The following list contains every entity that can be placed in Hammer when using Mapbase, including both new and pre-existing entities. Each entity’s status indicates how Mapbase has affected it compared to default Source 2013. Note that this generally does not count base I/O/KV changes that apply to several unrelated entities.

The dropdown menus below can be used filter entities by game or by how Mapbase affects them. Click on the top of the Classname or Status columns to sort the table.

📄 Note: Specifying a game to filter by will exclude entities available in other games, even if they are otherwise relevant.

Status Meaning
Stock This entity has not been changed.
Changed This entity has been changed by Mapbase.
Affected This entity has not been changed directly, but it has been affected by Mapbase in some other way.
New This entity was added to Mapbase and did not exist before.
Ported This entity was ported or partially ported to Mapbase from another game or mod.
Replicated This entity is based on an entity from another game or mod, but it is not a direct port.
Restored This entity already existed, but it was not accessible to mappers before Mapbase due to lack of FGD definition, available I/O/KV, etc.
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Classname Status Summary
ai_ally_manager Stock
ai_battle_line Stock
ai_changehintgroup Changed New keyvalue to change the hintgroup on hints as well, although it's been deprecated by the SetHintGroup input and entity finder entities.
ai_changetarget Stock
ai_citizen_response_system Stock
ai_goal_actbusy Changed ForceThisNPCToStopBusy and OnNPCStartedLeavingBusy, casual actbusy, etc. (todo: Expand upon "etc.")
ai_goal_actbusy_queue Affected This derives from ai_goal_actbusy and receives the same improvements.
ai_goal_assault Stock
ai_goal_fear New Allows mappers to control the fear behavior allies formerly only used automatically against hunters.
ai_goal_follow Changed Wait points have been improved and unmarked formations have been added to the editor, but follow behavior itself hasn't changed much.
ai_goal_injured_follow Affected This derives from ai_goal_follow and receives the same improvements.
ai_goal_lead Stock It has angles in Hammer now, but other than that it just has indirect changes from ai_goal_lead_weapon.
ai_goal_lead_weapon Stock Timeout time can be specified, weapon_bugbait is no longer hardcoded, etc. (todo: Expand upon "etc.")
ai_goal_operator Stock
ai_goal_police Affected Some npc_metropolice changes are related to police goals, but nothing has been changed in the behavior itself.
ai_goal_standoff Changed Custom standoff parameters are now in the FGD and medium cover hints are now fully implemented as potential cover.
ai_npc_eventresponsesystem (HL2) Stock
ai_relationship Changed "Classify" classes (e.g. CLASS_PLAYER_ALLY) can now be used. See the new ai_relationship_classify for changing default relationships.
ai_relationship_classify New A special version of ai_relationship that modifies relationship classes directly within in the gamerules, allowing mappers to change the game's "true" default relationships for their map. This also allows ai_relationship to be used on top of a global relationship modification. For example, let's say you want all npc_metropolice (CLASS_METROPOLICE) to be hostile to npc_combine_s (CLASS_COMBINE) *except* for a few npc_metropolice that don't attack soldiers for environmental or balance reasons. This entity allows you to have that kind of relationship setup.
ai_script_conditions Changed SatisfyConditions input, NPC state can be set to "Don't care"
ai_sound Changed Unmarked sound types and contexts have been added to the editor, a sound "owner" can now be specified
ai_speechfilter Stock
aiscripted_schedule Stock
ambient_generic Changed SetSound, sound flags keyvalue with "Pause sound with game pause" option, !activator support, OnSoundFinished
assault_assaultpoint Stock
assault_rallypoint Stock
color_correction Changed Exclusivity, clientside simulation, etc. ported from the Alien Swarm SDK.
color_correction_volume Stock
combine_mine Changed Added friend/foe override filters, fixed default enemy registering, added several new I/O/KV including the ability to start friendly, etc. Also actually acts like a point entity in Hammer.
concussiveblast Restored This entity is used for the striders' warp cannon and was used for the cut Combine Guard's weapon, but Mapbase gives it a bunch of I/O/KV and puts it in the FGD.
cycler Stock
cycler_actor Stock
env_alyxemp Stock
env_ar2explosion Stock
env_beam Changed Some fixes, Amplitude input, ability to set start/end entity, etc.
env_beverage Stock
env_blood Stock
env_break_shooter New Shoots gibs otherwise associated with func_breakable.
env_bubbles Stock
env_citadel_energy_core (HL2) Stock
env_closecaption New Emits captions/subtitles manually without requiring an accompanying sound.
env_credits Changed The ability to use custom credits files, separate credits into columns, show images, and set the number of lingering ending lines have been added.
env_cubemap Changed [[Parallax Corrected Cubemaps]] are now supported. Also see [[Mapbase/Docs/Autocubemap: Autocubemap]].
env_dof_controller Ported An entity ported from the Alien Swarm SDK which allows for a complex depth-of-field effect.
env_dustpuff Stock
env_effectscript Stock
env_embers Stock
env_entity_dissolver Stock
env_entity_igniter Stock
env_entity_maker Changed OutSpawnedEntity and ForceSpawnAtEntityOrigin/Center have been added.
env_explosion Changed SetIgnoredEntity has been added.
env_fade Changed Added "Don't purge" spawnflag, which stops an env_fade from overwriting all other fades.
env_fire Stock
env_firesensor Changed New spawnflag for accepting flares. Flares will give off dynamic heat based off of their lifetime.
env_firesource Stock
env_flare Stock
env_fog_controller Changed Starts with fog enabled. (todo: "Also see Radial Fog" with link to graphical changes)
env_funnel Changed Activate input, "Don't remove on fire" flag, missing sprite added to mod files.
env_global Changed Counter output replaced with OutCounter in an attempt to dodge the aliasing issue. New global states have also been added, but they're unrelated to env_global itself. (todo: Document them)
env_global_light Ported An orthographic projected texture entity ported from the Alien Swarm SDK. It's received a few changes in Mapbase, like zero default offset with keyvalues for mappers change it themselves.
env_gunfire Changed Ability to choose any sound in the sound browser, FireBurst for firing bursts manually, OnFire for each bullet.
