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ARTICLE

func_static

This is an entity, present on Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.

Quake III Arena

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.

Keys

Key Description
model2 .md3 model to also draw
color constantLight color
light constantLight radius

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_static

RTCW Single Player

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.

If targeted, it will toggle existance when triggered

When using pain you will need to specify the delay time value of 1 = 1 sec 2 = 2 sec so on... default is 1 sec you can use decimals example : delay 1.27

example: shard 4 will spawn rubble

shard default is 4

shard = shard_glass = 0, shard_wood = 1, shard_metal = 2, shard_ceramic = 3, shard_pebbles = 4

Spawnflags

Flag Bit Description
start_invis 1
pain 2 will use its target
painEFX 4 will spawn a shards

Keys

Key Description
model2 .md3 model to also draw
color constantLight color
light constantLight radius
start_invis will start the entity as non-existant

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_static

RTCW Multiplayer

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.

If targeted, it will toggle existance when triggered

When using pain you will need to specify the delay time value of 1 = 1 sec 2 = 2 sec so on... default is 1 sec you can use decimals example : delay 1.27

example: shard 4 will spawn rubble

shard default is 4

shard = shard_glass = 0, shard_wood = 1, shard_metal = 2, shard_ceramic = 3, shard_pebbles = 4

Spawnflags

Flag Bit Description
start_invis 1
pain 2 will use its target
painEFX 4 will spawn a shards

Keys

Key Description
model2 .md3 model to also draw
color constantLight color
light constantLight radius
start_invis will start the entity as non-existant

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_static

Enemy Territory

A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.

If targeted, it will toggle existance when triggered

When using pain you will need to specify the delay time value of 1 = 1 sec 2 = 2 sec so on... default is 1 sec you can use decimals example : delay 1.27

example: shard 4 will spawn rubble

shard default is 4

shard = FXTYPE_GLASS = 0, FXTYPE_WOOD = 1, FXTYPE_METAL = 2

Spawnflags

Flag Bit Description
start_invis 1
pain 2 will use its target
painEFX 4 will spawn a shards

Keys

Key Description
model2 .md3 model to also draw
color constantLight color
light constantLight radius
start_invis will start the entity as non-existant

Editor

Property Value
Type brush entity
Color 0 .5 .8
Spawn function SP_func_static

DOOM 3

A brush model that just sits there, doing nothing. Can be used for conditional walls and models.

When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.

Keys

Key Type Default Description
solid bool 1 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 0 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 brush entity
Spawn class idStaticEntity -> idEntity -> idClass
Color 0 .5 .8

Script events

Event Declared by
activate idStaticEntity
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

A brush model that just sits there, doing nothing. Can be used for conditional walls and models.

When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.

Keys

Key Type Default Description
solid bool 1 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 0 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 brush entity
Spawn class idStaticEntity -> idEntity -> idClass
Color 0 .5 .8

Script events

Event Declared by
activate idStaticEntity
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

A brush model that just sits there, doing nothing. Can be used for conditional walls and models.

When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.

Keys

Key Type Default Description
solid bool 1 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 0 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 brush entity
Spawn class idStaticEntity -> idEntity -> idClass
Color 0.7 0.7 0.7

Script events

Event Declared by
activate idStaticEntity
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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RELATED GAMES
Quake III Arena
Return to Castle Wolfenstein
Wolfenstein: Enemy Territory
DOOM 3
Quake 4
Prey
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