List of L4D2 Entities

__NOTOC__
base.fgd
This is a complete list of all Source base entities.
== left4dead2.fgd ==
== Non-FGD ==
== In FGD but not in-game ==
New & Updated
=== Environment ===
* env_fog_controller
: - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
* env_tonemap_controller
: - Can now set TonemapPercentBrightPixels, and other settings.
* env_airstrike_indoors
: - Adds an airstrike effect for indoors (crumbling ceiling)
* env_airstrike_outdoors
: - Adds an airstrike effect for outdoors
* env_instructor_hint
: - Allows creation and control of instructor messages through map logic
* env_physics_blocker
: - blocks players and physics objects
* env_player_blocker
: - Blocks any PC/NPC from entering of the specified type.
* env_rock_launcher
: - Spawns and launches rocks that are typically spawned by the Tank in the Left 4 Dead Series. Added from The Sacrifice DLC.
* env_weaponfire
: - This entity is used to mimic weapon fire from the guns in L4D. Added from The Sacrifice DLC.
=== Filter === 
* filter_health
: - Can filter based on the health of the activator, and wheter they have adrenaline active or not
* filter_melee_damage
: - Can filter based on melee damage, and the type (all, slash or club)
=== Function ===
* func_elevator
: - Added input to set max speed dynamically
* func_movelinear
: - Added ResetPosition/TeleportToTarget
* func_nav_blocker
: - Added toggle to determine if nav flow should be recomputed or not
* func_orator
: - Now allows setting the max legal followup distance for automatic responses
* func_precipitation
: - Added Rain Storm, Bugs, and Smoke
* func_rotating
: - Added SnapToStartPosition
* func_buildable_button
: - A non-functional entity. Added from the EMS update.
* func_button_timed
: - Button that takes time to use. Added from The Sacrifice DLC.
* func_block_charge
: - The Charger will not charge through this brush.
* func_extinguisher
: - Extinguish "infernos" set from molotovs, gas cans, etc. Added from The Sacrifice DLC.
* func_instance
: - An entity for placing an instance of a map file
* func_instance_parms
: - Controls parameters used in func_instance within an instance
* func_nav_connection_blocker
: - Blocks nav meshs (on creation) from being connected through it's volume.
* func_playerghostinfected_clip
: - Blocks ghost infected.
* func_ragdoll_fader
: - Fade out any ragdolls that touch it. Added from The Sacrifice DLC.
* func_timescale
: - Adjust the time scale of the server/client through map logic (slow-mo scene at end of Dead Center finale)
* point_script_use_target
: - Makes an entity 'usable' by a player. An attached script determines the display text and use time. Added from the EMS update.
=== Information ===
* info_director
: - Added many outputs to fully customize scavenge games, also includes scripting and journal support. The Sacrifice DLC introduced user defined script event hooks that can be fired from squirrel.
* info_gamemode
: - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
* info_map_parameters and info_map_parameters_versus
: - Controls density of spawns
*;director_solve_item_density : Pass the number of items you'd want in this map and this spits out the map density value.
* info_particle_system
: - Added setting to allow forcing particles to always render infront of everything
* info_survivor_position
: - Can now be tied to a specific gamemode, and given a specific intro to play
* info_ambient_mob_start
: - Potential starting area for an ambient mob
* info_ambient_mob_end
: - Potential end area for an ambient mob
* info_ambient_mob
: - universal ambient mob start/end (use with care)
* info_l4d1_survivor_spawn
: - spawn one of the original survivors from L4D1 as seen in The Passing campaign.
* info_particle_target
: - Allows marking areas in the map for particle systems with control points to reference
* info_zombie_border
: - Zombies will not spawn behind this entity.
* info_item_position
: - Used to place spawn points for entity groups. Added from the EMS update.
* info_target_instructor_hint
: - Used by utility VScripts for env_instructor_hint tragets. Added from the EMS update.
=== Logic ===
* logic_director_query
: - Controls the anger level of the AI Director
* logic_game_event
: - allows firing of game events. Appears to part of an achievement system.
* logic_script
: - Container for scripts
* logic_versus_random
: - fires random outputs in the first round of a versus map, and then repeats those outputs in the second round of a versus map. Added from The Sacrifice DLC. Added from the EMS update.
=== Misc ===
* Worldspawn
: - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
* beam_spotlight
: - Added NoFog spawnflag. 
* sky_camera
: - Added additional options for customizating plane clipping offsets, etc
* filter_activator_infected_class
: - Added the new special infected
* logic_auto
: - Added 'OnDemoMapSpawn' output
* postprocess_controller
: - Can now dynamically alter film grain and vignette strength
* ambient_music
: - Can override the Music Director, forcing a custom wav file to play in the music mix layer.
