| 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. |