env_headcrabcanister (HL2) Changed StopHissing to stop post-impact hissing, OnCrab for each crab that emerges from the canister, and ability to use random spawn type
env_hudhint Changed Button combinations, raw strings, etc. as well as SetHudHint. (todo: Expand upon "etc.")
env_instructor_hint Ported Mapper-placed hint for the game instructor.
env_laser Changed OnTouchedByEntity added, based on the output from env_beam. It fires per frame though, so be careful.
env_lightglow Changed Added Enable/Disable inputs and the ability to start disabled. Fade distances in Hammer also now have spheres.
env_message Stock
env_microphone Changed Added unmarked DSP presets, SetDSPPreset, channel selection, volume/pitch scale, and a local landmark keyvalue similar to trigger_teleport.
env_muzzleflash Stock
env_particle_performance_monitor Stock
env_particlelight Stock
env_particlescript Stock
env_physexplosion Changed ExplodeAndRemove, negative magnitude for pulling things in
env_physimpact Stock
env_player_surface_trigger Stock
env_projectedtexture Changed Uses improvements from the VDC, the Alien Swarm SDK, and a few open-source mods. (todo: Dedicated article)
env_rotorshooter Stock
env_rotorwash Stock
env_rotorwash_emitter Stock
env_screeneffect Changed Added primitive new chromatic abberration effects.
env_shake Stock
env_shooter Stock
env_smokestack Changed Now properly derives from Targetname in Hammer, meaning it is no longer missing user I/O, etc.
env_smoketrail Stock
env_soundscape Stock
env_soundscape_proxy Stock
env_soundscape_triggerable Stock
env_spark Stock
env_speaker Changed Now supports a "target" to use for selected responses (!target1 scene actor, sound origin, etc.) and also has a new OnSpeak output
env_splash Stock
env_sporeexplosion Stock
env_sprite Stock
env_sprite_oriented Stock
env_spritetrail Stock
env_starfield Stock
env_steam Stock
env_sun Stock
env_terrainmorph Stock
env_texturetoggle Stock
env_tonemap_controller Changed Keyvalues added for every setting that would otherwise be set via input. Also added UseDefaultBloomScale and SetBloomScaleRange to Hammer and fixed SetBloomScaleRange only accepting single floats.
env_viewpunch Stock
env_wind Changed Added "wind radius", a feature from (l4d: 4) that allows for multiple env_wind entities in different areas. Also added inputs to change all wind parameters and a "Tree sway scale" for how much an env_wind entity should affect [[$treesway]] materials. Also added "inner" radius, which allows the env_wind's intensity to fade out in combination with regular wind radius.
env_zoom Changed Added UnZoomWithRate and SetZoomRate inputs for unzooming at the zoom rate and setting the zoom rate after spawning.
filter_activator_class Affected Uses all base filter changes, including SetField to change the primary "field" of most filters (e.g. the classname on filter_activator_class) and TestEntity to test a specific entity against the filter. See [Mapbase/Entities/Filters: the dedicated article] for more information.
filter_activator_classify New Filters an entity by its "Classify" class, e.g. CLASS_PLAYER_ALLY.
filter_activator_context New Filters an entity by its response contexts. There is a filter_activator_context available in (l4d: 4) and newer games, but this entity works differently and has new options/capabilities.
filter_activator_hintgroup New Filters an NPC by its hint group.
filter_activator_involume New Only passes entities within the specified volume, e.g. a trigger.
filter_activator_keyfield New Filters an entity by the value of the specified keyvalue, similar to (ent: logic_keyfield).
filter_activator_mass_greater Affected Uses all base filter changes detailed in filter_activator_class.
filter_activator_model Ported Filters an entity by its model name.
filter_activator_name Affected Uses all base filter changes detailed in filter_activator_class.
filter_activator_relationship New Filters an entity by its relationship to the target entity.
filter_activator_team Affected Uses all base filter changes detailed in filter_activator_class.
filter_activator_squad New Filters an NPC by its squad name.
filter_activator_surfacedata Affected Filters an entity by its surface data.
filter_base Restored A base filter that always returns true.
filter_blood_control New Controls the filter owner's ability to produce blood from damage. This exists to take advantage of workarounds originally used for (ent: filter_damage_transfer). Can use a secondary filter to filter blood and/or actual damage.
filter_combineball_type (HL2) Affected Uses all base filter changes detailed in filter_activator_class.
filter_damage_mod New Modifies damage taken by the filter's owner. Can use a secondary filter for various purposes.
filter_damage_transfer Affected Transfers damage taken by the filter's owner to the specified entity. Can use a secondary filter for various purposes.
filter_damage_type Changed New option for setting how to compare the damage type (should contain one, all, etc.).
filter_enemy Affected This derives from ai_goal_actbusy and receives the same improvements.
filter_multi Affected Uses all base filter changes detailed in filter_activator_class.
filter_redirect_inflictor New Redirects to a target filter with the damage inflictor as the activator instead of the attacker.
filter_redirect_owner New Redirects to a target filter with the activator's owner entity as the activator instead of the original activator.
filter_script New A filter which utilizes hooks in its [[Entity Scripts]].
fog_volume Ported Trigger that changes the env_fog_controller, color_correction, and postprocess_controller of players that walk through it. Ported from the Alien Swarm SDK.
func_areaportal Stock
func_areaportal_oneway New Variant of func_areaportal that only draws when viewed from one direction. Based on the code from [[CAreaPortalOneWay: this article]].
func_areaportalwindow Stock
func_breakable Changed
func_breakable_surf Changed
func_brush Changed
func_bulletshield Stock
func_button Stock
func_clip_client New A special brush that only has a physics shadow on the client, allowing clientside ragdolls to collide with it.
func_clip_vphysics Changed Implemented the "Start Disabled" keyvalue and added a new SetFilter input.
func_combine_ball_spawner (HL2) Changed New Destroy input that causes the balls to fly everywhere.
func_commandredirect (HL2) New Detects when the player commands their squad to move somewhere within the volume, with the ability to fire outputs, cancel the order, redirect the order, etc.
