For any "target" type value, you can use a "+" or "-" prefix to
specify that the target should be turned on or off, respectively.
(e.g. suppose you have an entity which targets "mylight". If you tell it
to target "+mylight" instead, then it will only turn the light on, never
off.)
Similarly, for any Master, you can invert the master relationship (that
is, you can disable the entity whenever the master is on) by
adding a tilde (~) at the start of the master's name.
When testing your level, it's sometimes helpful to be able to trigger
entities manually. To trigger an entity named "mydoor", you can simply
type "fire mydoor" at the console.
Similarly, if you just type "fire", you will trigger whatever entity the
player is aiming at.
NB: this command will only work if sv_cheats is set to 1.
info_node_air: ai air node
info_null: info_null (spotlight target)
info_player_deathmatch: Player deathmatch start
info_player_start: Player 1 start
info_target: Beam Target
info_teleport_destination: Teleport destination
Essentially, this flag forces the game engine to treat an info_target as visible
(even though it isn't). This has two effects:
1) Normally if an env_beam is attached to an info_target which can move (via MoveWith),
the env_beam won't follow the info_target properly. Ticking here fixes that problem.
2) If an env_beam's "ring" mode is selected, you must make both ends of the beam
into 'visible' entities, otherwise the beam won't be displayed.
(Note that if you're making a mod and you tell an info_target to use null.spr, you will
of course have to distribute null.spr with the mod.)
item_airtank: Oxygen tank
item_antidote: Poison antidote
item_battery: HEV battery
item_healthkit: Small Health Kit
item_longjump: Longjump Module
item_security: Security card
item_suit: HEV Suit
light: Invisible lightsource
light_glow: Dynamic Glow
Don't create a light whose name begins with "light" - a bug/feature in RAD means
that such a light won't be able to switch on and off.
This field will have no effect on a static (i.e. nameless) light.
'a' is dark, 'm' is normal brightness, 'z' is full brightness.
There's no support for a light to have a custom appearances when it's in a
state other than 'on'. See trigger_lightstyle if you need this effect.
Half-Life's glow-lights always flicker, for some reason. See also env_dlight .
light_environment: Environment
light_spot: Spotlight
Don't create a light whose name begins with "light" - a bug/feature in RAD means
that such a light won't be able to switch on and off.
This field will have no effect on a static (i.e. nameless) light.
'a' is dark, 'm' is normal brightness, 'z' is full brightness.
There's no support for a light to have a custom appearances when it's in a
state other than 'on'. See trigger_lightstyle if you need this effect.
momentary_door: Momentary/Continuous door
momentary_rot_button: Direct wheel control
Maximum speed the door is allowed to move at.
The number against each sound corresponds to the wav file played.
e.g. Vacuum (4) plays "doors/doormove4.wav".
See the notes about this field in func_rotating .
locus_alias: Locus System - Entity variable
Stores a reference to an entity. Whenever the alias is triggered with a locus,
the alias changes to store a reference to that locus.
locus_beam: Locus System - Beam effect
locus_variable: Locus System - Variable for storing data
This will only work if "Start & End" is set to "Entity & Entity".
The beam fades in from nothing, like a tracer bullet.
For making a rope, etc.
As the name suggests, this acts like a variable in a programming language. It
stores three values - a position, a velocity, and a ratio. (if you want to store
entity variables, see locus_alias). To set values, trigger the entity; and to
access them, just refer to it like a calc_x entity.
locus_variable can also be used another way; if you give a "Child's Name"
value, triggering it will create a reference point with that name. So for example,
suppose you want to create streams of water wherever an object gets shot. You
trigger a locus_variable to record where the shot hits, and then have its "fire
on spawn" value triggering the water stream. But if you don't have it make seperate
reference points, then all the water will come out of the last shot position.
monster_alien_controller: Controller
monster_alien_slave: Vortigaunt
Be careful when changing this - a monster's actions are tied closely to its model.
Only needed if you use the Squad Name value. If you define a Squad using the
Squad Name value, but none of them are flagged as a Squad Leader, then the
squad won't get linked together properly.
monster_apache: Apache
Be careful when changing this - a monster's actions are tied closely to its model.
Only needed if you use the Squad Name value. If you define a Squad using the
Squad Name value, but none of them are flagged as a Squad Leader, then the
squad won't get linked together properly.
This monster won't attack unless provoked.
monster_babycrab: Baby Headcrab
Be careful when changing this - a monster's actions are tied closely to its model.
monster_barnacle: Barnacle Monster
Be careful when changing this - a monster's actions are tied closely to its model.
monster_barney: Barney
monster_barney_dead: Dead Barney
Be careful when changing this - a monster's actions are tied closely to its model.
The sentence (see sound/sentences.txt) to speak when the player tells us to follow.
The sentence to speak when the player tells us to stop following.
The sentence to speak when refusing to follow the player.
While locked by the master, this monster will refuse to follow the player.
Mostly provided for mod-makers. In the standard sentences.txt, valid settings for
this are BA (speak as a Barney) and SC (speak as a Scientist). To define a
speech group "XX", you need to define sentences XX_ANSWER, XX_QUESTION, XX_IDLE,
XX_STARE, XX_OK, XX_WAIT, XX_STOP, XX_NOSHOOT, XX_HELLO, XX_SMELL, XX_WOUND and
XX_MORTAL. (as well as some others, if the monsters are going to be Pre-Disaster.)
