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==Info entities==
===info_notnull===
'''Map Entity Color:''' (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-4 -4 -4) (4 4 4)
Usually a reference point for spotlights.
'''Keys'''
{| class="wikitable"
|-
|targetname
|This point's ID
|}
===info_null===
'''Map Entity Color:''' (0 0.5 0) (<span style='color:#008000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-4 -4 -4) (4 4 4)
Usually a reference point for spotlights, the entity is ignored on game initialization.
'''Keys'''
{| class="wikitable"
|-
|targetname
|This point's ID
|}
===info_player_coop===
'''Map Entity Color:''' (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Spawning point for AI gang members in a single-player game. Every single-player map should contain two of these near to the client's start point.
'''Keys'''
{| class="wikitable"
|-
|angle
|Yaw view direction, 0 to 360
|-
|targetname
|This start point's ID
|}
===info_player_deathmatch===
'''Map Entity Color:''' (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Spawning point for players in deathmatch games.
'''Keys'''
{| class="wikitable"
|-
|angle
|Yaw view direction, 0 to 360
|-
|style
|Team number for Teamplay (1 or 2)
|}
===info_player_intermission===
'''Map Entity Color:''' (1 0 1) (<span style='color:#FF00FF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 32)
Potential intermission viewpoint for deathmatch games.
'''Keys'''
{| class="wikitable"
|-
|angles
|Pitch, yaw and roll view direction.
|-
|angle
|Yaw view direction, 0 to 360
|}
===info_player_start===
'''Map Entity Color:''' (1 0 0) (<span style='color:#FF0000'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -24) (16 16 48)
Normal spawning point for a single-player level. Deathmatch maps should contain at least one for testing purpose.
'''Keys'''
{| class="wikitable"
|-
|angle
|Yaw view direction, 0 to 360
|-
|targetname
|This start point's ID
|}
<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />
==Item entities==
===item_adrenaline===
'''Map Entity Color:''' (.3 .3 1) (<span style='color:#4C4CFF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Health: adrenaline (totally restores health).
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|2
|NO_TOUCH
|
|-
|128
|TRIGGER_PICKUP
|Picked up when triggered ('''SPMod only''').
|-
|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"
|-
|targetname
|This entity's ID
|-
|target
|Entity's ID to trigger when picked up
|-
|killtarget
|ID of the entity to delete when picked up
|}
===item_armor_helmet===
'''Map Entity Color:''' (.3 .3 1) (<span style='color:#4C4CFF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Helmet armor, <a href='light.html#entity_light'>light</a>.
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|2
|NO_TOUCH
|
|-
|128
|TRIGGER_PICKUP
|Picked up when triggered ('''SPMod only''').
|-
|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"
|-
|targetname
|This entity's ID
|-
|target
|Entity's ID to trigger when picked up
|-
|killtarget
|ID of the entity to delete when picked up
|}
===item_armor_helmet_heavy===
'''Map Entity Color:''' (.3 .3 1) (<span style='color:#4C4CFF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Helmet armor, heavy.
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|2
|NO_TOUCH
|
|-
|128
|TRIGGER_PICKUP
|Picked up when triggered ('''SPMod only''').
|-
|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"
|-
|targetname
|This entity's ID
|-
|target
|Entity's ID to trigger when picked up
|-
|killtarget
|ID of the entity to delete when picked up
|}
===item_armor_jacket===
'''Map Entity Color:''' (.3 .3 1) (<span style='color:#4C4CFF'>COLOR PREVIEW</span>)
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Jacket armor, <a href='light.html#entity_light'>light</a>.
'''Spawnflags'''
{| class="wikitable"
|-
|1
|TRIGGER_SPAWN
|Must be triggered to appear.
|-
|2
|NO_TOUCH
|
|-
|128
|TRIGGER_PICKUP
|Picked up when triggered ('''SPMod only''').
|-
|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"
|-
|targetname
|This entity's ID
|-
|target
|Entity's ID to trigger when picked up
|-
|killtarget
|ID of the entity to delete when picked up
|}
== item_armor_jacket_heavy ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Jacket armor, heavy.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_armor_legs ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Legs armor, [light](light.html#entity_light).
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_armor_legs_heavy ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Armor: Legs armor, heavy.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_battery ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: bike battery (''Battery'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_cashbaglarge ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Cash the player can pick up.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| currentcash || Set amount of cash in the bag
|-
| target || Target to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_cashbagsmall ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Cash the player can pick up.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| currentcash || Set amount of cash in the bag
|-
| target || Target to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_cashroll ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Cash the player can pick up.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| currentcash || Set amount of cash in roll
|-
| targetname || This entity's ID
|-
| target || Target to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_coil ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: coil (''Coil'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_flashlight ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Flashlight, can be used once in the inventory.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_health_lg ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Health: large medicine bag.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_health_sm ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Health: small medkit.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_lizzyhead ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: Lizzy's head (''Lizzy Head'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_oilcan ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: oil can (''Oil Can'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_pack ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: ammo pack (''Ammo Pack''), provides a few ammos for every weapon.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_safedocs ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: important documents (''Safe docs'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_valve ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: valve (''Valve'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_watch ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: Lenny's watch in Skidrow (''Watch'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== item_whiskey ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: whiskey for the bum in Skidrow (''Whiskey'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_fuse ==
