func_arena Tuesday, September 22, 2026
Building, modding and fragging like it's 1998

142778 visitors
YOUR #1 SOURCE FOR RETRO FPS DEVELOPMENT Y2K READY
  *** func_arena goes live, let the carnage begin!   ***   ET: Legacy 2.86.0 is out!   ***   Engine of the Week: qrustyquake by cyanbun96   ***   Server admins: read our migration guide before Friday   ***   Ironwail 0.8.2 is out!   ***  
NAVIGATION
Wiki » Reference » Quake 4 Entities
ARTICLE

Quake 4 Entities

Name Description
aas_flood_128 EMERGENCY USE ONLY: If an aas128 creature doesn't have AAS for him in an area he will be in but isn't spawned in, place this entity in that area to flood AAS
aas_flood_250 EMERGENCY USE ONLY: If an aas250 creature doesn't have AAS for him in an area he will be in but isn't spawned in, place this entity in that area to flood AAS
aas_flood_32 EMERGENCY USE ONLY: If an aas32 creature doesn't have AAS for him in an area he will be in but isn't spawned in, place this entity in that area to flood AAS
aas_flood_48 EMERGENCY USE ONLY: If an aas48 creature doesn't have AAS for him in an area he will be in but isn't spawned in, place this entity in that area to flood AAS
aas_flood_96 EMERGENCY USE ONLY: If an aas96 creature doesn't have AAS for him in an area he will be in but isn't spawned in, place this entity in that area to flood AAS
activate_convoy2_cin_gev FOR ACTIVATE PRESS EVENT
activate_convoy2_cin_walker Animated walker for use in Convoy2b cinematic
ai_avoid Instruct AI to avoid pathing within the given radius
ai_become_Aggressive Set AI into a combat ready state.
ai_become_Passive Set AI into a passive/relaxed state
ai_tether_behind Instruct AI to remain behind the given tether entity. All positions in front of
ai_tether_location Instruct AI to remain in the same location as the tether entity
ai_tether_none Instruct AI to remove any current tethers they may have
ai_tether_radius Instruct AI to remain within the given radius of the tether entity
ai_trigger_multiple
ai_trigger_once
airdefense_big_gun Big gun in airdefense
airdefense_sizzle_barrel Moveable barrel. Works just like a moveable_base. However the barrel
ammo_default Ammo pickup
ammo_dmg Dark Matter Gun Ammo
ammo_grenadelauncher Grenade Launcher Ammo
ammo_hyperblaster HyperBlaster Ammo
ammo_lightninggun Lightning Gun Ammo
ammo_machinegun Large Clips
ammo_nailgun Large Nails
ammo_railgun Large Slugs
ammo_rocketlauncher Rocket Launcher Ammo
ammo_shotgun Large Shells
char_marine_choppable choppable
char_marine_leg_left scripted ceiling panel for medlabs
char_marine_leg_right scripted ceiling panel for medlabs
character_tube_marine A tube marine
cin_airdefense_player_cam
cin_camera2_outro_cin
cin_camera_intro_cin
cin_camera_intro_cin_B
cin_camera_iron_maiden
cin_camera_mcc1_briefing
cin_camera_mcc2_briefing
cin_camera_outro_cin
cin_camera_tactical_intro
cin_camera_test
cin_camera_test_rj
cin_convoy1_harv_cam
cin_E3_harvester_cam
cin_flyer_crash_cam
cin_gunner_intro_cam
cin_hub2cam
cin_hub2cam2
cin_marine_breach_cam
cin_med2_cam
cin_med_anderson
cin_pleva1_cam
cin_putra_doorsmash_cam
cin_putra_explode_cam
cin_recomp_cam
cin_waste_bb_cam
convoy2_cin_gev Animated GEV for use in Convoy2b cinematic
convoy2_cin_walker Animated walker for use in Convoy2b cinematic
convoy_landmine Moveable barrel. Works just like a func_moveable. However the barrel
debug_jump Player can teleport to debug_jump points with 'jump' console command. Name the points debug_jump_x where x is a number (this happens by default).
