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Wiki » Reference » Prey Entities
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Prey Entities

Name Description
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_genericnode Monsters use this to have fun
ai_lostcombat Lost combat node. Monster will retreat to this position when he can no longer reach the player.
ammo_default Ammo pickup
beam_asteroidstar Place this beam in the world. For it to function correctly, this
beam_forcefield Place this beam in the world. For it to function correctly, this
beam_generic Place this beam in the world. For it to function correctly, this
beam_kfboss Place this beam in the world. For it to function correctly, this
character_default
character_grandfather
character_hider
console_alarm Alarm console. Will spawn def_monsters when activated until it is deactivated. Any keys that start with ent_ will be transferred to the monsters.
console_animatinggui
console_arcadegame Geometry or a model for applying a GUI
console_blackjack Geometry or a model for applying a GUI
console_ceiling1 Non interactive ceiling console
console_clock Geometry or a model for applying a GUI
console_countdown Countdown gui console
console_crane Crane console
console_elevator Target a func_elevator with this gui and it will display the floor information that is set up on the func_elevator
console_elevator_call Geometry or a model for applying a GUI
console_elevator_control Geometry or a model for applying a GUI
console_elevatorcall Target a func_elevator with this gui and it will call the elevator floor equal to this guis gui_parm1 setting
console_eyestalk Geometry or a model for applying a GUI
console_generic2 Geometry or a model for applying a GUI
console_generic3 Geometry or a model for applying a GUI
console_hunter1 Geometry or a model for applying a GUI
console_hunter2 Geometry or a model for applying a GUI
console_hunterhand Geometry or a model for applying a GUI
console_hunterwallshort Geometry or a model for applying a GUI
console_hunterwalltall Geometry or a model for applying a GUI
console_jukebox Geometry or a model for applying a GUI
console_keeper Geometry or a model for applying a GUI
console_keeper_small Geometry or a model for applying a GUI
console_keypad Generic keypad console
console_lightswitch set gui_parm1 to the function you want called
console_monitor_big Generic Translatable text console
console_poker Geometry or a model for applying a GUI
console_projection_eye Geometry or a model for applying a GUI
console_projection_eye_bent Geometry or a model for applying a GUI
console_skinwrap Geometry or a model for applying a GUI
console_skinwrap_superportal Geometry or a model for applying a GUI
console_slots Geometry or a model for applying a GUI
console_television Geometry or a model for applying a GUI
console_translate Generic Translatable text console
console_wallwalk target at a 'func_wallwalk'
debris_default These are really for gibs, but in case mappers want to place them
debrisspawner_base Creates a spawner that fills the volume.
debrisspawner_hunter Creates a spawner that fills the volume.
debrisspawner_keeper Creates a spawner that fills the volume.
debrisspawner_monstergibs_base Creates a spawner that fills the volume.
debrisspawner_mutilated_male Creates a spawner that fills the volume.
door_biolab Proximity based door
door_chitin_frame Door frame, basically a func_static
door_chitin_zipper Model based door
door_default Model based door
door_default_frame Door frame, basically a func_static
door_organic_jaw Model based door
door_organic_jaw_frame Door frame, basically a func_static
door_shuttle_iris Model based door
door_shuttle_iris_frameDown Door frame, basically a func_static
door_shuttle_iris_frameL Door frame, basically a func_static
door_shuttle_iris_frameR Door frame, basically a func_static
door_shuttle_iris_frameUp Door frame, basically a func_static
door_sphincter Model based door
door_status Place above a door to represent the door's status. Door status defaults to showing a locked state
driver_default
env_chain A chain hanging down from the ceiling.
env_earring Placeable ragdoll
env_hanglight_bar Placeable ragdoll
env_hanglight_fetus Placeable ragdoll
env_human_bodybag Placeable ragdoll
env_lightpod Placeable ragdoll
env_lightpod_snd Placeable ragdoll
env_payphone
env_ragdoll_base Placeable ragdoll
env_slab Placeable ragdoll
env_slab_feeda Placeable ragdoll
env_swingdoor Placeable ragdoll
env_swingsign Placeable ragdoll
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_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_console Geometry or a model for applying a GUI
func_corona A special type of corona that fades out over distance. The material applied to these must be one of the special coronas set up in corona.mtr
func_damagable Breakable object. Fires targets and changes shader parms and model when damaged.
func_direct_portal Creates a portal 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_earthquake_movables when fired, it shakes all player views within it's model.
