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Entities Func

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func_areaportal

Map Entity Color: (0 0 0) (COLOR PREVIEW) Dimensions: Size of map components used

Toggle visibility portals when activated, usually enclosed in the middle of a door so when it is closed, the area beyond is not rendered (the door must target this entity).

Keys

Key Description
targetname This entity's ID

func_button

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (ACTIVATE_GENERAL) (AUTO_OPEN)

When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.

Spawnflags

Flag Name Description
1 TOGGLE Maintain state, switch only when triggered.
2 NO_MONSTER Monsters cannot trigger this entity.
4 DONOTMOVE Don't animate or don't move.

Keys

Key Description
angle Determines the sliding direction
target All entities with a matching ID will be used
killtarget ID of the entity to delete when triggered
speed Moving speed (default=40)
accel Acceleration (default=speed)
decel Deceleration (default=speed)
wait Wait before return (default=1, set to -1=never return)
lip Lip (default=4)
health If set, the button is shootable
sounds 0 or 1=silent, 2=butn2, 3=valve, 4=wheel, 5=console, 6=push, 7=thunk, 8=wall

func_clock

Map Entity Color: (0 0 1) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8)

Clock timer with display.

Spawnflags

Flag Name Description
1 TIMER_UP Timer goes up.
2 TIMER_DOWN Countdown.
4 START_OFF Set default state to OFF.
8 MULTI_USE Can be triggered multiple times.

Keys

Key Description
count Time before triggering targeted entity.
pathtarget Target entity's ID.
targetname This entity's ID.
target target_string entity's ID.
style Display style (0='xx', 1='xx:xx', 2='xx:xx:xx').

func_conveyor

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Conveyors are stationary brushes that move what's on them. The brush should have a surface with at least one current content enabled.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.
2 TOGGLE Maintain state, switch only when triggered.

Keys

Key Description
speed Traveling speed (default=100)

func_door

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

A sliding door.

Spawnflags

Flag Name Description
1 START_OPEN Set state to OPEN when entering the level for the first time.
2 AUTO_OPEN Open when an entity gets nearby.
4 CRUSHER Instant killing of stuck entities.
8 NO_MONSTER Monsters cannot trigger this entity.
16 ANIMATED Cycle through all frames at 2hz.
32 TOGGLE Maintain state, switch only when triggered.
64 ANIMATED_FAST Cycle through all frames at 10hz.
128 SURF2_ALPHA Alpha-blending render, no depth sorting!

Keys

Key Description
message Message printed once when the door is touched if it is a trigger door
team Trigger every door with the same team name
angle Determines the opening direction (-1=top, -2=bottom)
targetname This entity's ID, must be triggered with a button or a trigger field if set.
target Targeted entity's ID, will be triggered on opening
target2 Point to an ai_safespot's ID, can also be used as an alternate "targetname" field.
killtarget ID of the entity to delete when triggered
health If set, door must be shot open
speed Movement speed (default=100)
accel Acceleration (default=speed)
decel Deceleration (default=speed)
wait Wait before returning (default=3, -1 = never return)
lip Lip remaining at end of move (default=8)
dmg Damage to inflict when blocked (default=2)
key Key number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key,6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10)
sounds 0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2)

func_door_rotating

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.

Spawnflags

Flag Name Description
1 START_OPEN Set state to OPEN when entering the level for the first time.
2 REVERSE Invert movement.
4 SURF2_ALPHA Alpha-blending render, no depth sorting!
8 NO_MONSTER Monsters cannot trigger this entity.
16 ANIMATED Cycle through all frames at 2hz.
32 TOGGLE Maintain state, switch only when triggered.
64 X_AXIS Use X axis to rotate.
128 Y_AXIS Use Y axis to rotate.

Keys

Key Description
distance How many degrees the door will be rotated.
speed Movement speed (default=100).
style 0 = rotate away from its activator, 1 = fixed rotation (default=0).
message Message printed once when the door is touched if it is a trigger door.
team Trigger every door with the same team name.
angle Determines the opening direction.
targetname This entity's ID, must be triggered with a button or a trigger field if set.
target Targeted entity's ID, will be triggered on opening.
target2 Point to an ai_safespot's ID, can also be used as an alternate "targetname" field.
killtarget ID of the entity to delete when triggered.
health If set, door must be shot open.
wait Wait before returning (default=3, -1=never return).
dmg Damage to inflict when blocked (default=2).
key Key number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key, 6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10).
sounds 0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2).

func_door_secret

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

A secret door that slides back and then to the side.

Spawnflags

Flag Name Description
1 ALWAYS_SHOOT Can always be shot.
2 1ST_LEFT Moves left first.
4 1ST_DOWN Moves down first.

Keys

Key Description
targetname This entity's ID.
target Target entity's ID.
angle Moving direction.
dmg Damage to inflict when blocked (default=2).
wait How long to hold in the open position, stay forever if '-1' (default=5).
health Strength, must be shot-open if set.
killtarget ID of the entity to delete when triggered.

func_explosive

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the brush. If targeted, it will not be shootable.

Spawnflags

Flag Name Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 ANIMATED Cycle through all frames at 2hz.
4 ANIMATED_FAST Cycle through all frames at 10hz.
8 SURF2_ALPHA Alpha-blending render, no depth sorting!
32 CRITICAL_ONLY Critical damage required for destruction.
256 NOT_EASY Do not spawn if skill=0.
512 NOT_MEDIUM Do not spawn if skill=1.
1024 NOT_HARD Do not spawn if skill>=2.
2048 NOT_DEATHMATCH Do not spawn in Deathmatch.
4096 NOT_COOP Do not spawn in Coop.