'''Map Entity Color:''' (.3 .3 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Pickup item: fuse (''Fuse'').
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key1 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Store_Room_Key, will allow player to unlock doors with a 'key' value of '1'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key10 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Key10, will allow player to unlock doors with a 'key' value of '10'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key2 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Electrical_Room, will allow player to unlock doors with a 'key' value of '2'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key3 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Chem_Plant_Key, will allow player to unlock doors with a 'key' value of '3'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key4 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Bridge_Key, will allow player to unlock doors with a 'key' value of '4'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key5 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Shipyard_Key, will allow player to unlock doors with a 'key' value of '5'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key6 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Warehouse_Key, will allow player to unlock doors with a 'key' value of '6'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key7 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Shop_Key, will allow player to unlock doors with a 'key' value of '7'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key8 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Ticket, will allow player to unlock doors with a 'key' value of '8'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
== key_key9 ==
'''Map Entity Color:''' (0 .5 .8) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Office_Key, will allow player to unlock doors with a 'key' value of '9'.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || TRIGGER_SPAWN || Must be triggered to appear.
|-
| 2 || NO_TOUCH ||
|-
| 128 || TRIGGER_PICKUP || Picked up when triggered ('''SPMod only''').
|-
| 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"
|-
! Key !! Description
|-
| targetname || This entity's ID
|-
| target || Entity's ID to trigger when picked up
|-
| killtarget || ID of the entity to delete when picked up
|}
<hr style="height: 2px; border-width: 0; background-color: #e7c258;" />
== Light entities ==
=== junior ===
'''Map Entity Color:''' (0 1 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-8 -8 -8) (8 8 8)
Used for dynamic lighting of characters and alias models.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| targetname || This entity's ID, can be toggled on and off
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _color || Defines the color in scalar R G B values (default=0 0 0)
|}
=== light ===
'''Map Entity Color:''' (0 1 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-8 -8 -8) (8 8 8)
Non-displayed [light](light.html#entity_light), used during lightning compilation.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_bulb ===
'''Map Entity Color:''' (1 1 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-2 -2 -5) (2 2 5)
A bulb that outputs [light](light.html#entity_light).
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_chandelier ===
'''Map Entity Color:''' (1 1 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-36 -34 -32) (36 34 32)
A chandelier.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_deco_sconce ===
'''Map Entity Color:''' (1 1 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-8 -8 -12) (8 8 12)
A deco sconce.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_esm ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-8 -8 -8) (8 8 8)
Extra-small fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_lg ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-32 -32 -32) (32 32 32)
Large-sized fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_med ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-24 -24 -24) (24 24 24)
Medium-sized fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_esm ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-8 -8 -8) (8 8 8)
Extra-small fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_lg ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-32 -32 -32) (32 32 32)
Large-sized fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_med ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-24 -24 -24) (24 24 24)
Medium-sized fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_fire_sm ===
'''Map Entity Color:''' (1 0 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -16) (16 16 16)
Small fire.
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| alphalevel || Opacity level -- 1 to 10 (default=5)
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_pendant ===
'''Map Entity Color:''' (1 1 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-16 -16 -4) (16 16 4)
A pendant [light](light.html#entity_light).
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== light_sconce ===
'''Map Entity Color:''' (1 1 1) (''COLOR PREVIEW'')
'''Dimensions:''' (-4 -4 -8) (4 4 8)
A cage [light](light.html#entity_light) model, set correct skin with spawnflags (default skin: white).
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|-
| 16 || BLUE_MODEL ||
|-
| 32 || GREEN_MODEL ||
|-
| 64 || RED_MODEL ||
|-
| 128 || YELLOW_MODEL ||
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}
=== lightflare ===
'''Map Entity Color:''' (0 1 0) (''COLOR PREVIEW'')
'''Dimensions:''' (-2 -2 -2) (2 2 2)
Non-displayed [light](light.html#entity_light).
'''Spawnflags'''
{| class="wikitable"
|-
! Value !! Flag !! Description
|-
| 1 || START_OFF || Set default state to OFF.
|-
| 2 || FLARE || Add a flare to the [light](light.html#entity_light) origin.
|-
| 4 || NORESIZE ||
|-
| 8 || DYNAMIC || Also cast [light](light.html#entity_light) on models.
|}
'''Keys'''
{| class="wikitable"
|-
! Key !! Description
|-
| [light](light.html#entity_light) || [light](light.html#entity_light) radius (default=300)
|-
| targetname || This entity's ID, can be toggled on and off
|-
| _cone || Defines spotlights size (default=10)
|-
| _color || Defines the color in scalar R G B values (default=1 1 1)
|-
| movedir || Defines the color in scalar R G B values of the flare
|-
| health || Diameter of the flare (default=24)
|-
| dmg || Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
|-
| _mangle || Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
|-
| _spotvector || Spot direction set by vector X Y Z, or you can use _spotpoint
|-
| _spotpoint || Spot direction set by coordinate X Y Z.
|-
| _focus || Cone attenuation for spotlights
|-
| _falloff || Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
|-
| _wait || [light](light.html#entity_light) distance attenuation
|-
| _angwait || [light](light.html#entity_light) angle attenuation
|-
| style || [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)
|}