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_grandfathershield Grandfather's LOTA shield
func_group Used to group brushes together just for editor convenience.
func_idforcefield Force field.
func_itemremove Removes an item from the players inventory
func_moveable Moveable object. Will drop to the floor and rest untill activated.
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_mover_explode This explode mover starts at its placed position.\n
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_portal Use to make triggerable portals.
func_remotecamera Geometry or a model for applying a remote camera
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_shaking Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.
func_shuttleforcefield A shuttle forcefield. Solid to shuttles, projectiles
func_skybox_portal Creates a skybox
func_smoke Emits smoke via the smoke system
func_spiritbridge SpiritBridge. Only visible in spirit mode. Only collidable by the spirit player.
func_spiritsecret SpiritSecret. Not visible in spirit mode. Not collidable by the spirit player.
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_trackmover Mover that stays on a track system, staying close
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.
func_wallwalk The equivilent of a func_static, but when triggered, toggles wallwalk.
func_wallwalkmover This type of mover allows toggling wallwalk by triggering.
gibbable_centurion_pillar Gibbable geometry:
gibbable_default Gibbable geometry:
gibbable_tendrillarge1 Gibbable geometry:
gibbable_tendrillarge2 Gibbable geometry:
gibbable_tentacle1 animating gibbable tentacle
gun_default Generic gun - trigger to enable.
info_bindcontroller Node that player/monsters can be bound to for riding rails
info_entitySpawner Generic spawner for entities. Trigger = spawn an entity\n. Use the 'ent_' prefix on keys to have those keys copied to the spawned entity
info_keeper_teleport use for marking a position in space\n
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_mover_explode_origin used to show the origin point for func_mover_explode objects\n
info_null Used as a positional target for spotlights, etc.
info_player_coop potential spawning position for coop games
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_player_warp Warp position for coop games.
info_portalflow Place one of these to open a PVS/Sound link between areas.
info_reaction use for marking a position in space\n
info_splinepath Entity which stores a spline path.
info_sunCorona used to set a SunCorona on the level\n
info_talon_perch Talon perches on this spot\n
info_talon_perch_priority Talon perches on this spot. This spot has higher priority than other nearby spots.\n
info_talon_perch_squawk Talon perches on this spot. This spot has higher priority than other nearby spots. Talon will squawk on this spot.\n
info_tracknode track movers follow these\n
item_default
light Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.
lightmodel_alarm Alarm Light. Alarm turns on when triggered, off when killed.
liquid_feedingtower_crouchsludge320x192
liquid_lota_water128x128
liquid_salvageboss_sludge368_640
liquid_sludge256_256
liquid_sludge512_512
monster_centurion
monster_crawler
monster_creaturex
monster_droid
monster_fodder
monster_forceaas240
monster_forceaas32
monster_forceaas48
monster_forceaas96
monster_forceaasChild
monster_forceaasDroid
monster_forceaasDroidIndoor
monster_forceaasFodder
monster_forceaasGasbag
monster_forceaasJetpack
monster_forceaasKeeper
monster_forceaasShuttle
monster_gasbag
monster_harvester
monster_harvester_torso
monster_hunter_base
monster_jetpack_harvester
monster_keeper
monster_mutate
monster_mutilated_male
monster_possessed_girl
monster_possessed_tommy
monster_simple_default
monster_sphereboss
monster_vacuum
monster_wraith
movable_ashtray2 Moveable object. Will drop to the floor and rest untill activated.
