Scientist Slaughterhouse Entity Reference
v1.0


indicates new entity or keyvalue in SSH.
indicates entity or keyvalue changed in SSH.
indicates entity or keyvalue added in the latest version of SSH.
Anything unmarked works like in normal Half-Life.

General Information:

Most entities capable of inflicting damage have a "Kill Description" keyvalue. This determines what the entity is called if it kills a scientist. The usual string for this is like "Walter was killed by xxxx" where xxxx would be the kill description. Each entity has a default if it is left blank. The string may look different depending on what kind of damage the entity does. For example func_doors will say crushed and info_shootpoints will say shot.
Special case is the trigger_hurt. Since it isn't really an object of substance, it cannot simply define what it is. From the players perspective it doesn't even exist, it is simply an effect of some event that causes damage. You can type any message as to what happened to the scientist. By default the scientist name is placed in front of the killdesc string, with a space in between (ie. Walter xxxx), however if you put a "%s" into the string, then that will be replaced with the scientist name instead (for example if the string is "The devil ate %s", the death message would be "The devil ate Walter").

For any entity with a "Master" value, if you put a ! infront of the master targetname, then the master relationship will be inverted. The entity will work when the master is off and gets disabled when the master is turned on.

Using the command fire "targetname", where targetname is the name of the entity to trigger (no quotes), allows you to trigger entities from the console. Very useful for testing effects. Examle: to fire a func_train named crusher type:
fire crusher


Entity index:

worldspawn
ammo_ entities
beam_ entities
env_ entities
func_ entities
game_ entities
info_ entities
item_ entities
light_ entities
monster_ entities
trigger_ entities
weapon_ entities
xen_ entities
Miscellaneous entities

worldspawn: World entity
NOTE: worldspawn can be changed from map menu -> Map Properties...

ammo_ entities
All ammo entities share the same parameters, so I won't repeat them here.
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • target: Target
  • delay: Delay before trigger
  • killtarget: KillTarget
  • spawnflags:
    • Not in Deathmatch
Ammo entities are:
  • ammo_357: 357 Ammo
  • ammo_9mmAR: 9mm Assault Rifle Ammo
  • ammo_9mmbox: Box of 200 9mm shells
  • ammo_9mmclip: 9mm Pistol Ammo
  • ammo_acidtank: Acid Ammo
  • ammo_ARgrenades: Assault Grenades
  • ammo_buckshot: Shotgun Ammo
  • ammo_crossbow: Crossbow Ammo
  • ammo_egonclip: Large Gluon Gun Ammo
  • ammo_fireballclip: Napalm Ammo
  • ammo_gaussclip: Gauss Gun Ammo
  • ammo_laserclip: Laser Pistol Clip
  • ammo_rpgclip: RPG Ammo
  • ammo_sniperclip: Sniper Rifle Ammo
  • ammo_vortexclip: Vortex Launcher Ammo

