nyuuzyou/wikis huggingface dataset:
Entity creation

Entities are the monsters, doors, switches and lights that turn your static architecture into an interactive environment. The available selection depends on the game for which you are mapping.
This article covers how to add them to your map.
== Point entity placement ==
Placement of point entities is simple:
# Select the Entity Tool or press .
# From the New Objects toolbar, select the entity you want from the "Objects" selection box (which supports text search). If you can't find what you want in the list, it may be a brush entity.
# Click in a 2D window, then position the entity cursor with the mouse. You can also click on a brush surface in the 3D view, and the point entity will be created there.
# Pressing Enter will create the entity.
# Fine tune the entity position in the 2D and 3D views.
# Choose Properties under the Edit menu if you wish to edit the entity parameters.
== Brush entity creation ==
Brush entities are a bit more complicated than point-based entities, but should not pose any difficulties once you know their basics.
# Create a brush, or as many as you like.
# Select everything you want to form the entity.
# Select "Tie to Entity" from the Tools Menu, or press the shortcut. This will turn the selected objects into a brush based entity.
# In the Object Properties dialog, select the appropriate entity from the "Class" list box. Once the entity type is selected, you can modify the entity properties as needed.
You will notice that brush-based entities appear as a different color in the 2D windows, typically purple.
=== Combining solid entities ===
You can add new brushes to an existing brush entity, even if they are already tied to another one:
# Select the brushes you wish to combine.
# Select "Tie to Entity" from the Tools menu, or press .
# If you have selected more than one brush entity a dialog will open with a list of them to choose from. Select the one you wish to keep for the final, combined entity (it will be highlighted in the 2D and 3D Views when selected) and press OK.
The Object Properties dialog will then appear, allowing you to change the parameters for the combined entity.
== Using entities ==
* You can move and rotate entities in the same manner as brushes. But you can't resize point entities.
* Entities can be manipulated when the map is running with the I/O system.
* You can change which type of entity each entity is at any time. KeyValues shared between the first and second types will be preserved.
== See also ==
* Basic Construction
* Inputs and Outputs
* Hammer Entity Tool
* Entity parameters inputs outputs - List of entities parameters, Inputs and Outputs (Advanced stuff)
Category:Level Design
Entity index

An entity index is a unique integer given to every entity by the engine. It allows the same entity to be referred to across library boundaries, but will be different on the client and server unless an edict is used. Within the client and server, pointers to CBaseEntity are more useful.
There can be up to 4096 entities in the index. The first 2048 entries are reserved for entities with edicts, which cross the client/server divide.
== Usage ==
; Shared
: int CBaseEntity::entindex()
; Server
: edict_t* INDEXENT( int iEdictNum )
: int ENTINDEX( edict_t* pEdict )
: CEntInfo* gEntList.GetEntInfoPtrByIndex(int)
: Functions below are not available in Alien Swarm:
: int engine->IndexOfEdict(edict_t)
: edict_t engine->PEntityOfEntIndex(int) (networked ents only)
; Client
: C_BaseEntity ClientEntityList().GetBaseEntity(int)
== See also ==
* Edict
* Entity limit
* ent_text
Category:Programming
Entity parameters inputs outputs

Here is a experimental page list of entities paramaters, inputs and outputs.
- Most of these parameters would not work, but exist on entity.
- You can find entity parameters, which not found normally from Hammer World Editor.
These are huge files to display on Wiki, so it is better look from Github page.
Github:
EntityKeysInputsOutputs
There are lists from few games. CSGO, CSS, HL2MP, TF2, L4D, L4D2, FOF, ZPS.
- In Github, navigate folders so you find file called listclassnameoutputs.kv
These are text files in KeyValues structure. In Github, click file and next click View raw so you can read. This is list from CSGO game.
What you are looking for, is parameters names at end of each lines. Ignore first names, you can't use those in Hammer Editor.
Point tesla m bOn.png
Point tesla OnUser1.png
Point tesla DoSpark.png
	"point_tesla"
	{
		"keys"
		{
			"m_SourceEntityName"		 "m_SourceEntityName"
			"m_SoundName (String)"		 "m_SoundName"
			"m_iszSpriteName (String)"		 "texture"
			"m_Color"		 "m_Color"
			"m_flRadius"		 "m_flRadius"
			"m_flThickness"		 "thick_max"
			"m_flTimeVisible"		 "lifetime_max"
			"m_flArcInterval"		 "interval_max"
			"m_NumBeams"		 "beamcount_max"
			"m_bOn"		 "m_bOn"
			... skipped most parameters
		}
		"inputs"
		{
			"InputTurnOn"		 "TurnOn"
			"InputTurnOff"		 "TurnOff"
			"InputDoSpark"		 "DoSpark"
			"m_iInitialTeamNum"		 "TeamNum"
			"InputSetTeam"		 "SetTeam"
			"InputKill"		 "Kill"
			... skipped most parameters
			"InputAddOutput"		 "AddOutput"
			"InputFireUser1"		 "FireUser1"
			"InputFireUser2"		 "FireUser2"
			"InputFireUser3"		 "FireUser3"
			"InputFireUser4"		 "FireUser4"
		}
		"outputs"
		{
			"m_OnUser1"		 "OnUser1"
			"m_OnUser2"		 "OnUser2"
			"m_OnUser3"		 "OnUser3"
			"m_OnUser4"		 "OnUser4"
		}
	}
== See also ==
* Data Descriptions - Some information on how inputs and outputs function internally can be found here.
* Entity creation
* List of entities
* Targetname
* User Inputs and Outputs
* AddOutput
* Entity parameters inputs outputs - List of entities parameters, Inputs and Outputs (Advanced stuff)
Category:IO System
Category:Level Design
Entity player base

