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Wiki » Reference » props_ entities » props_footlocker
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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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