| admin_overhear_cam |
|
| admin_pinkyattack_cam |
|
| ai_attackcone |
|
| ai_attackcone_once |
|
| ai_attackcone_turret |
Attack cone where monster stands in place and uses normal range attack (if it has one). |
| ai_lostcombat |
Lost combat node. Monster will retreat to this position when he can no longer reach the player. |
| alphalabs1_cam |
|
| alphalabs1_helldoll |
Object that changes animation when triggered. |
| alphalabs1_imp |
Object that changes animation when triggered. |
| alphalabs1_maggot1 |
Object that changes animation when triggered. |
| alphalabs1_maggot2 |
Object that changes animation when triggered. |
| alphalabs1_player |
|
| alphalabs3_vagaryintro_cam |
|
| ammo_belt_small |
Small ammo belt |
| ammo_bfg_small |
Small BFG ammo |
| ammo_bullets_large |
Large bullets |
| ammo_bullets_small |
Small bullets |
| ammo_cells_large |
Large cells |
| ammo_cells_small |
Small cells |
| ammo_clip_large |
Large ammo clip |
| ammo_clip_small |
Small ammo clip |
| ammo_grenade_small |
Small grenade ammo |
| ammo_rockets_large |
Large rockets |
| ammo_rockets_small |
Small rockets |
| ammo_shells_large |
Large shells |
| ammo_shells_small |
Small shells |
| caverns_boulderbridge |
|
| caverns_bridge |
|
| caverns_bridgeback |
|
| caverns_bridgecrane |
|
| caverns_bridgefront |
|
| caverns_hellknight |
|
| caverns_hkwall |
|
| caverns_pinky |
|
| caverns_vagrocks |
|
| character_default |
|
| cin_base |
Object that changes animation when triggered. |
| cin_chain_cam |
|
| cin_e3bathroom_cam |
|
| cin_e3teaser_cam |
|
| cin_elevator_cam |
|
| cin_hkdeath_cam |
|
| cin_hkendroar_cam |
|
| cin_hkrip_cam |
|
| cin_logo_cam |
|
| cin_mars_cam |
|
| cin_mars_flare |
|
| cin_posess2_cam |
|
| cin_posess3_cam |
|
| cin_posess5_cam |
|
| cin_posess_cam |
|
| cin_shake_cam |
|
| cin_tele_cam |
|
| cin_toob_cam |
|
| comm1_sentry_blank |
|
| comm1_sentryloader |
|
| comm1_swann_video_cam |
|
| commoutside_camzombie_cam |
|
| commoutside_cin_sawyer |
|
| commoutside_hellgoo1 |
|
| commoutside_player |
|
| commoutside_sawintro_cam |
|
| cpu1_camphunt_cam |
|
| cpuboss_cam |
|
| delta1_reactor |
|
| delta1_sargevcd_cam |
|
| delta1_scipull |
|
| delta2a_player |
Object that changes animation when triggered. |
| delta2a_player_scientist |
Object that changes animation when triggered. |
| delta2a_sci_tele_hell_visions_cam |
|
| delta2a_scientist_cam |
|
| delta2a_teleporter_cam |
|
| delta2b_cam |
|
| delta2b_roq2_cam |
|
| delta2b_roq3_cam |
|
| delta4_hkintro_cam |
|
| ending_cam |
|
| enpro_escape_cam |
|
| enpro_exit_cam |
|
| enpro_glass_cam |
|
| enpro_keycard |
|
| enpro_lostintro_cam |
|
| enpro_monitor_cam |
|
| enpro_tuberide_cam |
|
| enpro_wounded_cam |
|
| env_airlockdoor |
|
| env_bluesteampipe_128 |
|
| env_buggy |
Vehicle. |
| env_cage_corpse |
|
| env_chain |
A chain hanging down from the ceiling. |
| env_crane |
Claw for crane. |
| env_craneplatform_caverns1 |
Crane chain with platform and girders. |
| env_curtain |
A swinging long light w/bulbs. |
| env_dragtest |
|
| env_evilmeat |
|
| env_gibs_leftarm |
Left Full Arm Gib. |
| env_gibs_leftleg |
Left Full Leg Gib. |
| env_gibs_rtlolegstump |
Right Lower Leg Stump Gib. |
| env_gibs_rtuplegstump |
Right Upper Leg Stump Gib. |
| env_gibs_ruparmstub |
Right Upper Arm Stub Gib. |
| env_gibs_spine |
Spinal Cord Gib. |
| env_gibs_torso |
Torso Gib. |
| env_greysteampipe_128 |
|
| env_hellcage_long |
|
| env_hellcage_medium |
|
| env_hellcage_short |
|
| env_hellchain |
|
| env_hires_steampipe |
|
| env_implanding |
|
| env_inviso |
|
| env_juglamp |
|
| env_locust |
Vehicle. |
| env_orangesteampipe_128 |
|
