Entities
alarm_box
You need to have an origin brush as part of this entity current alarm box model is (8 x 16 x 28) target a box to dlights to have them activate/deactivate with the system (use a stylestring that matches the cycletime for the alarmbox sound) alarm sound locations are also placed in the dlights, so wherever you place an attached dlight, you will hear the alarm place the origin at the center of your trigger box
Keys
angle
|
The direction that the item will face
|
health
|
defaults to 10
|
model
|
the model to use instead of the default model. model path: models/mapobjects/electronics/alarmbox.md3
|
noise
|
the sound to play over the system (this would be the siren sound)
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
targetname of dlights to activate with the system
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
when fired, activates the alarm
|
team
|
Team name. Teamed alarm_boxes work in tandem (switches/lights syncronize)
|
Spawnflags
START_ON
|
means the button is pushed in, any dlights are cycling, and alarms are sounding
|
ammo_30cal
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am30cal_m.md3" Models were recompiled from default ET models the same models are used for: ammo_30cal_l ammo_30cal_m ammo_30cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_30cal_large
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am30cal_l.md3" Models were recompiled from default ET models the same models are used for: ammo_30cal_l ammo_30cal_m ammo_30cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_30cal_small
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am30cal_s.md3" Models were recompiled from default ET models the same models are used for: ammo_30cal_l ammo_30cal_m ammo_30cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_45cal
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am45cal_m.md3" Models were recompiled from default ET models the same models are used for: ammo_45cal_l ammo_45cal_m ammo_45cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_45cal_large
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am45cal_l.md3" Models were recompiled from default ET models the same models are used for: ammo_45cal_l ammo_45cal_m ammo_45cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_45cal_small
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am45cal_s.md3" Models were recompiled from default ET models the same models are used for: ammo_45cal_l ammo_45cal_m ammo_45cal_s
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_9mm
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am9mm_m.md3" Models were recompiled from default ET models the same models are used for: am9mm_s am9mm_m am9mm_l
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_9mm_large
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am9mm_l.md3" Models were recompiled from default ET models the same models are used for: am9mm_s am9mm_m am9mm_l
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_9mm_small
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/powerups/ammo/am9mm_s.md3" Models were recompiled from default ET models the same models are used for: am9mm_s am9mm_m am9mm_l
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_airstrike
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/airstrike/airstrike.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_disguise
Doesn't seem to be useful beyond a decoration model (med backpacks=Things that can be used for disguise) -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/disguise/disguise.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_dynamite
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/dynamite/dynamite.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_landmine
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/landmine/landmine.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_smoke_grenade
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/smoke_grenade/smoke_grenade.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
ammo_syringe
Doesn't seem to be useful beyond a decoration model -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- ******models spawn and the origin sits at the ground by default**** model="models/ammo/syringe/syringe.md3" Models were recompiled from default ET models
Spawnflags
Respawn
|
will respawn if targeted
|
SPIN
|
To spin or not to spin ?
|
SUSPENDED
|
Starts non-visible
|
corona
Use color picker('K' key) to set the "_color" key values. The Key:"_color" overrides the key:"color" and values are 0.0-1.0 for each color (rgb)[ Example: 1. .8 .0 for yellow ] Can be turned on/off via targeting/scripting.
Keys
scale
|
Designates a multiplier to the default size. (so 2.0 is 2xdefault size, 0.5 is half)
|
_color
|
Weighted RGB value of light color Example: .9 .4 1. Values are from 0.0-1.0
|
Spawnflags
START_OFF
|
Starts non-visible
|
dlight
Stylestring characters run at 10 cps (changes.per.second) in the game. (meaning the english alphabet, at 24 characters, would take 2.4 seconds to cycle) Stylestring characters: (a=very low)->(z=bright) Use color picker('K' key) to set the "_color" key values. The Key:"_color" overrides the key:"color" and values are 0.0-1.0 for each color (rgb)[ Example: 1. .8 .0 for yellow ] styles: 1 - "mmnmmommommnonmmonqnmmo" 2 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" 3 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" 4 - "ma" 5 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj" 6 - "nmonqnmomnmomomono" 7 - "mmmaaaabcdefgmmmmaaaammmaamm" 8 - "aaaaaaaazzzzzzzz" 9 - "mmamammmmammamamaaamammma" 10 - "abcdefghijklmnopqrrqponmlkjihgfedcba" 11 - "mmnommomhkmmomnonmmonqnmmo" 12 - "kmamaamakmmmaakmamakmakmmmma" 13 - "kmmmakakmmaaamammamkmamakmmmma" 14 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm" 15 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm" 16 - "zzzzzzzzaaaaaaaa" 17 - "zzzzzzzzaaaaaaaaaaaaaaaa" 18 - "aaaaaaaazzzzzzzzaaaaaaaa" 19 - "aaaaaaaaaaaaaaaazzzzzzzz"
Keys
atten
|
Offset from the alpha values of the stylestring. stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy"
|
offset
|
Change the initial index in a style string. So val of 3 in the above example would start this light at 'N'. (used to get dlights using the same style out of sync).
|
shader
|
Name of shader to apply
|
sound
|
Sound to loop every cycle (this actually just plays the sound at the beginning of each cycle)
|
style
|
Value is an integer from 1 through 19 that contains a pre-defined 'flicker' string. Use the drop down menu for presets.
|
stylestring
|
Set your own 'flicker' string, e.g. "klmnmlk". NOTE: this should be all lowercase. See the Notes section below for the characteristics of letters.
|
Spawnflags
FORCEACTIVE
|
Toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0.
|
ONETIME
|
When the dlight is triggered, it will play through it's cycle once, then shut down until triggered again
|
STARTOFF
|
The dlight doesn't spawn in until ent is triggered
|
func_bobbing
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked. 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").
Keys
color
|
constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
|
dmg
|
Damage to inflict when blocked (2 default)
|
height
|
Sets the amount of travel of the oscillation movement (default 32).
|
light
|
constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
|
model2
|
Path/name of optional model to include. It will attach itself to the origin brush.
|
phase
|
Sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
|
speed
|
Amount of time in seconds for one complete oscillation cycle (default 4).
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
Spawnflags
X_AXIS
|
entity will bob|move along the X axis.
|
Y_AXIS
|
entity will bob|move along the Y axis.
|
func_brushmodel
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------A brushmodel that gets deleted on the fourth frame. We use this to hijack it's brushmodel in func_constructible entities that are based around staged construction.
func_button
When a button is used, it moves some distance in the direction of it's angles, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. 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").
Keys
angle
|
Does NOT work in ET, use "angles".
|
angles
|
Individual control of PITCH, YAW, and ROLL (eg 45 45 45).
|
color
|
ConstantLight color.
|
health
|
If set, the button will also open when hurt.
|
light
|
ConstantLight radius.
|
lip
|
Lip remaining at end of move (4 default).
|
model2
|
.md3 model to also draw - use an origin. It will attach itself to the origin brush.
|
speed
|
Overrides the default speed (40).
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
All entities with a matching targetname will be triggered.
