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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
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"
|
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").
|
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").
|
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
|
func_debris
|
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
|
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
|
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.
|
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.
|
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
|
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
|
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").
|
func_plat
|
Plats should be constructed in the raised position so they will behave and light correctly.
|
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").
|
func_secret
|
Secret door which opens inwards, then to the side. No usefield.
-Seems to always be crusher
|
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").
|
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)
|
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.
|
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)
|
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.
|
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.
|
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.
|
info_player_intermission
|
The intermission will be viewed from this point. Target an info_notnull for the view direction.
|
info_player_start
|
equivelant to info_player_deathmatch
|
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]
|
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
|
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
|
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"
|
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"
|
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"
|
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
|
light
|
Non-displayed light. Lights pointed at a target will be spotlights.(Some options will create a Q3map2 light shader for your map.)
|
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.)
|
misc_beam
|
When on, displays a electric beam from target to target2.(Used by the cranes in railgun.)
|
misc_cabinet_health
|
Entity to link trigger_heal entity to, for visual display.
[more information in the trigger_heal properties]
|
misc_cabinet_supply
|
Entity to link trigger_ammo entity to, for visual display
[more information in the trigger_ammo properties]
|
misc_commandmap_marker
|
Command map marker entity. When set to state default it shows, any other state and it isn't visible.
|
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.
|
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
|
misc_gamemodel
|
md3 placed in the game at runtime (rather than in the bsp)
SCRIPT COMMANDS:
startanimation [startframe] [framecount] [fps] [norandom|nolerp|noloop]
|
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 **
|
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.
|
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.
|
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.
|
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.
|
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
|
misc_spotlight
|
Default model: models mapobjects light searchlight_pivot.md3
|
misc_teleporter_dest
|
Teleport destination location point for trigger_teleporter entities.
|
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)
|
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
|
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.]
|
path_corner_2
|
Train path corners. *This version will not contribute towards ingame entity count.
|
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
|
props_chair_chat
|
Shootable, pushable chair
model path: models/furniture/chair/chair_chat.mdc
|
props_chair_chatarm
|
Shootable, pushable chair
model path: models/furniture/chair/chair_chatarm.mdc
|
props_chair_hiback
|
Shootable, pushable chair
model path: ?????
|
props_chair_side
|
Shootable, pushable chair
model path: ?????
|
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
|
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
|
props_dust
|
A brief streak of dust.
|
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
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props_gunsparks
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Some tiny gunsparks
Fires in the direction of its target. The default direction is up.
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props_radio
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requires an origin brush
**doesn't appear but is able to be destroyed**
-could be useful for small 'pain' events-
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props_skyportal
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Allows you to place a static "far away" looking scene around the map.
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props_smokedust
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Some brief clouds of smoke|dust.
Keep health somewhat low or you may encounter errors.
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props_snowGenerator
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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).
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props_statuebrush
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**THE damage has been disabled at the moment **
!!ITS A BRUSH THAT JUST DISAPPEARS WHEN U WALK INTO IT!!
needs an origin brush
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script_camera
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This is a camera entity. Used by the scripting to show cinematics, via special
camera commands. See scripting documentation.
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script_model_med
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MEDIUM SIZED scripted entity, used for animating a model, moving it around, etc
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script_mover
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Scripted brush entity. A simplified means of moving brushes around based on events.
Couple with origin brush.
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script_multiplayer
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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).******
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shooter_grenade
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Fires at either the target or the current direction.
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shooter_mortar
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Lobs a mortar so that it will pass through the info_notnull targeted by this entity
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shooter_rocket
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Fires a rocket (panzerfaust) at either the target or the current direction.
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target_alarm
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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)
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target_counter
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Increments the counter pointed to.
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target_delay
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Fires off targets after a delay.
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target_effect
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Couple with target_explosion for nice effects
rubble types:(Doesn't seem to work in ET)
"glass"
"wood" (default)
"metal"
"gibs"
"brick"
"rock"
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target_explosion
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debris types:(not all work in ET)
"glass"
"wood" (default)
"metal"
"gibs"
"brick"
"rock"
"fabric"
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target_fog
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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)
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target_give
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(Not finding any use in ET yet)
Gives the activator all the items pointed to.
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target_kill
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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
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target_laser
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When triggered, fires a laser. You can either set a target or a direction.
The laser can be seen tru any surface
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target_location
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in site, closest in distance
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target_lock
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Sets the door to a state requiring key n
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target_print
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This will print a message on the lower-center of the screen when triggered. By default, all the clients will see the message.
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target_push
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Target with a trigger.
Pushes the activator in the direction of angle, or towards a target apex.
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target_relay
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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.
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target_remove_powerups
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(Not finding any use in ET yet)
Takes away all the activator's powerups.
Used to drop flight powerups into death puts.
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target_rumble
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Causes clients' views to shake
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target_script_trigger
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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.)
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target_smoke
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target_speaker
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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.....
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target_teleporter
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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.
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team_CTF_blueflag
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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)
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team_CTF_blueplayer
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Allied players spawn here at game start.
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team_CTF_bluespawn
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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
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team_CTF_redflag
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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)
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team_CTF_redplayer
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Axis players spawn here at game start.
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team_CTF_redspawn
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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.
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team_WOLF_checkpoint
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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.
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team_WOLF_objective
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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.
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test_gas
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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)
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trigger_always
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A trigger which fires at map start.
If scripted invisible, then default(or vice versa)...this can be useful for certain ideas.
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trigger_ammo
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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.
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trigger_concussive_dust
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!!DIDNT DO MUCH FOR ME!!
Allows client side prediction of teleportation events.
Must point at a target_position, which will be the teleport destination.
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trigger_flagonly
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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
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trigger_flagonly_multiple
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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.
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trigger_heal
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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.
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trigger_hurt
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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.
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trigger_multiple
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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)
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trigger_objective_info
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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.
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trigger_once
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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)
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trigger_push
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Must point at a target_position, which will be the apex of the leap.
This will be client side predicted, unlike target_push
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trigger_teleport
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Touching this will teleport players to the location of the targeted misc_teleporter_dest entity. This entity allows client prediction of events.
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weapon_colt
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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
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weapon_fg42
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_flamethrower
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_garandRifle
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_kar43
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_kar98Rifle
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_luger
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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
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weapon_M1CarbineRifle
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_magicammo
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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
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weapon_magicammo2
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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
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weapon_mobile_mg42
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_mortar
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_mp40
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_panzerfaust
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_sten
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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weapon_thompson
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weapons can be pushed around by brushes and will fall down if pushed over an edge
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worldspawn
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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
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_decal
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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.
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_skybox
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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.
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_skybox
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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.
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