env_acid_gun acid_gun
env_af_hinge
env_af_hinge_tram hinge-- bind this to a tram car, and via script hook the hinge bone to the mover.
env_airdefense_pipes scripted pipes for airdefense
env_autopsytable animated_autopsytable
env_barrel_arm magnetic barrel arm
env_barrel_clamp Barrel Clamp Arm
env_battery animations for the tsd batter
env_battery1 Animated torso battery1
env_battery2 Animated torso battery2
env_belly_turret A ship belly turret
env_bodypool trigger this entity to create a ragdoll body.\n
env_bodytable Body Table for Medlabs
env_brainstalk scripted brainstalk for terminal
env_breakthru_door Breakthrough door, ragdoll to deform
env_bridge_crush don't use
env_burnhole this simulates burning a hole in a wall
env_catscanner don't use
env_catwalk Toy.
env_chain A chain hanging down from the ceiling.
env_chain_dispersal A chain hanging down from the ceiling.\n
env_chemical_vat chemical vat for dispersal2
env_chemical_vat_door chemical vat for dispersal2
env_conveyorpath1 don't use. i'm serious. pleva will kick your butt.
env_convoy1_strogg_flyer Flyer for use in Convoy1
env_convoy_hovertruck Single bone for binding vehicles or fx to.
env_convoy_pump scripted pump for convoy
env_convoy_pump_small scripted pump for convoy
env_core_tunnel_collapse scripted ceiling panel for core
env_crane Claw for crane.
env_crucified Animated crucified guy
env_data_router
env_data_router_arms arms for the data router
env_data_router_cables Cables used with the data router
env_dead_chestwoundbody ragdoll body part for great justice
env_dead_d_arm ragdoll body part for great justice
env_dead_d_leg ragdoll body part for great justice
env_dead_d_leg_clean ragdoll body part for great justice
env_dead_half ragdoll body part for great justice
env_dead_head_half ragdoll body part for great justice
env_dead_head_shot ragdoll body part for great justice
env_dead_no_arm ragdoll body part for great justice
env_dead_no_leg ragdoll body part for great justice
env_destroyer animated_destroyer
env_destroyer_doors animated_destroyer_doors
env_destroyer_lod animated_destroyer_lod
env_dispersal_ceiling_panel scripted ceiling panel for dispersal
env_dispersal_chemical_vat chemical vat for dispersal
env_dispersal_digester1 headless torso. purely decorative (but who decorates with headless torsos? yech.)
env_dispersal_digester2 headless torso. purely decorative (but who decorates with headless torsos? yech.)
env_dispersal_fence scripted fence for dispersal
env_dispersal_fence_gladiator don't use. i'm serious. pleva will kick your butt.
env_dispersal_injector_arm scripted ceiling panel for dispersal
env_door_smash this script copied from pump for convoy
env_dropship Marine Dropship
env_dropship_interior animated_dropship_interior
env_dropship_medlabs Marine Dropship Medlabs
env_dropship_mini Intro_Dropship_mini
env_dropship_mini_B Intro_Dropship_mini_B
env_elevator elevator
env_fattydoor animated_fattydoor
env_flier_engine flyer_engine
env_FT_empty1 Test flythrough for empty test
env_fuel_mixer animated_fuel_mixer
env_generic_4barrel_arm scripted ceiling panel for core
env_generic_barrel_arm scripted ceiling panel for core
env_green_barrel don't use
env_guardian_door guardian_door
env_guiguy animated_guiguy
env_hanging_body_1 Hanging body with ragdoll. Head, upper torso, arm, intestines.
env_hanging_body_2 Hanging body with ragdoll. Torso, legs.
env_hanglight_square A swinging square light.
