shotgun_chrome_spawn
 - weapon_shotgun_spas_spawn
 - weapon_smg_mp5_spawn
 - weapon_smg_silenced_spawn
 - weapon_smg_spawn
 - weapon_sniper_awp_spawn
 - weapon_sniper_military_spawn
 - weapon_sniper_scout_spawn
 - weapon_spawn
 - weapon_upgradepack_explosive_spawn
 - weapon_upgradepack_incendiary_spawn
 - weapon_vomitjar_spawn
 
Non-FGD
_
ability
- ability_charge
 - ability_leap
 - ability_lunge
 - ability_selfdestruct
 - ability_spit
 - ability_throw
 - ability_tongue
 - ability_vomit
 
ai
beam
boomer
charger
client_path
commentary
cs
cycler
dynamic
entity
entityflame
env
- env_debughistory
 - env_dusttrail
 - env_entity_dissolver
 - env_fire_trail
 - env_global
 - env_glow
 - env_gunfire
 - env_movieexplosion
 - env_muzzleflash
 - env_particle_trail
 - env_particlefire
 - env_particlesmokegrenade
 - env_physwire
 - env_quadraticbeam
 - env_ragdoll_boogie
 - env_rockettrail
 - env_screenoverlay
 - env_sporeexplosion
 - env_sporetrail
 - env_steamjet
 - env_tilt
 - env_tracer
 
escape
event
filter
finale
fire
fish
func
- func_physbox_multiplayer
 - func_plat
 - func_proprrespawnzone
 - func_pushable
 - func_simpleladder
 - func_train
 - func_vehicleclip
 - func_water
 - func_weight_button
 
funCBaseFlex
gib
grenade
handle
holiday
hunter
infected
inferno
info
- info_hang_lighting
 - info_infected_zoo_maker
 - info_infected_zoo_puppet
 - info_ladder
 - info_overlay_accessor
 - info_player_deathmatch
 - info_player_teamspawn
 - info_player_logo
 - info_transitioning_player
 - info_vehicle_groundspawn
 - info_view_parameters
 
insect
instanced
item
jockey
light
logic
molotov
momentary
multisource
path
phys
physics
pipe
player
point
- point_commentary_node
 - point_commentary_viewpoint
 - point_push
 - point_script_template
 - point_surroundtest
 
predicted
prop
- prop_fuel_barrel_piece
 - prop_physics2
 - prop_ragdoll_attached
 - prop_physics_respawnable
 - prop_sphere
 - prop_vehicle
 - prop_vehicle_driveable
 
raggib
scene
script
- script_clip_vphysics
 - script_func_button
 - script_nav_attribute_region
 - script_nav_blocker
 - script_trigger_hurt
 - script_trigger_multiple
 - script_trigger_once
 - script_trigger_push
 
scripted
simple
smoker
spark
spitter
spotlight
spraycan
soundent
survivor
tank
target
te
team
terror
test
trigger
- trigger
 - trigger_brush
 - trigger_callback
 - trigger_cdaudio
 - trigger_fog
 - trigger_togglesave
 - trigger_vphysics_motion
 
upgrade
vgui
viewmodel
vomit
vomitjar
vote
waterbullet
weapon
- weapon_adrenaline
 - weapon_ammo
 - weapon_autoshotgun
 - weapon_basecsgrenade
 - weapon_boomer_claw
 - weapon_chainsaw
 - weapon_charger_claw
 - weapon_cola_bottles
 - weapon_cs_base
 - weapon_csbase_gun
 - weapon_defibrillator
 - weapon_fireworkcrate
 - weapon_gascan
 - weapon_gnome
 - weapon_hegrenade_spawn
 - weapon_hunter_claw
 - weapon_hunting_rifle
 - weapon_jockey_claw
 - weapon_melee
 - weapon_molotov
 - weapon_oxygentank
 - weapon_pain_pills
 - weapon_pipe_bomb
 - weapon_pistol_magnum
 - weapon_pistol
 - weapon_propanetank
 - weapon_pumpshotgun
 - weapon_rifle_ak47
 - weapon_rifle_desert
 - weapon_rifle_m60
 - weapon_rifle_sg552
 - weapon_rifle
 - weapon_shotgun_chrome
 - weapon_shotgun_spas
 - weapon_smg_mp5
 - weapon_smg_silenced
 - weapon_smg
 - weapon_smoker_claw
 - weapon_sniper_awp
 - weapon_sniper_military
 - weapon_sniper_scout
 - weapon_spitter_claw
 - weapon_tank_claw
 - weapon_upgradepack_explosive
 - weapon_upgradepack_incendiary
 - weapon_vomitjar
 
window
witch
world
In FGD but not in-game
ai
cycler
env
func
generic
info
- info_ambient_mob
 - info_camera_link
 - info_hint
 - info_node
 - info_node_air
 - info_node_air_hint
 - info_node_climb
 - info_node_hint
 - info_node_link
 - info_node_link_controller
 - info_npc_spawn_destination
 - info_radial_link_controller
 
logic
move
npc
point
trigger
New & Updated
Environment
- - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
 
- - Can now set TonemapPercentBrightPixels, and other settings.
 