| env_pinky_pipes |
|
| env_pipe_96 |
|
| env_player_doommarine |
Ragdoll for player_doommarine |
| env_playerandallguns |
|
| env_ragdoll_archvile |
Ragdoll for monster_demon_archvile |
| env_ragdoll_boney |
Ragdoll for monster_zombie_boney |
| env_ragdoll_cherub |
Ragdoll for cherub |
| env_ragdoll_commando |
Ragdoll for monster_zombie_commando |
| env_ragdoll_fatty |
Ragdoll for monster_zombie_fat |
| env_ragdoll_hazmat |
Ragdoll for hazmat guy... |
| env_ragdoll_hellknight |
Ragdoll for monster_demon_hellknight |
| env_ragdoll_imp |
Ragdoll for monster_demon_imp |
| env_ragdoll_lab1 |
Ragdoll for char_lab1 |
| env_ragdoll_lab2 |
Ragdoll for char_lab2 |
| env_ragdoll_lab3 |
Ragdoll for char_lab3 |
| env_ragdoll_lab4 |
Ragdoll for char_lab4 |
| env_ragdoll_maint |
Ragdoll for char_maint1 |
| env_ragdoll_marine1 |
Ragdoll for char_marine1 |
| env_ragdoll_marine2 |
Ragdoll for char_marine2 |
| env_ragdoll_marine3 |
Ragdoll for char_marine2 |
| env_ragdoll_marine4 |
Ragdoll for char_marine2 |
| env_ragdoll_marine5 |
Ragdoll for char_marine2 |
| env_ragdoll_marine6 |
Ragdoll for char_marine2 |
| env_ragdoll_marine_helmet |
Ragdoll for helmet marine |
| env_ragdoll_marine_stump |
Ragdoll for helmet marine |
| env_ragdoll_mummy |
Ragdoll for mummy |
| env_ragdoll_mummy_fixed |
Ragdoll for mummy |
| env_ragdoll_pinky |
Ragdoll for monster_demon_pink |
| env_ragdoll_poppy |
Ragdoll for Poppy |
| env_ragdoll_revenant |
Ragdoll for monster_demon_revenant |
| env_ragdoll_sentry |
Ragdoll for Sentry |
| env_ragdoll_skeleton |
Ragdoll for skeleton |
| env_ragdoll_suit1 |
Ragdoll for char_suit1 |
| env_ragdoll_suit2 |
Ragdoll for char_suit2 |
| env_ragdoll_suit3 |
Ragdoll for char_suit3 |
| env_ragdoll_tentacle |
|
| env_ragdoll_zfem |
Ragdoll for zfem |
| env_ragdoll_zmaint |
Ragdoll for monster_zombie_maint |
| env_ragdoll_zscientist1 |
Ragdoll for char_lab1 |
| env_ragdoll_zscientist2 |
Ragdoll for char_lab2 |
| env_ragdoll_zscientist3 |
Ragdoll for char_lab2 |
| env_ragdoll_zsecm |
Ragdoll for zsecm |
| env_ragdoll_zsecp |
Ragdoll for zsecp |
| env_ragdoll_zsecs |
Ragdoll for zsecs |
| env_reactor |
|
| env_rope |
A rope. |
| env_sencpu |
|
| env_severed_zombie |
|
| env_skullgate |
|
| env_steampipe_a |
Steam pipe. |
| env_steampipe_b |
Steam pipe. |
| env_steampipe_c |
Steam pipe. |
| env_storagecabinet |
|
| env_storagecabinet_openback |
|
| env_swing_tubearm |
A swinging tube arm thingy. |
| env_swinglight_long |
A swinging long light. |
| env_swinglight_long_fixed |
A swinging long light with fixed attachement. |
| env_swinglight_long_wbulbs |
A swinging long light w/bulbs. |
| env_swinglight_long_wbulbs_128 |
A swinging long light w/bulbs 128 height. |
| env_swinglight_long_wbulbs_192 |
A swinging long light w/bulbs 192 height. |
| env_swinglight_long_wbulbs_32 |
A swinging long light w/bulbs 32 height. |
| env_swinglight_long_wbulbs_fixed |
A swinging long light w/bulbs. |
| env_swinglight_round |
A swinging round light. |
| env_swinglight_sl128 |
|
| env_swinglight_sl128_fixed |
|
| env_swinglight_sl64 |
|
| env_web |
A Cocoon? |
| env_wirea |
|
| env_wireb |
|
| env_wirec |
|
| env_xianbutton_1 |
|
| env_xianbutton_2 |
|
| env_xianbutton_3 |
|
| env_zsci_corpse |
|
| func_aas_obstacle |
Used to dynamically block off areas from monsters. Toggles on/off when triggered. |
| func_aas_portal |
Used to dynamically block off areas from monsters. Toggles on/off when triggered. |
| func_activator |
Non-displayed entity used to activate triggers when it touches them. Bind to a mover to |
| func_animate |
Object that changes animation when triggered. |
| func_beam |
Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one |
| func_bobbing |
Normally bobs on the Z axis |
| func_camera_anim |
Camera controlled by animation. |
| func_cameraTarget |
used to control camera view motion and camera view position motion. |
| func_cameraview |
Simple Camera view, apply a rotation matrix, angle or target it at a target_null. |
| func_clipmodel |
Holder for a clip model which can be used by another entity. |
| func_damagable |
Breakable object. Fires targets and changes shader parms and model when damaged. |
| func_damage |
Damages targeted entities when triggered. |
| func_door |
if two doors touch, they are assumed to be connected and operate as a unit. |
| func_earthquake |
Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound. |
| func_elevator |
Elevators move to predefined floors and activate door teams based on floor number. |
| func_emitter |
Inherits from a func_static but is fixed size and shows a rotation arrow. |
| func_explosion |
Hidden object that explodes when activated. |
| func_forcefield |
Force field. |
| func_fracture |
b-rep brittle fracture |
| func_fx |
Spawns a special effect when triggered. |
| func_group |
Used to group brushes together just for editor convenience. |
| func_itemremove |
Removes an item from the players inventory |
| func_liquid |
|
| func_mover |
Movers are objects meant to be controlled through scripts. |
| func_mover_amodel |
Mover with a model. Movers are objects meant to be controlled through scripts. |
| func_pendulum |
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow |
| func_phantom_objects |
Causes moveable objects to fly at player when triggered. triggering toggles it on/off. |
| func_plat |
Plats are always drawn in the extended position, so they will light correctly. |
| func_portal |
Use to make triggerable portals. |
| func_radiochatter |
Use to make triggerable radio chatters. |
| func_remove |
Removes targeted entities from the game when triggered. |
| func_riser |
Simply rises or falls when triggered. |
| func_rotating |
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z |
| func_securitycamera |
Security camera. |
| func_shaking |
Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off. |
| func_smoke |
Emits smoke via the smoke system |
| func_splat |
Splats a decal based on the rotation angle |
| func_splinemover |
Entity which stores a spline path. |
| func_spring |
Spring connecting two entities. |
| func_static |
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. |
| func_teleporter |
Teleports player or enties to location and angle. |
| func_waitforbutton |
When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off. |
| hell1_cin_guardian |
|
| hell1_guardiandeath_cam |
|
| hell1_guardianintro_cam |
|
| hell1_soulcube |
Object that changes animation when triggered. |
| hell_lstep |
Object that changes animation when triggered. |
| hell_rstep |
Object that changes animation when triggered. |
| hellhole_cam |
|
| hellhole_coffinbricks |
Object that changes animation when triggered. |
| hellhole_cyberbricks |
Object that changes animation when triggered. |
| hellhole_cyberdeathrocks |
Object that changes animation when triggered. |
| hellhole_rescue_cam |
|
| hellhole_soulcube |
Object that changes animation when triggered. |
| info_location |
Place one of these in each door-separated area for naming the gameplay sections |
| info_locationSeparator |
Touch a vis-portal with this to break location name flood filling without using a door |
| info_player_deathmatch |
potential spawning position for deathmatch games |
| info_player_start |
The normal starting point for a level. |