env_heartpump heartpump
env_hook_base scripted hook for dispersal2
env_hover_truck_gun don't use
env_intro_rocket Intro_rocket
env_magnetic_arm scripted ceiling panel for core
env_makron_door makron_door
env_marine_drop_pod scripted marine drop pod
env_marine_emp A marine emp weapon
env_MCC_ship MCC landing ship
env_meat_hook Meathook for hanging marines
env_medlabs_buzzarm Buzz Saw for Medlabs
env_medlabs_injection_arm Injection Arm for Medlabs
env_medlabs_nanocyte_implant_arm Nanocyte arm for Medlabs
env_medlabs_needle_scanner Needle Scanner for Medlabs
env_medlabs_railing Railing for Medlabs Cinematic
env_medlabs_registration Registration Arm for Medlabs
env_medlabs_scanner_arm Scanner Arm for Medlabs
env_medlabs_tube_arms Tube Arms for Medlabs
env_medlabs_tube_four_arms Four Arm Machine for Medlabs
env_medlabs_tube_goo Goo for the inside of medlabs tube
env_medlabs_verification_arm Verification Arm for Medlabs
env_needlearm needlearm
env_phone animated_phone
env_piston animated_piston
env_pistonB animated_piston
env_pod_crash scripted ceiling panel for core
env_ragdoll_corpse_base Nastified corpse ragdoll
env_ragdoll_grunt Ragdoll for monster_grunt
env_ragdoll_marine Ragdoll for char_marine
env_ragdoll_marine_fullgear Ragdoll for char_marine
env_ragdoll_marine_meathook Ragdoll for char_marine on a hook
env_ragdoll_marine_meathook2 Ragdoll for char_marine on a hook
env_ragdoll_marine_medic Medic ragdoll
env_ragdoll_marine_tech Technician ragdoll
env_ragdoll_strogg_marine Ragdoll for strogg_marine
env_retracttank Retractable Tank for Medlabs
env_roof_floor Floor that bends under Network Guardian
env_roof_generator Generator on roof the Network Guardian crushes
env_sb_machinegun don't use
env_shell_loader animated_shell_loader
env_shell_loader_mirrored animated_shell_loader_mirrored
env_shocker shocker
env_shocker_base shocker_base
env_smashing_pipe bending pipe for smashing in Recomp
env_stomachpump01 Stomach Pillar
env_stomachpump02 Stomach Pump
env_storage1_pods Pods used for storage 1 sky flying cinematic
env_storage_casket_cin storage iron maiden cinematic casket
env_storage_floor scripted storage floor busted
env_storage_rubble scripted marine drop pod
env_storage_rubble_on_creature scripted ceiling panel for core
env_strogg_flag_big Strogg Flag Big
env_strogg_flag_long Strogg Flag
env_strogg_flag_short Strogg Flag Short
env_strogg_flyer Pleva will not hurt you. It's ok.
env_strogg_healing_station strogg_healing_station
env_strogg_troopcarrier carries strogg troops
env_swinging_light swinging light
env_tactical_station animated_tactical_station
env_teleporter terminal teleporter
env_tetranode
env_tram tramcar
env_tram_hub animated_tram_hub
env_tramcar Animated Tramcar
env_tramGate animated_tramgate
env_tramGate_half animated_tramgate_half
env_tube_arm Tube Arm for Medlabs
env_tube_marines Marines for tubes that aren't AI
env_verification_arm scripted ceiling panel for core
env_vos_torsobed Vos with no arms and legs in a strogg bed
env_wall_casket
env_wallhole test model
env_waste_lift animated_waste_lift
exploding_barrel_large Moveable barrel. Works just like a moveable_base. However the barrel
exploding_barrel_small Moveable barrel. Works just like a moveable_base. However the barrel
foomable_barrel_red_stroyent Moveable barrel. Works just like a moveable_base. However the barrel
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_camera_follow camera that follows an entity.\n
func_camera_portalsky View from which the skybox is rendered
func_cameraTarget used to control camera view motion and camera view position motion.
