

These define the size of the start and end of the cylinder.įrustum( fov,near,far,color, pitch_scale )Ĭreates a rectangular cone extending from the entity. This is similar to line(), but with the addition of two radius properties that are looked up on the target entities. The values specified here are the RGB values of a color, and each number has a range from 0 to 255.Ĭylinder( color, start_key, start_name, start_radius, end_key, end_value, end_radius )ĭraw a cylinder between two entities. If this isn't present, the color will default to magenta. This setting will change the color of the wireframe box in the Hammer 2D views. Sets the size of the entity's bounding box. You can specify multiple BaseClasses, each separated by a comma. This lets you attach previously defined BaseClasses (see below) to an entity. The property value is set to "x1 y1 z1, x2 y2 z2" by default.

Multiple of these can be used, each separated by a space.Īllows positioning two points joined by a line in the map. There are a number of different keywords that can used here. Things between the class type declaration and the " = " help to define properties of the entity, how it will act and be displayed in Hammer. This mainly causes the entity to be shown in properties with the filterclass type. This causes the targetsprite property to be linked up when the entity is of the special filter classes used to define what entities will be able to interact with each other in some way. This causes the NextKeysprite property to be linked up when the entity is for path_track and similar entities. Other solids are world for move_rope and keyframe_rope. A solid is tied to an entity by selecting it and pressing Ctrl+ T. It is useful in conjunction with the npcclass property type (see Entity: This entity has a volume that is defined by the solid (also referred to as a brush) that it is attached to. These entities are placed within Hammer by using the Hammer Entity Tool, ⇧ Shift+ is a special form of point entity tailored for NPC ( Non- Player Character) entities. The class type of an entity tells Hammer how this entity can be placed.Ĭlass Entity: This entity exists at a certain non-arbitrary point. Output OnSomethingElse(void) : "Fires when something else happens" Output OnSomethingHappened(void) : "Fires when something happens" Property_name_5(choices) : "second number" : 0 : "Your choice of numbers!" =ġ : "A flag" : 0 // 0 means the flag isn't ticked by defaultĢ : "Another flag" : 1 // 1 means the flag is ticked by default Property_name_4(boolean) : "Example Boolean Name" : 1 : "Keyvalue Description" Property_name_3(float) : "Example Float Name" : "1.5" : "Keyvalue Description" Property_name_2(integer) : "Example Interger Name" : 15 : "Keyvalue Description" Property_name_1(string) : "Example String Name" : "Example" : "Keyvalue Description" a body surrounded by square brackets containing the entity's keyvalues, flags and Inputs and Outputs.Įxplanations of what each of these parameters do will be explained on this page, in order.Įxample: base(Targetname, Angles, Origin) studio("path/model.mdl") = example_entity_name : "example entity description, visible in Hammers 'help' Box.(optional) a colon followed by a description for it ( ".") and.an equals sign and the classname of the entity ( example_entity_name),.the class type of the entity ( (optional) whitespace delimited class properties ( base(.) studio(.)),.The syntactic components of an entity structure as defined in the FGD include: Purpose: Half-Life 2 game definition file (.fgd) = Copyright © 1996-2005, Valve Corporation, All rights reserved. Block comments or multiline comments are not supported. In the following, all the different types of keywords are covered.Ĭomments can only be added as line comments, starting with //. This may be the definition of an entity class or any other information that Hammer will use, depending on the keyword. 3.1 3.2 3.3 3.4 3.5 4 Source 2 AdditionsĪn FGD file consists of keywords that start with an character that might be followed by properties or even a body surrounded with square brackets.