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
wait
|
Overrides the default 1 second wait (-1 = never return).
|
Spawnflags
TOUCH
|
Activates when player is close enough.
|
func_constructible
A constructible object that functions as target for engineers. This entity will call standard triggers in its script routine: buildstart X decayed X built X destroyed X death where "X" is stage1, stage2 or final
Keys
constages
|
List of target func_brushmodel entities (up to 3) that make up the construction stages (example: "stage1;stage2;")
|
desstages
|
List of target func_brushmodel entities (up to 3) that make up the destruction stages (example: "desstage1;desstage2;")
|
scriptname
|
Name used for scripting purposes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
|
track
|
Functions as a group name. All entities with the same 'track' as the func_constructible will be constructed|appear at the same time.
|
Spawnflags
ALLIED_CONSTRUCTIBLE
|
Allies can build this, if not invulnerable Axis can damage it
|
AXIS_CONSTRUCTIBLE
|
Axis can build this, if not invulnerable Allies can damage it
|
INVULNERABLE
|
Indestructible
|
START_BUILT
|
Starts built
|
func_debris
This entity MUST have a targetname
Keys
speed
|
Modifies how fast the debris starts movement. (default 800)
|
target
|
Target at an entity for direction of travel
|
targetname
|
This entity MUST have a targetname
|
func_door
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"). sound types: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) allowteams: possible values are: "axis" - only axis "allies" - only allies "axis,cvops" - axis and cvops with uniforms "allies,cvops" - allies and cvops with uniforms
Keys
allowteams
|
Choose who can get through the door
|
angle
|
determines the opening direction. Use -1 for up, -2 for down.
|
closespeed
|
Optional different movement speed for door when closing
|
color
|
constantLight color('K' key)
|
dmg
|
Damage to inflict when blocked (2 default)
|
health
|
If set, the door must be shot open.
|
key
|
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do not affect the key status)
|
light
|
constantLight radius
|
lip
|
Lip remaining at end of move - how much door will be left sticking from adjacent solid geometry (8 default)
|
model2
|
Optional .md3 model to also draw. It will attach itself to the origin brush.
|
speed
|
movement speed (100 default)
|
target
|
will fire it's target upon use
|
targetname
|
If set, no touch field will be spawned and a remote button or trigger field activates the door.
|
team
|
Team name. Other doors with same team name will open/close in syncronicity.
|
type
|
Use sounds based on construction of door.
|
wait
|
Wait before returning (3 default, -1 = never return)
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
Spawnflags
CRUSHER
|
The door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
|
START_OPEN
|
The door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
|
TOGGLE
|
Waits in both the start and end states for a trigger event.
|
TOUCH
|
|
func_door_rotating
You need to have an origin brush as part of this entity. The center of the origin brush will be the point around which the door 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 (only one axis allowed. If both X and Y are checked, the default of Z will be used). 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"). sound types: 0 - nosound (default) 1 - metal 2 - stone 3 - lab 4 - wood 5 - iron/jail 6 - portcullis 7 - wood (quiet) allowteams: possible values are: "axis" - only axis "allies" - only allies "axis,cvops" - axis and cvops with uniforms "allies,cvops" - allies and cvops with uniforms
Keys
allowteams
|
Choose who can get through the door
|
closespeed
|
Optional different movement speed for door closing
|
color
|
constantLight color
|
degrees
|
How many degrees it will turn (90 default)
|
dmg
|
Damage to inflict when blocked (2 default)
|
key
|
-1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status)
|
light
|
constantLight radius
|
model2
|
.md3 model to also draw. It will attach itself to the origin brush.
|
speed
|
Movement speed (100 default)
|
team
|
Team name. Other doors with same team name will open/close in syncronicity.
|
time
|
How many milliseconds it will take to open (1 second = 1000ms)
|
type
|
Use sounds based on construction of door.
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
Spawnflags
FORCE
|
Door opens even when blocked
|
REVERSE
|
Door opens towards direction it is opened from
|
STAYOPEN
|
|
TOGGLE
|
Waits in bith the open and closed states for a trigger event
|
X_AXIS
|
Door rotates around X axis instead of Z axis
|
Y_AXIS
|
Door rotates around Y axis instead of Z axis
|
func_explosive
If you use model2, you must have an origin brush in the explosive with the center of the brush where you want the origin of the model to be. If you want an explosion, set dmg and it will do a radius explosion of that amount from the center of the brush.
Keys
dmg
|
How much radius damage should be done, defaults to 0
|
health
|
Default 100. If health is set to '0' the brush will not be shootable.
|
mass
|
Default 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most.
|
model2
|
optional md3 to draw over the solid clip brush. It will attach itself to the origin brush.
|
noise
|
Sound to play when triggered. The explosive will default to a sound that matches it's 'type'. Use the sound name "nosound" (case in-sensitive) if you want it silent.
|
scriptname
|
Script whose death is triggered when the object is destroyed
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
If set, no touch field will be spawned and a remote button or trigger field triggers the explosion.
|
type
|
Type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
|
wait
|
How long (in seconds) to leave the model after it's 'dead'. '-1' leaves forever.
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
Spawnflags
LOWGRAV
|
specifies that the debris will /always/ fall slowly
|
START_INVIS
|
Must be triggered before it will show in the world
|
TANK
|
Will show as a tank on a command map if linked to by a trigger_objective_info
|
TOUCHABLE
|
Means automatic use on player contact
|
USESHADER
|
will apply the shader used on the brush model to the debri
|
func_fakebrush
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES!!USED IN THE ETPRO MOD!!---------- NOTES ----------SHOULD NOT BE UED IN A MAP BUT CAN BE USED IN SCRIPTING ADDTIONAL BRUSHES USEING ETPRO MAP SCRIPTSONLY WORKS WITH THE ETPRO CVAR b_fallingbugfix 0contents = type of surfacemins = lower left corner of the brushmaxs = upper right corner of the brush
func_group
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
Keys
_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 terrainsurface.
|
_layers;layers
|
Integer value is the number of 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. less than 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.
|
func_invisible_user
When activated, its target will activated. Normally when a player 'activates' this entity, if the entity has been turned 'off' (by a scripted command) you will hear a sound to indicate that you cannot activate the user. The sound defaults to "sound/movers/invis_user_off.wav" cursorhint types: HINT_NONE HINT_FORCENONE HINT_PLAYER HINT_ACTIVATE HINT_DOOR HINT_DOOR_ROTATING HINT_DOOR_LOCKED HINT_DOOR_ROTATING_LOCKED HINT_MG42 HINT_BREAKABLE HINT_BREAKABLE_DYNAMITE HINT_CHAIR HINT_ALARM HINT_HEALTH HINT_TREASURE HINT_KNIFE HINT_LADDER HINT_BUTTON HINT_WATER HINT_CAUTION HINT_DANGER HINT_SECRET HINT_QUESTION HINT_EXCLAMATION HINT_CLIPBOARD HINT_WEAPON HINT_AMMO HINT_ARMOR HINT_POWERUP HINT_HOLDABLE HINT_INVENTORY HINT_SCENARIC HINT_EXIT HINT_NOEXIT HINT_PLYR_FRIEND HINT_PLYR_NEUTRAL HINT_PLYR_ENEMY HINT_PLYR_UNKNOWN HINT_BUILD HINT_DISARM HINT_REVIVE HINT_DYNAMITE HINT_CONSTRUCTIBLE HINT_UNIFORM HINT_LANDMINE HINT_TANK HINT_SATCHELCHARGE HINT_LOCKPICK HINT_BAD_USER HINT_NUM_HINTS
Keys
cursorhint
|
Overrides the auto-location of targeted entity (list below)
|
delay
|
Time (in seconds) before it can be used again
|
offnoise
|
Specifies an alternate 'off' sound
|
Spawnflags
NOT_KICKABLE
|
Kicking doesn't fire, only player activating
|
NO_OFF_NOISE
|
No sound will play if the invis_user is used when 'off'
|
STARTOFF
|
Isn't functional till toggled
|
func_leaky
Leaks when shot by bullets - in that direction not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
type
|
leaks particles of this type
|
func_pendulum
You need to have an origin brush as part of this entity. Pendulums always swing north/south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity. 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").
Keys
angles
|
Specify Pitch/Yaw/Roll for the pendulum to swing in a different direction to the default north-south
|
color
|
constantLight color
|
dmg
|
Damage to inflict when blocked (2 default)
|
light
|
ConstantLight radius
|
model2
|
optional md3 to draw over the solid clip brush. It will attach itself to the origin brush.
|
phase
|
The 0.0 to 1.0 offset in the cycle to start at
|
speed
|
The number of degrees each way the pendulum swings, (30 default)
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
func_plat
Plats should be constructed in the raised position so they will behave and light correctly.
