Copyright: Copyright 1996-98, Valve, LLC. All rights reserved.
Citation: Copyright 1996-98, Valve, LLC. All rights reserved.


Entity Guide Overview

This Entity Guide is divided into seven sections.  Each section begins with an overview that lists all the entities in the section. If you know the name of the entity you are looking for, you may find it easier to use the Index; just type in the entity name.

     Weapons, Ammo, and Items

     Triggers

     Monsters

     info_ entities

     func_ entities

     env_ entities

     Xen Entities

     Miscellaneous

     Scripted Sequences

last updated on october 29 1998


overview of wep n ammo
 Overview of Weapons, Ammo, and Items

ammo_357

ammo_9mmAR

ammo_9mmclip

ammo_ARgrenades

ammo_buckshot

ammo_crossbow

ammo_gaussclip

ammo_rpgclip

weapon_357

weapon_9mmAR

weapon_9mmhandgun

weapon_crossbow

weapon_crowbar

weapon_egon

weapon_gauss

weapon_handgrenade

weapon_hornetgun

weapon_rpg

weapon_satchel

weapon_shotgun

weapon_snark

weapon_tripmine

item_airtank

item_antidote

item_battery

item_healthkit

item_longjump

item_security

item_suit

world_items

   •  Entity Guide Overview


 Overview of Triggers

trigger_auto

trigger_autosave

trigger_camera

trigger_cdaudio

trigger_changelevel

trigger_changetarget

trigger_counter

trigger_endsection

trigger_gravity

trigger_hurt

trigger_monsterjump

trigger_multiple

trigger_once

trigger_push

trigger_relay

trigger_teleport

trigger_transition

   • Entity Guide Overview


 Overview of Monsters

monster_alien_controller

monster_alien_grunt

monster_alien_slave

monster_apache

monster_barnacle

monster_barney

monster_barney_dead

monster_bigmomma

monster_bullchicken

monster_cockroach

monster_flyer_flock

monster_furniture

monster_gargantua

monster_generic

monster_gman

monster_grunt_repel

monster_handgrenade

monster_headcrab

monster_hevsuit_dead

monster_hgrunt_dead

monster_houndeye

monster_human_assassin

monster_human_grunt

monster_ichthyosaur

monster_leach

monster_miniturret

monster_nihilanth

monster_osprey

monster_satchelcharge

monster_scientist

monster_scientist_dead

monster_sentry

monster_sitting_scientist

monster_tentacle

monster_tripmine

monster_turret

monster_zombie

monstermaker

   •  Entity Guide Overview


overview of env
 Overview of env_ entities

env_beam

env_beverage

env_blood

env_bubbles

env_explosion

env_fade

env_funnel

env_global

env_glow

env_laser

env_message

env_render

env_shake

env_shooter

env_sound

env_spark

env_sprite

   •  Entity Guide Overview


overview of func
 Overview of func_ entities

func_breakable

func_button

func_conveyor

func_door

func_door_rotating

func_friction

func_guntarget

func_healthcharge

func_illusionary

func_ladder

func_monsterclip

func_mortar_field

func_pendulum

func_plat

func_platrot

func_pushable

func_recharge

func_rot_button

func_rotating

func_tank

func_tanklaser

func_tankmortar

func_tankrocket

func_trackautochange

func_trackchange

func_tracktrain

func_train

func_traincontrols

func_wall

func_wall_toggle

func_water

   •  Entity Guide Overview


overview of info
 Overview of info_ entities

info_bigmomma

info_intermission

info_landmark

info_node

info_node_air

info_null

info_player_coop

info_player_deathmatch

info_player_start

info_player_start2

info_target

info_teleport_destination

   •  Entity Guide Overview


overview of misc
 Overview of Miscellaneous Entities

aiscripted_sequence

ambient_generic

button_target

cycler

cycler_sprite

cycler_weapon

gibshooter

infodecal

light

light_environment

light_spot

momentary_door

momentary_rot_button

multi_manager

multisource

path_corner

path_track

player_loadsaved

player_weaponstrip

scripted_sentence

scripted_sequence

speaker

target_cdaudio

weaponbox

worldspawn

   • Entity Guide Overview


 ammo_357

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_357

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_357

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_buckshot

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_shotgun

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_shotgun

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_crossbow

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_crossbow

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_crossbow

   • Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_gaussclip

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_gauss

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_gauss

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_9mmclip

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_9mmhandgun

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_9mmhandgun

   •  Overview of Weapons, Ammo, and Items

   •   Entity Guide Overview


 ammo_9mmAR

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_9mmAR

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_9mmAR

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_ARgrenades

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  alternate ammo (grenades) for the weapon_9mmAR

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_9mmAR

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 ammo_rpgclip

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  ammo for the weapon_rpg

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  weapon_rpg

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_crossbow

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_crossbow

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_crossbow

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_crowbar

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •   Overview of Weapons, Ammo, and Items

   •   Entity Guide Overview


 weapon_egon

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_gauss

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses gauss_clip as ammo

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_gaussclip

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_9mmhandgun

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_9mmclip

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_9mmclip

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_handgrenade

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_9mmAR

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_9mmARclip and ammo_Argrenades

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_9mmARclip

   •  ammo_Argrenades

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_357

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_357

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_357

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_rpg

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_rpg

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_rpgclip

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_satchel

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_shotgun

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  uses ammo_buckshot

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  ammo_buckshot

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_tripmine

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


bc_appearflags
These flags control whether a certain entity will be present in deathmatch games.  When you enable the "Not in Deathmatch" checkbox, the selected entity will only appear in the single-player game.


 trigger_autosave

keyvalues

   •  targetname (string) - name

   •  master (string) - targetname of multisource entity.

flags

   •  none

notes

   •  automatically saves the player's game to a temporary slot (overwrites the previous autosave)

   •  the trigger_autosave should be placed in a safe spot to automatically save the player's progress.  when the player dies, the most recent save game is automatically loaded.

   •  when the trigger is touched by a player, it saves the game to a special save slot called "autosave.sav".  there is only one autosave slot.  once you hit a new trigger_autosave, the old slot is gone forever.  after saving the game, the trigger is destroyed, so it will only fire once in any game

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_cdaudio

keyvalues

   •  targetname (string) - name

   •  master (string) - targetname of multisource entity.

   •  health (integer) - -1 = stop, 1 - 30 = play a cd track.

flags

   •  none

notes

   •  This allows you to play a specific CD track at any point in a level, any number of times.

related topics

   •  target_cdaudio

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_changelevel

keyvalues

   •  targetname (string) - name

   •  map (string) - name of map to load next

   •  landmark (string) - name of landmark in both levels that defines the same point in space

   •  changetarget (string) - change target

   •  changedelay (string) - delay before change target

flags

   •  no intermission (1)

   •  use only (2)

notes

   •  changes to a new level when a player touches the trigger

related topics

   •  info_landmark

   •  trigger_transition

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_counter

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

   •  count (integer) - count before activation

flags

   •  no message (1) - when this is not enabled, each activation of the trigger_counter will display a message telling the player how many more times the counter must be triggered.

   •  no clients (2) - not triggered by players

   •  pushables (4) - activated by pushable objects

notes

   •  This can be used to make the player need to perform a number of tasks in order to trigger an event.

related topics

   •  trigger_once

   •  trigger_multiple

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_hurt

keyvalues

   •  targetname (string) - name, should only be used if you want the ability to turn the trigger on and off

   •  target (string) - target

   •  master (string) - targetname of multisource entity.

   •  dmg (integer) - damage per 1/2 second of contact

   •  delay (string) - delay before trigger

   •  damagetype (integer) - damage type

flags

   •  target once (1)

   •  start off (2) - must be triggered before it will harm player

   •  no clients (8)

   •  fire client only (16)

   •  touch client only (32)

notes

   •  inflicts damage on any player or monster that touches it

   •  the following do damage on the player, even after he leaves the trigger field: nerve gas, poison, radiation, chemical, slow burn, and slow freeze

   •  the above damage types have their own special values for damage, so you can set the dmg field to 0

   •  when a monster passes through one of these triggers, he only takes damage while within the trigger (except for the damage types noted above).

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_monsterjump

keyvalues

   •  speed (integer) - jump speed

   •  height (integer) - jump height

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (0 = no sound)

   •  message (string) - message

flags

   •  monsters (1) - triggered by monsters

   •  no clients (2) - not triggered by players

   •  pushables only (4) - only activated by pushable objects

notes

   •  This can be used to make monsters leap off of or onto ledges and other obstacles.

related topics

   •  overview of monsters

   •  trigger_push

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_multiple

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

   •  wait (string) - delay before reset

flags

   •  monsters (1) - triggered by monsters

   •  no clients (2) - not triggered by players

   •  pushables (4) - activated by pushable objects

notes

   •  When a player enters the area of the trigger, its target is activated after the specified delay. The trigger is reset after the specified wait time.

related topics

   •  trigger_once

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_once

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

flags

   •  monsters (1) - triggered by monsters

   •  no clients (2) - not triggered by players

   •  pushables (4) - activated by pushable objects

notes

   •  When a player enters the area of the trigger, its target is activated after the specified delay, after which it is inactive.

related topics

   •  trigger_multiple

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_push

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

   •  speed (integer) - speed of push

flags

   •  once only  (1)

   •  start off (2) - must be triggered on

   •  pushables (4) - activated by pushable objects

notes

   •  For wind tunnels, the trigger_push brush should cover the entire tunnel area.

related topics

   •  trigger_monsterjump

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_relay

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  triggerstate (integer) - 0: off, 1: on, 2: toggle

flags

   •  remove on fire (1) - activate once then remove self

notes

   •  This trigger is non-brush-based and acts as an intermediary between a trigger and its event

   •  These can be used to make one trigger activate multiple events.  This is done by giving several trigger_relays the same targetname value.

related topics

   •  multi_manager

   •  multisource

   •  trigger_once

   •  trigger_multiple

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_teleport

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  master (string) - targetname of multisource entity.

