Information about the ENT structure.
To learn more about scripted entities, see this page.
While some of the fields may be serverside or clientside only, it is recommended to provide them on both so addons could use their values.
The base entity to derive from. This must be a valid Lua entity
Type of the entity. This must be one of these:
See Scripted Entities for a more detailed explanation of what each one is.
Entity class name of the entity (File or folder name of your entity).
This is set automatically
after the entity file is loaded.
The folder from where the entity was loaded. This should always be "entity/ent_myentity", regardless whether your entity is stored as a file, or multiple files in a folder. This is set automatically
before the entity file is loaded.
(Clientside) Set this to true if your entity has animations. You should also apply changes to the ENTITY:Think function from the example on that page.
(Clientside) Spawnmenu category to put the entity into
Whether this entity should be displayed and is spawnable in the spawn menu
Whether the entity supports Editing. See Editable Entities for more info.
Whether or not only admins can spawn the entity from their spawn menu
(Clientside) Nice name of the entity to appear in the spawn menu
(Clientside) The author of the entity
(Clientside) The contacts of the entity creator
(Clientside) The purpose of the entity creation
(Clientside) How to use your entity
(Clientside) The entity's render group, see Enums/RENDERGROUP.
(Serverside) Disable the ability for players to duplicate this entity.
(Clientside) Sets the spawnmenu content icon type for the entity, used by spawnmenu in the Sandbox-derived gamemodes. See spawnmenu.AddContentType for more information.
(Serverside) If set, the entity will not be duplicated via the built-in duplicator system.
(Clientside) If set, overrides the icon path to be displayed in the Spawnmenu for this entity.