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Reference:Entities
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Contents

1 Items
2 Weapons
3 Ammo
4 Team
5 Info
6 Misc
7 Funcs
8 Waypoints
9 Siege
10 Triggers
11 Target
12 NPCs
13 FX
14 Other

[edit] Items

Item entities are used to place various useable items on the map.

item_*****

Arguments: ( 0 0 0 ) (-16 -16 -16) (16 16 16) suspended

DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.


The suspended flag will allow items to hang in the air, otherwise they are dropped
to the next surface.

If an item is the target of another entity, it will not spawn in until fired.

An item fires all of its targets when it is picked up. If the toucher can't carry
it,
the targets won't be fired.

"notfree" if set to 1, don't spawn in free for all games


"notteam" if set to 1, don't spawn in team games
"notsingle" if set to 1, don't spawn in single player games
"wait" override the default wait before respawning. -1 = never respawn
automatically, which can be
used with targeted spawning.
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items.

item_shield_sm_instant

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Instant shield pickup, restores 25


item_shield_lrg_instant

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Instant shield pickup, restores 100

item_medpak_instant

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Instant medpack pickup, heals 25

item_seeker

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

30 seconds of seeker drone

item_shield

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Portable shield

item_medpac

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Bacta canister pickup, heals 25 on use

item_medpac_big

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Big bacta canister pickup, heals 50 on use

item_binoculars

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

These will be standard equipment on the player - DO NOT PLACE

item_sentry_gun

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Sentry gun inventory pickup.

item_jetpack
Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Do not place.

item_healthdisp

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Do not place. For siege classes ONLY.

item_ammodisp

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Do not place. For siege classes ONLY.

item_eweb_holdable

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended

Do not place. For siege classes ONLY.

item_seeker

Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended


30 seconds of seeker drone

item_force_enlighten_light

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Adds one rank to all Force powers temporarily. Only light jedi can use.

item_force_enlighten_dark

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Adds one rank to all Force powers temporarily. Only dark jedi can use.

item_force_boon

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Unlimited Force Pool for a short time.

item_ysalimari

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

A small lizard carried on the player, which prevents the possessor from using any
Force power.
However, he is unaffected by any Force power.

[edit] Weapons

Weapon entities are used to place weapons on the map for players to use.

weapon_stun_baton

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

weapon_melee

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

weapon_saber

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

weapon_bryar_pistol

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

weapon_concussion_rifle

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_bryar_pistol_old

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

weapon_blaster

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_disruptor

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_bowcaster
Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_repeater

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_demp2

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

NOTENOTE This weapon is not yet complete. Don't place it.

weapon_flechette

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_rocket_launcher

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_thermal

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_trip_mine

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_det_pack

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

weapon_emplaced

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

[edit] Ammo

Ammo entities are used to place ammo resupplies on the map

ammo_force

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Don't place this

ammo_blaster

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended


Ammo for the Bryar and Blaster pistols.

ammo_powercell

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic
Pulse (demp2 ) guns

ammo_metallic_bolts

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Ammo for Imperial Heavy Repeater and the Golan Arms Flechette

ammo_rockets

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

Ammo for Merr-Sonn portable missile launcher

ammo_thermal

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

ammo_tripmine

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

ammo_detpack

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

ammo_all

Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended

DO NOT PLACE in a map, this is only for siege classes that have ammo
dispensing ability

[edit] Team

Team entities provide special functionality for team gametypes, including team
spawn points, and team flags.

team_CTF_redflag

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

Only in CTF games


team_CTF_blueflag

Arguments: (0 0 1) (-16 -16 -16) (16 16 16)

Only in CTF games

team_CTF_neutralflag

Arguments: (0 0 1) (-16 -16 -16) (16 16 16)

Only in One Flag CTF games

team_CTF_redplayer

Arguments: (1 0 0) (-16 -16 -16) (16 16 32)

Only in CTF games. Red players spawn here at game start.

team_CTF_blueplayer

Arguments: (0 0 1) (-16 -16 -16) (16 16 32)

Only in CTF games. Blue players spawn here at game start.

team_CTF_redspawn

Arguments: (1 0 0) (-16 -16 -24) (16 16 32)

potential spawning position for red team in CTF games.


Targets will be fired when someone spawns in on them.

team_CTF_bluespawn

Arguments: (0 0 1) (-16 -16 -24) (16 16 32)

potential spawning position for blue team in CTF games.


Targets will be fired when someone spawns in on them.

[edit] Info

Info entities fill many roles, they are usually used to designate the position of
various game elements, such as spawnpoints.

info_player_duel

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) initial

potential spawning position for duelists in duel.


Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.

info_player_duel1

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) initial

potential spawning position for lone duelists in powerduel.


Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.

info_player_duel2

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) initial

potential spawning position for paired duelists in powerduel.


Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.

info_player_deathmatch

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) initial

potential spawning position for deathmatch games.


The first time a player enters the game, they will be at an 'initial' spot.
Targets will be fired when someone spawns in on them.
"nobots" will prevent bots from using this spot.
"nohumans" will prevent non-bots from using this spot.

info_player_start

Arguments: (1 0 0) (-16 -16 -24) (16 16 32)

Targets will be fired when someone spawns in on them.


equivelant to info_player_deathmatch

info_player_start_red

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) INITIAL

For Red Team DM starts

Targets will be fired when someone spawns in on them.


equivalent to info_player_deathmatch

INITIAL - The first time a player enters the game, they will be at an 'initial'
spot.

"nobots" will prevent bots from using this spot.


"nohumans" will prevent non-bots from using this spot.

info_player_start_blue
Arguments: (1 0 0) (-16 -16 -24) (16 16 32) INITIAL

For Blue Team DM starts

Targets will be fired when someone spawns in on them.


equivalent to info_player_deathmatch

INITIAL - The first time a player enters the game, they will be at an 'initial'
spot.

"nobots" will prevent bots from using this spot.


"nohumans" will prevent non-bots from using this spot.

info_player_siegeteam1

Arguments: (1 0 0) (-16 -16 -24) (16 16 32)

siege start point - team1


name and behavior of team1 depends on what is defined in the
.siege file for this level

startoff - if non-0 spawn point will be disabled until used


idealclass - if specified, this spawn point will be considered
"ideal" for players of this class name. Corresponds to the name
entry in the .scl (siege class) file.
Targets will be fired when someone spawns in on them.

info_player_siegeteam2

Arguments: (0 0 1) (-16 -16 -24) (16 16 32)

siege start point - team2


name and behavior of team2 depends on what is defined in the
.siege file for this level

startoff - if non-0 spawn point will be disabled until used


idealclass - if specified, this spawn point will be considered
"ideal" for players of this class name. Corresponds to the name
entry in the .scl (siege class) file.
Targets will be fired when someone spawns in on them.

info_player_intermission

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) RED BLUE

The intermission will be viewed from this point. Target an info_notnull for the
view direction.
RED - In a Siege game, the intermission will happen here if the Red (attacking)
team wins
BLUE - In a Siege game, the intermission will happen here if the Blue (defending)
team wins

info_player_intermission_red
Arguments: (1 0 1) (-16 -16 -24) (16 16 32)

The intermission will be viewed from this point. Target an info_notnull for the
view direction.

In a Siege game, the intermission will happen here if the Red (attacking) team wins
target - ent to look at
target2 - ents to use when this intermission point is chosen

info_player_intermission_blue

Arguments: (1 0 1) (-16 -16 -24) (16 16 32)

The intermission will be viewed from this point. Target an info_notnull for the
view direction.

In a Siege game, the intermission will happen here if the Blue (defending) team
wins
target - ent to look at
target2 - ents to use when this intermission point is chosen

info_jedimaster_start

Arguments: (1 0 0) (-16 -16 -24) (16 16 32)

"jedi master" saber spawn point

info_camp

Arguments: (0 0.5 0) (-4 -4 -4) (4 4 4)

Used as a positional target for calculations in the utilities (spotlights, etc),


but removed during

gameplay.

info_null

Arguments: (0 0.5 0) (-4 -4 -4) (4 4 4)

Used as a positional target for calculations in the utilities (spotlights, etc),


but removed during

gameplay.

info_notnull

Arguments: (0 0.5 0) (-4 -4 -4) (4 4 4)

Used as a positional target for in-game calculation, like jumppad targets.


target_position does the same thing

[edit] Misc
Misc entities cover many tasks, including teleports, cameras, and various
interactive map objects.

misc_teleporter_dest

Arguments: (1 0 0) (-32 -32 -24) (32 32 -16)

Point teleporters at these.