Unless given a Master, a pre-disaster monster will refuse to follow the player.
Ensure the player can't take this monster's ammo or weapons.
monster_bigmomma: Big Mamma
monster_bloater: Bloater
Be careful when changing this - a monster's actions are tied closely to its model.
Not fully implemented: rudimentary AI. Will run away if attacked,
otherwise will stand still.
monster_bullchicken: BullSquid
Be careful when changing this - a monster's actions are tied closely to its model.
monster_cockroach: Cockroach
Be careful when changing this - a monster's actions are tied closely to its model.
monster_flyer_flock: Flock of Flyers
Be careful when changing this - a monster's actions are tied closely to its model.
monster_furniture: Monster Furniture
Be careful when changing this - a monster's actions are tied closely to its model.
monster_gargantua: Gargantua
Be careful when changing this - a monster's actions are tied closely to its model.
monster_generic: Generic Script Monster
Be careful when changing this - a monster's actions are tied closely to its model.
monster_generic_dead: Generic Dead Body
Be careful when changing this - a monster's actions are tied closely to its model.
Headcrab: 24 24 24
Houndeye: 32 32 36
Human: 32 32 72
Most Aliens: 64 64 64
Player: 0 = gordon's head, 1 = hooded.
Gina, Gordon, Helmet and Scientist player models: 0 = original design, 1 = updated (better looking) version.
Barneys: 0 = holstered gun, 1 = holding gun, 2 = missing gun.
Scientists: 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick)
Human Grunts: 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar)
If not set, health is 8.
Experiment with other values (1-255) for different blood colors.
If you don't specify a gib model, one will be chosen based on
the Blood Colour you set.
Tick here if you're using a model from the models/player/ directories.
This option sets it up so that the model's bounding box is centered on its origin (the X in
the middle of the entity, in WorldCraft), instead of being the middle of its bottom face.
monster_gman: G-Man
The corpse's pose will be the last frame of this sequence.
This overrides the 'death type' value.
If you don't specify a 'Sequence name', the monster will select a random death
animation of the type you specify here. Not all models have all these death types.
Player: 0 = gordon's head, 1 = hooded.
Gina, Gordon, Helmet and Scientist player models: 0 = original design, 1 = updated (better looking) version.
Barneys: 0 = holstered gun, 1 = holding gun, 2 = missing gun.
Scientists: 0-3 = no syringe, 4-7 = syringe in hand. 4 different heads in each set. (0 = Glasses, 1 = Einstein, 2 = Luther, 3 = Slick)
Human Grunts: 0-3 = Mp5, 4-7 = Shotgun, 8-11 = No gun. 4 different heads in each set. (0 = Gasmask, 1 = Beret, 2 = Skimask, 3 = Cigar)
Experiment with other values (1-255) for different blood colors.
If you don't specify a gib model, one will be chosen based on
the Blood Colour you set.
monster_grunt_repel: Human Grunt (Repel)
Be careful when changing this - a monster's actions are tied closely to its model.
monster_handgrenade: Live Handgrenade
Be careful when changing this - a monster's actions are tied closely to its model.
monster_headcrab: Head Crab
monster_hevsuit_dead: Dead HEV Suit
Be careful when changing this - a monster's actions are tied closely to its model.
monster_hgrunt_dead: Dead Human Grunt
monster_houndeye: Houndeye
The "no gun" settings are only included here for backwards compatibility.
monster_human_assassin: Human Assassin
Be careful when changing this - a monster's actions are tied closely to its model.
Only needed if you use the Squad Name value. If you define a Squad using the Squad Name
value, but none of them are flagged as a Squad Leader, then the squad won't get linked
together properly.
monster_human_grunt: Human Grunt (camo)
Be careful when changing this - a monster's actions are tied closely to its model.
monster_ichthyosaur: Ichthyosaur
Be careful when changing this - a monster's actions are tied closely to its model.
Only needed if you use the Squad Name value. If you define a Squad using the Squad Name
value, but none of them are flagged as a Squad Leader, then the squad won't get linked
together properly.
Ensure the player can't take this monster's ammo or weapons.
monster_leech: Leech
Be careful when changing this - a monster's actions are tied closely to its model.
monster_miniturret: Mini Auto Turret
Be careful when changing this - a monster's actions are tied closely to its model.
monster_nihilanth: Nihilanth
Be careful when changing this - a monster's actions are tied closely to its model.
monster_osprey: Osprey
Be careful when changing this - a monster's actions are tied closely to its model.
The helicopter which flies around and drops grunts. Basically, whenever a grunt
dies, a replacement will be dropped so that the level contains the same number as
before.
With Spirit 0.6, it's no longer necessary to place grunts in your level:
in that situation the Osprey pretends, arbitrarily, that 4 have already died.
NB: An osprey must have a patrol path; if you don't give one, it will fail to
work. Spirit 0.6 fixes the Half-Life bug which meant a path_corner had to give
a Speed value... though the Speed values will still function if you choose to use them.
