nyuuzyou/wikis huggingface dataset:
Env gunfire

It creates a gunfire effect which can be dynamically controlled and pointed at a target, to give the illusion of a weapon firing without an actual weapon entity being used. This is only a visual/sound effect. No damage is done.
==Keyvalues==
:
Literal Value 	Description
Weapon_AR2.NPC_Single 	AR2
Weapon_SMG1.NPC_Single	SMG1
:
Literal value	Description
AR2TRACER 	AR2
:
Literal Value 	Description
weapon_deagle 	Deagle
weapon_elite 	Elites
weapon_fiveseven 	FiveSeven
weapon_glock 	Glock
weapon_p228 	p228
weapon_usp 	USP
weapon_ak47 	AK47
weapon_aug 	Aug
weapon_awp 	AWP
weapon_famas 	Famas
weapon_g3sg1 	g3sg1
weapon_galil 	Galil
weapon_m249 	M249
weapon_m4a1 	m4a4
weapon_mac10 	Mac10
weapon_p90 	P90
weapon_ump45 	Ump45
weapon_xm1014 	XM1014
weapon_bizon 	Bizon
weapon_mag7 	Mag7
weapon_negev 	Negev
weapon_sawedoff 	Sawedoff
weapon_tec9 	Tec9
weapon_mp7 	Mp7
weapon_mp9 	Mp9
weapon_nova 	Nova
weapon_p250 	p250
weapon_scar20 	Scar20
weapon_sg556 	sg556
weapon_ssg08 	ssg08
weapon_usp_silencer 	USP
weapon_m4a1_silencer	M4A1 Silencer
==Inputs==
==See also==
*
Env headcrabcanister

The canister is a mortar shell containing a payload of headcrabs. The mortar shell inflicts damage within a radius of where it lands and releases headcrabs after impact. Inputs and keyvalues offer control over impact damage and when the headcrabs are released, among other options.
For an example of their use, see the shantytown in .
==Flags==
==Keyvalues==
==Inputs==
==Outputs==
==ConVars/Commands==
Env instructor hint

It is used to instruct the player to do some things, such as not shoot teammates.
thumb|right|This example sets Bound Command to "jump" (without quotations) with Caption set to "Bet you can't jump over me!" (without quotations).
__TOC__
==Icons==
Icon Name 	Icon	Icon Name 	Icon
icon_tip 	 	icon_interact 	
icon_info 	 	icon_button 	
icon_shield 	 	icon_door 	
icon_alert 	 	icon_arrow_plain 	
icon_alert_red 	 	icon_arrow_plain_white_dn	
icon_tip (again)	 	icon_arrow_plain_white_up	
icon_skull 	 	icon_arrow_up 	
icon_no 	 	icon_arrow_right 	
==Keyvalues==
==Inputs==
==See also==
*L4D2 Level Design/Instructor Hints
* - Similar entity used in previous Source games.
Category:GUI Entities
Category:Mapbase entities
Env introcredits

This entity is used to roll intro credits. You can set up your own intro credits in scripts/credits.txt file. In original campaign, this feature used in whole "Black Mesa Inbound" chapter.
== Keyvalues ==
:*0: Off
:*1: On
== Inputs == 
== Credits script ==
All intro credits are stored in body (line 17). Each map can have its own intro credits and total time for credits roll. This is example of intro credits script to make your credits properly working. The comments explain what each line does.
Env light probe volume

It is used to place volumes of ambient light into the open spaces of a map. The entity generates a volumetric grid of lighting samples when baking the map lighting. These samples are used for diffuse ambient lighting on any entities that don't or can't have lighting baked on them.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* Basic Lighting
* Adding Lighting
Category:Lighting
Env lightglow

It puts an additive glow in the world, mostly used over light sources and other locations where a glow would look natural (tunnels, caves, dark buildings, etc). It's main difference from is it's ability to appear in a configurable distance.
== Bugs and Caveats ==
 for above
==Flags==
==Keyvalues==
==Inputs==
==See also==
*
*
*
Category:Special effects
Category:Lighting
Env microphone