| info_player_teleport |
Spawning position player after cinematic. When triggered, player will be moved to this location. |
| info_vacuum |
Place one of these in an outside area in each map for vacuum flooding |
| info_vacuumSeparator |
Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through. |
| intro_cam |
|
| item_aircannister |
Air Canister |
| item_armor_security |
Security Armor |
| item_armor_shard |
Armor shard |
| item_backpack |
Backpack. Gives player multiple items at once. Empty by default, so designer must choose amounts. |
| item_battery |
Battery |
| item_data_linker |
Data Linker |
| item_default |
|
| item_key_blue |
Blue Key |
| item_key_red |
Red Key |
| item_key_yellow |
Yellow Key |
| item_keycard_aco |
ACO Keycard |
| item_keycard_generic |
Keycard |
| item_medkit |
Large Med Kit |
| item_medkit_small |
Small Med Kit |
| item_objective |
Gives the player an objective, trigger it to give the objective. |
| item_objectivecomplete |
Completes a named objective, trigger it to complete the objective. |
| item_pda |
PDA |
| item_videocd |
Video Disk |
| light |
Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off. |
| maledict_debris1 |
|
| maledict_world |
|
| marscity2_sarge_cam |
|
| marscity_cinematic_cam |
|
| marscity_civilian1 |
|
| marscity_sci_team_request_cam |
|
| monorail_crash_cam |
|
| monorail_raisecommando_cam |
|
| monster_boss_cyberdemon |
|
| monster_boss_guardian |
|
| monster_boss_sabaoth |
|
| monster_boss_vagary |
|
| monster_default |
|
| monster_demon_archvile |
Target 1 or more monsters to act as minions. Minions will remain hidden until they are spawned in by the archvile. |
| monster_demon_hellknight |
|
| monster_demon_mancubus |
|
| monster_demon_pinky |
|
| moveable_base |
Moveable object. Will drop to the floor and rest untill activated. |
| moveable_base_barrel |
Moveable barrel. Works just like a moveable_base. However the barrel |
| moveable_base_fixed |
Moveable object. Will drop to the floor and rest untill activated. |
| moveable_burningbarrel |
Moveable barrel. Works just like a func_moveable. However the barrel |
| moveable_burningtank |
Moveable barrel. Works just like a func_moveable. However the barrel |
| moveable_explodingbarrel |
Moveable barrel. Works just like a func_moveable. However the barrel |
| moveable_explodingtank |
Moveable barrel. Works just like a func_moveable. However the barrel |
| path_anim |
Character will play the specified animation. Set angles to direction to face. |
| path_attack |
Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated. |
| path_conversation |
Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to |
| path_conversation_listen |
Conversation node. Character listens to entity 'focus' and waits for him to finish. |
| path_corner |
Monsters will continue walking towards the next target corner. |
| path_cycleanim |
Character will loop the specified animation and wait until triggered, or until time specified by 'wait' has elapsed. Set angles to direction to face. |
| path_default |
|
| path_headanim |
starts playing an animation on the head immediately goes to next path. used for playing talk anims while walking. |
| path_hide |
Makes the character invisible and non-solid. |
| path_jump |
Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can |
| path_lookat |
Causes character to look at an entity for a certain length of time or until triggered. |
| path_sentry_ignore_player |
Tells sentry to stop leading the player to his destination. Imediately goes to next path entity. |
| path_sentry_lead_player |
Tells sentry to start leading the player to his destination. Imediately goes to next path entity. |
