| func_aas_obstacle |
DOOM 3, Quake 4, Prey |
Used to dynamically block off areas from monsters. Toggles on/off when triggered. |
| func_aas_portal |
DOOM 3, Quake 4, Prey |
Used to dynamically block off areas from monsters. Toggles on/off when triggered. |
| func_activator |
DOOM 3, Quake 4, Prey |
Non-displayed entity used to activate triggers when it touches them. Bind to a mover to |
| func_animate |
DOOM 3, Quake 4, Prey |
Object that changes animation when triggered. |
| func_areaportal |
Quake II |
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_bats |
RTCW Single Player, RTCW Multiplayer |
count = default 10 bats radius = maximum distance from center of entity to place each bat (default=32) speed = speed to travel to next waypoint (default=300) |
| func_beam |
DOOM 3, Quake 4, Prey |
Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one |
| func_bobbing |
Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
Normally bobs on the Z axis |
| func_bossgate |
Quake |
This bmodel appears unless players have all of the episode sigils. |
| func_brushmodel |
Enemy Territory |
A brushmodel that gets deleted on the fourth frame. We use this to hijack it's brushmodel in func_constructible entities that are based around staged |
| func_button |
Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory |
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_camera_anim |
DOOM 3, Quake 4, Prey |
Camera controlled by animation. |
| func_camera_follow |
Quake 4 |
camera that follows an entity.\n |
| func_camera_portalsky |
Quake 4 |
View from which the skybox is rendered |
| func_cameraTarget |
DOOM 3, Quake 4 |
used to control camera view motion and camera view position motion. |
| func_cameraview |
DOOM 3, Quake 4, Prey |
Simple Camera view, apply a rotation matrix, angle or target it at a target_null. |
| func_clampdoor |
Quake 4 |
**same as func_door but automatically includes animating clamps (see network map)**\n\n |
| func_clipmodel |
DOOM 3, Quake 4, Prey |
Holder for a clip model which can be used by another entity. |
| func_clock |
Quake II |
target a target_string with this |
| func_console |
Prey |
Geometry or a model for applying a GUI |
| func_constructible |
Enemy Territory |
A constructible object that functions as target for engineers. |
| func_conveyor |
Quake II, Quake 4 |
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_corona |
Prey |
A special type of corona that fades out over distance. The material applied to these must be one of the special coronas set up in corona.mtr |
| func_damagable |
DOOM 3, Quake 4, Prey |
Breakable object. Fires targets and changes shader parms and model when damaged. |
| func_damage |
DOOM 3, Quake 4 |
Damages targeted entities when triggered. |
| func_deathpush |
Quake 4 |
|
| func_direct_portal |
Prey |
Creates a portal when triggered |
| func_door |
Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
if two doors touch, they are assumed to be connected and operate as a unit. |
| func_door_mcc |
Quake 4 |
Door. |
| func_door_rotating |
Quake II, RTCW Single Player, RTCW Multiplayer, Enemy Territory |
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 |
Quake, Quake II |
Basic secret door. Slides back, then to the side. Angle determines direction. |
| func_doorframe_a |
Quake 4 |
|
| func_earthquake |
DOOM 3, Quake 4, Prey |
Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound. |
| func_earthquake_movables |
Prey |
when fired, it shakes all player views within it's model. |
| func_elevator |
DOOM 3, Quake 4, Prey |
Elevators move to predefined floors and activate door teams based on floor number. |
| func_emitter |
DOOM 3, Quake 4, Prey |
Inherits from a func_static but is fixed size and shows a rotation arrow. |
| func_episodegate |
Quake |
This bmodel will appear if the episode has already been completed, so players can't reenter it. |
| func_explosion |
DOOM 3, Quake 4, Prey |
Hidden object that explodes when activated. |
| func_explosive |
Quake II, RTCW Single Player, RTCW Multiplayer, Enemy Territory |
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_forcefield |
DOOM 3, Quake 4, Prey |
Force field. |
| func_fracture |
DOOM 3, Quake 4, Prey |
b-rep brittle fracture |
| func_fx |
DOOM 3, Quake 4, Prey |
Spawns a special effect when triggered. |
| func_grandfathershield |
Prey |
Grandfather's LOTA shield |
| func_ground_animate |
Quake 4 |
Object that changes animation when triggered. |
| func_group |
Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
Used to group brushes together just for editor convenience. |
| func_idforcefield |
Prey |
Force field. |
| func_illusionary |
Quake |
A simple entity that looks solid but lets you walk through it. |
| func_invisible_user |
RTCW Single Player, RTCW Multiplayer, Enemy Territory |
