alarm_box
This is an entity on id Tech 3 engines, present on RTCW Single Player, RTCW Multiplayer and Enemy Territory. Below you can find its spawnflags, keys and editor settings for each game that defines it.
RTCW Single Player
You need to have an origin brush as part of this entity current alarm box model is (8 x 16 x 28)
teamed alarm_boxes work in tandem (switches/lights syncronize) target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound) alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm model: the model used is "models/mapobjects/electronics/alarmbox.md3" place the origin at the center of your trigger box
Spawnflags
| Flag |
Bit |
Description |
| START_ON |
1 |
means the button is pushed in, any dlights are cycling, and alarms are sounding |
Keys
| Key |
Description |
| health |
- defaults to 10 |
| dmg |
- damage and radius value when it dies |
| noise |
- the sound to play over the system (this would be the siren sound) |
| team |
key/value is valid for teamed alarm boxes |
Editor
| Property |
Value |
| Type |
point entity |
| Color |
1 0 1 |
| Spawn function |
SP_alarm_box |
RTCW Multiplayer
You need to have an origin brush as part of this entity current alarm box model is (8 x 16 x 28)
teamed alarm_boxes work in tandem (switches/lights syncronize) target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound) alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm model: the model used is "models/mapobjects/electronics/alarmbox.md3" place the origin at the center of your trigger box
Spawnflags
| Flag |
Bit |
Description |
| START_ON |
1 |
means the button is pushed in, any dlights are cycling, and alarms are sounding |
Keys
| Key |
Description |
| health |
defaults to 10 |
| noise |
the sound to play over the system (this would be the siren sound) |
| team |
key/value is valid for teamed alarm boxes |
Editor
| Property |
Value |
| Type |
point entity |
| Color |
1 0 1 |
| Spawn function |
SP_alarm_box |
Enemy Territory
You need to have an origin brush as part of this entity current alarm box model is (8 x 16 x 28)
teamed alarm_boxes work in tandem (switches/lights syncronize) target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound) alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm model: the model used is "models/mapobjects/electronics/alarmbox.md3" place the origin at the center of your trigger box
Spawnflags
| Flag |
Bit |
Description |
| START_ON |
1 |
means the button is pushed in, any dlights are cycling, and alarms are sounding |
Keys
| Key |
Description |
| health |
defaults to 10 |
| noise |
the sound to play over the system (this would be the siren sound) |
| team |
key/value is valid for teamed alarm boxes |
Editor
| Property |
Value |
| Type |
point entity |
| Color |
1 0 1 |
| Spawn function |
SP_alarm_box |