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func_ entities

Name Games Description
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.

Last changed Sep 21, 2026
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