Reference: Entities, angles, avelocity, and origin Last edited 2 months ago2024-09-22 06:51:10 UTC

This page consolidates information on how the values angles, avelocity (angular velocity), and the origin, affects entities.
Work In Progress
Parts of the tables marked (??) denote aspects of interest that haven't been tested. You can help by testing the aspects and update the tables with your findings.

Point entities

For this section, Origin column refers to position of the spawned entities.
Entity Angles Avelocity Origin Remarks
aiscripted_sequence Facing* No effect Bottom center *Refer to page
ambient_generic No effect? No effect Center
ammo_* Facing Rotates while in the air* Bottom center *Stops when it hits ground
armoury_entity (Counter-Strike) Facing No effect Bottom center
cycler Facing* No effect Varies** *Depends on sprite type **Based on model/sprite origin
cycler_sprite Facing* No effect Varies** Same as cycler
cycler_weapon Facing* No effect Varies** Same as cycler
cycler_wreckage Facing* No effect Varies** Same as cycler
env_beam No effect No effect Center
env_beverage Facing No effect Center
env_blood Direction of bloodspray* No effect Center *Can be disabled with flags
env_explosion No effect No effect Center
env_fade No effect No effect Center
env_fog (Counter-Strike) No effect No effect Center
env_fog (Deathmatch Classic) No effect No effect Center
env_funnel No effect No effect Center
env_global No effect No effect Center
env_glow Facing* No effect Varies** Same as cycler
env_laser No effect No effect Center
env_message No effect No effect Center
env_render No effect No effect Center
env_rope (Half-Life: Opposing Force) No effect No effect Center
env_shake No effect No effect Center
env_shooter Direction of gibs No effect* Center *random avelocity
env_smoker No effect No effect Center Angles are ignored
env_sound No effect No effect Center
env_spark No effect No effect Center
env_sprite Facing* No effect** Varies*** *,*** Same as cycler **Use func_train to rotate sprites
env_warpball (Half-Life: Blue-Shift) No effect No effect Center
game_* No effect No effect Center
gibshooter Direction of gibs No effect* Center Same as env_shooter
hostage_entity (Counter-Strike) Facing No effect Bottom center
info_* No effect No effect Center
info_player_* Facing No effect Bottom center
info_teleport_destination Facing No effect Bottom center
infodecal No effect No effect Center Applies to faces within 4u
item_* Facing No effect Bottom center Doesn't spawn if too high off the ground
light No effect No effect Center
light_environment Direction of light No effect Center
light_spot Direction of light* No effect Center *Ignored if target is set
light_surface No effect No effect Center
monster_* Facing No effect Bottom center
monster_alien_controller Facing Rotates Top center
monster_barnacle Facing No effect Top center
monster_tentacle Facing Rotates Top center
monstermaker Facing No effect Bottom center
multi_manager No effect No effect No effect
multisource No effect No effect No effect
path_corner Facing* No effect No effect *Not used by func_train
path_track No effect No effect No effect
player_loadsaved No effect No effect No effect
player_weaponstrip No effect No effect No effect
scripted_sentence No effect No effect No effect
scripted_sequence Facing* No effect Bottom center *Refer to page
speaker No effect No effect No effect
target_cdaudio No effect No effect No effect
trigger_auto No effect No effect No effect
trigger_camera No effect No effect No effect
trigger_changetarget No effect No effect No effect
trigger_killtarget (Counter-Strike: Deleted Scenes) No effect No effect No effect
trigger_relay No effect No effect No effect
weapon_* Facing Rotates while in the air* Bottom center *Stops when it hits ground
weaponbox Facing No effect Bottom center
world_items Facing No effect Bottom center same as item_*
worldspawn No effect No effect No effect
xen_* Facing No effect Bottom center
Entity Angles Avelocity Origin Remarks

