Enemy Territory

Entities

misc_model
Keys
angle
Changes the direction the model faces
angles
changes x,y,z angles
model
Arbitrary model file to display
modelscale
Scale multiplier (defaults to 1x)
modelscale_vec
Per-axis scale multiplier. Defaults to 1 1 1, scales each axis as requested. Overrides "Scale", so if you have both, the "Scale" is ignored
_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.
_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.
Spawnflags
FORCEMETA
Model surfaces will be broken down into their component triangles and lightmapped unless explicitly set as vertex lit in its shader(s).
SOLID
will make it solid (read note*)
Model that will be compiled into the map.
Model path must start from inside etmain or mod folder, e.g. models/mapobjects/light/lantern.md3
-*A complex model with "SOLID" spawnflag may create complex clipping and this WILL cause trouble, use with care.
You may target another entity with this entity (eg a script_mover). If so, this entity will be part of the targeted entity.
It will move, rotate, hurt, blow etc accordingly. SOLID spawnflag works together with this feature.
Both the model and the targeted entity will appear ingame. Any debris will spawn at the brush origin.

©2017 Chruker