It acts as a microphone. In "Speaker mode", it picks up sound and rebroadcasts it at a Speaker target. It ignores the Hears X spawnflags and does not fire the SoundLevel output. In "Measuring mode", it measures the sound level at a Measure target and outputs the sound level as a value between 0 and 1. It only hears sounds that match the Hears X spawnflags.
==Flags==
:
==Keyvalues==
:
:
:
:*0: Use environment default
:*50: (No effect)
:*51: (No effect)
:*52: (No effect)
:*53: (No effect)
:*54: (No effect)
:*55: Loud speaker
:*56: Very small speaker
:*57: Echoing speaker
:*58: Small speaker
:*59: Tiny speaker
:
:
:
==Inputs==
==Outputs==
==See also==
* point_camera
Category:Sound System
Env microphone (Source 2)

__NOTOC__
 It acts as a microphone. In "Speaker mode", it picks up sound and rebroadcasts it at a Speaker target. It ignores the Hears X spawnflags and does not fire the SoundLevel output. In "Measuring mode", it measures the sound level at a Measure target and outputs the sound level as a value between 0 and 1. It only hears sounds that match the Hears X spawnflags.
==Flags==
==Keyvalues==
:
Value	Description
0 	Use Default
50 	1 NO EFFECT
51 	2 (DUPLICATE OF 1)
52 	3 (DUPLICATE OF 1)
53 	4 (DUPLICATE OF 1)
54 	5 (DUPLICATE OF 1)
55 	6 SPEAKER, LOUDER
56 	7 SPEAKER VERY SMALL
57 	8 LOUDSPEAKER, ECHO
58 	9 SPEAKER SMALL
59 	10 SPEAKER TINY
:
Value	Description
1 	Combat
2 	Player
3 	Danger
4 	Bullet Impacts
:
==Inputs==
==Outputs==
Env mine

This is that was used by HECU to mine some areas where many headcrabs hide under sand. Attempt to touch or damage this entity will cause detonation. Not in original FGD due to presence of , you still can add it by your hand (or just use Enhanced Black Mesa FGD).
Represented by class CEnv_Mine.
==Keyvalues==
== Inputs ==
==Dedicated ConVars==
Env model (GoldSrc)

It is used to place a model (usually an MDL) on a map, with optional animation and no collision. In the official FGD file it is descibed as a "new alternative to cyclers".
== Key Values ==
:
Value	Description
0 	Freeze when sequence ends
1 	Loop
2 	Change state when sequence ends
:
Value	Description
0 	Freeze when sequence ends
1 	Loop
2 	Change state when sequence ends
== Flags ==
== See also ==
* - Similar entity available in all games, without animation. Can display MDL and BSP models, despite its name. Most frequently used in ; have issues when used in singleplayer.
* - Equivalent entity in , , , and .
* - comparable entity in
Env mortar controller

This is an airstrike map that allows you to mark and launch bombs at a specified point. For full functionality, this entity must be used in combination with , and . In the original game it was used once in bm_c2a5i. Most inputs and outputs are same as CBaseAnimating.
Represented by class CEnvMortarController.
==Keyvalues==
== Inputs ==
==Attaching screen==
First, place at required position, set orientation and give a name. This entity will display area in airstrike map. You also need to change value for , set _rt_Satellite value.
File:attachcam_pic1.jpg|Example.
Now we need . In you need to add name of , in add name of you placed earlier.
File:attachcam_pic2.jpg|Example.
Now compile your map and check the result. You now have functional screen. Don't forget to specify name in property.
==Fixing mortar spam==
 can dynamically change values in properties with AddOutput, we'll use this feature to fire 0 shells when fired once. Unfortunately, and don't have any outputs that fires when shell is launched, we need to use triggers instead.
Create a in the form of an empty box inside. There should be a free space of 30 hammer units inside (x, y, z), should be placed in the center.
File:fixmortspam_pic1.jpg|Example.
Now create another that is 12 hammer units in size on all axes. This trigger should be in center. Give a name for this trigger ( for example) and for property set value Yes.
File:fixmortspam_pic2.jpg|Example.
We need to add outputs now, for the second trigger () make the following output:
For the first trigger, make the following outputs: 
Now spam is prevented. The only issue is mortar launch sounds, you can fix this by replacing the sound with a blank sound and playing the original sound via outputs.
==See Also==
* - the grenade entity used by this entity
* - the launcher"
Env muzzleflash