beam_cannon: Beam Effect
beam_charge: Beam Charge Effect
beam_multi: Multi Beam Effect
This entity creates an array of identical beams (up to 16). Each beam has the properties of a
beam_cannon. beam_turret: Beam Turret System
This entity isn't actually a turret. It's an intangible entity that can control and aim a
beam_cannon. The beam is aimed as if it was at the location of the beam_turret, but fired from the beam_cannon location, so if they are not the same, the beam is likely to miss.
env_beam: Energy Beam Effect
env_beamring: Energy Wave Effect
The beam appearence parameters are just like any beam entity (
beam_cannon, env_beam, env_laser) env_beverage: Beverage Dispenser
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • health: Capacity
  • skin: Beverage Type
    • Coca-Cola
    • Sprite
    • Diet Coke
    • Orange
    • Surge
    • Moxie
    • Random
env_blood: Blood Effects
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • color: Blood Color
    • Red (Human)
    • Yellow (Alien)
  • amount: Amount of blood (damage to simulate)
  • spawnflags:
    • Random Direction
    • Blood Stream
    • On Player
    • Spray decals
env_bubbles: Bubble Volume
  • targetname: Name
  • density: Bubble density
  • frequency: Bubble frequency
  • current: Speed of Current
  • spawnflags:
    • Start Off
env_explosion: Explosion
  • targetname: Name
  • iMagnitude: Magnitude
  • spawnflags:
    • No Damage
    • Repeatable
    • No Fireball
    • No Smoke
    • No Decal
    • No Sparks
env_fog: Global Fog
Toggles fog effect. Notice that the sky won't be drawn if fog is on, it is replaced with the fog color.
TESTING TIP: You can change the fog from the console with the command "fog (start distance) (end distance) (r g b)". This way you can try different fog parameters without compiling the level all the time.
  • targetname: Name
  • rendercolor: Fog Color
  • start: Fog Start
      How far does the fog start. Anything closer than this won't be fogged.
  • end: Fog End
      How far does the fog end. Anything farther than this won't be visible.
env_global: Global State
  • targetname: Name
  • globalstate: Global State to Set
  • triggermode: Trigger to send
    • Off
    • On
    • Dead
    • Toggle
  • initialstate: Initial State
    • Off
    • On
    • Dead
  • spawnflags:
    • Set Initial State
env_glow: Light Glow/Haze
env_fade: Screen Fade
  • targetname: Name
  • duration: Duration (seconds)
  • holdtime: Hold Fade (seconds)
  • renderamt: Fade Alpha
  • rendercolor: Fade Color (R G B)
  • spawnflags:
    • Fade From
    • Modulate
    • Activator Only
env_funnel: Large Portal Funnel
  • targetname: Name
  • model: Sprite Name
  • spawnflags:
    • Reverse
    • Repeatable
env_laser: Laser Beam Effect
Obsolete. Use
beam_cannon instead. env_message: HUD Text Message
  • targetname: Name
  • target: Target
  • message: Message Name
  • messagesound: Sound Effect
  • messagevolume: Volume 0-10
  • messageattenuation: Sound Radius
    • Small Radius
    • Medium Radius
    • Large Radius
    • Play Everywhere
  • spawnflags:
    • Play Once
    • All Clients
env_rain: Rain Effect
A general-purpose particle volume. Most useful as rain effect.
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • density: Drop density
      Number of drops created every interval.
  • frequency: Time between drops
      Time delay between drops.
  • speed: Drop Speed
      Speed at which the drops move. Slower drops are also shorter.
  • distance: Travel distance
      All drops travel this far and then disappear.
  • color: Color Scheme
    • Water
    • Acid
    • Fire
        Acid & fire would be best used with a trigger_hurt to do some damage.
    • White
        To make snow, use white and a slow speed.
    • Red
    • Green
    • Blue
    • Tracers
        Gun tracers, could be used for some effect, I guess.
    • Rainbow
        All colors.
    • Pink
    • Pink/White
  • spawnflags:
    • Start Off
env_render: Render Controls
env_shake: Screen Shake
  • targetname: Name
  • amplitude: Amplitude 0-16
  • radius: Effect radius
  • duration: Duration (seconds)
  • frequency: 0.1 = jerk, 255.0 = rumble
  • spawnflags:
    • GlobalShake
env_shooter: Model Shooter
env_sound: DSP Sound
  • radius: Radius
  • roomtype: Room Type
    • Normal (off)
    • Generic
    • Metal Small
    • Metal Medium
    • Metal Large
    • Tunnel Small
    • Tunnel Medium
    • Tunnel Large
    • Chamber Small
    • Chamber Medium
    • Chamber Large
    • Bright Small
    • Bright Medium
    • Bright Large
    • Water 1
    • Water 2
    • Water 3
    • Concrete Small
    • Concrete Medium
    • Concrete Large
    • Big 1
    • Big 2
    • Big 3
    • Cavern Small
    • Cavern Medium
    • Cavern Large
    • Weirdo 1
    • Weirdo 2
    • Weirdo 3
env_spark: Spark
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • MaxDelay: Max Delay
  • spawnflags:
    • Toggle
    • Start ON
env_sprite: Sprite Effect
env_teleport: Teleport Effect
This entity creates a teleport effect. It includes a sprite animation, dynamic light and bolts of energy in random directions with an optional particle effect. Note that if you need to have the effect without a sprite, just use an additive sprite and set the renderamt to 0. The length of the sprite animation determines the length of the effect.
env_volcano: Lava rock shooter
The volcano entity was a little trinket I coded for level 4. It's essentially a gibshooter that shoots exploding volcano boulders and fireballs.
  • targetname: Name
  • angles: Pitch Yaw Roll (Y Z X)
  • m_iRocks: Number of Boulders (0 = unlimited)
  • delay: Delay between shots
  • m_flVelocity: Rock Velocity
  • m_flVariance: Course Variance
  • weapons: Projectile type>
    • Mixed
    • Fireballs only
    • Rocks only
  • spawnflags:
    • Repeatable