movable_base_barrel Moveable barrel. Works just like a func_moveable. However the barrel
movable_beerbottle Moveable object. Will drop to the floor and rest untill activated.
movable_beercan Moveable object. Will drop to the floor and rest untill activated.
movable_beercase Moveable object. Will drop to the floor and rest untill activated.
movable_bone Moveable object. Will drop to the floor and rest untill activated.
movable_boxblue Moveable object. Will drop to the floor and rest untill activated.
movable_boxfragile Moveable object. Will drop to the floor and rest untill activated.
movable_boxred Moveable object. Will drop to the floor and rest untill activated.
movable_feeding_box Moveable object. Will drop to the floor and rest untill activated.
movable_ft_light Moveable object. Will drop to the floor and rest untill activated.
movable_glassCrateLarge Moveable object. Will drop to the floor and rest untill activated.
movable_hunterchair Moveable object. Will drop to the floor and rest untill activated.
movable_huntertablet Moveable object. Will drop to the floor and rest untill activated.
movable_keepercanister Moveable object. Will drop to the floor and rest untill activated.
movable_machinejunk1 Moveable object. Will drop to the floor and rest untill activated.
movable_machinejunk2 Moveable object. Will drop to the floor and rest untill activated.
movable_machinejunk3 Moveable object. Will drop to the floor and rest untill activated.
movable_metaldebris1 Moveable object. Will drop to the floor and rest untill activated.
movable_metaldebris2 Moveable object. Will drop to the floor and rest untill activated.
movable_metaldebris3 Moveable object. Will drop to the floor and rest untill activated.
movable_metaldebris4 Moveable object. Will drop to the floor and rest untill activated.
movable_metaldebris5 Moveable object. Will drop to the floor and rest untill activated.
movable_microscope Moveable object. Will drop to the floor and rest untill activated.
movable_mug Moveable object. Will drop to the floor and rest untill activated.
movable_pottery1 Moveable object. Will drop to the floor and rest untill activated.
movable_pottery2 Moveable object. Will drop to the floor and rest untill activated.
movable_pottery3 Moveable object. Will drop to the floor and rest untill activated.
movable_propane_tank Moveable object. Will drop to the floor and rest untill activated.
movable_slab Moveable object. Will drop to the floor and rest untill activated.
movable_smallCrateGlass Moveable object. Will drop to the floor and rest untill activated.
movable_smallCrateOrganic Moveable object. Will drop to the floor and rest untill activated.
movable_smallCrateTech Moveable object. Will drop to the floor and rest untill activated.
movable_spaceheater Moveable object. Will drop to the floor and rest untill activated.
movable_trashbasket Moveable object. Will drop to the floor and rest untill activated.
movable_trashcan Moveable object. Will drop to the floor and rest untill activated.
movable_worker_can Moveable barrel. Works just like a func_moveable. However the barrel
movable_wraithcan_barrel Moveable barrel. Works just like a func_moveable. However the barrel
movable_wraithcan_barrel2 Moveable barrel. Works just like a func_moveable. However the barrel
node_conversation Each character that targets this entity will join the convseration at whatever point it's at and say their lines as needed. Members of the conversation will
object_ball
object_blocker A blocker used to block the player's progression. Raised from the floor, or out from walls
object_cilia_default To have several cilia animate in unison, set their idleDelay the same.
object_cilia_large To have several cilia animate in unison, set their idleDelay the same.
object_cilia_medium To have several cilia animate in unison, set their idleDelay the same.
object_cilia_small To have several cilia animate in unison, set their idleDelay the same.
object_consolestand_eye1 A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
object_crane Crane: Target a crane gui at it.
object_dockedgun mounted gun vehicle tethered in place
object_droid_hatch Droid hatch capable of spawning droids when triggered. Use auto_retrigger to close hatch and spawn more droids.
