Quake 2 Entities
This page will be updated as I learn more about the entities, will try to include better explanations & examples.
Taken from source to gamex86.dll by id Software. Page by Tony Sideris (tonys111@erols.com) Home Page at: http://www.geocities.com/TimesSquare/Arcade/4728
============= * FUNC_PLAT * ============= speed default 150
Plats are always drawn in the extended position, so they will light correctly.
If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
"speed" overrides default 200. "accel" overrides default 500 "lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following: 1) base fast 2) chain slow
============ * 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. You can check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100. "dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction. STOP mean it will stop moving instead of pushing entities
=========== * BUTTONS * =========== When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
"angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "sounds" 1) silent 2) steam metal 3) wooden clunk 4) metallic click 5) in-out
========= * DOORS * ========= ANIMATED_FAST TOGGLE wait in both the start and end states for a trigger event. 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). NOMONSTER monsters will not trigger this door
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy
================= * ROTATING DOOR * ================= TOGGLE X_AXIS Y_AXIS TOGGLE causes the door to wait in both the start and end states for a trigger event.
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). NOMONSTER monsters will not trigger this door
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. You can check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy
========= * WATER * ========= func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
"angle" determines the opening direction (up or down only) "speed" movement speed (25 default) "wait" wait before returning (-1 default, -1 = TOGGLE) "lip" lip remaining at end of move (0 default) "sounds" (yes, these need to be changed) 0) no sound 1) water 2) lava
========== * TRAINS * ========== Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. speed default 100 dmg default 2 noise looping sound to play when the train is in motion
=============== * PATH CORNER * =============== Target: next path corner Pathtarget: gets used when an entity that has this path_corner targeted touches it
========= * TIMER * ========= "wait" base time between triggering all targets, default is 1 "random" wait variance, default is 0
so, the basic time between firing is a random time between (wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time and only if spawned with START_ON These can used but not touched.
============ * CONVEYOR * ============ Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled. speed default 100
=============== * SECRET DOOR * =============== A secret door. Slide back and then to the side.
open_once doors never closes 1st_left 1st move is left of arrow 1st_down 1st move is down from arrow always_shoot door is shootebale even if targeted
"angle" determines the direction "dmg" damage to inflic when blocked (default 2) "wait" how long to hold in the open position (default 5, -1 means hold)
=========== * KILLBOX * =========== Kills everything inside when fired, irrespective of protection.
=========== * SPEAKER * =========== "noise" wav file to play "attenuation" -1 = none, send to whole level 1 = normal fighting sounds 2 = idle sound level 3 = ambient sound level "volume" 0.0 to 1.0
Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off. Multiple identical looping sounds will just increase volume without any speed cost.
======== * HELP * ======== When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
========== * SECRET * ========== Counts a secret found.
======== * GOAL * ======== Counts a goal completed.
============= * EXPLOSION * ============= Spawns an explosion temporary entity when used.
"delay" wait this long before going off "dmg" how much radius damage should be done, defaults to 0
================ * CHANGE LEVEL * ================ Changes level to "map" when fired
========== * SPLASH * ========== Creates a particle splash effect when used.
Set "sounds" to one of the following: 1) sparks 2) blue water 3) brown water 4) slime 5) lava 6) blood
"count" how many pixels in the splash "dmg" if set, does a radius damage at this location when it splashes useful for lava/sparks
=========== * SPAWNER * =========== Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels.
For monsters: Set direction to the facing you want it to have.
For gibs: Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped
=========== * BLASTER * =========== Fires a blaster bolt in the set direction when triggered.
dmg default is 15 speed default is 1000
======================= * CROSS-LEVEL TRIGGER * ======================= trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
====================== * CROSS-LEVEL TARGET * ====================== trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work.
"delay" delay before using targets if the trigger has been activated (default 1)
========= * LASER * ========= ORANGE FAT When triggered, fires a laser. You can either set a target or a direction.
============== * LIGHT RAMP * ============== speed How many seconds the ramping will take message two letters; starting lightlevel and ending lightlevel
============== * EARTHQUAKE * ============== When triggered, this initiates a level-wide earthquake. All players and monsters are affected. "speed" severity of the quake (default:200) "count" duration of the quake (default:5)
========== * COMBAT * ========== Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here.
============= * INFO NULL * ============= Used as a positional target for spotlights, etc.
================= * INFO NOT NULL * ================= Used as a positional target for lightning.
========= * LIGHT * ========= Non-displayed light. Default light value is 300. Default style is 0. If targeted, will toggle between on and off. Default _cone value is 10 (used to set size of light for spotlights)
========== * OBJECT * ========== This is solid bmodel that will fall if it's support it removed.
============= * EXPLOSIVE * ============= Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
mass defaults to 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.
================= * EXPLODING BOX * ================= Large exploding box. You can override its mass (100), health (80), and dmg (150).
========= * CLOCK * ========= target a target_string with this
The default is to be a time of day clock
TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget" If START_OFF, this entity must be used before it starts
"style" 0 "xx" 1 "xx:xx" 2 "xx:xx:xx"
============== * TELEPORTER * ============== Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
========================== * TELEPORTER DESTINATION * ========================== Point teleporters at these.
==================== * TRIGGER_MULTIPLE * ==================== Variable sized repeatable trigger. Must be targeted at one or more entities. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) sounds 1) secret 2) beep beep 3) large switch 4) set "message" to text string
================ * TRIGGER ONCE * ================ Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname".
If TRIGGERED, this trigger must be triggered before it is live.
sounds 1) secret 2) beep beep 3) large switch 4) "message" string to be displayed when triggered
=============== * TRIGGER KEY * =============== A relay trigger that only fires it's targets if player has the proper key. Use "item" to specify the required key, for example "key_data_cd"
=================== * TRIGGER COUNTER * =================== Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
================== * TRIGGER ALWAYS * ================== This trigger will always fire. It is activated by the world.
================ * TRIGGER PUSH * ================ Pushes the player "speed" defaults to 1000
================ * TRIGGER HURT * ================ Any entity that touches this will be hurt.
It does dmg points of damage each server frame
SILENT supresses playing the sound SLOW changes the damage rate to once per second NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
=========== * GRAVITY * =========== Changes the touching entites gravity to the value of "gravity". 1.0 is standard gravity for the level.
================ * MONSTER JUMP * ================ Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards
================= * TURRET BREACH * ================= This portion of the turret can change both pitch and yaw. The model should be made with a flat pitch. It (and the associated base) need to be oriented towards 0. Use "angle" to set the starting angle.
"speed" default 50 "dmg" default 10 "angle" point this forward "target" point this at an info_notnull at the muzzle tip "minpitch" min acceptable pitch angle : default -30 "maxpitch" max acceptable pitch angle : default 30 "minyaw" min acceptable yaw angle : default 0 "maxyaw" max acceptable yaw angle : default 360
=============== * TURRET BASE * =============== This portion of the turret changes yaw only. MUST be teamed with a turret_breach.
================= * TURRET DRIVER * ================= Must NOT be on the team with the rest of the turret parts. Instead it must target the turret_breach.