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 |