Brush entities

For this section, Origin column refers to role of origin brushes.
Entity Angles Avelocity Origin Remarks
button_target Rotate on spawn No effect No effect
env_bubbles Horizontal direction* No effect No effect *Bubbles drift laterally towards angle
func_bomb_target (Counter-Strike) No effect No effect No effect
func_breakable Facing* No effect No effect *Only Up and Down values
func_button Move towards Applied when moving No effect Translates the volume of its bounding box at the direction of angles, minus lip distance
func_buyzone (Counter-Strike) No effect No effect No effect
func_conveyor Direction of push No effect No effect
func_detail No effect No effect No effect
func_disctoggle (Ricochet) No effect No effect No effect
func_door Move towards Applied when moving Rotation center Same as func_button
func_door_rotating Rotate on spawn No effect Rotation center
func_escapezone (Counter-Strike) No effect No effect No effect
func_friction No effect No effect No effect
func_grencatch (Counter-Strike) No effect No effect No effect
func_guntarget Rotate on spawn No effect No effect
func_healthcharger Rotate on spawn Applied when in use Rotation center
func_hostage_rescue (Counter-Strike) No effect No effect No effect
func_illusionary No effect No effect No effect
func_ladder No effect? No effect? No effect?
func_monsterclip No effect No effect No effect
func_mortar_field No effect No effect No effect
func_nobuild (Team Fortress Classic) No effect No effect No effect
func_nogrenades (Team Fortress Classic) No effect No effect No effect
func_pendulum Rotate on spawn Note* Rotation center *Tiny effect applied at spawn
func_plat No effect Applied when moving Rotation center
func_plat_toggleremove (Ricochet) No effect No effect No effect
func_platrot No effect* No effect Rotation center *Refer to page
func_pushable Rotate on spawn* No effect No effect *Visually; collision is unaffected.
func_recharge Rotate on spawn Applied when in use Rotation center
func_rot_button Rotate on spawn No effect Rotation center
func_rotating Rotate on spawn Note* Rotation center *Avelocity applies on first second, afterwards overridden by entity settings. See [note1]
func_tank Rotate on spawn* Note** Rotation center *Brush model face East. **Tiny effect applied at spawn
func_tankcontrols No effect No effect No effect
func_tanklaser Rotate on spawn* Note** Rotation center Same as func_tank
func_tankmortar Rotate on spawn* Note** Rotation center Same as func_tank
func_tankrocket Rotate on spawn* Note** Rotation center Same as func_tank
func_trackautochange No effect Note* Rotation center *Avelocity applies on first second, then stops. Triggering reverts to proper orientation. See [note1]
func_trackchange No effect Note* Rotation center Same as above.
func_tracktrain Rotate on spawn* No effect Rotation center *Brush model face West. Faces the direction of path_tracks at spawn, overriding initial angles.
func_train Rotate on spawn Applied when moving Rotation center* *Uses the bounding box as center of movement instead [note2]
func_traincontrols No effect No effect No effect Only position relative to target func_tracktrain matters
func_vehicle Rotate on spawn* No effect Rotation center *Faces the direction of path_tracks at spawn, overriding initial angles.
func_vehiclecontrols No effect No effect No effect Only position relative to target func_vehicle matters
func_vip_safetyzone (Counter-Strike) No effect No effect No effect
func_wall No effect No effect No effect
func_wall_toggle No effect No effect No effect
func_water Move towards Applied when moving Rotation center Same as func_door
func_weaponcheck (Counter-Strike) No effect No effect No effect
game_zone_player No effect No effect No effect
info_hullshape No effect No effect Center of hull Origin must be at center of bounding box
momentary_door Move towards Applied when moving Rotation center Similar to func_door
momentary_rot_button Rotate on spawn No effect Rotation center Similar to func_rot_button
trigger_* No effect* No effect No effect *Could set one-way directional triggers but no entity uses this
trigger_monsterjump Direction of jump No effect No effect
Entity Angles Avelocity Origin Remarks
Notes
  1. Avelocity is applied to func_rotating, func_trackautochange, and func_trackchange for the first second. Afterwards, func_rotating starts rotating its specified speed and axis, and func_trackautochange and func_trackchange reverts to its proper orientation on trigger.
  2. When using sprites on func_trains, avelocity is applied according to the sprite type e.g. third avelocity value becomes sprite's roll velocity.

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