| 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. |