It is the base from elimination game mode that zombies attack throughout the game mode and is a priority target for them. Spawns automatically after the countdown at 0 0 0 position even if placed via . The bottom part of the anti-mass spectrometer is used as a placeholder model, the size of which is reduced by half. Maybe it is the entity that also have been able to upgrade players weapons, give heathkits and other stuff by interacting with this entity, as said by Adam Bomb here.
Represented by class CEntityPlayerBase.
==Keyvalues==
==Inputs==
Entropy

== Description ==
 Entropy is a multiplayer class-based mod for Half-Life 2.
Although the mod is nowhere near finished, it can be downloaded via Subversion. To do so, create a folder "entropy" in Steam\steamapps\SourceMods\ and SVN checkout using this url: https://clebsmod.svn.sourceforge.net/svnroot/clebsmod/trunk.
== Screenshots ==
Soon to come...
== Team ==
Entropy is being developed by Caleb Zulawski (coding) and Nick Ellsworth (graphics).
== Links ==
* Official Entropy Website
Category:Help Wanted
Entropy : Zero

was originally created by Breadman with music created by Morch Kovalski (AKA Yackson) and Spencer Baggett. also uses content from and various contributors. Some of the subsequent updates were created by 1upD, Trivvy, CW3D, and Blixibon.
== See also ==
* 
== External links ==
* Entropy : Zero on Steam
* Entropy : Zero on ModDB
* Source code on GitHub
Category:Mapbase Mods
Category:Open source mods and games
Category:Half-Life series mods and fangames
Entspy

is a tool that can view and edit the entity properties of a BSP file.
The program is useful for tweaking small entity properties without compile the map again.
The latest version of the program is version 0.8, released at the 2nd October 2005.
 is an unofficial update of this software with extended functionality and fixes.
==Video of Entspy==
*Entspy Video Tutorial - Help
== External links ==
*Entspy homepage - more information and download of the latest version.
* Entspy 0.8 Download @ TopHATTwaffle
* Entspy for CS:GO Download @ Gamebanana
Category:Third Party Tools
Category:Level Design
Enumeration

Category:AI Programming
These enumerations pertain only to Response System scripting and is not meant for use anywhere else:
Enumeration declares an enumerated type so that comparisons can be matched against the string versions of the type.
 enumeration "UniqueName"
 {
 		"key1" "value1"
 		"key2" "value2"
 }
The code and criteria refer to enumerations with square brackets and a double colon separator, e.g.:
[NPCState::Idle]
In response_rules.txt, enumeration is used to represent NPC States.
enumeration "NPCState"
{
	"None"		"0"
	"Idle"		"1"
	"Alert"		"2"
	"Combat"	"3"
	"Scripted"	"4"
	"PlayDead"	"5"
	"Dead"		"6"
}
Env airstrike indoors

It simulates an airstrike effect for indoors (crumbling ceiling).
== Keyvalues ==
:
Value	Description
-1 	Automatic
0 	128 inches
1 	144 inches
2 	152 inches
3 	160 inches
4 	190 inches
5 	300 inches
6 	320 inches
== Inputs ==
== See also ==
* env_airstrike_outdoors
Env alyxemp