func_conveyor Stock
func_detail Stock
func_door Changed No longer contains obsolete GoldSrc-era keyvalues. Touch Opens spawnflag now starts off.
func_door_rotating Affected Uses the same changes as func_door.
func_dustcloud Changed Radius now displays in Hammer.
func_dustmotes Changed Radius now displays in Hammer.
func_fake_worldportal New WIP entity inspired by Portal 2's world portals created by taking advantage of view rendering tricks without having to use any code from Portal itself.
func_fish_pool Changed Contains several new I/O/KV for controlling the fish.
func_guntarget Stock
func_healthcharger (HL2) Changed Has been given some of item_healthcharger's I/O/KV, but not all of them.
func_illusionary Stock
func_instance Stock
func_instance_parms Stock
func_ladder Restored The original brush ladder from MP games like Counter-Strike: Source. Implemented based on the [[Brush ladders]] article.
func_ladderendpoint Stock
func_lod Changed Added the ability to manually choose a maximum fade distance.
func_lookdoor Stock
func_monitor Stock
func_movelinear Changed Integrated [[CFuncMoveLinear ParentingFix]].
func_null New Brush version of info_null. Functionally identical.
func_occluder Stock
func_physbox Changed SetDebris input for toggling debris status.
func_platrot Stock
func_precipitation Changed Backported particle types from (astools: 4).
func_recharge (HL2) Changed Has been given some of item_suitcharger's I/O/KV, but not all of them.
func_reflective_glass Stock
func_rot_button Changed Fixed the "Starts Locked" spawnflag.
func_rotating Changed Applied normalizaton to angles and added keyvalues for controlling min/max sound pitch.
func_smokevolume Stock
func_tank Changed Ported "ammo type", moved around a few things, added some NPC-related inputs, added a trace filter, etc. (todo: Expand upon "etc.")
func_tank_combine_cannon (HL2) Changed Added support for the player to control directly.
func_tankairboatgun Changed Fixed NPC control, added heavy shot options, deprecated the "Airboat gun model" keyvalue for parenting.
func_tankapcrocket Affected Uses the same changes as func_tank.
func_tanklaser Affected Uses the same changes as func_tank.
func_tanklogic New A special kind of func_tank that fires outputs instead of bullets. Outputs are based on a trace that simulates a bullet trace. They pass the position where the bullet would hit, the first entity it would hit, the barrel position, etc. allowing you to effectively create your own func_tank. It can also be controlled by NPCs.
func_tankmortar Changed Shell radius and trace control.
func_tankphyscannister Affected Uses the same changes as func_tank.
func_tankpulselaser Affected Uses the same changes as func_tank.
func_tankrocket Changed Rockets now properly credit the turret's controller.
func_tanktrain Stock
func_trackautochange Stock
func_trackchange Stock
func_tracktrain Stock
func_traincontrols Stock
func_useableladder Changed New CheckPlayerOn input for getting a player onto a ladder if possible, ForcePlayerOn for forcing a player onto a ladder no matter what. Also stopped ladder entities from always drawing debug information when loading a level with (ent: developer) set to a value greater than 1.
func_vehicleclip Stock
func_viscluster Stock
func_wall Stock
func_wall_toggle Stock
func_water_analog Affected Uses the same changes as func_movelinear.
game_convar_mod New Part of the convar modification system that allows maps to change cvars in a safe and controlled way, saving them so they could be loaded later and reverting them on level unload.
game_end Changed New EndGameSP input that functions as a shortcut for "startupmenu force". This could be changed by certain mods (e.g. mapping competitions) for firing "map finished" events.
game_globalvars New Reads certain global variables, like curtime.
game_menu New Displays a selectable number menu on the HUD.
game_metadata New Stores map details for things like the Discord RPC, allowing mappers to control game details shown on Discord while they're playing their map.
game_player_equip Stock
game_player_team Stock
game_ragdoll_manager Stock
game_score Stock
game_text Changed Added SetText from Alien Swarm and newline support with /n (mind the forward slash). Also added auto-break keyvalue.
game_timer New Displays a custom timer on the HUD.
game_ui Stock Added outputs for several binds, also added OutButtons for use with math_bits.
game_weapon_manager Stock
game_zone_player Stock
generic_actor Changed Keyvalue for setting NPC class and ability to use squads.
gibshooter Changed Ragdolls are now properly ignited when set to spawn on fire.
grenade_helicopter (HL2) Stock
hammer_updateignorelist Stock
hl2_gamerules (HL2) New Controls new game-specific HL2 options, like HL2/EP1 vs. EP2 flashlight or default citizen type.
info_apc_missile_hint (HL2) Stock
info_camera_link Stock
info_constraint_anchor Stock
info_darknessmode_lightsource (HL2) Stock
info_hint Changed New hint radius/weight keyvalues, new SetHintGroup input, and new OnScriptEvent outputs. Node FOV now shows up in Hammer as a frustum. Hintgroup is also listed in ent_text.
info_intermission Stock
info_ladder_dismount Stock
info_landmark Stock
info_lighting Stock
info_mass_center Stock
info_no_dynamic_shadow Stock
info_node Stock
info_node_air Stock
info_node_air_hint Affected Uses info_hint and info_node_hint changes.
info_node_climb Changed Added ability to override lineup linkage via target node keyvalue.
info_node_hint Changed Various hint types correctly use hint options, also affected by info_hint changes.
info_node_link Changed There are several new derivatives available, but the entity itself hasn't really changed aside from a new icon in Hammer.
info_node_link_controller Stock Hasn't really changed, but there's an info_template_link_controller for link derivatives now.
info_node_link_filtered New A derivative of info_node_link that only allows NPCs that pass its filter.
info_node_link_logic New A derivative of info_node_link that passes outputs when a NPC tries to use it. Actual passage permission can still be toggled.
info_node_link_oneway New A derivative of info_node_link that only allows NPCs to use it in one direction.
info_npc_spawn_destination Stock
info_null Stock
info_overlay Stock
info_overlay_transition Stock
info_particle_system Changed New DestroyImmediately input inspired by the Portal 2 input of the same name.