This is an entity that creates the effect of flames leaving a guns barrel when it fires. This entity is useful when making your own custom-made turrets or weapons to add a realistic flame effect. Unlike , this does not make any bullet effects or sound.
==Keyvalues==
==Inputs==
==FGD Code==
@PointClass base(Targetname, Parentname, Angles) = env_muzzleflash : "Muzzle Flash" 
[
	parentattachment(string) : "Parent Attachment" : "" : "The name of an attachment on the parent to hierarchically attach to."
	scale(float) : "Scale" : 1 : "Size of the muzzle flash."
	
	input Fire(void) : "Fires the effect once."
]
Env physics blocker

It blocks players and physics objects.
== Keyvalues ==
:* 0 : Disabled
:* 1 : Enabled
:
Value	Description
0 	Everyone
1 	Survivors
2 	Player Infected
3 	All Special Infected (Player and AI)
4 	All players and physics objects
== Inputs ==
== See also ==
* env_player_blocker
Category:Physics
Env player blocker

It blocks any Survivor and Special Infected from entering of the specified type, very similar to clip brushes, but in point entity form.
Examples of its use can be found in L4D1 Authoring Tools SDK content, such as the l4d_airport03_garage.vmf Crescendo Event.
It has been added to maps using Commentary System files a lot. Simply because they work like clip brushes, but they are point entities which can easily be added to fix "God Spots" or unintentional access to places without re-compiling the map.
==Keyvalues==
An outlined box is displayed in Hammer when Mins/Maxs are specified.
:* 0 : Disabled
:* 1 : Enabled
:* 0 : Everyone
:* 1 : Survivors
:* 2 : Player Infected
:* 3 : All Special Infected (Player and AI)
==Inputs==
==See also==
* env_physics_blocker
Env player surface trigger

It monitors the material of the surface the player is standing on, and fires outputs whenever it changes to/from a specific material.
==Keyvalues==
:
Literal value	Description
0 	None (player's in the air)
67 	Concrete
77 	Metal
68 	Dirt
86 	Vent
71 	Grate
84 	Tile
83 	Slosh
87 	Wood
80 	Computer
89 	Glass
70 	Flesh
73 	Clip
79 	Foliage
78 	Sand
"Slosh" Type does not to work to detect players in volumetric water, only on solid surfaces marked with "water" or "slime" surface properties.
==Inputs==
==Outputs==
Env poison gas

right | thumb | 450px | The four types of gas, antigen is invisible due to a bug.
 It spawns a cloud of gas from a selection of different gas types within its radius of effect, which are only ever used actively once in se1_u4lab01 (U4 Lab - Infiltration) to teach the player of the U4 gas and passively in the background maps as decoration. The U4 gas is also used by the prop_mutagen_barrel entity and antigen by all of the health objects in the game like the prop_antigen_canister. The entity is able to produce four different types of gas:
* U4 is known for its green colour, slows down the world from the player's POV and begins to hurt once the affect bar is full.
* Antigen is normally blue and heals the player over time.
* Radiation is an unused orange gas and damages on a constant rate like if being cut.
* Inert has no effects of any kind and should only ever be used for decoration purposes.
==Keyvalues==
==Inputs==
==Ouputs==
Env portal laser

It is a model with the ablity to emit a potent lazer beam. The laser can travel through portals and be redirected by Reflection Cubes. It will damage players that touch it. Turrets that are hit by the laser will be set on fire and explode after a second.
==Keyvalues==
:* 1 : Yes
:* 0 : No
:* 0 : Non-lethal
:* 1 : Lethal
:* 0 : Clean
:* 1 : Rusted
:* 0 : "Force Off"
:* 1 : "Default Behavior"
==Inputs==
==Outputs==
Env portal path track

