| 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. |