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entity_explanation

Page history last edited by PBworks 16 years, 7 months ago

Entity list

 

This list will be a useful compilation of entities and summary of the rightclick menu in radiant. The rightclick menu itself is one of the most if not the most used tool in radiant.

Although some entities will include Q3map2 keys I (Surv) will not add them since I am not knowledgeable enough to state with certainty their use. Experienced mappers feel free to add them if you are certain of your case.

 

Things to keep in mind in regards to this menu are the following.

Speed is in gu/sec except when mentioned otherwise.

Entities should never connect to the void

Esc deselects everything currently selected.

Ctrl+I inverts selection.

Shift+Left click allows for multiple selection.

 


 

 

Select

Select is used in conjunction with brushes. I will from here on refer to these as selection brushes. They are simply brushes which are selected after which you right click on them and use an option in the select part of the menu

Select Complete Tall

Selects brushes that are along the axis you are looking down (standard z) and completely within the selection brush bounds you see.

The selection brush disappears

Select Touching

Selects brushes both touching and within the selection brush.

The selection brush does not disappear.

Select Partial Tall

Selects brushes which are in the path of the selection brush along the axis you are looking down. It does not need to enclose them fully in it’s bounds.

The selection brush disappears.

Select Inside

Selects brushes completely inside the selection brush.

The selection brush disappears.

 

Ungroup Entity

Ungroups func_groups. Only use it for that.

 

Move into Entity

Select a normal non-entity brush and an entity brush like for example trigger_gravity. Right click on the normal brush and click Move into Entity. It will make the normal brush a trigger_gravity with all the same values in this example. If you change one value in one entity brush the other brush will copy the changes automatically.

 

Move into worldspawn

Use this to make triggers etc worldspawn again. They lose their entity functionality.

 

Make detail (Ctrl+M)

Makes structural brushes detail. Detail does not affect portal creation in the vis stage of the compile.

 

Make structural (Shift+Ctrl+S)

Makes detail brushes structural again. Structural brushes affect the portal creation in the vis stage.

 

Smart Entities

smart_train

Supposedly able to easily make a train. Use func_train in conjunction with path_corners for more control.

 

Func

func_bobbing

A brush with func_bobbing will by default bob along the z-axis (up & down). The spawnflags can make it bob along the other 2 axis. It will cover 3 times it’s dimension in the axis it is bobbing by default.

Its origin is determined by making a brush covered with the origin texture. The centre of this brush will be the center of the func_bobbing when it starts. Now select both this brush and the brush(es) you wish to make bobbing. Now rightclick on the selection and make it func_bobbing. I will not mention the notfree/team/single anymore since they do not apply to Tremulous.

 

Keys Value input Effect
speed numerical (default 4) Determines time to complete 1 cycle
height numerical (default 32) Sets the amount of travel
phase numerical (default 0) (must be 0 Phase offset for start position
noise path/name of sound file (.wav only, looping only) Sound effect
model2 path/name of model Model to include
origin x y z Alternate method of setting origin
light numerical (default 0) Light emitted by brushes, no effect on the bobbing brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
notfree switch (0/1, default 0) When 1 will not spawn in free for all. Don’t use
notteam switch (0/1, default 0) When 1 will not spawn in teamgames. Don’t use
notsingle switch (0/1, default 0) When 1 will not spawn in single. Don’t use

 

func_button

Buttons are made with func_button. Players need to touch this button to active it upon which it triggers its targets.

 

Keys Value input Effect
angle numerical (range -2 to 360) Direction button moves in when activated
target alphanumerical Targets to trigger upon activation
speed numerical (default 40, minimum 0) Speed with which button moves
wait numerical (default 1, minimum -1) Amount of time button stays pressed
lip numerical (default 4) Amount of brush left after move
health numerical (default 0) When not 0 button must take damage to activate
model2 path/name of model Model to include
origin x y z Alternate method of setting origin
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
sound1to2 path/name of sound to play Sound when moving from state 1 (off) to state 2 (on)
sound2to1 path/name of sound to play Sound when moving from state 2 to state 1

 

func_door

Your basic door. It has two spawnflags, namely ‘start_open’ and ‘crusher’. Start open makes the door work in reverse, ergo close when a player nears and crusher makes the door crush to death instead of do 4 damage and reverse when a player is there when it closes. Although stated in the readme in Tremulous the doors are not activated by shooting them by default .