info_particle_system_coordinate New Variant of info_particle_system that uses explicit coordinates for its control points instead of entities.
info_player_start Stock
info_player_view_proxy New Copies a player's view as if they're at a different position. Created for script_intro sequences. Not be confused with (ent: point_viewproxy), a Portal 2 entity.
info_projecteddecal Stock
info_radar_target (HL2) Changed White Forest battle enemy targets added to FGD.
info_radial_link_controller Stock
info_snipertarget Stock
info_target Changed Added "Always transmit to client" spawnflag from Alien Swarm SDK
info_target_gunshipcrash (HL2) Stock Changed OnCrashed activator to crashing gunship and added new OnBeginCrash output.
info_target_helicopter_crash (HL2) Changed Added ability to disable + OnCrashed and OnBeginCrash outputs.
info_target_vehicle_transition Stock
info_teleport_destination Stock
info_teleporter_countdown Stock
info_template_link_controller New A version of info_node_link_controller that uses a point_template with an info_node_link in it. This allows you to use info_node_link_controller with the new info_node_link derivaties.
infodecal Stock
item_ammo_357 (HL2) Affected Uses by all ammo item changes.
item_ammo_357_large (HL2) Changed No longer uses invalid model.
item_ammo_ar2 (HL2) Affected Uses by all ammo item changes.
item_ammo_ar2_altfire (HL2) Affected Uses by all ammo item changes.
item_ammo_ar2_large (HL2) Changed No longer uses invalid model.
item_ammo_crate (HL2) Changed OnAmmoTaken, more ammo crate models, SLAM crate, parenting support
item_ammo_crossbow (HL2) Affected Uses by all ammo item changes.
item_ammo_pistol (HL2) Affected Uses by all ammo item changes.
item_ammo_pistol_large (HL2) Changed No longer uses invalid model.
item_ammo_smg1 (HL2) Affected Uses by all ammo item changes.
item_ammo_smg1_grenade (HL2) Affected Uses by all ammo item changes.
item_ammo_smg1_large (HL2) Changed No longer uses invalid model.
item_battery (HL2) Stock
item_battery_custom (HL2) New Variant of item_battery that allows armor amount, sound, and model to be chosen.
item_box_buckshot (HL2) Affected Uses by all ammo item changes.
item_dynamic_resupply (HL2) Changed OnItem for each item created, master resupply properly falls back to health vial when needed
item_grubnugget (HL2) Restored Entity for the nuggets produced by npc_antlion_grubs with a selectable model/size/denomination.
item_healthcharger (HL2) Changed Various I/O/KV related to setting charge/juice
item_healthkit (HL2) Stock
item_healthkit_custom (HL2) New Variant of item_healthkit that allows health amount, sound, and model to be chosen.
item_healthvial (HL2) Stock
item_item_crate (HL2) Changed OnItem for each item (including items created by item_dynamic_resupply), custom model support, point_template crate contents, support for single NPCs by not randomizing angles
item_rpg_round (HL2) Affected Uses by all ammo item changes.
item_suit (HL2) Stock
item_suitcharger (HL2) Changed Various I/O/KV related to setting charge/juice
keyframe_rope Changed OnBreak output, SetSlack/SetWidth/SetSubdivision inputs, (ent: SplineRope) shader via SDK_Cable
keyframe_track Stock
light Stock
light_dynamic Stock
light_environment Stock
light_spot Stock
logic_achievement Stock
logic_active_autosave Stock
logic_auto Stock
logic_autosave Changed New Hammer icon ported from Portal 2.
logic_branch Stock
logic_branch_listener Changed Fix logic_branch not notifying branch listeners properly on removal
logic_case Changed OnUsed for each time used by InValue, matcher system support with an option to allow multiple matching cases to be fired. You might also want to look into logic_random_outputs, a different entity ported from Alien Swarm SDK which can take percentages directly.
logic_choreographed_scene Changed SetTarget# for all targets, Trigger input added to FGD. Also a couple changes to the choreography system itself.
logic_collision_pair Stock
logic_compare Changed Added OnGreater/LessThanOrEqualTo. Added support for many other data types, particularly strings. Also supports comparing the length of a string against a number, or each other.
logic_console New Allows mappers to send messages and warnings with the specified text to the console.
logic_context_accessor New Gets the value of the specified response context on a certain entity. Very useful for bringing out the potential of response contexts as data carriers.
logic_convar New Gets the value of the specified console variable/cvar. Useful for checking whether cheats or closed captioning are enabled.
logic_datadesc_accessor New Derived from logic_keyfield, this entity is completely identical except for the fact it uses internal variable names directly and is not limited to keyvalues. This means you could access values like m_fFlags, m_flNextGrenadeTime, or pretty much anything else in an entity's data description.
logic_entity_position New Gets and predicts an entity's position, outputting it through OutPosition.
logic_eventlistener Replicated Listens for game events and fires an output for them. This is an entity available in Portal 2 and newer, but it was replicated so it could be used in Mapbase. You might also be interested in point_event.
logic_externaldata New Saves and reads keyvalue data from %mapname%_externaldata.txt, intended to be used for data that should persist across playthroughs, save games, etc. similar to gamestate.txt.
logic_format New Formats text with C#/Python-based formatting, using {0}, {1}, etc. for each parameter. Useful for AddOutput and other inputs that use a special syntax. Also useful for information relayed to the player.
logic_keyfield New Reads the specified keyvalue on the target entity, outputting its value or comparing against it with the matcher system. This is useful for many different things, like getting an entity's health or a soldier's current number of grenades.
logic_lineto Stock
logic_measure_movement Changed Several new I/O/KV, including the ability to output position & angles through I/O. Also includes attachment support.
logic_measure_direction New Uses traces to teleport an entity to where another entity is facing, kind of like a laser. Inherits all abilities and I/O/KV from logic_measure_movement.
logic_mirror_movement Restored Mirrors entity movement to another entity.
logic_modelinfo New Reads certain model-related information, like how many skins a model has or whether a model has a certain sequence/activity.
