moveable_base
This is an entity on id Tech 4 engines, present on DOOM 3 and Quake 4. Below you can find its spawnflags, keys and editor settings for each game that defines it.
DOOM 3
Moveable object. Will drop to the floor and rest untill activated.
The visual model set with the 'model' key can also be used for
collision detection. However the model may not be too complex.
max vertices = 32
max edges = 32
max polygons = 16
max edges per polygon = 16
The collision model must be an enclosed hull. Dangling polygons or
edges are not allowed. If the visual model is too complex or does
not meet these requirements it can be contained in a less complex
model for collision detection. Such a collision model is specified with the
'clipmodel' key.
Keys
| Key |
Type |
Default |
Description |
| density |
var |
0.5 |
Volume of the object times the density is the mass. |
| friction |
var |
0.05 |
Friction with contacting surfaces in the range [0-1] where 0 is no friction. |
| bouncyness |
var |
0.6 |
How much the object bounces in the range [0-1] where 0 is no bounce. |
| mass |
var |
|
Mass of the object (overrides density). |
| clipmodel |
model |
|
Model to be used for collision detection. |
| clipshrink |
var |
0 |
Shrink the visual model with an epsilon and use it as a clip model. |
| allowStep |
var |
1 |
Set to 0 to prevent monsters from ever walking over this object. |
| nonsolid |
var |
|
Make the object non-solid. |
| nodrop |
bool |
0 |
Do not drop to the floor. |
| noimpact |
bool |
0 |
Do not activate by the impact of other objects. |
| notpushable |
bool |
|
Do not allow to be pushed. |
| unbindondeath |
bool |
0 |
Unbind entity when health drops down to or below zero. |
| health |
var |
0 |
If set the visual model changes to 'broken' when the health drops down to or below zero. |
| broken |
model |
|
Visual model to be used when the health drops down to or below zero. |
| explode |
bool |
0 |
If set to 1 the moveable explodes and is removed when the health drops down to or below zero. |
| init_velocity |
var |
|
Initial linear velocity set when activated. |
| init_avelocity |
var |
|
Initial angular velocity set when activated. |
| init_velocityDelay |
var |
|
Delay in seconds before the initial linear velocity is set after being activated. |
| init_avelocityDelay |
var |
|
Delay in seconds before the initial angular velocity is set after being activated. |
| initialSplineTime |
var |
|
Number of milliseconds the moveable should follow the initial spline path. |
| damage |
var |
|
Damage definition if it damages things it collides with |
| damageWhenActive |
var |
|
Only damage when active ( currently for the vagary and influence stuff ) |
| fx_collide |
var |
|
FX system to start at impact position when object collides. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idMoveable -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idMoveable |
| becomeNonSolid |
idMoveable |
| isAtRest |
idMoveable |
| enableDamage |
idMoveable |
| 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
Moveable object. Will drop to the floor and rest untill activated.
The visual model set with the 'model' key can also be used for
collision detection. However the model may not be too complex.
max vertices = 32
max edges = 32
max polygons = 16
max edges per polygon = 16
The collision model must be an enclosed hull. Dangling polygons or
edges are not allowed. If the visual model is too complex or does
not meet these requirements it can be contained in a less complex
model for collision detection. Such a collision model is specified with the
'clipmodel' key.
Keys
| Key |
Type |
Default |
Description |
| density |
var |
0.5 |
Volume of the object times the density is the mass. |
| friction |
var |
0.05 |
Friction with contacting surfaces in the range [0-1] where 0 is no friction. |
| bouncyness |
var |
0.6 |
How much the object bounces in the range [0-1] where 0 is no bounce. |
| mass |
var |
|
Mass of the object (overrides density). |
| clipmodel |
model |
|
Model to be used for collision detection. |
| clipshrink |
var |
0 |
Shrink the visual model with an epsilon and use it as a clip model. |
| allowStep |
var |
1 |
Set to 0 to prevent monsters from ever walking over this object. |
| nonsolid |
var |
|
Make the object non-solid. |
| nodrop |
bool |
0 |
Do not drop to the floor. |
| noimpact |
bool |
0 |
Do not activate by the impact of other objects. |
| notpushable |
bool |
|
Do not allow to be pushed. |
| unbindondeath |
bool |
0 |
Unbind entity when health drops down to or below zero. |
| health |
var |
0 |
If set the visual model changes to 'broken' when the health drops down to or below zero. |
| broken |
model |
|
Visual model to be used when the health drops down to or below zero. |
| explode |
bool |
0 |
If set to 1 the moveable explodes and is removed when the health drops down to or below zero. |
| init_velocity |
var |
|
Initial linear velocity set when activated. |
| init_avelocity |
var |
|
Initial angular velocity set when activated. |
| init_velocityDelay |
var |
|
Delay in seconds before the initial linear velocity is set after being activated. |
| init_avelocityDelay |
var |
|
Delay in seconds before the initial angular velocity is set after being activated. |
| initialSplineTime |
var |
|
Number of milliseconds the moveable should follow the initial spline path. |
| def_damage |
var |
|
Damage definition if it damages things it collides with |
| damageWhenActive |
var |
|
Only damage when active ( currently for the vagary and influence stuff ) |
| fx_collide |
var |
|
FX system to start at impact position when object collides. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idMoveable -> idDamagable -> idEntity -> idClass |
| Color |
0 .5 .8 |
Script events
| Event |
Declared by |
| activate |
idMoveable |
| becomeNonSolid |
idMoveable |
| isAtRest |
idMoveable |
| canDamage |
idMoveable |
| setHealth |
idMoveable |
| 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 |
| remove |
idClass |