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

flags

   •  monsters (1) - triggered by monsters

   •  no clients (2) - not triggered by players

   •  pushables (4) - activated by pushable objects

notes

   •  Match the target value to the targetname value of an info_teleport_destination.

related topics

   •  info_teleport_destination

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_transition

keyvalues

   •  targetname (string) - name, used to link to a trigger_changelevel entity

flags

   •  none

notes

   •  use trigger_transition entities to select entities for transitions.  only entities (except the player) touching a trigger_transition (with the appropriate targetname) will move across the transition when a trigger_changelevel occurs

   •  the targetname must be the same as the name of the info_landmark

   •  you must define two trigger_changelevel entities and two info_landmark entitie (one on each level)

   •  if you want a one-way transition, simply put a targetname keyvalue on the trigger that you want to be inactive.  it will wait to be triggered before activating, and you will never trigger it

   •  multiple changelevel triggers on the same level must not overlap, but any given level can have up to 16 different transitions contained in it

related topics

   •  trigger_changelevel

   •  info_landmark

   •  Overview of Triggers

   •  Entity Guide Overview


 monster_alien_grunt

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  netname (string) - squad name

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  squad leader (32)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns an alien grunt

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_alien_slave

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  netname (string) - squad name

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  ignore player (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns an alien slave

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_barnacle

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a barnacle

related topics

   •  none

   •  Overview of Monsters

   •   Entity Guide Overview


 monster_barney

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  UseSentence (string) - use sentence

   •  UnUseSentence (string) - un-use sentence

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns barney

related topics

   •  monster_barney_dead

   •  barney animation sequences

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_barney_dead

keyvalues

   •  pose (integer) - body pose

0 = on back

1 = on side

2 = on stomach

flags

   •  appearflags

notes

   •  spawns a dead barney in one of several poses

related topics

   •  monster_barney

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_bigmomma

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  netname (string) - first node

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a big mofo momma of a monster

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_bullchicken

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns the bullchicken

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_cockroach

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  call pest control, you're spawning cockroaches

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_furniture

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  model (string) - path/filename of model

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  used for scripted sequences involving furniture models.

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_gargantua

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns the gargantua monster

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_handgrenade

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

flags

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_headcrab

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a headcrab, who's looking to turn you into a zombie

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_houndeye

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  netname (string) - squad name

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  squad leader (32)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a cute but not-so-harmless alien pack animal, the houndeye

   •  less dangerous by themselves than when they're part of a pack

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_human_assassin

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a human assassin.  this is about the only time you'll see her standing still.

related topics

   •  monster_human_assault

   •  monster_human_grunt

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_human_grunt

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  netname (string) - squad name

   •  weapon (integer) - grunt's weapons

1 = 9mm assault rifle

3 = 9mm assault rifle and handgrenades

5 = 9mm assault rifle and grenade launcher

8 = shotgun

10 = shotgun and handgrenades

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  squad leader (32)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a human grunt.  these gun toting grenade loving dudes are here for you, and not in a good way.

   •  be sure to specify what weapons they have.  They will default to 9mm assault rifle and handgrenades.

related topics

   •  monster_human_assassin

   •  monster_human_assault

   •  human grunt animation sequences

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_ichthyosaur

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns the ichthyosaur sea fish...perhaps sea monster would be a better term.

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_miniturret

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  orientation (integer) - 0: floor mounted, 1: ceiling mounted

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  auto-start (32)

   •  start inactive (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a mini turret gun.  these are basically remote security systems.

related topics

   •  monster_turret

   • Overview of Monsters

   •  Entity Guide Overview


 monster_satchelcharge

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

flags

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_scientist

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  body (integer) - body style

-1 = random

0 = glasses

1 = einstein

2 = luther

3 = slick

   •  UseSentence (string) - use sentence

   •  UnUseSentence (string) - un-use sentence

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a scientist.  try to keep them from becoming alien munchies.

related topics

   •  monster_scientist_dead

   •  monster_sitting_scientist

   •  scientist animation sequences

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_scientist_dead

keyvalues

   •  body (integer) - body style

-1 = random

0 = glasses

1 = einstein

2 = luther

3 = slick

   •  pose (integer) - pose style

0 = on back

1 = on stomach

2 = sitting

3 = hanging

4 = table1

5 = table2

6 = table3

flags

   •  appearflags

notes

   •  spawns a dead scientist.  these are much like live scientists, only they move less, and are dead.

related topics

   •  monster_scientist

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_sitting_scientist

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  body (integer) - body style

-1 = random

0 = glasses

1 = einstein

2 = luther

3 = slick

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a scientist in a sitting pose.  lazy-boy recliner not included.

related topics

   •  monster_scientist

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_tentacle

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  sweeparc (integer) - tentacle sweep arc

   •  sound (integer) - tap sound

-1 = none

0 = silo

1 = dirt

2 = water

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_tripmine

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  instant on (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_turret

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  orientation (integer) - 0: floor mounted, 1: ceiling mounted

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  auto-start (32)

   •  start inactive (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a large turret.  when you come within its vicinity, it'll attempt to shoot you to shreds.

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_zombie

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a zombie.  a zombie results from when a headcrab chows down on scientist-braineroos.

related topics

   •  monster_headcrab

   •  zombie animation sequences

   •  Overview of Monsters

   •  Entity Guide Overview


 monstermaker

keyvalues

   •  targetname (string) - name

   •  netname (string) - children's name

   •  target (string) - target on release

   •  monstertype (string) - monster type

   •  monstercount (integer) - number of monsters (-1 = unlimited)

   •  delay (integer) - delay before spawn, a value of -1 will make it wait until the previously spawned monster is dead.

   •  m_imaxlivechildren (integer) - max live children, -1 is unlimited

flags

   •  start on (1)

   •  PVS on/off (2)

   •  cyclic (4)

   •  monsterclip (8)

notes

   •  this will spawn the specified monster at the specified rate

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 env_beam

keyvalues

   •  targetname (string) - name

   •  LightningStart (string) - start entity

   •  LightningEnd (string) - ending entity

   •  Radius (integer) - radius

   •  renderfx (integer) - render fx

   •  renderamt (integer) - brightness (1 - 255)

   •  rendercolor (color255) - beam color (R G B)

   •  life (integer) - how many tenths of a second the beam stays on for, 0 is infinite

   •  BoltWidth (integer) - width of beam (in pixels*0.1, 0 - 255)

   •  NoiseAmplitude (integer) - amount of noise (0 - 255)

   •  texture (string) - sprite name ("sprites/laserbeam.spr")

   •  TextureScroll (integer) - how fast the texture should scroll across the beam (0 means it doesn't move).

   •  framerate (integer) - framerate at which to animate the sprite texture.  0 means no animation

   •  framestart (integer) - sprite frame to start on.  with a framerate of 0, you can use this to select textures on different beams from the same sprite

   •  StrikeTime (integer) - how long to wait (after the beam expires) before turning it on again (this is in tenths of a second - 0 to 255)

   •  damage (integer) - damage per second

flags

   •  start on (1)

   •  toggle (2)

   •  random strike (4)

   •  ring (8)

   •  start sparks (16)

   •  end sparks (32)

   •  decal end (64)

   •  shade start (128)

   •  shade end (256)

notes

   •  general beam/lighting effect, draws a scrolling textured line between two points/entities

   •  if you want the texture to move backwards, reverse the start and end entities

   •  if you just want a beam between two points, use info_target entities to designate the points.  it will work with other entities as well, but it will use their origin as the start point, so if its a brush entity (like a func_door or func_train) you must put an origin brush on it.

related topics

   •  info_target

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_bubbles

keyvalues

   •  targetname (string) - name

   •  density (integer) - bubble density

   •  frequency (integer) - bubble frequency

   •  current (integer) - speed of current

flags

   •  start off (1)

notes

   •  none

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_global

keyvalues

   •  targetname (string) - name

   •  globalstate (string) - global state to set

   •  triggermode (integer) - trigger mode

0 = off

1 = on

2 = dead

3 = toggle

   •  initialstate (integer) - if this is the first time this global state is encountered, set it to this (if the flag is set)

0 = off

1 = on

2 = dead

flags

   •  set initial state (1) - this must be enabled for the initial state to be set.  this is here mostly to allow global entities to be killed by the trigger without being affected by some initial state.

notes

   •  changes global state variable when triggered

   •  make this entity the target of a trigger.  when that trigger fires, the global state will be set according to the trigger mode

   •  if the trigger mode is set to toggle, it will toggle the existing global state

   •  all global states default to "off", so you must set the initial state to "on" if you need it to be on at first

   •  only multisource entities can read global states.  you must set the global state field on the multisource to the name of the global state

   •  This can be used to have a button in one BSP enable a door / machine / whatever in another BSP.

related topics

   •  multisource

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_glow

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  model (string) - model name (models/model.mdl)

flags

   •  none

notes

   •  renderfx should be set to 14 (constant glow)

   •  rendermode should be set to 3 (glow)

   •  renderamt controls the translucency of the glow sprite.  a higher value will make the sprite more visible.  a value of 150 generally produces a nice soft glow

   •  rendercolor should be set to the approximate color of the light

   •  sprites/flare1.spr is the standard round glow sprite good for the majority of point based lights.

   •  use this to add halo/glow effects around a light source.  it should be placed directly on top of the light.  it will be rendered over the top of the scene whenever its center is visible

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_render

keyvalues

   •  targetname (string) - name

   •  target (string) - all entities with the coresponding targetname will acquire the new render parameters when this entity is triggered.

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  no renderfx (1)

   •  no renderamt (2)

   •  no rendermode (4)

   •  no rendercolor (8)

notes

   •  set the render  parameters you wish to trigger, and make this entity the target of a trigger.  when that trigger fires, all of its parameters will be copied to all of its targets.

   •  this can be used to make a door/wall fade out, begin pulsing, become partially translucent, etc.

   •  if you only want to copy renderfx for instance, you can disable the other parameters with the flags

   •  you could have several of these that target each other for some evolving effect

   •  can be applyed to monsters!

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_sound

keyvalues

   •  radius (integer) - radius in units

   •  roomtype (integer) - room type

flags

   •  none

notes

   •  sets the DSP type for an area

   •  any player within range will hear sounds processed by the specified DSP effect

   •  once a plyer passes through a DSP radius, his dsp settings "sticks" to him until he passes through another DSP radius

   •  it is possible to reset the DSP setting to "off" by placing a dsp entity that has a roomtype value of 0.

