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Enemy Territory Entities

Name Description
ai_marker AI marker
alarm_box You need to have an origin brush as part of this entity current alarm box model is (8 x 16 x 28)
ammo_30cal used by: Garand rifle
ammo_30cal_large used by: Garand rifle
ammo_30cal_small used by: Garand rifle
ammo_45cal used by: Thompson, Colt
ammo_45cal_large used by: Thompson, Colt
ammo_45cal_small used by: Thompson, Colt
ammo_9mm used by: Luger pistol, MP40 machinegun
ammo_9mm_large used by: Luger pistol, MP40 machinegun
ammo_9mm_small used by: Luger pistol, MP40 machinegun
ammo_airstrike used by: LT
ammo_disguise used by: covertops
ammo_dynamite -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/ammo/dynamite.md3"
ammo_landmine used by: LT
ammo_satchel_charge used by: LT
ammo_smoke_grenade used by: engineer
ammo_syringe used by: medic
bot_attractor Bots will defend this general area when enabled as a goal
bot_axis_seek_cover_spot Axis bots will use this spot to seek cover while fighting
bot_jump_dest Bots will use this spot to jump to
bot_jump_source Bots will use this spot to jump from
bot_landmine_area Bots will attempt to place landmines in this area.
bot_landminespot_spot Bots will use this spot to search for landmines from, target at a info_null
bot_seek_cover_sequence Point this to the bot_seek_cover_spot that should be used for following or bot_axis_seek_cover_spot for axis bots to use
bot_seek_cover_spot Allies bots will use this spot to seek cover while in follow formation
bot_sniper_spot Bots will use this spot to snipe from
corona Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
dlight Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle)
func_bobbing Normally bobs on the Z axis
func_brushmodel A brushmodel that gets deleted on the fourth frame. We use this to hijack it's brushmodel in func_constructible entities that are based around staged
func_button When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original
func_constructible A constructible object that functions as target for engineers.
func_door if two doors touch, they are assumed to be connected and operate as a unit.
func_door_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_explosive Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the
func_group Used to group brushes together just for editor convenience.
func_invisible_user when activated will use its target
func_leaky 1:oil 2:water 3:steam 4:wine 5:smoke 6:electrical
func_mounted_gun an MG42 to be mounted onto a vehicle.
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_plat Plats are always drawn in the extended position, so they will light correctly.
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_secret TOGGLE wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is
func_static A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
func_timer so, the basic time between firing is a random time between (wait - random) and (wait + random)
func_train Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target
func_train_rotating A train is a mover that moves between path_corner target points. This train can also rotate along the X Y Z Trains MUST HAVE AN ORIGIN BRUSH. The train spawns
info_camp Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
info_limbo_camera Camera for limbo menu, target at an appropriate entity (spawn flag, script mover, position marker...)
info_notnull Used as a positional target for lightning.
info_null Used as a positional target for spotlights, etc.
info_player_checkpoint these are start points /after/ the level start the letter (a b c d) designates the checkpoint that needs to be complete in order to use this start position
info_player_deathmatch potential spawning position for deathmatch games
info_player_intermission The deathmatch intermission point will be at one of these Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
info_player_start The normal starting point for a level.
info_train_spline_main Train spline.
item_health Health box. Normally gives 25 points. Rotten box heals 5-10 points,
item_health_breadandmeat multi-stage health item. gives amount on first use based on skill: skill 1: 30 skill 2: 30 skill 3: 30 skill 4: 20 skill 5: 10
item_health_large -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_l.md3"
item_health_small -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_s.md3"
item_health_turkey multi-stage health item. gives amount on first use based on skill: skill 1: 50 skill 2: 50 skill 3: 50 skill 4: 40 skill 5: 30
item_health_wall defaults to 50 pts health you will probably want to check the 'suspended' box to keep it from falling to the ground -------- MODEL FOR RADIANT ONLY - DO NOT
item_treasure Items the player picks up that are just used to tally a score at end-level
key_1 key 1
light Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.
lightJunior Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps
misc_aagun harc = fixed full 360? varc = fixed 0-45 up?
misc_beam When on, displays a electric beam from target to target2.