- - Adds an airstrike effect for indoors (crumbling ceiling)
 
- - Adds an airstrike effect for outdoors
 
- - Allows creation and control of instructor messages through map logic
 
- - blocks players and physics objects
 
- - Blocks any PC/NPC from entering of the specified type.
 
- - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.
 
- - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.
 
Filter
- - Can filter based on the health of the activator, and wheter they have adrenaline active or not
 
- - Can filter based on melee damage, and the type (all, slash or club)
 
Function
- - Added input to set max speed dynamically
 
- - Added ResetPosition/TeleportToTarget
 
- - Added toggle to determine if nav flow should be recomputed or not
 
- - Now allows setting the max legal followup distance for automatic responses
 
- - Added Rain Storm, Bugs, and Smoke
 
- - Added SnapToStartPosition
 
- - A non-functional entity. Added from the EMS update.
 
- - Button that takes time to use. Added from The Sacrifice DLC.
 
- - The Charger will not charge through this brush.
 
- - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
 
- - An entity for placing an instance of a map file
 
- - Controls parameters used in func_instance within an instance
 
- - Blocks nav meshs (on creation) from being connected through it's volume.
 
- - Blocks ghost infected.
 
- - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
 
- - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
 
- - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
 
Information
- - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
 
- - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
 
- - Controls density of spawns
 
director_solve_item_density- Pass the number of items you'd want in this map and this spits out the map density value.
 
- info_particle_system
 
- - Added setting to allow forcing particles to always render infront of everything
 
- - Can now be tied to a specific gamemode, and given a specific intro to play
 
- - Potential starting area for an ambient mob
 
- - Potential end area for an ambient mob
 
- - universal ambient mob start/end (use with care)
 
- - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
 
- - Allows marking areas in the map for particle systems with control points to reference
 
- - Zombies will not spawn behind this entity.
 
- - Used to place spawn points for entity groups. Added from the EMS update.
 
- - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.
 
Logic
- - Controls the anger level of the AI Director
 
- - allows firing of game events. Appears to part of an achievement system.
 
- - Container for scripts
 
- - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.
 
Misc
- - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
 
- - Added NoFog spawnflag.
 
- - Added additional options for customizating plane clipping offsets, etc
 
- - Added the new special infected
 
- - Added 'OnDemoMapSpawn' output
 
- - Can now dynamically alter film grain and vignette strength
 
- - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
 
- - Allows turning the scavenge score display on/off as well as setting the total items required.
 
- - removes specific weapon or active weapon
 
- - Holds attributes to be applied to regions of nav areas during generation
 
- - A point_template made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.
 
- - A .50 Cal mounted machine gun. 
Note:L4D2 previously did not support the Prop_minigun, but the authoring tools have been updated to support the L4D1 entity. 
- - Point based func_nav_blocker made for spawning from VScripts. Added from the TLS update.
 
- - Allows setting the levels of a specific sound mix layer.
 
- - Fires output when touched by a player that has a specific weapon active.
 
Point
- - Added additional damage type: "FULLGIB"
 
- - Added option to set Halo size
 
- - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
 
Prop
- All props now have a 'Lag Compensation' toggle. (Use sparingly!)
 - prop_car_alarm
 
- - Added ability to enable/disable
 
- - Added 'glow' option
 
- - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
 
- - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
 
- - A section of wall that's breakable just like doors are.
 
- - An item with basic physics that detects player touch.
 
Trigger
- - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
 
- - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
 
- - Added a "disable jump" flag
 
- - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
 
- - Point based trigger_hurt made for spawning from VScripts. Added from the EMS update.
 
- - Point based trigger_multiple made for spawning from VScripts. Added from the EMS update.
 
- - Point based trigger_once made for spawning from VScripts. Added from the EMS update.
 
- - Point based trigger_push made for spawning from VScripts. Added from the EMS update.
 
- - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
 
- - damages entities (and ghosts) that touch it.
 
- - gives laser sight upgrade to players that touch
 
Weapon/Upgrade spawn
- - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
 
- - A possible spawnpoint for adrenaline.
 
- - A possible spawnpoint for chainsaws.
 
- - A possible spawnpoint for defibrillators.
 
- - A possible spawnpoint for grenade launchers.
 
- - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
 
- - A possible spawnpoint for random melee weapons.
 
- - A possible spawnpoint for magnum pistols
 
- - A possible spawnpoint for AK-47 rifles.
 
- - A possible spawnpoint for combat rifles.
 
- - A possible spawnpoint for M60 machineguns.
 
- - A possible spawnpoint for SG-552 rifles.
 
- - A spawnpoint for a scavenge gas can.
 
- - A possible spawnpoint for chrome shotguns.
 
- - A possible spawnpoint for combat shotguns.
 
- - A possible spawnpoint for MP5 submachine guns.
 
- - A possible spawnpoint for silenced submachine guns.
 
- - A possible spawnpoint for AWP snipers.
 
- - A possible spawnpoint for military sniper rifles.
 
- - A possible spawnpoint for Scout snipers. Added in the TLS update
 
- - A possible spawnpoint for random weapons.
 
- - A possible spawnpoint for explosive ammo packs.
 
- - A possible spawnpoint for incendiary ammo packs.
 
- - A possible spawnpoint for bile bombs.