object_egg_spawner When triggered, spawns an egg
object_elevator
object_energycore Explodes when damaged or triggered
object_energynode Energy node for the leech gun.
object_feedingmouth
object_feedingmouthsmall
object_glowportal256 Creates a portal when triggered
object_glowportal_nowarp identical to the normal glowportal, only doesn't have the warp effect -- useful if used with a skybox or other framebuffer effect behind it
object_harvester_passage_wall
object_healthbasin
object_healthspore Health spore: gives health
object_itemcabinet Item Cabinet: Unless items are specified, this object will automatically give the player up to three items based upon their ammo usage
object_keeper_bed Keeper spawning object. Keeper idles until triggered, then places anim to get out
object_marble
object_mine
object_mountedgun
object_pod Explodable pod
object_podspawner Spawns pods when triggered or maintains a population
object_portal Creates a portal when triggered
object_portal2 portal2 is uses a seperate scratch buffer to avoid HOM artifacts. Use this for the second portal if one is already in view.
object_portal3 portal3 is uses a seperate scratch buffer to avoid HOM artifacts. Use this for the third portal if two are already in view.
object_portal_128x288 Creates a portal when triggered
object_portal_144x144 Creates a portal when triggered
object_portal_192x172 Creates a portal when triggered
object_portal_20x22 Creates a portal when triggered
object_portal_64x148 Creates a portal when triggered
object_portal_64x72 Creates a portal when triggered
object_portal_bio_ring Creates a portal when triggered
object_portal_deathwalk Creates a portal when triggered
object_portal_small Creates a portal when triggered
object_portalframe Portal Frame Model
object_pulsepanel Pulsing wall (based on func_animate):
object_pulsetubefat
object_pulsetubethin
object_pulsewall Pulsing wall (based on func_animate):
object_security_eye Security Eye variables:
object_severedhead not done.
object_shuttle_transport allows docking/recharging of shuttle
object_shuttledock_destination allows docking/recharging of shuttle
object_slab_mover Slab ride mover. Bind an env_slab
object_slab_mover_bottom non-AF slab ride mover. Bind an object_slab_mover
object_slab_mover_bottom_lo Slab ride mover, low poly.
object_slab_mover_lo Slab ride mover, low poly.
object_slab_mover_whole_lo Slab ride mover, low poly.
object_step An object that is a func_static with a special collision model.
object_vent1
object_vent2
object_vomiter If not enabled, can control with trigger messages:
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_follow forces character to follow closest player at the time of trigger
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_ledge Hunter will walk to this point and jump off the ledge
path_lookat Causes character to look at an entity for a certain length of time or until triggered.
path_null Character will wait 0.016 seconds. Target this entity with a target_ai_followpath to make it break out of its current path and release control to the AI
path_rail Hunter will walk to this point and jump over the rail
path_shootat Character will walk to this entity
path_show Makes the character visible and solid.
path_state Monster will go into the state specified
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.
player_body For placement to determine scale relative to player
proxdoor_default Proximity based door
rail_arm A animated model that can accept riders
reaction_effect_volume Entities that send reaction messages can use this volume to filter out which entities are effected by the reaction.
reaction_listener_volume Entities that send reaction messages can use this volume to send msgs ONLY to monsters that are inside this volume.
reaction_volume Entities that send reaction messages can use this volume to filter which monsters receive a reaction and which targets this reaction will consider valid
script_controlpoint Invisible mover used for compound rotations and movements.
script_controlpoint_rotating Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating.
speaker Speaker
speaker_grandfathervoice Grandfather voice, has default properties set already
speaker_music Music manager. Scripting calls this to play music
speaker_spherevoice Sphere voice, has default properties set already
speaker_tommyvoice Tommy voice, has default properties set already
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_ai_followpath Target a monster or npc and trigger target to cause them to follow the path denote for key alt_path
target_attachtorail When triggered, makes activator controlled by rail
target_autosave saves game to 'autosave.svg' when triggered then dies.
