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point_clientcommand is a point entity available in all Source games. It issues commands to the client console as if they were typed manually by the player. The client commands are sent as parameters of the Command input. One instance of the entity is ever needed in a map.

In multiplayer games, the commands are only executed on the Activator's client. If the activator was not a player, then it simply won't do anything (unless it's in commentary mode; then the command will be executed from the first player). If you require all players to execute the command, use the point_broadcastclientcommand entity instead.

This command (in conjunction with point_servercommand and the config (cfg) file) used to allow a client to cheat on multiplayer servers through changing player names, execute client commands, and other things. On multiplayer servers, any command that has the FCVAR_SERVER_CAN_EXECUTE flag set (this is the default for most of the available commands) cannot be executed by this entity; any attempt will be reported and blocked.

Warning: This entity can corrupt the vmf file if used improperly. If your map crashes when you open it, this could be the problem. Open the vmf file in notepad and press Ctrl+F. Search for command and remove that line.

One way in which this entity can become corrupted is by enclosing commands that contain spaces in quotation marks. In some other contexts this is necessary to make sure the computer does not interpret a space as the end of the command, but here it will cause an immediate map crash on attempting to save, compile, or open the map. The map can be repaired by removing the superfluous quotation marks in Notepad or with a tool such as PSPad. Attempting to open the map in Object Viewer may fail but yield a useful error message that gives the exact line of code to be edited, referred to as a "malformed expression."



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:Try to avoid expensive operations in this function, as it may cause performance problems.


Command <string>
Command to execute.


Removes this entity from the world.
Removes this entity and its children from the world.
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: 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> (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.



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