This entity creates a particle effect from Alyx's EMP.
To attach one end to Alyx's EMP device:
#Use the Parent keyvalue or the SetParent input to parent it to .
#Send the env_alyxemp the SetParentAttachment input with emp for the parameter.
To change the Target Entity, use the SetTargetEnt input with the new entity name for the parameter.
==Keyvalues==
==Inputs==
Env ar2explosion

Creates a big, volume-filling brown cloud, but does not cause damage or emit sound. Despite the name it appears to have nothing to do with the AR2.
This entity creates 11 others as well:
*One is an (removed after dust clears).
*The other 10 are s (remain after dust clears but are reused or replaced every time the explosion is set off).
==Keyvalues==
==Inputs==
Env beam

It creates a visible energy beam running between two entities, in either a line or ring shape. Similar to .
===Usage Notes===
The start and end can be any entity, except for internal entities or any other entity that could remove itself automatically, like . If both the start and end point entities are destroyed in-game, the beam will no longer work. Either the starting or ending point can be the env_beam entity itself, but not both. 
Developers can specify a group of multiple starting/ending entities by giving them the same name. The env_beam will then randomly select one of these entities to use for each strike. If entity names for either points is omitted, a random point on a solid surface within the radius (specified in its Radius property) will be selected for each strike instead. If both points are omitted, the center will be the env_beam entity itself. Such randomized beams do not cause damage.
The beam will always visibly run from start to end, even through solid brushes. The beam's damage will be absorbed by the first solid thing it hits. If Life is greater than 0, the beam will deal this damage only once, while a permanent beam (Life at 0) will inflict damage gradually.
==Keyvalues==
==Inputs==
==Outputs==
==Flags==
==See also==
*
*
Env beam (GoldSrc)

It creates a visible energy beam running between two entities, in either a line or ring shape.
==Key Values==
== Flags ==
* [1]: Start On
* [2]: Toggle
* [4]: Random Strike
* [8]: Ring
* [16]: StartSparks
* [32]: EndSparks
* [64]: Decal End
* [128]: Shade Start
* [256]: Shade End
Category:Entities
Env beverage

It is a legacy entity: the beverage vending machine. This entity dispenses soda cans when used.
==Keyvalues==
: "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "". "Sprite" - A brown can with yellow droplets pictured, labelled "". "Diet Coke" - A red/blue can with red berries pictured, labelled "". "Orange" - A blue and green can with a lighter blue face pictured, labelled "". "Surge" - A dark green can with darker coloured ends, labelled "". "Moxie" - A yellow/orange can with a fiery effect, labelled "". Random - One of the first 6 skins found in the MDL will be chosen at random.
:
==Inputs==
Env beverage (GoldSrc)

This entity dispenses soda cans when used.
==Key Values==
: "Coca-Cola" - A lime green can with what appears to be half a kiwifruit pictured, labelled "". "Sprite" - A brown can with yellow droplets pictured, labelled "". "Diet Coke" - A red/blue can with red berries pictured, labelled "". "Orange" - A blue and green can with a lighter blue face pictured, labelled "". "Surge" - A dark green can with darker coloured ends, labelled "". "Moxie" - A yellow/orange can with a fiery effect, labelled "". Random - One of the first 6 skins found in the MDL will be chosen at random.
:
Env bubbles

It is used to create a volume in which to spawn rising bubbles. The number and frequency of bubbles can be adjusted.
env_bubbles is obviously intended for use in water, but it can be used outside of water if such an effect is desired.
__NOTOC__
==Keyvalues==
==Inputs==
==Flags==
==See also==
* - A similar entity.
category:SFX_Brush_Entities
Env cascade volume

This entity allows you to control CSM volumes via inputs from other entities (read more about CSM volumes and how to use them here). You can use it by input from . This entity is formally deprecated due to the presence of a more practical and convenient . This confirms the fact that by default it is disabled in FGD, not removed, but commented. You can find the code in base.cfg on line 3169. The radius properties defines bounds for CSM volume.
==Keyvalues==
==See also==
*
*
Env cubemap (Source 2)

It is a cubemap environment probe for sampling indirect specular reflection. The reflections are projected to an infinite distance.
==Keyvalues==
:
==Inputs==
==Outputs==
== Building cubemaps ==
Cubemaps in Source 2 are automatically built when you check "Build cubemaps on load" in Hammer.
If you don't enable that option, you can manually run .
==See also==
*env_cubemap_box
*Basic Lighting
*Adding Lighting
Category:Lighting
Category:Cubemaps
Env cubemap box

