This page is going to be one of those books that write when I make tits, so watch out!
The list here under is from the 1.10 FGD For Half Life, and each name will link to what each entity dose
Common name, and options that will not show in the explantion are -
Name -
The name of the entity if its be triggered
Target -
The Target entity that will be triggered
FX Amoount -Used with the Rende Mmode option (see below)
The amount that you can see through the enitys (brush entitys only) with 0 being completly see through, and 255 being completly un see throughable
Render Mode -
The type of object that is haveing fx applyed to it.
Normal -leves the object unchanged, and no light passes through it either
Color -Pure Color this has almost ne effect
Texture -This option is used best if a textuer with the prefix "{". As the texture option renders it best, and also alows some light to pass through.
Glow -This can be used to make intersting brushes, though the map can be un-stable because glow is ment for sprites only
Solid -This option is best used with pure colour textuers, such as "black"or "{blue"though it can still be used with brushes that have the "{"prefix, though renders won 't be as sharp, comapred to the texture option
Additive -This render mode option is used for brushes that have a pure black to them, as the adtive colour in Half Life is pure black
ZHLT -
ZHLT is under used, or not used at all, becuase people don 't understand hwo to use it.
A postive numer such as 45, will let 45 bright through the enity, a negitve number such as -12 will cause the entity to have shadow. Don 't use ZHLT on funk_pushable, or func_breakable objects, as the shadow will remin, while the brush has moved.
Index in alpha order -
Brush entitys
button_target
env_bubbles
func_breakable
func_button
func_conveyor
func_door
func_door_rotating
func_friction
func_guntarget
func_healthcharger
func_illusionary
func_ladder
func_monsterclip
func_mortar_field
func_pendulum
func_plat
func_platrot
func_pushable
func_recharge
func_rot_button
func_rotating
func_tank
func_tankcontrols
func_tanklaser
func_tankmortar
func_tankrocket
func_trackautochange
func_trackchange
func_tracktrain
func_train
func_traincontrols
func_wall
func_wall_toggle
func_water
game_zone_player
momentary_door
momentary_rot_button
trigger_autosave
trigger_cdaudio
trigger_changelevel
trigger_counter
trigger_endsection
trigger_gravity
trigger_hurt
trigger_monsterjump
trigger_multiple
trigger_once
trigger_push
trigger_teleport
trigger_transition
Point entitys
aiscripted_sequence
aiscripted_sequence
ambient_generic
ammo_357
ammo_9mmAR
ammo_9mmbox
ammo_9mmclip
ammo_Argrenades
ammo_buckshot
ammo_crossbow
ammo_gaussclip
ammo_rpgclip
cycler
cycler_sprite
cycler_weapon
env_beam
env_beverage
env_blood
env_explosion
env_fade
env_funnel
env_global
env_glow
env_laser
env_message
env_render
env_shake
env_shooter
env_sound
env_spark
env_sprite
game_counter
game_counter_set
game_end
game_player_equip
game_player_hurt
game_player_team
game_score
game_team_master
game_team_set
game_text
gibshooter
info_bigmomma
info_intermission
info_landmark
info_node
info_node_air
info_null
info_player_coop
info_player_deathmatch
info_player_start
info_target
info_teleport_destination
infodecal
item_airtank
item_antidote
item_battery
item_healthkit
item_longjump
item_security
item_suit
light
light_environment
light_spot
monster_alien_controller
monster_alien_grunt
monster_alien_slave
monster_apache
monster_babycrab
monster_barnacle
monster_barney
monster_barney_dead
monster_bigmomma
monster_bloater
monster_bullchicken
monster_cockroach
monster_flyer_flock
monster_furniture
monster_gargantua
monster_generic
monster_gman
monster_grunt_repel
monster_handgrenade
monster_headcrab
monster_hevsuit_dead
monster_hgrunt_dead
monster_houndeye
monster_human_assassin
monster_human_grunt
monster_ichthyosaur
monster_leech
monster_miniturret
monster_nihilanth
monster_osprey
monster_rat
monster_satchelcharge
monster_scientist
monster_scientist_dead
monster_sentry
monster_sitting_scientist
monster_snark
monster_tentacle
monster_tripmine
monster_turret
monster_zombie
monstermaker
multi_manager
multisource
path_corner
path_track
player_loadsaved
player_weaponstrip
scripted_sentence
scripted_sequence
speaker
target_cdaudio
trigger_auto
trigger_camera
trigger_changetarget
trigger_relay
weapon_357
weapon_9mmAR
weapon_9mmhandgun
weapon_crossbow
weapon_crowbar
weapon_egon
weapon_gauss
weapon_handgrenade
weapon_hornetgun
weapon_rpg
weapon_satchel
weapon_shotgun
weapon_snark
weapon_tripmine
weaponbox
world_items
xen_hair
xen_plantlight
xen_spore_large
xen_spore_medium
xen_spore_small
xen_tree
Brush entitys
button_target
I have no idea
env_bubbles
Add bubbles to water, or a liquid.
