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Wiki » Reference » Quake 4 Script Events
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Quake 4 Script Events

Name Description
accelSound Sets the sound to be played when the mover accelerates.
accelTime Sets the acceleration time. Set this acceleration time before initiating a new move.
accelTo Initiates an acceleration to the given speed over the given time in seconds.
acos
activate Activates this entity as if it was activated by a trigger. Activator is the entity that caused the action (usually the player).
activateTargets Causes this entity to activate all it's targets. Similar to how a trigger activates entities. Activator is the entity that caused the action (usually the
allowAutopilot
allowFallDamage
allowHiddenMovement normally, when hidden, monsters do not run physics. this enables physics when hidden.
allowMoreSpawns
allowShieldBar
allowShieldWarnBar
angToForward Returns a forward vector for the given Euler angles.
angToRight Returns a right vector for the given Euler angles.
angToUp Returns an up vector for the given Euler angles.
animDone Returns true if the animation playing on the given channel is completed considering a number of blend frames. NOTE: weapons only use ANIMCHANNEL_ALL
appendTarget
applyImpulse
applySpeedScale
asin
assert Breaks if the condition is zero. (Only works in debug builds.)
attack
attackMelee returns true if the attack hit
attenuate
awardAchievement
becomeAggressive
becomeNonSolid Makes the moveable non-solid for other entities.
becomePassive
becomeRagdoll enables the ragdoll if the entity has one
becomeSolid
beginManualStreaming
bind binds a command to a key
bindPosition Fixes this entity's position (but not orientation) relative to another entity, such that when the master entity moves, so does this entity.
bindToJoint Fixes this entity's position and orientation relative to a bone on another entity, such that when the master's bone moves, so does this entity.
blendFOV
bob Initiates a translation back and forth along the given vector with the given speed and sphase.
break
cacheSoundShader ensure the specified sound shader is loaded by the system. prevents cache hits when playing sound shaders.
callFunction calls a function on an entity's script object
canBecomeSolid
canDamage
ceil
choosePathTarget
clampFloat
clearAllJoints Removes any custom transforms on all joints.
clearAnims
clearJoint Removes any custom transforms on the specified joint.
clearPersistantArgs clears data that persists between maps
clearSignal Disables the callback function on the specified signal.
clearSignalAllThreads
clearSignalThread Clears the script callback function set for when the given signal is raised on the given entity.
clearSkin
clearTargetList
close Closes the door.
closeDoors
closePortal Closes the renderer portal associated with this mover.
closestEnemyToPoint Returns the enemy closest to the given location.
collapseJoints
copySpawnArgs copies the spawn args from an entity
cos Returns the cosine of the given angle in degrees.
CrossProduct Returns the cross product of the two vectors.
damageEffect
damageOverTime
damageOverTimeEffect
debugArrow
debugBounds
debugCircle
debugLine line drawing for debug visualization. lifetime of 0 == 1 frame.
decelSound Sets the sound to be played when the mover decelerates.
decelTime Sets the deceleration time. Set this deceleration time before initiating a new move.
decelTo Initiates a deceleration to the given speed over the given time in seconds.
directDamage
disable Disables the door.
disableAFPush
disableAutoBlink
disableBlinking
disableClip
disableDamage
disableEyeFocus Disables eye focus.
disableGravity
disableHeal
DisableLegIK
disableMovement
disableObjectives
disablePain Disables pain animations.
disablePatternMode
disableSplineAngles Disables aligning the mover with the spline direction.
disableTarget
DisableWalkIK
disableWeapon Lowers and disables the player weapon.
distanceTo Returns the distance of this entity to another entity.
distanceToPoint Returns the distance of this entity to a point.
doneBlinking
doneBlinkingOff
DotProduct Returns the dot product of the two vectors.
drawText text drawing for debugging. align can be 0-left, 1-center, 2-right. lifetime of 0 == 1 frame.
driverSpeak
earthquake
enable Enables the door.
enableAFPush
enableAnim Enables animation on the given channel.
enableAutoBlink
enableBlinking
enableClip
enableDamage enable/disable damage
enableEyeFocus Enables eye focus.
enableGravity
enableHeal
EnableLegIK
enableMovement
enableObjectives
enablePain Enables pain animations.
enablePatternMode
enableSplineAngles Enables aligning the mover with the spline direction.
enableTarget
EnableWalkIK
enableWeapon Enables the player weapon.
endManualStreaming
enterVehicle
error causes an error
exitTeleporter
exitVehicle
faceEnemy
faceEntity
fadeIn Fades towards the given color over the given time in seconds.
fadeInLight Turns the light on over the given time in seconds.