   •  if two DSP entity radius' intersect, the entity closest to the player will set his DSP effect

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_spark

keyvalues

   •  targetname (string) -  name

   •  MaxDelay (integer) - max delay

flags

   •  toggle (32)

   •  start on (64)

notes

   •  none

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 info_landmark

keyvalues

   •  targetname (string) - symbolic name of this landmark

flags

   •  none

notes

   •  a landmark defines a point in space as reference to match up level transitions when going from one level to another.  both levels must have the same point of reference

related topics

   •  trigger_changelevel

   •  trigger_transition

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_node

keyvalues

   •  hinttype (integer) - ai hint

   •  activity (integer) - activity

35 = eat

45 = inspect ground

46 = inspect wall

flags

   •  none

notes

   •  the use of info_node entities is explained in detail in chapter 7 of the Worldcraft 2.0 Half-Life tutorial.

related topics

   •  none

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_null

keyvalues

   •  targetname (string) - name

flags

   •  none

notes

   •  spotlight target

related topics

   •  none

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_player_coop

keyvalues

   •  none

flags

   •  appearflags

notes

   •  This entity sets the cooperative multiplayer start points.

related topics

   •  info_player_deathmatch

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_player_deathmatch

keyvalues

   •  none

flags

   •  appearflags

notes

   •  This entity sets the deathmatch multiplayer start points.

related topics

   •  info_player_coop

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_player_start

keyvalues

   •  none

flags

   •  appearflags

notes

   •  This entity defines the single player starting point.

related topics

   •  info_player_deathmatch

   •  info_player_coop

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_player_start2

keyvalues

   •  none

flags

   •  appearflags

notes

   •  This entity defines the single player starting point when returning from a level.

related topics

   •  none

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_target

keyvalues

   •  targetname (string) - name

flags

   •  none

notes

   •  The info_target can be used as a target for a number of entities.

related topics

   •  env_beam

   •  info_target

   •  Overview of info_ entities

   •  Entity Guide Overview


 info_teleport_destination

keyvalues

   •  targetname (string) - name

flags

   •  appearflags

notes

   •  none

related topics

   •  trigger_teleport

   •  Overview of info_ entities

   •  Entity Guide Overview


 func_breakable

keyvalues

   •  target (string) - target on break

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  health (integer) - strength

   •  material (integer) - material type

   •  explosion (integer) - explosion direction

0 = random

1 = relative to attack)

   •  delay (integer) - delay before break

   •  spawnobjects (integer) - objects spawned on break

   •  gibmodel (string) - gib model

   •  explodemagnitude (integer) - explode magnitude (0 = none)

flags

   •  only trigger (1)

   •  touch (2)

   •  pressure (4)

   •  instant crowbar (256)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_button

keyvalues

   •  targetname (string) - name

   •  target (string) - name of the object this button should activate

   •  killtarget (string) - kill target

   •  delay (integer) - how long to wait before target is activated

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  speed (integer) - how fast the button travels when pressed

   •  netname (string) - path target (overides targeted object)

   •  health (integer) - if nonzero, button may be activated by shooting it

   •  lip (integer) - lip remaining at end of move

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - which set of sliding/clicking sound to use

0 = none

1 = big zap and warmup

2 = access denied

3 = access granted

4 = quick combolock

5 = power deadbolt 1

6 = power deadbolt 2

7 = plunger

8 = small zap

9 = keycard sound

10 = buzz

11 = buzz off

14 = lightswitch

   •  wait (integer) - how long before the button pops back out (-1 = never)

   •  locked_sound (integer) - locked sound

   •  unlocked_sound (integer) - unlocked sound

   •  locked_sentence (integer) - locked sentence

   •  unlocked_sentence(integer) - unlocked sentence

flags

   •  don't move (1)

   •  toggle (32) - sets button mode to toggle (doesn't pop out unless touched, then refires target)

   •  sparks (64) - makes button spark when in the off position

   •  touch activates (256) - button can be activated by bumping into it

notes

   •  sliding button or touchplate used to activate objects in the world

   •  the locked_sound and locked_sentence will be played only if that button has a multisource master that has not been activated

   •  the unlocked_sound and unlocked_sentence will only be played when the button is pressed and not locked

   •  unlocked_sound overrides the sounds field

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_conveyor

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  speed (integer) - conveyor speed

flags

   •  no push (1)

   •  not solid (2)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_door

keyvalues

   •  targetname (string) - name

   •  target (string) - name of the object this button should activate

   •  delay (string) - delay before activation

   •  killtarget (string) - kill target

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  speed (integer) - speed

   •  master (string) - targetname of multisource entity.

   •  movesnd (integer) - move sound (0 - 8)

   •  stopsnd  (integer) - stop sound (0 - 8)

   •  wait (integer) delay - before close (-1 stays open)

   •  lip (integer) - lip remaining after move

   •  dmg (integer) - damage inflicted when blocked

   •  message (string) - message if triggered

   •  netname (string) - path target (overides targeted object)

   •  health (integer) - health (must be shot open)

   •  locked_sound (integer) - locked sound

   •  unlocked_sound (integer) - unlocked sound

   •  locked_sentence (integer) - locked sentence

   •  unlocked_sentence(integer) - unlocked sentence

flags

   •  starts open (1)

   •  don't link (4)

   •  passable (8)

   •  toggle (32)

   •  use only (256)

   •  monsters can't (512)

   •  appearflags

notes

   •  none

related topics

   •  func_door_rotating

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_door_rotating

keyvalues

   •  targetname (string) - name

   •  target (string) - name of the object this button should activate

   •  delay (string) - delay before activation

   •  killtarget (string) - kill target

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  speed (integer) - speed

   •  master (string) - targetname of multisource entity.

   •  movesnd (integer) - move sound (0 - 8)

   •  stopsnd  (integer) - stop sound (0 - 8)

   •  wait (integer) delay - before close (-1 stays open)

   •  lip (integer) - lip remaining after move

   •  dmg (integer) - damage inflicted when blocked

   •  message (string) - message if triggered

   •  netname (string) - path target (overides targeted object)

   •  health (integer) - health (must be shot open)

   •  locked_sound (integer) - locked sound

   •  unlocked_sound (integer) - unlocked sound

   •  locked_sentence (integer) - locked sentence

   •  unlocked_sentence(integer) - unlocked sentence

   •  distance (integer) - distance (degrees) of rotation

   •  _minlight (string) - minimum lighting level

   •  angles (string) - pitch yaw roll "y z x"

flags

   •  starts open (1)

   •  reverse direction (2)

   •  don't link (4)

   •  passable (8)

   •  one way (16)

   •  toggle (32)

   •  x axis (64)

   •  y axis (128)

   •  use only (256)

   •  appearflags

notes

   •  none

related topics

   •  func_door

   •  func_rotating

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_friction

keyvalues

   •  modifier (integer) - percentage of standard (0 - 100)

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  appearflags

notes

   •  this lets you create a slippery surface

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_illusionary

keyvalues

   •  skin (integer) - contents

-1 = empty

-7 = volumetric light

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  this creates a non-solid brush

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_ladder

keyvalues

   •  none

flags

   •  none

notes

   •  This simply creates an invisible ladder surface which the player can climb by looking in the direction he would like to move and pressing forward.

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_mortar_field

keyvalues

   •  targetname (string) - name

   •  m_flSpread (integer) - spread radius

   •  m_flCount (integer) - repeat count

   •  m_flControl (integer) - targeting

0 = random

1 = activator

2 = table

   •  m_iszXController (string) - x controller

   •  m_iszYController (string) - y controller

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_pendulum

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  speed (integer)

   •  distance (integer) - distance in degrees

   •  damp (integer) - damping (0 - 1000)

   •  dmg (integer) - damage inflicted when blocked

   •  _minlight (integer) minimum light value

   •  angles (string) - pitch yaw roll (y z x)

flags

   •  start on (1)

   •  passable (8)

   •  auto-return (16)

   •  x-axis (64)

   •  y-axis (128)

   •  appearflags

notes

   •  creates a pendulum that swings back and forth

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_plat

keyvalues

   •  height (integer) - travel altitude (can be negative)

   •  movesnd (integer) - move sounds

   •  stopsnd (integer) - stop sounds

   •  volume (string) - sound volume (0.0 - 1.0)

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  toggle (1)

notes

   •  none

related topics

   •  func_platrot

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_platrot

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  height (integer) - travel altitude (can be negative)

   •  movesnd (integer) - move sounds

   •  stopsnd (integer) - stop sounds

   •  volume (string) - sound volume (0.0 - 1.0)

   •  rotation (integer) - spin amount

   •  angles (string) - pitch yaw roll (y z x)

flags

   •  toggle (1)

   •  x axis (64)

   •  y axis (128)

notes

   •  none

related topics

   •  func_plat

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_pushable

keyvalues

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  health (integer) - strength

   •  material (integer) - material type

   •  explosion (integer) - explosion direction

0 = random

1 = relative to attack)

   •  delay (integer) - delay before break

   •  target (string) - target on break

   •  gibmodel (string) - gib model

   •  spawnobjects (integer) - objects spawned on break

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  size (integer) - hull size

0 = point sized

1 = player size

2 = big size

3 = player duck

   •  friction (integer) - friction (0 - 400)

   •  buoyancy (integer) - buoyancy

   •  explodemagnitude (integer) - explode magnitude (0 = none)

flags

   •  breakable (128)

notes

   •  creates a pushable object

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_recharge

keyvalues

   •  none

flags

   •  none

notes

   •  "use"ing a func_recharge allows you to recharge your suit's battery

related topics

   •  func_healthcharge

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_rot_button

keyvalues

   •  targetname (string) - name

   •  target (string) - target when activated

   •  globalname (string) - global entity name

   •  changetarget (string) - change target name

   •  speed (integer) - how fast the button travels when pressed

   •  master (string) - targetname of multisource entity.