 

Keys Value input Effect
angle numerical (range -2 to 360) Direction door moves in when activated
speed numerical (default 100, minimum 0) Speed with which door moves
wait numerical (default 2, minimum -1) Amount of time door stays open
lip numerical (default 8) Amount of brush left after move
targetname alphanumerical name used to target, will only activate by trigger if used
health numerical (default 0) If not 0 door must take damage to activate, not trem I think
dmg numerical (default 4) Damage to inflict when a player blocks door
team alphanumerical Assign same teamnames to make doors function at the same time
model2 path/name of model Model to include
origin x y z Alternate method of setting origin
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
sound1to2 path/name of sound to play Sound when moving from state 1 (off) to state 2 (on)
sound2to1 path/name of sound to play Sound when moving from state 2 to state 1
soundPos1 path/name of sound to play Sound when reaching state 1
soundPos2 path/name of sound to play Sound when reaching state 2

 

func_door_model

Uses a model as the door shape. Most things stay the same as with the normal door except for the fact that it does not have any spawnflags and some keys will have altered use.

 

Keys Value input Effect
angle numerical (0 to 360 determines direction of model
angles numerical (0 to 360 also determines direction of model? Think for tilting
speed numerical (default 100, minimum 0) Speed with which door moves
wait numerical (default 2, minimum -1) Amount of time door stays open
targetname alphanumerical name used to target, will only activate by trigger if used
health numerical (default 0) If not 0 door must take damage to activate, not trem I think
team alphanumerical Assign same teamnames to make doors function at the same time
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
modelOrigin x y z Only method of setting origin for model door
scale x y z multiplication of model, use 1.0 1.0 1.0 for standard size
animation numerical (a b)(0 to 10) first frame and number of frames
sound1to2 path/name of sound to play Sound when moving from state 1 (off) to state 2 (on)
sound2to1 path/name of sound to play Sound when moving from state 2 to state 1
soundPos1 path/name of sound to play Sound when reaching state 1
soundPos2 path/name of sound to play Sound when reaching state 2

 

func_door_rotating

The rotating door. Seldomly seen in Tremulous. In fact never seen except for some alpha’s of fcp. This is because it is buggy. By default use crusher to solve 1 bug.

A rotating door is made in conjuction with an origin brush. The axis through the center of the origin brush determines the turning point of the door. By default it will rotate along the z-axis centre of the origin brush (like a normal door). The x_axis and y_axis spawnflags can change this. The crusher and start_open spawnflag function in the same way as a normal door. Reverse makes it open in the direction it was activated (towards the player, like pulling a door) instead of the default away (pushing a door).

 

Keys Value input Effect
speed numerical (default 90?, minimum 0) Speed of door (degrees/second)
rotatorAngle numerical (default 90, 0 to 360) Degrees the door turns around its axis
wait numerical (default 2, minimum -1) Amount of time door stays open
targetname alphanumerical name used to target, will only activate by trigger if used
health numerical (default 0) If not 0 door must take damage to activate, not trem I think
dmg numerical (default 4) Damage to inflict when blocked, doesn’t work well
team alphanumerical Assign same teamnames to make doors function at the same time
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin for rotating door
animation numerical (a b)(0 to 10) first frame and number of frames
sound1to2 path/name of sound to play Sound when moving from state 1 (off) to state 2 (on)
sound2to1 path/name of sound to play Sound when moving from state 2 to state 1
soundPos1 path/name of sound to play Sound when reaching state 1
soundPos2 path/name of sound to play Sound when reaching state 2

 

func_group

Func_group is only useful to the mapper. It groups brushes and patches for easy moving while staying in relative position to each other. It cannot group entities. Tab cycles through individual parts of a func_group.