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Revision as of 16:43, 15 February 2025

Ai entities

ai_boundary

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

moral Only characters with an equal or lower moral will be affected by this brush.
cast_group Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy

ai_event_follow

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

cast_group Gang number -- 1 = friendly, 2+ = enemy

ai_event_hostile

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

cast_group Gang number -- 1 = friendly, 2+ = enemy

ai_guard

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) 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

targetname This entity's ID, used in 'guard_target' of the cast entity
guard_radius Max guarding radius (default=512)

ai_locked_door

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

target Door's ID
pathtarget <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) (COLOR PREVIEW) 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

targetname This entity's ID

ai_sy_dykes_boundry

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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

cast_group Gang number that owns the territory -- 1 = friendly, 2+ = enemy
angle Points to the direction of the territory
radius Distance from brush before the player will be attacked (default=512)
moral Moral -- 1 to 7 = coward to psychotic, 0 = random

ai_trigger_character

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) 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

target Character's ID to be triggered
cast_group Gang number -- 1 = friendly, 2+ = enemy (default=2)

misc_kroker_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Steel Town only: safe spot for Kroker.

misc_pv_afraid

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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

target Link to an <a href='info.html#entity_info_null'>info_null</a> to set direction
wait 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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

1 TELEPORT Entities targeting this point will instantly appear here.

Keys

target Next <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
targetname This <a href='ai.html#entity_path_corner_cast'>path_corner_cast</a>'s ID
killtarget ID of the entity to delete when reached
name Sound to play when reached
pathtarget Entity to trigger when an entity that has this <a href='uncategorized.html#entity_path_corner'>path_corner</a> targeted touches it
combattarget When the cast reaches this marker, they'll attack this target
scriptname Hard-coded script to call when reaching this marker
wait Wait (in seconds)

