prop_minigun
prop_minigun is a point entity available in the Left 4 Dead series. It is a usable mounted minigun that is normally used in the rescue point finale to support the survivors.
Contents
Flags
DynamicProp:
- [
64] : Use Hitboxes for Renderbox
- [
256] : Start with collision disabled
BreakableProp:
- [
16] : Break on Touch
- [
32] : Break on Pressure
Keyvalues
- Max yaw
<float> - Max yaw the gun can be turned.
- Max pitch
<float> - Max pitch the gun can be depressed.
- Min pitch
<float> - Min pitch the gun can be raised.
EnableDisable:
- Start Disabled
(StartDisabled)<boolean> - Stay dormant until activated (with the
Enableinput).
DynamicProp:
- Default Animation
(DefaultAnim)<string> - The animation this prop will play when not doing a random or forced animation.
- Randomly Animate
(RandomAnimation)<boolean> - Makes the prop randomly select and play animations at intervals defined by the Min/Max Random Anim Time KVs. In between the random animations, it will revert to playing Default Animation.
- Min Random Anim Time
(MinAnimTime)<float> - Minimum time between random animations.
- Max Random Anim Time
(MaxAnimTime)<float> - Maximum time between random animations.
- Update children
(updatechildren)<boolean>(in all games since
) - Update touches for any children that are attached to attachment points as this prop animates. This allows SetParentAttached triggers or func_brushes to touch properly.
- Disable Bone Followers
(DisableBoneFollowers)<boolean>(in all games since
) - Disables generation of
phys_bone_followers for each convex piece the model has in its collision model.phys_bone_followers can quickly eat up the edict count, so this keyvalue can be very helpful in freeing resources. This will however make the collision model no longer function ([confirm] As in become non-solid?), and the model will not be able to ragdoll anymore.
GMODSandbox:
- Allow Physics Gun
(gmod_allowphysgun)<boolean>(only in
) - If set, players cannot use Physics Gun on this entity.
- Sandbox Tool Whitelist
(gmod_allowtools)<string>(only in
) - If set, only given tools can be used on this entity. You need to supply the tool class names, the names of the .lua files of those tools. This also includes the context menu properties!
BreakableProp:
- Explosion Damage
(ExplodeDamage)<float> - If non-zero, when this entity breaks it will create an explosion that causes the specified amount of damage. See also Explosion Radius.
- Explosion Radius
(ExplodeRadius)<float> - If non-zero, when this entity breaks it will create an explosion with a radius of the specified amount. See also Explosion Damage.
- Break Model Message
(BreakModelMessage)<string> - "If set, will use this break model message instead of the normal break behavior."
Confirm:Is this new with Source SDK 2013...? It isn't in Alien Swarm or 2007 code but is in 2013. New with L4D?
Breakable (common):
- Performance Mode
(PerformanceMode)<choices> - Used to limit the amount of gibs produced when this entity breaks, for performance reasons.
- 0: Normal
- 1: No Gibs
- 2: Full Gibs on All Platforms (Xbox 360, PS3, etc)
- 3: Reduced gibs
- Min Damage to Hurt
(minhealthdmg)<integer> - If a single hit to the object doesn't do at least this much damage, the prop won't take any of the damage it attempted to give.
- Pressure Delay
(pressuredelay)<float> - Seconds to delay breaking from pressure. Allows creaking/groaning sounds to play.
- Health
(health)<integer> - How close to breaking the object is.
- Maximum Health
(max_health)<integer> - Health cannot exceed this amount.
- Physics Impact Damage Scale
(physdamagescale)<float> - Multiplier for damage amount when this entity is hit by a physics object. With a value of 0 the entity will take no damage from physics.
- Breakable By
(BreakableType)<choices>(in all games since
)
only. Who can break this?
- 0: Everyone
- 1: All Infected
- 2: Only Tanks
Model:
- World Model
(model)<string> - The model this entity should appear as. 128-character limit.
- Skin
(skin or ModelSkin
)<integer> - Some models have multiple skins. This value selects from the index, starting with 0.
- Collisions
(solid)<choices> - Method of collision for this entity.
- Hitbox Set
(hitboxset)<string>!FGD - Sets the $hboxset to use.
- Body Group
(body or SetBodyGroup)<integer>!FGD - Sets the the active $bodygroup.
- Model Index
(modelindex)<short>!FGD - Given the number index from dumping the
cl_precacheinfo modelprecachetable, sets entity model to of the index.
Warning: If an entity has animations that will be played, then the set model also must have its own sequences, else the game crashes. - Model Scale
(modelscale)<float>(in all games since
) (not in

) !FGD - A multiplier for the size of the model. Negative values are accepted. Does not alter the physics collisions in most cases, however.
Warning: Negative or extremely high values can cause crashes!
Animating
- Sequence
(sequence)<integer>!FGD - Default animation sequence for the model to be playing after spawning.