func_cameraview Simple Camera view, apply a rotation matrix, angle or target it at a target_null.
func_clampdoor **same as func_door but automatically includes animating clamps (see network map)**\n\n
func_clipmodel Holder for a clip model which can be used by another entity.
func_conveyor Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled. speed default 100
func_damagable Breakable object. Fires targets and changes shader parms and model when damaged.
func_damage Damages targeted entities when triggered.
func_deathpush
func_door if two doors touch, they are assumed to be connected and operate as a unit.
func_door_mcc Door.
func_doorframe_a
func_earthquake Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound.
func_elevator Elevators move to predefined floors and activate door teams based on floor number.
func_emitter Inherits from a func_static but is fixed size and shows a rotation arrow.
func_explosion Hidden object that explodes when activated.
func_forcefield Force field.
func_fracture b-rep brittle fracture
func_fx Spawns a special effect when triggered.
func_ground_animate Object that changes animation when triggered.
func_group Used to group brushes together just for editor convenience.
func_itemremove Removes an item from the players inventory
func_jumppad Jump Pad.
func_liquid
func_mover Movers are objects meant to be controlled through scripts.
func_mover_amodel Mover with a model. Movers are objects meant to be controlled through scripts.
func_mover_spline
func_pendulum You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow
func_phantom_objects Causes moveable objects to fly at player when triggered. triggering toggles it on/off.
func_plat Plats are always drawn in the extended position, so they will light correctly.
func_playback Follows a playback path when triggered.
func_portal Use to make triggerable portals.
func_radiochatter Use to make triggerable radio chatters.
func_remove Removes targeted entities from the game when triggered.
func_riser Simply rises or falls when triggered.
func_rotating You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z
func_savegame Use to make triggerable save games.
func_securitycamera Security camera.
func_shaking Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.
func_spawner Spawns specified entities. Target any number of target_nulls as possible spawn locations.
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_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_vehicle_driver Move a vehicle based on a path specified by target_vehicle_paths.
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.
hangar2_char_marine Custom marine for hangar2.
hangar2_char_marine_medic Custom medic for hangar2.
hangar2_char_marine_rhodes Custom Rhodes for hangar2.
hangar2_char_marine_tech Custom tech for hangar2.
info_gravity Place one of these gravity flooding
info_gravity_surfacenormal Place one of these gravity flooding
info_gravitySeparator Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through.
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_path Creates a path node for AI route calculations.\n
info_player_assault Spawning position for team games.
info_player_deathmatch potential spawning position for deathmatch games
info_player_start The normal starting point for a level.
info_player_team Spawning position for team games.
info_player_teleport Spawning position player after cinematic. When triggered, player will be moved to this location.
info_tactical_feature Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through.
info_vacuum Place one of these in an outside area in each map for vacuum flooding
info_vacuumSeparator Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through.
item_armor
item_armor_large #str_107326
item_armor_large_sp #str_107329
item_armor_shard Armor shard
item_armor_small #str_107325
item_armor_small_sp #str_107328
item_armor_small_sp_strogg #str_107328
item_default
item_health Health box. Normally gives 25 points. Rotten box heals 5-10 points,
item_health_large -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_l.md3"
item_health_mega #str_107323
item_health_shard #str_107320
item_health_small -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_s.md3"
item_objective Gives the player an objective, trigger it to give the objective.
item_objectivecomplete Completes a named objective, trigger it to complete the objective.
item_objectivefailed Completes a named objective, trigger it to complete the objective.
level_EggshellBottom Opening eggshell bottom for process
level_EggshellTop Opening eggshell top for process
level_laserCoupling Top of laser tower for process
light Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.
mcc_chair Animated chair for MCC
mcc_makron Animated makron for MCC
mcc_vehicle_bodytable
mcc_vehicle_gun_chair
mcclanding_char_marine Custom marine for mcc_landing.