* game_scavenge_progress_display
: - Allows turning the scavenge score display on/off as well as setting the total items required.
* player_weaponstrip
: - removes specific weapon or active weapon
* point_nav_attribute_region
: - Holds attributes to be applied to regions of nav areas during generation
* point_script_template
: - A point_template made for spawning of optionally-dynamic templates from VScripts. Added from the EMS update.
* prop_mounted_machine_gun
: - A .50 Cal mounted machine gun. 
* script_nav_blocker
: - Point based func_nav_blocker made for spawning from VScripts. Added from the TLS update.
* sound_mix_layer
: - Allows setting the levels of a specific sound mix layer.
* trigger_active_weapon_detect
: - Fires output when touched by a player that has a specific weapon active.
=== Point ===
* point_hurt
: - Added additional damage type: "FULLGIB"
* point_spotlight
: - Added option to set Halo size
* point_viewcontrol_multiplayer
: - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
=== Prop ===
* All props now have a 'Lag Compensation' toggle. (Use sparingly!)
* prop_car_alarm
: - Added ability to enable/disable
* prop_door_rotating
: - Added 'glow' option
* prop_physics
: - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
* prop_fuel_barrel
: - special destructible physics prop that blows up in several stages when shot. Added from The Sacrifice DLC.
* prop_wall_breakable
: - A section of wall that's breakable just like doors are.
* scripted_item_drop
: - An item with basic physics that detects player touch.
=== Trigger ===
* trigger_finale
: - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
* trigger_hurt
: - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
* trigger_playermovement
: - Added a "disable jump" flag
* trigger_push
: - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
* script_trigger_hurt
: - Point based trigger_hurt made for spawning from VScripts. Added from the EMS update.
* script_trigger_multiple
: - Point based trigger_multiple made for spawning from VScripts. Added from the EMS update.
* script_trigger_once
: - Point based trigger_once made for spawning from VScripts. Added from the EMS update.
* script_trigger_push
: - Point based trigger_push made for spawning from VScripts. Added from the EMS update.
* trigger_escape
: - indicates if there are Survivors in the volume who can escape the finale. Added from The Sacrifice DLC.
* trigger_hurt_ghost
: - damages entities (and ghosts) that touch it.
* trigger_upgrade_laser_sight
: - gives laser sight upgrade to players that touch
=== Weapon/Upgrade spawn ===
* upgrade_spawn
: - Allows the director to place gun upgrades: laser sights, explosive ammo, and incendiary ammo.
* weapon_adrenaline_spawn
: - A possible spawnpoint for adrenaline.
* weapon_chainsaw_spawn
: - A possible spawnpoint for chainsaws.
* weapon_defibrillator_spawn
: - A possible spawnpoint for defibrillators.
* weapon_grenade_launcher_spawn
: - A possible spawnpoint for grenade launchers.
* weapon_item_spawn
: - A possible spawnpoint for a random item (first aid kits, pills, adrenaline, bile bombs, defibrillators etc.).
* weapon_melee_spawn
: - A possible spawnpoint for random melee weapons.
* weapon_pistol_magnum_spawn
: - A possible spawnpoint for magnum pistols
* weapon_rifle_ak47_spawn
: - A possible spawnpoint for AK-47 rifles.
* weapon_rifle_desert_spawn
: - A possible spawnpoint for combat rifles.
* weapon_rifle_m60_spawn
: - A possible spawnpoint for M60 machineguns. 
* weapon_rifle_sg552_spawn
: - A possible spawnpoint for SG-552 rifles.
* weapon_scavenge_item_spawn
: - A spawnpoint for a scavenge gas can.
* weapon_shotgun_chrome_spawn
: - A possible spawnpoint for chrome shotguns.
* weapon_shotgun_spas_spawn
: - A possible spawnpoint for combat shotguns.
* weapon_smg_mp5_spawn
: - A possible spawnpoint for MP5 submachine guns.
* weapon_smg_silenced_spawn
: - A possible spawnpoint for silenced submachine guns.
* weapon_sniper_awp_spawn
: - A possible spawnpoint for AWP snipers.
* weapon_sniper_military_spawn
: - A possible spawnpoint for military sniper rifles.
* weapon_sniper_scout_spawn
: - A possible spawnpoint for Scout snipers. Added in the TLS update
* weapon_spawn
: - A possible spawnpoint for random weapons.
* weapon_upgradepack_explosive_spawn
: - A possible spawnpoint for explosive ammo packs.
* weapon_upgradepack_incendiary_spawn
: - A possible spawnpoint for incendiary ammo packs.
* weapon_vomitjar_spawn
: - A possible spawnpoint for bile bombs.
Category:Left 4 Dead 2
Category:Level Design
Category:Entities by game