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Quake Entities

Name Description
air_bubbles testing air bubbles
ambient_comp_hum
ambient_drip
ambient_drone
ambient_flouro_buzz
ambient_light_buzz
ambient_suck_wind
ambient_swamp1
ambient_swamp2
ambient_thunder
event_lightning Just for boss level.
func_bossgate This bmodel appears unless players have all of the episode sigils.
func_button When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original
func_door if two doors touch, they are assumed to be connected and operate as a unit.
func_door_secret Basic secret door. Slides back, then to the side. Angle determines direction.
func_episodegate This bmodel will appear if the episode has already been completed, so players can't reenter it.
func_illusionary A simple entity that looks solid but lets you walk through it.
func_plat Plats are always drawn in the extended position, so they will light correctly.
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_wall This is just a solid wall if not inhibited
info_intermission This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw'
info_notnull Used as a positional target for lightning.
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_start2 Only used on start map for the return point from an episode.
info_teleport_destination This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a teleporter's "target" field.
item_armor1
item_armor2
item_armorInv
item_artifact_envirosuit Player takes no damage from water or slime for 30 seconds
item_artifact_invisibility Player is invisible for 30 seconds
item_artifact_invulnerability Player is invulnerable for 30 seconds
item_artifact_super_damage The next attack from the player will do 4x damage
item_cells
item_deathball
item_health Health box. Normally gives 25 points. Rotten box heals 5-10 points,
item_key1 SILVER key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base
item_key2 GOLD key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base
item_rockets
item_shells
item_sigil End of level sigil, pick up to end episode and return to jrstart.
item_spikes
item_weapon DO NOT USE THIS!!!! IT WILL BE REMOVED!
light Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.
light_flame_large_yellow Large yellow flame ball
light_flame_small_white Small white flame ball
light_flame_small_yellow Small yellow flame ball
light_fluoro Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off. Makes steady fluorescent humming sound
light_fluorospark Non-displayed light. Default light value is 300 Default style is 10 Makes sparking, broken fluorescent sound
light_globe Sphere globe light. Default light value is 300 Default style is 0
light_torch_small_walltorch Short wall torch Default light value is 200 Default style is 0
misc_explobox TESTING THING
misc_explobox2 Smaller exploding box, REGISTERED ONLY
misc_fireball Lava Balls
misc_noisemaker For optimization testing, starts a lot of sounds.
misc_teleporttrain This is used for the final boss
monster_army
monster_boss
monster_demon1
monster_dog
monster_enforcer
monster_fish
monster_hell_knight
monster_knight
monster_ogre
monster_oldone
monster_shalrath
monster_shambler
monster_tarbaby
monster_wizard
monster_zombie If crucified, stick the bounding box 12 pixels back into a wall to look right.
noclass prints a warning message when spawned
path_corner Monsters will continue walking towards the next target corner.
test_fodder beating guy
test_teleport Teleporter testing
trap_shooter Continuously fires spikes.
trap_spikeshooter When triggered, fires a spike in the direction set in QuakeEd. Laser is only for REGISTERED.
trigger_changelevel When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the
trigger_counter Acts as an intermediary for an action that takes multiple inputs.
trigger_hurt Any object touching this will be hurt set dmg to damage amount default dmg = 5
trigger_jctest
trigger_monsterjump Walking monsters that touch this will jump in the direction of the trigger's angle
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_onlyregistered Only fires if playing the registered version, otherwise prints the message
trigger_push Pushes the player
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_secret secret counter trigger
trigger_setskill sets skill level to the value of "message". Only used on start map.
trigger_teleport Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with
viewthing Just for the debugging level. Don't use
weapon_grenadelauncher Grenade Launcher
weapon_lightning
weapon_nailgun Nailgun
weapon_rocketlauncher Rocket Launcher
weapon_supernailgun
weapon_supershotgun
worldspawn Only used for the world entity. Set message to the level name. Set sounds to the cd track to play.

Last changed Sep 21, 2026
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