 

func_pendulum

Func_pendulum is exactly that. It is a pendulum. It can only swing along the x angle. Its speed is determined by the formula that applies in real life as well. Blocking a pendulum instantly kills any player. An origin is used in the same way as with a rotating door.

 

Keys Value input Effect
angle numerical (default 0, 0 to 360) Determines direction of swing
speed numerical (default 30, 0 to 180?) Offset of swing
phase numerical (default 0) (must be 0 Phase offset for start position
noise path/name of sound file (.wav only, looping only) Sound effect
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin for pendulum

 

func_plat

The platform, you’re better off using a door as a platform or a func_train. For completeness sake though I’ll tick it off on my list. It’s sound is bugged. It must always be created in the high position for correct lighting. It will return almost immediately after a player gets off it.

 

Keys Value input Effect
speed numerical (default 150, minimum 0) Speed of platform
lip numerical (default 16) Amount of brush left after move, no use if height is set
height numerical Determines amount of vertical travel in gu
targetname alphanumerical name used to target
dmg numerical (default 4) Damage to inflict when blocked
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin for rotating door
sound1to2 path/name of sound to play Sound when moving from state 1 (off) to state 2 (on)
sound2to1 path/name of sound to play Sound when moving from state 2 to state 1
soundPos1 path/name of sound to play Sound when reaching state 1
soundPos2 path/name of sound to play Sound when reaching state 2

 

func_rotating

Rotates continuously around the z-axis by default. Can be blocked. Mostly used for decoration (spinning reactors and such). The two spawnflags change the axis around which it rotates. An origin must be used to determine the point around which it rotates.

 

Keys Value input Effect
speed numerical (default 100, minimum 0) Speed of rotation
noise path/name of sound file (.wav only, looping only) Sound effect
dmg numerical (default 4) Damage to inflict when blocked
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin for rotating brush

 

func_static

Static non-solid bspmodel. Not much else. No use in tremulous unless in combination with trail system since the disappearing is instantaneous. Need some obscuring effect to fit the atmosphere.

 

Keys Value input Effect
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin
targetname alphanumerical triggers and func_button can make it disappear permanently

 

func_timer

A timer. Can be triggered or started on by the spawnflag. It will trigger it’s targets after a set amount of time. This amount can be specified exactly or randomized within bounds.

The randomization is as follows:

Min = (wait-random) Max = (wait+random)

 

Keys Value input Effect
wait numerical (default 1) Amount of time between triggers in seconds
random numerical (default 0) Value used to calculate timespan, seconds
target alphanumerical Target to trigger
targetname alphanumerical used to trigger the timer on and off

 

func_train

Ah, the func_train. The most versatile of your func_ minions, dungeon keeper. It has two spawnflags at its disposal. Start_off needs no words, block_stops will make the train stop when blocked instead of devouring the unhappy player which got in its way. Due the somewhat improved nature of Tremulous these trains require an origin. Its centre will determine the centre of the train and should be placed at the first path_corner. The train itself should target the first path_corner. It can be toggled. When toggled it will stop immediately, another toggle will start it up again. If this train is waiting at a path_corner with a long wait value it will immediately leave for the next one after being toggled off and back on again.

 

Keys Value input Effect
speed numerical (default 100) Speed of train, overridden by path speed
target alphanumerical Target the first path_corner
light numerical (default 0) Light emitted by brushes, no effect on the entity’s brushes themselves
color r g b (default 1 1 1) Color of light emitted by brushes
model2 path/name of model Model to include
origin x y z alternate method of setting origin for train
targetname alphanumerical triggers and buttons can toggle the train’s movement on/off

 

 

 

Info

info_alien_intermission

The camera used for non-spawned aliens. It’s placement is up to you but most mappers place it overlooking the original alien base. Pitch is turning on the vertical plane (up/down), yaw is turning on the horizontal plane (left/right) and roll is rolling around the view axis.

