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