logic_multicompare Changed Added a bunch of new I/O/KV. Changes very similar to logic_compare.
logic_navigation Stock
logic_playerinfo New Allows mappers to get a player's basic info, like their Steam name, or find a player by that info. Utilizes data already used throughout the engine.
logic_playerproxy Changed Several new I/O/KV for interacting with the player, including expanded flashlight control, the ability to change the player's armor value, and playermodel visibility options.
logic_playmovie Ported Plays a video from the media folder over the player's screen. Ported directly from Alien Swarm SDK.
logic_random_outputs Ported Fires outputs based on specified percentages. Ported directly from Alien Swarm SDK.
logic_register_activator Replicated Stores the specified entity and allows it to be accessed later. Based on the entity of the same name from Portal 2.
logic_relay Changed New TriggerWithParameter/OnTriggerParameter I/O for using parameters on the relay.
logic_relay_queue New Queues excess triggers instead of discarding them. This means when a logic_relay_queue is still firing its delayed outputs and it receives another trigger event, it queues it up so when its output events are over, it fires that queued trigger with its data intact.
logic_scene_list_manager Stock
logic_script Ported An entity that acts as a container for VScripts. Ported from the Alien Swarm SDK. See [[Mapbase/Scripting]] for more information regarding VScript in Mapbase.
logic_script_client New A version of logic_script which runs scripts on clients.
logic_sequence New Coordinates a sequence of cases for things like keypad passwords. Convention is similar to logic_case.
logic_skill New Reads the game's current difficulty level and detects when it changes.
logic_substring New An entity that isolates a substring from a string parameter.
logic_timer Changed New keyvalue to use random interval bounds to limit AddToTimer/SubtractToTimer inputs.
mapbase_manifest New Allows mappers to load manifest files other than the default %mapname%_manifest.txt file. (bug: hidetested=1: No icon. Possibly non-functional.)
material_modify_control Stock
math_bits New Performs calculations involving bits and bit operations. Based on math_counter.
math_clamp New Clamps input values between the specified min/max, which can be integers, floats, or vectors.
math_colorblend Stock
math_counter Changed OnChangedFromMin/Max and SetMin/MaxValueNoFire ported and replicated from later games respectively. Start value now properly reads floats. Also see math_counter_advanced for advanced capabilities.
math_counter_advanced New A special version of math_counter with advanced inputs, outputs, and keyvalues for advanced operations and specialized calculations.
math_generate New Generates numbers from a variety of algorithms, mostly taken from material proxies. (e.g. generating a sine wave)
math_lightpattern New Replicates baked light patterns and fires outputs accordingly.
math_mod New Modifies and outputs input values with the specified value and operator. For example, it could be configured to add 2 to each value sent to this entity, outputting the result each time. This is to create I/O "pipelines" that demand instant operations limited by, say, using a math_counter with delays.
math_remap Stock
math_vector New Allows for operations on vectors like 0 0 0 or 2509.677 384.001 204.5. Convention is similar to math_counter.
momentary_rot_button Stock
monster_generic Stock
move_keyframed Stock
move_rope Changed OnBreak output, SetSlack/SetWidth/SetSubdivision inputs, (ent: SplineRope) shader via SDK_Cable
move_track Stock
npc_advisor (HL2) Stock
npc_alyx (HL2) Changed Inherits all companion changes, see npc_citizen.
npc_antlion (HL2) Changed Dynamic interactions restored (set by mapper), new global state for disabling soldier insta-kill, attempted better bugbait support for workers, SetFollowTarget
npc_antlion_grub (HL2) Changed Now allows a damage filter which can control whether this grub is allowed to be squashed.
npc_antlion_template_maker (HL2) Stock
npc_antlionguard (HL2) Stock
npc_apcdriver (HL2) Stock
npc_barnacle (HL2) Changed Half-Life 2: Episode One inputs ported to base HL2 DLL.
npc_barney (HL2) Changed Custom model support added, affected by all companion changes detailed in npc_citizen.
npc_blob (HL2) Stock
npc_breen (HL2) Stock
npc_bullseye (HL2) Stock
npc_citizen (HL2) Changed New spawnflag for Walk+USE to join squad, option to have medics throw healthkits, medic hostile player fix, rappelling support, new I/O/KV, and much more. Also inherits companion changes like the option to fire energy balls like elites do, usage of Alyx's dynamic melee interactions, flinching on damage, and the usage of expanded speech target capabilities.
npc_clawscanner (HL2) Affected Inherits all city scanner changes.
npc_combine_camera (HL2) Changed Proper support for OnLostEnemy/Player.
npc_combine_cannon (HL2) Stock
npc_combine_s (HL2) Changed Now uses easy and unarmed animations, new grenade I/O/KV, response system support, new tactical variant, better alt-firing, and much more. Differing models also properly appear in Hammer.
npc_combinedropship (HL2) Changed Added a DropCargo input for dropping objects picked up by the Pickup input and an option to disable danger signals that normally disperse NPCs on the ground. Also added a keyvalue that allows any damage type to damage a dropship's container and another keyvalue to control the container's health. DropStrider input now plays the strider's drop sequence.
npc_combinegunship (HL2) Changed Restored the ability for gunships to use their ground attack automatically, now controlled by a keyvalue. Also added a keyvalue that allows any damage type to damage a gunship and another keyvalue to control the number of hits needed to take it down.
npc_crabsynth (HL2) Stock
npc_cranedriver (HL2) Stock
npc_crow (HL2) Stock
npc_cscanner (HL2) Changed Added the ability to enable/disable photo-taking, causing a scanner to only follow its enemies.
npc_dog (HL2) Stock
npc_eli (HL2) Stock
npc_enemyfinder Changed New keyvalue for specifying a NPC class to simulate. Min/max search distance now display spheres in Hammer.
npc_enemyfinder_combinecannon (HL2) Affected Inherits all changes from npc_enemyfinder.
npc_fastzombie (HL2) Changed Hooked health and damage to convars, now follows base torso rules. Also carries base zombie changes detailed in npc_zombie.
npc_fastzombie_torso (HL2) Affected Inherits all changes from npc_fastzombie.
