First of all, i am not sure if this already exists, if yes please delete this thread . Okay let's begin: Target Activators Only green ones are useful for multiplayer Use these as targetnames, or outputs As a targetnames for an entity, if you don't have more information about something. !player - This is used to target the player itself, use !player for singleplayer (not very useful for TF2 ) and Player in Multiplayer games (TF2 friendly) [*]!caller - This one targets the activator of the current entity, for example is a player shoots at a breakable object, you could ignite him with !activator [*]!activator - This targets the first entity that called a row of entitiys, e.g. ent_a calls ent_b which calls ent_c which calls !caller, now ent_a is called very easy !self - The target is the same entity that is specified in the targetname !pvsplayer - Targets the first entity which is found in the current PVS* !speechtarget - The target is an entity, which builds a virtual visual line (direct line from ent to ent there has to be a clear line of sight) though i am not sure :s !picker - This one targets the entity the player is looking at (Only Solid entitiys ) *PVS -> Potentially Visible Set Name Activators Use these ones as entity names(!) game_playerdie game_playerkill game_playerjoin game_playerspawn game_playerleave I think i don't have to say much about it, if for example a light entity is named "game_playerdie" you could toggle it off and on everytime a player dies . And just one thought of me, you could build a huge trigger_multiple around your map, name it game_playerkill and as output use Code: OnTrigger -> !activator -> SetHealth -> 300 To give the killer full health back . I'm not sure if it works, I can't test it now, Steam is Validating Game Cache :/. Okay, maybe someone of you could try it . Also i am to stupid too use Column 1 tags o:. Okay i hope you like it, if you find out something doesn't work or some grammar is not correct, please tell me .