target_callobjectfunction Target an entity to set call a function from it's script object.
target_changeskin Target entities that you want to apply a skin change to.
target_consolidateplayers When triggered, consolidates all players to a single view
target_controlvehicle When triggered, makes activator control targeted vehicle
target_damage Damages targeted entities when triggered.
target_disable Target triggers that you want to disable.\n
target_disablepassage When triggered, makes all target passageways disabled
target_disablereactions When triggered, disables reactions on all targets
target_displaygui When triggered, displays a gui full screen
target_enable Target triggers that you want to enable.\n
target_enablepassage When triggered, makes all target passageways enabled
target_enablereactions When triggered, enables reactions on all targets
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_hide Trigger to unhide the targeted entities.
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_playweaponanim Weapon plays anim when triggered.
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_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_subtitle When triggered, displays subtitle text on the HUD
target_tip Trigger this to show a tip to the player.
target_tip_remove Trigger this to remove the current tip.
target_warpplayers When triggered, warps all players to targeted start spots
test_springmodel not done, don't use
text Used to display debug text in a level
tool_damagetester
tool_measuringblock Invisible entity used for a layout and scripting aid.
tool_modelviewer The targetted object will be used as the model
tool_modelviewerweapons The targetted object will be used as the model
tool_note A note is just for passing developer information easily
tool_viewedmodel This object changes model when targetted by a modelviewer
trigger_count Countable trigger.
trigger_damagable Variable sized repeatable trigger. Must be targeted at one or more entities.
trigger_deathresurrection Volume for killing and resurrecting player at random target
trigger_enabler Variable sized repeatable enabling trigger. Must be targeted at one or more entities.
trigger_event Used to call a different event on targets instead of EV_Activate.
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_fadeoutmusic fades out map music
trigger_flashlight Variable sized trigger that is activated by shining the flashlight on it. Must be targeted at one or more entities.
trigger_gravityswitch Target at volume_gravity 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_jumppad Jump trigger: gives velocity to activator.
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_organtrigger Variable sized repeatable organ trigger. Must be targeted at one or more entities.
trigger_patternrelay When triggered, triggers it's targets in the specified pattern
trigger_portal Triggers used to toggle the state of a func_portal.
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_saferesurrection Volume for resurrecting player at random target
trigger_sequence Trigger sequencer. This trigger must be targeted at an
trigger_sight Variable sized repeatable trigger. Must be targeted at one or more entities.
trigger_slab_recycler Place in a path mover chain where new slabs should spawn in.
trigger_slab_spawn Spawns slabBase, slab, NPC, and light. Calls SlabNPCSpawnRun().
trigger_timer Repeatedly fires its targets. Can be turned on or off by using.
trigger_volume Trigger used for precise trigger/untrigger mechanic.
vehicle_default A controllable vehicle
vehicle_mountedgun Shuttle vehicle
vehicle_railshuttle Railed shuttle vehicle
vehicle_shuttle Shuttle vehicle
volume_aiwallwalk Used around wallwalk areas to allow AI to wallwalk.
volume_asteroidspawner Spawns asteroids when triggered or maintains a population
volume_blood Blood volume does not deliver any pain, but does slow down player movement
volume_gravity Variable sized gravity zone. Changes gravity of all physics objects who enter.
volume_gravityinward Variable sized gravity zone.
volume_gravitysink Variable sized gravity sink zone.
volume_minespawner Spawns mines when triggered or maintains a population
volume_nodrop Volume for removing movables/items that fall into it
volume_shuttledisconnect volume that forces shuttles' tractor beams off
volume_shuttlerecharge volume that gives player/shuttle health/power
volume_shuttleslingshot volume that gives shuttles' a boost in their current direction
volume_sludge Sludge volume delivers pain to the person entering it, and slows down movement
volume_velocity Variable sized velocity zone. Changes velocity of all physics objects who enter.
weapon_default
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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