Enemy Territory

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
START_ON
Starts enabled


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
angle
Rotational facing

Spawnflags
a

b

c

d



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
angle
Rotational facing.

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
angle
Rotational facing.


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
angle
orientation

Spawnflags
ALLIED
team
AXIS
team


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
health
defaults to 100


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
ALWAYS_ON

TOGGLE_ON



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
TRIGGERSPAWN



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
START_ON
starts laser on


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
speed
Default 1000

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.



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