func_breakable: Breakable Object
func_brekable_respawn does all this does and more. func_breakable_respawn: Adv. Breakable Object
Upgraded version of
func_breakable. Most settings are the same. func_button: Button
func_conveyor: Conveyor Belt
func_door: Basic door
func_door_rotating: Rotating door
func_friction: Surface with a change in friction
func_guntarget: Moving platform
func_healthcharger:
func_illusionary: Fake Wall/Light
func_ladder: Ladder
  • targetname: Name
func_monsterclip: Monster clip brush
  • targetname: Name
func_mortar_field: Mortar Field
  • targetname: Name
  • m_flSpread: Spread Radius
  • m_iCount: Repeat Count
  • m_fControl: Targeting
    • Random
    • Activator
    • Table
  • m_iszXController: X Controller
  • m_iszYController: Y Controller
func_pendulum: Swings back and forth
func_plat: Elevator
func_platrot: Moving Rotating platform
func_pushable: Pushable object
func_pushable_respawn does all this does and more. func_pushable_respawn: Adv. Pushable object
Upgraded version of
func_pushable. Most settings are the same. func_recharge: HEV suit recharger
func_rot_button: RotatingButton
func_rotating: Rotating Object
func_shield: BSP energy shield
The shield entity can be used for several forcefield effects. It can also be used as a damage inflicting solid by using normal rendermode.
func_tank: Brush Gun Turret
Obsolete. Use
func_turret instead func_tankcontrols: Tank controls
  • target: Tank entity name
func_tanklaser: Brush Laser Turret
Obsolete. Use
func_turret instead func_tankrocket: Brush Rocket Turret
Obsolete. Use
func_turret instead func_tankmortar: Brush Mortar Turret
Obsolete. Use
func_turret instead func_trackautochange: Automatic track changing platform
func_trackchange: Train track changing platform
func_tracktrain: Track Train
func_traincontrols: Train Controls
  • target: Train Name
func_train: Moving platform
func_turret: Advanced Brush Gun Turret
A func_turret is most typically used as a gun turret. It is like a func_tank with no firing code. You can't make it shoot by itself. To make it fire, you use an
info_shootpoint. These intangible, linked point entities define where the turret shoots from. One turret can control any number of shootpoints of any type.
NOTE: You don't have to use shootpoints with these. You could use them as security cameras, or you could do something else with it. In all its simplicity, a func_turret is a brush entity that tracks targets and triggers entities when its "on target".
func_turret_ballistic: Brush Artillery Turret
This is a
func_turret variation for auto-targeting ballistic weapons. Doesn't seem to work yet. func_turret_manual: Manual Brush Gun Turret
Original design for a switch-operated turret as seen in level 2. Never used since. The system is somewhat clumsy and unintuitive. It could probably be emulated much better using
entity_links. func_turretcontrols: Turret controls
  • target: Turret entity name
func_wall: Wall
func_wall_toggle: Toggleable geometry
func_water: Liquid

game_counter: Fires when it hits limit
  • targetname: Name
  • target: Target
  • delay: Delay before trigger
  • killtarget: KillTarget
  • master: Master
  • frags: Initial Value
  • health: Limit Value
  • spawnflags:
    • Remove On fire
    • Reset On fire
game_counter_set: Sets a game_counter
  • targetname: Name
  • target: Target
  • master: Master
  • frags: New Value
  • spawnflags:
    • Remove On fire
game_end: End this multiplayer game
  • targetname: Name
  • master: Master
game_player_equip: Initial player equipment
This will now always work in single-player. In HL it had to be triggered, but in SSH it will give the player the stuff all by itself. Unless you tick "Use only" of course.
  • targetname: Name
  • master: Team Master
  • spawnflags:
    • Use Only
        This entity will not equip player at map start, it must be triggered.
game_player_hurt: Hurts player who fires
  • targetname: Name
  • dmg: Damage To Apply
  • master: Master
  • spawnflags:
    • Remove On fire
game_player_team: Allows player to change teams
  • targetname: Name
  • target: game_team_master to use
  • master: Master
  • spawnflags:
    • Remove On fire
    • Kill Player
    • Gib Player
game_score: Award/Deduct Points
This will now work in SSH. It adds points to the "Total" section on the killboard and will also send a death message if desired.
  • targetname: Name
  • points: Points to add (+/-)
  • points_max: Max points (random)
      If set, randomizes kill count between "points" and "points_max". Else just uses "points"
  • master: Master
  • message: Death notice message
      Sends a death message just as if scientists had really been killed. Include a %d in the message to get the number of points displayed there.
  • spawnflags:
    • Allow Negative
game_team_master: Team based master/relay
  • targetname: Name
  • target: Target
  • delay: Delay before trigger
  • killtarget: KillTarget
  • triggerstate: Trigger State
    • Off
    • On
    • Toggle
  • teamindex: Team Index (-1 = no team)
  • master: Master
  • spawnflags:
    • Remove On fire
game_team_set: Sets team of team_master
  • targetname: Name
  • target: Target
  • delay: Delay before trigger
  • killtarget: KillTarget
  • master: Master
  • spawnflags:
    • Remove On fire
game_text: HUD Text Message
  • targetname: Name
  • target: Target
  • message: Message Text
  • x: X (0 - 1.0 = left to right) (-1 centers)
  • y: Y (0 - 1.0 = top to bottom) (-1 centers)
  • effect: Text Effect
    • Fade In/Out
    • Credits
    • Scan Out
  • color: Color1
  • color2: Color2
  • fadein: Fade in Time (or character scan time)
  • fadeout: Fade Out Time
  • holdtime: Hold Time
  • fxtime: Scan time (scan effect only)
  • channel: Text Channel
    • Channel 1
    • Channel 2
    • Channel 3
    • Channel 4
  • master: Master
  • spawnflags:
    • All Players
game_zone_player: Player Zone brush
  • targetname: Name
  • intarget: Target for IN players
  • outtarget: Target for OUT players
  • incount: Counter for IN players
  • outcount: Counter for OUT players

infodecal: Decal
  • targetname: Name
  • texture:
  • spawnflags:
    • Not in Deathmatch
info_bigmomma: Big Mamma Node
  • targetname: Name
  • target: Next node
  • radius: Radius
  • reachdelay: Wait after approach
  • killtarget: KillTarget
  • reachtarget: Fire on approach
  • reachsequence: Sequence on approach
  • health: Health on approach
  • presequence: Sequence before approach
  • spawnflags:
    • Run To Node
    • Wait Indefinitely
info_camera: Camera entity
A
trigger_camera lookalike. This camera entity tracks a target. Alternatively you can link it to something. It does not end the camera run on a timer, but instead will discontinue when the player moves. Useful as a security camera or something. info_intermission: Intermission Spot
  • target: Target
  • angles: Pitch Yaw Roll (Y Z X)
info_landmark: Transition Landmark
  • targetname: Name
info_node: ai node
info_node_air: ai air node
info_null: info_null (spotlight target)
  • targetname: Name
info_laserspot: Laser Spot Projector
Makes laser spots. Very useful when used with
info_shootpoint_rocket and laser guided rockets info_node: ai node
info_node_air: ai air node
info_null: info_null (spotlight target)
  • targetname: Name
info_player_coop: Player cooperative start
info_player_deathmatch: Player deathmatch start
info_player_start: Player 1 start
info_shootpoint: Linked Shoot Point
An intangible, linked point entity that shoots bullets. These are typically linked to a
func_turret, and used to make it shoot. However, there is no specific need to link this to a turret. You can link one to a door knob for all I care, or leave it unlinked. Anywhere you want bullets to come from, place one of these. info_shootpoint_bolt: Linked Bolt Shoot Point
An intangible, linked point entity that shoots crossbow bolts. NOTE: Not tested.
info_shootpoint_beam: Beam Multilinker
An intangible, linked point entity that aligns and controls a
beam_cannon. This performs the task of a beam shootpoint, even though it doesn't actually create the beam. Most values here are ignored since the appearance and damage infliction is defined in the beam_cannon. info_shootpoint_cannon: Linked Cannon Shoot Point
An intangible, linked point entity that shoots artillery shells.
info_shootpoint_flame: Linked Flamethrower Shoot Point
An intangible, linked point entity that shoots a flamethrower. Note that most of these parameters are ignored due to the way the flamethrowers are implemented.
info_shootpoint_grenade: Linked Grenade Shoot Point
An intangible, linked point entity that shoots grenades. This has not been tested
info_shootpoint_hornet: Linked Hornet Shoot Point
An intangible, linked point entity that shoots hornets. This has not been tested
info_shootpoint_laser: Linked Laser Shoot Point
An intangible, linked point entity that shoots pulse lasers.
info_shootpoint_rocket: Linked Rocket Shoot Point
An intangible, linked point entity that shoots rockets or missiles.
NOTE: This no longer makes a laserspot. Use an
info_laserspot for that. info_target: Beam Target
info_target_area: Artillery Target
Brush version of info-target that reports a random point in its volume as the target point when requested. This is meant to be used by the
func_turret as a target in "Random mode". info_target_linked: Linked Beam Target
info_target with built-in entity linkage. info_teleport_destination: Teleport destination