fadeOut Fades from the given color over the given time in seconds.
fadeOutLight Turns the light out over the given time in seconds.
fadeSound Fades the sound on this entity to a new level over a period of time. Use SND_CHANNEL_ANY for all currently playing sounds.
fadeTo Fades to the given color up to the given alpha over the given time in seconds.
findEnemy finds enemy player in PVS
fireWeapon
firstPerson Returns view control to the player entity.
flashlight toggle actor's flashlight
floor
flyingRotate
followOffset
footstep
forceLanding
forcePosture
forceTakeoff
forceWalkMode
getActiveEntity
getAmmoData
getAngles Returns the current orientation of this entity (relative to bind parent if any).
getAngularVelocity Gets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of
getBindMaster
getBlendFrames Returns the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL
getButtons Returns the button state from the current user command.
getColor Gets the color of this entity (shader parms Parm0, Parm1, Parm2).
getCurrentTrackInfo
getCurrentWeapon Returns "weaponX" where X is the number of the weapon the player is currently holding.
getcvar Returns the string for a cvar.
getDriver
getEnemy
getEntity Returns a reference to the entity with the specified name.
getEntityKey Retrieves the entity specified by the spawn arg.
getFloatKey Retrieves the floating point value of a specific spawn arg.
getFOV
getFrameTime returns the length of time between game frames. this is not related to renderer frame rate.
getHead returns the entity used for the character's head, if it has one.
getHealth
getIdealSpeed
getIntKey Retrieves the integer value of a specific spawn arg.
getJointAngle returns the angular orientation of the joint in world space
getJointHandle Looks up the number of the specified joint. Returns INVALID_JOINT if the joint is not found.
getJointPos returns the position of the joint in world space
getKey Retrieves the value of a specific spawn arg.
getLastBlocker
getLeader
getLightParm Gets a shader parameter.
getLinearVelocity Gets the current linear velocity of this entity. The linear velocity of a physics object is a vector that defines the translation of the center of mass in
getMaxs Gets the maximum corner of this entity's bounding box.
getMins Gets the minimum corner of this entity's bounding box.
getMove Returns the movement relative to the player's view angles from the current user command. vector_x = forward, vector_y = right, vector_z = up
getName Returns the name of this entity.
getNextKey searches for the name of a spawn arg that matches the prefix. for example, passing in "attack_target" matches "attack_target1", "attack_targetx",
getOrigin Returns the current position of this entity (relative to bind parent if any).
getPersistantFloat Returns the floating point value for the given persistant arg
getPersistantString Returns the string for the given persistant arg
getPersistantVector Returns the vector for the given persistant arg
getPreviousWeapon Returns "weaponX" where X is the number of the weapon the player was previously holding.
getShaderParm Gets the value of the specified shader parm.
getSize Gets the size of this entity's bounding box.
getSpeed
getSplineEntity
getTarget Returns the requested target entity.
getTicsPerSecond returns the number of game frames per second. this is not related to renderer frame rate.
getTime Returns the current game time in seconds.
getTraceBody Returns the number of the body part of the entity which was hit during the last call to trace or tracePoint
getTraceEndPos Returns the position the trace stopped due to a collision with solid geometry during the last call to trace or tracePoint
getTraceEntity Returns a reference to the entity which was hit during the last call to trace or tracePoint
getTraceFraction Returns the fraction of movement completed during the last call to trace or tracePoint.
getTraceJoint Returns the number of the skeletal joint closest to the location on the entity which was hit during the last call to trace or tracePoint
getTraceNormal Returns the normal of the hit plane during the last call to trace or tracePoint
getTrackInfo
getVectorKey Retrieves the vector value of a specific spawn arg.
getViewAngles Returns the player view angles.
getviewpos prints the current view position
getWeaponEntity Returns the entity for the player's weapon
getWorldOrigin Returns the current worldspace position of this entity (regardless of any bind parent).
gib
gotoFloor
guiEvent
hasEnemies Returns true if the actor has one or more enemies.
hasFunction checks if an entity's script object has a specific function
hide Makes this entity invisible.
hideSurface
hideTip
idleAnim Plays the given idle animation on the given channel. Returns false if anim doesn't exist.
influenceActive checks if an influence is active
intVal
isA
isActive
isAtRest returns true if object is not moving
isClient networking - checks for client
isHidden checks if the entity's model is invisible.
isLocked Returns true if the door is locked.
isMoving Returns true if a mover is moving
isMultiplayer checks if it's a multiplayer game
isOn
isOpen Returns true if the door is open.
