BaseEntity
is an internal entity and should not be used on its own.
BASE
BaseEntity
KeyValues
Name <target_source>
The name that other entities refer to this entity by.
Global Entity Name <string>
Name by which this entity is linked to another entity in a different map. When the player transitions to a new map, entities in the new map with globalnames matching entities in the previous map will have the previous map's state copied over their state.
Inputs
Kill <void>
Removes this entity from the world.
KillHierarchy <void>
Removes this entity and all its children from the world.
AddOutput <string>
Adds an entity I/O connection to this entity or changes keyvalues dynamically. Format: '<output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite, 1 = only once)>' or 'keyvalue newval'. Very dangerous, use with care.
FireUser1 <void>
Causes this entity's OnUser1 output to be fired.
FireUser2 <void>
Causes this entity's OnUser2 output to be fired.
FireUser3 <void>
Causes this entity's OnUser3 output to be fired.
FireUser4 <void>
Causes this entity's OnUser4 output to be fired.
Use <void>
More or less replicates the player interacting with an entity. (+USE)
CancelPending <void>
Cancels any events fired by this entity that are currently pending in the I/O event queue.
PassUser1 <string>
Causes this entity's OutUser1 output to be fired, passing along the parameter unchanged.
PassUser2 <string>
Causes this entity's OutUser2 output to be fired, passing along the parameter unchanged.
PassUser3 <string>
Causes this entity's OutUser3 output to be fired, passing along the parameter unchanged.
PassUser4 <string>
Causes this entity's OutUser4 output to be fired, passing along the parameter unchanged.
FireRandomUser <void>
Fires OnUser1, OnUser2, OnUser3, or OnUser4 with a 25% chance of each.
PassRandomUser <string>
Fires OutUser1, OutUser2, OutUser3, or OutUser4 with a 25% chance of each. The parameter is passed along unchanged.
KillIfNotVisible <void>
Removes this entity if it is not in the player's viewcone.
KillWhenNotVisible <void>
Removes this entity when it is not in the player's viewcone.
FireOutput <string>
Fires the named output on this entity. Format: '<output name>:<activator>:<caller>:<parameter>:<delay>' (OnDeath:hl3cardgame:gaben). Everything beyond the output name is optional.
RemoveOutput <string>
Removes all instances of the named output on this entity. Wildcards are supported, meaning you could just pass '*' to wipe all outputs from this entity.
AcceptInput <string>
Fires the named input on this entity. Format: '<input name>:<parameter>:<activator>:<caller>:<output ID>' (SetTarget:cheese). Everything beyond the input name is optional. Mind the fact this is arranged differently from FireOutput, having the parameter right after the input name.
AddSpawnFlags <integer>
Adds spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
RemoveSpawnFlags <integer>
Removes spawnflag(s) to this entity. Many spawnflags have their respective numbers suffixed in this FGD.
AddSolidFlags <integer>
Adds solid flags to this entity.
RemoveSolidFlags <integer>
Removes solid flags from this entity.
ChangeVariable <string>
Similar to AddOutput, except it changes an internal variable similar to logic_datadesc_accessor instead. Very dangerous, use with care.
SetEntityName <target_destination>
Sets this entity's name that other entities should refer to it by.
SetTarget <target_destination>
Sets this entity's target. This is specific to certain entities, particularly logic entities that involve a target.
SetOwnerEntity <target_destination>
Sets this entity's owner entity. This has nothing to do with parenting and has more to do with collision and kill credits.
SetThinkNull <void>
Sets this entity's general think function to null. Behavior varies from entity to entity..
Outputs
OnUser1 <void>
Fired in response to FireUser1 input.
OnUser2 <void>
Fired in response to FireUser2 input.
OnUser3 <void>
Fired in response to FireUser3 input.
OnUser4 <void>
Fired in response to FireUser4 input.
OutUser1 <string>
Fires in response to PassUser1 input, with the parameter passed through unchanged.
OutUser2 <string>
Fires in response to PassUser2 input, with the parameter passed through unchanged.
OutUser3 <string>
Fires in response to PassUser3 input, with the parameter passed through unchanged.
OutUser4 <string>
Fires in response to PassUser4 input, with the parameter passed through unchanged.