Cast entities

cast_bitch

Map Entity Color: (1 .5 0) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) One-handed weapon chick (gender: female). Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-24 -24 -24) (24 24 48) A bum, should always be neutral (gender: male). Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 22) Dog. Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Two handed weapon thug (gender: male). Spawnflags

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

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) (COLOR PREVIEW) 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) (COLOR PREVIEW) 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) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) One handed weapon runt (gender: male). Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Two handed weapon runt (gender: male). Spawnflags

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

model Models\actors\shorty\
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_thug

Map Entity Color: (1 .5 0) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) One handed weapon thug (gender: male). Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Guy with the pistol, should always be neutral (gender: male). Spawnflags

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

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) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Two handed weapon chick (gender: female). Spawnflags

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

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>

Dm entities

dm_cashspawn

Map Entity Color: (0.5 0 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Spawn location for cash in "Grab da Loot" games. Keys

angle Direction to project cash upon spawning
speed Projection's speed
type "cashroll" or "cashbag" ("cashbag" takes longer to spawn)

dm_safebag

Map Entity Color: (0.5 0 1) (COLOR PREVIEW) Dimensions: (-12 -12 -16) (12 12 12) Bag that holds the money in the safe. Keys

style Team that this bag belongs to (1 or 2)

Effects entities

elements_raincloud

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used Rain falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular. Keys

fxdensity Total number of drops in the sky, 1 to 1000 (default=400)
firetype Type of drops -- 0 = rain, 1 = drip (default=0)

elements_snowcloud

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used Snow falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular. (Fully functional, unused in Kingpin). Keys

fxdensity Total number of drops in the sky, 1 to 1000 (default=400)

smoke_esm

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8) Smoke effect, extra-small. Keys

alphalevel Opacity level, 1 to 10

smoke_lg

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-32 -32 -32) (32 32 32) Smoke effect, large. Keys

alphalevel Opacity level, 1 to 10

smoke_med

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-24 -24 -24) (24 24 24) Smoke effect, medium. Keys

alphalevel Opacity level, 1 to 10

smoke_sm

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Smoke effect, small. Keys

alphalevel Opacity level, 1 to 10

Episode entities

ai_moker_notinoffice

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Steel Town only: will register episode flag EP_STEELTOWN_MOKER_NOTINOFFICE "Moker's not in his office" on touch.

ai_pv_deadlouie

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Poison Ville only: will register episode flag EP_PV_LOUIEPVB "The two goons were yelling about forgetting to swipe a key. I wonder if Louie still has it on him?" on touch.

ai_pv_fuseblown1

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Poison Ville only: will register episode flag EP_PV_FUSEBLOWN on touch. EP_PV_FUSEISBLOWN1 will also be registered if it isn't already. If EP_PV_FUSEISBLOWN2 is registered, will play 'scenaric/fuse2.wav', will play 'scenaric/fuse1.wav' if not.

ai_pv_fuseblown2

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Poison Ville only: will register episode flag EP_PV_FUSEBLOWN on touch. EP_PV_FUSEISBLOWN2 will also be registered if it isn't already. If EP_PV_FUSEISBLOWN1 is registered, will play 'scenaric/fuse2.wav', will play 'scenaric/fuse1.wav' if not.

ai_sy_blefty

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Ship Yard only: when touched, unlink BLefty if EP_SY_FOUND_BITCH "I gotta tell Big Willy we were too late to save Lizzy. I should probably bring him back some proof. Hmm, I wonder..." is set (player found Lizzy's head).

ai_sy_oilcan

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Ship Yard only: will register episode flag EP_SY_GOTO_DOORSHUT "This ship's door was rusted shut..." on touch.

ai_ty_fuseblown

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Train Yard only: will register episode flag EP_TY_FUSEBLOWN "The fuse for the ladder is blow. They gotta keep a spare one somewhere around here..." on touch.

ai_ty_valvehandle

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: Size of map components used Train Yard only: if the Valve is not in player's inventory when touched, play 'scenaric/need_valvehandle.wav'.

