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<Half-Life 2: Episode One><Half-Life 2: Episode One> point_combine_ball_launcher is a point entity available in Half-Life 2: Episode One.

Entity description

This point entity launches combine balls from its origin.

!FGD Note, this entity can be parented by manually adding the parentname keyvalue.



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.


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.
Ball count <integer>
This is how many balls will be bouncing around inside the spawner.
Min ball speed <integer>
The minimum speed of balls that fly in the spawner.
Max ball speed <integer>
The maximum speed of balls that fly in the spawner
Ball radius <radius>
The radius of the energy balls.
Ball Type <choices>
  • 1 : Combine Engergy Ball 1
  • 2 : Combine Engergy Ball 2
  • 3 : Combine Engergy Ball 3
Ball Respawn Time <integer>
The energy balls respawn time.
Noise to launch direction <integer>
Noise in degrees added to the launch direction.
Name of Bullseys <targetsource>
If you select the Attach Bullseye spawnflag, you may specify a name here which will be given to the bullseye.
Max number of bounces <integer>
Maximum number of bounces the balls are allowed to do before they are removed.
parentname <targetsource>
!FGD The name of the entity this entity is parented to.


  • 1 : Attach bullseye
Create my bullseye
  • 2 : Ball/player collide
Allow launched balls to collide with player



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.
Launch ball



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.