func_arena Monday, September 21, 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 II Entities
ARTICLE

Quake II Entities

Name Description
ammo_bullets
ammo_cells
ammo_grenades -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/ammo/amgren_bag.md3"
ammo_rockets used by: Allied Rocket Launcher (bazooka)
ammo_shells
ammo_slugs
func_areaportal This is a non-visible object that divides the world into areas that are seperated when this portal is not activated. Usually enclosed in the middle of a door.
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_clock target a target_string with this
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_door if two doors touch, they are assumed to be connected and operate as a unit.
func_door_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_door_secret Basic secret door. Slides back, then to the side. Angle determines direction.
func_explosive Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the
func_group Used to group brushes together just for editor convenience.
func_killbox Kills everything inside when fired, irrespective of protection.
func_object This is solid bmodel that will fall if it's support it removed.
func_plat Plats are always drawn in the extended position, so they will light correctly.
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_timer so, the basic time between firing is a random time between (wait - random) and (wait + random)
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
func_water func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
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_intermission The deathmatch intermission point will be at one of these Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
info_player_start The normal starting point for a level.
info_player_team1 potential team1 spawning position for ctf games
info_player_team2 potential team2 spawning position for ctf games
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_adrenaline gives +1 to maximum health
item_ancient_head Special item that gives +2 to maximum health
item_armor_body -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/armor/armor_body1.md3"
item_armor_combat
item_armor_jacket
item_armor_shard Armor shard
item_bandolier
item_breather
item_enviro
item_flag_team1
item_flag_team2
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_small -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_s.md3"
item_invulnerability
item_pack
item_power_screen
item_power_shield
item_quad
item_silencer
key_airstrike_target tank commander's head
key_blue_key normal door key - blue
key_commander_head tank commander's head
key_data_cd key for computer centers
key_data_spinner key for the city computer
key_pass security pass for the security level
key_power_cube warehouse circuits
key_pyramid key for the entrance of jail3
key_red_key normal door key - red
light Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off.
light_mine1
light_mine2
misc_actor
misc_banner The origin is the bottom of the banner. The banner is 128 tall.
misc_bigviper This is a large stationary viper as seen in Paul's intro
misc_blackhole
misc_ctf_banner The origin is the bottom of the banner. The banner is 248 tall.
misc_ctf_small_banner The origin is the bottom of the banner. The banner is 124 tall.
misc_deadsoldier This is the dead player model. Comes in 6 exciting different poses!
misc_easterchick
misc_easterchick2
misc_eastertank
misc_explobox TESTING THING
misc_gib_arm Intended for use with the target_spawner
misc_gib_head Intended for use with the target_spawner
misc_gib_leg Intended for use with the target_spawner
misc_insane
misc_satellite_dish
misc_strogg_ship This is a Storgg ship for the flybys. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it
misc_teleporter Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
misc_teleporter_dest Point teleporters at these.
misc_viper This is the Viper for the flyby bombing. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once
misc_viper_bomb
monster_berserk
monster_boss2
monster_boss3_stand Just stands and cycles in one place until targeted, then teleports away.
monster_brain
monster_chick
monster_commander_body Not really a monster, this is the Tank Commander's decapitated body. There should be a item_commander_head that has this as it's target.
monster_flipper
monster_floater
monster_flyer
monster_gladiator
monster_gunner
monster_hover
monster_infantry
monster_jorg
monster_makron
monster_medic
monster_mutant
monster_parasite
monster_soldier
monster_soldier_light
monster_soldier_ss
monster_supertank
monster_tank
monster_tank_commander
path_corner Monsters will continue walking towards the next target corner.
point_combat Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here.
target_actor for JUMP only:
target_blaster Fires a blaster bolt in the set direction when triggered.
target_changelevel Changes level to "map" when fired
target_character used with target_string (must be on same "team")
target_crosslevel_target Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work.
target_crosslevel_trigger Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same
target_earthquake When triggered, this initiates a level-wide earthquake. All players and monsters are affected.
target_explosion Spawns an explosion temporary entity when used.
target_goal Counts a goal completed. These are single use targets.
target_help When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
target_laser When triggered, fires a laser. You can either set a target or a direction.
target_lightramp speed How many seconds the ramping will take message two letters; starting lightlevel and ending lightlevel
target_secret Counts a secret found. These are single use targets.
target_spawner Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels.
target_speaker Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
target_splash Creates a particle splash effect when used.
target_string
target_temp_entity Fire an origin based temp entity event to the clients.
trigger_always This trigger will always fire. It is activated by the world.
trigger_counter Acts as an intermediary for an action that takes multiple inputs.
trigger_elevator
trigger_gravity Changes the touching entites gravity to the value of "gravity". 1.0 is standard gravity for the level.
trigger_hurt Any object touching this will be hurt set dmg to damage amount default dmg = 5
trigger_key A relay trigger that only fires it's targets if player has the proper key. Use "item" to specify the required key, for example "key_data_cd"
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_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_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
turret_base This portion of the turret changes yaw only. MUST be teamed with a turret_breach.
turret_breach This portion of the turret can change both pitch and yaw. The model should be made with a flat pitch. It (and the associated base) need to be oriented towards
turret_driver Must NOT be on the team with the rest of the turret parts. Instead it must target the turret_breach.
viewthing Just for the debugging level. Don't use
weapon_bfg BFG
weapon_chaingun Chaingun
weapon_grenadelauncher Grenade Launcher
weapon_hyperblaster HyperBlaster
weapon_laser
weapon_machinegun Machinegun
weapon_railgun Railgun
weapon_rocketlauncher Rocket Launcher
weapon_shotgun Shotgun
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
<< 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.