mcclanding_char_marine_medic Custom medic for mcc_landing.
mcclanding_char_marine_tech Custom tech for mcc_landing.
mcclanding_char_marine_tech_unarmed Custom tech for mcc_landing.
medlabs_animated_scientist Animated scientist with no AI used for medlabs ride.
medlabs_monster_tactical_float Tacticals without ai for animated scenery
medlabs_nanocyte_kidnap_creature Nanocyte creature for Voss cinematic
monster_convoy_hover A smaller strogg flyer. Not so big. Kinda tiny. !large, and this version hovers.
monster_default
monster_fatty
monster_strogg_fighter A smaller strogg flyer. Not so big. Kinda tiny. !large.
monster_strogg_marine Blaster Strogg Marine
monster_strogg_marine_base DO NOT USE - FOR INHERITANCE ONLY
monster_strogg_marine_mgun Machine Gunner Strogg Marine
monster_strogg_marine_sgun Shotgun Strogg Marine
moveable_barrel_test
moveable_base Moveable object. Will drop to the floor and rest untill activated.
moveable_base_barrel Moveable barrel. Works just like a moveable_base. However the barrel
moveable_base_fixed Moveable object. Will drop to the floor and rest untill activated.
moveable_burningbarrel Moveable barrel. Works just like a func_moveable. However the barrel
moveable_burningtank Moveable barrel. Works just like a func_moveable. However the barrel
moveable_explodingbarrel Moveable barrel. Works just like a func_moveable. However the barrel
moveable_explodingtank Moveable barrel. Works just like a func_moveable. However the barrel
moveable_gib_base Moveable object. Will drop to the floor and rest untill activated.
mp_ctf_assaultpoint Assault Point for CTF games
mp_ctf_marine_flag CTF Marine Flag
mp_ctf_one_flag CTF Strogg Flag
mp_ctf_strogg_flag CTF Strogg Flag
path_anim Character will play the specified animation. Set angles to direction to face.
path_attack Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated.
path_conversation Conversation node. Character speaks a line of dialog and looks at a specific entity. When talked to, conversation will end for all characters listening to
path_conversation_listen Conversation node. Character listens to entity 'focus' and waits for him to finish.
path_corner Monsters will continue walking towards the next target corner.
path_cycleanim Character will loop the specified animation and wait until triggered, or until time specified by 'wait' has elapsed. Set angles to direction to face.
path_default
path_headanim starts playing an animation on the head immediately goes to next path. used for playing talk anims while walking.
path_hide Makes the character invisible and non-solid.
path_jump Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can
path_lookat Causes character to look at an entity for a certain length of time or until triggered.
path_show Makes the character visible and solid.
path_talk forces character to talk to the player
path_talk_primary forces character to say his primary talk anim to the player
path_talk_secondary forces character to say his secondary talk anim to the player
path_talk_triggered forces character to say his triggered talk anim to the player
path_turn Character will turn to the direction specified in entity.
path_wait Character will wait specified amount of time before continuing on path.
path_waitforheadanim waits for animation on the head from path_headanim finish.
path_waitfortrigger Character will wait until they're triggered again before continuing on path.
powerup
powerup_ammoregen Ammo Regen
powerup_doubler Doubler
powerup_guard Guard
powerup_haste Haste
powerup_invisibility Invisibility
powerup_quad_damage Quad Damage
powerup_regeneration Regeneration
powerup_scout Scout
Putra_Arm
Putra_Barrel
Putra_Buzzsaw Buzzsaw
Putra_Chain Chain
Putra_Floorhatch
Putra_Floorhatch_big
Putra_Incinerator
Putra_Intestines01 Intestines01
Putra_Intestines02 Intestines02
Putra_Intestines03 Intestines03
Putra_Intestines04 Intestines04
Putra_Intestines1 Intestines1
Putra_Intestines2 Intestines2
Putra_Intestines3 Intestines3
Putra_Intestines4 Intestines4
Putra_Intestines5 Intestines5
Putra_Intestines6 Intestines6
Putra_Intestines7 Intestines7
Putra_Needle Needle
react_convoy_pump Destoyable pump. Fires targets and changes shader parms and model when damaged.
