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
solid bmodel that will fall if its support is removed
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
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
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
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
moving platform. SPEED, DMG, NOISE looping sound to play when moving
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
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.
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
Fires laser. START_ON, RED, GREEN, BLUE, YELLOW, ORANGE, FAT
SPEED how many seconds from starting lightlevel to ending lightlevel, using two letters. TOGGLE.
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
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
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