npc_fisherman (HL2) Stock
npc_gman (HL2) Stock
npc_grenade_frag (HL2) Changed Now allows specific damage, radius, etc. and outputs that pass position, all inherited from base grenade.
npc_headcrab (HL2) Changed OnLeap output that fires for each time the headcrab leaps and passes the headcrab's assumed leap target as the activator. Burrowing-related inputs are also now visible.
npc_headcrab_black (HL2) Affected Inherits all changes detailed in npc_headcrab.
npc_headcrab_fast (HL2) Affected Inherits all changes detailed in npc_headcrab.
npc_heli_avoidbox (HL2) Stock
npc_heli_avoidsphere (HL2) Changed Now supports a filter keyvalue.
npc_helicopter (HL2) Changed New output OutBomb for each bomb dropped, Field of View keyvalue so you can control whether they can see you from every direction, custom model support. Also added a keyvalue that allows any damage type to damage a helicopter and another keyvalue to control the helicopter's health. :
npc_helicopter_custom (HL2) New Custom helicopter NPC that supports a custom model, custom sounds, custom flight parameters, etc. :
npc_hunter (HL2) Changed Hunters now die instantly to energy balls fired by NPCs in the same way they die from energy balls fired by players. Also has a new keyvalue to disable idle patrolling.
npc_hunter_maker (HL2) Stock
npc_ichthyosaur (HL2) Stock
npc_kleiner (HL2) Stock
npc_launcher (HL2) Changed Cleaned up appearance/defaults in Hammer, added OutMissile output that fires for each missile, npc_launcher's owner entity applies to each missile.
npc_magnusson (HL2) Stock
npc_maker (HL2) Stock
npc_manhack (HL2) Changed Added [Source 2013 GitHub pull request fix for npc_maker owner https://github.com/ValveSoftware/source-sdk-2013/pull/362], restored "Hacked by Alyx" state with a keyvalue for starting hacked and a convar for allowing Alyx to hack manhacks herself, added Enable/DisableSprites inputs.
npc_metropolice (HL2) Changed Several new I/O/KV related to policing, added optional ability to throw grenades with I/O/KV from npc_combine_s, new manhack tossing I/O, holstered pistol animation fix, and more.
npc_missiledefense (HL2) Stock
npc_monk (HL2) Changed Father Grigori uses his own versions of the companion interactions that blend into his Annabelle.
npc_mortarsynth (HL2) Stock
npc_mossman (HL2) Stock
npc_pigeon (HL2) Stock
npc_poisonzombie (HL2) Changed Fixed game crash on contact with barnacle. Also carries base zombie changes detailed in npc_zombie.
npc_puppet (HL2) Stock
npc_rollermine (HL2) Changed Added keyvalue for rollermines to start as if they were hacked by Alyx in Episode One. Also fixed rollermines creating static versions of themselves each time the player tries to pick them up with the supercharged gravity gun.
npc_seagull (HL2) Stock
npc_sniper (HL2) Changed Custom model support, custom beam support, response system support, obsolete FGD stuff removed, separate spawnflag for dying on fire. (note: Snipers will no longer die on fire in Episodic and must have this spawnflag enabled!)
npc_stalker (HL2) Changed Added a "Player Aggression" keyvalue and an option to use the same synth blood used by hunters.
npc_strider (HL2) Changed Added a stomp filter for choosing who the strider is allowed to stomp and an EnableCrouch input. Also implemented VDC fix for npc_clawscanner strider scouting.
npc_template_maker (HL2) Stock
npc_tripmine (HL2) Restored weapon_slam's tripmine with new I/O/KV so it could be placed in Hammer as an entity the mapper sets up.
npc_turret_ceiling (HL2) Changed Fixed npc_turret_ceiling having no sounds or muzzle flashes. Added option to specify a npc_turret_ceiling's health and sight FOV. Added inputs to control ammo depletion, based on floor turret's inputs. Added spawnflag and inputs to disable the turret's "eye" sprite.
npc_turret_floor (HL2) Changed Added spawnflag and inputs to disable the turret's "eye" sprite, made "Skin Number" use actual skin and show up in Hammer, restored Alyx's ability to hack turrets via a convar that's disabled by default.
npc_turret_ground (HL2) Changed Removed requirement to have parent.
npc_turret_lab (HL2) New A functional version of labturret.mdl.
npc_vehicledriver Stock
npc_vortigaunt (HL2) Changed Fix LOS issue during firing schedule. Also technically inherits companion changes detailed in npc_citizen, although it can't use all of them.
npc_zombie (HL2) Changed Inherits base zombie changes like options to have no headcrab or never become a torso and an OnSwattedProp output that fires each time a zombie swats a prop, passing the prop as the activator.
npc_zombie_custom (HL2) New Special "custom" version of npc_zombie that supports custom models (including custom legs and torsos) and uses the response system, unlike other zombies.
npc_zombie_custom_torso (HL2) New Like npc_zombie_custom, but as a torso. Inherits all changes from npc_zombie_custom.
npc_zombie_torso (HL2) Affected Inherits all changes from npc_zombie.
npc_zombine (HL2) Changed Added keyvalue for specifying how many grenades a Zombine could have (including none) as well as an OnPullGrenade output that fires for each grenade pulled. Inherits base zombie changes detailed in npc_zombie.
path_corner Stock
path_corner_crash Stock
path_track Changed A save/restore oversight involving the way path sequences were saved was fixed.
phys_ballsocket Stock
phys_constraint Stock
phys_constraintsystem Stock
phys_convert Changed Improved conversion and added the option to be converted to prop_physics/func_physbox instead of just simple_physics_prop/brush. Also see point_entity_replace.
phys_hinge Stock
phys_keepupright Stock
phys_lengthconstraint Stock
phys_magnet Changed Fixed crashing with no model name, added "Prevent pickup" spawnflag
phys_motor Stock
phys_pulleyconstraint Stock
phys_ragdollconstraint Stock
phys_ragdollmagnet Changed OnUsed output which fires each time the magnet is used, new keyvalue for targeting a specific bone, and the ability to target sniper bodies.
