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Wiki » Reference » env_ entities » env_ragdoll_marine
ARTICLE

env_ragdoll_marine

This is an entity on id Tech 4 engines, present on Quake 4. Below you can find its spawnflags, keys and editor settings for each game that defines it.

Quake 4

Ragdoll for char_marine

Keys

Key Type Default Description
script_init var Script executed immediately after an spawneding in.
script_first_sight var Script executed the first time an enemy sees a target.
script_sight var Script executed when a new target is sighted.
script_pain var Script executed when pain is taken.
script_damage var Script executed when any dmage is taken.
script_death var Script executed on death.
script_footstep var Script executed for each footstep generated.
script_onclick var Script executed when clicked on by the player.
forceWalk var Set to 1 to always use walk animations when moving (Default 0)
forceRun var Set to 1 to alwasy use run animations when moving (Default 0)
forceRush var Set to 1 to alwasy rush in to melee range with the current enemy (Default 0)
hideRange var Set min max range for distance to use when finding a place to hide from enemy (Default: 150 750)
leader var Set to name of actor which should be this actors leader
follows var Set to 1 to enable following when talked to (will override the talks keyword)
talk_turn var Set to 1 to turn towards the talk target before talking
talks var 0 Set to 1 to enable talking
lipsync_talk_primary var First lipsync to use when talked to
lipsync_talk_secondary var Second lipsync to use when talked to
lipsync_talk_loop<#> var Lipsync to repeat after primary and secondary have been played (the first loop cycle is lipsync_talk_loop1)
anim_talk var Animation to use when talking
anim_talk_primary var Animation to use when talking using primary lipsync
anim_talk_secondary var Animation to use when talking using secondary lipsync
anim_talk_loop<#> var Animation to use when talking using loop lipsync
lipsync_follow var Lipsync to use when being asked to follow
lipsync_stopfollow var Lipsync to use when being asked to stop following
lipsync_busy var Lipsync to use when they are busy and cant talk
lipsync_rush var Lipsync to use when ai decides to rush their enemy
lipsync_cover var Lipsync to use when ai decides to take cover
lipsync_loud_to_leadcover var Lipsync to use when in combat and moving to cover location near leader
lipsync_loud_at_leadcover var Lipsync to use when in combat and reached cover location near leader
lipsync_to_leadcover var Lipsync to use when moving to cover location near leader
lipsync_at_leadcover var Lipsync to use when reached cover location near leader
lipsync_flank var Lipsync to use when flanking enemy
lipsync_moveup var Lipsync to use when advancing on enemy
lipsync_fallback var Lipsync to use when retreating
lipsync_checkfire var Lipsync to use when hit by a teammate's attack
lipsync_grenade var Lipsync to use when a grenade lands nearby
lipsync_throw_grenade var Lipsync to use when throwing a grenade
lipsync_sniper var Lipsync to use when being shot at by a sniper
lipsync_mandown var Lipsync to use when an ally dies nearby
lipsync_victory var Lipsync to use when an enemy has been killed
lipsync_watchit var Lipsync to use when an enemy is killed that was targetting a friendly
lipsync_supressed var Lipsync to use when an enemy is using supressing fire on us
lipsync_supressing var Lipsync to use when using supressing fire
lipsync_closeone var Lipsync to use when an enemy's attack just misses
lipsync_<shortname>_killed var Lipsync to use when and ally named <shortname> dies nearby
lipsync_thanks var Lipsync to use when saying thanks for the player killing an enemy taretting a buddy
lipsync_niceshot var Lipsync to use when congratulating the player for killing an enemy
lipsync_traitor var Lipsync to use when the player kills a teammate
lipsync_canihelpyou var Lipsync to use when the player stands in front of a friendly marine too long
Lipsync_enemy_back var lipsync to use when enemy spotted behind
lipsync_enemy_left var lipsync to use when enemy spotted to the left
lipsync_enemy_right var lipsync to use when enemy spotted to the right
lipsync_enemy_default var lipsync to use when enemy spotted (not a specific direction)
objectivetitle_failed var objective to fail when killed
objectivetext_failed var failed objective text to display when killed
objectivetitle_completed var objective to complete when killed
objectivetext_completed var completed objective text to display when killed
noDamage var if set, monster won't take damage.
ambush var 0 if set, monster only wakes up if it sees the player.
enemy var Set to the name of the entity to intially target when activated.
forceEnemy var 1 if set, the AI will automatically find an enemy (no sight required) when activated
passive var if set, the AI will not attack enemies
notarget var if set, the AI cannot be targetted by enemies
wakeup_target var list of entities to trigger when monster sees the player. can be used like 'target' in that you can have several of these and the monster will activate each one.
anim var idle Animation to cycle when spawned in.
on_activate var sight Animation to play when monster sees player or is triggered. Set to blank to make monster immediately start attacking the player without playing an animation.
on_activate_blend var # of frames to blend out of 'on_activate' animation when it's done playing. Default is 4 frames.
trigger_anim var Monster remains hidden until triggered, plays anim specified and immediately goes after the player.
faceEnemy var If set, monster will be facing their enemy when they wake up (defaults to 0)
trigger var If set, monster will only become angry when triggered or damaged, and not on sight. Monster will play 'anim' until triggered, or follow his path. If 'attack_path' is set,
no_idle_chatter var When set, monster will not make idle sounds
walk_on_sight var 0 Allows the monster to begin walking towards the player before his sight animation finishes.
wait var 0 How long to wait before following path. Monster will be unresponsive until this time has passed.
neverdormant var If set to 1, monsters do not sleep outside your PVS
ignore_obstacles var If set, monster doesn't avoid obstacles. Generally should only be used for cinematics when you need monster to exactly follow a path.
noshadows var turns off shadows on character.
animate_z var disables gravity on character until he wakes up. used for on_activate anims where the bounding box needs to move up and down.
af_push_moveables var whether the monster's articulated figure pushes obstacles while they're alive.
def_drops var entityDefs to drop when killed. Multiple drop items are defined by adding suffixes: 'def_drops1', 'def_drops2', etc.
def_attach var Name of entityDef to attach to model. Set 'joint' in the attached entity def to the joint to attach to, and use 'origin' and 'angles' to offset it.
def_head var Name of entityDef to attach as character's head. Copies animation from certain bones into the head model.
gravityDir var Direction of gravity. Defines the character's concept of 'down'.
tether_target var Initial tether to use

