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Wiki » Reference » func_ entities » func_splat
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func_splat

This is an entity on id Tech 4 engines, present on DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.

DOOM 3

Splats a decal based on the rotation angle

Keys

Key Type Default Description
mtr_splat var The decal to splat, you can provide multiples for a random effect, mtr_splat2, etc.
splatCount var Number of splats
splatSize var Size of the splat, defaults to 24
splatDistance var How far the splat will project, defaults to 128
splatDelay var Delay to launch the decals
snd_splat var Optional sound to play at splat
snd_spurt var Optional sound to play at spurt
start_off var if set to 1, particle system will not be visible on spawn
cycleTrigger var if set to 1, will not hide/show but will just reset time to cycle a cycles particle
solid bool 0 whether the object should be solid or not.
hide bool whether the object should be visible when spawned. you need to set a value for triggering on/off to work
gui gui gui attached to this static, gui2 and gui3 also work
gui_demonic gui demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work
gui_noninteractive bool any gui attached will not be interactive
noclipmodel bool 1 0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)
inline bool If true, turn the model into map geometry at dmap time

Editor

Property Value
Type point entity
Spawn class idFuncSplat -> idFuncEmitter -> idStaticEntity -> idEntity -> idClass
Inherits func_emitter
Min -6 -6 -6
Max 6 6 6
Color 0 0 1

Script events

Event Declared by
activate idFuncSplat
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
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles 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
setKey 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
setGui idEntity
precacheGui idEntity
getGuiParm idEntity
getGuiParmFloat idEntity
guiNamedEvent idEntity
remove idClass

Quake 4

Splats a decal based on the rotation angle

Keys

Key Type Default Description
mtr_splat var The decal to splat, you can provide multiples for a random effect, mtr_splat2, etc.
splatCount var Number of splats
splatSize var Size of the splat, defaults to 24
splatDistance var How far the splat will project, defaults to 128
splatDelay var Delay to launch the decals
snd_splat var Optional sound to play at splat
snd_spurt var Optional sound to play at spurt
start_off var if set to 1, particle system will not be visible on spawn
cycleTrigger var if set to 1, will not hide/show but will just reset time to cycle a cycles particle
solid bool 0 whether the object should be solid or not.
hide bool whether the object should be visible when spawned. you need to set a value for triggering on/off to work
gui gui gui attached to this static, gui2 and gui3 also work
gui_demonic gui demonic gui attached to this statit, gui_demonic2 and gui_demonic3 also work
gui_noninteractive bool any gui attached will not be interactive
noclipmodel bool 1 0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)
inline bool If true, turn the model into map geometry at dmap time

Editor

Property Value
Type point entity
Spawn class idFuncSplat -> idFuncEmitter -> idStaticEntity -> idEntity -> idClass
Inherits func_emitter
Min -6 -6 -6
Max 6 6 6
Color 0 0 1

Script events

Event Declared by
activate idFuncSplat
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
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles 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
setKey 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
setHealth idEntity
remove idClass

Prey

Splats a decal/overlay based on the rotation angle

Decals are projected onto any non-animated models in range

Overlays are for animated models only and are projected onto each target

Keys

Key Type Default Description
mtr_splat var The decal to splat, you can provide multiples for a random effect, mtr_splat2, etc.
splatCount var Number of splats
splatSize var Size of the splat, defaults to 128
splatDistance var How far the splat will project, defaults to 128
splatDelay var Delay to launch the decals
snd_splat var Optional sound to play at splat
snd_spurt var Optional sound to play at spurt
mtr_overlay var The overlay to splat, you can provide multiples for a random effect, mtr_overlay2, etc.
overlayCount var Number of overlays
overlaySize var Size of the overlay, defaults to 16
start_off var if set to 1, particle system will not be visible on spawn
cycleTrigger var if set to 1, will not hide/show but will just reset time to cycle a cycles particle
smoke_particle var .prt to use, particles not bound to emitter
model var .prt to use, particles bound to emitter
solid bool 0 whether the object should be solid or not.
hide bool whether the object should be visible when spawned.
gui gui gui attached to this static, gui2 and gui3 also work
gui_noninteractive bool any gui attached will not be interactive
noclipmodel bool 1 0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)
inline bool If true, turn the model into map geometry at dmap time
noparmchange bool If true, doesn't change shaderparms when triggered, use for vpaints that toggle on/off (0)

Editor

Property Value
Type point entity
Spawn class idFuncSplat -> idFuncEmitter -> idStaticEntity -> idEntity -> idClass
Inherits func_emitter
Min -6 -6 -6
Max 6 6 6
Color 0 0 1

Script events

Event Declared by
activate idFuncSplat
moveToJoint idEntity
moveToJointWeighted idEntity
moveJointToJoint idEntity
moveJointToJointOffset idEntity
setSkin idEntity
spawnDebris idEntity
delayDamageEntity idEntity
dispose idEntity
setDeformation idEntity
setFloatKey idEntity
setVectorKey idEntity
setEntityKey idEntity
playerCanSee idEntity
setContents idEntity
setClipmask idEntity
setPortalCollision idEntity
killbox idEntity
getName idEntity
setName idEntity
findTargets idEntity
activateTargets idEntity
numTargets idEntity
getTarget idEntity
randomTarget idEntity
bindToJoint idEntity
removeBinds idEntity
bind idEntity
bindPosition idEntity
unbind idEntity
setOwner idEntity
setModel idEntity
getShaderParm idEntity
setShaderParm idEntity
setShaderParms idEntity
setColor idEntity
getColor idEntity
isHidden idEntity
hide idEntity
show idEntity
cacheSoundShader idEntity
startSoundShader idEntity
startSound idEntity
stopSound idEntity
fadeSound idEntity
getWorldOrigin idEntity
setWorldOrigin idEntity
getOrigin idEntity
setOrigin idEntity
getAngles idEntity
setAngles 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
setKey idEntity
getKey idEntity
getIntKey idEntity
getFloatKey idEntity
getVectorKey idEntity
getEntityKey idEntity
restorePosition idEntity
updateCameraTarget idEntity
distanceTo idEntity
distanceToPoint idEntity
startFx idEntity
waitFrame idEntity
wait idEntity
hasFunction idEntity
callFunction idEntity
setNeverDormant idEntity
playRumble idEntity
stopRumble idEntity
remove idClass

Last changed Sep 21, 2026
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