Now that we don't have teleport destination pads, this is just
an info_notnull

misc_model

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

"model" arbitrary .md3 or .ase file to display


turns into map triangles - not solid

misc_model_static

Arguments: (1 0 0) (-16 -16 0) (16 16 16)

"model" arbitrary .md3 file to display


"zoffset" units to offset vertical culling position by, can be
negative or positive. This does not affect the actual
position of the model, only the culling position. Use
it for models with stupid origins that go below the
ground and whatnot.
"modelscale" scale on all axis
"modelscale_vec" scale difference axis

loaded as a model in the renderer - does not take up precious


bsp space!

misc_G2model

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

"model" arbitrary .glm file to display

misc_portal_surface

Arguments: (0 0 1) (-8 -8 -8) (8 8 8)

The portal surface nearest this entity will show a view from the targeted
misc_portal_camera,
or a mirror view if untargeted.
This must be within 64 world units of the surface!

misc_portal_camera

Arguments: (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate noswing

The target for a misc_portal_director. You can set either angles or target another
entity to

determine the direction of view.


"roll" an angle modifier to orient the camera around the target vector;

misc_bsp

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

"bspmodel" arbitrary .bsp file to display

misc_skyportal_orient

Arguments: (.6 .7 .7) (-8 -8 0) (8 8 16)

point from which to orient the sky portal cam in relation


to the regular view position.

"modelscale" the scale at which to scale positions

misc_skyportal

Arguments: (.6 .7 .7) (-8 -8 0) (8 8 16)

"fov" for the skybox default is 80


To have the portal sky fogged, enter any of the following values:
"onlyfoghere" if non-0 allows you to set a global fog, but will only use that fog
within this
sky portal.

Also note that entities in the same PVS and visible (via point trace) from this
object will be flagged as portal entities. This means they will be sent and
updated from the server for every client every update regardless of where
they are, and they will essentially be added to the scene twice if the client
is in the same PVS as them (only once otherwise, but still once no matter
where the client is). In other words, don't go overboard with it or everything
will explode.

misc_holocron

Arguments: (0 0 1) (-8 -8 -8) (8 8 8)

count Set to type of holocron (based on force power value)


HEAL = 0
JUMP = 1
SPEED = 2
PUSH = 3
PULL = 4
TELEPATHY = 5
GRIP = 6
LIGHTNING = 7
RAGE = 8
PROTECT = 9
ABSORB = 10
TEAM HEAL = 11
TEAM FORCE = 12
DRAIN = 13
SEE = 14
SABERATTACK = 15
SABERDEFEND = 16
SABERTHROW = 17

misc_ammo_floor_unit

Arguments: (1 0 0) (-16 -16 0) (16 16 40)

model="/models/items/a_pwr_converter.md3"
Gives generic ammo when used

"count" - max charge value (default 200)


"chargerate" - rechage 1 point every this many milliseconds (default 2000)
"nodrain" - don't drain power from station if 1

misc_shield_floor_unit

Arguments: (1 0 0) (-16 -16 0) (16 16 40)

model="/models/items/a_shield_converter.md3"
Gives shield energy when used.

"count" - max charge value (default 50)


"chargerate" - rechage 1 point every this many milliseconds (default 3000)
"nodrain" - don't drain power from me

misc_model_shield_power_converter

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

model="models/items/psd_big.md3"
Gives shield energy when used.

"count" - the amount of ammo given when used (default 200)

misc_model_ammo_power_converter

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

model="models/items/power_converter.md3"
Gives ammo energy when used.

"count" - the amount of ammo given when used (default 200)


"nodrain" - don't drain power from me

misc_model_health_power_converter

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

model="models/items/power_converter.md3"
Gives ammo energy when used.
"count" - the amount of ammo given when used (default 200)

misc_maglock

Arguments: (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x x

Place facing a door (using the angle, not a targetname) and it will lock that door.

Can only be destroyed by lightsaber and will automatically unlock the door it's
attached to

NOTE: place these half-way in the door to make it flush with the door's surface.

"target" thing to use when destoryed (not doors - it automatically unlocks the
door
it was angled at)
"health" default is 10

misc_faller

Arguments: (1 0 0) (-8 -8 -8) (8 8 8)

Falling stormtrooper - spawned every interval+random fudgefactor,


or if specified, when used.

targetname - if specified, will only spawn when used


interval - spawn every so often (milliseconds)
fudgefactor - milliseconds between 0 and this number randomly added to interval

misc_weapon_shooter

Arguments: (1 0 0) (-8 -8 -8) (8 8 8) ALTFIRE TOGGLE

ALTFIRE - fire the alt-fire of the chosen weapon


TOGGLE - keep firing until used again (fires at intervals of "wait")

"wait" - debounce time between refires (defaults to 500)

"target" - what to aim at (will update aim every frame if it's a moving target)

"weapon" - specify the weapon to use (default is WP_BLASTER)


WP_BRYAR_PISTOL
WP_BLASTER
WP_DISRUPTOR
WP_BOWCASTER
WP_REPEATER
WP_DEMP2
WP_FLECHETTE
WP_ROCKET_LAUNCHER
WP_THERMAL
WP_TRIP_MINE
WP_DET_PACK
WP_STUN_BATON
WP_EMPLACED_GUN
WP_BOT_LASER
WP_TURRET
WP_ATST_MAIN
WP_ATST_SIDE
WP_TIE_FIGHTER
WP_RAPID_FIRE_CONC
WP_BLASTER_PISTOL

misc_weather_zone

Arguments: (0 .5 .8) ?

Determines a region to check for weather contents - will significantly reduce load
time

misc_turret

Arguments: (1 0 0) (-48 -48 0) (48 48 144) START_OFF

Large 2-piece turbolaser turret

START_OFF - Starts off

radius - How far away an enemy can be for it to pick it up (default 1024)
wait - Time between shots (default 300 ms)
dmg - How much damage each shot does (default 100)
health - How much damage it can take before exploding (default 3000)
speed - how fast it turns (default 10)

splashDamage - How much damage the explosion does (300)


splashRadius - The radius of the explosion (128)

shotspeed - speed at which projectiles will move

targetname - Toggles it on/off


target - What to use when destroyed
target2 - What to use when it decides to start shooting at an enemy

showhealth - set to 1 to show health bar on this entity when crosshair is over it

teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue

alliedTeam - team that this turret won't target


0 - none
1 - red
2 - blue

teamnodmg - team that turret does not take damage from


0 - none
1 - red
2 - blue

"icon" - icon that represents the objective on the radar


misc_turretG2

Arguments: (1 0 0) (-8 -8 -22) (8 8 0) START_OFF UPSIDE_DOWN CANRESPAWN TURBO LEAD


SHOWRADAR

Turret that hangs from the ceiling, will aim and shoot at enemies

START_OFF - Starts off


UPSIDE_DOWN - make it rest on a surface/floor instead of hanging from the ceiling
CANRESPAWN - will respawn after being killed (use count)
TURBO - Big-ass, Boxy Death Star Turbo Laser version
LEAD - Turret will aim ahead of moving targets ("lead" them)
SHOWRADAR - show on radar

radius - How far away an enemy can be for it to pick it up (default 512)
wait - Time between shots (default 150 ms)
dmg - How much damage each shot does (default 5)
health - How much damage it can take before exploding (default 100)
count - if CANRESPAWN spawnflag, decides how long it is before gun respawns (in
ms)
- defaults to 20000 (20 seconds)

paintarget - target to fire off upon being hurt


painwait - ms to wait between firing off pain targets

random - random error (in degrees) of projectile direction when it comes out of
the
muzzle(default is 2)

shotspeed - the speed of the missile it fires travels at (default is 1100 for
regular turrets, 20000 for TURBOLASERS)

splashDamage - How much damage the explosion does


splashRadius - The radius of the explosion

targetname - Toggles it on/off


target - What to use when destroyed
target2 - What to use when it decides to start shooting at an enemy

showhealth - set to 1 to show health bar on this entity when crosshair is over it

teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue

alliedTeam - team that this turret won't target


0 - none
1 - red
2 - blue

teamnodmg - team that turret does not take damage from


0 - none
1 - red
2 - blue

customscale - custom scaling size. 100 is normal size, 1024 is the max scaling.
this will change the bounding box size, so be careful of starting in solid!

