Quake 2 Entities

Quake 2 Entities

This is a combination of the BSP entities list and what I gleaned from the Quake 2 source that John Carmack recently released. At this point, use it to get an idea of what you're in for as a level designer. :)


ammo_shells (50 cells) ammo_bullets (50 bullets) ammo_cells (50 cells) ammo_grenades (5 grenades) ammo_rockets (5 rockets) ammo_slugs (10 slugs) There are no spawnflags for a large box, like there were for nails in Quake 1. While these are small items on screen, their dimensions are 32x32x32, which is why you never see two boxes sitting right along side each other, as you did in Quake. func_areaportal This is a non-visible object that divides the world into areas that are seperated when this portal is not activated. Usually enclosed in the middle of a door. func_clock TIMER_UP - run for "count" seconds and the fire "pathtarget" TIMER_DOWN - run for "count" seconds and the fire "pathtarget" START_OFF MULTI_USE target - a target_string with this The default is to be a time of day clock If START_OFF, this entity must be used before it starts "style" 0 "xx" 1 "xx:xx" 2 "xx:xx:xx" func_conveyor START_ON TOGGLE speed - default 100 Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled. 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). CRUSHER NOMONSTER - monsters will not trigger this door ANIMATED TOGGLE - wait in both the start and end states for a trigger event. ANIMATED_FAST "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy func_door_rotating 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). REVERSE - will cause the door to rotate in the opposite direction. CRUSHER NOMONSTER - monsters will not trigger this door ANIMATED TOGGLE - causes the door to wait in both the start and end states for a trigger event. X_AXIS Y_AXIS 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. "distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "sounds" 1) silent 2) light 3) medium 4) heavy func_door_secret always_shoot 1st_left 1st_down A secret door. Slide back and then to the side. open_once - doors never closes 1st_left - 1st move is left of arrow 1st_down - 1st move is down from arrow always_shoot - door is shootebale even if targeted "angle" - determines the direction "dmg" - damage to inflic when blocked (default 2) "wait" - how long to hold in the open position (default 5, -1 means hold) func_explosive Trigger_Spawn ANIMATED ANIMATED_FAST health defaults to 100. mass defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. Any brush that you want to explode or break apart. If you want an ex0plosion, set dmg and it will do a radius explosion of that amount at the center of the bursh. If targeted it will not be shootable. func_group Used to group brushes together just for editor convenience. func_killbox Kills everything inside when fired, regardless of protection. func_object TRIGGER_SPAWN ANIMATED ANIMATED_FAST This is solid bmodel that will fall if it's support it removed. func_timer START_ON "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) "delay" - delay before first firing when turned on, default is 0 "pausetime" additional delay used only the very first time and only if spawned with START_ON. These can used but not touched. func_train START_ON TOGGLE BLOCK_STOPS Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. speed (default: 100) dmg (default: 2) noise - looping sound to play when the train is in motion func_wall TRIGGER_SPAWN - the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's way TOGGLE - only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off START_ON - only valid for TRIGGER_SPAWN walls the wall will initially be present ANIMATED ANIMATED_FAST TRIGGER_SPAWN func_water START_OPEN - causes the water to move to its destination when spawned and operate in reverse. func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. "angle" determines the opening direction (up or down only) "speed" movement speed (25 default) "wait" wait before returning (-1 default, -1 = TOGGLE) "lip" lip remaining at end of move (0 default) "sounds" (yes, these need to be changed) 0) no sound 1) water 2) lava info_null Used as a positional target for spotlights, etc. info_notnull Used as a positional target for lightning. info_player_start The normal starting point for a level. info_player_deathmatch potential spawning position for deathmatch games info_player_coop potential spawning position for coop games info_player_intermission The deathmatch intermission point will be at one of these Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll' item_ancient_head Special item that gives +2 to maximum health item_adrenaline gives +1 to maximum health item_armor_body item_armor_combat item_armor_jacket item_armor_shard item_bandolier item_breather item_enviro item_health +10 health item_health_small +2 health item_health_large +25 health item_health_mega +100 health item_invulnerability item_pack item_power_screen item_power_shield item_quad item_silencer key_data_cd key for computer centers key_power_cube TRIGGER_SPAWN NO_TOUCH warehouse circuits key_pyramid key for the entrance of jail3 key_data_spinner key for the city computer key_pass security pass for the security level key_blue_key normal door key - blue key_red_key normal door key - red key_commander_head tank commander's head key_airstrike_target tank commander's head light START_OFF Non-displayed light. Default light value is 300. Default style is 0. If targeted, will toggle between on and off. Default _cone value is 10 (used to set size of light for spotlights) light_mine1 light_mine2 misc_banner The origin is the bottom of the banner. The banner is 128 tall. misc_bigviper This is a large stationary viper as seen in Paul's intro misc_blackhole misc_deadsoldier ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED This is the dead player model. Comes in 6 exciting different poses! misc_eastertank misc_easterchick misc_easterchick2 misc_explobox Large exploding box. You can override its mass (100), health (80), and dmg (150). misc_gib_arm Intended for use with the target_spawner misc_gib_leg Intended for use with the target_spawner misc_gib_head Intended for use with the target_spawner misc_insane Ambush Trigger_Spawn CRAWL CRUCIFIED STAND_GROUND ALWAYS_STAND misc_satellite_dish misc_strogg_ship This is a Storgg ship for the flybys. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. "speed" How fast it should fly misc_teleporter Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object. misc_teleporter_dest Point teleporters at these. misc_viper This is the Viper for the flyby bombing. It is trigger_spawned, so you must have something use it for it to show up. There must be a path for it to follow once it is activated. "speed" How fast the Viper should fly misc_viper_bomb "dmg" how much boom should the bomb make? monster_berserk Ambush Trigger_Spawn Sight monster_boss2 Ambush Trigger_Spawn Sight monster_boss3_stand Just stands and cycles in one place until targeted, then teleports away. monster_jorg Ambush Trigger_Spawn Sight monster_makron Ambush Trigger_Spawn Sight monster_brain Ambush Trigger_Spawn Sight monster_chick Ambush Trigger_Spawn Sight monster_flipper Ambush Trigger_Spawn Sight monster_floater Ambush Trigger_Spawn Sight monster_flyer Ambush Trigger_Spawn Sight monster_gladiator Ambush Trigger_Spawn Sight monster_gunner Ambush Trigger_Spawn Sight monster_hover Ambush Trigger_Spawn Sight monster_infantry Ambush Trigger_Spawn Sight monster_medic Ambush Trigger_Spawn Sight monster_mutant Ambush Trigger_Spawn Sight monster_parasite Ambush Trigger_Spawn Sight monster_soldier_light Ambush Trigger_Spawn Sight monster_soldier Ambush Trigger_Spawn Sight monster_soldier_ss Ambush Trigger_Spawn Sight monster_supertank Ambush Trigger_Spawn Sight monster_tank Ambush Trigger_Spawn Sight monster_tank_commander Ambush Trigger_Spawn Sight monster_commander_body Not really a monster, this is the Tank Commander's decapitated body. There should be a item_commander_head that has this as it's target. point_combat Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here. path_corner TELEPORT Target: next path corner Pathtarget: gets used when an entity that has this path_corner targeted touches it target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP jump in set direction upon reaching this target SHOOT take a single shot at the pathtarget ATTACK attack pathtarget until it or actor is dead HOLD BRUTAL JUMP ATTACK "target" next target_actor "pathtarget" target of any action to be taken at this point "wait" amount of time actor should pause at this point "message" actor will "say" this to the player for JUMP only: "speed" speed thrown forward (default 200) "height" speed thrown upwards (default 200) target_blaster NOTRAIL NOEFFECTS Fires a blaster bolt in the set direction when triggered. dmg default is 15 speed default is 1000 target_crosslevel_target trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work. "delay" delay before using targets if the trigger has been activated (default 1) target_crosslevel_trigger trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work. target_changelevel Changes level to "map" when fired target_character used with target_string (must be on same "team") "count" is position in the string (starts at 1) target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) When triggered, this initiates a level-wide earthquake. All players and monsters are affected. "speed" severity of the quake (default:200) "count" duration of the quake (default:5) target_explosion Spawns an explosion temporary entity when used. "delay" wait this long before going off "dmg" how much radius damage should be done, defaults to 0 target_goal Counts a goal completed. target_help help1 When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars. target_laser START_ON RED GREEN BLUE YELLOW ORANGE FAT When triggered, fires a laser. You can either set a target or a direction. target_lightramp TOGGLE speed How many seconds the ramping will take message two letters; starting lightlevel and ending lightlevel target_secret Counts a secret found. target_spawner Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels. For monsters: Set direction to the facing you want it to have. For gibs: Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped target_speaker looped-on looped-off reliable "noise" wav file to play "attenuation" -1 = none, send to whole level 1 = normal fighting sounds 2 = idle sound level 3 = ambient sound level "volume" 0.0 to 1.0 Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers. Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off. Multiple identical looping sounds will just increase volume without any speed cost. target_splash Creates a particle splash effect when used. Set "sounds" to one of the following: 1) sparks 2) blue water 3) brown water 4) slime 5) lava 6) blood "count" how many pixels in the splash "dmg" if set, does a radius damage at this location when it splashes useful for lava/sparks target_temp_entity Fire an origin based temp entity event to the clients. "style" type byte trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) This trigger will always fire. It is activated by the world. turret_base (0 0 0) ? This portion of the turret changes yaw only. MUST be teamed with a turret_breach. turret_breach (0 0 0) ? This portion of the turret can change both pitch and yaw. The model should be made with a flat pitch. It (and the associated base) need to be oriented towards 0. Use "angle" to set the starting angle. "speed" default 50 "dmg" default 10 "angle" point this forward "target" point this at an info_notnull at the muzzle tip "minpitch" min acceptable pitch angle : default -30 "maxpitch" max acceptable pitch angle : default 30 "minyaw" min acceptable yaw angle : default 0 "maxyaw" max acceptable yaw angle : default 360 trigger_counter nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. turret_driver (1 .5 0) (-16 -16 -24) (16 16 32) Must NOT be on the team with the rest of the turret parts. Instead it must target the turret_breach. trigger_elevator trigger_gravity Changes the touching entites gravity to the value of "gravity". 1.0 is standard gravity for the level. trigger_hurt START_OFF TOGGLE SILENT NO_PROTECTION SLOW Any entity that touches this will be hurt. It does dmg points of damage each server frame SILENT supresses playing the sound SLOW changes the damage rate to once per second NO_PROTECTION *nothing* stops the damage "dmg" default 5 (whole numbers only) trigger_key A relay trigger that only fires it's targets if player has the proper key. Use "item" to specify the required key, for example "key_data_cd" trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards trigger_multiple MONSTER NOT_PLAYER TRIGGERED Variable sized repeatable trigger. Must be targeted at one or more entities. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) sounds 1)secret 2)beep beep 3)large switch set "message" to text string trigger_once TRIGGERED Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If TRIGGERED, this trigger must be triggered before it is live. sounds 1) secret 2) beep beep 3) large switch "message" string to be displayed when triggered trigger_push PUSH_ONCE Pushes the player "speed" defaults to 1000 trigger_relay This fixed size trigger cannot be touched, it can only be fired by other events. target_string viewthing Just for the debugging level. Don't use weapon_shotgun weapon_supershotgun weapon_machinegun weapon_chaingun weapon_grenadelauncher weapon_rocketlauncher weapon_hyperblaster weapon_railgun weapon_bfg