- Playback Rate
(playbackrate)<float>!FGD - A multiplier of the framerate at which animations are played, negative values are accepted. Default is 1.0
- Cycle
(cycle)<float>!FGD - The current frame of the current animation, on a range from 0-1.
- Texture Frame
(texframeindex)<integer>!FGD - The initial frame number for all animated textures on this entity.
Effects - Render
- Start Fade Distance
(fademindist)<float> - Distance at which the entity starts fading. If 0 or less, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
- End Fade Distance
(fademaxdist)<float> - Distance at which the entity ends fading. If 0 or less, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
- Fade Scale
(fadescale)<float> - If specified in the
worldspawn, or if the engine is running below DirectX 8, entities will fade out even if the fade distances above aren't specified. This value gives more control over when this happens: numbers smaller than 1 cause the entity to fade out at further distances, and greater than 1 cause it to fade out at closer distances. Using 0 turns off the forced fade altogether. See also$noforcedfade. - Render FX / Transparency (0 - 255)
(renderamt)<integer> - Transparency amount, requires a Render Mode other than Normal. 0 is invisible, 255 is fully visible.
- Render Color (R G B)
(rendercolor)<color255> - Color tint.
- Render FX (renderfx)
<choices> - Various somewhat legacy alpha effects.
- Render Mode
(rendermode)<choices> - Set a non-standard rendering mode on this entity.
Effects - Environment
- Disable Shadows
(disableshadows)<boolean> - Prevent the entity from creating cheap render-to-texture shadows. Does not affect shadow mapping.
- Disable Receiving Shadows
(disablereceiveshadows)<boolean> - Prevent the entity from receiving shadows on itself.
- Shadow Cast Distance
(shadowcastdist)<integer> - Sets how far the entity casts dynamic shadows. 0 means default distance from the shadow_control entity.
- Lighting Origin
(LightingOrigin)<targetname> - Select an entity (not
info_lightingentity!) from which to sample lighting instead of the entity's origin. - Lighting Origin Offset
(LightingOriginHack)<targetname>(not in
) !FGD - The
info_lighting_relativefrom which to sample lighting instead of the entity's origin.
Miscellaneous
- Glow Backface Multiple
(glowbackfacemult)<float>(only in
) !FGD - If this object has a glow effect, multiply the effect by this much on the sides of the object that are facing away from the viewer.
SystemLevelChoice:
- Minimum Effect Details Level
(mincpulevel)<choices>(in all games since
) - Maximum Effect Details Level
(maxcpulevel)<choices>(in all games since
) - Don't render for players with Effect Details levels that exceed the minimum or maximum.
cpu_levelcommand; the command Effect Details uses.- Minimum Shader Details Level
(mingpulevel)<choices>(in all games since
) - Maximum Shader Details Level
(maxgpulevel)<choices>(in all games since
) - Don't render for players with Shader Details levels that exceed the minimum or maximum.
gpu_levelcommand; the command Shader Details uses.Base:
- Name
(targetname)<string> - The name that other entities use to refer to this entity.
- Parent
(parentname)<targetname> - Maintain the same initial offset to this entity. An attachment point can also be used if separated by a comma at the end. (
parentname [targetname],[attachment])
Tip: Entities transition to the next map with their parents
Tip: phys_constraintcan be used as a workaround if parenting fails. - Origin (X Y Z)
(origin)<coordinates> - The position of this entity's center in the world. Rotating entities typically rotate around their origin.
Note: Hammer does not move the entities accordingly only in the editor. - Pitch Yaw Roll (X Y Z)
(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.
Note: This works on brush entities, although Hammer doesn't show the new angles. - Classname
(classname)<string>!FGD - Determines the characteristics of the entity before it spawns.
Tip: Changing this on runtime still has use, like making matching an entry in S_PreserveEnts will persist the entity on new rounds! - Flags
(spawnflags)<integer>!FGD - Toggles exclusive features of an entity, its specific number is determined by the combination of flags added.
- Effects
(effects)<integer>!FGD - Combination of effect flags to use.
- Entity Scripts
(vscripts)<scriptlist>(in all games since
) - 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.
- Thinker function
(thinkfunction)<string>(in all games since
) - Name of the function within this entity's script that'll be called automatically every 100 milliseconds, or a user-defined interval if the function returns a number. Avoid expensive operations in this function, as it may cause performance problems.
- Lag Compensation
(LagCompensate)<boolean>(in all games since
) !FGD - Set to Yes to lag compensate this entity. Should be used very sparingly!
Inputs
EnableDisable:
Enable
Disable- Enable/disable this entity from performing its task. It might also disappear from view.
DynamicProp:
SetAnimation<string>- Forces the prop to play the named animation.
SetDefaultAnimation<string>- Changes the animation played when not in a random/forced sequence.
SetPlaybackRate<float>- Sets the framerate at which animations are played.
TurnOff- Hides the prop through
EF_NODRAW. TheDisableinput does the exact same thing.
TurnOn- Shows the prop (by removing
EF_NODRAW). TheEnableinput does the exact same thing.
