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Revision as of 16:03, 15 February 2025 by FREDZ (talk | contribs)

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