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props_footlocker
This is an entity on id Tech 3 engines, present on RTCW Single Player, RTCW Multiplayer and Enemy Territory. Below you can find its spawnflags, keys and editor settings for each game that defines it.
RTCW Single Player
the default sounds are:
TBD: the spawning of junk still pending and animation when used
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/mapobjects/furniture/footlocker.md3"
Spawnflags
| Flag |
Bit |
Description |
| ? |
1 |
|
| NO_JUNK |
2 |
|
Keys
| Key |
Description |
| noise |
the sound entity is to make upon death |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/brickfall.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
| locknoise |
the locked sound to play |
| wait |
denotes how long the wait is going to be before the locked sound is played again default is 1 sec |
| health |
default is 1 |
| spawnitem |
- will spawn this item upon death use the pickup_name ie. '9mm' |
| type |
- type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood" |
| mass |
- defaults to 75. This determines how much debris is emitted. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. |
| dl_shader |
needs to be set the same way as a target_effect |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -21 -12 |
| Max |
12 21 12 |
| Color |
.6 .7 .3 |
| Spawn function |
SP_props_footlocker |
RTCW Multiplayer
the default sounds are:
TBD: the spawning of junk still pending and animation when used
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/mapobjects/furniture/footlocker.md3"
Spawnflags
| Flag |
Bit |
Description |
| ? |
1 |
|
| NO_JUNK |
2 |
|
Keys
| Key |
Description |
| noise |
the sound entity is to make upon death |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/brickfall.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
| locknoise |
the locked sound to play |
| wait |
denotes how long the wait is going to be before the locked sound is played again default is 1 sec |
| health |
default is 1 |
| spawnitem |
- will spawn this item unpon death use the pickup_name ei 9mm |
| type |
- type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood" |
| mass |
- defaults to 75. This determines how much debris is emitted. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. |
| dl_shader |
needs to be set the same way as a target_effect |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -21 -12 |
| Max |
12 21 12 |
| Color |
.6 .7 .3 |
| Spawn function |
SP_props_footlocker |
Enemy Territory
the default sounds are:
TBD: the spawning of junk still pending and animation when used
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/mapobjects/furniture/footlocker.md3"
Spawnflags
| Flag |
Bit |
Description |
| ? |
1 |
|
| NO_JUNK |
2 |
|
Keys
| Key |
Description |
| noise |
the sound entity is to make upon death |
| wood |
- "sound/world/boardbreak.wav" |
| glass |
- "sound/world/glassbreak.wav" |
| metal |
- "sound/world/metalbreak.wav" |
| gibs |
- "sound/player/gibsplit1.wav" |
| brick |
- "sound/world/debris1.wav" |
| stone |
- "sound/world/stonefall.wav" |
| fabric |
- "sound/world/metalbreak.wav" // (SA) temp |
| locknoise |
the locked sound to play |
| wait |
denotes how long the wait is going to be before the locked sound is played again default is 1 sec |
| health |
default is 1 |
| spawnitem |
- will spawn this item unpon death use the pickup_name ei 9mm |
| type |
- type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood" |
| mass |
- defaults to 75. This determines how much debris is emitted. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. |
| dl_shader |
needs to be set the same way as a target_effect |
Editor
| Property |
Value |
| Type |
point entity |
| Min |
-12 -21 -12 |
| Max |
12 21 12 |
| Color |
.6 .7 .3 |
| Spawn function |
SP_props_footlocker |

Last changed Sep 21, 2026
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