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Wiki » Reference » DOOM 3 Entities » moveable_base
ARTICLE

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

Last changed Sep 21, 2026
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