FYI: an Osprey will only drop grunts at path_corners whose Speed is set
to 0. After dropping grunts, it will head for the nearest path_corner whose Speed
is greater than 400, if one exists. Spirit 0.6 also fixes the Half-Life bug which
crashed the game if no such corner was available.
monster_rat: Rat
Be careful when changing this - a monster's actions are tied closely to its model.
Until triggered, the osprey won't move or drop grunts.
Like monster_bloater : no AI, no death animation.
monster_satchelcharge: Live Satchel Charge
Be careful when changing this - a monster's actions are tied closely to its model.
monster_scientist: Scared Scientist
monster_scientist_dead: Dead Scientist
Be careful when changing this - a monster's actions are tied closely to its model.
The sentence (see sound/sentences.txt) to speak when the player tells us to follow.
The sentence to speak when the player tells us to stop following.
The sentence to speak when refusing to follow the player.
While locked by the master, this monster will refuse to follow the player.
Mostly provided for mod-makers. In the standard sentences.txt, valid settings for
this are BA (speak as a Barney) and SC (speak as a Scientist). To define a
speech group "XX", you need to define sentences XX_ANSWER, XX_QUESTION, XX_IDLE,
XX_STARE, XX_OK, XX_WAIT, XX_STOP, XX_NOSHOOT, XX_HELLO, XX_SMELL, XX_WOUND and
XX_MORTAL. (as well as some others, if the monsters are going to be Pre-Disaster.)
Unless given a Master, a pre-disaster monster will refuse to follow the player.
monster_sentry: Sentry Turret Gun
monster_sitting_scientist: Sitting Scientist
Be careful when changing this - a monster's actions are tied closely to its model.
monster_snark: Armed Snark
Be careful when changing this - a monster's actions are tied closely to its model.
Sitting scientists are pre-disaster by default.
monster_target: Target for monsters to attack
Be careful when changing this - a monster's actions are tied closely to its model.
monster_tentacle: Tentacle Arm
Disliked by human military and most aliens.
Hated by human military, disliked by most aliens.
Hated by alien military, disliked by barneys and most aliens.
Hated by human military, disliked by barneys.
Disliked by human miliary and barneys.
Disliked by all humans. Hated by Bullsquids.
Disliked by all humans and by other Bullsquids. Feared by Headcrabs.
Disliked by everyone, except other Faction A members.
Disliked by everyone, except other Faction B members.
Disliked by everyone, except other Faction C members.
monster_tripmine: Active Tripmine
Be careful when changing this - a monster's actions are tied closely to its model.
monster_turret: Auto Turret
Be careful when changing this - a monster's actions are tied closely to its model.
monster_zombie: Scientist Zombie
Be careful when changing this - a monster's actions are tied closely to its model.
Be careful when changing this - a monster's actions are tied closely to its model.
monstermaker: Monster Maker
The total number of monsters the monstermaker can create (-1 = unlimited)
If -1, a new monster will only be made when the last monster dies.
Otherwise, this is is the time to wait (seconds) between producing new monsters.
Mainly for use with env_warpball . This makes a delay between the monstermaker triggering
its "target on release" entity and the monster appearing. For best results, set the
"target on release" value to the env_warpball, and set the "delay before release" to about 0.5.
The maximum number of live children allowed at one time; if this is set, new children will
not be made until one dies. (-1 = no limit)
If you just want a monster to be ignored, use the "Prisoner" flag instead.
Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
Likes players and scientists; dislikes Machines, Human Military, and all aliens.
Dislikes scientists and most aliens. Hates players, barneys and Alien Military.
Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them.
Otherwise, they're pretty much like Human Military.
Hates players and Human Military. Dislikes Machines, scientists and barneys.
Dislikes Machines and all humans.
Dislikes all humans. Scared of Bullsquids.
Hates Headcrabs. Dislikes humans and other Bullsquids.
Dislikes everyone, except other Faction A members.
Dislikes everyone, except other Faction B members.
Dislikes everyone, except other Faction C members.
Replaces the old "Player Ally" flag.
Scientists usually use this behaviour.
Barneys usually use this behaviour.
If you don't give the monstermaker a Name, this is the default.
In Cyclic mode, the maker will spawn a monster each time it's triggered.
(Otherwise, triggering the maker will turn it on, and it will then make monsters as
often as its 'delay' permits.)
By default, unless "number of monsters" is 1, the corpses of the monsters will fade out.
Tick here to override this. In order to prevent infinite numbers of corpses from appearing,
this flag is ignored if Number of Monsters is set to unlimited,
If this is ticked, the created monsters won't drop their weapons when they die.
motion_manager: Control the movement and direction of an entity
To change an entity's position or velocity instantly, see trigger_motion .
multisource: Multisource
multi_alias: Multi-target alias
A multi_alias is an info_alias with more than one target. It's mainly useful to group entities
together, while still allowing them to have individual names.
For example, suppose you have a set of lights in your level. Each one has its own lightswitch,
which allows it to be switched on and off on its own. But later in the level, you want the power
(i.e. all the lights) to go off. One way to do that would be to make a multi_alias which
targets all the lights, and simply trigger what that alias refers to.
multi_manager: MultiTarget Manager
Each time the alias is used, one of the targets will be chosen
at random. Targets with higher values are proportionally more
likely to be chosen.