It is an unfinished variant of which produces a visible light rail along the path. It was presumably meant for the Unstationary Scaffold, but the final game uses regular path_tracks and s for this.
== Keyvalues ==
: 
: 
: 
: 
:* 0 : No change
:* 1 : Face direction of motion
:* 2 : Face this path_track's angles
== Flags ==
== Inputs ==
: 
: 
== Outputs ==
Env quadraticbeam

It is a duplicate of the entity, but with ability to arc by using a quadratic equation. It can be used to produce a similar effect to the physics gun. The formula used to form the curve can be found here.
== Fields ==
== Notable KIO ==
=== Keyvalues ===
=== Inputs ===
== Spawning via vscript example ==
function SpawnQuadBeam(start, end, control, color="255 0 0", model="sprites/laserbeam.spr") {
 // precache the beam sprite
 if (!IsModelPrecached(model))
 PrecacheModel(model)
 // spawn the beam and set the start point
 local ent = SpawnEntityFromTable("env_quadraticbeam", {
 origin = start
 // model = model //model doesn't work here, need to SetModel after spawning
 })
 // set the beam sprite
 ent.SetModel(model)
 // set the end point for the beam
 NetProps.SetPropVector(ent, "m_targetPosition", end)
 // set the control point for the curve
 NetProps.SetPropVector(ent, "m_controlPosition", control)
 NetProps.SetPropFloat(ent, "m_scrollRate", 2)
 NetProps.SetPropFloat(ent, "m_flWidth", 5)
 // set the beam color
 DoEntFire("!self", "color", color, 0, null, ent)
}
//Draw a beam from the players origin point to the nearest prop_dynamic in a 2048hu radius
local start_pos = GetListenServerHost().GetOrigin()
local end_pos = Entities.FindByClassnameNearest("prop_dynamic", start_pos, 2048).GetOrigin()
//set control point to map origin (0 0 0)
local control_pos = Vector()
SpawnQuadBeam(start_pos, end_pos, control_pos)
== See Also == 
* Left_4_Dead_2/Script_Functions#CNetPropManager
* Team_Fortress_2/Scripting/Script_Functions#CNetPropManager
* 
*
Env radio message

right | 200px
 
Used for sending police radio messages from friendly NPCs to the player. Takes a speaker, message, and a priority. Inputs allow changing these variables and Dispatch issues the message. As the player traverses through the levels, the companions Jessica and JC will helpout via these police radio messages when not directly present; about what the current objective is and to remind the player in certain intervals of this, when a hectic situation unfolds or just for commenting on something of interest seen in the game world like a poster or scenery. For a list of all the messages available in the game and how to use the entity, refere to the list of radio messages page for more information.
==Key Values==
==Inputs==
==Outputs==
Env screenoverlay

It can display and control a set of screen overlays, to be displayed over the player's view. Useful for view effects like drunkenness, or teleporter afterimages, etc.
==Materials==
You can use any material as an overlay, but materials are the least likely to have any visual bugs.
Valve provides these materials in the /effects folder:
;combine_binocoverlay
:Combine binoculars
;tp_eyefx/tpeye
:Green teleport shimmer
;tp_eyefx/tpeye2
:Red teleport shimmer
;tp_eyefx/tpeye3
:Blue teleport shimmer
;tp_eyefx/tp_eyefx
:Warped distortion, somewhat similar the one seen on strider charge shots.
;tp_eyefx/tp_black
:Black. A thin border around the overlay is still visible.
;tp_eyefx/tp_eyefx_eli
:Flashing animation of three figures. Hardly usable as an overlay.
These materials are not designed as screen overlays, but will work as one:
;debug/yuv
:Monochrome (Black and white)
;effects/com_shield002a.vmt
:The combine shield shader effect - refraction with drifting squares.
;models/effects/portalfunnel_sheet
:Red-yellow-green scrolling ground overlay
;models/props_combine/portalball001_sheet
:Green downward haze
;effects/tp_refract
:Red/Orange Refractive overlay
;glass/glasswindow_refract01
:As if looking through a glass Observation window from Portal
==Flags==
==Keyvalues==
==Inputs==
==See also==
*Video with some overlays.
Category:GUI Entities
Category:Special effects
Env skypaint