"icon" - icon that represents the objective on the radar

[edit] Funcs

Func entities are tied to brushes, they describe brushes and allow them to move,
among other things.

func_door

Arguments: (0 .5 .8) ? START_OPEN FORCE_ACTIVATE CRUSHER TOGGLE LOCKED x PLAYER_USE


INACTIVE

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).
FORCE_ACTIVATE Can only be activated by a force push or pull
CRUSHER ?
TOGGLE wait in both the start and end states for a trigger event - does
NOT work
on Trek doors.
LOCKED Starts locked, with the shader animmap at the first frame and
inactive.
Once used, the animmap changes to the second frame and the door operates normally.
Note
that you cannot use the door again after this.
PLAYER_USE Player can use it with the use button
INACTIVE must be used by a target_activate before it can be used

"target" Door fires this when it starts moving from it's closed position to its

open position.
"opentarget" Door fires this after reaching its "open" position
"target2" Door fires this when it starts moving from it's open position to its
closed position.
"closetarget" Door fires this after reaching its "closed" position
"model2" .md3 model to also draw
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger
field activates the door.
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"delay" when used, how many seconds to wait before moving - default is
none
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default, set to negative for no
damage)
"color" constantLight color
"light" constantLight radius
"health" if set, the door must be shot open
"linear" set to 1 and it will move linearly rather than with acceleration
(default is 0)
"teamallow" even if locked, this team can always open and close it just by walking
up to it
0 - none (locked to everyone)
1 - red
2 - blue
"vehopen" if non-0, vehicles/players riding vehicles can open

func_plat

Arguments: (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE

PLAYER_USE Player can use it with the use button


INACTIVE must be used by a target_activate before it can be used

Plats are always drawn in the extended position so they will light correctly.

"lip" default 8, protrusion above rest position


"height" total height of movement, defaults to model height
"speed" overrides default 200.
"dmg" overrides default 2
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius

func_button

Arguments: (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE

PLAYER_USE Player can use it with the use button


INACTIVE must be used by a target_activate before it can be used

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.

"model2" .md3 model to also draw


"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
"color" constantLight color
"light" constantLight radius

func_train

Arguments: (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS ? ? CRUSH_THROUGH PLAYER_USE


INACTIVE

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.
CRUSH_THROUGH spawnflag combined with a dmg value will make the train pass through
entities and damage them on contact as well.
"model2" .md3 model to also draw
"speed" default 100
"dmg" default 2
"target" next path corner
"color" constantLight color
"light" constantLight radius

func_static

Arguments: (0 .5 .8) ? F_PUSH F_PULL SWITCH_SHADER CRUSHER IMPACT x PLAYER_USE


INACTIVE BROADCAST

F_PUSH Will be used when you Force-Push it


F_PULL Will be used when you Force-Pull it
SWITCH_SHADER Toggle the shader anim frame between 1 and 2 when used
CRUSHER Make it do damage when it's blocked
IMPACT Make it do damage when it hits any entity
PLAYER_USE Player can use it with the use button
INACTIVE must be used by a target_activate before it can be used
BROADCAST don't ever use this, it's evil

A bmodel that just sits there, doing nothing. Can be used for conditional walls
and
models.
"model2" .md3 model to also draw
"model2scale" percent of normal scale (on all x y and z axii) to scale the
model2 if
there is one. 100 is normal scale, min is 1 (100 times smaller than normal), max is
1000
(ten times normal).
"color" constantLight color
"light" constantLight radius
"dmg" how much damage to do when it crushes (use with CRUSHER spawnflag)
"linear" set to 1 and it will move linearly rather than with acceleration (default
is 0)

func_rotating

Arguments: (0 .5 .8) ? START_ON RADAR X_AXIS Y_AXIS IMPACT x PLAYER_USE INACTIVE

RADAR - shows up on Radar in Siege mode (good for asteroids when you're in a ship)
IMPACT - Kills anything on impact when rotating (10000 points of damage, unless
specified otherwise)

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.

"model2" .md3 model to also draw


"model2scale" percent of normal scale (on all x y and z axii) to scale the
model2 if there is one. 100 is normal scale, min is 1 (100 times smaller than
normal), max is 1000 (ten times normal).
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius
"spinangles" instead of using "speed", you can set use this to set rotation on
all 3 axes (pitch yaw and roll)
"health" default is 0

If health is set, the following key/values are available:

"numchunks" Multiplies the number of chunks spawned. Chunk code tries to pick a
good volume of chunks, but you can alter this to scale the number of spawned
chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks
"chunksize" scales up/down the chunk size by this number (default is 1)

"showhealth" if non-0, will display the health bar on the hud when the crosshair is
over this ent (in siege)
"teamowner" in siege this will specify which team this thing is "owned" by. To that
team the crosshair will
highlight green, to the other team it will highlight red.

Damage: default is none


"splashDamage" - damage to do
"splashRadius" - radius for above damage

"team" - If set, only this team can trip this trigger


0 - any
1 - red
2 - blue

Don't know if these work:


"color" constantLight color
"light" constantLight radius

"material" - default is "0 - MAT_METAL" - choose from this list:


0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL2 chunks)
7 = MAT_METAL2 (electronic type of metal)
8 = MAT_NONE (no chunks)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)

Applicable only during Siege gametype:


teamnodmg - if 1, team 1 can't damage this. If 2, team 2 can't damage this.

func_bobbing

Arguments: (0 .5 .8) ? X_AXIS Y_AXIS x x x x PLAYER_USE INACTIVE

Normally bobs on the Z axis


"model2" .md3 model to also draw
"height" amplitude of bob (32 default)
"speed" seconds to complete a bob cycle (4 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius

func_pendulum

Arguments: (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE

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.
"model2" .md3 model to also draw
"speed" the number of degrees each way the pendulum swings, (30 default)
"phase" the 0.0 to 1.0 offset in the cycle to start at
"dmg" damage to inflict when blocked (2 default)
"color" constantLight color
"light" constantLight radius

func_breakable

Arguments: (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP


USE_NOT_BREAK PLAYER_USE NO_EXPLOSION

INVINCIBLE - can only be broken by being used


IMPACT - does damage on impact
CRUSHER - won't reverse movement when hit an obstacle
THIN - can be broken by impact damage, like glass
SABERONLY - only takes damage from sabers
HEAVY_WEAP - only takes damage by a heavy weapon, like an emplaced gun or AT-ST
gun.
USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damage
PLAYER_USE - Player can use it with the use button
NO_EXPLOSION - Does not play an explosion effect, though will still create chunks
if specified

When destroyed, fires it's trigger and chunks and plays sound "noise" or sound for
type if no noise specified

"targetname" entities with matching target will fire it


"paintarget" target to fire when hit (but not destroyed)
"wait" how long minimum to wait between firing paintarget each time hit
"delay" When killed or used, how long (in seconds) to wait before blowing
up (none by default)
"model2" .md3 model to also draw
"target" all entities with a matching targetname will be used when this is
destoryed
"health" default is 10
"numchunks" Multiplies the number of chunks spawned. Chunk code tries to pick a
good volume of chunks, but you can alter this to scale the number of spawned
chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks
"chunksize" scales up/down the chunk size by this number (default is 1)
"playfx" path of effect to play on death

"showhealth" if non-0, will display the health bar on the hud when the crosshair is
over this ent (in siege)
"teamowner" in siege this will specify which team this thing is "owned" by. To that
team the crosshair will
highlight green, to the other team it will highlight red.