Each time the alias is used, zero or more of the targets will
be valid. The 'value' for each target gives the percentage
chance that it will be valid each time.
Triggers a sequence of up to 16 entities, at various time offsets.
To specify the list of entities for it to trigger, turn off Worldcraft's "smart edit" mode
and add fields manually. The name of the field is the targetname of the entity to trigger,
and the contents of the field are the time (in seconds) to wait before triggering it.
If a master is given, then while the master is in any state but ON, the manager will ignore
all signals. This won't prevent it from continuing a sequence that started while the master
was ON, but it will prevent a new sequence from starting.
multi_watcher: State Watcher
How long to wait before starting the sequence. This delay is in addition to the offsets given for each individual target.
If set, then each time it's triggered the manager will wait for a random length of time. The "Time Offset"
value is used as a minimum offset.
Message to send to the targets.
If you select this, the manager will send on whatever triggers (e.g. USE_ON) that it received
itself. So this is a way to "fork" the signal sent by another entity.
The 'value' for each target is the time offset at which to fire it.
Choose one of the targets at random, and fire it. The 'value' gives the relative chance
that each target will be chosen.
Go through the list of targets, and for each one either fire it, or don't fire it.
The 'value' gives the percentage chance that a value will get fired.
In this mode, the number for each target specifies its position in the sequence
(relative to the other numbers), but all the targets will actually be fired at the same time.
So setting the targets to A 1, B 2 and C 3 would be almost equivalent to
setting A 0.00001, B 0.00002, and C 0.00003 in normal mode.
Gives threads a name of their own. This lets you kill/trigger the threads
without affecting the manager, and vice versa. (If this is left blank, the
threads have the same name as the manager.)
This is mostly useful on a multithreaded looped manager.
Whenever a thread is created, the entity named here will be triggered,
with the new thread as the locus.
By default, a manager will ignore all inputs while it's performing a sequence.
Tick this to allow more than one sequence to run at a time.
NB: This flag has been moved. Apologies.
When the sequence ends, it will start again from the beginning. To stop the
loop, toggle the manager a second time.
The manager will USE_KILL itself when the sequence is complete.
If Loop is also ticked, the manager will only USE_KILL itself when told to stop the loop.
The manager will activate itself when the level starts, so that you don't
have to use a trigger_auto. (particularly useful for looping multi_managers.)
The manager will report to the console when it fires, etc.
A multi_watcher is like a normal watcher , except that it watches up to 16 entities at once.
The entity is probably most useful when used as a master for another entity- a versatile replacement
for the multisource , in a way. Note that if you need to handle a complex logical operation, you can make a
multi_watcher which watches other multi_watchers.
The list of watched entities is specified in the same way as the targets of a multi_manager , except that the
'value' should be set to 0. (Future versions of Spirit may make use of the value, but for now it's ignored.)
This is a very powerful entity, but is probably only useful for experienced mappers.
This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes.
The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'.
If this is enabled, the watcher will always notify its target with USE_TOGGLE, instead of sending ON or OFF.
path_corner: Path Corner
path_track: Train Track Path
It's very easy to get the train going 'infinitely' fast with this setting.
Excessively high speeds tend to cause problems, so use with caution.
This permanently changes the train's speed, the same way as the other
settings. In other words: when it reaches the next corner, the train's
speed won't change back.
When the train passes this corner, its rate of turning will be set to this value -
just like the "speed" for a corner sets the train's linear speed.
NB: setting this field to "0 0 0" will make the train stop turning. Leaving the
field blank, on the other hand, will leave the train turning at the same rate.
If set to "Yes", then as trains approach this corner, they will turn to face its
'angle' value.
By default, the train will keep turning after passing the corner. To
make it stay facing your chosen direction, set "Turn Speed" to "0 0 0".
In normal Half-Life, this was the only setting available.
NB: This will have no effect unless the train has the "No Control" flag set.
This sets the train's 'master speed', which means that the train's speed in
all gears (half speed, quarter speed, etc) will also change in proportion to
the number you set.
It's very easy to get the train going 'infinitely' fast with this setting.
Excessively high speeds tend to cause problems, so use with caution.
(This changes the 'master speed').
This permanently changes the train's speed, the same way as the other
settings. In other words: when it reaches the next corner, the train's
speed won't change back.
(This changes the 'master speed').
When the train passes this corner, its rate of turning will be set to this value -
just like the "speed" for a corner sets the train's linear speed.
NB: setting this field to "0 0 0" will make the train stop turning. Leaving the
field blank, on the other hand, will leave the train turning at the same rate.
The value specified will be scaled to fit the speed (e.g. half
speed, quarter speed) the train is currently moving at.
When you set Turn Speed to make a tracktrain turn around, its normal turning
(face along the track, turn at corners) gets suppressed. Select this when you
want to reenable it. (The 'Turn Speed' value isn't used when this option is
selected.)
If set to "Yes", then as trains approach this corner, they will turn to face its
'angle' value.
By default, the train will keep turning after passing the corner. To
make it stay facing your chosen direction, set "Turn Speed" to "0 0 0".
player_freeze: Stop player from moving
player_loadsaved: Load Auto-Saved game
player_weaponstrip: Strip player's weapons
In each of these fields, either choose a preset value from the menu, or else specify
a number of bullets to remove (e.g. 8).
scripted_action: Scripted Action
Note that a monster_generic won't usually do these actions correctly.