It allows the creation of custom dynamic skyboxes (Both HDR and LDR). It can be overridden by the Sky Editor (edit_sky) entity spawned by the player in game.
==Sky creation==
# Place env_skypaint somewhere in your map.
# Change sky name to painted.
# Compile and run map.
# Using the spawnmenu, spawn the Sky Editor entity somewhere in your map (in the Entities tab under "Editors").
# Go to entity's properties and edit the values as you wish.
# When your're done, copy the values to your env_skypaint.
# Compile the map again. DONE
== env_skypaint example values ==
Map 	Sky Top Color	Sky Bottom Color	Sky Fade Bias	Sun Size	Sun Normal	Sun Position Method	Sun Color	Dusk Scale	Dusk Intensity	Dusk Color	Draw Stars	Star Texture 	Star Scale	Star Fade	Star Speed	HDR Scale
gm_construct	 	 	0.1 	0 	 	Automatic 	 	0.5 	2 	 	Yes 	skybox/clouds	2 	0.5 	0.03 	0.56
gm_flatgrass	 	 	0.5 	0 	 	Automatic 	 	0 	0 	 	Yes 	skybox/clouds	2 	0.5 	0.02 	0.60
==Keyvalues==
:* 0: Custom - Use the Sun Normal to position the sun
:* 1: Automatic - Find a env_sun entity and use that (Uses env_sun values)
:* 0: No - Don't draw stars
:* 1: Yes - Draw the stars please
==Inputs==
==Outputs==
Env sound (GoldSrc)

==Key Values==
:
# 	Name
0 	
1 	
2 	
3 	
4 	
5 	
6 	
7 	
8 	
9 	
10	
11	
12	
13	
14	
15	
16	
17	
18	
19	
20	
21	
22	
23	
24	
25	
26	
27	
28	
Category:Entities
Env soundscape

It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.
 is a related entity identical to env_soundscape, but for use in conjunction with the brush entity .
==Keyvalues==
:
==Inputs==
==Outputs==
==See also==
* 
* 
*Soundscape lists
Category:Sound System
Env spherical vignette

==Entity description==
The env_spherical_vignette is a point entity which acts similar to gradient fog but can be placed in set locations rather than being attached to the player. The Fog itself is cast radially from the entity origin and can fade seamlessly over mesh geometry both static and dynamic. 
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
Category:Entities
Category:Half-Life:_Alyx_Entities
Env sporeexplosion

It is a purely cosmetic bugbait spore effect. If something is needed that antlions will react to, see or .
==Keyvalues==
==Inputs==
==FGD Code==
@PointClass base(Targetname, Parentname, EnableDisable) = env_sporeexplosion : "Bugbait Spore Effect"
[
	spawnrate(float) : "Spawn Rate (as percentage)" : 25 : "How dense the spore effect is"
]
Env sun

It places a glowing sun effect in the skybox where it does not parallax, giving the impression that it is nearly infinitely far away. The entity does not contribute any actual lighting; it is merely a visual representation of the Sun. Use to provide actual sunlight for your map.
When the sun is looked at directly, it will transition to the properties of an "overlay".
==Keyvalues==
==Inputs==
==See also==
* 
* 
* Advanced Lighting
* Effect flags (dynamic light effects)
* 
* 
*
Env terrainmorph

It dynamically morphs displacements by pulling vertices along a normal, similar to the Paint Geometry tool in Hammer.
Place this entity the desired distance from a displacement surface and set Angles (manually, with SmartEdit turned off and three angle values in place, e.g. 90 0 0) to the normal along which you want to pull the vertices of the surface. 
__NOTOC__
==Keyvalues==
==Flags==
==Inputs==
==See also==
* Displacement
* Morphing Terrain Issues
Env texturetoggle

