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 |
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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