 

Keys Value input Effect
angles pitch yaw roll (default 0 0 0) Pitch, yaw, roll
target alphanumerical Target a target_position preferably, doesn’t work most of the time

 

 

info_human_intermission

The camera used for non-spawned humans. It’s placement is up to you but most mappers place it overlooking the original human base.

 

Keys Value input Effect
angles pitch yaw roll (default 0 0 0) Pitch, yaw, roll
target alphanumerical Target a target_position preferably, doesn’t work most of the time

 

info_notnull

Left over from the olden days to target entities target_position has since taken it’s place. Refer to target_position for it’s information.

 

info_null

Left over from the olden days to target lights target_position has since taken it’s place. Refer to target_position for it’s information.

info_player_intermission

The camera used for spectators. It’s placement is up to you but most mappers place it overlooking a map trademark or high intensity combat area. You must have one for the map to load.

 

Keys Value input Effect
angles pitch yaw roll (default 0 0 0) Pitch, yaw, roll
target alphanumerical Target a target_position preferably, doesn’t work most of the time

 

 

Light

Pointlightsource. Its spawnflags have to do with the way the falloff is calculated. Linear is more realistic. Noangle ignores angle attenuation and nogridlight makes it unapplicable to entity lighting.

 

Keys Value input Effect
light numerical (default 300) Light intensity
_color numerical x x x (default white 1.0 1.0 1.0 ) Light color
target alphanumerical Used for making spotlights
radius numerical (default 64) Defines spotlights size

 

 

LightJunior

Pointlightsource. Only affects entities. Its spawnflags have to do with the way the falloff is calculated. Linear is more realistic. Noangle ignores angle attenuation and nogridlight disables this light.

 

Keys Value input Effect
light numerical (default 300) Light intensity
_color numerical x x x (default white 1.0 1.0 1.0 ) Light color
target alphanumerical Used for making spotlights
radius numerical (default 64) Defines spotlights size

 

 

Misc

misc_anim_model

Used for animated models. It’s only spawnflag is trigger_toggle which allows it to be triggered fully off and on. Usually triggering it would only stop the animation not remove it.

 

Keys Value input Effect
angle numerical (0 to 360) Determining direction
radius numerical (default 1.0) Defines model scale
animation numerical (start frame, number of frames, looping frames, framerate) animation
model path/name of model Defines which model to use

 

misc_light_flare

Used to create the flares photoshop newbies are so crazy about. Triggering it toggles it on and off. It starts on by default but the spawnflag will make it start off.

 

Keys Value input Effect
targetShaderName alphanumerical Targets the flare’s shadername
radius numerical x x x (size light flare (2 to 10), visibility angle (0), light source size related to size flare
angles pitch yaw roll (default 0 0 0) Pitch, yaw, roll

 

misc_model

Placeholder entity for models.

 

Keys Value input Effect
angle numerical (0 to 360) Determining direction
model path/name of model Defines which model to use
angles pitch yaw roll (default 0 0 0) Pitch, yaw, roll if compiling with q3map2

 

misc_particle system

Particle system entry point, refer to particle system tutorial for better explanation. Spawnflag spawn_disabled will make it spawn off.

 

misc_portal_camera

The portal camera is the camera used to determine what is seen on the misc_portal_surface defined surface. To make a real camera do not use the spawnflags slow/fast_rotate and set roll to 180.

 

Keys Value input Effect
angles pitch yaw (default 0 0) Pitch, yaw of camera to target it
target alphanumerical Target a target_position to point it
targetname alphanumerical Target for misc_portal_surface
roll numerical (default 0) Determines roll, set to 180 for player view

 

misc_portal_surface

This entity is used for two things, to make a camera in conjunction with the misc_portal_camera or to make a mirror in conjunction with the mirror texture. It must never be more then 64 units from the surface it is targeting, it will select the closest surface. To make a camera target it to a portal camera, for a mirror don’t target it.

 

Keys Value input Effect
target alphanumerical Target a misc_portal_camera if you want to make a camera

 

misc_teleporter_dest

This is the teleporter destination for the trigger_teleport.