when activated will use its target |
| func_itemremove |
DOOM 3, Quake 4, Prey |
Removes an item from the players inventory |
| func_jumppad |
Quake 4 |
Jump Pad. |
| func_killbox |
Quake II |
Kills everything inside when fired, irrespective of protection. |
| func_leaky |
RTCW Single Player, RTCW Multiplayer, Enemy Territory |
1:oil 2:water 3:steam 4:wine 5:smoke 6:electrical |
| func_liquid |
DOOM 3, Quake 4 |
|
| func_mounted_gun |
Enemy Territory |
an MG42 to be mounted onto a vehicle. |
| func_moveable |
Prey |
Moveable object. Will drop to the floor and rest untill activated. |
| func_mover |
DOOM 3, Quake 4, Prey |
Movers are objects meant to be controlled through scripts. |
| func_mover_amodel |
DOOM 3, Quake 4, Prey |
Mover with a model. Movers are objects meant to be controlled through scripts. |
| func_mover_explode |
Prey |
This explode mover starts at its placed position.\n |
| func_mover_spline |
Quake 4 |
|
| func_object |
Quake II |
This is solid bmodel that will fall if it's support it removed. |
| func_pendulum |
Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
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_phantom_objects |
DOOM 3, Quake 4 |
Causes moveable objects to fly at player when triggered. triggering toggles it on/off. |
| func_plat |
Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
Plats are always drawn in the extended position, so they will light correctly. |
| func_playback |
Quake 4 |
Follows a playback path when triggered. |
| func_portal |
DOOM 3, Quake 4, Prey |
Use to make triggerable portals. |
| func_radiochatter |
DOOM 3, Quake 4 |
Use to make triggerable radio chatters. |
| func_remotecamera |
Prey |
Geometry or a model for applying a remote camera |
| func_remove |
DOOM 3, Quake 4, Prey |
Removes targeted entities from the game when triggered. |
| func_riser |
DOOM 3, Quake 4, Prey |
Simply rises or falls when triggered. |
| func_rotating |
Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
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_savegame |
Quake 4 |
Use to make triggerable save games. |
| func_secret |
RTCW Single Player, RTCW Multiplayer, Enemy Territory |
TOGGLE wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is |
| func_securitycamera |
DOOM 3, Quake 4 |
Security camera. |
| func_shaking |
DOOM 3, Quake 4, Prey |
Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off. |
| func_shuttleforcefield |
Prey |
A shuttle forcefield. Solid to shuttles, projectiles |
| func_skybox_portal |
Prey |
Creates a skybox |
| func_smoke |
DOOM 3, Prey |
Emits smoke via the smoke system |
| func_spawner |
Quake 4 |
Spawns specified entities. Target any number of target_nulls as possible spawn locations. |
| func_spiritbridge |
Prey |
SpiritBridge. Only visible in spirit mode. Only collidable by the spirit player. |
| func_spiritsecret |
Prey |
SpiritSecret. Not visible in spirit mode. Not collidable by the spirit player. |
| func_splat |
DOOM 3, Quake 4, Prey |
Splats a decal based on the rotation angle |
| func_splinemover |
DOOM 3, Quake 4, Prey |
Entity which stores a spline path. |
| func_spring |
DOOM 3, Quake 4, Prey |
Spring connecting two entities. |
| func_static |
Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4, Prey |
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models. |
| func_teleporter |
DOOM 3, Prey |
Teleports player or enties to location and angle. |
| func_timer |
Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory |
so, the basic time between firing is a random time between (wait - random) and (wait + random) |
| func_trackmover |
Prey |
Mover that stays on a track system, staying close |
| func_train |
Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, Quake 4 |
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_train_particles |
RTCW Single Player, RTCW Multiplayer |
health = default 16 bats |
| func_train_rotating |
RTCW Single Player, RTCW Multiplayer, Enemy Territory |
A train is a mover that moves between path_corner target points. This train can also rotate along the X Y Z Trains MUST HAVE AN ORIGIN BRUSH. The train spawns |
| func_tramcar |
RTCW Single Player, RTCW Multiplayer |
health value of 999 will designate the piece as non damageable |
| func_vehicle_driver |
Quake 4 |
Move a vehicle based on a path specified by target_vehicle_paths. |
| func_waitforbutton |
DOOM 3, Quake 4, Prey |
When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off. |
| func_wall |
Quake, Quake II |
This is just a solid wall if not inhibited |
| func_wallwalk |
Prey |
The equivilent of a func_static, but when triggered, toggles wallwalk. |
| func_wallwalkmover |
Prey |
This type of mover allows toggling wallwalk by triggering. |
| func_water |
Quake II |
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. |