| path_sentry_light_off |
Tells sentry to turn on his flashlight. |
| path_sentry_light_on |
Tells sentry to turn on his flashlight. |
| path_sentry_shutdown |
Tells sentry to shutdown until triggered again. |
| path_sentry_unlock_door |
Sentry walks to this location and plays the unlock door animation. Set 'trigger' to name of target_lock entity that unlocks the door. |
| path_show |
Makes the character visible and solid. |
| path_talk |
forces character to talk to the player |
| path_talk_primary |
forces character to say his primary talk anim to the player |
| path_talk_secondary |
forces character to say his secondary talk anim to the player |
| path_talk_triggered |
forces character to say his triggered talk anim to the player |
| path_turn |
Character will turn to the direction specified in entity. |
| path_wait |
Character will wait specified amount of time before continuing on path. |
| path_waitforheadanim |
waits for animation on the head from path_headanim finish. |
| path_waitfortrigger |
Character will wait until they're triggered again before continuing on path. |
| powerup_adrenaline |
Adrenaline |
| powerup_berserk |
Berserk |
| powerup_chronocaust |
Chronocaust |
| powerup_haste |
Haste |
| powerup_invisibility |
Invisibility |
| powerup_invulnerability |
Invulnerability |
| powerup_irgoggles |
IR Goggles |
| powerup_megahealth |
MegaHealth |
| powerup_megasphere |
Megasphere |
| powerup_soulsphere |
Soulsphere |
| recycling1_revintro_cam |
|
| recycling1_skybridge |
Object that changes animation when triggered. |
| recycling2_mancintro_cam |
|
| recycling2_mancintro_manc |
|
| recycling2_mancintro_pipes |
|
| recycling2_video_cam |
|
| site3_floor |
|
| site3_roq_cam |
|
| sound_d3dm5_generator |
|
| sound_d3dm5_wind |
|
| sound_fragchamber_berserk |
|
| sound_fragchamber_bridge |
|
| sound_fragchamber_core |
|
| sound_fragchamber_generator |
|
| sound_fragchamber_klaxon |
|
| sound_fragchamber_lights |
|
| sound_fragchamber_rod |
|
| sound_fragchamber_secretSteam |
|
| sound_fragchamber_socket |
|
| sound_powerup_berserk |
|
| space_cam |
|
| speaker |
Speaker |
| ss_cgw_cam |
|
| ss_ew_cam |
|
| ss_gameprocamera |
|
| ss_hero_cam |
|
| ss_hk_cam |
|
| ss_pcg_cam |
|
| target_ai_followalternatepath1 |
Target a monster or npc and trigger target to cause them to follow the path set in 'alt_path1' (set on the character). |
| target_ai_followalternatepath2 |
Target a monster or npc and trigger target to cause them to follow the path set in 'alt_path2' (set on the character). |
| target_ai_followalternatepath3 |
Target a monster or npc and trigger target to cause them to follow the path set in 'alt_path3' (set on the character). |
| target_callobjectfunction |
Target an entity to set call a function from it's script object. |
| target_enableStamina |
Trigger this to enable or disable stamina |
| target_enableweapons |
Trigger this to turn off the no_weapons flag in a level. Used once the player gets their weapons. |
| target_endLevel |
When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display. |
| target_entity_fadein |
Target an entity to fade in. |
| target_entity_fadeout |
Target an entity to fade out. |
| target_entity_setcolor |
Changes the color on the targeted entity. |
| target_FadeSoundClass |
Fades given sound class |
| target_give |
Gives the activator all the items pointed to. |
| target_giveemail |
Trigger this to give an email to the player. |
| target_givesecurity |
Trigger this to give a new security clearance to the player. |
| target_levelTrigger |
Trigger this to trigger a trigger an upcoming map. It will be triggered when the player spawns |