If you're using this to make a monster_barney shoot, it'll look odd (as if he's shooting bullets from his
knuckles) unless you first use a scripted_sequence (playing the "draw" animation) or env_customize
(setting body = 1) to put his pistol into his hand; as seen in the SpiritDemo level.
scripted_sentence: Scripted Sentence
When the action starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
Specify either a classname (e.g. monster_barney) or a targetname to look for.
Don't move at all. (Turn Type will be ignored.)
Walk to the entity, then turn.
Run to the entity, then turn.
Teleport to the entity. Also, the monster's angle will instantly change to
whatever is specified in its "turn type".
Spirit fixes a bug which used to freeze a monster when playing a script with this setting.
Turn to the angle given by the sequence entity's "angle" value.
Turn to look at the "entity to attack", or at the sequence entity if no "entity to attack" is specified.
Most monsters won't be able to shoot directly at the "entity to attack" unless this option is selected.
If blank, the monster will attack the scripted_action entity.
Headcrabs: leap. Houndeye: sonic attack. Barney: fire pistol... and so on. Most monsters have a ranged attack of some kind.
Grunts and assassins: throw or launch a grenade at the "attack" entity.
Alien Controller: big homing fireball.
Scientist: Heal. Everyone else: Kick, punch, bite, slash with claws, etc.
Assassins: kick. Bullsquids:bite. Headcrab: rear up on hind legs.
Big Momma: lay a baby headcrab. Gargantua: Flame Thrower.
Grunts: place a grenade on the ground.
Don't know of any monsters which use this, but feel free to try...
Grunts and barneys: Reload. The same thing can be done with a scripted_sequence , but it's available here for convenience.
Assassins: jump to the "attack" entity. Houndeyes, Bullsquids and Big Momma: just jump.
Just turn and/or move.
If "Monster to affect" is a classname, the game picks a random monster of that type from within this
search radius.
Default behaviour for a scripted_action is to delete itself after finishing.
When the player shoots a monster or requests a scientist to follow him, scripts the
monster is playing will usually be interrupted.
If this isn't ticked, the script will be ignored while the monster is in combat.
If no targetname is given, a scripted_sentence will play sentences as often as its "refire" rate permits.
scripted_sequence: Scripted Sequence
If "Target Monster" is a classname, the game picks a random monster of that type from within this
search radius.
If a scripted_sequence has no targetname, it will start playing as soon as the level begins.
If two or more scripted_sequences have the same targetname, they will be synchronised so that
no matter how long it takes the monsters to walk to the sequence entities, their action animations
will start at the same time.
scripted_tanksequence: Scripted Tank Sequence
When the animation starts, this target will be triggered. (The standard 'target' value is triggered only when the sequence ends.)
Specify either a classname (e.g. monster_barney) or a targetname to look for.
Animation to play after moving. Note that a monster_generic won't add any sounds or
special effects to its animations. If you need those to appear, you'll have to use the
monster_<whatever> entities, instead.
If you specify an idle animation, then when the level begins the monster will be frozen and made
to play that animation (this is the main use for the idle animation). When you trigger the sequence entity,
the monster will start playing the action animation instead. And when the sequence finishes, the monster
reverts to its normal AI.
If there are any other scripted_sequences with the same name as this one, then the monster will also play
the "idle" animation while it's waiting for the other sequences to be ready to start.
And finally, if the action animation is the same as the idle animation, then any time the monster would be
playing the idle animation, instead it will be frozen.
Obvious, eh? ;)
If "Target Monster" is a classname, the game picks a random monster of that type from within this
search radius.
Don't move at all. (Turn Type will be ignored.)
Walk to the entity, then turn.
Run to the entity, then turn.
Teleport to the entity. Also, the monster's angle will instantly change to
whatever is specified in its "turn type".
Spirit fixes a bug which used to freeze a monster when playing a script with this setting.
Turn to the angle given by the sequence entity's "angle" value.
Turn to look at the sequence entity.
Default behaviour for a sequence is to delete itself after finishing.
If the animation includes the monster dying, don't fade the corpse afterwards.
If the player shoots a monster or tells a scientist/barney to follow him, any
scripts the monster is playing will usually be interrupted.
Unless you tick this, the monster won't play the script when it's in combat.
Even if the animation makes the monster look like it's walking around, DON'T shift
the monster to its apparent new location when the animation ends.
Some death sequences kill the monster automatically (e.g. "herodie" in loader.mdl)
but for most you'll have to tick this box. This is affected by Leave Corpse in the
obvious way.
scripted_trainsequence: Scripted Train Sequence
Specify either a classname (e.g. monster_barney) or a targetname to look for.
If you leave this blank, the tank will just pick its nearest enemy.
Usually, if a player is using the tank when the sequence is activated,
the sequence won't work. Tick here to override that, by dumping the
player when the sequence starts.
This entity is by no means complete, but is still somewhat usable.
This entity will be triggered regardless of how the sequence ends:
by reaching the destination, by timing out, or by the sequence being
triggered 'off' (which causes it to abort).