isRotating Returns true if a mover is rotating
isSameTypeAs
isSpeaking
isTethered
isWithinTether
jointCrawlEffect
kill kills the player
killthread Kills all threads with the specified name
launchMissile returns the projectile entity
launchMissiles Launches a projectile.
launchProjectile
launchProjectiles
launchWarheads
leftFoot Changes to left foot and plays footstep sound.
levelTrigger
lock Locks or unlocks the door.
lockEnemyOrigin
lookAt Aims the character's eyes and head toward an entity for a period of time.
lookAtTarget
matchPrefix
maxFloat
meleeAttackToJoint
minFloat
move Initiates a translation with the given distance in the given yaw direction. Uses the current speed/time and acceleration and deceleration settings.
moveAlongVector
moveSound Sets the sound to be played when the moving.
moveTo Initiates a translation to the position of an entity. Uses the current speed/time and acceleration and deceleration settings.
moveToPos Initiates a translation to an absolute position. Uses the current speed/time and acceleration and deceleration settings.
music Starts playing background music.
nextEnemy Returns the next enemy the actor has acquired.
numActiveEntities
numTargets Returns the number of entities this entity has targeted.
Off Turns the light off.
On Turns the light on.
onSignal Sets a script callback function for when the given signal is raised on the given entity.
open Opens the door.
openDoors
openPortal Opens the renderer portal associated with this mover.
overrideAnim Disables the animation currently playing on the given channel and syncs the animation with the animation of the nearest animating channel.
pause Pauses the current thread.
playAnim Plays the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL
playAnimNoChannel
playAnimXTimes
playbackCallback
playCycle Continuously repeats the given animation on the given channel. Returns false if anim doesn't exist. NOTE: weapons only use ANIMCHANNEL_ALL
playEffect
playWorldEffect
postArrival
preventPain Prevents any pain animation from being played for the given time in seconds.
print Prints the given string to the console.
println Prints the given line to the console.
radiusDamage damages entities within a radius defined by the damageDef. inflictor is the entity causing the damage and can be the same as the attacker (in the case of
radiusDamageFromJoint
random Returns a random value X where 0 <= X < range.
randomInt
randomTarget Returns a random targeted entity. Pass in an entity name to skip that entity.
rechargeShields
refillAmmo
refProxy
releaseProxy
remove removes an entity
removeBinds Removes all attached entities from the game.
removeInitialSplineAngles Subtracts the initial spline angles to maintain the initial orientation of the mover.
removeNullActiveEntities
removeNullTargets
removeTarget
removeUpdateSpawner
respawn Respawn
restorePosition Returns this entity to the position stored in the "origin" spawn arg. This is the position the entity was spawned in unless the "origin" key is changed. Note
rightFoot Changes to right foot and plays footstep sound.
rotate Initiates a rotation with the given angular speed. Uses the current speed/time and acceleration and deceleration settings.
rotateDownTo Initiates a rotation about the given axis by decreasing the current angle towards the given angle. Uses the current speed/time and acceleration and
rotateOnce Initiates a rotation towards the current angles plus the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
rotateTo Initiates a rotation towards the given Euler angles. Uses the current speed/time and acceleration and deceleration settings.
rotateUpTo Initiates a rotation about the given axis by increasing the current angle towards the given angle. Uses the current speed/time and acceleration and
say text chat
scriptedAction
scriptedAnim
scriptedDone
scriptedFace
scriptedJumpDown
scriptedMove
scriptedPlaybackAim
scriptedPlaybackMove
scriptedStop
selectWeapon Selects the weapon the player is holding.
sendNamedEvent
separate
setAccel
setAngles Sets the current orientation of this entity (relative to bind parent if any).
setAngularVelocity Sets the current angular velocity of this entity. The angular velocity of a physics object is a vector that passes through the center of mass. The direction of
setAnimPrefix Sets a string which is placed in front of any animation names.
setAnimRate
setAnimState
setArmor
setBattleStage
setBlendFrames Sets the number of frames to blend between animations on the given channel. NOTE: weapons only use ANIMCHANNEL_ALL
setCamera Turns over view control to the given camera entity.
setColor Sets the RGB color of this entity (shader parms Parm0, Parm1, Parm2).