ep_skidrow_flag

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used Skidrow only: will register episode flag EP_SKIDROW_RATS_FIND on touch; "Overheard conversation between some Swer rats, looks like the Scorp gang swiped their moto battery. Guess I'll have to venture into their turf to find it if I'm ever getting the hell out here...".

rc_initiation_brush

Map Entity Color: (.5 .5 0) (COLOR PREVIEW) Dimensions: Size of map components used Radio City only: marks where the player can no longer fire his gun. When touched, register EP_RC_INTOBRUSH flag (also unregister EP_RC_OUTOFBRUSH), used for Joker Gang's initiation.

rc_initiation_observer

Map Entity Color: (.5 .5 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Radio City only: if episode flag EP_RC_INTOBRUSH is registered (and EP_RC_JOKERS_HIRED is not), will report to Butch or Patrick if the player used a gun (and register episode flag EP_RC_FAILED_TEST "Ooops, had to use a gun. I wonder if they'll still let me join?").

trigger_motorcycle

Map Entity Color: (.5 .5 .5) (COLOR PREVIEW) Dimensions: Size of map components used Skidrow only, will trigger the motorcycle cutscene script. If 'Battery' is in player's inventory, the item is taken away, the targeted entity is triggered, every '<a href='props.html#entity_props_motorcycle'>props_motorcycle</a>' entities are removed from the map while a new entity is spawned to make the cutscene animation. If 'Battery' is not in player's inventory, EP_SKIDROW_FOUND_BIKE flag is registered ("Found the bike... Broken down piece of junk doesn't have a battery...") and nothing else happen. Keys

target Entity to trigger (<a href='misc.html#entity_misc_use_cutscene'>misc_use_cutscene</a> for instance)
killtarget ID of the entity to delete when triggered

Func entities

func_areaportal

Map Entity Color: (0 0 0) (COLOR PREVIEW) Dimensions: Size of map components used Toggle visibility portal's 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

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 it's targets, waits some time, then returns to it's original position where it can be triggered again. Spawnflags

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.
8 REMOVE_SELF Remove itself when triggered (SPMod only).

Keys

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_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

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

Keys

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

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 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

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 <a href='ai.html#entity_ai_safespot'>ai_safespot</a>'s ID (for <a href='!05_spmod.html#lockpicking'>Lockpicking</a> purpose), 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

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

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 <a href='ai.html#entity_ai_safespot'>ai_safespot</a>'s ID (for <a href='!05_spmod.html#lockpicking'>Lockpicking</a> purpose), 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. Slide back and then to the side. Spawnflags

1 ALWAYS_SHOOT Can always be shot.
2 1ST_LEFT Move left first.
4 1ST_DOWN Move down first.

Keys

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. In SPMod, the brush can only be destroyed if enough damage is dealt in ONE hit (if CRITICAL_ONLY is set). Spawnflags

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!
16 AUTO_SOUND Let the game choose the right sound for you (SPMod only).
32 CRITICAL_ONLY Can only be destroyed if enough damage is dealt in ONE hit.
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

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)
noise Sound effect to play (set "AUTO_SOUND" if you're lazy, SPMod only)
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

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 min 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

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

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

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

dmg Damages inflicted to crushed entities (default=100)

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 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. You can make it silent in SPMOD if you set 'silent' spawnflag. Spawnflags

1 PLAT_LOW_TRIGGER Set default position to raised.
2 SILENT No sound emitted in action.

Keys

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

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

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

func_spray

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: Size of map components used Creates a gas or pipe spray when shot. Spawnflags

1 START_OFF Set default state to OFF.
2 ONCE
4 SPAWN_FLAMES
8 SPAWN_SMOKE
16 SPAWN_SPARKS
32 SPAWN_WATER
64 ANIM_ALL
128 ANIM_ALLFAST
256 SURF2_ALPHA Alpha-blending render, no depth sorting!

