Entity Reference
Entities are the interactive objects in your maps. Some are defined by brush geometry (brush entities), others are placed as a single point (point entities). Click any entity to see its full property, input, and output reference.
Brush Entities
Entities whose shape, size, and appearance are defined by brush geometry. Indicated by lowercase snake_case, usually beginning with func_
func_button
A brush that physically depresses when activated via the Use input and fires an output. Intended for wall-mounted buttons and interactive switches.
func_detail
A brush that renders normally but is excluded from BSP tree compilation and does not cast shadows. Used for decorative geometry that would otherwise create unnecessary BSP splits.
func_physics
A brush that participates in physics simulation. Can start frozen as a kinematic body and become a fully dynamic rigid body at runtime via an input.
func_sliding Saves
A brush that moves along a configurable direction and distance when triggered. Used for doors, platforms, lifts, hatches, and any other moving geometry.
func_trigger
An invisible brush volume that detects entities entering, staying inside, or exiting its bounds. The foundation of almost all map logic involving the player or moving entities.
Point Entities
Normal, typical entities, such as players and enemies.
DetailModel
Renders a static model at the entity's position and rotation. Used for props, decorations, and any non-brush geometry that needs to exist in the world.
DirectionalLight
A sun-like light that illuminates the entire map from a single direction. Also controls ambient sky lighting and the skybox texture. Every map should have exactly one.
EntityFactory
Spawns an entity of a configured class at this entity's position when triggered.
EnvCubemap
Captures a cubemap at its position on the first render frame and uses it for reflections and environment lighting on nearby surfaces.
EnvGlobal
Sets, clears, or toggles a named GlobalState flag via the output system.
FogController
Sets the map's fog parameters on spawn, then despawns. Controls color, intensity, and the depth range over which fog fades in.
GroundNode
A navigation node used by the AI pathfinding system. Invisible at runtime. AI agents cannot pathfind in maps that have no GroundNodes.
PointLight
An omnidirectional light that illuminates in all directions from a single point. Used for lamps, fires, glowing pickups, and any localised light source.
SkyCamera
Marks the origin point for sky rendering. Place one in every map that uses a 3D skybox. Only one SkyCamera can be active at a time.
SpotLight
A cone-shaped light that emits from a point in the direction the entity is rotated.
Logic Entities
Invisible point entities used to build map logic through the output system.
LogicArithmetic Saves
Performs arithmetic on two float values and fires an output with the result as a pass variable.
LogicAuto
Fires an output on the first frame after a map loads, then despawns itself.
LogicBranch Saves
Holds a boolean value and fires one of two outputs depending on whether it is true or false.
LogicChangeLevel
Loads a new map when triggered. Does not carry any entities across or preserve map state. Use LogicTransitionLevel for seamless level transitions.
LogicClassFilter
A filter entity that allows only entities of a specific class to pass through a func_trigger. Assign its target name to a trigger's Filter Name property.
LogicCompare Saves
Holds two float values and compares them, firing an output for the result.
LogicPrint
Prints a string to the developer console. Useful for debugging output chains and inspecting pass variable values at runtime.
LogicRelay
Passes a signal through to its outputs, forwarding the incoming parameter as a pass variable. Used to fan a single signal out to multiple targets or to insert delays into a chain.
LogicTransitionLevel
Performs a seamless level transition, carrying entities inside a designated volume into the new map and anchoring their positions to a matching entity in the destination.