Damage: default is none


"splashDamage" - damage to do
"splashRadius" - radius for above damage

"team" - If set, only this team can trip this trigger


0 - any
1 - red
2 - blue

Don't know if these work:


"color" constantLight color
"light" constantLight radius

"material" - default is "0 - MAT_METAL" - choose from this list:


0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL2 chunks)
7 = MAT_METAL2 (electronic type of metal)
8 = MAT_NONE (no chunks)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)

Applicable only during Siege gametype:


teamnodmg - if 1, team 1 can't damage this. If 2, team 2 can't damage this.

func_glass

Arguments: (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE

Breakable glass
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"maxshards" Max number of shards to spawn on glass break

func_usable

Arguments: (0 .5 .8) ? STARTOFF x x ALWAYS_ON x x PLAYER_USE INACTIVE

START_OFF - the wall will not be there


ALWAYS_ON - Doesn't toggle on and off when used, just runs usescript and fires
target
A bmodel that just sits there, doing nothing. Can be used for conditional walls
and models.
"targetname" - When used, will toggle on and off
"target" Will fire this target every time it is toggled OFF
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius
"usescript" script to run when turned on
"deathscript" script to run when turned off
"wait" amount of time before the object is usable again (only valid with
ALWAYS_ON flag)
"health" if it has health, it will be used whenever shot at/killed - if you want
it to only be used once this way, set health to 1
"endframe" Will make it animate to next shader frame when used, not turn on/off...
set this to number of frames in the shader, minus 1

Applicable only during Siege gametype:


teamuser - if 1, team 2 can't use this. If 2, team 1 can't use this.

func_wall

Arguments: (0 .5 .8) ? START_OFF x x x x x PLAYER_USE INACTIVE

PLAYER_USE Player can use it with the use button


INACTIVE must be used by a target_activate before it can be used

A bmodel that just sits there, doing nothing. Can be used for conditional walls
and models.
"model2" .md3 model to also draw
"color" constantLight color
"light" constantLight radius

START_OFF - the wall will not be there

func_group

Arguments: (0 0 0) ?

Used to group brushes together just for editor convenience. They are turned into
normal brushes by the utilities.

func_timer

Arguments: (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON

This should be renamed trigger_timer...


Repeatedly fires its targets.
Can be turned on or off by using.

"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)

[edit] Waypoints

Waypoints are used to direct the movements of NPCs.


waypoint

Arguments: (0.7 0.7 0) (-16 -16 -24) (16 16 32) SOLID_OK

a place to go.

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

radius is automatically calculated in-world.

waypoint_small

Arguments: (0.7 0.7 0) (-2 -2 -24) (2 2 32) SOLID_OK

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

waypoint_navgoal

Arguments: (0.3 1 0.3) (-16 -16 -24) (16 16 32) SOLID_OK

A waypoint for script navgoals


Not included in navigation data

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

targetname - name you would use in script when setting a navgoal (like so:)

For example: if you give this waypoint a targetname of "console", make an NPC go
to it in a script like so:

set ("navgoal", "console");

radius - how far from the navgoal an ent can be before it thinks it reached it -
default is "0" which means no radius check, just have to touch it

waypoint_navgoal_8

Arguments: (0.3 1 0.3) (-8 -8 -24) (8 8 32) SOLID_OK

A waypoint for script navgoals, 8 x 8 size


Not included in navigation data

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

targetname - name you would use in script when setting a navgoal (like so:)

For example: if you give this waypoint a targetname of "console", make an NPC go
to it in a script like so:

set ("navgoal", "console");


You CANNOT set a radius on these navgoals, they are touch-reach ONLY

waypoint_navgoal_4

Arguments: (0.3 1 0.3) (-4 -4 -24) (4 4 32) SOLID_OK

A waypoint for script navgoals, 4 x 4 size


Not included in navigation data

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

targetname - name you would use in script when setting a navgoal (like so:)

For example: if you give this waypoint a targetname of "console", make an NPC go
to it in a script like so:

set ("navgoal", "console");

You CANNOT set a radius on these navgoals, they are touch-reach ONLY

waypoint_navgoal_2

Arguments: (0.3 1 0.3) (-2 -2 -24) (2 2 32) SOLID_OK

A waypoint for script navgoals, 2 x 2 size


Not included in navigation data

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

targetname - name you would use in script when setting a navgoal (like so:)

For example: if you give this waypoint a targetname of "console", make an NPC go
to it in a script like so:

set ("navgoal", "console");

You CANNOT set a radius on these navgoals, they are touch-reach ONLY

waypoint_navgoal_1

Arguments: (0.3 1 0.3) (-1 -1 -24) (1 1 32) SOLID_OK

A waypoint for script navgoals, 1 x 1 size


Not included in navigation data

SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear
in-game (ie: at the bottom of a tall, solid lift that starts at the top position)

targetname - name you would use in script when setting a navgoal (like so:)

For example: if you give this waypoint a targetname of "console", make an NPC go
to it in a script like so:
set ("navgoal", "console");

You CANNOT set a radius on these navgoals, they are touch-reach ONLY

[edit] Siege

These are various entities specific to siege maps

info_siege_objective

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) ? x x STARTOFFRADAR

STARTOFFRADAR - start not displaying on radar, don't display until used.

"objective" - specifies the objective to complete upon activation


"side" - set to 1 to specify an imperial goal, 2 to specify rebels
"icon" - icon that represents the objective on the radar

info_siege_radaricon

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) ?

Used to arbitrarily display radar icons at placed location. Can be used


to toggle on and off.

"icon" - icon that represents the objective on the radar


"startoff" - if 1 start off

info_siege_decomplete

Arguments: (1 0 1) (-16 -16 -24) (16 16 32)

"objective" - specifies the objective to decomplete upon activation


"side" - set to 1 to specify an imperial (team1) goal, 2 to specify rebels (team2)

target_siege_end

Arguments: (1 0 1) (-16 -16 -24) (16 16 32)

Do a logexit for siege when used.

misc_siege_item

Arguments: (1 0 1) (-16 -16 -24) (16 16 32) ? x x STARTOFFRADAR

STARTOFFRADAR - start not displaying on radar, don't display until used.

"model" Name of model to use for the object


"mins" Actual mins of the object. Careful not to place it
into a solid,
as these new mins will not be reflected visually in
the editor.
Default value is "-16 -16 -24".
"maxs" Same as above for maxs. Default value is "16 16 32".
"targetname" If it has a targetname, it will only spawn upon being used.
"target2" Target to fire upon pickup. If none, nothing will happen.
"pickuponlyonce" If non-0, target2 will only be fired on the first pickup. If the
item is
dropped and picked up again later, the target will
not be fired off on
the sequential pickup. Default value is 1.
"target3" Target to fire upon delivery of the item to the goal point.
If none, nothing will happen. (but you should always
want something to happen)
"health" If > 0, object can be damaged and will die once health
reaches 0. Default is 0.
"showhealth" if health > 0, will show a health meter for this item
"teamowner" Which team owns this item, used only for deciding what
color to make health meter
"target4" Target to fire upon death, if damageable. Default is none.
"deathfx" Effect to play on death, if damageable. Default is none.
"canpickup" If non-0, item can be picked up. Otherwise it will just be
solid and sit on the
ground. Default is 1.
"pickupsound" Sound to play on pickup, if any.
"goaltarget" Must be the targetname of a trigger_multi/trigger_once.
Once a player carrying
this object is brought inside the specified trigger,
then that trigger will be
allowed to fire. Ideally it will target a siege
objective or something like that.
"usephysics" If non-0, run standard physics on the object. Default is 1.
"mass" If usephysics, this will be the factored object mass.
Default is 0.09.
"gravity" If usephysics, this will be the factored gravitational
pull. Default is 3.0.
"bounce" If usephysics, this will be the factored bounce amount.
Default is 1.3.
"teamnotouch" If 1 don't let team 1 pickup, if 2 don't let team 2. By
default both teams
can pick this object up and carry it around until
death.
"teamnocomplete" Same values as above, but controls if this object can be taken
into the objective
area by said team.
"respawnfx" Plays this effect when respawning (e.g. it is left in an
unknown area too long
and goes back to the original spot). If this is not
specified there will be
no effect. (expected format is .efx file)
"paintarget" plop self on top of this guy's origin when we are used
(only applies if the siege
item has a targetname)
"noradar" if non-0 this thing will not show up on radar

"forcelimit" if non-0, while carrying this item, the carrier's force


powers will be crippled.
"target5" target to fire when respawning.
"target6" target to fire when dropped by someone carrying this item.

