| ammo_belt |
|
| ammo_bfg |
|
| 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_lightning |
|
| ammo_mines |
|
| ammo_nails |
|
| ammo_rockets |
used by: Allied Rocket Launcher (bazooka) |
| ammo_shells |
|
| ammo_slugs |
|
| func_bobbing |
Normally bobs on the Z axis |
| 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_group |
Used to group brushes together just for editor convenience. |
| func_pendulum |
You need to have an origin brush as part of this entity. Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow |
| 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_static |
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. |
| 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 |
| holdable_invulnerability |
|
| holdable_kamikaze |
|
| holdable_medkit |
pickup sound : "sound/pickup/holdable/get_medkit.wav" use sound : "sound/pickup/holdable/get_medkit.wav" -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A |
| holdable_portal |
|
| holdable_teleporter |
|
| info_camp |
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay. |
| info_notnull |
Used as a positional target for lightning. |
| info_null |
Used as a positional target for spotlights, etc. |
| 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. |
| 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_shard |
Armor shard |
| item_doubler |
|
| item_enviro |
|
| item_flight |
|
| item_guard |
|
| item_haste |
|
| 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_invis |
|
| item_quad |
|
| item_regen |
|
| item_scout |
|
| light |
Non-displayed light. Default light value is 300 Default style is 0 If targeted, it will toggle between on or off. |
| misc_model |
|
| misc_portal_camera |
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view. |
| misc_portal_surface |
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted. This must be within 64 world |
| misc_teleporter_dest |
Point teleporters at these. |
| path_corner |
Monsters will continue walking towards the next target corner. |
| shooter_grenade |
Fires at either the target or the current direction. |
| shooter_plasma |
Fires at either the target or the current direction. |
| shooter_rocket |
Fires at either the target or the current direction. |
| target_delay |
|
| target_give |
Gives the activator all the items pointed to. |
| target_kill |
Kills the activator. |
| target_laser |
When triggered, fires a laser. You can either set a target or a direction. |
| target_location |
Set "message" to the name of this location. Set "count" to 0-7 for color. 0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white |
| target_position |
Used as a positional target for in-game calculation, like jumppad targets. |
| target_print |
If "private", only the activator gets the message. If no checks, all clients get the message. |
| target_push |
Pushes the activator in the direction.of angle, or towards a target apex. |
| target_relay |
This doesn't perform any actions except fire its targets. The activator can be forced to be from a certain team. if RANDOM is checked, only one of the targets |
| target_remove_powerups |
takes away all the activators powerups. Used to drop flight powerups into death puts. |
| target_score |
The activator is given this many points. |
| target_speaker |
Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers. |
| target_teleporter |
The activator will be teleported away. |
| team_blueobelisk |
|
| team_CTF_blueflag |
Only in CTF games |
| team_CTF_blueplayer |
Only in CTF games. Blue players spawn here at game start. |
| team_CTF_bluespawn |
potential spawning position for blue team in CTF games. Targets will be fired when someone spawns in on them. |
| team_CTF_neutralflag |
Only in One Flag CTF games |
| team_CTF_redflag |
Only in CTF games |
| team_CTF_redplayer |
Only in CTF games. Red players spawn here at game start. |
| team_CTF_redspawn |
potential spawning position for red team in CTF games. Targets will be fired when someone spawns in on them. |
| team_neutralobelisk |
|
| team_redobelisk |
|
| trigger_always |
This trigger will always fire. It is activated by the world. |
| trigger_hurt |
Any object touching this will be hurt set dmg to damage amount default dmg = 5 |
| 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_push |
Pushes the player |
| 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 |
| weapon_bfg |
BFG |
| weapon_chaingun |
Chaingun |
| weapon_gauntlet |
Gauntlet |
| weapon_grapplinghook |
|
| weapon_grenadelauncher |
Grenade Launcher |
| weapon_lightning |
|
| weapon_machinegun |
Machinegun |
| weapon_nailgun |
Nailgun |
| weapon_plasmagun |
Plasma Gun |
| weapon_prox_launcher |
|
| weapon_railgun |
Railgun |
| weapon_rocketlauncher |
Rocket Launcher |
| weapon_shotgun |
Shotgun |
| worldspawn |
Only used for the world entity. Set message to the level name. Set sounds to the cd track to play. |