| air_bubbles |
testing air bubbles |
| ambient_comp_hum |
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| ambient_drip |
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| ambient_drone |
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| ambient_flouro_buzz |
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| ambient_light_buzz |
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| 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 |
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| monster_dog |
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| monster_enforcer |
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| monster_fish |
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| monster_hell_knight |
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| monster_knight |
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| monster_ogre |
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| monster_oldone |
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| monster_shalrath |
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| monster_shambler |
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| 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. |