The train will just move straight to the destination
you specify, without trying to follow an existing path.
speaker: Announcement Speaker
target_cdaudio: CD Audio Target
trigger_auto: AutoTrigger
Be careful when using this entity; it will trigger not only when the level starts,
but also when a saved game is loaded.
trigger_autosave: AutoSave Trigger
Tick here to have the trigger_auto's "activator" be the player.
(Not for use in multiplayer levels.)
trigger_bounce: Bouncey area
An entity that things bounce off. Set its Angle to specify the angle to reflect them in;
objects already moving in this direction will be unaffected. (E.g. to make a trampoline,
you would specify "up". Objects which are already moving upwards will be unaffected.)
Try Factor = 2 and Minimum Speed = 150 to make a corridor which players can't run through,
only walk slowly. (Something like the force-fields in Dune.)
trigger_camera: Trigger Camera
Only trigger when touched by an entity with this name.
If this is set, the flags "Monsters", "Pushables", etc will be ignored.
(Alternatively you can specify a classname, e.g. monster_barney.)
Acts like friction - each bounce will be scaled up or down by this amount.
(for instance, if the factor is 0.5, and you hit the trigger_bounce at 100
units/sec, you'll bounce off at 50 units/sec.)
If an object hits the trigger_bounce entity slower than this, then it'll
go straight through.
Tells the entity to reduce bounce speeds by the 'minimum speed' value.
(for instance, if you hit the trigger_bounce at 100 units/sec, the Factor is
0.5 and the min.speed is 20, then you'll bounce off at 40 units/sec.
trigger_cdaudio: Trigger CD Audio
trigger_changealias: Trigger Change Alias
trigger_changecvar: Change Console Variable
If this is ticked, alias references in the "String to Set" will be resolved before any changes are
applied. So, for example, suppose you set this entity up to affect an alias "alias1", and to set alias1
to target "*myalias".
If "Resolve references" is left unticked, then "alias1" will change to refer to "*myalias"; that is,
in future any changes to "myalias" will also change what "alias1" refers to.
By contrast, if "Resolve references" is ticked, then "alias1" will change to refer to whatever "myalias"
is referring to at the time the trigger_changealias takes effect. Future changes to "myalias" will
therefore not affect "alias1".
trigger_changelevel: Trigger: Change level
trigger_changetarget: Trigger Change Target
trigger_command: Console Command
trigger_counter: Trigger counter
While locked by its master, the trigger_counter _will_ keep counting when fired,
but it won't fire anything itself.
trigger_endsection: EndSection Trigger
trigger_gravity: Trigger Gravity
trigger_hevcharge: Trigger charge hev
trigger_hurt: Trigger player hurt
Usually, the HEV suit will comment on the new power level.
trigger_inout: Trigger: Activate on entering or leaving
trigger_monsterjump: Trigger monster jump
Only trigger when touched by an entity with this name.
If this is set, the flags "Monsters", "Pushables", etc will be ignored.
(Alternatively you can specify a classname, e.g. monster_barney.)
trigger_motion: Set the position and movement of an entity
This replaces the trigger_setposition and trigger_setvelocity entities, which have
been removed. Apologies for any inconvenience.
If you want to control motion for a period of time, see motion_manager .
trigger_once: Trigger: Activate once
trigger_multiple: Trigger: Activate multiple
Only trigger when touched by an entity with this name.
If this is set, the flags "Monsters", "Pushables", etc will be ignored.
(Alternatively you can specify a classname, e.g. monster_barney.)
trigger_onsight: Trigger when A sees B
In fact, this should probably be called watcher_onsight.
trigger_push: Trigger player push
Put the targetname of the entity whose eyes the trigger_onsight should look through.
(if you want to trigger when the trigger_onsight itself sees something, i.e.
simulating a security camera, put the name of the trigger_onsight.)
Leave this blank to have it trigger when something sees the trigger_onsight.
You can also put a classname here, to trigger when the Looking Entity sees
any entity of that class.
Currently, only the horizontal view will be checked.
Don't check line of sight: i.e. it doesn't matter if there's something
in the way.
trigger_lightstyle: Trigger Change Lightstyle
Only affects dynamic (i.e. named) lights.
trigger_relay: Trigger Relay
trigger_rottest: Trigger RotTest
This field allows you to use the trigger_relay as a kind of conditional jump: it
looks at its master, and does different actions based on the master's state.
I.e. when triggered ON, send OFF. And vice versa.
Setting this will cause the target momentary door to move to a particular position.
Use this in combination with usetype Ratio, to trigger momentary doors.
For example, sending 1.0 tells them to go fully
open, 0.0 fully closed, and 0.5 half-way.
If you're trying to work out what's going wrong with your level,
try ticking here and the relay will tell you when it triggers, etc.
Here's a useful trick: make a trigger_relay with this field ticked,
and give it the same name as an entity that you're interested in.
The relay will then notify you whenever that entity gets triggered.
don't use. This is just a test entity.
trigger_sound: Brush-based DSP Sound
trigger_startpatrol: Trigger Start Patrol
Suggest to the specified monster that it should follow the given path. This is a low priority
activity, superceded when it spots a player (for instance).