"icon" icon that represents the gametype item on the radar

health charge things only work with showhealth 1 on siege items that take damage.
"health_chargeamt" if non-0 will recharge this much health every...
"health_chargerate" ...this many milliseconds

[edit] Triggers

trigger_multiple

Triggers are usually tied to brushes and allow them to activate other entities

Arguments: (.1 .5 .1) ? CLIENTONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x


INACTIVE MULTIPLE

CLIENTONLY - only a player can trigger this by touch


FACING - Won't fire unless triggering ent's view angles are within 45 degrees of
trigger's angles (in addition to any other conditions)
USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition
to any other conditions)
FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in
addition to any other conditions)
NPCONLY - only non-player NPCs can trigger this by touch
INACTIVE - Start off, has to be activated to be touchable/usable
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if
needed, the trigger can have a wait of > 0

"wait" Seconds between triggerings, 0 default, number < 0 means one time
only.
"random" wait variance, default is 0
"delay" how many seconds to wait to fire targets after tripped
"hiderange" As long as NPC's head is in this trigger, NPCs out of this hiderange
cannot see him. If you set an angle on the trigger, they're only hidden from
enemies looking in that direction. the player's crouch viewheight is 36, his
standing viewheight is 54. So a trigger thast should hide you when crouched but
not standing should be 48 tall.
"target2" The trigger will fire this only when the trigger has been activated and
subsequently 'cleared'( once any of the conditions on the trigger have not been
satisfied). This will not fire the "target" more than once until the "target2" is
fired (trigger field is 'cleared')
"speed" How many seconds to wait to fire the target2, default is 1
"noise" Sound to play when the trigger fires (plays at activator's
origin)
"NPC_targetname" Only the NPC with this NPC_targetname fires this trigger

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)

"team" - If set, only this team can trip this trigger


0 - any
1 - red
2 - blue

"soundSet" Ambient sound set to play when this trigger is activated

usetime - If specified (in milliseconds) along with the USE_BUTTON


flag, will
require a client to hold the use key for x amount of ms
before firing.
Applicable only during Siege gametype:
teamuser - if 1, team 2 can't use this. If 2, team 1 can't use this.
siegetrig - if non-0, can only be activated by players carrying a
misc_siege_item
which is associated with this trigger by the item's
goaltarget value.
teambalance - if non-0, is "owned" by the last team that activated. Can only be
activated
by the other team if the number of players on the other
team inside the
trigger outnumber the number of players on the owning team
inside the
trigger.
target3 - fire when activated by team1
target4 - fire when activated by team2

idealclass - Can only be used by this class/these classes. You can specify use
by
multiple classes with the use of |, e.g.:
"Imperial Medic|Imperial Assassin|Imperial Demolitionist"

trigger_once

Arguments: (.5 1 .5) ? CLIENTONLY FACING USE_BUTTON FIRE_BUTTON x x x INACTIVE


MULTIPLE

CLIENTONLY - only a player can trigger this by touch


FACING - Won't fire unless triggering ent's view angles are within 45 degrees of
trigger's angles (in addition to any other conditions)
USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition
to any other conditions)
FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in
addition to any other conditions)
INACTIVE - Start off, has to be activated to be touchable/usable
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if
needed, the trigger can have a wait of > 0

"random" wait variance, default is 0


"delay" how many seconds to wait to fire targets after tripped
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)
"noise" Sound to play when the trigger fires (plays at activator's
origin)
"NPC_targetname" Only the NPC with this NPC_targetname fires this trigger

"team" - If set, only this team can trip this trigger


0 - any
1 - red
2 - blue

"soundSet" Ambient sound set to play when this trigger is activated

usetime - If specified (in milliseconds) along with the USE_BUTTON


flag, will
require a client to hold the use key for x amount of ms
before firing.
Applicable only during Siege gametype:
teamuser - if 1, team 2 can't use this. If 2, team 1 can't use this.
siegetrig - if non-0, can only be activated by players carrying a misc_siege_item
which is associated with this trigger by the item's goaltarget
value.

idealclass - Can only be used by this class/these classes. You can specify use
by
multiple classes with the use of |, e.g.:
"Imperial Medic|Imperial Assassin|Imperial Demolitionist"

trigger_lightningstrike

Arguments: (.1 .5 .1) ? START_OFF

START_OFF - start trigger disabled

"lightningfx" effect to use for lightning, MUST be specified


"wait" Seconds between strikes, 1000 default
"random" wait variance, default is 2000
"dmg" damage on strike (default 50)
"radius" if non-0, does a radius damage at the lightning strike
impact point (using this value as the radius). otherwise
will only do line trace damage. default 0.

use to toggle on and off

trigger_always

Arguments: (.5 .5 .5) (-8 -8 -8) (8 8 8)

This trigger will always fire. It is activated by the world.

trigger_push

Arguments: (.5 .5 .5) ? x x LINEAR x RELATIVE x x INACTIVE MULTIPLE

Must point at a target_position, which will be the apex of the leap.


This will be client side predicted, unlike target_push

LINEAR - Instead of tossing the client at the target_position, it will push them
towards it. Must set a "speed" (see below)
RELATIVE - instead of pushing you in a direction that is always from the center of
the trigger to the target_position, it pushes *you* toward the target position,
relative to your current location (can use with "speed"... if don't set a speed, it
will use the distance from you to the target_position)
INACTIVE - not active until targeted by a target_activate
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if
needed, the trigger can have a wait of > 0

wait - how long to wait between pushes: -1 = push only once


speed - when used with the LINEAR spawnflag, pushes the client toward the position
at a constant speed (default is 1000)

trigger_teleport
Arguments: (.5 .5 .5) ? SPECTATOR

Allows client side prediction of teleportation events.


Must point at a target_position, which will be the teleport destination.

If spectator is set, only spectators can use this teleport


Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them

trigger_hurt

Arguments: (.5 .5 .5) ? START_OFF CAN_TARGET SILENT NO_PROTECTION SLOW

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.

CAN_TARGET if you target it, it will toggle on and off


SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage

"team" team (1 or 2) to allow hurting (if none then hurt anyone)


only applicable for siege
"dmg" default 5 (whole numbers only)
If dmg is set to -1 this brush will use the fade-kill method

trigger_space

Arguments: (.5 .5 .5) ?

causes human clients to suffocate and have no gravity.

trigger_shipboundary

Arguments: (.5 .5 .5) ?

causes vehicle to turn toward target and travel in that direction for a set time
when hit.

"target" name of entity to turn toward (can be info_notnull, or whatever).


"traveltime" time to travel in this direction

trigger_hyperspace

Arguments: (.5 .5 .5) ?

Ship will turn to face the angles of the first target_position then fly forward,
playing the hyperspace effect, then pop out at a relative point around the target

"target" whatever position the ship teleports from in relation to the


target_position specified here, that's the relative position the ship will spawn at
around the target2 target_position
"target2" name of target_position to teleport the ship to (will be relative
to it's origin)

trigger_asteroid_field

Arguments: (.5 .5 .5) ?

speed - how fast, on average, the asteroid moves


count - how many asteroids, max, to have at one time
target - target this at func_rotating asteroids

[edit] Target

Target entities perform various activities when activated by other entities,


usually triggers.

target_give

Arguments: (1 0 0) (-8 -8 -8) (8 8 8)

Gives the activator all the items pointed to.

target_remove_powerups

Arguments: (1 0 0) (-8 -8 -8) (8 8 8)

takes away all the activators powerups.


Used to drop flight powerups into death puts.

target_delay

Arguments: (1 0 0) (-8 -8 -8) (8 8 8) NO_RETRIGGER

NO_RETRIGGER - Keeps the delay from resetting the time if it is


activated again while it is counting down to an event.

"wait" seconds to pause before firing targets.


"random" delay variance, total delay = delay +/- random seconds

target_score

Arguments: (1 0 0) (-8 -8 -8) (8 8 8)

"count" number of points to add, default 1

The activator is given this many points.

target_print

Arguments: (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private

"message" text to print


"wait" don't fire off again if triggered within this many milliseconds
ago
If "private", only the activator gets the message. If no checks, all clients get
the message.

target_speaker

Arguments: (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off global activator

"noise" wav file to play

A global sound will play full volume throughout the level.