react_Terminal_BCover_Lrg01 Reactive object. Fires targets and changes shader parms and model when damaged.
react_Terminal_BCover_Sm01 Reactive object. Fires targets and changes shader parms and model when damaged.
react_Terminal_TSD Reactive object. Fires targets and changes shader parms and model when damaged.
recomp_BoomBox This holds sounds in the level that only play at specific occasions and aren't worth creating new entities for. We really only need one per level.
recomp_chain Chain
sizzling_barrel_large Moveable barrel. Works just like a moveable_base. However the barrel
sizzling_barrel_small Moveable barrel. Works just like a moveable_base. However the barrel
speaker Speaker
storage_drop_pod Drop pod vehicle.
target_ai_move When targetted will move the ai to a spot within the given radius. Will also move any AI entities that activate this entity.
target_ai_tether When targetted will tether any targetted ai using the specified radius. Will also tether any AI entities that activate this entity.
target_air Turns player air on or off.
target_ammoStash Spawns ammo once when triggered. Checks the player's ammo load and will spawn the most needed type.
target_bossBattle Trigger to start a boss battle (will show health of boss on hud).
target_callobjectfunction Target an entity to set call a function from it's script object.
target_enableStamina Trigger this to enable or disable stamina
target_enableweapons Trigger this to turn off the no_weapons flag in a level. Used once the player gets their weapons.
target_endLevel When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display.
target_entity_fadein Target an entity to fade in.
target_entity_fadeout Target an entity to fade out.
target_entity_setcolor Changes the color on the targeted entity.
target_exitAreaAlert When triggered, it updates the player HUD to alert that the end of the level is near. The HUD will only show this for a few seconds, so keep this target
target_FadeSoundClass Fades given sound class
target_give Gives the activator all the items pointed to.
target_giveemail Trigger this to give an email to the player.
target_givesecurity Trigger this to give a new security clearance to the player.
target_launchProjectile Trigger to launch a projectile.
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_nailable Can be targeted by nailgun mod. When locked, will transfer lock to <target>.
target_npc_talk Target an npc to cause him to talk to the player.
target_npc_talk_primary Target an npc to cause him to say his primary talk anim to the player.
target_npc_talk_secondary Target an npc to cause him to say his secondary talk anim to the player.
target_npc_talk_triggered Target an npc to cause him to say his triggered talk anim to the player.
target_null Generic target to point camera views at
target_primaryobjective Trigger to change primary mission objective
target_removeweapons Trigger this to remove weapons
target_secretArea Trigger to alert the player he has discovered a secret area.
target_sessionCommand When triggered, sends the specified command (playdemo e3_1, etc) to the game.
target_setfov Trigger to change fov
target_setglobalparmtime Trigger to set the passed global parm to current time offset
target_setinfluence Trigger to set off demonic influences.
target_setkeyval Target an entity to set key val pairs on.
target_setmodel Target an entity to set the model.
target_setshaderparm Target an entity to set shader parms on.
target_setshadertime Target an entity to set the shadertime (parm4) on.
target_show Trigger to unhide the targeted entities.
target_tip Trigger this to show a tip to the player.
target_vehicle_path func_vehicle_drivers will navigate along these path nodes.
test_anim_all
test_aurelio_func_fluid A brush model that simulates a fluid.
test_head don't use
test_model
test_officer don't use
text Used to display debug text in a level
tram1_grunt_door Animated door pulled open by grunt in tram1
trigger_count Countable trigger.
trigger_entityname Variable sized repeatable trigger that only responds to a specific entity. Must be targeted at one or more entities.
trigger_facing Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.
trigger_fade Fades the screen to fadeColor over fadeTime ( in seconds ).