(The same thing happens if you give the monster a "target".)
trigger_teleport: Trigger teleport
trigger_transition: Trigger: Select Transition Area
Only trigger when touched by an entity with this name.
If this is set, the flags "Monsters", "Pushables", etc will be ignored.
(Alternatively you can specify a classname, e.g. monster_barney.)
watcher: State Watcher
A watcher watches an entity, waiting for it to be in a given state. The default behaviour is for
the watcher to be 'On' if the watched entity is 'On', and to be 'Off' at all other times.
The main use for a watcher is to fire another entity (the "entity to notify"), each time the
watcher's state changes.
watcher_count: Watcher, entity count
The watcher will revert to this state if the watched entity is missing or killed.
This entity will be sent USE_ON or USE_OFF, as appropriate, whenever the watcher's state changes.
The bottom 5 flags are used to specify what states are being watched for. Default is to just watch for 'On'.
If this is enabled, the watcher will notify its target with USE_TOGGLE, instead of sending ON or OFF.
If this is enabled, the target won't be triggered when the watcher turns on.
If this is enabled, the target won't be triggered when the watcher turns off.
If this is set, one of the targets (< or >=) will be fired, as appropriate,
when the level starts.
weapon_357: 357 Handgun
weapon_9mmAR: 9mm Assault Rifle
weapon_9mmhandgun: 9mm Handgun
weapon_crossbow: Crossbow
weapon_crowbar: Crowbar
weapon_egon: Egon Gun
weapon_gauss: Gauss Gun
weapon_handgrenade: Handgrenade Ammo
weapon_hornetgun: Hornet Gun
weapon_rpg: RPG
weapon_satchel: Satchel Charge Ammo
weapon_shotgun: Shotgun
weapon_snark: Squeak Grenade
weapon_tripmine: Tripmine Ammo
world_items: World Items
xen_hair: Xen Hair
xen_plantlight: Xen Plant Light
xen_spore_large: Xen Spore (large)
xen_spore_medium: Xen Spore (medium)
xen_spore_small: Xen Spore (small)
xen_tree: Xen Tree
Appendix:
HLRAD Opacity (ZHLT 2.5.1+):
Falloff (ZHLT 2.5.1+):
Skill setting:
Render FX:
Additive or Texture mode only.
Additive or Texture mode only.
Additive or Texture mode only.
Additive or Texture mode only.
This setting only affects the Glow rendermode. With this setting, Glow mode behaves
exactly like Additive mode - except that (as is usual for Glow mode) the sprite isn't
obscured by intervening sprites or models. (Hmm. Call me slow, but..... how is this
useful?)
Strange effect. As seen, briefly, when a Gargantua dies.
Quite pretty. As seen in Valve's mod Deathmatch Classic.
Render Mode:
For BSP objects, the object will be rendered as a pure area of whatever
color is specified in FX Color.
For models and sprites, this is the same as Normal mode.
For BSP objects, the object will be rendered without shadows.
For models and sprites, this is the same as Normal mode, except that the Pulse
renderfx settings work.
Like additive, but as the player gets further from the sprite, it gets
progressively larger and more transparent. The sprite is also not obscured by
intervening models, which can sometimes look bad.
Alphatest sprites won't use their masks in this mode.
For BSP objects, this only affects textures beginning with {. Blue pixels
will be transparent; non-blue pixels will be solid.
For models, this mode is the same as Normal mode.
For sprites, this mode is for displaying sprites in Indexalpha mode - i.e.
the palette positions are used as opacity settings; 0 for fully transparent,
and 255 for fully opaque, regardless of what the palette colors actually are.
The only palette colour that will be used is the last one, which sets the
colour for the whole sprite. (Needless to say, this will look odd unless the
sprite is designed to be displayed this way!)
Oddly, Alphatest sprites won't use their masks in this mode.
Only bright parts of the object are visible; darker parts are just more
transparent, and black is not drawn. Useful for making lighting or hologram
effects.
Locked Sound:
The locked sound & sentence will be played if:
1) The player walks into a door which has a name. (and Force Touchable isn't selected.)
2) A door/button with a master gets activated, but the master is disabled.
The number against each sound corresponds to the wav file played.
e.g. Buzz (10) plays "buttons/button10.wav".
Unlocked Sound:
The unlocked sound & sentence will be played whenever a door starts to open and whenever
a button starts to push in. (They will never be played when a door starts to close, even if
"Toggle" is selected.)
The number against each sound (except lightswitch) corresponds to the wav file played.
e.g. Buzz (10) plays "buttons/button10.wav".
Locked Sentence:
The letters correspond to the sentence group played (see sound/sentences.txt);
e.g. Blast Door (NF) will cycle through NF0, NF1 and NF3.
Unlocked Sentence:
The letters correspond to the sentence group played (see sound/sentences.txt);
e.g. Blast Door (EF) will cycle through EF0, EF1 and EF3.
Behave as:
If you just want a monster to be ignored, use the "Prisoner" flag instead.
Likes players and barneys; hates Human Military and most aliens; scared of Alien Military and Bullsquids.
Likes players and scientists; dislikes Machines, Human Military, and all aliens.
Dislikes scientists and most aliens. Hates players, barneys and Alien Military.
