From Valve Developer Community
- Parent (parentname)
- Specifies a movement parent. An entity will maintain its initial offset from its parent. An attachment point can be added to the end of the name, separated by a comma.
- Parent Model Bone/Attachment Name (parentAttachment)
- The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
- Model Attachment position offset (origin)
- Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Model Attachment angular offset (angles)
- Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Model Attachment scale (scales)
- Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
- Use Model Attachment Offset (useLocalOffset)
- Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.
- Speak the desired concept. Optional string can be used to specify temp contexts for this speak (context1:value1)
- If the player is speaking, wait for the next interrupt point in the current scene, and then stop talking and cancel the scene.
- If the player is speaking, stop talking and cancel the speech scene.
- Adds context (context1:value1,context2:value2).
- Remove context (contextname).
- Clear all context.
- Silence the player.
- 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
- Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>
- Fire the
OnUseroutputs; see User Inputs and Outputs.
- 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.
- Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.
- 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 , 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.
- Execute a VScript function in the scope of the receiving entity.
- 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.
- Set this entity's angles.
- Move with this entity. See Entity Hierarchy (parenting).
- 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.
- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
- These outputs each fire in response to the firing of the like-numbered
FireUser4Input; see User Inputs and Outputs.
- This output fires when the entity is killed and removed from the game.