misc_cabinet_health
misc_cabinet_supply
misc_commandmap_marker Command map marker entity. When set to state default it shows, any other state and it isn't visible. -------- KEYS -------- (none) -------- SPAWNFLAGS --------
misc_constructiblemarker Used to indicate where constructibles are, is a special entity due to bot needs. The entity has to be solid and target the trigger_objective_info belonging to
misc_firetrails This entity must target the plane its going to be attached to
misc_flak
misc_gamemodel md3 placed in the game at runtime (rather than in the bsp)
misc_grabber_trap fields:
misc_landmine Landmine entity. Make sure it is placed less than 64 units above an appropiate, landmine placement compatible surface. It will drop down on spawn and then
misc_light_surface The surfaces nearest these entities will be the only surfaces lit by the targeting light This must be within 64 world units of the surface to be lit!
misc_mg42 harc - horizonal fire arc. Default is 115 varc - vertical fire arc. Default is 45 grabarc - activatable arc behind the gun. if not specified, it uses the old
misc_model
misc_portal_camera The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
misc_portal_surface The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted. This must be within 64 world
misc_spawner use the pickup name when this entity gets used it will spawn an item that matches its spawnitem field e.i. spawnitem 9mm
misc_spotlight ( /\ not active yet /\ )
misc_teleporter_dest Point teleporters at these.
misc_vis_dummy If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. This entity itself is never
misc_vis_dummy_multiple If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. This entity itself is never
path_corner Monsters will continue walking towards the next target corner.
path_corner_2 Train path corners. THIS VERSION WILL NOT CONTRIBUTE TOWARDS INGAME ENTITY COUNT
props_58x112tablew dimensions are 58 x 112 x 32 (x,y,z)
props_bench requires an origin brush health = 10 by default
props_box_32
props_box_48
props_box_64
props_castlebed dimensions are 112 x 128 x 80 (x,y,z)
props_chair point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 ) model - specify a different model for the chair. must
props_chair_chat point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 ) model - specify a different model for the chair. must
props_chair_chatarm point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 ) model - specify a different model for the chair. must
props_chair_hiback point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 ) model - specify a different model for the chair. must
props_chair_side point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 ) model - specify a different model for the chair. must
props_crate_32 breakable pushable
props_crate_32x64 requires an origin brush
props_crate_64 breakable pushable
props_damageinflictor this entity when used will cause 9999 damage to all entities it is targeting then it will be removed
props_decoration you will need to specify the bounding box for the entity
props_decoration_scale you will need to specify the bounding box for the entity
props_decorBRUSH must have an origin brush
props_desklamp point entity health = default = 10 wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
props_dust you should give this ent a target use a not null or you could set its angles in the editor
props_ExploPart for wood: it can be one of the following 64 48 32 24 16 8 for concrete: for stone:
props_FireColumn this entity will require a target use an infonotnull to specifiy its direction
props_flamebarrel angle will determine which way the lid will fly off when it explodes
props_flamethrower the effect occurs when this entity is used needs to aim at a info_notnull
props_flippy_table this entity will need a leader and an origin brush !!!!!!!!!!!!!! just a reminder to put the origin brush in the proper location for the leader and the slave
props_footlocker the default sounds are:
props_gunsparks the default direction is strait up use info_no_null for alt direction
props_locker_tall requires an origin brush
props_radio requires an origin brush health = defaults to 100
props_radioSEVEN requires an origin brush health = defaults to 100
props_shard_generator wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
props_skyportal To have the portal sky fogged, enter any of the following values:
props_smokedust health = how many pieces 16 is default
props_snowGenerator entity brush need to be targeted to an info notnull this will determine the direction the snow particles will travel.
props_sparks the default direction is strait up use info_no_null for alt direction
props_statue you will need to specify the bounding box for the entity
props_statueBRUSH needs an origin brush
script_camera This is a camera entity. Used by the scripting to show cinematics, via special camera commands. See scripting documentation.
script_model_med MEDIUM SIZED scripted entity, used for animating a model, moving it around, etc SOLID spawnflag means this entity will clip the player and AI, otherwise they
script_mover Scripted brush entity. A simplified means of moving brushes around based on events.