Keys

health Damage the shell can take before bursting
delay Spray duration
wait Extra random duration
target What entity do we trigger when shot
targetname This entity's name
killtarget What entity do we kill when shot

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

1 START_ON Set default state to ON.

Keys

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 target's origin specifies the min 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

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

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 First <a href='uncategorized.html#entity_path_corner'>path_corner</a> entity'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 target's origin specifies the min 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

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

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 <a href='uncategorized.html#entity_path_corner'>path_corner</a>'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

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

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

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

Keys

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

Info entities

info_notnull

Map Entity Color: (0 0.5 0) (COLOR PREVIEW) Dimensions: (-4 -4 -4) (4 4 4) Usually a reference point for spotlights. Keys

targetname This point's ID

info_null

Map Entity Color: (0 0.5 0) (COLOR PREVIEW) Dimensions: (-4 -4 -4) (4 4 4) Usually a reference point for spotlights, the entity is ignored on game initialization. Keys

targetname This point's ID

info_player_coop

Map Entity Color: (1 0 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Spawning point for AI gang members in a single-player game. Every single-player map should contain two of these near to the client's start point. Keys

angle Yaw view direction, 0 to 360
targetname This start point's ID

info_player_deathmatch

Map Entity Color: (1 0 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Spawning point for players in deathmatch games. Keys

angle Yaw view direction, 0 to 360
style Team number for Teamplay (1 or 2)

info_player_intermission

Map Entity Color: (1 0 1) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 32) Potential intermission viewpoint for deathmatch games. Keys

angles Pitch, yaw and roll view direction.
angle Yaw view direction, 0 to 360

info_player_start

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-16 -16 -24) (16 16 48) Normal spawning point for a single-player level. Deathmatch maps should contain at least one for testing purpose. Keys

angle Yaw view direction, 0 to 360
targetname This start point's ID

Item entities

item_adrenaline

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Health: adrenaline (totally restores health). Spawnflags

1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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

targetname This entity's ID
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_helmet

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Helmet armor, <a href='light.html#entity_light'>light</a>. Spawnflags

1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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

targetname This entity's ID
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_helmet_heavy

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Helmet armor, heavy. Spawnflags

1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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

targetname This entity's ID
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_jacket

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Jacket armor, <a href='light.html#entity_light'>light</a>. Spawnflags

1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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

targetname This entity's ID
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_jacket_heavy

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Jacket armor, heavy.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_legs

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Legs armor, [light](light.html#entity_light).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_armor_legs_heavy

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Armor: Legs armor, heavy.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_battery

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: bike battery (Battery).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_cashbaglarge

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Cash the player can pick up.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
currentcash Set amount of cash in the bag
target Target to trigger when picked up
killtarget ID of the entity to delete when picked up

item_cashbagsmall

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Cash the player can pick up.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
currentcash Set amount of cash in the bag
target Target to trigger when picked up
killtarget ID of the entity to delete when picked up

item_cashroll

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Cash the player can pick up.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
currentcash Set amount of cash in roll
targetname This entity's ID
target Target to trigger when picked up
killtarget ID of the entity to delete when picked up

item_coil

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: coil (Coil).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_flashlight

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Flashlight, can be used once in the inventory.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_health_lg

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Health: large medicine bag.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_health_sm

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Health: small medkit.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_lizzyhead

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: Lizzy's head (Lizzy Head).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_oilcan

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: oil can (Oil Can).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

Keys

Key Description
targetname This entity's ID
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_pack

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: ammo pack (Ammo Pack), provides a few ammos for every weapon.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_safedocs

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: important documents (Safe docs).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_valve

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: valve (Valve).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_watch

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: Lenny's watch in Skidrow (Watch).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

item_whiskey

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: whiskey for the bum in Skidrow (Whiskey).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_fuse

Map Entity Color: (.3 .3 1) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Pickup item: fuse (Fuse).

