Entity Types
This page explains the purpose / usage of all the custom entity types
**L4D2 engine limitations has a maximum render amount, meaning if there is too many invisible walls, only the first few will be shown.
Origin and angles are given as a 3-unit float array [0.0, 0.0, 0.0]
Color is given as 4-unit int array [255, 255, 255, 255]
Move Existing (hammerid, targetname, classname)#
These are special types that do not spawn new entities, but moves existing entities in the map. It will set the entities that match to the given properties:
- origin - the new position of entity
- angles - the new angles of entity
The selectors:
- hammerid - Selects ONE entity that has matching hammerid
- targetname - Selects ALL entities that have matching targetname
- classname - Selects ALL entities that have matching classname The value for these selectors is to be set in the model property
Props (prop_)#
prop_dynamic, prop_physics, and prop_fuel_barrel are spawned in as they are, using the properties:
- origin - position of entity
- angles - angles of entity
- model - the model of entity
- color - [Optional] the RGBA color of entity
env_fire#
Spawns an env_fire using the properties:
- origin - position of fire
- damage = 20
- size = 100
- attack = 1 The last 3 are hardcoded, for now
Invisible Walls (env_*_blocker)#
env_physics_blocker, env_player_blocker are invisible walls that can be created to block movement, using the properties:
- origin - center of wall
- scale
- X - the length in X-axis
- Y - the length in Y-axis
- Z - the length in Z-axis These will be shown with red outlines*
infodecal#
Spawns an infodecal (decal like an arrow, safe room) with the properties:
- origin - position of entity, like a wall, will snap to nearest surface
- model - the name of the infodecal
Tip: Use the /rbuild decal command looking at a wall to automatically add a decal for the current scene & variant
Car (_car, _car_physics, _car_alarm)#
_car, _car_physics, _car_alarm are simple helper types to reduce copy pasting
_car and _car_physics spawn the cars as prop_dynamic and prop_physics respectively. In addition, the car will have a random RGB color applied, and if it exists it's window glass model.
_car_alarm - sets up the car as a car alarm activated car. Only some vehicles are supported
light_dynamic#
Spawns a light_dynamic, or a dynamic light source with the properties:
- origin - position of light
- angles
- X: the inner cone of light
- Y the outer cone of light, shadow
- Z: the pitch of the light
- color
- R, G, B - color of light
- A - brightness / intensity
- scale
- X - the maximum distance light shines
- Y, Z - unused
move_rope#
Does not work. :(
Gascan Spawners#
_gascan - Marks a spawning location for gascans using the properties:
- origin - the new position
- angles - the new angles
Every valid gascan randomly picks one of these spawners, if entity is loaded