Additions to existing entities
Targeting
- You can target parent of specified entity by adding @p@. @p@!activator would target parent of the activator entity
 - You can target children of specified entity by adding @c@ prefix. @c@!activator would target children of the activator entity
 - Target all entities in a box by adding @bbxmin ymin zmin xmax ymax zmax@ prefix. @bb-100 -100 -100 100 100 100@prop_dynamic would target prop_dynamic entities inside -100 -100 -100 100 100 100 box
 
point_viewcontrol
Inputs
- $EnableAll
- Enable the camera for all players on the map. Start At Player, Interruptable by Player spawnflags will not work properly
 
 - $DisableAll
- Disable the camera for all players on the map
 
 - $SetTarget <entity>
- Set current target to entity
 
 
Sentry Gun (obj_sentrygun)
- You can spawn mini sentry by adding spawnflags 64 keyvalue
 
Weapon Mimic (tf_point_weapon_mimic)
- Fired projectiles can have their team assigned with teamnum keyvalue (2 for RED and 3 for BLU). Previously all fired projectiles always belonged to the BLU team
 - If the player owner is set with $SetOwner or $InheritOwner, fired projectiles are assigned to the owner
 - Fired stickybombs are automatically removed if the mimic is removed
 - If the ParticleEffect keyvalue is set to "Callback", "OnUser4" output is activated whenever a projectile is fired, with the projectile being the !activator
 - Added projectile type 4 - Bullet. SpeedMax keyvalue determines max distance (infinite if not specified). SplashRadius determines knockback force
 
Tank (tank_boss)
- When tank starts deploying, and there is at least one PointTemplate assigned to it, "OnUser4" output is activated
 
Outputs
- OnStartDeploy
- Fired when the tank is deploying the bomb
 
 
Medic shield (entity_medigun_shield)
If you set spawnflags keyvalue to 1, the shield will stay if spawned manually. Setting spawnflags keyvalue to 3 creates a lvl 2 shield
logic_case
Text formatter
With the use of the added inputs, logic_case can be transformed into a text formatter, replacing % in the format string into format parameters.
Example point template usage:
Formatter
{
	OnSpawnOutput
	{
		Target "formattest"
		Action "$Format"
		Delay 1
	}
	logic_case
	{
		"targetname" "formattest"
		"case16" "You have % out of % coins left. % %% done" // Formatter string
		"case01" "6" //First argument
		"case02" "12" //Second argument
		"case03" "50" //Third argument
		"ondefault" "player,$DisplayTextCenter,,0,-1"
	}
}This would display "You have 6 out of 12 coins left. 50 % done" to all players
Menu
You can use $DisplayMenu input to display a menu for the player, up to 15 entries
Menu
{
	OnSpawnOutput
	{
		Target "menutest"
		Action "$DisplayMenu"
		Delay 1
		Param "player"
	}
	logic_case
	{
		"targetname" "menutest"
		"case16" "Menu title|30|Cancel" // Title, menu duration (0 for infinite), display optional cancel button
		"case01" "option1" //First argument
		"case02" "!disabled option" //Second argument, disabled
		"case03" "suicide" //Third argument
		"oncase03" "!activator,sethealth,0,0,-1" // Selected 3rd option
		"ondefault" "player,$DisplayTextCenter,he,0,-1" // No option selected
	}
}Inputs
- $FormatString <string>
- Sets formatting string, then fires OnDefault output, with formatted string as parameter
 
 - $FormatStringNoFire <string>
- Sets formatting string
 
 - $FormatInput1 <string>
- Sets formatting input argument 1, then fires OnDefault output, with formatted string as parameter
 
 - $FormatInput2-15 <string>
- Sets formatting input argument 2-15, then fires OnDefault output, with formatted string as parameter
 
 - $FormatInputNoFire1 <string>
- Sets formatting input argument 1
 
 - $Format
- Fires OnDefault output, with formatted string as parameter
 
 - $TestSigsegv
- Fires OnUser1 output. Can be used to test if sigsegv extension is active
 
 - $ToInt <any>
- Fires OnDefault output, converts parameter value from string/float to integer
 
 - $ToFloat <any>
- Fires OnDefault output, converts value from string/int to real number
 
 - $CallerToActivator <any>
- Fires OnDefault output, but the !caller entity is converted to !activator
 
 - $GetKeyValueFromActivator <string>
- Fires OnDefault output, the key value from the !activator entity is the parameter
 
 - $GetConVar <string>
- Fires OnDefault output, the convar (console variable) number value is the parameter
 
 - $GetConVarString <string>
- Fires OnDefault output, the convar (console variable) string value is the parameter
 
 - $DisplayMenu <entity>
- Display menu at player
 
 - $HideMenu <entity>
- Hide menu at player
 
 
tf_gamerules
Inputs
- $StopVO <string>
- Stops sound that was started with PlayVO input
 
