Enemy Territory

Entities

func_static
Keys
color
constantLight color
light
ConstantLight radius
model2
Optional .md3 model to also draw. It will attach itself to the origin brush.
_castshadows;_cs
Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
_celshader
Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
_indexmap;alphamap
Path/name for the art file used to guide the mapping of textures on the terrain surface.
_layers;layers
Integer value is the number unique root shaders that will be use on the terrain.
_lightmapscale
Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
_receiveshadows;_rs
Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
_shader;shader
Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
_targetname
Used to attach a misc_model entity to this entity.
Spawnflags
START_INVIS
Start the entity as non-existant, if targeted, it will toggle existance when triggered
A brush model that just sits there, doing nothing.
Can be used for conditional walls and models.
If targeted, will appear|disappear when it's parent entity is triggered.
Target this entity with a misc_model to have the model attached to the entity
(set the model's "target" key to the same value as this entity's "targetname").

©2017 Chruker