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Wiki » Reference » DOOM 3 Entities
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DOOM 3 Entities

Name Description
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.

Last changed Sep 21, 2026
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