   •  health (integer) - if nonzero, button may be activated by shooting it

   •  sounds (integer) - sounds

21 = squeaky

22 = squeaky pneumatic

23 = ratchet groan

24 = clean ratchet

25 = gas clunk

   •  wait (integer) - how long before the button pops back out (-1 = never)

   •  delay (integer) - how long to wait before target is activated

   •  distance (integer) - distance in degrees

   •  _minlight (integer) - minimum light level

   •  angles (string) - pitch yaw roll (y z x)

flags

   •  not solid (1)

   •  reverse direction (2) - reverse default rotation direction

   •  toggle (32) - set button mode to toggle (doesn't reset unless touched, then refire target)

   •  x axis (64) - forces rotation about the x axis (defaults to z axis)

   •  y axis (128) - forces rotation about the y axis (defaults to z axis)

   •  touch activates (256) - button can be activated by bumping into it

notes

   •  rotating button or lever used to activate objects in the world

   •  changetarget key will change the button's target's target value to the button's changetarget value

related topics

   •  func_rotating

   •  func_button

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_rotating

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  speed (integer) - rotation speed

   •  volume (integer) - volume (10 = loudest)

   •  fanfriction (integer) - friction (0 - 100%)

   •  sounds (integer) - fan sounds

0 = no sound

1 = fast whine

2 = slow rush

3 = medium rickety

4 = fast beating

5 = slow smooth

   •  message (string) - path/filename.wav of WAV file.  set this if you want a custom sound assigned to the rotating object.  this sound should be looped (something from the 'ambiance' directory).  the pitch of the sound will match the speed of the rotating object

   •  _minlight (integer) - minimum light level

   •  angles (string) - pitch yaw roll (y z x)

   •  spawnorigin (string) - x y z - move here after lighting

   •  dmg (integer) - damage inflicted when blocked

flags

   •  start on (1)

   •  reverse direction (2)

   •  x axis (4)

   •  y axis (8)

   •  acc/dcc (16) - set this flag to have the rotating object accelerate or decelerate when activated/deactivated

   •  fan pain (32)

   •  not solid (64)

   •  small radius (128)

   •  medium radius (256)

   •  large radius (512)

notes

   •  Friction (fanfriction) modulates the spin-up/spin-down rate of any brush that uses acc/dcc flag.

related topics

   •  func_door_rotating

   •  func_platrot

   •  func_rot_button

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_trackautochange

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  movesnd (integer) - move sounds

   •  stopsnd (integer) - stop sounds

   •  volume (string) - sound volume (0.0 - 1.0)

   •  height (integer) - travel altitude (can be negative)

   •  rotation (integer) - spin amount

   •  train (string) - train to switch

   •  toptrack (string) - top track

   •  bottomtrack (string) - bottom track

   •  speed (integer) - move/rotate speed

flags

   •  auto activate train (1)

   •  relink track (2)

   •  start at bottom (8)

   •  rotate only (16)

   •  x axis (64)

   •  y axis (128)

notes

   •  automatic train changing platform

   •  you must include an origin brush as part of this entity.  an origin brush is a brush with a texture of 'origin' on each side.  it determines what point the entity rotates around

related topics

   •  func_trackchange

   •  func_tracktrain

   •  func_train

   •  func_traincontrols

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_trackchange

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  movesnd (integer) - move sounds

   •  stopsnd (integer) - stop sounds

   •  volume (string) - sound volume (0.0 - 1.0)

   •  height (integer) - travel altitude (can be negative)

   •  rotation (integer) - spin amount

   •  train (string) - train to switch

   •  toptrack (string) - top track

   •  bottomtrack (string) - bottom track

   •  speed (integer) - move/rotate speed

flags

   •  auto activate train (1)

   •  relink track (2)

   •  start at bottom (8)

   •  rotate only (16)

   •  x axis (64)

   •  y axis (128)

notes

   •  train changing platform

   •  you must include an origin brush as part of this entity.  an origin brush is a brush with a texture of 'origin' on each side.  it determines what point the entity rotates around

related topics

   •  func_trackautochange

   •  func_tracktrain

   •  func_train

   •  func_traincontrols

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_tracktrain

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  sounds (integer) - sounds

0 = none

1 = rail 1

2 = rail 2

3 = rail 3

4 = rail 4

5 = rail 6

6 = rail 7

   •  wheels (integer) - distance between wheels

   •  height (integer) - height above track

   •  startspeed (integer) - initial speed

   •  speed (integer) - speed in units per second

   •  target (string) - first stop target

   •  dmg (integer) - damage on crush

   •  volume (integer) - volume (0 - 10)

   •  bank (string) - bank angle on turns

flags

   •  no pitch (x rotation) (1)

   •  no user control (2)

   •  passable (8)

notes

   •  you must include an origin brush as part of this entity.  an origin brush is a brush with a texture of 'origin' on each side.  it determines what point the entity rotates around

related topics

   •  func_trackchange

   •  func_trackautochange

   •  func_train

   •  func_traincontrols

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_train

keyvalues

   •  targetname (string) - name

   •  target (string) - first stop target

   •  globalname (string) - global entity name

   •  speed (integer) - speed in units per second

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  movesnd (integer) - move sounds

   •  stopsnd (integer) - stop sounds

   •  dmg (integer) - damage on crush

   •  skin (integer) - contents

flags

   •  not solid (8)

notes

   •  none

related topics

   •  func_trackchange

   •  func_trackautochange

   •  func_tracktrain

   •  func_traincontrols

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_traincontrols

keyvalues

   •  target (string) - train name

flags

   •  none

notes

   •  This controls where, on a track train, the controls will be located

related topics

   •  func_trackchange

   •  func_trackautochange

   •  func_tracktrain

   •  func_train

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_wall

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

flags

   •  appearflags

notes

   •  this lets you create a stationary piece of geometry in your level which can then be modifed (through its rendering properties) for a number of effects.

related topics

   •  func_wall_toggle

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_water

keyvalues

   •  targetname (string) - name

   •  target (string) - name of the object this button should activate

   •  delay (string) - delay before activation

   •  killtarget (string) - kill target

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  speed (integer) - speed

   •  master (string) - targetname of multisource entity.

   •  movesnd (integer) - move sound (0 - 8)

   •  stopsnd  (integer) - stop sound (0 - 8)

   •  wait (integer) delay - before close (-1 stays open)

   •  lip (integer) - lip remaining after move

   •  dmg (integer) - damage inflicted when blocked

   •  message (string) - message if triggered

   •  netname (string) - path target (overides targeted object)

   •  health (integer) - health (must be shot open)

   •  locked_sound (integer) - locked sound

   •  unlocked_sound (integer) - unlocked sound

   •  locked_sentence (integer) - locked sentence

   •  unlocked_sentence(integer) - unlocked sentence

   •  skin (integer) - contents

-3 = water

-4 = slime

-5 = lava

   •  WaveHeight (string) - wave height

flags

   •  starts open (1)

   •  don't link (4)

   •  passable (8)

   •  toggle (32)

   •  use only (256)

   •  appearflags

notes

   •  you can set the default wave height in the worldspawn properties

related topics

   •  worldspawn

   •  Overview of func_ entities

   •  Entity Guide Overview


 ambient_generic

keyvalues

   •  targetname (string) - name

   •  message (string) - path/filename.wav of the WAV file

   •  health (integer) - volume (10 = loudest)

   •  preset (integer) - dynamic presets (0 - 27) - a list of presets that cause a variety of pitch and amplitude modulation effects to occur on the wav as it is being played

   •  volstart (integer) - start volume

   •  fadein (integer) - fade-in time (0 - 100)

   •  fadeout (integer) - fade-out time (0 - 100)

   •  pitch (integer) - pitch (> 100 = higher, 100 = default)

   •  pitchstart (integer) - starting pitch

   •  spinup (integer) - spin-up time (0 - 100)

   •  spindown (integer) - spin-down time (0 - 100)

   •  lfotype (integer) - LFO type (0 = off, 1 = sqr, 2 = tri, 3 = rnd)

   •  lforate (integer) - LFO rate (0 - 1000)

   •  lfomodpitch (integer) - LFO mod pitch (0 - 100)

   •  lfomodvol (integer) - LFO mod volume (0 - 100)

   •  cspinup (integer) - incremental spin-up count

flags

   •  play everywhere (1)

   •  small radius (2)

   •  medium radius (4) (default)

   •  large radius (8)

   •  start silent (16)

   •  not looped (32)

notes

   •  to play a wav through the streaming code (for very large, one-shot wavs) use * in front of the name.  for instance, ambienc/*speak2.wav would stream speak2.wav.  streaming sounds are loaded in segments from the disk, played, and flushed from memory

   •  to play any sentence from sentences.txt, replace the path/filename.wav with ! followed by the sentence name.  for instance, !NA1 plays the sentence named NA1.

   •  all the keyvalues from volstart to cspinup are various pitch, volume, and low frequency pitch oscillation settings that are overridden by the dynamic preset setting.  in general, don't use these.  the incremental spin-up count may be used as follows: each time the ambient is triggered, its pitch will rise from 'start pitch' to 'pitch' by this many increments.  so, a setting of '3' means that the pitch of the ambient will rise from 'start pitch' to 'pitch' in three presses (ie: three triggers)

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 button_target

keyvalues

   •  target (string)

   •  master (string) - targetname of multisource entity.

flags

   •  use activates (1)

   •  start on (2)

notes

   •  none

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 cycler

keyvalues

   •  model (string) - path/filename of model

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  appearflags

notes

   •  Shooting a cycling model will cycle it to its next animation sequence.

related topics

   •  cycler_sprite

   •  cycler_weapon

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 cycler_sprite

keyvalues

   •  model (string) - model (models/modename.mdl)

   •  framerate (integer) - frames per second

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  a generic cycler class for sprites

   •  using the sprite (walk up to it and hit use) will toggle the animation on and off.  shooting the sprite will advance it one frame.  that way you can examine your animation frame by frane.

related topics

   •  cycler

   •  cycler_weapon

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 cycler_weapon

keyvalues

   •  model (string) - path/filename of model

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  appearflags

notes

   •  Shooting a cycling model will cycle it to its next animation sequence.

related topics

   •  cycler

   •  cycler_sprite

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 infodecal

keyvalues

   •  targetname (string) - name

   •  texture (decal)

flags

   •  appearflags

notes

   •  The angle of the infodecal should face the player.

