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==Ai entities==
<center>
===ai_boundary===
{| class="wikitable sortable"
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one).
'''Keys'''
{| class="wikitable"
|-
|-
|moral
| [[entities AI|AI entities]]
|Only characters with an equal or lower moral will be affected by this brush.
|-
|-
|cast_group
| [[entities Ammo|Ammo entities]]
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|}
===ai_event_follow===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Client touching this brush will become a leader to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
'''Keys'''
{| class="wikitable"
|-
|-
|cast_group
| [[entities Cast|Cast entities]]
|Gang number -- 1 = friendly, 2+ = enemy
|}
===ai_event_hostile===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Character touching this brush will become a hostile enemy to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work).
'''Keys'''
{| class="wikitable"
|-
|-
|cast_group
| [[entities DM|DM entities]]
|Gang number -- 1 = friendly, 2+ = enemy
|}
===ai_guard===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location.
'''Keys'''
{| class="wikitable"
|-
|-
|targetname
| [[entities Elements|Elements entities]]
|This entity's ID, used in 'guard_target' of the cast entity
|-
|-
|guard_radius
| [[entities Func|Func entities]]
|Max guarding radius (default=512)
|}
===ai_locked_door===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
A character touching this brush will check the targeted door to see if it is closed. If so, the character will head towards the specified <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>. Example use: guiding AI characters away from a locked door.
'''Keys'''
{| class="wikitable"
|-
|-
|target
| [[entities HMG|HMG entities]]
|Door's ID
|-
|-
|pathtarget
| [[entities Info|Info entities]]
|<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID to head for
|}
===ai_safespot===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Supposed to be a safe spot for entities having troubles (running like hell to 'flee_target') -- but there's nothing implying that statement in the code (in fact, 'flee_target' isn't defined at all). Anyway, it's still used as a positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown.
'''Keys'''
{| class="wikitable"
|-
|-
|targetname
| [[entities Item|Item entities]]
|This entity's ID
|}
===ai_sy_dykes_boundry===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Ship Yard only: will cause Moe, Larry and Curly to attack on touch.
===ai_territory===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
This entity marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. Point the "angle" in the direction of the territory. This lets the AI know if the character is walking into or out of the territory.
'''Keys'''
{| class="wikitable"
|-
|-
|cast_group
| [[entities Key|Key entities]]
|Gang number that owns the territory -- 1 = friendly, 2+ = enemy
|-
|-
|angle
| [[entities Light|Light entities]]
|Points to the direction of the territory
|-
|-
|radius
| [[entities Misc|Misc entities]]
|Distance from brush before the player will be attacked (default=512)
|-
|-
|moral
| [[entities Path|Path entities]]
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|}
===ai_trigger_character===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
When the player touches this brush, the targeted character will start following it's <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>.
'''Keys'''
{| class="wikitable"
|-
|-
|target
| [[entities Pawn|Pawn entities]]
|Character's ID to be triggered
|-
|-
|cast_group
| [[entities Pistol|Pistol entities]]
|Gang number -- 1 = friendly, 2+ = enemy (default=2)
|}
===misc_kroker_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: safe spot for Kroker.
===misc_pv_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Poison Ville only: Yolanda will walk there to "distract guards" if episode flag EP_PV_YOLANDA_TOOK_MONEY is set.
===misc_skidrow_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: MagicJ will run there if player is acting violently toward him.
===misc_skidrow_ai_reset===
'''Map Entity Color:''' (.5 .5 0) (<span style='color:#808000'>COLOR PREVIEW</span>)
'''Dimensions:''' Size of map components used
Skidrow only: when triggered, this brush will reset Bernie and Arnold's location and let them forget the player.
===misc_skidrow_ambush===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Skidrow only: used to set ambush location for Bernie and Arnold when the player goes into the 2nd door.
===misc_skidrow_radio===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Bernie and Arnold will listen to this. After the radio has stopped, they'll discuss the game for some time.
'''Keys'''
{| class="wikitable"
|-
|target
|Link to an <a href='info.html#entity_info_null'>info_null</a> to set direction
|-
|-
|wait
| [[entities Props|Props entities]]
|Time spent listening to the radio
|-
|speed
|Time spent discussing the game afterwards
|-
|delay
|Time to wait between starting to listen to the radio
|-
|killtarget
|ID of the entity to delete when broken
|}
===misc_steeltown_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Steel Town only: used by kids in the mill to run away.
===misc_sy_afraid===
'''Map Entity Color:''' (.5 .5 1) (<span style='color:#8080FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Ship Yard only: Moe will run there if he's attacked.
===path_corner_cast===
'''Map Entity Color:''' (.5 .3 0) (<span style='color:#804C00'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 42)
It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use <a href='uncategorized.html#entity_path_corner'>path_corner</a> for brush-based entities.
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TELEPORT
|Entities targeting this point will instantly appear here.
|}
'''Keys'''
{| class="wikitable"
|-
|-
|target
| [[entities Props2|Props 2 entities]]
|Next <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|-
|targetname
| [[entities Props3|Props 3 entities]]
|This <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
|-
|-
|killtarget
| [[entities Rotating|Rotating entities]]
|ID of the entity to delete when reached
|-
|-
|name
| [[entities SFX|SFX entities]]
|Sound to play when reached
|-
|-
|pathtarget
| [[entities Smoke|Smoke entities]]
|Entity to trigger when an entity that has this <a href='uncategorized.html#entity_path_corner'>path_corner</a> targeted touches it
|-
|-
|combattarget
| [[entities Target|Target entities]]
|When the cast reaches this marker, they'll attack this target
|-
|-
|scriptname
| [[entities Trigger|Trigger entities]]
|Hard-coded script to call when reaching this marker
|-
|-
|wait
| [[entities Weapon|Weapon entities]]
|Wait (in seconds)
|}
|}
</center>
== worldspawn ==
'''Map Entity Color:''' (0 0 0) (<span style="color:#000000;">COLOR PREVIEW</span>) 
'''Dimensions:''' Size of map components used 


