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Entity objects are returned by entity searches, player functions, traces, events, and item-giving functions. They cannot be constructed directly.
Wrappers are stable for the lifetime of a Source entity handle. Repeating a search for the same live entity returns the same JavaScript object, so strict equality and script-defined properties remain consistent. See the Entity value class for how handles and validity work.
The methods below are available on every Entity. Players are entities too, so they also support everything on this page, plus the Player Methods.
| Function | Returns | Description |
|---|---|---|
entity.IsValid() |
boolean | Whether the retained entity handle still resolves. This is the only Entity function safe to call after deletion. |
entity.IsAlive() |
boolean | Source alive state. |
entity.IsWorld() |
boolean | Whether the entity is worldspawn. |
entity.IsPlayer() |
boolean | Whether the entity is a player. |
entity.GetClassName() |
string | Source classname, or "" when unavailable. |
entity.GetEntityName() |
string | Source target name, or "" when unavailable. |
entity.SetEntityName(name) |
undefined | Sets the target name. The name is limited to 128 bytes. |
entity.GetTeamNumber() |
number | Player team index or the entity's numeric team keyvalue. |
| Function | Returns | Description |
|---|---|---|
entity.GetAbsOrigin() |
Vector | Collision origin. |
entity.GetAbsAngles() |
QAngle | Collision angles. |
entity.GetAbsVelocity() |
Vector or undefined | Parsed velocity keyvalue. |
entity.GetEyePosition() |
Vector | Source eye position. |
entity.GetEyeAngles() |
QAngle | Source eye angles. |
entity.Teleport(options) |
undefined | Teleports using any supplied combination of position, angles, and velocity. At least one must be supplied. |
entity.Teleport({
position: { x: 0, y: 0, z: 128 },
angles: { pitch: 0, yaw: 90, roll: 0 },
velocity: { x: 0, y: 0, z: 0 },
});
| Function | Returns | Description |
|---|---|---|
entity.GetHealth() |
number | Current health, falling back to 0. |
entity.SetHealth(health) |
undefined | Sets integer health. |
entity.GetMaxHealth() |
number | Maximum health. |
entity.SetMaxHealth(health) |
undefined | Sets integer maximum health. |
entity.SetOwner(owner) |
undefined | Sets an Entity owner. Pass undefined or null to clear it. |
entity.SetParent(parent) |
undefined | Sets an Entity parent. Pass undefined or null to clear it. |
entity.Kill() |
undefined | Kills a player through Garry's Mod, or fires the Source Kill input for another entity. Worldspawn is rejected. |
entity.Remove() |
undefined | Removes the entity immediately. Players and worldspawn are rejected. |
| Function | Returns | Description |
|---|---|---|
entity.GetModelName() |
string | Current model path, or "". |
entity.SetModel(modelName) |
undefined | Precaches and applies a model path of at most 260 bytes. |
entity.GetModelScale() |
number | Current native model scale. The entity must be an animating entity. |
entity.SetModelScale(scale) |
undefined | Applies a native model scale greater than 0 and no greater than 100. The entity must be an animating entity. |
entity.GetColor() |
Color | Current render color and alpha. |
entity.SetColor(color) |
undefined | Sets render color and alpha. |
entity.Glow(color?) |
undefined | Enables the entity's glow effect. The color defaults to opaque white. |
entity.Unglow() |
undefined | Disables the entity's glow effect. |
entity.IsGlowing() |
boolean | Whether glow is currently enabled for the entity. |
const objective = Instance.FindEntityByName("mission_objective");
objective?.Glow({ r: 255, g: 180, b: 0, a: 255 });
if (objective?.IsGlowing()) {
Instance.Msg("Objective glow enabled");
}
Glow state is networked and persists across script reloads. It is cleared by Unglow() or when the entity is removed. Rendering is supplied by the server's client halo integration.
Import PointTemplate to identify map-authored Source point_template entities and spawn their configured templates:
import { Instance, PointTemplate } from "lambda_script/point_script";
const spawner = Instance.FindEntityByName("chess.template.pawn.white");
if (spawner instanceof PointTemplate) {
const spawned = spawner.ForceSpawn();
const piece = spawned?.[0];
}
ForceSpawn() invokes the native Source ForceSpawn input synchronously and returns the entities created during that input. It returns undefined if the input is rejected, and may return an empty array when the template creates no detectable entity. For predictable spawned[0] behavior, configure the Hammer point_template with one template entity. The referenced template entities must exist and be valid when Source builds the template during map initialization.
A server or gamemode may add extra methods to Entity or player values beyond those documented here. These behave like ordinary entity methods but are server-specific; see project-specific extensions.