trigger_flashlight Variable sized trigger that is activated by shining the flashlight on it. Must be targeted at one or more entities.
trigger_guiOverlay Toggles an overlay gui full screen over the view.
trigger_hurt Any object touching this will be hurt set dmg to damage amount default dmg = 5
trigger_multiple Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay"
trigger_once Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
trigger_once_entityname Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities.
trigger_presize Variable sized repeatable trigger. Must be targeted at one or more entities.
trigger_relay This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages.
trigger_timer Repeatedly fires its targets. Can be turned on or off by using.
trigger_touch Continuously tests whether other entities are touching and calls a script
vehicle_acidgun Acid Gun Mounted Turret.
vehicle_airdefense_big_gun Air Defense Mounted Gun.
vehicle_bodytable
vehicle_convoy_crane Crane for convoy2 bridge puzzle (INVISIBLE BASE)
vehicle_data_router Data Router for hub2 level.
vehicle_drop_pod Drop pod vehicle.
vehicle_e3mech e3mech Vehicle.
vehicle_flatbed_base Flatbed.
vehicle_gev GEV.
vehicle_hub1_flatbed Flatbed.
vehicle_new_gun_chair Animated gun chair
vehicle_phatride A pimpin ride.
vehicle_tableMover
vehicle_tramCar_marine
vehicle_tramCar_strogg
vehicle_tramCar_strogg_blaster
vehicle_tramCar_strogg_mgun
vehicle_tramgun Tram Gun Mounted Turret.
vehicle_tube Vehicle tube for attaching player to track.
vehicle_turret_chaingun Chaingun Mounted Turret.
vehicle_walker Walker Vehicle.
vehicle_walker_convoy Convoy-specific Walker Vehicle with smaller machine-gun impact effect on rock
waste_sizzle_barrel Moveable barrel. Works just like a moveable_base. However the barrel
weapon_blaster Blaster
weapon_dmg Dark Matter Gun
weapon_gauntlet Gauntlet
weapon_grenadelauncher Grenade Launcher
weapon_hyperblaster HyperBlaster
weapon_lightninggun Lightning Gun
weapon_machinegun Machinegun
weapon_nailgun Nailgun
weapon_napalmgun Napalm Launcher
weapon_railgun Railgun
weapon_rocketlauncher Rocket Launcher
weapon_shotgun Shotgun
weaponmod_hyperblaster_bounce1 HyperBlaster Bounce I Modification
weaponmod_lightninggun_chain Lighting Gun Chain Lightning
weaponmod_machinegun_ammo Machinegun Extended Clip Modification
weaponmod_nailgun_power Nailgun Power Modification
weaponmod_nailgun_seek Nailgun Seeker Modification
weaponmod_railgun_penetrate Railgun penetrate mod
weaponmod_rocketlauncher_burst RocketLauncher burst fire modification
weaponmod_rocketlauncher_homing RocketLauncher homing rocket modification
weaponmod_shotgun_ammo Shotgun Ammo Modification
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
<< back to the wiki  ·  History
HOT FILES
No files yet.
all files >>
LATEST BLOGS
No blog posts yet.
all blogs >>
MEDIA FROM THE BLOGS
No blog post has a picture yet.
all blogs >>
LATEST DEVLOGS
No devlog entries yet.
all blogs >>
CHAT
IRC:
#func_arena @ irc.libera.chat

Discord:
Map-Center

41 fraggers right now. Be nice to others.
Powered by Debian Linux Now! Get Mozilla Now! Stop Microsoft! Dopefish Now! 1-Bit Icons by Nikoichu
home  ·  contact  ·  privacy policy  ·  forums  ·  submit content  ·  rss
func_arena is a member of the func_network. We are not responsible for user content, your ping, or your kill-to-death ratio.
Powered by fragnuke 0.7.2. Best viewed at 1024x768 in Mozilla. No frames, no Flash, no bs.