Hammer Tutorial V2 Series #12 “Input and Output overview”
The following special targetnames can be used to dynamically select an entity.


!activator
- The entity that began the current I/O chain. If a player walks into a trigger that fires a logic_relay, the player is the
!activator
of the relay’s output(s). !caller
- The previous entity in the current I/O chain. If a player walks into a trigger that that fires a logic_relay, the trigger is the
!caller
of the relay’s output(s). !self
- The entity from which the current output originates. If a player walks into a trigger that that fires a logic_relay, the relay is the
!self
of its output(s). !player
-
The player. Only useful in singleplayer.
Tip:To target all players in a server, use
player
. !pvsplayer
- The first player found in the entity’s Potential Visibility Set. The PVS used is taken from the entity doing the searching, or the activator if no searching entity exists. If no activator exists either, the first player in the game is returned (i.e.
!player
). !speechtarget
- The entity at which the
!caller
is looking due to a Look At Actor or Face Actor choreography event. !picker
- The first solid entity under the player’s crosshair. Only useful in single-player, and mostly only for debugging. Non-solid entities cannot be selected since the invisible “bullet” that is fired does not hit them.