Editor

Property Value
Type point entity
Spawn class idAI -> idActor -> idAFEntity_Gibbable -> idAFEntity_Base -> idAnimatedEntity -> idEntity -> idClass
Inherits actor_default
Min -8 -8 -8
Max 8 8 8
Color 1 .5 0

Script events

Event Declared by
activate idAI
enableClip idAI
disableClip idAI
enableGravity idAI
disableGravity idAI
enableAFPush idAI
disableAFPush idAI
enableDamage idAI
disableDamage idAI
enablePain idAI
disablePain idAI
enableTarget idAI
disableTarget idAI
takeDamage idAI
setUndying idAI
enableAutoBlink idAI
disableAutoBlink idAI
scriptedMove idAI
scriptedFace idAI
scriptedAnim idAI
scriptedAction idAI
scriptedPlaybackMove idAI
scriptedPlaybackAim idAI
scriptedDone idAI
scriptedStop idAI
scriptedJumpDown idAI
setTalkState idAI
setLeader idAI
getLeader idAI
setEnemy idAI
getEnemy idAI
getAngles idAI
setAngles idAI
setScript idAI
setMoveSpeed idAI
setPassivePrefix idAI
attack idAI
attackMelee idAI
lookAt idAI
directDamage idAI
radiusDamageFromJoint idAI
canBecomeSolid idAI
becomeSolid idAI
becomeNonSolid idAI
becomeRagdoll idAI
becomePassive idAI
becomeAggressive idAI
stopRagdoll idAI
setHealth idAI
faceEnemy idAI
faceEntity idAI
stopThinking idAI
lockEnemyOrigin idAI
kill idAI
removeUpdateSpawner idAI
allowHiddenMovement idAI
speak idAI
speakRandom idAI
isSpeaking idAI
isTethered idAI
isWithinTether idAI
isMoving idAI
findEnemy idAI
setKey idAI
enableEyeFocus idActor
disableEyeFocus idActor
enableBlinking idActor
disableBlinking idActor
footstep idActor
leftFoot idActor
rightFoot idActor
EnableWalkIK idActor
DisableWalkIK idActor
EnableLegIK idActor
DisableLegIK idActor
preventPain idActor
setAnimPrefix idActor
setSyncedAnimWeight idActor
setBlendFrames idActor
getBlendFrames idActor
overrideAnim idActor
enableAnim idActor
hasEnemies idActor
nextEnemy idActor
closestEnemyToPoint idActor
stopSound idActor
getHead idActor
flashlight idActor
teleport idActor
enterVehicle idActor
exitVehicle idActor
setAnimRate idActor
playAnim idActor
damageOverTime idActor
damageOverTimeEffect idActor
jointCrawlEffect idActor
gib idAFEntity_Gibbable
SetConstraintPosition idAFEntity_Base
getJointHandle idAnimatedEntity
clearAllJoints idAnimatedEntity
clearJoint idAnimatedEntity
setJointPos idAnimatedEntity
setJointAngle idAnimatedEntity
getJointPos idAnimatedEntity
getJointAngle idAnimatedEntity
setJointAngularVelocity idAnimatedEntity
collapseJoints idAnimatedEntity
getName idEntity
setName idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
setSkin idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getLinearVelocity idEntity
setLinearVelocity idEntity
getAngularVelocity idEntity
setAngularVelocity idEntity
getSize idEntity
setSize idEntity
getMins idEntity
getMaxs idEntity
touches idEntity
setGuiParm idEntity
setGuiFloat idEntity
getNextKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
clearSkin idEntity
setContents idEntity
getLastBlocker idEntity
playEffect idEntity
stopEffect idEntity
stopAllEffects idEntity
getHealth idEntity
hideSurface idEntity
showSurface idEntity
guiEvent idEntity
playbackCallback idEntity
getBindMaster idEntity
applyImpulse idEntity
removeNullTargets idEntity
isA idEntity
isSameTypeAs idEntity
matchPrefix idEntity
clearTargetList idEntity
appendTarget idEntity
removeTarget idEntity
remove idClass

Last changed Sep 21, 2026
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