SetConstraintPosition Moves the constraint with the given name that binds this entity to another entity.
setContents
setCurrentLightLevel
setcvar Sets a cvar.
setDecel
setEnemy
setExtraProjPassEntity
setFingerAngle
setFOV
setGuiFloat Sets a parameter on this entity's GUI.
setGuiParm Sets a parameter on this entity's GUI.
setHealth
setIdealSpeed
setIdealTrack
setJointAngle Modifies the orientation of the joint based on the transform type.
setJointAngularVelocity
setJointPos Modifies the position of the joint based on the transform type.
setKey Sets a key on this entity's spawn args. Note that most spawn args are evaluated when this entity spawns in, so this will not change the entity's behavior in
setLeader
setLightGUI
setLightParm Sets a shader parameter.
setLightParms Sets the red/green/blue/alpha shader parms on the light and the model.
setLinearVelocity Sets the current linear velocity of this entity in units per second. The linear velocity of a physics object is a vector that defines the translation of the
setMaxBossHealth
setMaxLightLevel
setModel Sets the model this entity uses.
setMoveSpeed
setName Sets the name of this entity.
setNeverDormant enables or prevents an entity from going dormant
setNextAction
setOrigin Sets the current position of this entity (relative to it's bind parent if any).
setOwner Sets the owner of this entity. Entity's will never collide with their owner.
setPassivePrefix
setPersistantArg Sets a key/value pair that persists between maps
setPlayerDamageEnt
setRadius Sets the size of the bounding box.
setRadiusXYZ Sets the width/length/height of the light bounding box.
setScript
setShader Sets the shader to be used for the light.
setShaderParm Sets the value of the specified shader parm.
setShaderParms Sets shader parms Parm0, Parm1, Parm2, and Parm3 (red, green, blue, and alpha respectively).
setShieldPercent
setSize Sets the size of this entity's bounding box.
setSkin Sets the skin this entity uses. Set to "" to turn off the skin.
setSpawnArg Sets a key/value pair to be used when a new entity is spawned.
setSpawnVector
setSpecialEffect
setSpecialEffectParm
setSpeed
setSpline
setSyncedAnimWeight sets the blend amount on multi-point anims.
setTalkState Sets whether the player can talk to this character or not.
setUndying
setViewAngles
setWorldOrigin Sets the current position of this entity (regardless of any bind parent).
show Makes this entity visible if it has a model.
showSurface
sin Returns the sine of the given angle in degrees.
spawn spawns a game entity
SpawnFloat Returns the floating point value for the given spawn argument.
SpawnString Returns the string for the given spawn argument.
SpawnVector Returns the vector for the given spawn argument.
speak
speakRandom
spectatorTouch
speed Sets the movement speed. Set this speed before initiating a new move.
sqrt Returns the square root of the given number.
start Starts a spline or anim camera moving.
startFx Starts an FX on this entity.
startRagdoll Switches to a ragdoll taking over the animation.
startSound Plays the sound specified by the snd_* key/value pair on the channel and returns the length of the sound. This is the preferred method for playing sounds on an
startSoundShader Plays a specific sound shader on the channel and returns the length of the sound in seconds. This is not the prefered method of playing a sound since you must
startSpline Starts moving along a spline stored on the given entity.
stompAttack
stop Stops a spline or anim camera moving.
stopAllEffects
stopAnim Stops the animation currently playing on the given channel over the given number of frames.
stopEffect
stopFingers
stopFxFov
stopMoving Stops any translational movement.
stoppedSound
stopRagdoll turns off the ragdoll
stopRotating Stops any rotational movement.
stopSound Stops a specific sound shader on the channel.
stopSpline Stops moving along a spline.
stopThinking
strFind
strLeft Returns a string composed of the first num characters
strLength Returns the number of characters in the string
strMid Returns a string composed of the characters from start to start + num
strRight Returns a string composed of the last num characters
strSkip Returns the string following the first num characters
strToFloat Returns the numeric value of a string
sway Initiates a rotation back and forth along the given angles with the given speed and phase.
takeDamage
takePatient
teleport teleports the player to an entity location
terminate Terminates a thread.
tetherGetLocation
tetherSetupLocation
threadname Sets the name of the current thread.
time Sets the movement time. Set this time before initiating a new move.
toggle toggles a cvar
toggleCornerState
touches Returns true if this entity touches the other entity.
tpose
trace Returns the fraction of movement completed before the box from 'mins' to 'maxs' hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is
tracePoint Returns the fraction of movement completed before the trace hits solid geometry when moving from 'start' to 'end'. The 'passEntity' is considered non-solid
trigger triggers an entity
unbind unbinds any command from a key
updateFloorInfo
useMountedGun
vecLength Returns the length of the given vector.
vecNormalize Returns the normalized version of the given vector.
vecRotate
VecToAngles Returns Euler angles for the given direction.
wait delays remaining buffered commands one or more frames
waitFor Waits for the given entity to complete it's move.
waitForThread Waits for the given thread to terminate.
waitFrame Suspends execution of current thread for one game frame.
warning Issues a warning.

Last changed Sep 21, 2026
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