worldspawn
This is an entity, present on Quake, Quake II, Quake III Arena, RTCW Single Player, RTCW Multiplayer, Enemy Territory, DOOM 3, Quake 4 and Prey. Below you can find its spawnflags, keys and editor settings for each game that defines it.
Quake
Only used for the world entity. Set message to the level name. Set sounds to the cd track to play.
World Types: 0: medieval 1: metal 2: base
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
Quake II
Only used for the world.
Keys
| Key |
Description |
| sky |
environment map name |
| skyaxis |
vector axis for rotating sky |
| skyrotate |
speed of rotation in degrees/second |
| sounds |
music cd track number |
| gravity |
800 is default gravity |
| message |
text to print at user logon |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
| Spawn function |
SP_worldspawn |
Quake III Arena
Every map should have exactly one worldspawn.
Keys
| Key |
Description |
| music |
music wav file |
| gravity |
800 is default gravity |
| message |
Text to print during connection process |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
RTCW Single Player
Every map should have exactly one worldspawn.
Spawnflags
| Flag |
Bit |
Description |
| sun_cameraflare |
1 |
|
Keys
| Key |
Description |
| music |
Music wav file |
| gravity |
800 is default gravity |
| message |
Text to print during connection process |
| ambient |
Ambient light value (must use '_color') |
| _color |
Ambient light color (must be used with 'ambient') |
| sun |
Shader to use for 'sun' image |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
RTCW Multiplayer
Every map should have exactly one worldspawn.
Spawnflags
| Flag |
Bit |
Description |
| NO_GT_WOLF |
1 |
|
| NO_STOPWATCH |
2 |
|
| NO_CHECKPOINT |
4 |
|
Keys
| Key |
Description |
| music |
Music wav file |
| gravity |
800 is default gravity |
| message |
Text to print during connection process |
| ambient |
Ambient light value (must use '_color') |
| _color |
Ambient light color (must be used with 'ambient') |
| sun |
Shader to use for 'sun' image |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
Enemy Territory
Every map should have exactly one worldspawn.
Spawnflags
| Flag |
Bit |
Description |
| NO_GT_WOLF |
1 |
|
| NO_GT_STOPWATCH |
2 |
|
| NO_GT_CHECKPOINT |
4 |
|
| NO_LMS |
8 |
|
Keys
| Key |
Description |
| music |
Music wav file |
| gravity |
800 is default gravity |
| message |
Text to print during connection process |
| ambient |
Ambient light value (must use '_color') |
| _color |
Ambient light color (must be used with 'ambient') |
| sun |
Shader to use for 'sun' image |
Editor
| Property |
Value |
| Type |
brush entity |
| Color |
0 0 0 |
DOOM 3
Every map should have exactly one worldspawn.
Keys
| Key |
Type |
Default |
Description |
| music |
var |
|
music wav file. |
| gravity |
var |
1066 |
gravity value for the level. |
| no_stamina |
var |
|
disables stamina so the player can always run |
| no_Weapons |
var |
|
only fists and no melee attacks |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idWorldspawn -> idEntity -> idClass |
| Color |
0 0 0 |
Script events
| Event |
Declared by |
| remove |
idWorldspawn |
| 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 |
 |
Quake 4
Every map should have exactly one worldspawn.
Keys
| Key |
Type |
Default |
Description |
| music |
var |
|
music wav file. |
| gravity |
var |
1066 |
gravity value for the level. |
| no_Weapons |
var |
|
only fists and no melee attacks |
| ambientColor |
var |
|
The ambient base color applied to the map. |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idWorldspawn -> idEntity -> idClass |
| Color |
0 0 0 |
Script events
| Event |
Declared by |
| remove |
idWorldspawn |
| 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 |
| setHealth |
idEntity |
 |
Prey
Every map should have exactly one worldspawn.
Keys
| Key |
Type |
Default |
Description |
| music |
var |
|
music wav file. |
| gravity |
var |
1066 |
gravity value for the level. |
| no_Weapons |
var |
|
only fists and no melee attacks |
Editor
| Property |
Value |
| Type |
brush entity |
| Spawn class |
idWorldspawn -> idEntity -> idClass |
| Color |
0 0 0 |
Script events
| Event |
Declared by |
| remove |
idWorldspawn |
| moveToJoint |
idEntity |
| moveToJointWeighted |
idEntity |
| moveJointToJoint |
idEntity |
| moveJointToJointOffset |
idEntity |
| setSkin |
idEntity |
| spawnDebris |
idEntity |
| delayDamageEntity |
idEntity |
| dispose |
idEntity |
| setDeformation |
idEntity |
| setFloatKey |
idEntity |
| setVectorKey |
idEntity |
| setEntityKey |
idEntity |
| playerCanSee |
idEntity |
| setContents |
idEntity |
| setClipmask |
idEntity |
| setPortalCollision |
idEntity |
| killbox |
idEntity |
| getName |
idEntity |
| setName |
idEntity |
| findTargets |
idEntity |
| activateTargets |
idEntity |
| numTargets |
idEntity |
| getTarget |
idEntity |
| randomTarget |
idEntity |
| bindToJoint |
idEntity |
| removeBinds |
idEntity |
| bind |
idEntity |
| bindPosition |
idEntity |
| unbind |
idEntity |
| setOwner |
idEntity |
| setModel |
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 |
| updateCameraTarget |
idEntity |
| distanceTo |
idEntity |
| distanceToPoint |
idEntity |
| startFx |
idEntity |
| waitFrame |
idEntity |
| wait |
idEntity |
| hasFunction |
idEntity |
| callFunction |
idEntity |
| setNeverDormant |
idEntity |
| playRumble |
idEntity |
| stopRumble |
idEntity |