Keys
color
|
constantLight color
|
dmg
|
Damage caused to blocking player, default 2
|
height
|
total height of movement, defaults to model height
|
light
|
ConstantLight radius
|
lip
|
Default 8, protrusion above rest position at solid brush
|
model2
|
Optional .md3 model to also draw. It will attach itself to the origin brush.
|
speed
|
Overrides default 200 movement speed
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
func_rotating
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. 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").
Keys
color
|
constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
|
dmg
|
Damage to inflict when blocked (2 default)
|
light
|
constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
|
model2
|
path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). It will attach itself to the origin brush.
|
speed
|
determines how fast entity rotates (default 100).
|
_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.
|
_targetname
|
Used to attach a misc_model entity to this entity.
|
Spawnflags
STARTINVIS
|
Spawn triggered
|
START_ON
|
Initially turning upon start of map
|
X_AXIS
|
entity will rotate along the X axis.
|
Y_AXIS
|
entity will rotate along the Y axis.
|
func_secret
Secret door which opens inwards, then to the side. No usefield. -Seems to always be crusher
Keys
angle
|
determines the opening direction
|
color
|
constantLight color
|
dmg
|
Damage to inflict when blocked (2 default)
|
health
|
if set, the door will also open when hurt
|
key
|
-1 for locked, 0 for open. default '0' unless door is targeted
|
light
|
constantLight radius
|
lip
|
lip remaining at end of move (8 default)
|
model2
|
Path|name of model to include. It will attach itself to the origin brush.
|
noise
|
|
scriptname
|
|
speed
|
Movement speed (100 default)
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target an entity
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
target this entity to open it
|
team
|
doors with the same 'team' value will open at the same time
|
wait
|
wait before returning (2 default, -1 = never return)
|
Spawnflags
REVERSE
|
changes sliding direction left|right
|
TOUCH
|
opens when touched or hurt - can't be targeted
|
func_static
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").
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
|
func_timer
Repeatedly fires its targets. Can be turned on or off by using. So, the basic time between firing is a random time between (wait - random) and (wait + random)
Keys
random
|
Wait variance, default is 0
|
wait
|
Base time between triggering all targets, default is 1
|
Spawnflags
func_train
A train is a mover that moves between path_corner target points. Trains MUST HAVE AN ORIGIN BRUSH. The train spawns at the first target it is pointing at.
Keys
color
|
constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
|
dmg
|
Damage to inflict when blocked (2 default)
|
light
|
constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
|
model2
|
Path/name of optional model to include. It will attach itself to the origin brush.
|
noise
|
looping sound to play when the train is in motion
|
scriptname
|
name for scripting
|
speed
|
default 100
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target at an entity for direction of travel
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name for being targeted
|
Spawnflags
BLOCK_STOPS
|
|
START_ON
|
Starts on
|
TOGGLE
|
on|off
|
func_train_rotating
A train is a mover that moves between path_corner target points. This train can also rotate along the X Y Z Trains MUST HAVE AN ORIGIN BRUSH. The train spawns at the first target it is pointing at. On the path corner: (? scripting or KEYS ?) speed departure speed from that corner rotate angle change for X Y Z to next corner duration duration for angle change (overrides speed)
Keys
color
|
constantLight color
|
dmg
|
Damage to inflict when blocked (2 default)
|
light
|
constantLight radius
|
model2
|
Path|name of optional model to include. It will attach itself to the origin brush.
|
noise
|
looping sound to play when the train is in motion
|
scriptname
|
name for scripting
|
speed
|
default 100
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target at an entity for direction of travel
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name for being targeted
|
Spawnflags
BLOCK_STOPS
|
|
START_ON
|
Starts on
|
TOGGLE
|
on|off
|
info_camp
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
info_limbo_camera
If no spawnflags are set the camera appears in all modes EXCEPT LMS mode. The objective numbers are linked to the objectives described in the ".objdata" file. The info_limbo_camera will point slightly above it's target, in-game.
Keys
angle
|
Rotational facing....should use 'target' instead
|
objective
|
A number starting from 0 possibly going anywhere up to 8, but maybe more later. (only required for objectives, not spawns). A value of 0 corresponds to the default, non-objective view in the limbo screen.
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target an "info_notnull" entity EXCEPT for cameras overlooking SPAWNS (which target the team_WOLF_objective).
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
Spawnflags
ALL_MODES
|
Camera appears in all modes including LMS.
|
LMS_ONLY
|
Camera only appears in LMS mode
|
info_notnull
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------Used as a positional target for in-game calculation, like camera targets. (target_position does the same thing)
info_notnull_big
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------Used as a positional target for in-game calculation, like camera targets. (target_position does the same thing)
info_null
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
info_player_checkpoint
these are start points after the level start the letter (a b c d) designates the checkpoint that needs to be complete in order to use this start position.
Keys
Spawnflags
info_player_deathmatch
Potential spawning position for deathmatch games. Targets will be fired when someone spawns in on them. If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull) "ET" maps must contain atleast 1.
Keys
angle
|
Rotational facing.
|
nobots
|
Prevents bots from using this spot.
|
nohumans
|
Prevents non-bots from using this spot.
|
info_player_intermission
The intermission will be viewed from this point. Target an info_notnull for the view direction.
Keys
Spawnflags
ALLIED
|
This intermission point will be used if Allies win the match
|
AXIS
|
This intermission point will be used if Axis win the match
|
info_player_start
equivelant to info_player_deathmatch
Keys
info_train_spline_control
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- KEYS --------(none)-------- SPAWNFLAGS --------(none)-------- NOTES --------Defines a control point for a spline curve.
info_train_spline_main
Defines a main point for a spline curve. [Create new key/value pairs named "controlX" (where X is a number greater than or equal to 2) if you need additional control points]
Keys
control
|
sets a control point for this spline
|
target
|
Target spline point
|
targetname
|
The name of this point
|
item_health
A health powerup, gives 20 HP -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model path: models/multiplayer/medpack/medpack_pickup.md3
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
item_health_breadandmeat
Seems to always be +15 HP in ET. This from RTCW: multi-stage health item. amount on first use is based on skill: then gives 10 on "finishing up" -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model path: models/powerups/health/health_b1.md3
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
item_health_large
A health powerup, gives 50 HP -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model path: models/multiplayer/medpack/medpack_pickup.md3"
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
item_health_small
A health powerup, gives 5 HP -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_s.md3"
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
item_health_turkey
Seems to always be +20HP in ET. This from RTCW: multi-stage health item. gives amount on first use based on skill: skill 1: 50 skill 2: 50 skill 3: 50 skill 4: 40 skill 5: 30 then gives 15 on "finishing up" player will only eat what he needs. health at 90, turkey fills up and leaves remains (leaving 15). health at 5 you eat the whole thing. -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model="models/powerups/health/health_t1.md3"
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
item_health_wall
A health powerup, 25 HP you will probably want to check the 'suspended' box to keep it from falling to the ground -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -------- model path: models/powerups/health/health_w.md3
Keys
angle
|
The direction that the item will face
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SUSPENDED
|
Must be set to keep it from falling to the ground.
|
light
Non-displayed light. Lights pointed at a target will be spotlights.(Some options will create a Q3map2 light shader for your map.)
Keys
fade
|
Falloff/radius adjustment value. Multiply the run of the slope by "fade" (1.0f default only valid for "Linear" lights wolf)
|
light
|
Overrides the default 300 intensity.
|
radius
|
Overrides the default 64 unit radius of a spotlight at the target point.
|
target
|
Lights pointed at a target will be spotlights.
