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. |