 
- $StopVORed <string>
- Stops sound that was started with PlayVORed input
 
 
- $StopVOBlue <string>
- Stops sound that was started with PlayVOBlue input
 
 - $SetBossHealthPercentage <float>
- Set Halloween boss bar percentage to a value between 0 and 1. 0 hides the health bar, any other value makes the bar appear
 
 - $SetBossState <int>
- If set to 1, makes the health bar green, like if Merasmus is hiding. If set to 0, the bar goes back to normal
 
 - $AddCurrencyGlobal <int>
- Add currency to all players
 
 
player
Inputs
- $AllowClassAnimations <0|1>
- Allow class animations instead of using refpose when UseCustomModel input is fired to change player model
 
 - $SwitchClass <string>
- Switch player class. The parameter can be either a class name (heavyweapons for example), or class index
 
 - $SwitchClassInPlace <string>
- Switch player class in current position. The parameter can be either a class name (heavyweapons for example), or class index
 
 - $ForceRespawn
- The player instantly respawns
 
 - $ForceRespawnDead
- The player instantly respawns, but only if they are dead
 
 - $DisplayTextCenter <string>
- Display text in the middle of the screen
 
 - $DisplayTextChat <string>
- Display text to the player's chat
 
 - $Suicide
- Kill the player
 
 - $ChangeAttributes <string>
- If the player is a bot, this can be used to change active EventChangeAttributes
 
 - $RollCommonSpell
- Roll common spell
 
 - $SetSpell <string>
- Set player current spell to one of the following:
- Fireball
 - Ball O' Bats
 - Healing Aura
 - Pumpkin MIRV
 - Superjump
 - Invisibility
 - Teleport
 - Tesla Bolt
 - Minify
 - Meteor Shower
 - Summon Monoculus
 - Summon Skeletons
 
 
 - Set player current spell to one of the following:
 - $AddSpell <string>
- Adds spell to the number of spells. If the spell is different than the current one, it replaces the spell. The parameter is the same as in $SetSpell
 
 - $AddCond <int> [int]
- Add condition to player. If a second argument is present, the condition will only run for a specified duration
 
 - $RemoveCond <int>
- Remove condition from player
 
 - $AddPlayerAttribute <string>
- Add attribute to player, the parameter should be passed in this way: attribute|value. Example: "move speed bonus|1.2"
 
 - $RemovePlayerAttribute <string>
- Remove attribute from player. Example: "move speed bonus"
 
 - $AddItemAttribute <string>
- Add attribute to item in slot, the parameter should be passed in this way: attribute|value|slot. Example "damage bonus|2|0" adds 100% damage bonus to primary weapon
 
 - $RemoveItemAttribute <string>
- Remove attribute from item in slot, the parameter should be passed in this way: attribute|slot. Example "damage bonus|0" removes damage bonus from primary weapon
 
 - $PlaySoundToSelf <string>
- Play sound to the player
 
 - $IgnitePlayerDuration <float>
- Ignite the player for a specified duration in seconds
 
 - $WeaponSwitchSlot <int>
- Forcibly switches to weapon in slot
 
 - $WeaponStripSlot <int>
- Removes weapon from a slot (-1 = current slot)
 
 - $GiveItem <string>
- Gives an item to the player
 
 - $AddCurrency <int>
- Add currency to the player
 
 - $RemoveCurrency <int>
- Remove currency from the player
 
 - $SetCurrency <int>
- Set currency to specified value
 
 - $CurrencyOutputX <string>
- Fires input if player currency is above specified value (the X in input name), the attribute should be passed in this way: target,input,parameter.
 
 - $CurrencyInvertOutputX<string>
- Fires input if player currency is below specified value(the X in input name), the attribute should be passed in this way: target,input,parameter
 
 - $DropItem <int>
- Drop item in slot (-1 = current slot)
 
 - $RemoveItem <string>
- Remove item with a name
 
 - $Regenerate
- Regenerate the player, as if touching resupply cabinet
 
 - $RefillAmmo
- Restore player ammo
 
 
trigger_hurt
If entity owner is set with $SetOwner or $InheritOwner, the owner will become the damage inflictor
Filter entities
The server will no longer crash if the activator entity got removed the time TestActivator is called
Inputs
- $TestEntity <entity>
- Test any entity, rather than only the !activator
 
 
Trigger entities
The server will no longer crash if the caller entity got removed the time StartTouch or EndTouch is called
Inputs
- $StartTouchEntity <entity>
- StartTouch any entity, rather than only the !caller
 
 - $EndTouchEntity <entity>
- EndTouch any entity, rather than only the !caller
 
 
game_ui
The server will no longer crash if the player using the entity disconnected from the server
$filter_keyvalue
Custom filter that lets you filter entities matching the key value. Shares inputs with filter_base entity
Keyvalues
- $name <string>
- Name of the key to compare, example: health
 