phys_slideconstraint Stock
phys_spring Stock
phys_thruster Stock
phys_torque Stock
physics_cannister Changed Fixed and cleaned up FGD definition.
player Changed The player has plenty of new inputs, but most of them could be accessed through logic_playerproxy thanks to a new I/O/KV transferring system.
player_loadsaved Stock
player_speedmod Changed Added Enable/Disable for using speedmod's spawnflags without actually modifying the player's speed. Also added "Additional Buttons" keyvalue and a spawnflag that stops this entity from automatically suppressing the player's flashlight.
player_weaponstrip Stock
point_advanced_finder New A "finder" entity for finding entities based on specified criteria. This is a more advanced version of point_entity_finder, an existing entity from (l4d: 4) and newer.
point_anglesensor Stock
point_angularvelocitysensor Stock
point_antlion_repellant Stock
point_apc_controller Stock
point_bonusmaps_accessor Stock
point_bugbait Changed New bounding box testing mode that checks a box rather than a radius.
point_camera Changed New keyvalue that determines whether to draw the skybox. Also now properly derives from Targetname in the FGD.
point_camera_ortho New A special type of camera that captures an orthographic image. Otherwise identical to point_camera in every way, including its Mapbase changes.
point_clientcommand Changed Has a new icon in Hammer.
point_combine_ball_launcher (HL2) Stock
point_copy_size New Copies an entity's bounding box size to another.
point_damageinfo New Deals damage with precise control over exactly what information the damage carries, from amount and type to attacker and force.
point_devshot_camera Stock
point_enable_motion_fixup Stock
point_entity_finder Ported Finds entities based on various criteria. Ported from Alien Swarm SDK. Also see point_advanced_finder.
point_entity_replace New Replaces one entity with another, similar to phys_convert. Copies position, angles, velocity, etc. with the ability to copy additional values. Can be used with outputs that pass new entities to replace them on the fly, like OutGrenade on soldiers to replace their grenades with another object (e.g. flares).
point_event New Listens for and acts upon game events similar to logic_eventlistener, except it can listen for multiple events and pass their data to I/O.
point_flesh_effect_target (HL2) Stock
point_gamestats_counter Stock
point_glow New A new entity inspired by the (ent: tf_glow) entity which allows a glow to be created around another entity.
point_hurt Changed Now has "Damage Or" flags similar to trigger_hurt. Also see point_damageinfo.
point_message Changed New SetMessage output that sets the message's text.
point_message_localized New A version of point_message that can use localized text and newlines. Note that this doesn't support Unicode characters.
point_playermoveconstraint Stock
point_posecontroller Stock
point_projectile New Fires entities as projectiles (e.g. crossbow_bolt) with a specific owner, velocity, damage, etc.
point_proximity_sensor Stock
point_push Stock
point_radiation_source New A source of radiation that the player's geiger counter reacts to. Does no actual damage.
point_ragdollboogie New Forces NPCs and ragdolls to use ragdoll boogie, a feature which handles the electrical arcs that occur on ragdolls after being launched by the supercharged gravity gun, etc.
point_servercommand Changed Has a new icon in Hammer.
point_spotlight Changed New halo scale and custom material keyavlues + LightToggle input.
point_teleport Changed TeleportEntity and TeleportToCurrentPos inputs inspired by Counter-Strike: Global Offensive.
point_template Changed OutSpawnedEntity and ForceSpawnRandomTemplate.
point_tesla Stock
point_velocitysensor Stock
point_viewcontrol Changed FOV options ported from Alien Swarm SDK, with track speed and target options recreated. Some bug fixes are toggled by a "New behavior" spawnflag to avoid breaking existing entities. (the spawnflag is on by default)
postprocess_controller Ported An entity ported from the Alien Swarm SDK SDK which provides control over various filmic post-processing effects originally made for the (l4dseries: 4).
prop_combine_ball (HL2) Changed SetLifetime and AddLifetime for changing a ball's lifetime.
prop_coreball (HL2) Stock
prop_detail Stock
prop_door_rotating Changed Restored spawnflag for preventing NPCs from using, AllowPlayerUse and DisallowPlayerUse inputs for toggling the "Disallow player +USE" spawnflag, added collisions disabled spawnflag carried over from prop_dynamic to FGD, disabled shadows by default.
prop_dynamic Changed Hold Animation, Update children, and SetAnimationNoReset ported from the Alien Swarm SDK. Also uses all of the base prop changes, including the disabling of the prop consistency system (via mapbase_prop_consistency_noremove cvar), prop interaction inputs, unmarked spawnflags, etc.
prop_dynamic_ornament Affected Uses all of the base prop changes detailed in prop_dynamic.
prop_dynamic_override Affected Uses all of the base prop changes detailed in prop_dynamic.
prop_flare (HL2) New An entire class for controlling the properties of flare.mdl from Half-Life 2: Episode One. This is based off of the Black Mesa entity of the same name. Can control lifetime, ignite the flare, restore the flare, etc.
prop_interactable New A prop designed to be interacted with like a button. It has all of the properties of prop_dynamic without having to use an accompanying func_door or func_button.
prop_physics Stock SetDebris for toggling debris status. Uses all of the base prop changes detailed in prop_dynamic.
prop_physics_multiplayer Affected Uses all of the prop changes detailed in prop_physics and prop_dynamic.
prop_physics_override Changed Now supports overriding prop interactions and preferred carry angles.
prop_ragdoll Changed Fixed StartRagdollBoogie, added Wake/Sleep inputs, added automatic ragdoll interactions. Also added optional +USE support, including limb pickup.
prop_scalable Stock
prop_sphere Restored A cheap vphysics sphere. Uses VDC changes on the linked article.
prop_static Stock
prop_thumper (HL2) Stock
prop_vehicle Stock
prop_vehicle_airboat (HL2) Affected Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_apc (HL2) Affected Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_cannon Affected Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_choreo_generic Affected Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_crane (HL2) Affected Uses all of the changes detailed in prop_vehicle_driveable.
prop_vehicle_driveable Changed EnterVehicle(Immediate), ExitVehicle(Immediate), partly ported from prop_vehicle_prisoner_pod.