script_multiplayer This is used to script multiplayer maps. Entity not displayed in game.
shooter_grenade Fires at either the target or the current direction.
shooter_mortar Lobs a mortar so that it will pass through the info_notnull targeted by this entity
shooter_rocket Fires at either the target or the current direction.
shooter_zombiespit Fires at either the target or the current direction.
target_alarm does nothing yet (effectively a relay right now)
target_autosave saves game to 'autosave.svg' when triggered then dies.
target_counter Increments the counter pointed to.
target_delay
target_effect
target_explosion Spawns an explosion temporary entity when used.
target_fog color picker chooses color of fog
target_give Gives the activator all the items pointed to.
target_kill Kills the activator.
target_laser When triggered, fires a laser. You can either set a target or a direction.
target_location Set "message" to the name of this location. Set "count" to 0-7 for color. 0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
target_lock Sets the door to a state requiring key n
target_print If "private", only the activator gets the message. If no checks, all clients get the message.
target_push Pushes the activator in the direction.of angle, or towards a target apex.
target_relay This doesn't perform any actions except fire its targets. The activator can be forced to be from a certain team. if RANDOM is checked, only one of the targets
target_remove_powerups takes away all the activators powerups. Used to drop flight powerups into death puts.
target_rumble wait = default is 2 seconds = time the entity will enable rumble effect
target_score The activator is given this many points.
target_script_trigger must have an aiName must have a target
target_smoke 1 second = 1000 1 FRAME = 100 delay = 100 = one millisecond default this is the maximum smoke that will show up time = 5000 default before the smoke disipates
target_speaker Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
target_teleporter The activator will be teleported away.
team_CTF_blueflag Only in CTF games
team_CTF_blueplayer Only in CTF games. Blue players spawn here at game start.
team_CTF_bluespawn potential spawning position for blue team in CTF games. Targets will be fired when someone spawns in on them.
team_CTF_redflag Only in CTF games
team_CTF_redplayer Only in CTF games. Red players spawn here at game start.
team_CTF_redspawn potential spawning position for red team in CTF games. Targets will be fired when someone spawns in on them.
team_WOLF_checkpoint This is the flagpole players touch in Capture and Hold game scenarios.
team_WOLF_objective marker for objective
test_gas
trigger_always This trigger will always fire. It is activated by the world.
trigger_ammo Any entity that touches this will get additional ammo a specified rate up to a specified maximum.
trigger_concussive_dust Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination.
trigger_flagonly Player must be carrying the proper flag for it to trigger. It will call the "death" function in the object's script.
trigger_flagonly_multiple Player must be carrying the proper flag for it to trigger. It will call the "death" function in the object's script.
trigger_heal Any entity that touches this will be healed at a specified rate up to a specified maximum.
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_objective_info Players in this field will see a message saying that they are near an objective. You specify which objective it is with a number in "count"
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_push Pushes the player
trigger_teleport Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with
weapon_akimbocolt -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/akimbo_colt/colt.md3"
weapon_akimboluger -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/akimbo_luger/luger.md3"
weapon_akimbosilencedcolt -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/akimbo_colt/colt.md3"
weapon_akimbosilencedluger -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/akimbo_luger/luger.md3"
weapon_colt -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/colt/colt.md3"
weapon_fg42 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/fg42/fg42.md3"
weapon_fg42scope -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/fg42/fg42.md3"
weapon_flamethrower -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/flamethrower/pu_flamethrower.md3"
weapon_gpg40 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/mauser/mauser.md3"
weapon_gpg40_allied -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/mauser/mauser.md3"
weapon_k43 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model=""
weapon_kar43_scope -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model=""
weapon_kar98Rifle -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/mauser/mauser.md3"
weapon_knife -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/knife/knife.md3"
weapon_luger -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/luger/luger.md3"
weapon_M1CarbineRifle -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/mauser/mauser.md3"
weapon_mobile_mg42 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/multiplayer/mg42/v_mg42.md3"
weapon_mp40 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models\weapons2\mp40\mp40.md3"
weapon_panzerfaust -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/panzerfaust/pf.md3"
weapon_sten -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/sten/sten.md3"
weapon_thompson -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/weapons2/thompson/thompson.md3"
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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