 

Keys Value input Effect
angle numerical (o to 360) Determines direction in which players spawn
targetname alphanumerical Target for trigger_teleport

 

Path

path_corner

This tiny little thing is used in combination with the func_train. They are the cornerstones of its path. Each one should target the next one in line and if you want a loop the last one should target the first one again. The center of the origin of the func_train will follow the lines between them exactly.

 

Keys Value input Effect
target alphanumerical Target next path_corner with this
targetname alphanumerical Target of previous path_corner or if first corner for train
speed numerical overrides speed value of train itself while moving to next point
wait numerical (default 0) Time train will wait at this point before moving to next one

 

 

Target

target_delay

This can be seen as a delay fuse. Once triggered it will wait the appointed time before triggering its own target. They are useful for having doors wait, or creating effect chains.

 

Keys Value input Effect
target alphanumerical Target trigger you wish to activate at end of delay
targetname alphanumerical Target for activating trigger
delay numerical (default 1) Time to wait before triggering target
wait numerical (default 1) Time to wait before triggering target
random numerical (default 0) Value used to calculate random deviation from wait/delay

 

target_kill

When triggered by another trigger it will kill, unconditionally, the player who activated the first trigger.

 

Keys Value input Effect
targetname alphanumerical Target for activating trigger

 

target_location

This entity makes the locations appear in team messages. Its first way of determining which target_location to use is Line of Sight proximity. After that comes non-LoS proximity. It might be advisable to as an addition to the names using the colors to designate either larger or smaller areas, as such either having the names as a subdivision of the color in the first case, resulting in a easy map direction at a glance, or the colors as a more exact subdivision of a named space, for example in a large room or hallway it could mark the location in it.

 

Keys Value input Effect
message alphanumerical Location name you wish to have displayed
count numerical (1) Red
count numerical (2) Green
count numerical (3) Yellow
count numerical (4) Blue
count numerical (5) Cyan
count numerical (6) Purple
count numerical (7) White

 

target_position

A common entity, it is used to aim other entities. Examples of these are making spotlights out of lights. Determining trigger_push aims and portal_cameras view direction. Do note these do not work with the info_team_intermission entities.

 

Keys Value input Effect
targetname alphanumerical Entities that need aiming point to this

 

target_print

This entity is used to print messages onto either everyone present, a singular team or a singular player. It can only be seen by a singular player when he activated it by a trigger. Its use lies in simple warning system of map events but can also be used in combination with either trigger_class or _equipment triggers to create alarms. The spawnflags are pretty straightforward and don’t really need an explanation.

 

Keys Value input Effect
message alphanumerical Text you wish to have displayed
targetname numerical (1) Activating trigger points to this

 

target_push

In essence this is a trigger activated trigger_push. Just use that instead. If you use this the push comes from the centre of the activating trigger. The Bouncepad spawnflag makes the bounce sound. Useless.

 

Keys Value input Effect
angles numerical (default 0 0) Able to aim with this instead of target_position
speed numerical (default 1000) Force of push, no need if using target_position
targetname alphanumerical Activating trigger points to this
target alphanumerical Points to target_position for aiming

 

target_relay

The target relay is a filtering trigger which can determine which team is allowed to continue the chain. You can also make differential chains with this where pushing the same button or passing the same area has different effects for the different teams. The spawnflags human_only and alien_only are pretty direct but random makes it choose one of all the entities with the targetname the relay is pointing to. So if you have 4 different triggers with the same targetname to which relay is pointing it will only activate once.

 

Keys Value input Effect
targetname alphanumerical Activating trigger points to this
target alphanumerical Points to trigger to activate

 

target_rumble

The earthquake entity. It triggers a quakelike effect which makes all players move in random directions for a while. Its severity is determined by the following settings.