| target_light_fadein |
Target one or more lights to fade in. |
| target_light_fadeout |
Target one or more lights to fade out. |
| target_lock |
Sets the door to a state requiring key n |
| target_npc_talk |
Target an npc to cause him to talk to the player. |
| target_npc_talk_primary |
Target an npc to cause him to say his primary talk anim to the player. |
| target_npc_talk_secondary |
Target an npc to cause him to say his secondary talk anim to the player. |
| target_npc_talk_triggered |
Target an npc to cause him to say his triggered talk anim to the player. |
| target_null |
Generic target to point camera views at |
| target_primaryobjective |
Trigger to change primary mission objective |
| target_removeweapons |
Trigger this to remove weapons |
| target_sessionCommand |
When triggered, sends the specified command (playdemo e3_1, etc) to the game. |
| target_setfov |
Trigger to change fov |
| target_setglobalparmtime |
Trigger to set the passed global parm to current time offset |
| target_setinfluence |
Trigger to set off demonic influences. |
| target_setkeyval |
Target an entity to set key val pairs on. |
| target_setmodel |
Target an entity to set the model. |
| target_setshaderparm |
Target an entity to set shader parms on. |
| target_setshadertime |
Target an entity to set the shadertime (parm4) on. |
| target_show |
Trigger to unhide the targeted entities. |
| target_tip |
Trigger this to show a tip to the player. |
| test_soldier |
polygon problem on back |
| text |
Used to display debug text in a level |
| trigger_count |
Countable trigger. |
| trigger_entityname |
Variable sized repeatable trigger that only responds to a specific entity. Must be targeted at one or more entities. |
| trigger_facing |
Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle. |
| trigger_fade |
Fades the screen to fadeColor over fadeTime ( in seconds ). |
| trigger_flashlight |
Variable sized trigger that is activated by shining the flashlight on it. Must be targeted at one or more entities. |
| trigger_guiOverlay |
Toggles an overlay gui full screen over the view. |
| trigger_hurt |
Any object touching this will be hurt set dmg to damage amount default dmg = 5 |
| trigger_multiple |
Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" |
| trigger_once |
Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching |
| trigger_once_entityname |
Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. |
| trigger_presize |
Variable sized repeatable trigger. Must be targeted at one or more entities. |
| trigger_relay |
This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. |
| trigger_timer |
Repeatedly fires its targets. Can be turned on or off by using. |
| trigger_touch |
Continuously tests whether other entities are touching and calls a script |
| underground_cin_player |
|
| underground_cin_player2 |
Object that changes animation when triggered. |
| underground_cin_player3 |
|
| underground_impintro_cam |
|
| underground_impintro_imp |
|
| underground_invasion_cam |
|
| underground_mcu_pipes |
|
| underground_platform |
Crane chain with platform and girders. |
| weapon_bfg |
BFG |
| weapon_chaingun |
Chaingun |
| weapon_chainsaw |
Chainsaw |
| weapon_flashlight |
Flashlight |
| weapon_handgrenade |
Hand Grenade |
| weapon_machinegun |
Machinegun |
| weapon_pistol |
Pistol |
| weapon_plasmagun |
Plasma Gun |
| weapon_rocketlauncher |
Rocket Launcher |
| weapon_shotgun |
Shotgun |
| weapon_soulcube |
Soul Cube |
| worldspawn |
Only used for the world entity. Set message to the level name. Set sounds to the cd track to play. |