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 light

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  _light (color255) - color and brighness (R G B brightness)

   •  style (integer) - appearance

0 = normal

1 = flicker A

2 = slow strong pulse

3 = candle A

4 = fast strobe

5 = gentle pulse

6 = flicker B

7 = candle B

8 = candle C

9 = slow strobe

10 = fluorescent flicker

11 = slow pulse, no black

   •  pattern (string) - custom appearance

flags

   •  initially dark (1)

notes

   •  none

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 light_environment

keyvalues

   •  pitch (integer) - pitch

   •  _light (color255) - color and brighness (R G B brightness)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 light_spot

keyvalues

   •  targetname (string) - name

   •  _cone (integer) - inner radius

   •  _cone2 (integer) - outer radius

   •  pitch (integer) - pitch

   •  _light (color255) - color and brighness (R G B brightness)

   •  _sky (integer) - is sky?

0 = no

1 = yes

   •  style (integer) - appearance

0 = normal

1 = flicker A

2 = slow strong pulse

3 = candle A

4 = fast strobe

5 = gentle pulse

6 = flicker B

7 = candle B

8 = candle C

9 = slow strobe

10 = fluorescent flicker

11 = slow pulse, no black

   •  pattern (string) - custom appearance

flags

   •  initially dark (1)

notes

   •  set angle and pitch to determine spotlight direction

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 momentary_door

keyvalues

   •  target (string) - name of the object this button should activate

   •  targetname (string)

   •  killtarget (string) - kill target

   •  netname (string) - path target (overides targeted object)

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  speed (integer) - speed

   •  master (string) - targetname of multisource entity.

   •  movesnd (integer) - move sound (0 - 8)

   •  stopsnd  (integer) - stop sound (0 - 8)

   •  wait (integer) delay - before close (-1 stays open)

   •  lip (integer) - lip remaining after move

   •  dmg (integer) - damage inflicted when blocked

   •  message (string) - message if triggered

   •  health (integer) - health (must be shot open)

   •  locked_sound (integer) - locked sound

   •  unlocked_sound (integer) - unlocked sound

   •  locked_sentence (integer) - locked sentence

   •  unlocked_sentence(integer) - unlocked sentence

flags

   •  starts open (1)

   •  don't link (4)

   •  passable (8)

   •  toggle (32)

   •  use only (256)

   •  appearflags

notes

   •  none

related topics

   •  momentary_rot_button

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 momentary_rot_button

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sounds

0 = none

1 = big zap and warmup

2 = access denied

3 = access granted

4 = quick combolock

5 = power deadbolt 1

6 = power deadbolt 2

7 = plunger

8 = small zap

9 = keycard sound

21 = squeaky

22 = squeak pneumatic

23 = ratchet groan

24 = clean ratchet

25 = gas clunk

   •  distance (integer) - distance in degrees

   •  speed (integer) - speed

   •  returnspeed (integer) - auto-return speed

   •  _minlight (integer)

   •  angles (integer) - pitch yaw roll (y z x)

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  door hack (1)

   •  not useable (2)

   •  auto return (16)

   •  x axis (64)

   •  y axis (128)

notes

   •  none

related topics

   •  momentary_door

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 multi_manager

keyvalues

   •  targetname (string) - name (must be triggered)

   •  (special - see notes, below)

flags

   •  controls and coordinates up to 16 indvidual targets

notes

   •  any additional fields entered are assumed to be targetnames of other objects in the same level, and the values of those fields are assumed to be the delay value (time to wait before triggering) for the associated entity

related topics

   •  multisource

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 multisource

keyvalues

   •  targetname (string) - name

   •  target (string) - name of the object to be activated once all clients have been triggered

   •  globalname (string) - global entity name

flags

   •  none

notes

   •  the multisource entity acts as an "AND" gate.  after creation, the multisource entity finds all entities that have targeted it.  it will not activate the target entity until all client buttons have been activated

   •  if a client button pops back, it is not considered to be activated

   •  the target will only be activated when all buttons are in their activated state

related topics

   •  multi_manager

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 path_corner

keyvalues

   •  targetname (string) - name

   •  target (string) - next stop target

   •  message (string) - fire on pass

   •  wait (integer) - wait her for # seconds

   •  speed (integer) - new train speed

   •  yaw_speed (integer) - new train rotation speed

flags

   •  wait for retrigger (1)

   •  teleport (2)

   •  fire once (4)

notes

   •  path_corners setup a path for func_train entities

related topics

   •  func_train

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 path_track

keyvalues

   •  targetname (string) - name

   •  target (string) - next stop target

   •  message (string) - fire (event) on pass

   •  altpath (string) - branching path

   •  netname (string) - fire on dead-end

   •  speed (integer) - new train speed

flags

   •  disabled (1)

   •  fire once (2)

   •  branch reverse (4)

   •  disable train (8)

notes

   •  when a path_track is triggered, it switches its "next target" to the value specified by the altpath key, rather than the target key.

related topics

   •  func_tracktrain

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 scripted_sequence

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

   •  m_iszEntity (string) - target monster

   •  m_iszIdle (string) - idle animation

   •  m_iszPlay (string) - action animation

   •  m_flRadius (integer) - search radius

   •  m_flRepeat (integer) - repeat rate ms

   •  m_flMoveTo (integer) - move to position...

0 = no

1 = walk

2 = run

4 = instantaneous

5 = no - turn to face

flags

   •  wait til seen (1)

   •  exit agitated (2)

   •  repeatable (4)

   •  leave corpse (8)

   •  interpolate (16)

   •  no interruptions (32)

   •  override AI (64)

notes

   •  none

related topics

   •  aiscripted_sequence

   •  scripted_sentence

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 speaker

keyvalues

   •  targetname (string) - name

   •  preset (integer) - announcement presets

1 = c1a0 announcer

2 = c1a1 announcer

3 = c1a2 announcer

4 = c1a3 announcer

5 = c1a4 announcer

6 = c2a1 announcer

7 = c2a2 announcer

9 = c2a4 announcer

11 = c3a1 announcer

12 = c3a2 announcerv

   •  message (string) - sentence group name (reserved)

   •  health (integer) - volume (10 = loudest)

flags

   •  start silent (1) - the speaker must be triggered to become active

notes

   •  place this in one or more spots in your level.  every 3 to 10 minutes it will make a random announcement, as if a PA system is in effect

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 world_items

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

   •  type (integer) - types

44 = battery

42 = antidote

43 = security card

45 = suit

flags

   •  appearflags

notes

   •  none

related topics

   •  item_airtank

   •  item_healthkit

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 worldspawn

keyvalues

   •  message (string) - text on entering the world

   •  skyname (string) - environment map (cl_skyname)

   •  sounds (integer) - CD track to play

   •  light (integer) - default light level

   •  WaveHeight (string) - default wave height

   •  MaxRange (string) - max viewable distance (default 4096)

   •  chaptertitle (string) - chapter title message

   •  startdark (integer) - level fade-in

   •  gametitle (integer) - display game title

   •  newunit (integer) - new level unit

0 = no, keep current

1 = yes, clear previous levels

flags

   •  none

notes

   •  the worldspawn entity controls a number of level defaults, including the sky type, level message (displayed at the beginning of the level) , and CD track to be played.

   •  this entity cannot be accessed from within the 2D/3D views, nor can it be manually placed within your map.  You can access it through the Map menu, under Map Properties.

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


renderfx popup

renderfx values

0 = normal

1 = slow pulse

2 = fast pulse

3 = slow wide pulse

4 = fast wide pulse

5 = slow fade-away

6 = fast fade-away

7 = slow become-solid

8 = fast become-solid

9 = slow strobe

10 = fast strobe

11 = faster strobe

12 = slow flicker

13 = fast flicker

14 = constant glow

15 = distort

16 = hologram (distort and fade)


render mode popup

render mode values

0 = normal

1 = color

2 = texture

3 = glow

4 = solid

5 = additive


locked sound popup

locked sound values

0 = none

2 = access denied

8 = small zap

10 = buzz

11 = buzz off

12 = latch locked


unlocked sound popup

unlocked sound values

0 = none

1 = big zap and warmup

3 = access granted

4 = quick combolock

5 = power deadbolt 1

6 = power deadbolt 2

7 = plunger

8 = small zap

9 = keycard sound

10 = buzz

13 = latch unlocked

14 = light switch


locked sentence popup

locked sentence values

1 = general access denied

2 = security lockout

3 = blast door

4 = fire door

5 = chemical door

6 = radiation door

7 = general containment

8 = maintenance door

9 = broken shut door


unlocked sentence popup

unlocked sentence values

1 = general access granted

2 = security disengaged

3 = blast door

4 = fire door

5 = chemical door

6 = radiation door

7 = general containment

8 = maintenance area


movesnd popup

movement sound values

0 = no sound

1 = big elev 1

2 = big elev 2

3 = tech elev 1

4 = tech elev 2

5 = tech elev 3

6 = freight elev 1

7 = freight elev 2

8 = heavy elev

9 = rack elev

10 = rail elev

11 = squeek elev

12 = odd elev 1

13 = odd elev 2


stopsnd popup

stop sound values

0 = no sound

1 = big elev stop 1

2 = big elev stop 2

3 = freight elev stop

4 = heavy elev stop

5 = rack stop

6 = rail stop

7 = squeek stop

8 = quick stop


move sound popup

move sound values

0 = no sound

1 = servo (sliding)

2 = pneumatic (sliding)

3 = pneumatic (rolling)

4 = vacuum

5 = power hydraulic

6 = large rollers

7 = track door

8 = snappy metal door


stop sound popup

stop sound values

0 = no sound

1 = clang with brake

2 = clang reverb

3 = ratchet stop

4 = chunk

5 = light airbrake

6 = metal slide stop

7 = metal lock stop

8 = snappy metal stop


material type popup

material type values

0 = glass

1 = wood

2 = metal

3 = flesh

4 = cinder block

5 = ceiling tile

6 = computer

7 = unbreakable glass

8 = rocks


hurt dmg popup

damage type values

0 = generic

1 = crush

2 = bullet

4 = slash

8 = burn

16 = freeze

32 = fall

64 = blast

128 = club

256 = shock

512 = sonic

1024 = energy beam

16384 = drown

32768 = paralyse

65536 = nerve gass

131072 = poison

262144 = radiation

524288 = drown (recover)

1048576 = chemical

2097152 = slow burn

4194304 = slow freeze


room type popup

room type values

0 =  normal (off)

1 = generic

2 = metal small

3 = metal medium

4 = metal large

5 = tunnel small

6 = tunnel medium

7 = tunnel large

8 = chamber small

9 = chamber medium

10 = chamber large

11 = bright small

12 = bright medium

13 = bright large

14 = water 1

15 = water 2

16 = water 3

17 = concrete small

18 = concrete medium

19 = concrete large

20 = big 1

21 = big 2

22 = big 3

23 = cavern small

24 = cavern medium

25 = cavern large

26 = weirdo 1

27 = weirdo 2

28 = weirdo 3


global entity name popup

Global Entity Names

A global entity name allows objects to "exist" in more than one level.

