

Requires the entity to have its Render Mode (rendermode) set to a number other than 0. Warning: Negative or extremely high values can cause crashes! Alpha Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). If there is no second value, the model will scale instantly.

Can take two values separated by a space, in which case the first value would be the target model scale and the second value would be the number of seconds the change in scale will be spread over. Does not alter the physics collisions in most cases. If ( only in ) Multiplies the size of the model. If Sets distance at which the entity ends fading. fademindist Sets distance at which the entity starts fading. SetLightingOriginHack ( removed since ) Deprecated. Offsets the entity's lighting origin by their distance from an info_lighting_relative. SetLightingOrigin Sets the entity's lighting origin to use this entity's position. Input is only passed if the model contains $collisionjoints, for other models phys_convert can be used instead. BecomeRagdoll Kills the entity and creates a client-side ragdoll from the model. IgniteHitboxFireScale ( removed since ) Makes the entity catch on fire with a given scale for hitbox fire particles. IgniteNumHitboxFires ( removed since ) Makes the entity catch on fire with a given number of hitbox fire particles. IgniteLifetime Makes the entity catch on fire for a given amount of time. Ignite Makes the entity catch on fire indefinitely. SetBodyGroup Sets the the active $bodygroup. Model: skin Selects a skin from the model's index, starting with 0. HideWeapon Hides the viewmodel of this weapon for the player having it deployed until it is deployed again. Hover texts like " Swap for AK-47" remain in both cases. Visually, nothing changes and there is no event if picking up fails. ToggleCanBePickedUp Toggles if the weapon can be picked up by players. Negative values make the ammo display disappear and reloading is impossible. Values that are greater than the weapon's reserve ammo limit are clamped to it (e.g. SetReserveAmmoAmount Sets the reserve (secondary) ammo which is usually the number of bullets in reserve for reloading. If set to a value outside the weapon's clip size, reloading might deliver unexpected results. Values congruent to -1 (mod 256) make the ammo numbers disappear. When set to 0, a player holding this weapon will reload automatically, if possible. Every value behaves like its congruent value in the range 0-255 in modulus 256 (e.g. Inputs SetAmmoAmount Sets the (primary) ammo which is usually the number of bullets in the active magazine. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis, roll is the rotation around the X axis. Pitch Yaw Roll (Y Z X) (angles) This entity's orientation in the world.