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
_anglescale
|
For scaling angle attenuation. Use a small value (< 1.0) to lessen the angle attenuation, and a high value (> 1.0) for sharper, more faceted lighting.
|
_color
|
Weighted RGB value of light color ('k' key)(default white - 1.0 1.0 1.0).
|
_deviance
|
Radius within which additional samples will be placed.
|
_filter;_filterradius
|
"_filterradius" "32" -- will filter lightmaps created by this light by 32 world units
|
_samples
|
Makes Q3map2 replace the light with several smaller lights for smoother illumination. Values of 4 or so will be adequate.(where "#" is distance in world units for point/spot lights and degrees for suns)
|
_sun
|
Set this key to 1 on a spotlight to make an infinite sun light.
|
Spawnflags
ANGLE
|
Adds light:surface angle calculations (only valid for "Linear" lights wolf)
|
NONLINEAR
|
Checkbox gives inverse square falloff instead of linear
|
Q3MAP_NON-DYNAMIC
|
Specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf)
|
lightJunior
Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps. Lights pointed at a target will be spotlights. (Some options will create a Q3map2 light shader for your map.)
Keys
fade
|
Falloff/radius adjustment value. Multiply the run of the slope by "fade" (1.0f default only valid for "Linear" lights wolf)
|
light
|
Overrides the default 300 intensity.
|
radius
|
Overrides the default 64 unit radius of a spotlight at the target point.
|
Spawnflags
ANGLE
|
Adds light:surface angle calculations (only valid for "Linear" lights wolf)
|
NEGATIVE_POINT
|
|
NEGATIVE_SPOT
|
|
NONLINEAR
|
Checkbox gives inverse square falloff instead of linear
|
misc_beam
When on, displays a electric beam from target to target2.(Used by the cranes in railgun.)
Keys
message
|
End of beam. On railgun: the target is the hook and the message is the crane's top.
|
shader
|
Name of the shader to use
|
target
|
Start of beam
|
misc_cabinet_health
Entity to link trigger_heal entity to, for visual display. [more information in the trigger_heal properties]
Keys
angle
|
facing direction
|
target
|
|
targetname
|
Target with a trigger_heal brush
|
misc_cabinet_supply
Entity to link trigger_ammo entity to, for visual display [more information in the trigger_ammo properties]
Keys
angle
|
facing direction
|
target
|
|
targetname
|
Target with a trigger_ammo brush
|
misc_commandmap_marker
Command map marker entity. When set to state default it shows, any other state and it isn't visible.
Keys
target
|
|
targetname
|
Has to be targeted by a trigger_objective_info to work
|
Spawnflags
ONLY_ALLIED
|
only shows for allied players
|
ONLY_AXIS
|
Only shows for axis players
|
misc_constructiblemarker
The entity has to target the trigger_objective_info entity belonging to the constructible. (Not necessary in the game any more.) If used will behave like a func_static entity.
Keys
angles
|
Angles for the model
|
model2
|
Optional model
|
skin
|
Optional .skin file to use for the model
|
target
|
|
targetname
|
|
misc_firetrails
This will produce fire and smoke and look like a jetengine blowout Its use function will turn the fire stream effect on and off An alertentity call will kill it
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
This entity must target the object to which it will be attached.
|
targetname
|
|
misc_gamemodel
md3 placed in the game at runtime (rather than in the bsp) SCRIPT COMMANDS: startanimation [startframe] [framecount] [fps] [norandom|nolerp|noloop]
Keys
fps
|
Number of Frames Per Second for animation playback
|
frames
|
Number of animation frames
|
model
|
Arbitrary .md3 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
|
skin
|
.skin file used to define shaders for model
|
start
|
Frame to start playing animation on
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
trunk
|
Diameter of solid core (used for trace visibility and collision (not ai pathing))
|
trunkheight
|
height of trunk
|
Spawnflags
ORIENT_LOD
|
The entity will yaw towards the player when the LOD switches (digibob: non-functional?)
|
START_ANIMATE
|
The entity will spawn animating
|
misc_landmine
Make sure it is placed less than 64 units above an appropiate, landmine placement compatible surface. It will drop down on spawn and then settle itself. **Needs to have one spawnflag set **
Keys
Spawnflags
misc_light_surface
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES --------The surfaces nearest these entities will be the only surfaces lit by the targeting lightThis must be within 64 world units of the surface to be lit!*may work with targeting*
misc_mg42
Emplaced MG42 weapon.
Keys
accuracy
|
All guns are 100% accurate an entry of 0.5 would make it 50%
|
angle
|
Changes the direction the MG (and tripod) spawns facing
|
damage
|
How much the weapon will inflict if a non player uses it
|
harc
|
Horizonal fire arc, default 115
|
health
|
How much damage can it take, default 50
|
varc
|
Vertical fire arc, default 45
|
Spawnflags
HIGH
|
Spawns in higher position?
|
NOTRIPOD
|
No tripod.
|
misc_model
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.
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*)
|
misc_portal_camera
This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity. Use the "angles" key or target a target_position or info_notnull entity to set the camera's pointing direction. Both the setting "angles" key or "targeting a target_position" methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the "roll" key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the "roll" value is irrelevant.
Keys
angles
|
this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use "roll" key to set roll angle.
|
roll
|
roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
|
target
|
point this to a target_position entity to set the camera's pointing direction.
|
targetname
|
a misc_portal_surface portal surface indicator must point to this.
|
Spawnflags
FASTROTATE
|
makes the portal camera rotate faster along the roll axis.
|
SLOWROTATE
|
makes the portal camera rotate slowly along the roll axis.
|
misc_portal_surface
Portal surface indicator. This will "lock on" the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors . The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.
Keys
target
|
point this to a misc_portal_camera that "sees" the view you want to display on the portal.
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
misc_spawner
When this entity gets used it will spawn an item that matches its spawnitem field confirmed working item-names in ET: flamethrower mp40 sten thompson panzerfaust garand - allied sniper rifle m1 garand - allied angy rifle mortar K43 - axis engy rifle k43 rifle - axis sniper rifle med health small health hot meal cold meal fg42 paratroop rifle mobile mg42 ***Using an invalid name may cause ET to crash cant seem to get ammo into the weaps*** not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
spawnitem
|
|
target
|
direction of throw
|
targetname
|
can be activated
|
misc_spotlight
Default model: models mapobjects light searchlight_pivot.md3
Keys
model
|
base model that moves with the light.
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
.camera (spline) file for light to track. Do not specify file extension.
|
targetname
|
use ?
|
Spawnflags
BACK_AND_FORTH
|
when end of target spline is hit, reverse direction rather than looping (looping is default)
|
START_ON
|
Starts on
|
misc_teleporter_dest
Teleport destination location point for trigger_teleporter entities.
Keys
angle
|
direction in which player will look when teleported.
|
target
|
|
targetname
|
make the trigger_teleporter point to this.
|
misc_vis_dummy
If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. This entity itself is never visible or transmitted to clients. For safety, you should have each dummy only point at one entity (however, it's okay to have many dummies pointing at one entity)
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
entity to be targeted
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name used for targeting
|
misc_vis_dummy_multiple
If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. This entity itself is never visible or transmitted to clients. This entity was created to have multiple speakers targeting it
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
entity to be targeted
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name used for targeting
|
path_corner
Train path corners. Entities can be scripted to move to these locations or a func_train will follow the setup target route between PATHS without scripting. [Entities may need to be paired with an origin brush.]
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
entity to be targeted
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name used for targeting
|
path_corner_2
Train path corners. *This version will not contribute towards ingame entity count.