<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />
This classname represents the whole world and includes "normal" walls. Unlike other entities, there can only be ONE [[Entities#entity_worldspawn|worldspawn]] per map.


==Cast entities==
===cast_bitch===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
One-handed weapon chick (gender: female).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|LOCKSMITH
|Can unlock 'Key'='-1' doors ('''SPMod only''').
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|MELEE
|Melee attack only.
|-
|128
|NO_SHADOW
|Disable shadow casting.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\bitch\
|-
|head
|Head shape - 0 = default, 1 = bald, 2 = pony tail
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|count
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|currentcash
|Money (negative value to hire)
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100, 200 when friendly)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|acc
|Accuracy (default=2)
|-
|cal
|Weapon caliber (default=3)
|-
|moral
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|item
|Item name to drop on death
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
===cast_bum_sit===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-24 -24 -24) (24 24 48)
A bum, should always be neutral (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|SPMOD_BUM
|Make it a real bum, just like Pete ('''SPMod only''').
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\bum_sit\
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|currentcash
|Money
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|cast_group
|Gang number -- 0 = neutral
|-
|angle
|Facing direction
|-
|health
|Health points (default=100)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a> (note: this entity always talks and will never walk)
|-
|count
|+1 cigar, +2 fedora, +4 stetson, +8 hat3
|}
===cast_dog===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -16) (16 16 22)
Dog.
'''Spawnflags'''
{| class="wikitable"
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\dog\
|-
|skin
|Skin - 1 or 2 (default=1)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|currentcash
|Money
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100)
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
===cast_punk===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Two handed weapon thug (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|FLASH_LIGHT
|Equipped with flashlight.
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|4
|FLAMETHROWER
|Equipped with flamethrower.
|-
|8
|BAZOOKA
|Equipped with bazooka.
|-
|16
|HMG
|Equipped with heavy machine gun.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|TOMMYGUN
|Equipped with tommy gun.
|-
|128
|GRENADE
|Equipped with grenade launcher.
|-
|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.
|-
|8192
|SHOTGUN
|Equipped with shotgun.
|}
'''Keys'''
{| class="wikitable"
|-
|model
|Models\actors\punk\
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|head
|Head shape - 0 = default, 1 = bald, 2 = ski_head (missing), 3 = helmet
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|count
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|currentcash
|Money (negative value to hire)
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100, 200 when friendly)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|acc
|Accuracy (default=2)
|-
|cal
|Weapon caliber (default=3)
|-
|moral
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|item
|Item name to drop on death
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
===cast_punk2===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Alias for '<a href='cast.html#entity_cast_thug'>cast_thug</a>'.
===cast_rosie===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Alias for '<a href='cast.html#entity_cast_bitch'>cast_bitch</a>'.
===cast_runt===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
One handed weapon runt (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|LOCKSMITH
|Can unlock 'Key'='-1' doors ('''SPMod only''').
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|MELEE
|Melee attack only.
|-
|128
|NO_SHADOW
|Disable shadow casting.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\runt\
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|count
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|currentcash
|Money (negative value to hire)
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100, 200 when friendly)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|acc
|Accuracy (default=2)
|-
|cal
|Weapon caliber (default=3)
|-
|moral
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|item
|Item name to drop on death
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
===cast_shorty===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Two handed weapon runt (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|FLASH_LIGHT
|Equipped with flashlight.
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|4
|FLAMETHROWER
|Equipped with flamethrower.
|-
|8
|BAZOOKA
|Equipped with bazooka.
|-
|16
|HMG
|Equipped with heavy machine gun.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|TOMMYGUN
|Equipped with tommy gun.
|-
|128
|GRENADE
|Equipped with grenade launcher.
|-
|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.
|-
|8192
|SHOTGUN
|Equipped with shotgun.
|}
'''Keys'''
'''Keys'''
{| class="wikitable"
{| class="wikitable"
|-
|-
|model
! Key !! Description
|Models\actors\shorty\
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|-
|count
| episode || [[maps|Episode number]]
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|-
|cast_group
| sky || Environment map [[sky|name (skybox)]], also used for reflection
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|-
