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 |
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) |