 

Keys Value input Effect
targetname alphanumerical Activating trigger points to this
speed numerical (default 100) Determines the power of the quake, the higher the stronger
count numerical (default 10) Duration of the quake

 

target_score

A point giving entity. Could be used for creating award areas where players might score easy points or large amounts of points. NEEDS CONFIRMATION OF USAGE

 

Keys Value input Effect
targetname alphanumerical Activating trigger points to this
count numerical (default 1) Number of evoes/credits to give activating player.

 

target_speaker

Soundsource entity. Uses .wav. It can either be activated singular by a trigger, or continuously looping which can be deactivated and reactivated by a trigger. This is determined by the spawnflags. Looped_on and Looped_off are obvious. Global makes it be heard mapwide and Activator only to the player who activated it.

 

Keys Value input Effect
targetname alphanumerical Activating trigger points to this
noise path/name sound (example sound/effects/zap.wav) Defines which sound to use.
wait Determines time between the playing of the sound, random key must be set
random numerical (default 0) Determines deviation of wait, use zero for none

 

target_teleporter

Entity which must be activated by another trigger and be aimed at the misc_teleporter_dest. Easier to use trigger_teleport.

 

Keys Value input Effect
targetname alphanumerical Activating trigger points to this
target alphanumerical Needs to point to misc_teleporter_dest

 

Team

Entities used to preplace the team structures. Their bounding box should never be inside brushes. They are easily placed but cannot be placed on ceilings or walls. Their angle key determines which direction they are facing, this is important for some defences and spawns. The alien hive is not standard included into the tremulous entity file. If there are any other deviances from the above I will note so under the appropriate header. No further info will be mentioned.

team_alien_acid_tube

team_alien_barricade

team_alien_booster

The angle key directs the booster’s backside. This isn’t of any real consequence.

team_alien_hovel

The angle key directs the hovel’s backside. Be sure to not make its entrance face a wall.

team_alien_overmind

The angle key directs the overmind’s backside.

team_alien_spawn

team_alien_trapper

team_alien_hive (not in standard entity file)

team_human_armoury

team_human_dcc

team_human_medistat

team_human_mgturret

The model is usually invisible in radiant. Do not worry, this has to do with the animated nature of the turret. Its angle key is still accurate.

team_human_reactor

team_human_repeater

team_human_spawn

team_human_tesla

 

Triggers

trigger_always

Entity that triggers its targets at the start of the map once.

 

Keys Value input Effect
target alphanumerical Targets entity to trigger at mapload

 

trigger_ammo

Trigger that gives ammunition to anyone in it or to the activator of a trigger pointing to it. The spawnflag slow adds the ammo value once per second, noenergy disables it for energy based weapons, nocase disables it for ballistic based weapons.

 

Keys Value input Effect
ammo numerical (default 1) Amount of ammunition to give per serverframe, integers only

 

trigger_buildable

Trigger which can be triggered by any buildable in it if the buildables key is left blank. Its response can be limited to certain buildings by using the buildables key and a comma delimited list. The names are the following.

Humans: telenode, reactor, mg_turret, tesla, medistat, arm, dcc, repeater

Aliens: eggpod, overmind, acid_tube, trapper, hive, booster, hovel, barricade

 

Keys Value input Effect
target alphanumerical Targets entity to trigger
buildables list See note
wait numerical (default 0.2) Time to wait until allow an activation again
random numerical (default 0) Value used in randomizing wait value

 

trigger_class

Trigger class functions like trigger_buildable but for the alien team members. Leaving the class key blank makes it respond to all aliens. The classnames are the following, level0 being a dretch and level4 a tyrant.

builder, builderupg, level0, level1, level1upg, level2, level2upg, level3, level3upg, level4

 

Keys Value input Effect
target alphanumerical Targets entity to trigger
class list See note
wait numerical (default 0.2) Time to wait until allow an activation again
random numerical (default 0) Value used in randomizing wait value

 

trigger_equipment

Trigger class functions like trigger_class but for the human team members. Leaving the equipment key blank makes it respond to all humans. The equipment names are the following.

blaster, rifle, ckit, ackit, shotgun, lgun, prifle, mdriver, flamer, chaingun, lcannon, psaw, gren, medkit, jetpack, (larmor, bsuit not properly in 1.1.0)

 

Keys Value input Effect
target alphanumerical Targets entity to trigger
equipment list See note
wait numerical (default 0.2) Time to wait until allowing an activation again
random numerical (default 0) Value used in randomizing wait value

 

trigger_gravity

Trigger which determines gravity when a player is at least partially within it. Grenades, ammunition etc is not affected.