It is a parallax corrected cubemap environment probe for sampling indirect specular reflection. The reflections are projected in a rectangular volume for materials with the Specular Cubemap Projection option enabled.
==Keyvalues==
:
==Inputs==
==Outputs==
==See also==
* (a entity which combines the functions of with )
*Basic Lighting
*Adding Lighting
Category:Lighting
Category:Cubemaps
Env cubemap fog

The cubemap fog entity is one of several methods of adding fog along with gradient fog and volumetric fog to a level. It adds a global MIP fog based on a cubemap texture. The fog samples the MIP maps of the texture based on view distance, using lower resolutions up close. This gives a high degree of control of the fog color based on both direction and distance, and is useful for matching the fog color to the lighting in open outdoor environments. It is usable in conjunction with other fog effects to create a nicer looking scene. Together with env_gradient_fog, it fills a similar role as env_fog_controller from Source 1.
In addition to view distance blending, absolute height based blending in the world space is also supported. This effect is additive with the distance blending. 
==Usage==
1. Place down the env_cubemap_fog
2. Under the "Cubemap Texture" parameter, change it to whatever .vtex cubemap texture is to your liking
3. Adjust the distance values to your liking
==Keyvalues==
==Inputs==
==Outputs==
==See also==
Example of MIP Fog
Category:Fog
Env doppler emitter

This entity imitates specified sound, while parent is moving. If used with no parent, it will play sound once after input. Used for some NPCs to play their movement sound. The NPCs is: , , , , . By default, it is not in FGD because of its very specific use.
Represented by class CEnv_Doppler_Emitter.
== Keyvalues ==
== Inputs ==
Env dusttrail

It spawns dust clouds, but lacks any ability to be enabled or disabled. is a good alternative. To make this an actual trail of dust, it must be parented to something.
==FGD Code==
@PointClass base(Targetname, Parentname, Angles) size(-8 -8 -8, 8 8 8) = env_dusttrail : 
	"An entity that emits dust 'trails' upon spawning. Unfinished and lacks enabling/disabling functionality."
[
	opacity(float) : "Opacity" : 255 : "The opacity of the dust trails."
	spawnrate(float) : "Spawn Rate" : 10 : "Speed at which the dust trails spawn."
	lifetime(float) : "Lifetime" : 5 : "The time before the entity restarts, in seconds."
	minspeed(float) : "Min Speed" : 2 : "Minimum speed of the dust trails."
	maxspeed(float) : "Max Speed" : 4 : "Maximum speed of the dust trails."
	mindirectedspeed(float) : "Min Directed Speed" : 0 : "Minimum directed speed of the dust trails."
	maxdirectedspeed(float) : "Max Directed Speed" : 0 : "Maximum directed speed of the dust trails."
	startsize(float) : "Start Size" : 35 : "Minimum size of the dust trails."
	endsize(float) : "End Size" : 55 : "Maximum size of the dust trails."
	spawnradius(float) : "Spawn Radius" : 2 : "Spawn radius of dust trails."
]
Env entity dissolver

It can remove a point entity (typically a prop) from the map after a few built-in effects (this entity will not work on brush entities). If the target is an NPC, it will be killed. Then the target entity's mass is set to zero, turns black and then (depending on what the Dissolve Type is set to) emits random light particles with a few tesla (lightning) effects.
 In Portal 2, the Fizzler effect will be used, regardless of the Dissolve Type option. 
==Keyvalues==
:
Literal Value	Description
0 	Energy
1 	Heavy electrical
2 	Light electrical
3 	Core effect
==Inputs==
Env entity maker

It spawns a specified point_template entity at the 's origin. It can be set to spawn automatically or through inputs.
One of the main benefits is that the can be parented to an entity, so that the ultimately spawning entities will spawn dynamically wherever the happens to be.
This could be used to spawn things on top of a func_tracktrain or similar moving entity.
For further clarification:
When this entity is spawned, it forces the to be teleported to the 's location. And if PostSpawn Inherit Angles is set, the rotation is also copied.
The acts as a parent to all the entities it spawns, which in turn will cause every other entity to be teleported as well.
This allows you to build one setup of entities where acts as the origin, and then use to spawn this setup anywhere on the map. Similar to how func_instance works.
If you were to place the in the same spot as the to begin with, no movement will happen.
== Flags ==
== Keyvalues ==
== Inputs ==
== Outputs ==
== See Also == 
*
Env faint

thumb | right | 300px | Open the full image to see the effect in action.
__NOTOC__
 When triggered will apply an effect to the player's screen like if passing out, playing the player/blade_passout1.mp3 sound file while doing so. Used throughout the intro sequences of the game to simulate the player is dreaming and upon map transitions, with the soundtrack being written specifically to target when these events occur.
==Keyvalues==
==Inputs==
==Ouputs==
Category: Sin Episodes
Env fire