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key1

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Store_Room_Key, will allow player to unlock doors with a 'key' value of '1'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key10

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Key10, will allow player to unlock doors with a 'key' value of '10'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key2

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Electrical_Room, will allow player to unlock doors with a 'key' value of '2'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key3

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Chem_Plant_Key, will allow player to unlock doors with a 'key' value of '3'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key4

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Bridge_Key, will allow player to unlock doors with a 'key' value of '4'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key5

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Shipyard_Key, will allow player to unlock doors with a 'key' value of '5'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key6

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Warehouse_Key, will allow player to unlock doors with a 'key' value of '6'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key7

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Shop_Key, will allow player to unlock doors with a 'key' value of '7'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key8

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Ticket, will allow player to unlock doors with a 'key' value of '8'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

key_key9

Map Entity Color: (0 .5 .8) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Office_Key, will allow player to unlock doors with a 'key' value of '9'.

Spawnflags

Value Flag Description
1 TRIGGER_SPAWN Must be triggered to appear.
2 NO_TOUCH
128 TRIGGER_PICKUP Picked up when triggered (SPMod only).
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
target Entity's ID to trigger when picked up
killtarget ID of the entity to delete when picked up

Light entities

junior

Map Entity Color: (0 1 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8) Used for dynamic lighting of characters and alias models.

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.

Keys

Key Description
targetname This entity's ID, can be toggled on and off
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_color Defines the color in scalar R G B values (default=0 0 0)

light

Map Entity Color: (0 1 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8) Non-displayed [light](light.html#entity_light), used during lightning compilation.

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_bulb

Map Entity Color: (1 1 1) (COLOR PREVIEW) Dimensions: (-2 -2 -5) (2 2 5) A bulb that outputs [light](light.html#entity_light).

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_chandelier

Map Entity Color: (1 1 1) (COLOR PREVIEW) Dimensions: (-36 -34 -32) (36 34 32) A chandelier.

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_deco_sconce

Map Entity Color: (1 1 1) (COLOR PREVIEW) Dimensions: (-8 -8 -12) (8 8 12) A deco sconce.

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_esm

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8) Extra-small fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_lg

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-32 -32 -32) (32 32 32) Large-sized fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_med

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-24 -24 -24) (24 24 24) Medium-sized fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_esm

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-8 -8 -8) (8 8 8) Extra-small fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_lg

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-32 -32 -32) (32 32 32) Large-sized fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_med

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-24 -24 -24) (24 24 24) Medium-sized fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_fire_sm

Map Entity Color: (1 0 0) (COLOR PREVIEW) Dimensions: (-16 -16 -16) (16 16 16) Small fire.

Spawnflags

Value Flag Description
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
alphalevel Opacity level -- 1 to 10 (default=5)
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_pendant

Map Entity Color: (1 1 1) (COLOR PREVIEW) Dimensions: (-16 -16 -4) (16 16 4) A pendant [light](light.html#entity_light).

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

light_sconce

Map Entity Color: (1 1 1) (COLOR PREVIEW) Dimensions: (-4 -4 -8) (4 4 8) A cage [light](light.html#entity_light) model, set correct skin with spawnflags (default skin: white).

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.
16 BLUE_MODEL
32 GREEN_MODEL
64 RED_MODEL
128 YELLOW_MODEL

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)

lightflare

Map Entity Color: (0 1 0) (COLOR PREVIEW) Dimensions: (-2 -2 -2) (2 2 2) Non-displayed [light](light.html#entity_light).

Spawnflags

Value Flag Description
1 START_OFF Set default state to OFF.
2 FLARE Add a flare to the [light](light.html#entity_light) origin.
4 NORESIZE
8 DYNAMIC Also cast [light](light.html#entity_light) on models.

Keys

Key Description
[light](light.html#entity_light) [light](light.html#entity_light) radius (default=300)
targetname This entity's ID, can be toggled on and off
_cone Defines spotlights size (default=10)
_color Defines the color in scalar R G B values (default=1 1 1)
movedir Defines the color in scalar R G B values of the flare
health Diameter of the flare (default=24)
dmg Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0)
_mangle Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector
_spotvector Spot direction set by vector X Y Z, or you can use _spotpoint
_spotpoint Spot direction set by coordinate X Y Z.
_focus Cone attenuation for spotlights
_falloff Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1)
_wait [light](light.html#entity_light) distance attenuation
_angwait [light](light.html#entity_light) angle attenuation
style [light](light.html#entity_light) frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strong strobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the [light](light.html#entity_light) program for switchable lights)