"An easy example is you can see a building, but you can't get in. So you just shoot a bunch of holes, throw grenades, break the glass, etc. Now, if the inside of the building was a different level, and you used global names on all the things that you could change (glass, decals - stuff like that) then it would all be in THAT level, even though you weren't in it when you made the changes!"

-John Guthrie (Choryoth), level designer


hint type popup

ai hint values

0 = none

1 = world: door

2 = world: window

3 = world: button

4 = world: machinery

5 = world: ledge

6 = world: light source

7 = world: heat source

8 = world: blinking light

9 = world: bright colors

10 = world: human blood decal

11 = world: alien blood decal

300 = stuka: ceiling perch

301 = stuka: landing spot


 item_airtank

keyvalues

   •  none

flags

   •  none

notes

   •  this allows you to breathe underwater

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 item_healthkit

keyvalues

   •  none

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_hornetgun

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  this is the weapon used by the alien grunts

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  monster_alien_grunt

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 weapon_snark

keyvalues

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - object to kill when ammo is picked up

flags

   •  Appearflags

notes

   •  this allows you to fire a snark, a small alien creature that will attack whatever living creatures it can find

   •  if no other creatures are found, the snark will return and attack you

   •  you can trigger an event when this item is picked up by matching its target value to the events targetname value.

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 trigger_auto

keyvalues

   •  target (string) - target to activate when triggered

   •  delay (integer) - delay before trigger

   •  killtarget (string) - target to remove when triggered

   •  globalstate (integer) - global state to read

   •  triggerstate (integer) - trigger state (0 = off  1 = on  2 = toggle)

flags

   •  remove on fire (1) - remove trigger once it is activated

notes

   •  this trigger fires its targets when the level starts

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_camera

keyvalues

   •  target (string) - focal point of the camera

   •  targetname (string) - name

   •  killtarget (string) - target to remove when triggered

   •  delay (integer) - delay before trigger

   •  wait (integer) - time for camera to "live"

   •  moveto (string) - go to this path_corner

   •  speed (integer) - initial speed of camera movement

   •  acceleration (string) - acceleration in units/second^2

   •  deceleration (string) - stop deceleration in units/second^2

flags

   •  start at player (1) - camera will start from players view then move on to the fist path_corner.

   •  follow player (2) - camera will use the player as a focal point rather than its target

   •  freeze player (4) - player will not be able to move while the camera is active

notes

   •  for the target, you can specify the targetname of either an info_target (for a stationary focal point) or a func_train (for a moving focal point).  If the focal point is a func_train, the train must have an origin brush as part of its structure.  This origin brush will be used as the focal point.

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_changetarget

keyvalues

   •  targetname (string) - name

   •  target (string) - object to affect

   •  delay (integer) - delay before trigger

   •  killtarget (string) - target to remove when triggered

   •  m_iszNewTarget (string) - new target

flags

   •  none

notes

   •  this allows you to change the target of the targeted entity to the value held in m_iszNewTarget.

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 monster_apache

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  wait for trigger (4)

   •  no wreckage (8)

   •  prisoner (16)

   •  start inactive (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns the apache helicopter

related topics

   •  apache animation sequences

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_generic

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  renderfx (integer) - render fx (0 - 13)

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  model (string) - model

   •  body (integer) - body style

flags

   •  wait til seen (1)

   •  gag (2)

   •  not solid (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a generic script monster

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_grunt_repel

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a human grunt (repel)

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_leech

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a leech

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_osprey

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  start inactive (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns the osprey

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 env_laser

keyvalues

   •  targetname (string) - name

   •  LaserTarget (string) - target of laser

   •  renderfx (integer) - render fx

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  width (integer) - width of beam (pixels*0.1, 0 - 255)

   •  NoiseAmplitude (integer) - Amount of noise (0 - 255)

   •  texture (string) - sprite name (default sprites/laserbeam.spr)

   •  EndSprite (string) - end sprite (default sprites/laserbeam.spr)

   •  TextureScroll (integer) - texture scroll rate (0 - 100)

   •  framestart (integer) - starting frame

   •  damage (integer) - damage per second

flags

   •  start on (1)

   •  start sparks (16)

   •  end sparks (32)

   •  decal end (64)

notes

   •  none

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_shake

keyvalues

   •  targetname (string) -  name

   •  amplitude (integer) - amplitude of shaking (0 - 16 units)

   •  radius (integer) - effect radius

   •  duration (integer) - duration in seconds

   •  frequency (integer) - 0.1 = jerk, 255 = rumble

flags

   •  global shake (1)

   •  disrupt control (2)

   •  in air (4)

notes

   •  this will cause the screen to shake, possibly to simulate an earthquake or some other seismic event

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_sprite

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  framerate (integer) - framerate

   •  model (string) - sprite name (default sprites/glow.spr)

   •  scale (string) - scale

flags

   •  start on (1)

   •  play once (2)

notes

   •  none

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 func_wall_toggle

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

flags

   •  starts invisible (1)

   •  appearflags

notes

   •  this allows you to make geometry in your level that can be toggled on and off

related topics

   •  func_wall

   •  Overview of func_ entities

   •  Entity Guide Overview


 aiscripted_sequence

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  delay (integer) - delay before trigger

   •  killtarget (string) - kill target

   •  m_iszEntity (string) - target monster

   •  m_iszPlay (string) - action animation

   •  m_flRadius (integer) - search radius

   •  m_flRepeat (integer) - repeat rate ms

   •  m_flMoveTo (integer) - move to position...

0 = no

1 = walk

2 = run

4 = instantaneous

5 = no - turn to face

   •  m_iFinishSchedule (integer) - AI schedule when done

0 = default AI

1 = ambush

flags

   •  wait til seen (1)

   •  exit agitated (2)

   •  repeatable (4)

   •  leave corpse (8)

notes

   •  this is similar to the scripted sequence, but the monster retains its AI

related topics

   •  scripted_sequence

   •  scripted_sentence

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 gibshooter

keyvalues

   •  targetname (string) - name

   •  m_iGibs (integer) - number of gibs

   •  delay (integer) - delay between shots

   •  m_flVelocity (integer) - gib velocity

   •  m_flVariance (integer) - course variance

   •  m_flGibLife (string) - time in seconds for gib to live +/- 5%

flags

   •  repeatable (1)

notes

   •  this shoots gibs when triggered

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 scripted_sentence

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  delay (string) - delay before trigger

   •  killtarget (string) - kill target

   •  sentence (string) - sentence name

   •  entity (string) - speaker type

   •  duration (integer) - sentence time

   •  radius (integer) - search radius

   •  refire (integer) - delay before refire

   •  listener (string) - listener type

   •  volume (integer) - volume (0 - 10)

   •  attenuation (integer) - sound radius

flags

   •  fire once (1)

   •  followers only (2)

   •  interrupt speech (4)

   •  concurrent (8)

notes

   •  none

related topics

   •  aiscripted_sequence

   •  scripted_sequence

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 Scripted Sequences, Scientist

The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_scientist perform a number of different actions.

   •  beatdoor – beats on a door or window

   •  buysoda – tries to buy soda, then hits machine

   •  C1a0_catwalkidle – balancing on unsteady catwalk

   •  C1a0_catwalk – falling from catwalk that breaks

   •  ceiling_dangle – gets pulled up into the ceiling tiles

   •  checktie – straightens his tie

   •  Coffee – sitting down with hands on coffee cup

   •  cowering_in_corner – cowers, sitting on floor shaking head loop

   •  Cprscientist – scientist giving cpr

   •  Cprscientistrevive – helping guard up after reviving him with cpr

   •  Crawlwindow – crawls through a window

   •  Deskidle – leans on desk

   •  divewindow  – dives through window then gets up to run away

   •  Franticbutton  – races to shut off an event (pre-disaster)

   •  Handrailidle – leans on handrail

   •  Handrail – turns from handrail to look at something

   •  Haulscientist – zombie hauls the body of a dead scientist around

   •  headcrabbed – pushes file cabinet on headcrab, then gets headcrabbed from behind

   •  ickyjump_sci – icthyosaur jumps up and knocks scientist off catwalk

   •  Idle1 – subtle

   •  Idle3 – look up

   •  Idle4 – look down

   •  Idle5 – look right

   •  Idle6  –  look left

   •  Idle7 – shifts position

   •  Idewall – standing next to wall before the "scientist_gets_pulled" sequence

   •  locked_door –- tries frantically to get out of the locked door

   •  lookwindow –  looks through window

   •  no – shakes head no

   •  pondering – studies walls

   •  pondering2 – studies walls

   •  pondering3 –studies walls

   •  pulldoor – tries pulling on a locked door

   •  push_button – presses a waist-high button in front of him

   •  scientist_gets_pulled – gets pulled into the walls by zombie

   •  Startle – startles and turns to the left

   •  Studycart – studies pushcart

   •  tieshoe – props foot up on bench to tie shoe

   •  Tentacle_grab – gets grabbed by tentacle that busts through window

   •  unlock_door – unlocks door for player

   •  Ventpull1 – gets pulled into vent, legs first

   •  Ventpull2 – tries to save other scientist from being pulled into vent

   •  Ventpullidle1 – idle animation for ventpull1

   •  Ventpullidle2 – idle animation for ventpull2

   •  wave – waves at player

   •  Writeboard – writes on the whiteboard

   •  yes – shakes head yes

   •  Scripted Sequence Overview

   •  Entity Guide Overview


 Scripted Sequences, Security Guard

The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_barney perform a number of different actions.

