comp_adv_output |
Adds a single output to another entity, while allowing instance renaming or $fixups to apply to only certain parts. |
comp_flicker |
Fires on/off and skin inputs repeatedly to simulate a flicker-on effect. |
comp_case |
Version of logic_case which is optimised away by the compiler. |
comp_choreo_sceneset |
Chains a set of choreographed scenes together. |
comp_entity_finder |
Finds the closest entity of a given type, then applies various transformations. Outputs from this entity will be moved to the found entity. |
comp_entity_mover |
Shift an entity by a given amount. This is useful to place entities into the void, for example. |
comp_kv_setter |
Sets a keyvalue on an entity to a new value. This is useful to compute spawnflags, or to adjust keyvalues when the target entity's options can't be set to a fixup variable. |
comp_numeric_transition |
When triggered, animates a keyvalue/input over time with various options. |
comp_pack |
Explicitly identify resources to pack into the map, in addition to automatic detection. |
comp_pack_rename |
Pack a file into the BSP, under a different name than it starts with. |
comp_pack_replace_soundscript |
Replace a soundscript with a different one. |
comp_player_input_helper |
Fake entity that allows Hammer to autocomplete inputs fired at the special !player name (and other similar ones). |
comp_precache_model |
Force a specific model to load, for runtime switching. Duplicates will be removed. |
comp_precache_sound |
Force a specific sound to load, for runtime switching. Duplicates will be removed. More keyvalues can be added. |
comp_prop_cable /comp_prop_rope |
Generates 3D cables using a static prop. |
comp_prop_cable_dynamic /comp_prop_rope_dynamic |
Modifies the above to generate a dynamic prop, instead. |
comp_propcombine_set /comp_propcombine_volume |
Specifies a group of props that will be combined together, so they more efficiently render. |
comp_relay |
Simplified version of logic_relay which is able to be optimised away by the compiler. |
comp_scriptvar_setter |
Assigns data or a group of data to a variable in an entity's VScript scope on spawn. |
comp_sequential_call |
Finds a sequence of entities (by distance or numeric suffix), then fires inputs delayed in order. |
comp_vactube_end |
Marks the end point of a vactube. Objects reaching here will be cleaned up. |
comp_vactube_junction |
Marks a junction in a vactube, where they're forced to change direction. Scanner models near straight nodes will be detected automatically. |
comp_vactube_spline |
Generates a dynamic vactube model following a set of points. |
comp_vactube_object |
Registers objects that can appear in the tubing. |
comp_vactube_start |
Marks the start point of a vactube. This is where they spawn. |