Do these 3 things before closing this tab:
1Repair Windows errors before they cause bigger problems2Fix the driver behind crashes, sound loss and screen glitches3Clear out junk files and repair common Windows errorsIn Sandbox, hold Q to open the Spawn Menu, find an NPC, then left-click it to spawn it where you are aiming. If Q does not open the menu, use the key assigned in Game Options. You do not need Lua to spawn an NPC already listed in the menu.
Spawn an NPC from the menu
- Hold Q to open the Spawn Menu. If you have changed the binding, use the key assigned in Game Options.
- Locate an NPC entry in the menu.
- Left-click the entry to spawn the NPC where you are aiming. Right-click an item to open its options when available.
The Garry’s Mod Wiki describes the menu as containing “all models, weapons, NPCs, entities and tools you can use in your game” (Opening The Spawnmenu). The exact NPC entries available can vary by installation, gamemode, and branch; there is no verified universal roster. Citizens, Combine Soldiers, and Striders are examples, not a complete list (NPC examples).
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Choose the route that matches what you want to do
| Goal | Route |
|---|---|
| Spawn an NPC already listed | Use the Q menu and left-click its entry. |
| Add a spawnable NPC to Sandbox for an addon | Register NPC data or add an NPC entry to a custom spawnlist. |
| Create an entity in Lua | Use ents.Create with a valid class, then set it up and spawn it. |
Register an NPC for Sandbox with Lua
For addon authors, the NPCData reference documents the data used to define spawnable NPCs for Sandbox. Its example registers an entry using list.Set("NPC", ...). The key fields are:
Name: the name shown in the menu.Class: the entity classname to spawn.Category: the menu category; it defaults toOther.WeaponsandKeyValues: optional NPC configuration fields.
SubCategory was added in version 2026.07.11, and the reference cautions it may only be available on the Dev Branch. Confirm that the target branch supports it before relying on the field.
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Use a custom spawnlist instead
For a custom prop-menu spawnlist, spawnmenu.AddPropCategory accepts entries of type npc. Documented fields include spawnname, nicename, and material; optional fields include possible weapons and an admin-only flag. Call it within SANDBOX:PopulatePropMenu. The API documentation warns that addon spawnlists edited this way will not save to disk and advises against changing spawnlists customized by players.
Create an entity by class in Lua
ents.Create creates an entity from a classname. The general pattern is to create it, check that the returned entity is valid, set its position, and call Spawn(). For example:
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local ent = ents.Create("valid_classname")
if IsValid(ent) then
ent:SetPos(spawnPosition)
ent:Spawn()
end
This is a generic entity-creation pattern, not a tested NPC-specific script. Use a classname for an NPC available in the target game, then verify that it behaves as intended in the selected gamemode and branch. Entity creation can fail and return NULL if the classname does not exist or the networked-edict limit is reached; the wiki describes that limit as around 8176. Do not call ents.Create before GM:InitPostEntity has run, because the documentation warns this can crash the server (GM:InitPostEntity).
Prevent players from spawning items
Hiding the Spawn Menu is not sufficient to block spawning: players may still use console commands. The SANDBOX:SpawnMenuOpen documentation points gamemode authors toward GM:PlayerSpawn* hooks for preventing actual spawns. That pointer is not a complete permissions recipe, so implement and test the appropriate spawn hooks for the gamemode and server rules you intend to enforce.
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