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
entity to be targeted
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
name used for targeting
|
props_box_32
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES ----------Pushable, not destroyablecrates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though. not recommended by SD staff because they either effect network traffic negatively or only semi-work
props_box_48
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES ----------Pushable, not destroyablecrates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though. not recommended by SD staff because they either effect network traffic negatively or only semi-work
props_box_64
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES ----------Pushable, not destroyablecrates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though. not recommended by SD staff because they either effect network traffic negatively or only semi-work
props_chair
shard types: 0 = wood 1 = glass 2 = metal
Keys
health
|
Default 10
|
shard
|
Type of shard to spawn
|
wait
|
Default 5, how many shards to spawn when broken ( try not to exceed 20 )
|
props_chair_chat
Shootable, pushable chair model path: models/furniture/chair/chair_chat.mdc
Keys
angle
|
The way the chair faces
|
health
|
defaults to 10
|
shard
|
appearance of shards
|
wait
|
defaults to 5 how many shards to spawn ( try not to exceed 20 )
|
props_chair_chatarm
Shootable, pushable chair model path: models/furniture/chair/chair_chatarm.mdc
Keys
angle
|
The way the chair faces
|
health
|
defaults to 10
|
shard
|
appearance of shards
|
wait
|
defaults to 5 how many shards to spawn ( try not to exceed 20 )
|
props_chair_hiback
Shootable, pushable chair model path: ?????
Keys
angle
|
The way the chair faces
|
health
|
defaults to 10
|
shard
|
appearance of shards
|
wait
|
defaults to 5 how many shards to spawn ( try not to exceed 20 )
|
props_chair_side
Shootable, pushable chair model path: ?????
Keys
angle
|
The way the chair faces
|
health
|
defaults to 10
|
shard
|
appearance of shards
|
wait
|
defaults to 5 how many shards to spawn ( try not to exceed 20 )
|
props_crate_32
*Not recommended breakable pushable Shardtype only seems to work in RTCW SP model path: model/furniture/crate/crate32.md3 Crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though. -When shot a few times, the crate will disappear after a few seconds of idling not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
health
|
defaults to 20
|
shard
|
appearance of shards (Does not work in ET.*See notes)
|
wait
|
defaults to 10 how many shards to spawn ( try not to exceed 20 )
|
props_crate_64
*Not Recommended breakable pushable Shardtype only seems to work in RTCW SP model: models/furniture/crate/crate64.md3 Crates and boxes can be pushed over edges, their behaviour afterwards can be unpredictable though. -When shot a few times, the crate will disappear after a few seconds of idling not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
health
|
defaults to 20
|
shard
|
appearance of shards(Does not work in ET.*See notes)
|
wait
|
defaults to 10 how many shards to spawn (try not to exceed 20 )
|
props_dust
A brief streak of dust.
Keys
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
|
Spawnflags
WHITE
|
Changes dust color to white|grey
|
props_flamebarrel
when selecting the OIL spawnflag you have the option of giving it a target this will ensure that the oil sprite will show up where you want it ( be sure to put it on the floor )the default is in the middle of the barrel on the floor.(**Does not seem to work) not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
angle
|
determines which way the lid will fly off when it explodes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
point this at an entity with the desired location of the oil(**Does not seem to work)
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
a misc_portal_surface portal surface indicator must point to this.
|
Spawnflags
NO LID
|
Means no flying lid upon explosion.
|
OIL
|
If the barrel is shot 1 time...an oil puddle will form.
|
SMOKING
|
Sets barrel debris to smoke after explosion.
|
props_gunsparks
Some tiny gunsparks Fires in the direction of its target. The default direction is up.
Keys
health
|
number to spawn default is 4
|
speed
|
default is 20
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
when fired, activates the sparks
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
props_radio
requires an origin brush **doesn't appear but is able to be destroyed** -could be useful for small 'pain' events-
Keys
props_skyportal
Allows you to place a static "far away" looking scene around the map.
Keys
fogcolor
|
RGB values 0.0-1.0 for fog color
|
fogfar
|
Distance from entity that fog is opaque
|
fognear
|
Distance from entity to start fogging
|
fov
|
Field of view for the skybox, default 90
|
props_smokedust
Some brief clouds of smoke|dust. Keep health somewhat low or you may encounter errors.
Keys
health
|
Number of pieces|puffs
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Point this at an entity
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
targetname
|
Name for targeting this entity
|
props_snowGenerator
Entity brush needs to target an info_notnull. ***FOLLOW THIS ORDER TO MAKE THIS WORK!!!*** 1.Place the info_notnull into the map and give it a targetname. 2.Make a brush and turn it into a props_snowgenerator and target it to the info_notnull. (The brush (props_snowgenerator)will act like a volumetric snowstorm).
Keys
count
|
The number of snowflurries. 3 to 5 would be a good number (default 32).
|
delay
|
Unknown (default 100ms?).
|
duration
|
Duration is how long the effect will last in seconds (default 1).
|
gravity
|
Unknown (default ?).
|
speed
|
Unknown (default ?).
|
turb
|
Unknown (default ?).
|
Spawnflags
props_statuebrush
**THE damage has been disabled at the moment ** !!ITS A BRUSH THAT JUST DISAPPEARS WHEN U WALK INTO IT!! needs an origin brush
Keys
count
|
how much debris ei. default 4 pieces
|
damage
|
amount of damage to be inflicted
|
delay
|
how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec
|
delay
|
Unknown (default 100ms?).
|
frames
|
how many frames of animation to play
|
model2
|
Path/name of model to include. It will attach itself to the origin brush.
|
noise
|
the sound entity is to make
|
target
|
|
targetname
|
|
type
|
type of debris ("glass", "wood", "metal", "rubble") default is "wood"
|
Spawnflags
ANIMATE
|
|
DEBRIS
|
|
HURT
|
|
KEEP_BLOCK
|
|
script_camera
This is a camera entity. Used by the scripting to show cinematics, via special camera commands. See scripting documentation.
Keys
scriptname
|
name used for scripting purposes (like aiName in AI scripting)
|
Spawnflags
script_model_med
MEDIUM SIZED scripted entity, used for animating a model, moving it around, etc
Keys
model
|
model to draw.
|
scriptname
|
name used for scripting purposes (like aiName in AI scripting)
|
target
|
|
targetname
|
|
Spawnflags
SOLID
|
this entity will clip the player and AI, otherwise they can walk straight through it
|
TRIGGERSPAWN
|
|
script_mover
Scripted brush entity. A simplified means of moving brushes around based on events. Couple with origin brush.
Keys
gun
|
Variable gun type, only other option other than default MG42 is "browning"
|
health
|
Optionally make this entity damagable
|
model2
|
Optional md3 to draw over the solid clip brush
|
modelscale
|
Scale multiplier (defaults to 1, and scales uniformly)
|
modelscale_vec
|
Set scale per-axis. Overrides "modelscale", so if you have both, the "modelscale" is ignored.
|
scriptname
|
Name used for scripting purposes
|
tagent
|
Target entity a mounted gun will be attached to
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
ALLIED
|
only axis can damage
|
AXIS
|
only allies can damage
|
COMPASS
|
shows up on compass
|
EXPLOSIVEDAMAGEONLY
|
will only take damage from explosive weapons
|
MOUNTED_GUN
|
has a mounted gun attached to it
|
RESURECTABLE
|
will not disappear when fully damaged
|
SOLID
|
non-solid unless set
|
TRIGGERSPAWN
|
wont spawn until activated
|
script_multiplayer
This is used to script multiplayer maps. Scriptname is "game_manager". Entity not displayed in game. ********You MUST have one, and one only, of these in your map for it to function correctly (beyond a test environment).******
Keys
scriptname
|
game_manager is the ET mapping main scriptname
|
shooter_grenade
Fires at either the target or the current direction.