prop_vehicle_jeep (HL2) Changed Keyvalue for disabling hazard lights in Episodic, Enable/DisablePhysgun ported from Episodic to HL2 jeep.
prop_vehicle_jeep_old (HL2) New Allows the original jeep to be used in Episodic, reverting its classname to prop_vehicle_jeep on spawn.
prop_vehicle_prisoner_pod (HL2) Affected Some of its inputs were moved to the base class, but other than that it hasn't changed.
script_intro Changed The skybox bug can now be fixed via a keyvalue (drawing the skybox in the main view, the camera view, both, or neither) and viewmodels now show up correctly.
script_tauremoval (HL2) Stock
scripted_sentence Stock
scripted_sequence Changed Proper !activator support on target NPC and outputs, "No Interruptions" and "Override AI" enabled by default, OnPreIdleSequence/OnEntrySequence/OnActionSequence inputs added, unmarked spawnflags added
scripted_sound New Causes a sound to be emitted on an entity directly, allowing it to be interrupted by, say, the entity's death or removal. This is useful for lines spoken by NPCs that can't use logic_choreographed_scene and are too "interactive" for ambient_generic to work well.
scripted_target Stock
shadow_control Changed Add ability to toggle [[Dynamic RTT shadow angles in Source 2007: Saul Rennison's dynamic RTT shadow angles]].
simple_physics_brush Restored A simple physics brush with no unique properties. Previously only usable with phys_convert, this has been changed so it could be used in Hammer.
simple_physics_prop Restored A simple physics prop with no unique properties. Previously only ussable with phys_convert, this has been changed so it could be placed in Hammer.
sky_camera Changed Added updating capabilities, option to use angles for rotating skybox, ability to use a solid sky color instead of a sky texture, fog I/KV from env_fog_controller, and more.
skybox_swapper Ported An entity ported from Alien Swarm SDK that swaps skybox textures. This is broken in Source 2013 SP and only works properly in MP.
tanktrain_ai Stock
tanktrain_aitarget Stock
test_sidelist Stock
test_traceline Stock
trigger_apply_impulse Ported Applies a single push to entities touching the trigger when the ApplyImpulse input is fired. Added to the FGD and ported to Source 2013 SP from MP.
trigger_autosave Stock
trigger_changelevel Stock
trigger_fall New Players who enter a trigger_fall are given a special flag that causes them to die of fall damage the instant they touch the ground (crunching sound and everything) no matter their speed. Useful for ensuring death by fall damage or serving as a more natural alternative to trigger_hurt.
trigger_gravity Stock
trigger_hurt Changed Now supports "Damage Or" keyvalue for flags intended to be combined with other damage types. Also added a hurt rate keyvalue.
trigger_impact Stock
trigger_look Changed Added a "Use LOS" keyvalue that also uses LOS calculations as opposed to only viewcone calculations. Also added support for multiple look entities.
trigger_multiple Affected Uses all base trigger changes, including the ability to detect items/weapons/projectiles, which could previously only be detected through the "Everything" spawnflag. OnTouching also now passes the first touching entity as the activator.
trigger_once Affected Uses the base trigger changes defined in trigger_multiple.
trigger_physics_trap Stock
trigger_playermovement Changed Auto-walk and disable jump spawnflags added based on (l4d: 4) spawnflags (replicated)
trigger_proximity Stock
trigger_push Changed New SetSpeed and SetPushDir inputs.
trigger_remove Stock
trigger_rpgfire Stock
trigger_serverragdoll Changed Fixed trigger filter and potential conflicts with other server ragdoll functions.
trigger_soundscape Stock
trigger_teleport Changed Fixed FGD not showing all of the spawnflags.
trigger_teleport_relative Ported Teleports entities relative to their current positions. Added a custom FGD class and ported to Source 2013 SP from MP.
trigger_tonemap Ported Trigger that changes the env_tonemap_controller of players that walk through it. Ported from the Alien Swarm SDK.
trigger_transition Stock
trigger_vphysics_motion Stock
trigger_waterydeath Changed Added a bunch of I/O/KV for easier modification and configuration.
trigger_weapon_dissolve (HL2) Stock
trigger_weapon_strip (HL2) Stock
vehicle_viewcontroller Stock
vgui_movie_display Ported Plays a video from the media folder on a VGUI screen surface. Ported directly from Alien Swarm SDK with additional support for sound + mute keyvalue.
vgui_screen Changed Now supports custom outputs starting with ~ that correspond to VGUI commands.
vgui_slideshow_display (HL2) Stock
vgui_text_display New An entity that displays a VGUI text label in the world.
water_lod_control Stock
weapon_357 (HL2) Changed Now usable by NPCs, uses base weapon changes like ammo overrides, new pickup prevention inputs/flags, and fade distances using spheres.
weapon_alyxgun (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_annabelle (HL2) Changed Uses proper animations with non-Grigori NPCs. Uses base weapon changes detailed in weapon_357.
weapon_ar2 (HL2) Changed Uses restored AR2 animations previously only found in the model. Uses base weapon changes detailed in weapon_357.
weapon_bugbait (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_crossbow (HL2) Changed Now usable by NPCs. Model no longer broken in Hammer. Uses base weapon changes detailed in weapon_357.
weapon_crowbar (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_custom_scripted1 New New VScript-driven custom weapon.
weapon_frag (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_physcannon (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_pistol (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_rpg (HL2) Changed NPCs now use RPGs correctly. Uses base weapon changes detailed in weapon_357.
weapon_shotgun (HL2) Changed Uses base weapon changes detailed in weapon_357.
weapon_slam (HL2) Ported Ported from Half-Life 2: Deathmatch. Uses base weapon changes detailed in weapon_357.
weapon_smg1 (HL2) Affected Uses base weapon changes detailed in weapon_357.
weapon_striderbuster (HL2) Stock
weapon_stunstick (HL2) Changed Now uses Half-Life 2: Deathmatch weapon/model with NPC support. Uses base weapon changes detailed in weapon_357.
worldspawn Changed (TODO)