Game Entities and Spawns
Aranud edited this page May 6, 2020
·
1 revision
Notice: This page is under construction! We just did notice many spawn functions are just not documented very well
Legend | |
---|---|
() | new in ET: Legacy |
(?) | present in ET 2.60b but was somehow enhanced in ET: Legacy |
-- | this feature is not different in ET 2.60b and ET: Legacy |
Info entities don't do anything at all, but provide positional information for things controlled by other processes
Spawn | Function | Description | Keys | Spawnflags | ET:L specific |
---|---|---|---|---|---|
info_player_start | SP_info_player_start | (1 0 0) (-18 -18 -24) (18 18 48) Equivelant to info_player_deathmatch | Your text here... | Your text here... | -- |
info_player_checkpoint | SP_info_player_checkpoint | (1 0 0) (-16 -16 -24) (16 16 32) a b c d These are start points /after/ the level start the letter (a b c d) designates the checkpoint that needs to be complete in order to use this start position | Your text here... | Your text here... | -- |
info_player_deathmatch | SP_info_player_deathmatch | (1 0 1) (-18 -18 -24) (18 18 48) potential spawning position for deathmatch games. 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. If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull) | Your text here... | Your text here... | -- |
info_player_intermission | SP_info_player_intermission | (1 0 1) (-16 -16 -24) (16 16 32) AXIS ALLIED The intermission will be viewed from this point. Target an info_notnull for the view direction. | Your text here... | Your text here... | -- |
info_null | SP_info_null | (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. | Your text here... | Your text here... | -- |
info_notnull | SP_info_notnull | use target_position instead | Your text here... | Your text here... | -- |
info_notnull_big | SP_info_notnull | use target_position instead | Your text here... | Your text here... | -- |
info_camp | SP_info_camp | (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. | Your text here... | Your text here... | -- |
Spawn | Function | Description | Keys | Spawnflags | ET:L specific |
---|---|---|---|---|---|
func_debris | SP_func_debris | debris test | Your text here... | Your text here... | -- |
func_plat | SP_func_plat | Your text here... | (0 .5 .8) ? Plats are always drawn in the extended position so they will light correctly. | Your text here... | -- |
func_button | SP_func_button | (0 .5 .8) ? x x x TOUCH x x STAYOPEN 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. | Your text here... | Your text here... | -- |
func_explosive | SP_func_explosive | (0 .5 .8) ? START_INVIS TOUCHABLE USESHADER LOWGRAV NOBLOCKAAS TANK Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the brush. | Your text here... | Your text here... | -- |
func_door | SP_func_door | Your text here... | Your text here... | Your text here... | -- |
func_static | SP_func_static | Your text here... | Your text here... | Your text here... | -- |
func_leaky | SP_func_leaky | Your text here... | Your text here... | Your text here... | -- |
func_rotating | SP_func_rotating | Your text here... | Your text here... | Your text here... | -- |
func_bobbing | SP_func_bobbing | Your text here... | Your text here... | Your text here... | -- |
func_pendulum | SP_func_pendulum | Your text here... | Your text here... | Your text here... | -- |
func_train | SP_func_train | Your text here... | Your text here... | Your text here... | -- |
func_group | SP_info_null | Your text here... | Your text here... | Your text here... | -- |
func_train_rotating | SP_func_train_rotating | Your text here... | Your text here... | Your text here... | -- |
func_secret | SP_func_secret | Your text here... | Your text here... | Your text here... | -- |
func_door_rotating | SP_func_door_rotating | Your text here... | Your text here... | Your text here... | -- |
func_timer | SP_func_timer | it's a trigger ... rename trigger_timer? | Your text here... | Your text here... | -- |
func_invisible_user | SP_func_invisible_user | Your text here... | Your text here... | Your text here... | -- |
// info entities don't do anything at all, but provide positional
// information for things controlled by other processes
{ "info_player_start", SP_info_player_start },
{ "info_player_checkpoint", SP_info_player_checkpoint },
{ "info_player_deathmatch", SP_info_player_deathmatch },
{ "info_player_intermission", SP_info_player_intermission },
{ "info_null", SP_info_null },
{ "info_notnull", SP_info_notnull }, // use target_position instead
{ "info_notnull_big", SP_info_notnull }, // use target_position instead
{ "info_camp", SP_info_camp },
// debris test
{ "func_debris", SP_func_debris },
// ===================
{ "func_plat", SP_func_plat },
{ "func_button", SP_func_button },
{ "func_explosive", SP_func_explosive },
{ "func_door", SP_func_door },
{ "func_static", SP_func_static },
{ "func_leaky", SP_func_leaky },
{ "func_rotating", SP_func_rotating },
{ "func_bobbing", SP_func_bobbing },
{ "func_pendulum", SP_func_pendulum },
{ "func_train", SP_func_train },
{ "func_group", SP_info_null },
{ "func_train_rotating", SP_func_train_rotating },
{ "func_secret", SP_func_secret },
{ "func_door_rotating", SP_func_door_rotating },
{ "func_timer", SP_func_timer }, // rename trigger_timer?
{ "func_invisible_user", SP_func_invisible_user },
// Triggers are brush objects that cause an effect when contacted
// by a living player, usually involving firing targets.
// While almost everything could be done with
// a single trigger class and different targets, triggered effects
// could not be client side predicted (push and teleport).