__NOTOC__
It allows you to change the textures on brush entities or overlays.
== Entity Description ==
LightmappedGeneric
{
 $basetexture "path/to/a/VTF/file/with/multiple/frames"
 Proxies
 {
 ToggleTexture
 {
 ToggleTextureVar $basetexture
 ToggleTextureFrameNumVar $frame
 }
 }
}
In order for env_texturetoggle to work properly, your overlay or at least one face of your brush must use a VMT material with the ToggleTexture proxy defined and pointing to an animated VTF file with at least two frames.
Such a VMT file could look like the one on the right.
:
 Inputs to toggle textures
	OnPressed	toggle	IncrementTextureIndex	 	0	No
	OnPressed	toggle	SetTextureIndex 	<n> 	0	No
	OnPressed	brush 	AddOutput 	texframeindex <n>	0	No
==Keyvalues==
==Inputs==
==See also==
*
Env tonemap controller

__NOTOC__
It controls the HDR tonemapping for the player. Think of it as a method of controlling the exposure of the player's eyes. Tonemapping affect all players in multiplayer. HDR settings should normally be changed through triggers, whenever transitioning between environments of different light levels (or for multiplayer, at the start of the map via and to control tonemapping for individual players use ). 
==Flags==
==Keyvalues==
==Inputs==
==See also==
* 
*HDR Lighting Settings
* BlackMesa XenEngine: Part2 – How a Frame is Rendered (Black Mesa developer describing how a frame is rendered, and discusses about the improvements for tone mapping.)
Env tracer

===FGD Code===
@PointClass base(Targetname, Parentname) size(-8 -8 -8, 8 8 8) = env_tracer : 
	"An entity that fires a thin tracer between itself and a target, with a specified delay."
[
	target(target_destination) : "Target" : : "The target to fire the tracer at. Must be 256 or more units away from the env_tracer."
	delay(float) : "Delay" : 1 : "How long to wait before firing the tracer again, in seconds."
]
Env volumetric fog controller

==Entity description==
Controller for volumetric fogging - bounds are extents of fog irradiance volume (for indirect).
==Keyvalues==
	
	
		
	
	
:
Value	Description
512 	Very High Resolution (512x)
256 	High Resolution (256x)
128 	Medium Resolution (128x)
64 	Low Resolution (64x)
==Inputs==
== Outputs ==
Env volumetric fog volume

==Entity description==
Sets a user bounding volume for volumetric fog - if one of these are in the map then all fog will get clamped to it. More than one then fog gets rendered if it's inside any of them.
==Keyvalues==
:
Value	Description
0 	Linear (Box) Falloff
1 	Radial (Sphere) Falloff
==Inputs==
== Outputs ==
Env warpball (GoldSrc)

It was added in the Dreamcast and Playstation 2 ports of Half-Life. It is used in and . Even the PC version of Blue Shift uses this.
env_warpball is the warp-in effect when aliens from Xen teleport into a location. It can be seen in Half-Life and its expansions. It was first named in the Dreamcast version of Half-Life: Blue Shift.
In and , the warpball effect is a combination of entities producing sprites, beams, and sound effects. It appears as a small flashing transparent green ball that emits green light with energy beams projecting out of it. This method was replaced in the Dreamcast port of Half-Life with env_warpball, a single entity which handles the effect's creation. This allowed for easier placements of the effect in the maps by level designers. They can be obstructed to prevent the enemies from teleporting in. In Blue Shift and later installments, warpballs damage the player when in close proximity. This was most likely added to discourage the player from blocking them. 
== Key Values ==
== Flags ==
* 1 : Remove On fire
** Remove this entity after first use.
* 2 : Kill Center
** Kill anyone who is in the way?
Category:Entities
Category:Half-Life Entities
Category:Half-Life
Env weaponfire

This entity is used to mimic weapon fire from the guns in L4D. It does damage, muzzle flash, tracers, and impact effects. While it is great for intro cinematics, the entity is not 100% faithful to L4D weapon behavior (shots don't penetrate multiple zombies, for example). All effects are done client side, and so bandwidth usage is pretty low but it isn't perfectly in-sync with the server-side damage calculation.
::
== Keyvalues ==
:* 1 : Assault Rifle
:* 2 : Hunting Rifle
:* 3 : Auto Shotgun
:* 3 : Zombies
:* 2 : Survivors
:* -1 : Either
== Inputs ==