CAPITALIZED notations are key values for entities. Linked entities have a tutorial completed.


ITEMS
item_armor_body
item_armor_combat
item_armor_jacket
item_armo_shard
item_power_screen
item_power_shield
item_quad
item_invulnderability
item_silencer
item_breather
item_eviro
item_ancient_head

special item that gives +2 to maximum health

item_adrenaline

special item that gives your +1 to maximum health

item_bandolier
item_pack
item_health
item_health_small
item_health_large
item_health_mega



INFO
info_null
info_notnull
info_player_start
info_player_deathmatch
info_player_coop
info_player_intermission

dm intermission point. ANGLES for pitch, roll, and yaw




WEAPON/AMMO
weapon_shotgun
weapon_supershotgun
weapon_machinegun
weapon_chaingun
weapon_grenadelauncher
weapon_rocketlaunch
weapon_hyperblaster
weapon_railgun
weapon_bfg
ammo_shells
ammo_bullets
ammo_cells
ammo_grenades
ammo_rockets
ammo_slugs
ammo_quad



KEYS
key_data_cd

key for computer centers

key_power_cube

warehouse circuits

key_pyramid

key for the entrance to jail3

key_data_spinner

key for city computer

key_pass

security pass for the security level

key_blue_key
key_red_key
key_commander_head

tank commander's head

key_airstrike_target



FUNC
func_group

used to group brushes together just for editor convenience

func_areaportal

non visable brush to separate vis areas

func_wall

TRIGGER_SPAWN the wall will not be present until triggered, TOGGLE only valid for TRIGGER_SPAWN walls - allows it to be turned on and off, START_ON only valid for TRIGGER_SPAWN walls

func_object

solid bmodel that will fall if its support is removed

func_explosive

Used for exploding brushes. A "mass" key defines how much debris comes from explosion. Default is 75, max is 800.

func_clock

keys: TIMER_UP, TIMER_DOWN, START_OFF, MULTI_USE. target a target_string with this. default is time of day clock

func_door

TOGGLE wait in both the start and end states. START_OPEN, NOMONSTER monsters wont trigger door, MESSAGE, ANGLE, TARGETNAME, HEALTH, SPEED, WAIT, LIP, DMG, SOUNDS 1 silent, 2 light, 3 medium, 4 heavy

func_door_rotating

TOGGLE wait in both the start and end states, START_OPEN, NOMONSTER monsters wont trigger door, DISTANCE how many degrees the door will be rotated, SPEED how fast the door moves (REVERSE reverses door movement), MESSAGE, ANGLE, TARGETNAME, HEALTH, SPEED, WAIT, DMG, SOUNDS 1 silent, 2 light, 3 medium, 4 heavy

func_water

moveable water brush. START_OPEN moves water to its destination when spawned and operate in reverse, ANGLE opening direction (up or down), SPEED, WAIT, LIP, SOUNDS 0 no sound, 1 water, 2 lava

func_plat

func_rotate

func_train

moving platform. SPEED, DMG, NOISE looping sound to play when moving

func_timer

WAIT time between retriggering all targets, RANDOM wait variance, DELAY delay before first firing when turned on, PAUSETIME additional delay used only the very first time and only if spawned with START_ON

func_conveyor

stationary brush that moves whats on them. Brush should have a surface with at least one current content enabled. SPEED.

func_door_secret

OPEN_ONCE, 1ST_LEFT, 1ST_DOWN, ALWAYS_SHOOT, ANGLE, DMG, WAIT

func_killbox

kills everything inside, regardless of protection




MISC
misc_explobox
misc_blackhole
misc_eastertank
misc_easterchick2
misc_banner
misc_deadsoldier

Six poses: ON_BACK, ON_STOMACH, BACK_DECAP, FETAL_POS, SIT_DECAP, and IMPALED

misc_viper

flying "plane." requires a path and a trigger_spawn

misc_bigviper

Stationary Viper

misc_viper_bomb
misc_strogg_ship

flying ship. requires a path and a trigger_spawn

misc_satellite_dish
misc_gib_arm

for use with target_spawner

misc_gib_leg

for use with target_spawner

misc_gib_head

for use with target_spawner

misc_teleporter
misc_teleporter_dest
misc_insane

CRAWL, CRUCIFIED, STAND_GROUND, ALWAYS_STAND




MONSTERS
monster_commander_body

Tank commander's decapitated body

monster_berserk
monster_boss2
monster_boss3
monster_jorg
monster_makron
monster_brain
monster_chick
monster_flipper
monster_floater
monster_flyer
monster_gladiator
monster_gunner
monster_hover
monster_infantry
monster_medic
monster_mutant
monster_parasite
monster_soldier_light
monster_soldier
monster_soldier_ss
monster_supertank
monster_tank
monster_tank_commander



LIGHT
light

STYLE, default _cone value is 10 (used to set size of light for spotlight)

light_mine1
light_mine2



TARGET
target_character

used with target_string

target_string
target_temp_entity
target_speaker

NOISE key is wav to play. ATTENUATION can be -1 none, send to whole level; 1 normal fighting sounds; 2 idle sound level; 3 ambient sound level. VOLUME 0.0 to 1.0

target_help

brings up computer help

target_secret

counts a secret found

target_goal

counts a goal completed

target_explosion
target_changelevel
target_splash

Particle splash sound. 1 sparks, 2 blue water, 3 brown water, 4 slime, 5 lava, 6 blood. COUNT is how many pixels in splash.

target_spawner

Set target to type of entity you want spawned. Good for spawning monsters and gibs

target_blaster

fires a blaster bolt, like spike shooter in quake1

target_crosslevel_trigger

Once this trigger is used, any trigger_crosslevel_target with the same trigger number is used when a level is started within the same unit. TRIGGER1, TRIGGER2 . . . TRIGGER 8

target_crosslevel_target

Triggered by a trigger_crosslevel elsewhere within a unit

target_laser

Fires laser. START_ON, RED, GREEN, BLUE, YELLOW, ORANGE, FAT

target_lightramp

SPEED how many seconds from starting lightlevel to ending lightlevel, using two letters. TOGGLE.

target_earthquake

Starts a level-wide quake. SPEED severity of quake (default 200). COUNT duration of quake (default 5)

target_actor

JUMP jump in set direction upon reaching target, SHOOT take a single shot at the pathtarget, ATTACK attack pathtarget until it or actor is dead, TARGET next target_actor, PATHTARGET target of any action to be taken at this point, WAIT amount of time actor should pause at this point, MESSAGE actor will 'say' this to player, SPEED/HEIGHT for JUMP only




TRIGGER
trigger_elevator
trigger_multiple

DELAY wait before activation, WAIT time between retriggers, SOUNDS 1 secret, 2 beep beep, 3 large switch. MESSAGE

trigger_once
trigger_relay

Can only be fired by other events

trigger_key

Relay that fires targets if player has proper key. ITEM specifies proper key

trigger_counter
trigger_always
trigger_push
trigger_hurt

SILENT no sound, SLOW damage to once a second, NO_PROTECTION *nothing* stops the damage, DMG how much hurting

trigger_gravity

Changes gravity. GRAVITY, default is 1.0

trigger_monsterjump



OTHERS
path_corner
point_combat

Monster target where it will walk to after being activated and before going after activator

turret_breach

SPEED, DMG, ANGLE, TARGET use this with info_notnull at muzzle tip, MINPITCH minimum acceptable pitch angle, MAXPITCH, maximum pitch angle, MINYAW minimum acceptable yaw angle, MAXYAW maximum yaw angle

turret_base

must be teamed with turret_breach