item_airtank: Oxygen tank
item_antidote: Poison antidote
item_battery: HEV battery
item_healthkit: Small Health Kit
item_longjump: Longjump Module
item_security: Security card
item_suit: HEV Suit
Since the player now always has a HEV suit, the suit entity gives +100 health and armor instead.
world_items: World Items

light: Invisible lightsource
light_spot: Spotlight
light_environment: Environment

monster_alien_controller: Controller
monster_alien_grunt: Alien Grunt
monster_na_grunt: Nephilim Grunt
Nephilim Alliance modified Alien Grunt
monster_alien_slave: Vortigaunt
monster_na_slave: Nephilim Vortigaunt
Nephilim Alliance modified Alien Slave
monster_apache: Apache
monster_na_apache: Nephilim Apache
Nephilim Alliance duplication of the apache helicopter
monster_babycrab: Baby Headcrab
monster_barnacle: Barnacle Monster
monster_barney: Barney
monster_barney_dead: Dead Barney
monster_bigmomma: Big Mamma
monster_bloater: Bloater
monster_bullchicken: BullChicken
monster_cockroach: Cockroach
monster_crane: Crane
This crane entity picks up and transports entities along a
path_corner path. You need at least one "wait for retrigger" and one "teleport" path_corner in the path. The crane moves along the path until it encounters a "wait for retrigger". It will then wait at that position, checking the ground underneath the position of the next "teleport" node. When an entity is on the ground under the "teleport" path_corner, the crane will start to move again. It will try to pick up the entity at the "teleport" node. It will then move along the path until "wait for retrigger" is encountered, at which point it will drop the entity and wait until it detects another. monster_ddicube: Biocide Cube
This is one of DDIs new Biocide droids.
monster_ddisphere: Biocide Sphere
This is one of DDIs new Biocide droids.
monster_flakturret: Auto Flak Turret
Pop-up flak cannon.
monster_flyer_flock: Flock of Flyers
monster_furniture: Monster Furniture
monster_gargantua: Gargantua
monster_generic: Generic Script Monster
monster_gman: G-Man
The Briefcase has an NA logo.
monster_grunt_repel: Human Grunt (Repel)
monster_head: Floating Scientist Head
A sci's head that shoots lasers from its eyes.
NOTE: If used with monstermaker, the weapon type selector picks the head./FONT>
monster_headcrab: Head Crab
monster_hevsuit_dead: Dead HEV Suit
monster_hgrunt_dead: Dead Human Grunt
monster_houndeye: Houndeye
monster_human_assassin: Human Assassin
monster_na_agent: Agent of Nephilim Alliance
The peak of artificial human evolution.
monster_human_grunt: Human Grunt (camo)
monster_ichthyosaur: Ichthyosaur
monster_leech: Leech
monster_miniturret: Mini Auto Turret
monster_nihilanth: Nihilanth
monster_osprey_ai: Adv. Osprey
Osprey that works like a plane and not a func_train.
monster_osprey_bomber: VTOL bomber
Osprey that drops bombs.
monster_otis: Otis
Barneys fat coworker.
monster_rat: Rat (no ai?)
monster_repturret: Auto Repulsor Turret
Pop-up repulsor turret.
monster_scientist: Scared Scientist
monster_scientist_dead: Dead Scientist
monster_sitting_scientist: Sitting Scientist
monster_sentry: Sentry Turret Gun
monster_snark: Armed Snark
monster_sniper_box: Sniper defense pod
The same sniper box that's buildable with the sniper rifle. Obviously if map-placed then they will also shoot down the player's weapons.
monster_spheregun: Green Sphere Turret
A pop-up pulse cannon turret
monster_tentacle: Tentacle Arm
monster_teslacoil: Tesla Coil
This is a tesla coil like in C&C Red Alert
monster_tfc_sentry1: TFC Sentrygun 1
Level 1 sentrygun from TFC.
monster_tfc_sentry2: TFC Sentrygun 2
Level 2 sentrygun from TFC.
monster_tfc_sentry3: TFC Sentrygun 3
Level 3 sentrygun from TFC.
monster_tripmine: Active Tripmine
monster_turret: Auto Turret
monster_zombie: Scientist Zombie
This one entity now has all the zombies in it. The old zombie entities do still exist as aliases so maps that used them will work with the new version, but they don't appear here or in the fgd anymore.