 

Keys Value input Effect
gravity numerical (default 800) Determines gravity within trigger

 

trigger_heal

Functions like trigger_ammo but for a player’s health.

The spawnflag slow adds the health value once per second, start_off makes it need to be toggled to work. Can be used to make substitute medpack dispenser in certain locations. In combination with a trigger system you could make slow rechargeable medistatpoints for humans to use. This can prove valuable on large maps.

 

Keys Value input Effect
health numerical (default 5) Amount of hp to give per serverframe, integers only

 

trigger_hurt

Functions like trigger_heal but the opposite way.

The spawnflag slow damages the player by the dmg value once per second, start_off makes it need to be toggled to work, silent removes the sizzle and no_protection removed the biosuit protection in q3a but is unnecessary now.

 

Keys Value input Effect
dmg numerical (default 5) Amount of hp to take away per serverframe, integers only

 

trigger_multiple

The all-purpose trigger.

 

Keys Value input Effect
target alphanumerical Targets entity to trigger
targetname alphanumerical Triggering entity points to this
wait numerical (default 0.2) Time to wait until allowing an activation again
random numerical (default 0) Value used in randomizing wait value

 

trigger_push

The jumppad entity from q3a. Needs to target an info_null or target_position.

 

Keys Value input Effect
target alphanumerical Targets target_position to calculate jump

 

trigger_stage

Triggers target when keyteam reaches the keystage.

 

Keys Value input Effect
target alphanumerical Targets entity to trigger upon activation
team numerical Determines which team triggers this entity, 1 is alien, 2 is human
stage numerical value of 1 means stage 2, value of 2 means stage 3

 

trigger_teleport

When this trigger is touched by a player he will teleport to the target misc_teleporter_dest

 

Keys Value input Effect
target alphanumerical Must target a misc_teleporter_dest

 

trigger_win

Triggers its target when the the key team wins, 1 being aliens, 2 being humans.

 

Keys Value input Effect
target alphanumerical Targets entity to trigger at teamwin
team numerical Determines which team triggers this entity, 1 is alien, 2 is human

 

 

 

Worldspawn

Worldspawn is the standard brush ‘entity’. But by definition it isn’t an entity at all. It controls some defining characteristics of gameplay as well.

 

Keys Value input Effect
message alphanumerical Message to display at mapstart, usually for name of the map
music path/name sound (example sound/effects/zap.wav) Used for level’s music
humanBuildPoints numerical (default 100) Determines the max bp of the human team
alienBuildPoints numerical (default 100) Determines the max bp of the alien team
humanMaxStage numerical (default&max 2) Determines the highest stage of the human team
alienMaxStage numerical (default&max 2) Determines the highest stage of the alien team
humanStage2Threshold numerical (default 50) Value involved in calculating stage ups. Formula unknown
alienStage2Threshold numerical (default 50) Value involved in calculating stage ups. Formula unknown
humanStage3Threshold numerical (default 100) Value involved in calculating stage ups. Formula unknown
alienStage3Threshold numerical (default 100) Value involved in calculating stage ups. Formula unknown
_ambient numerical (default 0) Adds ambient light to map, this raises the light level but lowers contrast, only use low values
_color numerical (default 0 0 0) Normalized values of 255 for the color of the ambient light
gravity numerical (default 800) Determines gravity for entire map
gridsize numerical (default 128 128 256) Compile setting, use only powers of 2, make them larger to shorten compile time
_blocksize numerical (default 1024) Compile setting, use only powers of 2, make larger to shorten compile time on low density maps

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