Entities
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 | |
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 |
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 | |
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 | |
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 | |
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 | |
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 | |
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 |