monstermaker: Monster Maker

monstermaker_g: Monster_Generic Maker
Like monstermaker, but makes
monster_generics with the specified model.
trigger_auto: AutoTrigger
trigger_autosave: AutoSave Trigger
trigger_camera: Trigger Camera
trigger_cdaudio: Trigger CD Audio
trigger_changelevel: Trigger: Change level
trigger_changetarget: Trigger Change Target
trigger_counter: Trigger counter
trigger_endsection: EndSection Trigger
trigger_gibfade: Gib Deleter
Gib fade trigger. Any gib that touches this while active will instantly begin to fade.
trigger_gravity: Trigger Gravity
trigger_hurt: Trigger player hurt
This will no longer "skip" immobile monsters (yes, it was accomplished with a gross hack that appears to be causing some side effects).
trigger_relay: Trigger Loop
A loop-trigger to replace those uncomfortable self-triggering multimanagers. This will trigger its targets at set intervals (including random), and can be triggered on and off itself.
trigger_monsterjump: Trigger monster jump
trigger_multiple: Trigger: Activate multiple
trigger_newlevel: New Level Trigger
This is like the trigger_auto, but only triggers after a level transition. The target also depends on the level the player came from.
trigger_once: Trigger: Activate once
trigger_push: Trigger player push
trigger_random: Random Trigger Relay
This is a random event generator. When triggered, it will randomly select 1-16 entities with the right targetname and trigger them.
trigger_relay: Trigger Relay
trigger_teleport: Trigger teleport
Since 0.8, if you have more than 1 "target" entity, it will randomly pick one each time someone teleports instead of using the first one always.
trigger_transition: Trigger: Select Transition Area

weapon_ entities
All weapon entities share the same parameters, so I won't repeat them here. Weapon entities are:
xen_plantlight: Xen Plant Light
xen_hair: Xen Hair
xen_tree: Xen Tree
xen_spore_small: Xen Spore (small)
xen_spore_medium: Xen Spore (medium)
xen_spore_large: Xen Spore (large)

entity_link: Entity Multilinker
Universal Entity Multilinker. Yep, this one will bind any 2 entities together. The only minor exception is beams, which can only be position-linked, not angle-linked but thats what the
info_shootpoint_beam is for. Of course, there are a lot of entities which just aren't worth linking.
It is important to note that the positional link will happen at the location of this entity. ie. all child entities will be moved to the location of the entity_link and then they follow the parent entity at the same relative location as the entity_link had in the map file.

aiscripted_sequence: AI Scripted Sequence
scripted_sentence: Scripted Sentence
scripted_sequence: Scripted Sequence

ambient_generic: Universal Ambient
speaker: Announcement Speaker

cycler: Monster Cycler
cycler_sprite: Sprite Cycler
cycler_weapon: Weapon Cycler

button_target: Target Button
momentary_door: Momentary/Continuous door
momentary_rot_button: Direct wheel control

gibshooter: Gib Shooter

master_ident: Entity Identifier
This is a master entity (goes into the "Master" keyvalue of other entites). It returns on or off depending on the parameters of the entity that activated it. For example, if a player presses a button with this as a master, it will compare the players entity information to the values defined here. If they match, the master returns on (this is used in level 21 to get that trigger_push that only affects water elementals). You can also use it as a kind of trigger relay. If you trigger it, it will trigger its target if the activator matches the parameters. This will save you from having to use it as a master for a separate relay entity.
master_watcher: Entity Watcher
This is a master entity (goes into the "Master" keyvalue of other entites). It enabled when the entities it is set to watch are on and off otherwise.
You can set the entities by turning off smartedit and adding keyvalues, just like multimanagers. The key name is the targetname of the entity to watch (the value is currently unused). Put a ! infront of the key name to invert it (ie that entity must be off instead of on).
multi_manager: MultiTarget Manager
multisource: Multisource

path_corner: Moving platform stop
path_track: Train Track Path

player_loadsaved: Load Auto-Saved game
player_weaponstrip: Strips player's weapons
target_cdaudio: CD Audio Target