DisableCollision- Tells the prop to no longer be solid.
EnableCollision- Tells the prop to become solid again.
BreakableProp:
physdamagescale<float>- Sets Physics Impact Damage Scale. 0 means this feature is disabled for backwards compatibility.
Breakable:
Break- Breaks the breakable.
SetHealth<integer>- Sets a new value for the breakable's health. If the breakable's health reaches zero it will break.
AddHealth<integer>- Adds health to the breakable.
RemoveHealth<integer>- Removes health from the breakable.
Model:
SetBodyGroup<integer>- Sets the the active $bodygroup.
Ignite- Makes the entity catch on fire indefinitely.
IgniteLifetime<float>- Makes the entity catch on fire for a given amount of time.
IgniteNumHitboxFires<integer>(removed since
)- Makes the entity catch on fire with a given number of hitbox fire particles. Does not function correctly in
onward.
IgniteHitboxFireScale<float>(removed since
)- Makes the entity catch on fire with a given scale for hitbox fire particles. Does not function correctly in
onward.
BecomeRagdoll- Kills the entity and creates a client-side ragdoll from the model. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead.
SetLightingOrigin<targetname>- Sets the entity's lighting origin to use this entity's position.
(removed sinceSetLightingOriginHack<targetname>
) 
- Deprecated. Offsets the entity's lighting origin by their distance from an
info_lighting_relative. UseSetLightingOrigininstead.
fademindist<float>- Sets distance at which the entity starts fading. If <0, the entity will disappear instantly when end fade is hit. The value will scale appropriately if the entity is in a 3D Skybox.
fademaxdist<float>- Sets distance at which the entity ends fading. If <0, the entity won't disappear at all. The value will scale appropriately if the entity is in a 3D Skybox.
SetModelScale<vector>(only in
)- Multiplies the size of the model. Does not alter the physics collisions in most cases. Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. If there is no second value, the model will scale instantly.
modelscale keyvalue can be AddOutputed as a workaround for other games with this input missing.Alpha<integer>- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its Render Mode (rendermode) set to a number other than
0.
AlternativeSorting<boolean>- Swaps the rendering order of the entity. Used to attempt to fix sorting problems when rendering, for example an object rendering in front of translucent materials.
Color<color255>- Sets an RGB color for the entity.
SetDamageFilter<targetname>- Sets a filter for this entity for when it receives damage.
EnableDamageForces- Allows the entity to be pushed by damage done to it (usually force amount correlates with the damage done).
DisableDamageForces- Prevents the entity from being pushed by damage done to it.
EnableShadow- Allows the entity to draw a render target shadow.
DisableShadow- Prevents the entity from drawing a render target shadow.
Base:
AddContext<string>- Adds to the entity's list of response contexts. Format is
<key>:<value>.
AddOutput<string>- Assigns a new keyvalue/output on this entity. For keyvalues, some rely on extra necessary code to be ran and won't work if its simply just changed through this input. There is a strict format that must be followed:
Syntax:
ClearContext- Removes all contexts from this entity's list.
ClearParent- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1toFireUser4- Fires the respective
OnUseroutputs; see User Inputs and Outputs.
Kill- Removes this entity and any entities parented to it from the world.
KillHierarchy- Functions the same as
Kill, although this entity and any entities parented to it are killed on the same frame, being marginally faster thanKillinput.
RemoveContext<string>- Remove a context from this entity's list. The name should match the key of an existing context.
SetParent<string>- Move with this entity. See Entity Hierarchy (parenting).
SetParentAttachment<string>- 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.
SetParentAttachmentMaintainOffset<string>- As above, but without teleporting. The entity retains its position relative to the attachment at the time of the input being received.
DispatchEffect<string>(removed since
) !FGD- Dispatches a special effect from the entity's origin; see also List of Client Effects. Replaced by the particle system since
.
RunScriptFile<script>(in all games since
)- 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
)- 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 Hammer, using string arguments will corrupt the VMF file's structure, making the file unviewable for the next Hammer session.
Fix: Remove the string argument manually with a text editor.
Outputs
DynamicProp:
OnAnimationBegun- Fired when an animation begins.
OnAnimationDone- Fired when an animation finishes.
Breakable (prop):
OnTakeDamage- Fired when damage is taken.
Breakable (common):
OnBreak- Fired when this object breaks.
!activatoris whatever breaks the object.
OnHealthChanged<float>- Fired whenever the health of the breakable has increased or decreased. This output automatically puts the new health amount as a decimal percent (e.g. 45% = 0.45) into the parameter box for inputs, if the mapper does not override the parameter with something else.
Model:
OnIgnite!FGD- Fired when the entity catches fire, such as from an
env_entity_igniteror theIgniteinputs.
Base:
OnUser1toOnUser4- These outputs each fire in response to the firing of the like-numbered
FireUser1toFireUser4Input; see User Inputs and Outputs. OnKilled(only in
)- This output fires when the entity is killed and removed from the game.