Keys
angle
|
The direction that the grenade will move unless targeted to an entity
|
random
|
The number of degrees of deviance from the target. (1.0 default)
|
target
|
|
targetname
|
|
shooter_mortar
Lobs a mortar so that it will pass through the info_notnull targeted by this entity
Keys
random
|
The number of degrees of deviance from the target. (1.0 default)
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
target an info_notnull
|
targetname
|
|
Spawnflags
FLASH_FX
|
A muzzle flash effect will play at the origin of this entity.
|
SMOKE_FX
|
A smoke effect will play at the origin of this entity.
|
shooter_rocket
Fires a rocket (panzerfaust) at either the target or the current direction.
Keys
angle
|
The direction that the rockets will shoot unless targeted to an entity
|
random
|
The number of degrees of deviance from the target. (1.0 default)
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target an entity
|
targetname
|
|
target_alarm
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES --------does nothing yet (effectively a relay right now)
target_counter
Increments the counter pointed to.
Keys
count
|
is the key for the count value
|
target
|
this must point to a misc_teleporter_dest entity.
|
targetname
|
activating trigger points to this.
|
target_delay
Fires off targets after a delay.
Keys
random
|
Delay variance, total delay = delay +/- random seconds
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
wait
|
Seconds to pause before firing targets.
|
target_effect
Couple with target_explosion for nice effects rubble types:(Doesn't seem to work in ET) "glass" "wood" (default) "metal" "gibs" "brick" "rock"
Keys
dmg
|
Damage radius blast when triggered, default 0
|
mass
|
Defaults to 15. Determines how many pieces of debris are emitted when it explodes.
|
target
|
|
targetname
|
|
type
|
Rubble model type(doesn't seem to work in ET)
|
Spawnflags
EXPLODE
|
Explosion when triggered
|
SMOKE
|
Produces smoke when triggered
|
TNT
|
Big explosion when triggered
|
target_explosion
debris types:(not all work in ET) "glass" "wood" (default) "metal" "gibs" "brick" "rock" "fabric"
Keys
type
|
Type of debris(not all work in ET)
|
Spawnflags
LOWGRAV
|
The explosive debris will move with low gravity
|
target_fog
Color picker chooses color of fog('k' key). Distance value sets the type of fog. Values over 1 are distance fog (e.g. 2048), values less than 1 are density fog (e.g. .0002)
Keys
color
|
Fog color.
|
distance
|
Sets fog distance. Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present)
|
near
|
Fog start distance when using distance fog
|
time
|
Time it takes to change fog to new value. Default is 1 second.
|
target_give
(Not finding any use in ET yet) Gives the activator all the items pointed to.
Keys
scriptname
|
?
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
?
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
?
|
target_kill
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITES-------- NOTES --------Kills all targets when activated
target_laser
When triggered, fires a laser. You can either set a target or a direction. The laser can be seen tru any surface
Keys
scriptname
|
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
end position for laser
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
target_location
in site, closest in distance
Keys
count
|
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
message
|
to the name of this location.
|
target_lock
Sets the door to a state requiring key n
Keys
key
|
0 unlocks the door, -1 locks the door until a target_lock with key=0, n means the door now requires key n
|
target
|
the door to lock/unlock
|
targetname
|
locks/unlocks its target door when fired
|
target_print
This will print a message on the lower-center of the screen when triggered. By default, all the clients will see the message.
Keys
message
|
text string to print on screen.
|
targetname
|
the activating trigger points to this.
|
Spawnflags
ALLIED_ONLY
|
only allied team players will see the message.
|
AXIS_ONLY
|
only the axis players will see the message.
|
PRIVATE
|
only the player that activates the target will see the message.
|
target_push
Target with a trigger. Pushes the activator in the direction of angle, or towards a target apex.
Keys
Spawnflags
BOUNCEPAD
|
Play bounce noise instead of windfly
|
target_relay
This entity doesn't perform any actions except fire its targets. The "key" is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc), but all of the key stuff is probably invalid in ET.
Keys
Key
|
Specifies an item you can be carrying that affects the operation of this relay (See notes)
|
lockednoise
|
Specifies a .wav file to play if the relay is used and the player doesn't have the necessary key, default path: "sound movers doors default_door_locked.wav"
|
Spawnflags
BLUE_ONLY
|
Only Allies can trigger
|
NOKEY_ONLY
|
Only fires if activator does NOT have specified key
|
NO_LOCKED_NOISE
|
No sound when player triggers without correct key
|
RANDOM
|
Only one target is fired when activated, not all
|
RED_ONLY
|
Only Axis can trigger
|
TAKE_KEY
|
Remove key from inventory when used
|
target_remove_powerups
(Not finding any use in ET yet) Takes away all the activator's powerups. Used to drop flight powerups into death puts.
Keys
scriptname
|
?
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
?
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
?
|
target_rumble
Causes clients' views to shake
Keys
duration
|
The amount of time the effect is to last e.g. 1.0 sec, 3.6 sec
|
endnoise
|
Sound played at end of effect
|
noise
|
Sound that loops during effect
|
pitch
|
Value from 1 to 10 default is 5
|
rampdown
|
How long till effect ends after rampup is reached in seconds
|
rampup
|
How much time it will take to reach maximum pitch and yaw in seconds
|
startnoise
|
Sound played at start of effect
|
wait
|
Time the entity will enable rumble effect, default 2
|
yaw
|
Value from 1 to 10 default is 5
|
Spawnflags
STARTOFF
|
Is default behaviour anyway?
|
target_script_trigger
Must have a target. When used it will run the trigger event relating to it's target within its routine. (Very useful in complex scripting events.)
Keys
scriptname
|
This corresponds to the script block called
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
The name of the trigger
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
target_smoke
Keys
delay
|
This is the maximum smoke that will show up, default 100ms
|
duration
|
Time before the smoke starts to alpha, default 2000ms
|
end_size
|
default 96
|
shader
|
Custom shader to use, overrides spawnflags
|
start_size
|
default 24
|
target
|
|
targetname
|
|
time
|
time before the smoke disipates, default 5000ms
|
wait
|
The rate at which it will travel up, default 50
|
Spawnflags
BLACK
|
black smoke
|
GRAVITY
|
Is affected by gravity
|
SMOKEON
|
starts on
|
WHITE
|
white/grey smoke
|
target_speaker
1. Global and activator sounds can't be combined with looping. 2. Normal sounds play each time the target is used. 3. Looped sounds will be toggled by use functions. 4. Multiple identical looping sounds will just increase volume without any speed cost. 5. Not all functions may work, consider using in-game speaker placement tool for more flexibility and reliability. For information on the Speaker Editor, please visit the Level designer reference for ET @ HELP > Wolfenstein:ET > Level designer.....
Keys
noise
|
wav file to play
|
random
|
wait variance, default is 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
volume
|
allows variance of the volume of the speaker, default is 255 (limit is 65535, but digital distortion will cut in long before then)
|
wait
|
Seconds between auto triggerings, 0 = don't auto trigger
|
Spawnflags
ACTIVATOR
|
Only play for player who activated
|
GLOBAL
|
Plays at full volume throughout level
|
LOOPED_OFF
|
Looping sound, starts off
|
LOOPED_ON
|
Looping sound, starts on
|
NO_PVS
|
This sound plays regardless of whether the speaker is in the player's PVS
|
VIS_MULTIPLE
|
|
target_teleporter
Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events.
Keys
target
|
this must point to a misc_teleporter_dest entity.
|
targetname
|
activating trigger points to this.
|
team_CTF_blueflag
do NOT set a targetname, it will cause problems. Used for dual objectives in ET.Only axis can pick this up. objects picked up here is delivered to a trigger_flagonly_multiple. This entity will call specific trigger functions in its script routine. trigger stolen - when the objective is taken trigger dropped - when the player carrying the objective is killed trigger returned - when defending team touches the dropped objective trigger captured - when the objective is delivered to its deliverypoint (Use for an stolen object objective based map)
Keys
count
|
number of objects spawned
|
message
|
Name of object in game (e.g. the Radar Parts)
|
model
|
Sets the model to display in game
|
scriptname
|
Name of script block for entity
|
target
|
|
targetname
|
|
team_CTF_blueplayer
Allied players spawn here at game start.
