| 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. |