Appendix:


Lighting Flags:


Zoner's Halflife Tools 2.2.0 and newer has support for flags that affect the lighting of brush entities. The most important thing about this is that by setting zhlt_lightflags to 2 will make a brush entity block light. I have included the flag keyvalue in the FGD in some entities that I have used it in myself. There are 2 other flags aswell, read ZHLTReference.html that comes with ZHLT to learn more.

Render Properties:


Almost all visible entities can have their appearance changed by setting 4 keyvalues (rendermode, renderfx, rendercolor, renderamt). Rendermodes: Renderfx: Renderamt is the transparency (or actually opacity) of the entity. It is used in all rendermodes except Normal. 0 is invisible, 255 is fully visible.

Rendercolor is the color used for the glowshell fx, the color rendermode in brush entities, beam entity color and sprite color. Sprites can be "recolored" with it in any rendermode. The sprite color will be multiplied with the rendercolor so a blue sprite and a red rendercolor will be black not red. Beam entities MUST have color (not 0 0 0) or they will be invisible. If you want a beam with the default color from the .spr file, use 255 255 255 as the color. Sprites will get default color with 0 0 0.

Common Monster properties


Trigger Conditions:

Monster Spawnflags:


Weapon values for monster maker


Monstermaker's weapon selection box doesn't have all the weapons since they are different for each monster (except the random and default, which are always the same). This list contains the numbers you can put in it to define weapons.
0 is always default weapon and -1 is always random weapon. These appear in the box, the following are entity-specific weapons:

monster_alien_grunt:
red hornet = 0
green hornet = 1
blue hornet = 2
yellow hornet = 3
orange hornet = 4
lightlue hornet = 5

monster_na_grunt:
bionanite flak = 0
energy flak = 1
pulse cannon = 2

monster_apache: Add one primary to one secondary (ex. 2 + 65536 = 65538 = beam and incendiary rocket)
primary weapons secondary weapons
machine gun = 0 heavy rocket = 0
flak cannon = 1 incendiary rocket = 65536
lightning beam = 2 heat-seeking missile = 131072
pulse laser = 3 photon torpedo = 196608

monster_na_apache: Add one primary to one secondary (ex. 4 + 262144 = 262148 = energy flak and flux torpedo)
primary weapons secondary weapons
machine gun = 0 heavy rocket = 0
beam cannon = 1 incendiary rocket = 65536
pulse cannon = 2 heat-seeking missile = 131072
bionanite flak = 3 vortex missile = 196608
energy flak = 4 flux torpedo = 262144

monster_barney:
handgun = 0
pulse laser = 3

monster_human_grunt (also monster_osprey_ai and monster_grunt_repel): Add one primary to one secondary and one modifier (ex. 1 + 2 + 128 = 131 = Mp5 and EMP hand grenades)
primary weapons secondary weapons sec. weap. modifiers
Mp5 = 1 no secondary = 0 explosive = 0
Shotgun = 8 hand grenade = 2 incendiary = 64
Explosive shotgun (single fire) = 16 Mp5 grenade = 4laser sphere (if mp5) / EMP (if handgrenade) = 128
Explosive shotgun (multi fire) = 32 plasma bomb = 192

monster_otis:
handgun = 0
soft metal accelerator = 1

monster_sniper_box:
green box = 0
blue box = 1
red box = 2

monster_tfc_sentry3:
unguided rocket = 0
heat-seeking missile = 1

monster_zombie:
scientist = 0
Barney = 1
human grunt = 2
assassin = 3
cleansuit sci = 4
HEV suit = 5
construction worker = 6
black ops = 7
civilian = 8
drill sergeant = 9
recruit = 10


Scientist Slaughterhouse, Nephilim Alliance and the NA logo are copyright 2001-2002 Niki "Denix Linelli" Ruusunko