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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_*****
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.
item_shield_sm_instant
item_medpak_instant
item_seeker
item_shield
Portable shield
item_medpac
item_medpac_big
item_binoculars
item_sentry_gun
item_jetpack
Arguments: (.3 .3 1) (-8 -8 -0) (8 8 16) suspended
Do not place.
item_healthdisp
item_ammodisp
item_eweb_holdable
item_seeker
item_force_enlighten_light
Adds one rank to all Force powers temporarily. Only light jedi can use.
item_force_enlighten_dark
Adds one rank to all Force powers temporarily. Only dark jedi can use.
item_force_boon
item_ysalimari
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
weapon_melee
weapon_saber
weapon_bryar_pistol
weapon_concussion_rifle
weapon_bryar_pistol_old
weapon_blaster
weapon_disruptor
weapon_bowcaster
Arguments: (.3 .3 1) (-16 -16 -16) (16 16 16) suspended
weapon_repeater
weapon_demp2
weapon_flechette
weapon_rocket_launcher
weapon_thermal
weapon_trip_mine
weapon_det_pack
weapon_emplaced
[edit] Ammo
ammo_force
ammo_blaster
ammo_powercell
Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic
Pulse (demp2 ) guns
ammo_metallic_bolts
Ammo for Imperial Heavy Repeater and the Golan Arms Flechette
ammo_rockets
ammo_thermal
ammo_tripmine
ammo_detpack
ammo_all
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
team_CTF_neutralflag
team_CTF_redplayer
team_CTF_blueplayer
team_CTF_redspawn
team_CTF_bluespawn
[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
info_player_duel1
info_player_duel2
info_player_deathmatch
info_player_start
info_player_start_red
INITIAL - The first time a player enters the game, they will be at an 'initial'
spot.
info_player_start_blue
Arguments: (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
INITIAL - The first time a player enters the game, they will be at an 'initial'
spot.
info_player_siegeteam1
info_player_siegeteam2
info_player_intermission
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
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
info_camp
gameplay.
info_null
gameplay.
info_notnull
[edit] Misc
Misc entities cover many tasks, including teleports, cameras, and various
interactive map objects.
misc_teleporter_dest
misc_model
misc_model_static
misc_G2model
misc_portal_surface
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
The target for a misc_portal_director. You can set either angles or target another
entity to
misc_bsp
misc_skyportal_orient
misc_skyportal
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
misc_ammo_floor_unit
model="/models/items/a_pwr_converter.md3"
Gives generic ammo when used
misc_shield_floor_unit
model="/models/items/a_shield_converter.md3"
Gives shield energy when used.
misc_model_shield_power_converter
model="models/items/psd_big.md3"
Gives shield energy when used.
misc_model_ammo_power_converter
model="models/items/power_converter.md3"
Gives ammo energy when used.
misc_model_health_power_converter
model="models/items/power_converter.md3"
Gives ammo energy when used.
"count" - the amount of ammo given when used (default 200)
misc_maglock
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
misc_weapon_shooter
"target" - what to aim at (will update aim every frame if it's a moving target)
misc_weather_zone
Arguments: (0 .5 .8) ?
Determines a region to check for weather contents - will significantly reduce load
time
misc_turret
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)
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
Turret that hangs from the ceiling, will aim and shoot at enemies
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)
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)
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
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!
[edit] Funcs
Func entities are tied to brushes, they describe brushes and allow them to move,
among other things.
func_door
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
Plats are always drawn in the extended position so they will light correctly.
func_button
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.
func_train
func_static
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
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.
"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.
func_bobbing
func_pendulum
func_breakable
When destroyed, fires it's trigger and chunks and plays sound "noise" or sound for
type if no noise specified
"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.
func_glass
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
func_wall
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
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
[edit] Waypoints
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)
waypoint_small
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
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:
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
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:
waypoint_navgoal_4
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:
You CANNOT set a radius on these navgoals, they are touch-reach ONLY
waypoint_navgoal_2
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:
You CANNOT set a radius on these navgoals, they are touch-reach ONLY
waypoint_navgoal_1
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
info_siege_objective
info_siege_radaricon
info_siege_decomplete
target_siege_end
misc_siege_item
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
"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
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
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
trigger_always
trigger_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
trigger_teleport
Arguments: (.5 .5 .5) ? SPECTATOR
trigger_hurt
trigger_space
trigger_shipboundary
causes vehicle to turn toward target and travel in that direction for a set time
when hit.
trigger_hyperspace
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
trigger_asteroid_field
[edit] Target
target_give
target_remove_powerups
target_delay
target_score
target_print
target_speaker
target_laser
When triggered, fires a laser. You can either set a target or a direction.
target_teleporter
target_relay
target_kill
target_position
target_location
target_counter
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
Randomly fires off only one of it's targets each time used
target_scriptrunner
target_deactivate
target_level_change
target_play_music
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
target_push
NPC entities allow maps to spawn and manage NPCs (including vehicles).
NPC_spawner
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
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
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_Vehicle
"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
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
NPC_type - the name of the NPC (from NPCs.cfg or a from .npc file)
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
NPC_Lando (1 0 0)
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)
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
NPC_MonMothma (1 0 0)
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
NPC_Tavion_New
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
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.
Arguments: (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY
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)
NPC_Cultist_Saber_Powers(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID
STARTINSOLID SHY
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)
NPC_Cultist(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC
NOTSOLID STARTINSOLID SHY
NPC_Cultist_Commando(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
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
NPC_Reelo(1 0 0)
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
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
NPC_Bartender(1 0 0)
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)
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
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)
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
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)
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)
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)
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
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
NPC_Rodian(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC
NOTSOLID STARTINSOLID SHY
NPC_Weequay(1 0 0)
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)
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
NPC_Imperial(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC
NOTSOLID STARTINSOLID SHY
"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)
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)
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
NPC_ShadowTrooper(1 0 0)
Arguments: (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID
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
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
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
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
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
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
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
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
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
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
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
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
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
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_Mark2
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_ATST
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
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
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_Sentry
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
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
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
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
NPC_Droid_R5D2
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
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_runner
Runs the specified effect, can also be targeted at an info_notnull to orient the
effect
fx_spacedust
This world effect will spawn space dust globally into the level.
fx_snow
This world effect will spawn snow globally into the level.
fx_rain
This world effect will spawn rain globally into the level.
[edit] Other
worldspawn
Arguments: (0 0 0) ?
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)
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
path_corner
emplaced_gun
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
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
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
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
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)
ref_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.
ref_tag_huge
SAME AS ref_tag, JUST BIGGER SO YOU CAN SEE THEM IN EDITOR ON HUGE MAPS!
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.
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