 - $value <any>
- Value to compare against
 
 - $compare <string>
- The condition for passing the filter (default: equal). Should only be set for numeric values
 - Possible values:
- equal
 - less than
 - greater than
 - less than or equal
 - greater than or equal
 
 
 
$filter_variable
Custom filter that lets you filter entities matching the custom entity variable (declared by firing $SetData$variablename input of the entity). Shares inputs with filter_base entity
Keyvalues
- $name <string>
- Name of the variable to compare, example: health
 
 - $value <any>
- Value to compare against
 
 - $compare <string>
- The condition for passing the filter (default: equal). Should only be set for numeric values
 - Possible values:
- equal
 - less than
 - greater than
 - less than or equal
 - greater than or equal
 
 
 
$filter_datamap
Custom filter that lets you filter entities matching the datamap prop. Shares inputs with filter_base entity
Keyvalues
- $name <string>
- Name of the variable to compare, example: health
 
 - $value <any>
- Value to compare against
 
 - $compare <string>
- The condition for passing the filter (default: equal). Should only be set for numeric values
 - Possible values:
- equal
 - less than
 - greater than
 - less than or equal
 - greater than or equal
 
 
 
$filter_prop
Custom filter that lets you filter entities matching the send prop. Shares inputs with filter_base entity
Keyvalues
- $name <string>
- Name of the variable to compare, example: health
 
 - $value <any>
- Value to compare against
 
 - $compare <string>
- The condition for passing the filter (default: equal). Should only be set for numeric values
 - Possible values:
- equal
 - less than
 - greater than
 - less than or equal
 - greater than or equal
 
 
 
All entities
Inputs
- $FireUserAsActivator1-4 <string>
- Acts like FireUser1-4, but the entity becomes the !activator, and the parameter is passed in OnUser1-4 output
 
 - $FireUser5-8 <string>
- Fires custom $onuser5-8 output
 
 - $TakeDamage <int>
- Take specified amount of damage
 
 - $TakeDamageFromActivator <int>
- Take specified amount of damage, the !activator is the damage inflictor
 
 - $SetModel <string>
- Set custom model
 
 - $SetModelOverride <string>
- Set custom model, only changes the appearence
 
 - $SetModelSpecial <string>
- Set custom model, in a special way, it does less additional changes to the entity
 
 - $SetOwner <entity>
- Set entity owner
 
 - $InheritOwner <entity>
- Set entity owner to the passed entity owner
 
 - $InheritParent <entity>
- Set entity parent to the passed entity parent
 
 - $GetKeyValue <string>
- Fire OnUser1 output, with key value as a parameter
 
 - $MoveType <int>,<int>
- Set move type
 
 - $PlaySound <string>
- Play sound from this entity
 
 - $StopSound <string>
- Stop playing sound from this entity
 
 - $SetLocalOrigin <vector>
- Set origin relative to parent
 
 - $SetLocalAngles <vector>
- Set angles relative to parent
 
 - $SetLocalVelocity <vector>
- Set velocity relative to parent
 
 - $TeleportToEntity <entity>
- Teleport to specified entity
 
 - $MoveRelative <vector>
- Move relative to parent (world)
 
 - $RotateRelative <vector>
- Rotate relative to parent (world)
 
 - $SetKey$(keyvalue name) <string>
- Set keyvalue to specified value
 
 - $GetKey$(keyvalue name) <string>
- parameter format: entity|input|default value
 - example: !activator|$DisplayTextCenter|def
 - Trigger the input of an entity, with keyvalue as a paramer (default value if not found)
 
 - $SetVar$(variable name) <string>
- Set custom entity variable
 
 - $GetVar$(variable name) <string>
- parameter format: entity|input|default value
 - example: !activator|$DisplayTextCenter|def
 - Trigger the input of an entity, with variable as a paramer (default value if not found)
 
 - $SetData$(datamap prop name) <string>
- Set datamap property to specified value
 
 - $GetData$(datamap prop name) <string>
- parameter format: entity|input|default value
 - example: !activator|$DisplayTextCenter|def
 - Trigger the input of an entity, with datamap prop as a paramer (default value if not found)
 
 - $SetProp$(send prop name) <string>
- Set send property to specified value
 
 - $GetProp$(send prop name) <string>
- parameter format: entity|input|default value
 - example: !activator|$DisplayTextCenter|def
 - Trigger the input of an entity, with send prop as a paramer (default value if not found)
 
 
Outputs
- $OnUser5-8 <string>
- Called when $FireUser5-8 input is used
 
 - $OnKilled
- Fired when the entity is killed. The calling entity no longer exist and cannot be accessed