|currentcash
| sounds || [[Music]] CD track number
|Money (negative value to hire)
|-
|-
|localteam
| gravity || Gravity (default=800)
|Gang name
|-
|-
|angle
| [[Entities_Light#light|light]] || Set a low value to [[Entities_Light#light|light]] the entire map without using individual bulbs
|Facing direction
|-
|-
|health
| message || Map name
|Health points (default=100, 200 when friendly)
|-
|-
|name
| fogdensity || Fog density for OpenGL cards
|<a href='!03_characters.html#names'>Character's name</a>
|-
|-
|acc
| fogdensity2 || Fog density for 3DFX cards
|Accuracy (default=2)
|-
|-
|cal
| fogval || RGB values of fog for OpenGL cards
|Weapon caliber (default=3)
|-
|-
|moral
| fogval2 || RGB values of fog for 3DFX cards
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|-
|item
| _sun_light || Set sun brightness
|Item name to drop on death
|-
|-
|target
| _sun_target || Defines sun yaw and pitch pointing to a spotlight target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|-
|guard_target
| _sun_angle || Defines sun yaw and pitch manually (0 to 360) (-90 to 90)
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|-
|combattarget
| _sun_vector || Defines sun yaw and pitch using an X Y Z direction vector
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|-
|deathtarget
| _sun_color || Defines sun color in scalar R G B
|Target to trigger on death
|-
|-
|killtarget
| _sun_diffuse || Diffuse [[Entities_Light#light|light]] brightness
|Entity to delete on death
|-
|-
|leader_target
| _sun_difwait || Diffuse [[Entities_Light#light|light]] attenuation
|Link to another gang member
|-
|-
|health_target
| _sun_ambient || Set sun ambient brightness
|Target to health threshold events 1 (trigger or run to)
|-
|-
|health_threshold
| _sun_surface || Set sun surface brightness
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
|}
===cast_thug===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
One handed weapon thug (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|LOCKSMITH
|Can unlock 'Key'='-1' doors ('''SPMod only''').
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|MELEE
|Melee attack only.
|-
|128
|NO_SHADOW
|Disable shadow casting.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\thug\
|-
|head
|Head shape - 0 = default, 1 = bald, 2 = ski_head (missing), 3 = helmet
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|currentcash
|Money (negative value to hire)
|-
|count
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100, 200 when friendly)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|acc
|Accuracy (default=2)
|-
|cal
|Weapon caliber (default=3)
|-
|moral
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|item
|Item name to drop on death
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
===cast_thug_sit===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Guy with the pistol, should always be neutral (gender: male).
'''Spawnflags'''
{| class="wikitable"
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|MELEE
|Melee attack only.
|-
|128
|NO_SHADOW
|Disable shadow casting.
|-
|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'''
{| class="wikitable"
|-
|model
|Models\actors\thug_sit\
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|cast_group
|Gang number -- 0 = neutral
|-
|angle
|Facing direction
|-
|health
|Health points (default=100)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|}
===cast_whore===
'''Map Entity Color:''' (1 .5 0) (<span style='color:#FF8000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Two handed weapon chick (gender: female).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|FLASH_LIGHT
|Equipped with flashlight.
|-
|2
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|4
|FLAMETHROWER
|Equipped with flamethrower.
|-
|8
|BAZOOKA
|Equipped with bazooka.
|-
|16
|HMG
|Equipped with heavy machine gun.
|-
|32
|IMMEDIATE_FOLLOW_PATH
|Start walking on map load.
|-
|64
|TOMMYGUN
|Equipped with tommy gun.
|-
|128
|GRENADE
|Equipped with grenade launcher.
|-
|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.
|-
|8192
|SHOTGUN
|Equipped with shotgun.
|}
'''Keys'''
{| class="wikitable"
|-
|model
|Models\actors\whore\
|-
|head
|Head shape - 0 = default, 1 = bald, 2 = pony tail
|-
|art_skins
|Head -- torso -- legs skin number (always three digits)
|-
|scale
|Model scale -- 0 to 1 (default=1)
|-
|count
|+1 cigar, +2 hat1, +4 hat2, +8 hat3
|-
|cast_group
|Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy
|-
|currentcash
|Money (negative value to hire)
|-
|localteam
|Gang name
|-
|angle
|Facing direction
|-
|health
|Health points (default=100, 200 when friendly)
|-
|name
|<a href='!03_characters.html#names'>Character's name</a>
|-
|acc
|Accuracy (default=2)
|-
|cal
|Weapon caliber (default=3)
|-
|moral
|Moral -- 1 to 7 = coward to psychotic, 0 = random
|-
|item
|Item name to drop on death
|-
|target
|Walk to (<a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>)
|-
|guard_target
|Link to <a href='ai.html#entity_ai_guard'>ai_guard</a> entity
|-
|combattarget
|Link to <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>
|-
|deathtarget
|Target to trigger on death
|-
|killtarget
|Entity to delete on death
|-
|leader_target
|Link to another gang member
|-
|health_target
|Target to health threshold events 1 (trigger or run to)
|-
|health_threshold
|Must be set if health_target is used
|-
|health_target2
|Target to health threshold events 2 (trigger or run to)
|-
|health_threshold2
|Must be set if health_target2 is used
|-
|health_target3
|Target to health threshold events 3 (trigger or run to)
|-
|health_threshold3
|Must be set if health_target3 is used
|-
|aiflags
|<a href='!03_characters.html#aiflags'>AI flags</a>
|}
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<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />

Latest revision as of 21:45, 3 March 2025

AI entities
Ammo entities
Cast entities
DM entities
Elements entities
Func entities
HMG entities
Info entities
Item entities
Key entities
Light entities
Misc entities
Path entities
Pawn entities
Pistol entities
Props entities
Props 2 entities
Props 3 entities
Rotating entities
SFX entities
Smoke entities
Target entities
Trigger entities
Weapon entities

worldspawn

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

This classname represents the whole world and includes "normal" walls. Unlike other entities, there can only be ONE worldspawn per map.

Keys

Key Description
episode Episode number
sky Environment map name (skybox), also used for reflection
sounds Music CD track number
gravity Gravity (default=800)
light Set a low value to light the entire map without using individual bulbs
message Map name
fogdensity Fog density for OpenGL cards
fogdensity2 Fog density for 3DFX cards
fogval RGB values of fog for OpenGL cards
fogval2 RGB values of fog for 3DFX cards
_sun_light Set sun brightness
_sun_target Defines sun yaw and pitch pointing to a spotlight target
_sun_angle Defines sun yaw and pitch manually (0 to 360) (-90 to 90)
_sun_vector Defines sun yaw and pitch using an X Y Z direction vector
_sun_color Defines sun color in scalar R G B
_sun_diffuse Diffuse light brightness
_sun_difwait Diffuse light attenuation
_sun_ambient Set sun ambient brightness
_sun_surface Set sun surface brightness