Keys
angle
|
Rotational facing.
|
scriptname
|
Name used for scripting purposes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
INVULNERABLE
|
Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.
|
STARTDISABLED
|
This spawn is not active at map start
|
team_CTF_bluespawn
Potential spawning position for players on Allied team. This allows spawnpoints to advance across the battlefield as new ones are placed and/or activated. If target is set, point spawnpoint toward target activation
Keys
angle
|
Rotational facing.
|
scriptname
|
Name used for scripting purposes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
INVULNERABLE
|
Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.
|
STARTACTIVE
|
This spawn is active at map start
|
team_CTF_redflag
do NOT set a targetname, it will cause problems. Used for dual objectives in ET. Only allies can pick this up. objects picked up here is delivered to a trigger_flagonly_multiple. This entity will call specific trigger functions in its script routine. trigger stolen - when the objective is taken trigger dropped - when the player carrying the objective is killed trigger returned - when defending team touches the dropped objective trigger captured - when the objective is delivered to its deliverypoint (Use for an stolen object objective based map)
Keys
count
|
number of objects spawned
|
message
|
Name of object in game (e.g. the Radar Parts)
|
model
|
Sets the model to display in game
|
scriptname
|
Name of script block for entity
|
target
|
|
targetname
|
|
team_CTF_redplayer
Axis players spawn here at game start.
Keys
angle
|
Rotational facing.
|
scriptname
|
Name used for scripting purposes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
INVULNERABLE
|
Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.
|
STARTDISABLED
|
This spawn is not active at map start
|
team_CTF_redspawn
Potential spawning position for players on Axis team. This allows spawnpoints to advance across the battlefield as new ones are placed and/or activated. If target is set, point spawnpoint toward target activation.
Keys
angle
|
Rotational facing.
|
scriptname
|
Name used for scripting purposes
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
|
Spawnflags
INVULNERABLE
|
Players always spawn invulnerable, so the usage of this flag is unknown. The official ET maps seem to always set it.
|
STARTACTIVE
|
This spawn is active at map start
|
team_WOLF_checkpoint
This is the flagpole a players touch to gain control of a checkpoint, usually connected to spawnpoints. It will call specific trigger funtions in the map script for this object. When allies capture, it will call "allied_capture". When axis capture, it will call "axis_capture". If spawnpoint flag is set, capture will turn on targeted spawnpoints for the capturing team and turn *off* targeted spawnpoints for opposing team. The CP_HOLD spawnflag is leftover from something unfinished in RTCW, so probably does not do anything.
Keys
angle
|
Rotational facing.
|
model
|
Optionally set a different model, will use same animations 'scenes'|#'s as default flagpole however
|
scriptname
|
Name of script block for entity, which should contain allied_capture and axis_capture triggers
|
target
|
|
targetname
|
|
Spawnflags
ALLIED_ONLY
|
|
AXIS_ONLY
|
|
CP_HOLD
|
(Unused)
|
SPAWNPOINT
|
Will activate and deactivate spawnpoints
|
team_WOLF_objective
The "description" is used to set the "SETAUTOSPAWNS" scripting. Another way to think of autospawns is "forcespawns"(in certain situations). When active, with the right settings, this will make a player spawn at the team_CTF spawnpoint closest to it.
Keys
description
|
Short text key for objective name that will appear in objective selection in limbo UI.
|
scriptname
|
object's scriptname
|
target
|
|
targetname
|
|
Spawnflags
DEFAULT_ALLIES
|
This spawn region belongs to the Alles at the start of the map
|
DEFAULT_AXIS
|
This spawn region belongs to the Axis at the start of the map
|
test_gas
Links to explanation threads can be found in the Help menu of the toolbar @ Help > Wolfenstein:ET > ET MAPPING SITESNO KNOWN USE YET - (seems to be for RTCW sp)
trigger_always
A trigger which fires at map start. If scripted invisible, then default(or vice versa)...this can be useful for certain ideas.
Keys
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
to target
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
trigger_ammo
Normally used in conjunction with MISC_CABINET_SUPPLY. [ Goldrush ammo cabinets default at ammototal:20 ] Any entity that touches this will get additional ammo a specified rate up to a specified maximum.
Keys
ammorate
|
Rate of ammo clips per second. default 1.
|
ammototal
|
The maximum clips of ammo this trigger can add. Set to 0 or less for unlimited. Default 0.
|
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Cabinet that this entity is linked to
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
trigger_concussive_dust
!!DIDNT DO MUCH FOR ME!! Allows client side prediction of teleportation events. Must point at a target_position, which will be the teleport destination.
Keys
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
to target
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
trigger_flagonly
Player must be carrying the proper flag for it to trigger. It will call the "death" function in the object's script. Axis carries blueflags, Allies redflags. RED_FLAG -- only trigger if player is carrying red flag BLUE_FLAG -- only trigger if player is carrying blue flag
Keys
scriptname
|
The object name in the script file
|
target
|
|
targetname
|
|
Spawnflags
BLUE_FLAG
|
only trigger if player is carrying blue flag
|
KILL_FLAG
|
|
RED_FLAG
|
Only trigger if player is carrying red flag
|
trigger_flagonly_multiple
Player must be carrying the proper flag for it to trigger. It will call the "death" function in the object's script. Axis carries blueflags, Allies redflags.
Keys
scriptname
|
The object name in the script file
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
Spawnflags
BLUE_FLAG
|
only trigger if player is carrying blue flag
|
RED_FLAG
|
Only trigger if player is carrying red flag
|
trigger_heal
Normally used in conjunction with MISC_CABINET_HEALTH. [ Goldrush health cabinets default at healtotal:400 ] Any entity that touches this will be healed at a specified rate up to a specified maximum.
Keys
healrate
|
Rate of healing per second, default 20.
|
healtotal
|
The maximum health this trigger can add. Set to 0 or less for unlimited, default 0.
|
scriptname
|
object's scriptname
|
target
|
Cabinet that this entity is linked to
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
trigger_hurt
Any entity that touches this will be hurt. It does dmg points of damage each server frame. Targeting the trigger will toggle its on / off state. The entity must be used first before it will count down its life.
Keys
dmg
|
Damage caused, default 5
|
life
|
Time this brush will exist for. If value is 0 will live for ever, default 0.
|
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
to target
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
Spawnflags
NO_PROTECTION
|
*nothing* stops the damage
|
ONCE
|
Turns the trigger off after being fired.
|
SILENT
|
Suppresses playing the sound
|
SLOW
|
Changes the damage rate to once per second
|
START_OFF
|
Has no effect until turned on.
|
trigger_multiple
Variable sized repeatable trigger. Must be targeted at one or more entities. so, the basic time between firing is a random time between (wait - random) and (wait + random)
Keys
random
|
Wait variance, default is 0
|
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
Target entity or entities
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
wait
|
Seconds between triggerings, 0.5 default, -1 = one time only.
|
Spawnflags
ALLIED_ONLY
|
Only allies may trigger this
|
AXIS_ONLY
|
Only axis may trigger this
|
COVERTOPS_ONLY
|
Only covertops may trigger this
|
ENGINEER_ONLY
|
Only engineers may trigger this
|
FIELDOPS_ONLY
|
Only fieldops may trigger this
|
MEDIC_ONLY
|
Only medics may trigger this
|
SOLDIER_ONLY
|
Only soldiers may trigger this
|
trigger_objective_info
Players in this field will see a message saying that they are near an objective. Also, if targeting a dynamitable objective, the dynamite must be armed inside of the trigger to blow up the objective.