It handles a single flame () at its origin. The flame causes heat "damage" to other env_fire entities around it and will eventually ignite them, causing the fire to spread. will add heat damage to nearby env_fire entities and ignite them/maintain ignition.
Prior to the Orange Box, fire had a different effect made up of sprites generated dynamically through code instead of a particle system. The modern effects are defined in a PCF file, meaning they can be customized without code modifications, but they are far less dynamic than the classic effects, having only four premade sizes and no ability to set the attack/grow time through Hammer. All of Valve's games were updated or later shipped with only the particle-based fire effects, but the classic fire was eventually reimplemented as a setting in the 20th Anniversary Update. Many of the settings on this entity were designed with only the classic fire in mind, so it is documented here.
==Keyvalues==
==Flags==
 
 
==Inputs==
==Outputs==
==ConVars/Commands==
Category:Special effects
Env fog controller

This entity determines the properties of aerial fog for the whole map.
In , multiple env_fog_controllers may be used in conjunction with s to create different fog effects where needed. In addition, an env_fog_controller can be set as the Master fog controller under flags, in cases where a fog_volume is not tied to any specific env_fog_controller, or if no fog_volume is used in a region.
Adding fog to a map can cause/require changes to the lighting for realism. Light is scattered and absorbed as it passes through fog. The denser the fog, the greater the effect:
*Falloff - (or attenuation) is the rate at which light intensity decreases over distance. Falloff distance decreases as fog gets thicker.
*Tyndall effects - can be seen when the fog particles reflect light toward the viewer. Halos and light beams become more visible as fog gets thicker.
*Diffused Lighting - the boundary-line between light and shadow becomes more blurred (diffuse) as fog gets thicker. See Lightmap Scale and 's "distance" parameter.
Older Source games (all - games) render fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. In onward, as well as (since 20th Anniversary Update), and , this is fixed by implementing a new radial method which is independent from the viewing angle.
==Flags==
==Keyvalues==
==Inputs==
:
:
:
:
==See also==
*
*Fog tutorial
*Fog Basics
*Dust, Fog, & Smoke
Env godrays controller

is a point entity available in since Crossfire Update (22 december 2015 year) and removed in 24 november 2017 year update. This entity controls Crepuscular Rays, the first version of godrays effect before the november update. The november update brought local point and sun new lights (also with new spot light which don't support godrays), this made env_godrays_controller with crepuscular rays useless, this is why it was removed. However, it is still not removed from the FGD file, you also still can choose the crossfire update in beta branches list.
== Keyvalues ==
== Inputs == 
== See also ==
* - directional sun light with godrays only.
* - point deferred light entity.
* - spawner of deferred point lights.
* - cinematic dynamic lens flare.
* - spot deferred light entity.
* - entity that changes deferred light settings.
* - entity that changes godrays settings.
* - deferred cascade sun light entity.
* New Lights Editor - in game deferred lights editor.
* Effect flags - effects flags, some of them are dynamic light effects.
* BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
* BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine - page from Chetan (lead programmer for Black Mesa) about .
Env grass sprite (GoldSrc)

Which creates random grass sprites.
The installation of the automatically scattered grass on the map involves the usage of a point entity called env_grass_sprite. The location where the entity will be placed holds the same importance as the rain_settings. Imagine that the grass initially appears at the same height as the env_grass_sprite entity and then appears to fall to the ground. Therefore, it is recommended to place these entities somewhere in the sky to ensure that they are positioned above the entire ground.
==Keyvalues==
:
Value	Description
0 	Screen parallel
1 	Facing player
2 	Fixed
3 	Model
== Limitations ==
* The total number of env_grass_sprite entities on the map must not exceed 32.
* The sum of all Density values for sprites must not exceed 1000, for models - 100.
Category:Paranoia entities
Category:GoldSrc
Env gravity

This entity manage gravity, friction and fall damage scale. Affects globally for all clients/players and doesn't affects for other objects (physics objects, NPCs, e. t. c.). Used in xen levels from the original campaign to disable fall damage and set player's gravity to the slightly lower gravity value than in earthbound levels.
==Keyvalues==
==Inputs==
:
:
:
== See also ==
* 
* Gravity