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object_ entities

Name Games Description
object_ball Prey
object_blocker Prey A blocker used to block the player's progression. Raised from the floor, or out from walls
object_cilia_default Prey To have several cilia animate in unison, set their idleDelay the same.
object_cilia_large Prey To have several cilia animate in unison, set their idleDelay the same.
object_cilia_medium Prey To have several cilia animate in unison, set their idleDelay the same.
object_cilia_small Prey To have several cilia animate in unison, set their idleDelay the same.
object_consolestand_eye1 Prey A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
object_crane Prey Crane: Target a crane gui at it.
object_dockedgun Prey mounted gun vehicle tethered in place
object_droid_hatch Prey Droid hatch capable of spawning droids when triggered. Use auto_retrigger to close hatch and spawn more droids.
object_egg_spawner Prey When triggered, spawns an egg
object_elevator Prey
object_energycore Prey Explodes when damaged or triggered
object_energynode Prey Energy node for the leech gun.
object_feedingmouth Prey
object_feedingmouthsmall Prey
object_glowportal256 Prey Creates a portal when triggered
object_glowportal_nowarp Prey identical to the normal glowportal, only doesn't have the warp effect -- useful if used with a skybox or other framebuffer effect behind it
object_harvester_passage_wall Prey
object_healthbasin Prey
object_healthspore Prey Health spore: gives health
object_itemcabinet Prey Item Cabinet: Unless items are specified, this object will automatically give the player up to three items based upon their ammo usage
object_keeper_bed Prey Keeper spawning object. Keeper idles until triggered, then places anim to get out
object_marble Prey
object_mine Prey
object_mountedgun Prey
object_pod Prey Explodable pod
object_podspawner Prey Spawns pods when triggered or maintains a population
object_portal Prey Creates a portal when triggered
object_portal2 Prey portal2 is uses a seperate scratch buffer to avoid HOM artifacts. Use this for the second portal if one is already in view.
object_portal3 Prey portal3 is uses a seperate scratch buffer to avoid HOM artifacts. Use this for the third portal if two are already in view.
object_portal_128x288 Prey Creates a portal when triggered
object_portal_144x144 Prey Creates a portal when triggered
object_portal_192x172 Prey Creates a portal when triggered
object_portal_20x22 Prey Creates a portal when triggered
object_portal_64x148 Prey Creates a portal when triggered
object_portal_64x72 Prey Creates a portal when triggered
object_portal_bio_ring Prey Creates a portal when triggered
object_portal_deathwalk Prey Creates a portal when triggered
object_portal_small Prey Creates a portal when triggered
object_portalframe Prey Portal Frame Model
object_pulsepanel Prey Pulsing wall (based on func_animate):
object_pulsetubefat Prey
object_pulsetubethin Prey
object_pulsewall Prey Pulsing wall (based on func_animate):
object_security_eye Prey Security Eye variables:
object_severedhead Prey not done.
object_shuttle_transport Prey allows docking/recharging of shuttle
object_shuttledock_destination Prey allows docking/recharging of shuttle
object_slab_mover Prey Slab ride mover. Bind an env_slab
object_slab_mover_bottom Prey non-AF slab ride mover. Bind an object_slab_mover
object_slab_mover_bottom_lo Prey Slab ride mover, low poly.
object_slab_mover_lo Prey Slab ride mover, low poly.
object_slab_mover_whole_lo Prey Slab ride mover, low poly.
object_step Prey An object that is a func_static with a special collision model.
object_vent1 Prey
object_vent2 Prey
object_vomiter Prey If not enabled, can control with trigger messages:

Last changed Sep 21, 2026
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