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Wiki » Reference » RTCW Single Player Entities » alarm_box
ARTICLE

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

Last changed Sep 21, 2026
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