   •  almost –dies on floor while reaching for medkit

   •  almostidle – wounded on floor reaching for medkit

   •  assassinated – gets killed by assassin's bullet

   •  barneyfall – falls four stories with the bullsquid

   •  barneyfallidle – guard and bullsquid idle until triggered to fall

   •  Barn_hiding –  hides under desk

   •  Barney_dragvent – getts dragged into a low vent opening

   •  Barn_wave – waves at player to warn them

   •  beat_grunt – stands over a body and points forward

   •  beat_grunt_idle –s tands over grunt

   •  c1a3a_emerge – emerges from the vent after killing zombie

   •  c1a3a_ventb – getting pulled through the vent by a zombie

   •  c3a2_draw – draws pistol and then puts it back in holster

   •  Cower_sit – squatting down, looking afraid

   •  Cower_stand – standing, looking around nervous

   •  Dying_barney – dying guard motions towards the vents

   •  halting_player –  standing at attention, halts player

   •  haul_barney – zombie hauls a dead guard around

   •  Idle1

   •  Idle2

   •  Idle3

   •  Idle4

   •  intropush – pushes buttons while standing

   •  locked_door –  trying to open locked door

   •  retina – uses the retinal scanner

   •  standing_idle –  standing at attention

   •  standing_looking –  standing at attention looking around

   •  standing_idle –  relaxed standing at position

   •  trackswitch – pulls lever to change the traintracks

   •  unlatch – unlatches a door  while standing

   •  Woundwalk –  walks with a bad limp

   •  Scripted Sequence Overview

   •  Entity Guide Overview


 Scripted Sequences, Human Grunt

The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_human_grunt perform a number of different actions.

   •  Bustwall – dead grunt gets thrown through wall

   •  Converse1 –  talks casually to another grunt

   •  Converse2 –  talks casually to another grunt

   •  Divecover – dives out of the way

   •  Diveaside_idle – prepares to dive out of the way

   •  Diveaside – dives out of the way

   •  Dragholdidle – dead grunt is about to be dragged into hole by bullsquid

   •  Draghole – gets dragged into hole by bullsquid

   •  Hoprail – hops over rail

   •  Idle1

   •  Idle2

   •  kneeldive_idle – prepares to dive out of the way

   •  kneeldive – dives out of the way

   •  pipetoss – tosses a bomb

   •  plunger – hits plunger to blow something up

   •  Startleleft – quickly turns to face his left

   •  Startleright – quickly turns to face his right

   •  trackwave – stands in middle of track and waves

   •  trackdive – second part to trackwave, dives out of the way of train

   •  Scripted Sequence Overview

   •  Entity Guide Overview


 Scripted Sequences, Zombie

The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_zombie perform a number of different actions.

   •  Busting_through_wall – busts through wall and lands flat on face

   •  Bust_window  – launches through window

   •  Getup – gets up from flat on his face

   •  Falling – falling loop animation

   •  Freak – sits in chair spazzing out

   •  Freakdie – dies in chair

   •  Haulzombie – hauls dead bodies down a corridor

   •  Kick_punch_wall

   •  Slideidle – has just been shot and is about to slump against wall

   •  Slidewall – hits wall and slides down after being shot

   •  Soda – messes with the soda machine then hits it

   •  Stand_up – gets up after bursting through window

   •  Vent_c1a3a – pulls guard through a vent, then swings him into a switch

   •  Zombie_pull_scientist – pulls scientist through wall

   •  Scripted Sequence Overview

   •  Entity Guide Overview


 Overview of Scripted Sequences

Animation Sequences

Bullsquid

Human Grunt

Scientist

Security Guard

Zombie

   •  Entity Guide Overview


monster_flyer_flock

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

   •  iFlockSize (integer) - size of flock

   •  flFlockRadius (integer) - radius of flock

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a flock of flying creatures

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 env_explosion

keyvalues

   •  targetname (string) - name

   •  iMagnitude (integer) - magnitude

flags

   •  no damage (1)

   •  repeatable (2)

   •  no fireball (4)

   •  no smoke (8)

   •  no decals (16)

   •  no sparks (32)

notes

   •  triggering this entity produces an explosion of the specified magnitude

   •  use the spawnflags to determine the specific characteristics of the explosion

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 func_monsterclip

keyvalues

   •  targetname (string) - name

flags

   •  none

notes

   •  blocks monster movement

   •  can be toggled on and off

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


TriggerCondition popup

TriggerCondition conditional values

0 = no trigger

1 = see player, mad at player

2 = take damage

3 = 50% health

4 = death

5 = (N/A) squad member dead

6 = (N/A) squad leader dead

7 = hear world

8 = hear player

9 = hear combat

10 = see player, unconditional

11 = see player, not in combat


 item_antidote

keyvalues

   •  none

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 item_battery

keyvalues

   •  none

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 item_longjump

keyvalues

   •  none

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 item_security

keyvalues

   •  none

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 item_suit

keyvalues

   •  none

flags

   •  short logon (1)

notes

   •  this is the players protective HEV suit

related topics

   •  none

   •  Overview of Weapons, Ammo, and Items

   •  Entity Guide Overview


 env_beverage

keyvalues

   •  targetname (string) - name

   •  health (integer) - capacity

   •  skin (integer) - beverage type

0 : coca-cola

1 : sprite

2 : diet coke

3 : orange

4 : surge

5 : moxie

6 : random

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_fade

keyvalues

   •  targetname (string) - name

   •  duration (integer) - duration in seconds

   •  holdtime (integer) - hold fade in seconds

   •  renderamt (integer) - fade alpha

   •  rendercolor (color255) - fade color

flags

   •  fade from (1)

   •  modulate (2)

notes

   •  screen fade

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_funnel

keyvalues

   •  targetname (string) - name

flags

   •  reverse (1)

notes

   •  large portal funnel

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_message

keyvalues

   •  targetname (string) - name

   •  target (string) - target

   •  message (string) - message name

   •  messagesound (string) - sound effect

   •  messagevolume (integer) - volume (0 - 10)

   •  messageattenuation (integer) - sound radius

0 : small radius

1 : medium radius

2 : large radius

3 : play everywhere

flags

   •  play once (1)

   •  all clients (2)

notes

   •  HUD text message

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 env_shooter

keyvalues

   •  targetname (string) -  name

   •  delay (string) - delay between shots - if 0, gibs all shoot at once

   •  m_iGibs (integer) - number of gibs

   •  m_flVelocity (integer) - gib velocity

   •  m_flVariance (string) - course variance

   •  m_flGibLife (string) - time in seconds for gibs to live +/- 5%

   •  shootmodel (string) - model

   •  shootsounds (integer) - material sound

-1 = none

0 = glass

1 = wood

2 = metal

3 = flesh

4 = concrete

   •  scale (string) - gib scale

   •  skin (integer) - skin

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  repeatable (1)

notes

   •  model shooter

   •  A complete list of gib models that can be used with the env_shooter can be found on the web at The Forge.

related topics

   •  none

   •  Overview of env_ entities

   •  Entity Guide Overview


 info_bigmomma

keyvalues

   •  targetname (string) - name

   •  target (string) - next node

   •  radius (integer) - radius

   •  reachdelay (integer) - wait after approach

   •  killtarget (string) - kill target

   •  reachtarget (string) - fire on approach

   •  reachsequence (string) - sequence on approach

   •  health (integer) - health on approach

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of info_ entities

   •  Entity Guide Overview


 monster_gman

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns The Man

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_sentry

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  autostart (32)

   •  start inactive (64)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  spawns a sentry turret gun

related topics

   •  none

   •  Overview of Monsters

   •   Entity Guide Overview


 func_guntarget

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  globalname (string) - global entity name

   •  speed (integer) - units per second

   •  target (string) - first stop target

   •  message (string) - fire on damage

   •  health (integer) - damage to take

flags

   •  none

notes

   •  this makes a moving platform

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_healthcharge

keyvalues

   •  globalname (string) - global entity name

   •  dmdelay (integer) - deathmatch recharge delay

flags

   •  none

notes

   •  this entity lets you create a health recharger

related topics

   •  func_recharge

   •  Overview of func_ entities

   •  Entity Guide Overview


 trigger_endsection

keyvalues

   •  targetname (string) - name

   •  section (string) - section

flags

   •  use only (1)

notes

   •  endsection trigger

related topics

   •  none

   •  Overview of Triggers

   •  Entity Guide Overview


 trigger_gravity

keyvalues

   •  target (string)

   •  targetname (string) - name

   •  netname (string) - target path

   •  style (integer) - style (32)

   •  killtarget (string) - kill target

   •  master (string) - targetname of multisource entity.

   •  sounds (integer) - sound style (3, 0 = no sound)

   •  delay (integer) - delay before trigger

   •  message (string) - message

   •  gravity (string) - gravity (0 - 1, default 1)

flags

   •  monsters (1) - triggered by monsters

   •  no clients (2) - not triggered by players

   •  pushables (4) - activated by pushable objects

notes

   •  trigger gravity

related topics

   •  trigger_multiple

   •  Overview of Triggers

   •  Entity Guide Overview


spawnobject popup

spawnobject values

0 = nothing

1 = battery

2 = health kit

3 = 9mm handgun

4 = 9mm clip

5 = machine gun

6 = machine gun clip

7 = machine gun grenades

8 = shotgun

9 = shotgun shells

10 = crossbow

11 = crossbow bolts

12 = 357

13 = 357 clip

14 = RPG

15 = RPG clip

16 = gauss clip

17 = handgrenade

18 = tripmine

19 = satchel charge

20 = snark

21 = hornet gun


 monster_alien_controller

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_hevsuit_dead

keyvalues

   •  pose (integer) - body pose

0 = on back

1 = seated

2 = on stomach

3 = on table

flags

   •  appearflags

notes

   •  this spawns a dead player model in one of four exciting poses.