Activator sounds will play on the player that activated the target.
Global and activator sounds can't be combined with looping.
Normal sounds play each time the target is used.
Looped sounds will be toggled by use functions.
Multiple identical looping sounds will just increase volume without any speed cost.
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
"random" wait variance, default is 0

target_laser

Arguments: (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON

When triggered, fires a laser. You can either set a target or a direction.

target_teleporter

Arguments: (1 0 0) (-8 -8 -8) (8 8 8)

The activator will be teleported away.

target_relay

Arguments: (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM x x x x


INACTIVE

This doesn't perform any actions except fire its targets.


The activator can be forced to be from a certain team.
if RANDOM is checked, only one of the targets will be fired, not all of them

INACTIVE Can't be used until activated

wait - set to -1 to use it only once

target_kill

Arguments: (.5 .5 .5) (-8 -8 -8) (8 8 8)

Kills the activator.

target_position

Arguments: (0 0.5 0) (-4 -4 -4) (4 4 4)


Used as a positional target for in-game calculation, like jumppad targets.

target_location

Arguments: (0 0.5 0) (-8 -8 -8) (8 8 8)

Set "message" to the name of this location.


Set "count" to 0-7 for color.
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white

Closest target_location in sight used for the location, if none


in site, closest in distance

target_counter

Arguments: (1.0 0 0) (-4 -4 -4) (4 4 4) x x x x x x x INACTIVE

Acts as an intermediary for an action that takes multiple inputs.

INACTIVE cannot be used until used by a target_activate

target2 - what the counter should fire each time it's incremented and does NOT
reach it's count

After the counter has been triggered "count" times (default 2), it will fire all of
it's targets and remove itself.

bounceCount - number of times the counter should reset to it's full count when it's
done

target_random

Arguments: (.5 .5 .5) (-4 -4 -4) (4 4 4) USEONCE

Randomly fires off only one of it's targets each time used

USEONCE set to never fire again

target_scriptrunner

Arguments: (1 0 0) (-4 -4 -4) (4 4 4) runonactivator x x x x x x INACTIVE

--- SPAWNFLAGS ---


runonactivator - Will run the script on the entity that used this or tripped the
trigger that used this
INACTIVE - start off

----- KEYS ------


Usescript - Script to run when used
count - how many times to run, -1 = infinite. Default is once
wait - can't be used again in this amount of seconds (Default is 1 second if it's
multiple-use)
delay - how long to wait after use to run script
target_activate

Arguments: (1 0 0) (-4 -4 -4) (4 4 4)

Will set the target(s) to be usable/triggerable

target_deactivate

Arguments: (1 0 0) (-4 -4 -4) (4 4 4)

Will set the target(s) to be non-usable/triggerable

target_level_change

Arguments: (1 0 0) (-4 -4 -4) (4 4 4)

"mapname" - Name of map to change to

target_play_music

Arguments: (1 0 0) (-4 -4 -4) (4 4 4)

target_play_music
Plays the requested music files when this target is used.

"targetname"
"music" music WAV or MP3 file ( music/introfile.mp3 [optional]
music/loopfile.mp3 )

If an intro file and loop file are specified, the intro plays first, then the
looping
portion will start and loop indefinetly. If no introfile is entered, only the
loopfile
will play.

target_interest

Arguments: (1 0.8 0.5) (-4 -4 -4) (4 4 4)

A point that a squadmate will look at if standing still

target - thing to fire when someone looks at this thing

target_push

Arguments: (.5 .5 .5) (-8 -8 -8) (8 8 8) bouncepad CONSTANT

CONSTANT will push activator in direction of 'target' at constant 'speed'

Pushes the activator in the direction.of angle, or towards a target apex.


"speed" defaults to 1000
if "bouncepad", play bounce noise instead of none
[edit] NPCs

NPC entities allow maps to spawn and manage NPCs (including vehicles).

NPC_spawner

Arguments: (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_type - name of NPC (in npcs.cfg) to spawn in

targetname - name this NPC goes by for targetting


target - NPC will fire this when it spawns it's last NPC (should this be when the
last NPC it spawned dies?)
target2 - Fired by stasis spawners when they try to spawn while their spawner model
is broken
target3 - Fired by spawner if they try to spawn and are blocked and have a wait < 0
(removes them)

If targeted, will only spawn a NPC when triggered


count - how many NPCs to spawn (only if targetted) default = 1
delay - how long to wait to spawn after used
wait - if trying to spawn and blocked, how many seconds to wait before trying again
(default = 0.5, < 0 = never try again and fire target2)

NPC_targetname - NPC's targetname AND script_targetname


NPC_target - NPC's target to fire when killed
NPC_target2 - NPC's target to fire when knocked out
NPC_target4 - NPC's target to fire when killed by friendly fire
NPC_type - type of NPC ("Borg" (default), "Xian", etc)
health - starting health (default = 100)

spawnscript - default script to run once spawned (none by default)


usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)
These strings can be used to activate behaviors instead of scripts - these are
checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back
turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id
NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals

delay - after spawned or triggered, how many seconds to wait to spawn the NPC

showhealth - set to 1 to show health bar on this entity when crosshair is over it

teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue

teamuser - only this team can use this NPC


0 - none
1 - red
2 - blue

teamnodmg - team that NPC does not take damage from (turrets and other auto-
defenses that have "alliedTeam" set to this team won't target this NPC)
0 - none
1 - red
2 - blue

"noBasicSounds" - set to 1 to prevent loading and usage of basic sounds (pain,


death, etc)
"noCombatSounds" - set to 1 to prevent loading and usage of combat sounds (anger,
victory, etc.)
"noExtraSounds" - set to 1 to prevent loading and usage of "extra" sounds (chasing
the enemy - detecting them, flanking them... also jedi combat sounds)

NPC_Vehicle

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) NO_PILOT_DIE SUSPENDED x x DROPTOFLOOR


CINEMATIC NOTSOLID STARTINSOLID SHY

NO_PILOT_DIE - die after certain amount of time of not having a pilot


SUSPENDED - Fighters: Don't drop until someone gets in it (this only works as long
as no-nw has *ever* ridden the vehicle, to simulate ships that are suspended-
docked) - note: ships inside trigger_spaces do not drop when unoccupied
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
set NPC_type to vehicle name in vehicles.dat

"dropTime" use with SUSPENDED - if set, the vehicle will drop straight down for
this number of seconds before flying forward
"dmg" use with NO_PILOT_DIE - delay in milliseconds for ship to explode if no pilot
(default 10000)
"speed" use with NO_PILOT_DIE - distance for pilot to get away from ship after
dismounting before it starts counting down the death timer
"model2" - if the vehicle can have a droid (has "*droidunit" tag), this NPC will be
spawned and placed there - note: game will automatically use the one specified in
the .veh file (if any) or, absent that, it will use an R2D2 or R5D2 NPC)

showhealth - set to 1 to show health bar on this entity when crosshair is over it

teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue

teamuser - only this team can use this NPC


0 - none
1 - red
2 - blue

teamnodmg - team that NPC does not take damage from (turrets and other auto-
defenses that have "alliedTeam" set to this team won't target this NPC)
0 - none
1 - red
2 - blue

NPC_spawner

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)


NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

targetname - name this NPC goes by for targetting


target - NPC will fire this when it spawns it's last NPC (should this be when the
last NPC it spawned dies?)

