KeyValues
CS:S / CS:GO Weapon:
- 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 ) (also in )
- 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. Scripts executed on the worldspawn entity will be placed in root scope.
- Think function
(thinkfunction) <string> (in all games since ) (also in )
- 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!
- Is Automatic-Aim Target
(is_autoaim_target) <boolean> (in all games since ) !FGD
- If set to 1, this entity will slow down aiming movement for consoles and joystick controllers when the entity is under the crosshairs.
BaseAnimating:
- 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.
- 0: None
- 1: BSP (QPhysics) !FGD
Bug: In Portal 2, if an entity using QPhysics collisions is hit by Gel, the game will crash!
- 2: Bounding Box
- 3: Oriented Bounding Box (Use for runtime spawned rotated brush entities) !FGD
- 4: Oriented Bounding Box, constrained to Yaw only !FGD
- 5: Custom/Test (Usually no collision with anything) !FGD
- 6: VPhysics
- 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 modelprecache table, sets entity model to 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 .
- FX Amount/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.
- 0: None
- 1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
- 2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
- 3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
- 4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
- 5: Slow Fade Away (decreases alpha by -1 per frame/(in all games since
) Fades out over 4 s)
- 6: Fast Fade Away (decreases alpha by -4 per frame/(in all games since
) Fades out over 1 s)
- 7: Slow Become Solid (increases alpha by +1 per frame/(in all games since
) Fades in over 4 s)
- 8: Fast Become Solid (increases alpha by +4 per frame/(in all games since
) Fades in over 1 s)
- 9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
- 10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
- 11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
- 12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
- 13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
- 14: Constant Glow ("NoDissipation;" purpose uncertain—for sprites?) (not in
)
- 15: Distort (causes unnatural flickering and position shifting)/(in all games since
) Fade Out (instant; not very useful outside of code)
- 16: Hologram (Distort + "distance fade")/(in all games since
) Fade In (instant; not very useful outside of code)
- 17: Scale Up ("Explode"/"scale up really big!" causes wild stretching of model parts) (in
)/Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in all games since ) Confirm:which branches/games is it available in, and where does it do what?
- 18: Glow Shell (purpose unclear) (in all games since
) (not in ) Confirm:what does this do? and which games is it in?
- 19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") (not in
)
- 20: Environmental Rain ("for environmental rendermode, make rain") (in
) (not in ) Confirm:which games? may be nonfunctional.
- 21: Environmental Snow ("for environmental rendermode, make snow") (in
) (not in ) Confirm:which games? may be nonfunctional.
- 22: Spotlight FX ("TEST CODE for experimental spotlight") (in
) (not in )
- 23: Ragdoll ("HACKHACK: TEST CODE for signalling death of a ragdoll character;" ragdolls an entity but doesn't kill it) (in
) (not in ) Confirm:which games? may be nonfunctional?
- 24: Fade Wider Pulse (varies alpha by ±255 over a period over a period of 0.26 s) (in
) (not in )
- 25:
kRenderFXMax /Fade Near (removed since ) (not in )
Todo:what does this do? may be nonfunctional
- Render Mode
(rendermode) <choices>
- Set a non-standard rendering mode on this entity.
- 0: Normal
- 1: Color
- 2: Texture
- 3: Glow
- 4: Solid/Alphatest

- 5: Additive
- 6: "Environmental" (removed, does nothing)
!FGD
- 7: Additive Fractional Frame
- 8: Alpha Add !FGD
- 9: World Space Glow
- 10: Don't Render
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_lighting !) from which to sample lighting instead of the entity's origin.
Lighting Origin Offset (LightingOriginHack) <targetname> (not in ) !FGD 
- Deprecated. The
info_lighting_relative from which to sample lighting instead of the entity's origin. Use Lighting Origin instead.
- Disable Flashlight
(disableflashlight) <boolean> (in all games since )
- Used to disable projected texture lighting and shadows on this entity. Identical to EF_NOFLASHLIGHT.
- Disable ShadowDepth
(disableshadowdepth) <boolean> (in all games since )
- Makes this entity not cast a shadow from
env_projectedtexture entities. Identical to EF_NOSHADOWDEPTH.
- Projected Texture Cache
(shadowdepthnocache) <choices> (in all games since )
- Used to hint projected texture system whether it is sufficient to cache shadow volume of this entity or to force render it every frame instead. Identical to
EF_SHADOWDEPTH_NOCACHE .
- 0: Default
- 1: No cache—render every frame
- 2: Cache it—render only once
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.
- Move Type
(MoveType) <choices> (in all games since ) !FGD
- Sets a movetype for this entity, which changes its movement behavior.
- 0: None, don't move
- 1: Isometric
- 2: Walk, player only, moving on ground
- 3: NPC, movement
- 4: Fly, no gravity
- 5: Fly, with gravity
- 6: Physics
- 7: Push
- 8: Noclip
- 9: Ladder, for players on ladders
- 10: Spectator
- 11: Custom
- Collision Group
(CollisionGroup) <choices> (in all games since ) !FGD
- Sets a collision group for this entity, which changes its collision behavior.