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_hgrunt_dead

keyvalues

   •  pose (integer) - body pose

0 = on stomach

1 = on side

2 = seated

   •  body (integer) - body type

0 = grunt with gun

1 = commander with gun

2 = grunt without gun

3 = commander without gun

flags

   •  appearflags

notes

   •  this spawns a dead human soldier

related topics

   •  none

   •  Overview of Monsters

   •  Entity Guide Overview


 monster_nihilanth

keyvalues

   •  target (string) - move target

   •  targetname (string) - name

   •  TriggerTarget (string) - what to trigger when TriggerCondition is met

   •  TriggerCondition - trigger conditions

flags

   •  wait til seen (1)

   •  gag (2)

   •  monsterclip (4)

   •  prisoner (16)

   •  wait for script (128)

   •  pre disaster (256)

   •  fade corpse (512)

   •  appearflags

notes

   •  none

related topics

   •  none

   •  Overview of Monsters

   •   Entity Guide Overview


 func_tank

keyvalues

   •  target (string) - target on break

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  yawrate (string) - yaw rate (30)

   •  yawrange (string) - yaw range (180)

   •  yawtolerance (string) - yaw tolerance (15)

   •  pitchrate (string) - pitch rate (0)

   •  pitchrange (string) - pitch range (0)

   •  pitchtolerance (string) - pitch tolerance (5)

   •  barrel (string) - barrel length

   •  barrely (string) - barrel horizontal

   •  barrelz (string) - barrel vertical

   •  spritesmoke (string) - smoke sprite

   •  spriteflash (string) - flash sprite

   •  spritescale (string) - sprite scale (1)

   •  rotatesound (string) - rotate sound

   •  firerate (string) - rate of fire (per second)

   •  bullet_damage (string) - damage per bullet

   •  persistence (string) - firing persistence (1)

   •  firespread (integer) - bullet accuracy

0 = perfect shot

1 = small cone

2 = medium cone

3 = large cone

4 = extra-large cone

   •  minRange (string) - minimum target range

   •  maxRange (string) - maximum target range

   •  bullet (integer) - bullets

0 = none

1 = 9mm

2 = MP5

3 = 12mm

flags

   •  active (1)

   •  player (2)

   •  humans (4)

   •  aliens (8)

   •  only direct (16)

   •  controllable (32)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_tanklaser

keyvalues

   •  target (string) - target on break

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  yawrate (string) - yaw rate (30)

   •  yawrange (string) - yaw range (180)

   •  yawtolerance (string) - yaw tolerance (15)

   •  pitchrate (string) - pitch rate (0)

   •  pitchrange (string) - pitch range (0)

   •  pitchtolerance (string) - pitch tolerance (5)

   •  barrel (string) - barrel length

   •  barrely (string) - barrel horizontal

   •  barrelz (string) - barrel vertical

   •  spritesmoke (string) - smoke sprite

   •  spriteflash (string) - flash sprite

   •  spritescale (string) - sprite scale (1)

   •  rotatesound (string) - rotate sound

   •  firerate (string) - rate of fire (per second)

   •  bullet_damage (string) - damage per bullet

   •  persistence (string) - firing persistence (1)

   •  firespread (integer) - bullet accuracy

0 = perfect shot

1 = small cone

2 = medium cone

3 = large cone

4 = extra-large cone

   •  minRange (string) - minimum target range

   •  maxRange (string) - maximum target range

   •  laserentity (string) - env_laser entity

flags

   •  active (1)

   •  player (2)

   •  humans (4)

   •  aliens (8)

   •  only direct (16)

   •  controllable (32)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_tankmortar

keyvalues

   •  target (string) - target on break

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  yawrate (string) - yaw rate (30)

   •  yawrange (string) - yaw range (180)

   •  yawtolerance (string) - yaw tolerance (15)

   •  pitchrate (string) - pitch rate (0)

   •  pitchrange (string) - pitch range (0)

   •  pitchtolerance (string) - pitch tolerance (5)

   •  barrel (string) - barrel length

   •  barrely (string) - barrel horizontal

   •  barrelz (string) - barrel vertical

   •  spritesmoke (string) - smoke sprite

   •  spriteflash (string) - flash sprite

   •  spritescale (string) - sprite scale (1)

   •  rotatesound (string) - rotate sound

   •  firerate (string) - rate of fire (per second)

   •  bullet_damage (string) - damage per bullet

   •  persistence (string) - firing persistence (1)

   •  firespread (integer) - bullet accuracy

0 = perfect shot

1 = small cone

2 = medium cone

3 = large cone

4 = extra-large cone

   •  minRange (string) - minimum target range

   •  maxRange (string) - maximum target range

   •  iMagnitude (integer) - explosion magnitude

flags

   •  active (1)

   •  player (2)

   •  humans (4)

   •  aliens (8)

   •  only direct (16)

   •  controllable (32)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 func_tankrocket

keyvalues

   •  target (string) - target on break

   •  targetname (string) - name

   •  globalname (string) - global entity name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  yawrate (string) - yaw rate (30)

   •  yawrange (string) - yaw range (180)

   •  yawtolerance (string) - yaw tolerance (15)

   •  pitchrate (string) - pitch rate (0)

   •  pitchrange (string) - pitch range (0)

   •  pitchtolerance (string) - pitch tolerance (5)

   •  barrel (string) - barrel length

   •  barrely (string) - barrel horizontal

   •  barrelz (string) - barrel vertical

   •  spritesmoke (string) - smoke sprite

   •  spriteflash (string) - flash sprite

   •  spritescale (string) - sprite scale (1)

   •  rotatesound (string) - rotate sound

   •  firerate (string) - rate of fire (per second)

   •  bullet_damage (string) - damage per bullet

   •  persistence (string) - firing persistence (1)

   •  firespread (integer) - bullet accuracy

0 = perfect shot

1 = small cone

2 = medium cone

3 = large cone

4 = extra-large cone

   •  minRange (string) - minimum target range

   •  maxRange (string) - maximum target range

flags

   •  active (1)

   •  player (2)

   •  humans (4)

   •  aliens (8)

   •  only direct (16)

   •  controllable (32)

notes

   •  none

related topics

   •  none

   •  Overview of func_ entities

   •  Entity Guide Overview


 info_node_air

keyvalues

   •  none

flags

   •  none

notes

   •  this is used for flying creatures such as the Alien Controller

   •  the use of info_node entities is explained in detail in chapter 7 of the Worldcraft 2.0 Half-Life tutorial.

related topics

   •  none

   •  Overview of info_ entities

   •  Entity Guide Overview


 player_loadsaved

keyvalues

   •  targetname (string) - name

   •  duration (string) - fade duration in seconds

   •  holdtime (string) - hold fade in seconds

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

   •  messagetime (string) - show message delay

   •  message (string) - text on entering the world

   •  loadtime (string) - reload delay

flags

   •  none

notes

   •  triggering this entity will cause the last autosaved game to be loaded

   •  this will be handy for making sure the player doesn't kill any essential NPCs

related topics

   •  trigger_autosave

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 player_weaponstrip

keyvalues

   •  targetname (string) - name

flags

   •  none

notes

   •  triggering this entity will cause the players weapons to be stripped from him

   •  useful if you want to simulate the capture of the player.  How often does a captive get left with a rocket launcher??

related topics

   •  trigger_autosave

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 xen_hair

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  sync movement (1)

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 xen_plantlight

keyvalues

   •  targetname (string) - name

   •  target (string)

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 target_cdaudio

keyvalues

   •  targetname (string) - name

   •  health (integer) - -1 = stop, 1 - 30 = play a cd track.

   •  radius (string) - player radius

flags

   •  none

notes

   •  when a player comes within the specified radius of this entity, the specified cd track will play

related topics

   •  trigger_cdaudio

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 weaponbox

keyvalues

   •  (special - see notes, below)

flags

   •  none

notes

   •  weapon/ammo container

   •  fields entered are assumed to be ammo types, and the values of those fields are assumed to be the amount of ammo.  use the ammo names below...

9mm (glock/mp5 bullets)

357 (python bullets)

ARgrenades (m203 grenades)

buckshot (shotgun ammo)

bolts (crossbow)

rockets (RPG)

uranium (gauss/egon)

Hand Grenade

Satchel Charge

Trip Mine

Snarks

related topics

   •  none

   •  Overview of Miscellaneous

   •  Entity Guide Overview


 Overview of Xen Entities

xen_hair

xen_plantlight

xen_spore_large

xen_spore_medium

xen_spore_small

xen_tree

   • Entity Guide Overview


 xen_spore_large

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 xen_spore_medium

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 xen_spore_small

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 xen_tree

keyvalues

   •  targetname (string) - name

   •  renderfx (integer) - render fx

   •  rendermode (integer) - render mode (0 - 5)

   •  renderamt (integer) - fx amount (1 - 255)

   •  rendercolor (color255) - fx color (rgb value)

flags

   •  none

notes

   •  none

related topics

   •  none

   •  Overview of Xen Entities

   •  Entity Guide Overview


 info_intermission

keyvalues

   •  targetname (string) - name of info_target

flags

   •  none

notes

   •  death camera

   •  if, after death, nothing is done for 6 seconds, the players view will shift randomly to one of the info_intermission cameras placed in the level.

   •  for best effects, place the camera somewhere that the player isn't likely to have been, high up or low down, for instance.

related topics

   •  info_target

   •  Overview of info_ entities

   •  Entity Guide Overview


 env_blood

keyvalues

   •  targetname (string) - name

   •  color (integer) - blood color

0 = red (human)

1 = yellow (alien)

   •  amount (integer) - amount of blood (damage to simulate)

flags

   •  random direction (1)

   •  blood stream (2)

   •  on player (4)

   •  spray decal (8)

notes

   •  none

related topics

   •  gibshooter

   •  Overview of env_ entities

   •  Entity Guide Overview


 Scripted Sequences, Bullsquid

The following animation sequence names can be used within the scripted_sequence and aiscripted_sequence entities to make the monster_bullchicken perform a number of different actions.

   •  Bulljump – jumps on back of scientist

   •  Draggruntidle – readies to drag a human grunt through a hole

   •  Draggrunt – drags a grunt through a hole

   •  squidfallidle – guard and bullsquid idle until triggered to fall

   •  squidfall – guard and bullsquid fall four stories

   •  Scripted Sequence Overview

   •  Entity Guide Overview