FGD input types

angle
A Pitch, Yaw, and Roll. A 17-unit long yellow line will be drawn from the entity's origin pointing in the resulting angle. The properties windows will also display a white line in the top right, showing the line how it appears in the top (x/y) view, and a drop-down menu with shortcuts for pointing the entity up or down.

Use 3 numbers (decimals allowed) corresponding to degrees.

60 40 20

axis
This has only been seen on. It is meant to define an axis based off a line drawn between two arbitrary points.

Use two XYZ coordinate pairs, separated by.

128 -32 -384, 64 -96 -448

choices
Simply that; choices. The properties window will create a drop-down menu with every choice listed in the FGD. It's possible that choices are not limited to the ones in the FGD (depends on the programming inside the entity).

color1
An RGB (Red Green Blue) color value. In SmartEdit mode, a color picker is available.

Use three decimals between 0 and 1. Depending on context, a fourth value can also be specified (might also be bound to 1).

0.25 0.5 0.75 (color of this box)

color255
An RGB (Red Green Blue) color value. In SmartEdit mode, a color picker is available.

Use three numbers from 0 to 255. Depending on context, a fourth value can also be specified (might also be bound to 255).

200 250 100 (color of this box)

decal
Any texture, but probably one from the  folder. A button to select from the Hammer texture browser will appear.

decals/alienflesh/shot1_subrect

filterclass
The of a filter entity.

flags
This type is coded to show things under the "Flags" tab in Hammer. Valve has used this solely with the keyvalue. It might be compatible with other keyvalues like.

float
A positive or negative number that accepts decimals.

integer
An integer is a positive or negative number, with no decimals allowed.

material
A filepath to a VMT. Hammer will show a button to open the texture browser. brick/brickwall021a

node_dest
The of a nodegraph node.

npcclass
A of any entity, but probably an NPC.

origin
An origin is a set of three coordinates (XYZ) defining the center of an object.

pointentityclass
The of any entity, but probably a point entity. A brush entity might work as well.

scene
A filepath to a VCD. See Category:VCD lists.

scenes/eli_lab/airlock01.vcd

scriptlist
A list of VScript files, separated by a space. The order from left to right is the order that the scripts will be executed in. If any of the scripts conflict on the definitions of variables or functions, the script that was run last takes precedence.

side
An unused input type. Probably useless compared to.

sound
A filepath to a valid sound file, starting from the  folder, or the name of a soundscript. Hammer will have a button to open a sound browser.

ambience\mechwhine.wav AI_BaseNPC.BodyDrop_Heavy

sprite
A filepath to any texture, but probably one from the  folder. A button to select from the Hammer texture browser will appear.

sprites/glow01.spr

string
Text. A string (figuratively) of characters/letters. Some characters will not recognized and require special escape sequences. Hammer does not recognize these, so the VMF must be edited in a text editor.

studio
A filepath to a studio model. Hammer will show a button to open the model browser.

models/alyx_emptool_prop.mdl

target_destination
Intended to be the of another entity.

target_name_or_class
The or  of any entity.

target_source
The of this entity. The name will be added to a list of s.

vecline
A vecline is a line (stored like a ), drawn between a this entity's and another point in space which the level designer is allowed to choose. In Hammer's 2D views, a white circle will appear at the entity's origin to act as a visual representation of this arbitrary point. This white circle can also be dragged around with the mouse.

vector
A triplet of numbers for X, Y, and Z distances away from an origin.

32 units left, 72 units forward, 50 units down: 32, 72, -50