- 0: None
- 1: Debris, collides only with the world and static props
- 2: Debris, with trigger interaction
- 3: Interactive Debris, doesn't collide with other debris
- 4: Interactive, collides with everything except debris
- 5: Player
- 6: Breakable Glass
- 7: Vehicle
- 8: Player Movement
- 9: In-Vehicle
- 10: Weapon
- 11: Vehicle Clip
- 12: Projectile
- 13: Door blocker, not permitted to go near doors
- 14: Passable Door
- 15: Dissolving
- 16: Pushaway
- 17: NPC Actor, NPCs ignore the player
- 18: NPC Scripted, NPCs do not collide with each other
- No Animation Sounds
(SuppressAnimSounds) <boolean> (in all games since ) !FGD
- Silences sounds linked to animations.
DXLevelChoice:
- Minimum DX Level
(mindxlevel) <choices> (removed since )
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Warning: If these are used, the object may break when the user switches their DirectX settings.
- Maximum DX Level
(maxdxlevel) <choices> (removed since )
-
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.
- 0: Default ("Low" for
mincpulevel , "High" formaxcpulevel )
- 1: Low
- 2: Medium
- 3: High
Note: The keys' names are because of the cpu_level command, 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.
- 0: Default ("Low" for
mingpulevel , "Very High" formaxgpulevel )
- 1: Low
- 2: Medium
- 3: High
- 4: Very High
Note: The keys' names are because of the gpu_level command, the command Shader Details uses.
Flags
- [
1 ] : Start Constrained Prevents the model from moving.
Inputs
CS:S / CS:GO Weapon:
SetAmmoAmount <integer> (only in )
- Sets the primary ammo which is usually the number of bullets in the active magazine. Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. -255 and 257 behave like 1 etc.). When set to 0, a player holding this weapon will reload automatically, if possible. Other values congruent to 0 (-256, 256, 512, ...) might cause undefined behavior. Values congruent to -1 (mod 256) make the ammo numbers disappear. If set to a value outside the weapon's clip size, reloading might deliver unexpected results. Grenades use the reserve ammo, not this.
SetReserveAmmoAmount <integer> (only in )
- Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. 90 for the weapon_ak47). Negative values make the ammo display disappear and reloading is impossible.
ToggleCanBePickedUp <boolean> (only in )
- Toggles whether the weapon can be picked up by players. Visually, nothing changes and there is no event if picking up fails. Hover texts like "[E] Swap for AK-47" remain in both cases.
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: // Format of changing KeyValues: "AddOutput [key] [value]"
//// Raw text:
"OnUser1" "!self,AddOutput,targetname new_name"
// Format of adding an Output: "AddOutput {targetname}:{inputname}:{parameter}:{delay}:{max times to fire, -1 means infinite}"
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:SetParent:!activator:0.0:-1"
// Arguments can be left blank, but the empty blank should still be contained.
//// Raw text:
"OnUser1" "!self,AddOutput,OnUser1:ClearParent::0.0:-1"
ClearContext
- Removes all contexts from this entity's list.
ClearParent
- Removes this entity from the the movement hierarchy, leaving it free to move independently.
FireUser1 to FireUser4
- Fires the respective
OnUser outputs; 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 thanKill input.
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.
Use !FGD
- Same as a player invoking +use; no effect in most cases.
DispatchResponse <string> !FGD
- Dispatches a response to the entity. See Response and Concept.
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 ) (also in )
- 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 ) (also in )
- 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. Note: Backtick characters ` are replaced with quotation marks at runtime, allowing quotation marks to be used when normally not possible.
CallScriptFunction <string> (in all games since ) (also in ) !FGD
- Calls a VScript function defined in the scope of the receiving entity.
TerminateScriptScope (only in ) !FGD
- Destroys the script scope of the receving entity.
SetLocalOrigin <coordinates> (in all games since ) !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 ) !FGD
- Set this entity's angles.
Model:
Outputs
CS:S / CS:GO Weapon:
OnPlayerUse
- Fires when a player +uses this weapon (
!activator is the player.). Does not fire if the weapon is picked up successfully.
OnPlayerPickup
- Fires when a player picks this weapon up (
!activator is the player.).
OnCacheInteraction !FGD
- When dropped, fires every tick on player touch (
!activator is the player.).
Also fires on successful +use pickup. Does not fire if CanBePickedUp is false.
OnNPCPickup !FGD
- Fires when an NPC picks up this weapon (
!activator is the NPC). Bots are considered players, so this output has no functionality.
Hostages might be NPCs, but they don't pick weapons up.
Base:
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.
Model:
OnIgnite !FGD
- Fired when the entity catches fire, such as from an
env_entity_igniter or the Ignite inputs.
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