Keys

Key Description
health Hit points (default=100).
type Type of debris ("glass", "wood", or "metal", default="glass").
mass Amount of debris (default=75).
dmg How much radius damage should be done (default=0).
fxdensity Size of explosion 1 to 100 (default=10).
target Entity to trigger when broken.
killtarget ID of the entity to delete when broken.

func_group

Map Entity Color: (0 0 0) (COLOR PREVIEW) Dimensions: Size of map components used

Used to group brushes together just for editor convenience.

func_killbox

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: Size of map components used

Kills everything inside when fired, regardless of protection.

Keys

Key Description
targetname This entity's ID.

func_lift

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Lifts are moving platforms that players and ai_characters can ride (up and down only!!). The targets' origin specifies the minimum point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. A button is required for the AI to use.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.
2 TOGGLE Maintain state, switch only when triggered.
4 BLOCK_STOPS Stop moving when blocked, do not inflict damage.

Keys

Key Description
speed Movement speed (default=100).
dmg Damage to inflict when blocked (default=100; BLOCK_STOPS default=0).
noise Looping sound to play when the train is in motion.
target2 ID string for attached button.
target Destination point.
killtarget ID of the entity to delete when triggered.

func_object

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

This is a solid bmodel that will fall if its support is removed.

Spawnflags

Flag Name Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 ANIMATED Cycle through all frames at 2hz.
4 ANIMATED_FAST Cycle through all frames at 10hz.

Keys

Key Description
dmg Damages inflicted to crushed entities (default=100).

func_object_repair

Map Entity Color: (1 .5 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8)

Object to be repaired.

Keys

Key Description
delay Time in seconds for sparks to occur (default=1).
target Target entity ID to trigger on death.

func_plat

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Plats are always rendered in the extended position when compiling the map, so they will <a href="light.html#entity_light">light</a> correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.

Spawnflags

Flag Name Description
1 PLAT_LOW_TRIGGER Set default position to raised.

Keys

Key Description
speed Moving speed (default=20).
accel Acceleration (default=5).
decel Deceleration (default=5).
dmg Damages when blocked (default=2).
lip Lip (default=8).
height Override physical brush height.
targetname This entity's ID.
wait Time to wait before trigger.

func_rotating

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS spawnflag to change the rotation axis.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.
2 REVERSE Invert movement.
4 X_AXIS Use X axis to rotate.
8 Y_AXIS Use Y axis to rotate.
16 TOUCH_PAIN Causes damage to anything it touches.
32 STOP Stop moving when an entity is in the way.
64 ANIMATED Cycle through all frames at 2hz.
128 ANIMATED_FAST Cycle through all frames at 10hz.

Keys

Key Description
speed Moving speed (default=100).
dmg Damages when blocked (default=2).

func_timer

Map Entity Color: (0.3 0.1 0.6) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8)

Automatic trigger, can be activated, toggle.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.

Keys

Key Description
targetname This entity's ID.
target Targeted entity's ID.
killtarget ID of the entity to delete when triggered.
wait Base time between triggering all targets, in seconds (default=1).
random Wait variance, in seconds (default=0).
delay Delay before first firing when activated (default=0).
pausetime Additional delay used only the very first time, if START_ON is set.

func_train

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Trains are moving platforms that players can ride. The targets' origin specifies the minimum point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.
2 TOGGLE Maintain state, switch only when triggered.
4 BLOCK_STOPS Stop moving when blocked, do not inflict damage.
8 SURF2_ALPHA Alpha-blending render, no depth sorting!

Keys

Key Description
speed Movement speed (default=100).
dmg Damage to inflict when blocked (default=2; BLOCK_STOPS default=100).
noise Looping sound to play when the train is in motion.
targetname This entity's ID.
target path_corner's ID.
killtarget ID of the entity to delete when triggered.

func_train_rotating

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Trains are moving platforms that players can ride. The targets' origin specifies the minimum point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated.

Spawnflags

Flag Name Description
1 START_ON Set default state to ON.
2 TOGGLE Maintain state, switch only when triggered.
4 BLOCK_STOPS Stop moving when blocked, do not inflict damage.
8 SURF2_ALPHA Alpha-blending render, no depth sorting!

Keys

Key Description
speed Movement speed (default=100).
dmg Damage to inflict when blocked, set to 666 to kill on touch! (default=100; BLOCK_STOPS default=0).
noise Looping sound to play when the train is in motion.
reactdelay Sound length in seconds (default=1).
target path_corner's ID.
killtarget ID of the entity to delete when triggered.

func_wall

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

This is just a solid wall if not inhibited. Wall is always present by default, unless TRIGGER_SPAWN is set. When triggered, the wall will shift from OFF to ON (or ON to OFF).

Spawnflags

Flag Name Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 TOGGLE Maintain state, switch only when triggered.
4 START_ON Set default state to ON.
8 ANIMATED Cycle through all frames at 2hz.
16 ANIMATED_FAST Cycle through all frames at 10hz.
32 SURF2_ALPHA Alpha-blending render, no depth sorting!
256 NOT_EASY Do not spawn if skill=0.
512 NOT_MEDIUM Do not spawn if skill=1.
1024 NOT_HARD Do not spawn if skill>=2.
2048 NOT_DEATHMATCH Do not spawn in Deathmatch.
4096 NOT_COOP Do not spawn in Coop.

Keys

Key Description
targetname This entity's ID.

func_water

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used

Movable water brush, must be targeted to operate. Use a non-water texture at your own risk.

Spawnflags

Flag Name Description
1 START_OPEN Set state to OPEN when entering the level for the first time.

Keys

Key Description
targetname This entity's ID.
angle Determines the opening direction (-1=up, -2=down –only-).
speed Movement speed (default=25).
wait Wait before returning (default=-1, TOGGLE).
lip Lip remaining at end of move (default=0).
sounds 0=silent, 1=water, 2=water.