Keys
customalliesimage
|
image to show allied players on the commandmap
|
customaxisimage
|
image to show axis players on the commandmap
|
customimage
|
image used on the commandmap, overrides the team-individual ones
|
score
|
If targeting a dynamitable objective, give this score when blown.
|
scriptname
|
object's scriptname
|
shortname
|
Name to display on the command map
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
You may target dynamitable objectives and|or MISC_COMMANDMAP_MARKERs
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
track
|
Mandatory, this text will be appended to "You are near "
|
Spawnflags
ALLIED_OBJECTIVE
|
Set if targeting an objective owned by ALLIES, then only Axis dynamite will blow it up.
|
AXIS_OBJECTIVE
|
Set if targeting an objective owned by AXIS, then only Allied dynamite will blow it up.
|
IS_COMMANDPOST
|
Will use a command post icon on the command map
|
IS_HEALTHAMMOCABINET
|
Will use a healthammo cabinet icon on the command map
|
IS_OBJECTIVE
|
Will use a standard objective icon on the command map
|
TANK
|
Will use a tank icon on the command map
|
trigger_once
Must be targeted at one or more entities. Once triggered, this entity is destroyed (you can actually do the same thing with trigger_multiple with a wait of -1)
Keys
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
to target
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
Spawnflags
ALLIED_ONLY
|
Only allies may trigger this
|
AXIS_ONLY
|
Only axis may trigger this
|
COVERTOPS_ONLY
|
Only covertops may trigger this
|
ENGINEER_ONLY
|
Only engineers may trigger this
|
FIELDOPS_ONLY
|
Only fieldops may trigger this
|
MEDIC_ONLY
|
Only medics may trigger this
|
SOLDIER_ONLY
|
Only soldiers may trigger this
|
trigger_push
Must point at a target_position, which will be the apex of the leap. This will be client side predicted, unlike target_push
Keys
scriptname
|
object's scriptname
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
to target
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targeted by
|
Spawnflags
PUSHPLAYERONLY
|
|
REMOVEAFTERTOUCH
|
|
TOGGLE
|
|
trigger_teleport
Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
Keys
target
|
this must point to a misc_teleporter_dest entity.
|
targetname
|
|
weapon_colt
weapons can be pushed around by brushes and will fall down if pushed over an edge not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
model
|
use supplied model path
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_fg42
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_flamethrower
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_garandRifle
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_kar43
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_kar98Rifle
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_luger
weapons can be pushed around by brushes and will fall down if pushed over an edge You have to set the given model path for this to appear...see 'model' not recommended by SD staff because they either effect network traffic negatively or only semi-work
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
model
|
use supplied model path
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_M1CarbineRifle
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_magicammo
count: 0 = 0 bullets 1 = 30 bullets 2 = 60 (and so on....) weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_magicammo2
count: 0 = 0 bullets 1 = 30 bullets 2 = 60 (and so on....) weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_mobile_mg42
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_mortar
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_mp40
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_panzerfaust
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_sten
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
weapon_thompson
weapons can be pushed around by brushes and will fall down if pushed over an edge
Keys
angle
|
The direction that the weapon will face
|
count
|
amount of ammo included, default 0
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
target
|
fires target when picked up
|
targetname
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
if targeted, will spawn (and respawn) when triggered
|
Spawnflags
RESPAWN
|
|
SPIN
|
|
SUSPENDED
|
Set to keep it from falling to the ground.
|
worldspawn
Every map needs exactly one worldspawn with mapcoordsmins AND mapcoordsmaxs set. Atmosphere settings can be viewed via the L.D.R. @ Help > Wolfenstein:ET > Level designers reference. *Atmosphere conditions will not be seen until a tracemap has been generated..then the map must then be reloaded. NEED MORE HELP ? ON TOOLBAR: Help > Wolfenstein:ET > ET MAPPING SITES
Keys
atmosphere
|
adds snow,rain...or "ETPRO hellfire"
|
fogclip
|
Uses vis to exclude stuff beyond the specified distance.
|
gravity
|
Gravity of level (default is normal gravity: 800).
|
gridsize
|
Granularity of the lightgrid created by q3map. Value is three integers separated by spaces, representing number of units between grid points in X Y Z. Default gridsize value is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps.
|
mapcoordsmaxs
|
Lower right corner coordinate. Example "256 -256". Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly and they must be set for the map to played.
|
mapcoordsmins
|
Top left corner coordinate. Example "-256 256".
|
message
|
Text to print during connection process. Name of the map
|
music
|
Music wav file
|
sun
|
Shader to use for 'sun' image. May be overriden by shader.
|
thirtySecondSound_allied
|
Sound to be played to ALLIES at 30 seconds remaining
|
thirtySecondSound_axis
|
Sound to be played to AXIS at 30 seconds remaining
|
_ambient;ambient
|
Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade.
|
_blocksize
|
q3map always splits the BSP tree along the planes X=_blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density.
|
_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. Overridable in entities. Note: omit the "textures/" prefix.
|
_color;color
|
RGB value for ambient light color (default is 0 0 0).
|
_farplanedist
|
Distance at which the farplane exists. Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. farplanedist and fogclip should be the same value, and should match the last value in the fogparms for your fog shader.
|
_fog
|
Path to a fog shader (textures/radar/fog for example).
|
_foghull
|
Shader to use for "fog hull." Foghull shader should be a sky shader. Omit the "textures/" prefix.
|
_keeplights
|
Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. A value of 1 will 'keeplights' in .bsp [will increase .bsp size in relation to lights]
|
_lightmapscale
|
Floating point value scaling the resolution of lightmaps on brushes/patches in the world (default: 1.0). Use lower values for higher-detail shadows. Often better to use _lightmapscale with func_groups (brushes/patches) and not in worldspawn.
|
_mingridlight
|
Minimum lightgrid (dynamic entity lighting) levelwide. 100 is overly bright.
|
_minlight
|
Sets the minimum light value that the world architecture will have. Must have the _color key in order to work. Use is not recommended. Does not add unlike ambient. Minlight light will have a tendency to flatten out variations in light and shade. _minlight sets _minvertexlight and _mingridlight automatically.
|
_minvertexlight
|
Sets the minimum light value that entities will have.
|
_noshadersun
|
Ignore q3map_sun/sun directives in sky shaders and ONLY use entity sun lights. Turns off the color and intensity, degrees, elevation values of the sky texture/shader but doesn't stop the surfacelight parameter. A value of 1 will set it in use.
|
_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 key entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
|
Spawnflags
NO_GT_WOLF
|
Campaign cannot be played on this map
|
NO_LMS
|
Last Man Standing cannot be played on this map
|
NO_STOPWATCH
|
Stopwatch cannot be played on this map
|
_decal
Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection.
Keys
target
|
the name of the entity targeted for projection
|
target
|
(If you see doubled target keys, this was done for future coding reasons)
|
targetname
|
targetname of _decal
|
targetname
|
(If you see doubled targetname keys, this was done for future coding reasons)
|
_skybox
Compiler-only entity that specifies the origin of a skybox (a wholly contained, seperate area of the map), similar to the props_skyportal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects. Unlike props_skyportal, the player cannot elect to switch it off with r_fastsky.
Keys
angle
|
Rotation angle of the sky surfaces.
|
angles
|
Individual control of PITCH, YAW, and ROLL (default 0 0 0).
|
_scale
|
Scaling factor (default 64), good values are between 50 and 300, depending on the map.
|
_skybox
Compiler-only entity that specifies a the origin of a skybox (a wholly contained, seperate area of the map), similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used with cloud layers and other effects.
Keys
angle
|
Rotation angle of the sky surfaces.
|
angles
|
Individual control of PITCH, YAW, and ROLL (default 0 0 0).
|
_scale
|
Scaling factor (default 64), good values are between 50 and 300, depending on the map.
|
|