If targeted, will only spawn a NPC when triggered


count - how many NPCs to spawn (only if targetted) default = 1

NPC_type - the name of the NPC (from NPCs.cfg or a from .npc file)

NPC_targetname - NPC's targetname AND script_targetname


NPC_target - NPC's target to fire when killed
health - starting health (default = 100)
playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
TEAM_FREE (none) = 0
TEAM_RED = 1
TEAM_BLUE = 2
TEAM_GOLD = 3
TEAM_GREEN = 4
TEAM_STARFLEET = 5
TEAM_BORG = 6
TEAM_SCAVENGERS = 7
TEAM_STASIS = 8
TEAM_NPCS = 9
TEAM_HARVESTER, = 10
TEAM_FORGE = 11
enemyTeam - Who to shoot (all but own if not set)

spawnscript - default script to run once spawned (none by default)


usescript - default script to run when used (none by default)
awakescript - default script to run once awoken (none by default)
angerscript - default script to run once angered (none by default)
painscript - default script to run when hit (none by default)
fleescript - default script to run when hit and below 50% health (none by default)
deathscript - default script to run when killed (none by default)

These strings can be used to activate behaviors instead of scripts - these are
checked
first and so no scripts should be names with these names:
default - 0: whatever
idle - 1: Stand around, do abolutely nothing
roam - 2: Roam around, collect stuff
walk - 3: Crouch-Walk toward their goals
run - 4: Run toward their goals
standshoot - 5: Stay in one spot and shoot- duck when neccesary
standguard - 6: Wait around for an enemy
patrol - 7: Follow a path, looking for enemies
huntkill - 8: Track down enemies and kill them
evade - 9: Run from enemies
evadeshoot - 10: Run from enemies, shoot them if they hit you
runshoot - 11: Run to your goal and shoot enemy when possible
defend - 12: Defend an entity or spot?
snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back
turned
combat - 14: Attack, evade, use cover, move about, etc. Full combat AI - id
NPC code
medic - 15: Go for lowest health buddy, hide and heal him.
takecover - 16: Find nearest cover from enemies
getammo - 17: Go get some ammo
advancefight - 18: Go somewhere and fight along the way
face - 19: turn until facing desired angles
wait - 20: do nothing
formation - 21: Maintain a formation
crouch - 22: Crouch-walk toward their goals

delay - after spawned or triggered, how many seconds to wait to spawn the NPC

NPC_Kyle

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER


DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY

CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)


NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Lando (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Jan (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Luke (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
SHY

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_MonMothma (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Tavion

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID


STARTINSOLID SHY
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Tavion_New

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING


CINEMATIC NOTSOLID STARTINSOLID SHY

Has a red lightsaber and force powers, uses her saber style from JK2

SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses
dual saber style and occasionally attacks with Scepter
SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong
style
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Alora

Arguments: (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY

Lightsaber and level 2 force powers, 300 health

DUAL - Dual sabers and level 3 force powers, 500 health


CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Reborn_New (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) DUAL STAFF WEAK x CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY

Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-
length red saber, 200 health.

DUAL - Use 2 shorter sabers


STAFF - Uses a saber staff
WEAK - Is a bit less tough
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
NPC_Cultist_Saber (1 0 0)

Arguments: (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY

Uses a saber and no force powers. 100 health.

default fencer uses fast style - weak, but can attack rapidly. Good defense.

MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one
blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this
spawnflag alone or in combination with any *one* of the previous 3 spawnflags)

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Cultist_Saber_Powers(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY

Uses a saber and has a couple low-level powers. 150 health.

default fencer uses fast style - weak, but can attack rapidly. Good defense.

MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one
blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - can throw their saber (level 2) - reduces their defense some (can use this
spawnflag alone or in combination with any *one* of the previous 3 spawnflags)

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Cultist(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC
NOTSOLID STARTINSOLID SHY

Cultist uses a blaster and force powers. 40 health.

SABER - Uses a saber and no force powers


GRIP - Uses no weapon and grip, push and pull
LIGHTNING - Uses no weapon and lightning and push
DRAIN - Uses no weapons and drain and push
CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Cultist_Commando(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
SHY

Cultist uses dual blaster pistols and force powers. 40 health.

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Cultist_Destroyer(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
SHY

Cultist has no weapons, runs up to you chanting & building up a Force Destruction
blast - when gets to you, screams & explodes

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Reelo(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Galak(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

MECH - will be the armored Galak

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Desann(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
SHY

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Bartender(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_MorganKatarn(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Jedi(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) TRAINER x x x CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY

TRAINER - Special Jedi- instructor


CEILING - Sticks to the ceiling until he sees an enemy or takes pain
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Ally Jedi NPC Buddy - tags along with player


NPC_Prisoner(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Rebel(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Stormtrooper(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR
CINEMATIC NOTSOLID STARTINSOLID SHY

30 health, blaster

OFFICER - 60 health, flechette


COMMANDER - 60 health, heavy repeater
ALTOFFICER - 60 health, alt-fire flechette (grenades)
ROCKET - 60 health, rocket launcher

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Snowtrooper(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

30 health, blaster

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Tie_Pilot(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

30 health, blaster

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Ugnaught(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Jawa(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

ARMED - starts with the Jawa gun in-hand

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Gran(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC
NOTSOLID STARTINSOLID SHY

Uses grenade

SHOOTER - uses blaster instead of


BOXER - uses fists only
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Rodian(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC
NOTSOLID STARTINSOLID SHY

BLASTER uses a blaster instead of sniper rifle, different skin


NO_HIDE (only applicable with snipers) does not duck and hide between shots
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Weequay(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Trandoshan(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Tusken(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Noghri(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_SwampTrooper(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

REPEATER - Swaptrooper who uses the repeater


DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Imperial(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC
NOTSOLID STARTINSOLID SHY

Greyshirt grunt, uses blaster pistol, 20 health.

OFFICER - Brownshirt Officer, uses blaster rifle, 40 health


COMMANDER - Blackshirt Commander, uses rapid-fire blaster rifle, 80 healt

"message" - if a COMMANDER, turns on his key surface. This is the name of the key
you get when you walk over his body. This must match the "message" field of the
func_security_panel you want this key to open. Set to "goodie" to have him
carrying a goodie key that player can use to operate doors with "GOODIE" spawnflag.

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_ImpWorker(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_BespinCop(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Reborn(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC
NOTSOLID STARTINSOLID SHY

Default Reborn is A poor lightsaber fighter, acrobatic and uses no force powers.
Yellow saber, 40 health.

FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic.
Purple saber, 75 health.
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers.
Yellow saber, 100 health.
ACROBAT - quite acrobatic, but not the best lightsaber fighter and uses no force
powers. Red saber, 100 health.
BOSS - quite acrobatic, good lightsaber fighter and uses force powers. Orange
saber, 150 health.

NOTE: Saber colors are temporary until they have different by skins to tell them
apart

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_ShadowTrooper(1 0 0)

Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
SHY

CEILING - Sticks to the ceiling until he sees an enemy or takes pain


CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Murjj
Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID
STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Swamp

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Howler

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_MineMonster

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Claw

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Glider

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Flier2

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Lizard

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Fish

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Wampa

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) WANDER SEARCH x x DROPTOFLOOR


CINEMATIC NOTSOLID STARTINSOLID SHY

WANDER - When I don't have an enemy, I'll just wander the waypoint network
aimlessly
SEARCH - When I don't have an enemy, I'll go back and forth between the nearest
waypoints, looking for enemies
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Monster_Rancor

Arguments: (1 0 0) (-30 -30 -24) (30 30 104) x x x x DROPTOFLOOR CINEMATIC


NOTSOLID STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Droid_Interrogator

Arguments: (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Droid_Probe

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Imperial Probe Droid - the multilegged floating droid that Han and Chewie shot on
the ice planet Hoth

NPC_Droid_Mark1

Arguments: (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Big walking droid

NPC_Droid_Mark2

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Small rolling droid with one gun.

NPC_Droid_ATST

Arguments: (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC


NOTSOLID STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NPC_Droid_Remote

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Remote Droid - the floating round droid used by Obi Wan to train Luke about the
force while on the Millenium Falcon.

NPC_Droid_Seeker

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Seeker Droid - floating round droids that shadow troopers spawn

NPC_Droid_Sentry

Arguments: (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun
turrets

NPC_Droid_Gonk

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land
crawler, walking around talking to itself.

NOTARGET by default

NPC_Droid_Mouse

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID


STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled
at it and it backed up and ran away.

NOTARGET by default

NPC_Droid_R2D2

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC


NOTSOLID STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

R2D2 Droid - you probably know this one already.

NOTARGET by default

NPC_Droid_R5D2

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR


CINEMATIC NOTSOLID STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
ALWAYSDIE - won't go into spinning zombie AI when at low health.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad
motivator, and they took R2D2 instead.