Class -
Bubble density -How much area is full of bubbles
Bubble Freq -How long in seconds it takes betwen the buubles showing again
Currant Str -How fast the bubbles move
Flags -
None
func_breakable
A breakable object, that can spawn items, be explosive, or alow parts of a map to fall away reavling traps etc
Class -
Globe Ent Name -If there are alot of func_breakable 's, this option alows them to be all targted at the same time, though its alot better to just use the name option.
Target On break -This option is the same as target.
Str -How much demage the func_breakable can take before its busted.
Mat Type -What sort of stuff the func_breakable is made out of.
Glass -Glass shards, and a glass sound when being broken
Wood -Wood chunks, and a wooden sound when being broken
Metal -Metal pices, and a metal sound when being broken
Flesh -Humman intestines, etc, and a knifing type sound from counter strike when being broken
Cinder Block -Brick pices, and a droped brick sound when being broken
Ceiling Tile -Office roof tiles, and a duller metal sound when being broken
Computer -Computer parts, and a sparky, elctronic sound when being broken
Unbreakable Glass -Ricoshaing bullets, and a ricoshaing sound when being broken
Rocks -Small dirt colored chuncks, and a dust durt sound when being broken
Gibs Direct -The way the pices of wood, roof, etc will fall when the func_breakable is broken
func_button
func_conveyor
func_door
func_door_rotating
func_friction
func_guntarget
func_healthcharger
func_illusionary
func_ladder
func_monsterclip
func_mortar_field
func_pendulum
func_plat
func_platrot
func_pushable
func_recharge
func_rot_button
func_rotating
func_tank
func_tankcontrols
func_tanklaser
func_tankmortar
func_tankrocket
func_trackautochange
func_trackchange
func_tracktrain
func_train
func_traincontrols
func_wall
func_wall_toggle
func_water
game_zone_player
momentary_door
momentary_rot_button
trigger_autosave
trigger_cdaudio
trigger_changelevel
trigger_counter
trigger_endsection
trigger_gravity
trigger_hurt
trigger_monsterjump
trigger_multiple
trigger_once
trigger_push
trigger_teleport
trigger_transition
Point entitys
aiscripted_sequence
This entity is used when makeing a monster preform an action, such as the barney working the key pad, or retinal scaner.
aiscripted_sequence
ambient_generic
ammo_357
ammo_9mmAR
ammo_9mmbox
ammo_9mmclip
ammo_Argrenades
ammo_buckshot
ammo_crossbow
ammo_gaussclip
ammo_rpgclip
cycler
cycler_sprite
cycler_weapon
env_beam
env_beverage
env_blood
env_explosion
env_fade
env_funnel
env_global
env_glow
env_laser
env_message
env_render
env_shake
env_shooter
env_sound
env_spark
env_sprite
game_counter
game_counter_set
game_end
game_player_equip
game_player_hurt
game_player_team
game_score
game_team_master
game_team_set
game_text
gibshooter
info_bigmomma
info_intermission
info_landmark
info_node
info_node_air
info_null
info_player_coop
info_player_deathmatch
info_player_start
info_target
info_teleport_destination
infodecal
item_airtank
item_antidote
item_battery
item_healthkit
item_longjump
item_security
item_suit
light
light_environment
light_spot
monster_alien_controller
monster_alien_grunt
monster_alien_slave
monster_apache
monster_babycrab
monster_barnacle
monster_barney
monster_barney_dead
monster_bigmomma
monster_bloater
monster_bullchicken
monster_cockroach
monster_flyer_flock
monster_furniture
monster_gargantua
monster_generic
monster_gman
monster_grunt_repel
monster_handgrenade
monster_headcrab
monster_hevsuit_dead
monster_hgrunt_dead
monster_houndeye
monster_human_assassin
monster_human_grunt
monster_ichthyosaur
monster_leech
monster_miniturret
monster_nihilanth
monster_osprey
monster_rat
monster_satchelcharge
monster_scientist
monster_scientist_dead
monster_sentry
monster_sitting_scientist
monster_snark
monster_tentacle
monster_tripmine
monster_turret
monster_zombie
monstermaker
multi_manager
multisource
path_corner
path_track
player_loadsaved
player_weaponstrip
scripted_sentence
scripted_sequence
speaker
target_cdaudio
trigger_auto
trigger_camera
trigger_changetarget
trigger_relay
weapon_357
weapon_9mmAR
weapon_9mmhandgun
weapon_crossbow
weapon_crowbar
weapon_egon
weapon_gauss
weapon_handgrenade
weapon_hornetgun
weapon_rpg
weapon_satchel
weapon_shotgun
weapon_snark
weapon_tripmine
weaponbox
world_items
xen_hair
xen_plantlight
xen_spore_large
xen_spore_medium
xen_spore_small
xen_tree