{ "trigger_always", SP_trigger_always },
{ "trigger_multiple", SP_trigger_multiple },
{ "trigger_push", SP_trigger_push },
{ "trigger_teleport", SP_trigger_teleport },
{ "trigger_hurt", SP_trigger_hurt },
// Wolf triggers
{ "trigger_concussive_dust", SP_trigger_concussive_dust },
{ "trigger_once", SP_trigger_once },
{ "trigger_heal", SP_trigger_heal },
{ "trigger_ammo", SP_trigger_ammo },
// adding the model things to go with the triggers
{ "misc_cabinet_health", SP_misc_cabinet_health },
{ "misc_cabinet_supply", SP_misc_cabinet_supply },
// targets perform no action by themselves, but must be triggered
// by another entity
{ "target_give", SP_target_give },
{ "target_remove_powerups", SP_target_remove_powerups },
{ "target_delay", SP_target_delay },
{ "target_speaker", SP_target_speaker },
{ "target_print", SP_target_print },
{ "target_laser", SP_target_laser },
{ "target_score", SP_target_score },
{ "target_teleporter", SP_target_teleporter },
{ "target_relay", SP_target_relay },
{ "target_kill", SP_target_kill },
{ "target_position", SP_target_position },
{ "target_location", SP_target_location },
{ "target_push", SP_target_push },
{ "target_script_trigger", SP_target_script_trigger },
// Wolf targets
{ "target_alarm", SP_target_alarm },
{ "target_counter", SP_target_counter },
{ "target_lock", SP_target_lock },
{ "target_effect", SP_target_effect },
{ "target_fog", SP_target_fog },
{ "target_rumble", SP_target_rumble },
{ "light", SP_light },
{ "lightJunior", SP_lightJunior },
{ "path_corner", SP_path_corner },
{ "path_corner_2", SP_path_corner_2 },
{ "info_train_spline_main", SP_info_train_spline_main },
{ "info_train_spline_control", SP_path_corner_2 },
{ "info_limbo_camera", SP_info_limbo_camera },
{ "misc_teleporter_dest", SP_misc_teleporter_dest },
{ "misc_model", SP_misc_model },
{ "misc_gamemodel", SP_misc_gamemodel },
{ "misc_portal_surface", SP_misc_portal_surface },
{ "misc_portal_camera", SP_misc_portal_camera },
{ "misc_commandmap_marker", SP_misc_commandmap_marker },
{ "misc_vis_dummy", SP_misc_vis_dummy },
{ "misc_vis_dummy_multiple", SP_misc_vis_dummy_multiple },
{ "misc_light_surface", SP_misc_light_surface },
{ "misc_mg42", SP_mg42 },
{ "misc_aagun", SP_aagun },
{ "misc_flak", SP_misc_flak },
{ "misc_firetrails", SP_misc_firetrails },
{ "shooter_rocket", SP_shooter_rocket },
{ "shooter_grenade", SP_shooter_grenade },
{ "shooter_mortar", SP_shooter_mortar },
{ "alarm_box", SP_alarm_box },
{ "team_CTF_redspawn", SP_team_CTF_redspawn },
{ "team_CTF_bluespawn", SP_team_CTF_bluespawn },
{ "team_WOLF_objective", SP_team_WOLF_objective },
{ "team_WOLF_checkpoint", SP_team_WOLF_checkpoint },
{ "target_smoke", SP_target_smoke },
{ "misc_spawner", SP_misc_spawner },
{ "props_box_32", SP_props_box_32 },
{ "props_box_48", SP_props_box_48 },
{ "props_box_64", SP_props_box_64 },
{ "props_smokedust", SP_SmokeDust },
{ "props_dust", SP_Dust },
{ "props_sparks", SP_props_sparks },
{ "props_gunsparks", SP_props_gunsparks },
{ "props_bench", SP_Props_Bench },
{ "props_radio", SP_Props_Radio },
{ "props_chair", SP_Props_Chair },
{ "props_chair_hiback", SP_Props_ChairHiback },
{ "props_chair_side", SP_Props_ChairSide },
{ "props_chair_chat", SP_Props_ChairChat },
{ "props_chair_chatarm", SP_Props_ChairChatArm },
{ "props_damageinflictor", SP_Props_DamageInflictor },
{ "props_locker_tall", SP_Props_Locker_Tall },
{ "props_desklamp", SP_Props_Desklamp },
{ "props_flamebarrel", SP_Props_Flamebarrel },
{ "props_crate_64", SP_crate_64 },
{ "props_flippy_table", SP_Props_Flipping_Table },
{ "props_crate_32", SP_crate_32 },
{ "props_crate_32x64", SP_Props_Crate32x64 },
{ "props_58x112tablew", SP_Props_58x112tablew },
{ "props_radioSEVEN", SP_Props_RadioSEVEN },
{ "props_snowGenerator", SP_props_snowGenerator },
{ "props_decoration", SP_props_decoration },
{ "props_decorBRUSH", SP_props_decorBRUSH },
{ "props_statue", SP_props_statue },
{ "props_statueBRUSH", SP_props_statueBRUSH },
{ "props_skyportal", SP_skyportal },
{ "props_footlocker", SP_props_footlocker },
{ "props_flamethrower", SP_props_flamethrower },
{ "props_decoration_scale", SP_props_decor_Scale },
{ "dlight", SP_dlight },
{ "corona", SP_corona },
{ "trigger_flagonly", SP_trigger_flagonly },
{ "trigger_flagonly_multiple", SP_trigger_flagonly_multiple },
{ "trigger_objective_info", SP_trigger_objective_info },
// scripting
{ "script_model_med", SP_script_model_med },
{ "script_mover", SP_script_mover },
{ "script_multiplayer", SP_script_multiplayer },
{ "func_constructible", SP_func_constructible },
{ "func_brushmodel", SP_func_brushmodel },
{ "misc_beam", SP_misc_beam },
{ "misc_constructiblemarker", SP_misc_constructiblemarker },
{ "target_explosion", SP_target_explosion },
{ "misc_landmine", SP_misc_landmine },
{ "func_fakebrush", SP_func_fakebrush },
© ET: Legacy Team