NOTARGET by default

NPC_Droid_Protocol

Arguments: (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC


NOTSOLID STARTINSOLID SHY

DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below
it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy

NOTARGET by default

[edit] FX

FX entities allow maps to have additional special effects or to call on external


scripts to perform various actions. You can view a list of the effects included
with Jedi Academy on the Reference:Effects page.

fx_runner

Arguments: (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF ONESHOT DAMAGE

Runs the specified effect, can also be targeted at an info_notnull to orient the
effect

STARTOFF - effect starts off, toggles on/off when used


ONESHOT - effect fires only when used
DAMAGE - does radius damage around effect every "delay" milliseonds

"fxFile" - name of the effect file to play


"target" - direction to aim the effect in, otherwise defaults to up
"target2" - uses its target2 when the fx gets triggered
"delay" - how often to call the effect, don't over-do this ( default 200 )
"random" - random amount of time to add to delay, ( default 0, 200 = 0ms to
200ms )
"splashRadius" - only works when damage is checked ( default 16 )
"splashDamage" - only works when damage is checked ( default 5 )
"soundset" - bmodel set to use, plays start sound when toggled on, loop
sound while on ( doesn't play on a oneshot), and a stop sound when turned off

fx_spacedust

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

This world effect will spawn space dust globally into the level.

"count" the number of snow particles (default of 1000)

fx_snow

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

This world effect will spawn snow globally into the level.

"count" the number of snow particles (default of 1000)

fx_rain

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

This world effect will spawn rain globally into the level.

"count" the number of rain particles (default of 500)

[edit] Other

worldspawn
Arguments: (0 0 0) ?

Every map should have exactly one worldspawn.


"music" music wav file
"gravity" 800 is default gravity
"message" Text to print during connection process

BSP Options
"gridsize" size of lighting grid to "X Y Z". default="64 64 128"
"ambient" scale of global light (from _color)
"fog" shader name of the global fog texture - must include the full path,
such as "textures/rj/fog1"
"distancecull" value for vis for the maximum viewing distance
"chopsize" value for bsp on the maximum polygon / portal size
"ls_Xr" override lightstyle X with this pattern for Red.
"ls_Xg" green (valid patterns are "a-z")
"ls_Xb" blue (a is OFF, z is ON)

"fogstart" override fog start distance and force linear


"radarrange" for Siege/Vehicle radar - default range is 2500

terrain

Arguments: (1.0 1.0 1.0) ? NOVEHDMG

NOVEHDMG - don't damage vehicles upon impact with this terrain

Terrain entity
It will stretch to the full height of the brush

numPatches - integer number of patches to split the terrain brush into (default
200)
terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8)
seed - integer seed for random terrain generation (default 0)
textureScale - float scale of texture (default 0.005)
heightmap - name of heightmap data image to use, located in heightmaps/*.png. (must
be PNG format)
terrainDef - defines how the game textures the terrain (file is
base/ext_data/rmg/*.terrain - default is grassyhills)
instanceDef - defines which bsp instances appear
miscentDef - defines which client models spawn on the terrain (file is
base/ext_data/rmg/*.miscents)
densityMap - how dense the client models are packed

shooter_blaster

Arguments: (1 0 0) (-16 -16 -16) (16 16 16)

Fires at either the target or the current direction.


"random" is the number of degrees of deviance from the taget. (1.0 default)

path_corner

Arguments: (.5 .3 0) (-8 -8 -8) (8 8 8)


Train path corners.
Target: next path corner and other targets to fire
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner

emplaced_gun

Arguments: (0 0 1) (-30 -20 8) (30 20 60) CANRESPAWN

count - if CANRESPAWN spawnflag, decides how long it is before gun respawns (in
ms)
constraint - number of degrees gun is constrained from base angles on each side
(default 60.0)

showhealth - set to 1 to show health bar on this entity when crosshair is over it

teamowner - crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue

alliedTeam - team that can use this


0 - any
1 - red
2 - blue

teamnodmg - team that turret does not take damage from or do damage to
0 - none
1 - red
2 - blue

point_combat

Arguments: (0.7 0 0.7) (-16 -16 -24) (16 16 32) DUCK FLEE INVESTIGATE SQUAD LEAN
SNIPE

NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point

DUCK - NPC will duck and fire from this point, NOT IMPLEMENTED?
FLEE - Will choose this point when running
INVESTIGATE - Will look here if a sound is heard near it
SQUAD - NOT IMPLEMENTED
LEAN - Lean-type cover, NOT IMPLEMENTED
SNIPE - Snipers look for these first, NOT IMPLEMENTED

Light elements are used to place and configure the lights that will illuminate a
map.

lightJunior

Arguments: (0 0.7 0.3) (-8 -8 -8) (8 8 8) nonlinear angle negative_spot


negative_point

Non-displayed light that only affects dynamic game models, but does not contribute
to lightmaps
"light" overrides the default 300 intensity.
Nonlinear checkbox gives inverse square falloff instead of linear
Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"fade" falloff/radius adjustment value. multiply the run of the slope by "fade"
(1.0f default) (only valid for "Linear" lights) (wolf)

light

Arguments: (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence START_OFF

Non-displayed light.
"light" overrides the default 300 intensity. - affects size
a negative "light" will subtract the light's color
'Linear' checkbox gives linear falloff instead of inverse square
'noIncidence' checkbox makes lighting smoother
Lights pointed at a target will be spotlights.
"radius" overrides the default 64 unit radius of a spotlight at the target point.
"scale" multiplier for the light intensity - does not affect size (default 1)
greater than 1 is brighter, between 0 and 1 is dimmer.
"color" sets the light's color
"targetname" to indicate a switchable light - NOTE that all lights with the same
targetname will be grouped together and act as one light (ie: don't mix colors,
styles or start_off flag)
"style" to specify a specify light style, even for switchable lights!
"style_off" light style to use when switched off (Only for switchable lights)

1 FLICKER (first variety)


2 SLOW STRONG PULSE
3 CANDLE (first variety)
4 FAST STROBE
5 GENTLE PULSE 1
6 FLICKER (second variety)
7 CANDLE (second variety)
8 CANDLE (third variety)
9 SLOW STROBE (fourth variety)
10 FLUORESCENT FLICKER
11 SLOW PULSE NOT FADE TO BLACK
12 FAST PULSE FOR JEREMY
13 Test Blending

ref_tag

Arguments: (0.5 0.5 1) (-8 -8 -8) (8 8 8)

Reference tags which can be positioned throughout the level.


These tags can later be refered to by the scripting system
so that their origins and angles can be referred to.

If you set angles on the tag, these will be retained.

If you target a ref_tag at an entity, that will set the ref_tag's


angles toward that entity.
If you set the ref_tag's ownername to the ownername of an entity,
it makes that entity is the owner of the ref_tag. This means
that the owner, and only the owner, may refer to that tag.

Tags may not have the same name as another tag with the same
owner. However, tags with different owners may have the same
name as one another. In this way, scripts can generically
refer to tags by name, and their owners will automatically
specifiy which tag is being referred to.

targetname - the name of this tag


ownername - the owner of this tag
target - use to point the tag at something for angles

ref_tag_huge

Arguments: (0.5 0.5 1) (-128 -128 -128) (128 128 128)

SAME AS ref_tag, JUST BIGGER SO YOU CAN SEE THEM IN EDITOR ON HUGE MAPS!

Reference tags which can be positioned throughout the level.


These tags can later be refered to by the scripting system
so that their origins and angles can be referred to.

If you set angles on the tag, these will be retained.

If you target a ref_tag at an entity, that will set the ref_tag's


angles toward that entity.

If you set the ref_tag's ownername to the ownername of an entity,


it makes that entity is the owner of the ref_tag. This means
that the owner, and only the owner, may refer to that tag.

Tags may not have the same name as another tag with the same
owner. However, tags with different owners may have the same
name as one another. In this way, scripts can generically
refer to tags by name, and their owners will automatically
specifiy which tag is being referred to.

targetname - the name of this tag


ownername - the owner of this tag
target - use to point the tag at something for angles

Retrieved from "http://holonet.antarat.com/wiki/index.php?title=Reference:Entities"

Categories: Development | Mapping | References | Entities


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