Machines go clang when hit, and never gib. Bioweapons (Snarks and Hornets) ignore them.
Otherwise, they're pretty much like Human Military.
Hates players and Human Military. Dislikes Machines, scientists and barneys.
Dislikes Machines and all humans.
Dislikes all humans. Scared of Bullsquids.
Hates Headcrabs. Dislikes humans and other Bullsquids.
Dislikes everyone, except other Faction A members.
Dislikes everyone, except other Faction B members.
Dislikes everyone, except other Faction C members.
Reaction to player:
Replaces the old "Player Ally" flag.
Scientists usually use this behaviour.
Barneys usually use this behaviour.
Trigger Condition:
Monster Flags:
Don't attack the player until s/he can see us.
Don't speak except when in combat. Don't make "idle" noises.
If ticked, the monster can't enter a func_monsterclip area.
If ticked, the monster will ignore all other monsters and vice versa.
The dreaded yellow blobs appear for a good reason; they show a monster is stuck
in a wall and unable to move. Only tick this if you're happy for it to be stuck.
gibshooterbase Flags:
Appearance (static):
This field will have no effect on a dynamic (i.e. named) light.
Appearance (on):
This field will have no effect on a static (i.e. nameless) light.
Appearance (off):
This field will have no effect on a static (i.e. nameless) light.
Appearance (turn on):
This field will have no effect on a static (i.e. nameless) light.
Appearance (turn off):
This field will have no effect on a static (i.e. nameless) light.
Material type:
Gibs: models/glassgibs.mdl
Break noise: debris/bustglassX.wav
Bounce noise: debris/glassX.wav
Gibs: models/woodgibs.mdl
Break noise: debris/bustcrateX.wav
Bounce noise: debris/woodX.wav
Gibs: models/metalplategibs.mdl
Break noise: debris/bustmetalX.wav
Bounce noise: debris/metalX.wav
Gibs: models/fleshgibs.mdl
Break noise: debris/bustfleshX.wav
Bounce noise: debris/fleshX.wav
Gibs: models/cindergibs.mdl
Break noise: debris/bustconcreteX.wav
Bounce noise: debris/concreteX.wav
Gibs: models/ceilinggibs.mdl
Break noise: debris/bustceilingX.wav
Bounce noise: none
Gibs: models/computergibs.mdl
Break noise: debris/bustmetalX.wav
Bounce noise: debris/woodX.wav
Note: Generates sparks when damaged.
Gibs: models/glassgibs.mdl
Break noise: debris/bustglassX.wav
Bounce noise: debris/glassX.wav
Note: Makes ricochet noises when damaged.
Gibs: models/rockgibs.mdl
Break noise: debris/bustconcreteX.wav
Bounce noise: debris/concreteX.wav
Gibs Direction:
Spawn On Break:
Respawn time (secs):
Breakable Flags:
Fire before moving:
Together with "On/Off Aware", this field replaces the old
"synchronised" flag.
When set, the door will fire its Target as soon as it
starts to move, instead of firing when it reaches the end
of its move.
(NB: the "Target on Open" and "Target on Close" fields are not
affected; they will still fire at the end of movement.)
On/Off Aware:
Together with "Fire before moving", this field replaces the old
"synchronised" flag.
When this is set, instead of always firing its target with
USE_TOGGLE, the door will send USE_ON when opening and USE_OFF
when closing. (NB: the "fire on open" and "fire on close" fields
will still send USE_TOGGLE.)
Additionally, instead of simply toggling whenever it's
triggered, the door will open when sent USE_ON, and close when
sent USE_OFF.
Move Sound:
The number against each sound corresponds to the wav file played.
e.g. Vacuum (4) plays "doors/doormove4.wav".
Stop Sound:
The number against each sound corresponds to the wav file played.
e.g. Chunk (4) plays "doors/doorstop4.wav".
Door Flags:
Normally a named door, or a door with "use only" selected, won't open when touched.
Tick here to override that.
Bullet accuracy:
Behaviour:
BaseTank Flags:
For computer-controlled guns. The gun is 'On'- i.e. ready to fire at the player- at the start of the level.
For computer-controlled guns. If the gun can't see the player, it won't fire.
(usually, for a while, the tank will keep firing at the last place it saw the player.)
To make a tank which the player can use, you'll also need a func_tankcontrols entity.
Makes the gun project a laser spot, similar to the player's rocket launcher.
This is helpful for players who are trying to aim with it.
For player-controlled guns.
Makes the gun point at whatever is at the centre of the player's view, instead of simply facing the same way as the player.
Move Sound:
plats/bigmove1.wav
plats/bigmove2.wav
plats/elevmove1.wav
plats/elevmove2.wav
plats/elevmove3.wav
plats/freightmove1.wav
plats/freightmove2.wav
plats/heavymove1.wav
plats/rackmove1.wav
plats/railmove1.wav
plats/squeekmove1.wav
plats/talkmove1.wav
plats/talkmove2.wav
Stop Sound:
plats/bigstop1.wav
plats/bigstop2.wav
plats/freightstop1.wav
plats/heavystop2.wav
plats/rackstop1.wav
plats/railstop1.wav
plats/squeekstop1.wav
plats/talkstop1.wav
Trackchange Flags:
TriggerCond Flags: