Entities:Func
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func_bobbing
Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.
KEYS --------
speed : amount of time in seconds for one complete oscillation cycle (default 4). height : sets the amount of travel of the oscillation movement (default 32). phase : sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes). model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). origin : alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes). light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
SPAWNFLAGS --------
X_AXIS : entity will bob along the X axis. Y_AXIS : entity will bob along the Y axis.
NOTES --------
In order for the sound to be emitted from the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
func_breakable
A breakable thing just sits there, doing nothing, but will break if damaged or collided with.
KEYS --------
model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). color : constantLight color light : constantLight radius type : 0: glass 1: wood 2: ceramic 3: plastic 4: metal-normal 5: metal-explosives 6: metal-hk69 7: stone-explosives 8: stone-hk69 9: wood-explosives 10: wood-hk69(SEE NOTES) axis : 1 - x, 2 - y, 4 - z health : health of object model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). shards : number of shards object should shatter into (0-255) bombable : allows the entity to be destroyed by the bomb in bomb mode. The size of blast shown when the entity breaks is determined by this value (Values : 1 none - 255 huge blast).
NOTES --------
- For glass windows that break easily, set health to 1. - Any func_breakable with a health of less than 10 will slowly weaken if a player is in contact with it. You can make a roof that collapses in after a period of time by setting the health to a value like 5. This will mean that a player standing on such a surface for around 5 seconds will fall thru. The effect is cumulative: if you stand there for 3 seconds and then come back you can only stand on it for another 2 seconds. - The type parameter selects the shader that is used for fragments and sets the sound the object makes when it breaks. - If the brush you are making is on an angle (for example, a skylight in a sloping roof) then you will need to set the break axis to "4" if you want it to break when people stand on it. - You can build anything to break using the breakables. Use the model2 key to create things like breakable pots -- see Wetwired's map "ricochet" for an example. - Set shards as high as you want (it maxes out at 32 anyway) - players can reduce the number of shards they see using cg_maxFragments - Bombable key is to be used for things that can only be broken by the Bomb Mode bomb explosion. For example a large propane tank near a bomb target. The key's value will determine the size of the explosion graphics from this entity when broken, with a value of 1 being no explosion and a value of 255 being a large secondary blast. - Type values info for 1,2,3,4 - The game will attenuate the damage caused by each hit to a value of 1-3. Health values above 10 will choose a random health between 6 and 10. Specifics are as follows: 0: is for glass/windows 1: is for all woods 2: is for ceramics and pottery 3: is for various plastics 4: is for metal that can be broken by normal means - Type values info for 5,6,7,8,9,10 - The game will use the literal health value compared to the weapon damages. They should be set quite high (metals and stone at 50+). Specifics are as follows: 5: is for metal that requires explosives to break (HE grenade or hk69) 6: is for metal that requires the hk69 to break 7: is for stone that requires explosives to break (HE grenade or hk69) 8: is for stone that requires the hk69 to break 9: is for wood that requires explosives to break (HE grenade or hk69) 10: is for wood that requires the hk69 to break
func_button
When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to it's original position where it can be operated again.
KEYS --------
angle : determines the direction in which the button will move (up = -1, down = -2). target : all entities with a matching targetname will be triggered. speed : speed of button's displacement (default 40). wait : number of seconds button stays pressed (default 1, -1 = return immediately). lip : lip remaining at end of move (default 4 units). health : if set to a non-zero value, the button must be damaged by "health" amount of points to operate. light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode). push_sound : sound that gets played when button gets pushed ("none" for nothing, defaults to a elevator Q3 sound)
NOTES --------
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
func_door
Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted to it.
KEYS --------
angle : determines the opening direction of door (up = -1, down = -2). speed : determines how fast the door moves (default 100). wait : number of seconds before door returns (default 2, -1 = return immediately) lip : lip remaining at end of move (default 8) targetname : if set, a func_button or trigger is required to activate the door. health : if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0). dmg : damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set. team: assign the same team name to multiple doors that should operate together (see Notes). only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone CloseWhenIdle: when set to 1, the door will close as soon as there are no players in the triggering brush (For CTF Spawn Room doors, SEE NOTES!) trigger_only : set to 1 if the door can only be opened by a switch or trigger (ie: prevents a player from opening it manually) pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) noise : looping sound as door is moving light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
SPAWNFLAGS --------
START_OPEN : the door will spawn in the open state and operate in reverse. CRUSHER : door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.
NOTES --------
- To use the CloseWhenIdle setting for CTF Spawn Room doors, you must also set trigger_only, and use a trigger_multiple to open the door. This will cause the door to remain open only as long as a player is in the triggering brush. Set the 'wait' key on the trigger_multiple to a very low value( < 1 like .25 ) - Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
func_group
This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
OLD TERRAIN KEYS (note: obsolete with Q3Map2) --------
terrain : this is an on/off flag. When set to 1, the entity becomes a terrain entity. Note: unecessary when compiling with Q3Map2. See Q3Map2 keys.
Q3MAP2 KEYS --------
_lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
NOTES --------
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation.
func_keyboard_interface
keyboard menu interface
KEYS --------
display : if 0, menu is not dispayed, if 1, menu is displayed, default 1 id : id of the func_ut_train that this interface associates with targetname : id for the func_ut_train key "interface" to associate it with the right func_ut_train option1 : text message to describe the first destination option2 : text message to describe the second destination option3 : text message to describe the third destination option4 : text message to describe the fourth destination option5 : text message to describe the five destination stop1 : targetname of first destination stop2 : targetname of second destination stop3 : targetname of third destination stop4 : targetname of fourth destination stop5 : targetname of fifth destination stop2from1 : beginning of path from 1 to 2 stop3from1 : beginning of path from 1 to 3 stop4from1 : beginning of path from 1 to 4 stop5from1 : beginning of path from 1 to 5 stop1from2 : beginning of path from 2 to 1 stop3from2 : beginning of path from 2 to 3 stop4from2 : beginning of path from 2 to 4 stop5from2 : beginning of path from 2 to 5 stop1from3 : beginning of path from 3 to 1 stop2from3 : beginning of path from 3 to 2 stop4from3 : beginning of path from 3 to 4 stop5from3 : beginning of path from 3 to 5 stop1from4 : beginning of path from 4 to 1 stop2from4 : beginning of path from 4 to 2 stop3from4 : beginning of path from 4 to 3 stop5from4 : beginning of path from 4 to 5 stop1from5 : beginning of path from 5 to 1 stop2from5 : beginning of path from 5 to 2 stop3from5 : beginning of path from 5 to 3 stop4from5 : beginning of path from 5 to 4
NOTES --------
- All the stopXfromY (where X and Y are numbers) should target a path_ut_stop - The stopX keys (where X is a number) should target the ending path_ut_stop, i.e. the last stop at location X. - The optionX keys (where X is a number) corresponds to the stopX keys. So if you set the name "top floor" for option1, make sure that stop1 actually is at the "top floor"
!!!IT IS BROKEN IN 4.x, THAT MEANS IT DOESN'T WORK!!!
func_pendulum
Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.
KEYS --------
angle : angle offset of axis of rotation from default X axis (default 0). speed : angle of swing arc in either direction from initial position (default 30). phase : sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0). noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). model2 : path/name of model to include (eg: models/mapobjects/jets/jets01.md3). origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
NOTES --------
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Very crude operation: pendulum cannot rotate along Z axis, the speed of swing (frequency) is not adjustable. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
func_plat
Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises. It will spawn in the game and work properly but it sounds silly (see Notes).
KEYS --------
speed : determines how fast the plat moves (default 150). lip : lip remaining at end of move (default 16). Has no effect if "height" is set. height : if set, this will determine the total amount of vertical travel of the plat. dmg : damage to inflict on player when he blocks operation of plat (default 4). Plat will reverse direction when blocked. targetname : if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
NOTES --------
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_strt.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
func_rotating
Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.
KEYS --------
speed : determines how fast entity rotates (default 100). noise : path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav). model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). origin : alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes). light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
SPAWNFLAGS --------
X_AXIS : entity will rotate along the X axis. Y_AXIS : entity will rotate along the Y axis.
NOTES --------
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
func_rotatingdoor
KEYS --------
pos1 : sound to play when door starts moving ("none" for nothing, defaults to a creak) pos2 : sound to play when door stops moving ("none" for nothing, defaults to a creak) noise : looping sound to play as door is moving (defaults to no sound) targetname : name of a target to trigger when door opens color : constantLight color light : constantLight radius direction : force door to open in a set direction: -1 is clockwise, 1 is ccw speed : defaults to 100, speed at which door opens wait : how long to wait until door auto-closes (default is 0, which means stay open) trigger_only : set to 1 if the door can only be opened by a switch or trigger(ie: prevents a player from opening it manually) axis : door rotation axis, values: 0 (for x-axis), 1(for y-axis), 2(for z-axis) (if not given, default is 2 for z-axis) damage : damage door does to a player if they block it (leave out in most cases) gamemode_open : gametypes to have the door locked in the open position gamemode_shut : gametypes to have the door locked in the closed position only : set to allow only one team to use this entity, used for CTF or other respawn type modes to create spawn rooms. Values: blue or red - Default: anyone
NOTES --------
Rotating doors cannot be shot open, and will only close or open if activated by a player. They will not automatically close after a period either. In game modes not listed under either gamemode_open or gamemode_shut, the doors will open and close normally.
You construct a rotating door just like a FUNC_ROTATING: it needs an origin brush to act as the hinge.
Urban Terror gametype mappings are: Free For All 0 Single Player 1 Team Deathmatch 3 Team Survivor 4 Assasins 5 Capture And Hold 6 Capture The Flag 7 Bomb 8
func_static
Static non-solid bspmodel. Can be used for conditional walls and models.
KEYS --------
model2 : path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3). origin : alternate method of setting XYZ origin of .md3 model included with entity (See Notes). light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). targetname : NOT SUPPORTED BY RENDERER - if set, a func_button or trigger can make entity disappear from the game (See Notes). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
NOTES --------
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. If a model is included with a targeted func_static, the brush(es) of the entity will be removed from the game but the .md3 model won't: it will automatically be moved to the (0 0 0) world origin so you should NOT include an .md3 model to a targeted func_static.
Because the map has only a single bot navigation file, func_static's cannot be used to make significant changes in game play flow between differing game types.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
func_timer
Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.
KEYS --------
wait : delay in seconds between each triggering of its targets (default 1). random : random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes). target : this points to the entities to trigger. targetname : a func_button or trigger that points to this will toggle the timer on/off when activated. notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
SPAWNFLAGS --------
START_ON : timer will start on in the game and continuously fire its targets.
NOTES --------
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
func_train
Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).
KEYS --------
speed : speed of displacement of train (default 100 or overridden by speed value of path). target : this points to the first path_corner of the path which is also the spawn location of the train's origin. model2 : path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3). origin : alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes). light : constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0). color : constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1). notfree : when set to 1, entity will not spawn in "Free for all" and "Tournament" modes. notteam : when set to 1, entity will not spawn in "Teamplay" and "CTF" modes. notsingle : when set to 1, entity will not spawn in Single Player mode (bot play mode).
Q3MAP2 KEYS --------
_targetname : Used to attach a misc_model entity to this entity. _lightmapscale : Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0). _castshadows;_cs : Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world. _receiveshadows;_rs : Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities. _celshader : Sets the cel shader used for this geometry. Note: omit the "textures/" prefix.
Q3MAP2 TERRAIN KEYS --------
_indexmap;alphamap : Path/name for the art file used to guide the mapping of textures on the terrain surface. _layers;layers : Integer value is the number unique root shaders that will be use on the terrain. _shader;shader : Path to the metashader used to assign textures to the terrain entity. Note: Omit the "textures/" prefix.
NOTES --------
1. Trains always start on in the game. 2. Trains do not damage the played when blocked. 3. Trains cannot emit sound. 4. Trains are not triggerable or toggle-able. 5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.
Target this entity with a misc_model to have the model attached to the entity (set the model's "target" key to the same value as this entity's "targetname").
!!!DOESN'T WORK IN URBAN TERROR - SO IT IS USELES!!!
func_ut_train
A train is a mover that moves between path_ut_stop target points.
KEYS --------
model2 : .md3 model to also draw name : to associate with a set of control buttons noise : looping sound to play when the train is in motion color : constantLight color light : constantLight radius speed : default 350 dmg : default 0 target : first path_ut_stop, train spawns here interface : the targetname of the func_keyboard_interface that belongs to this train id : to uniquely associate it with a set of control buttons startSound : sound to play when train begins moving to a new destination stopSound : sound to play when train arrives at a final stop noise : constant looping sound to always be playing where the train is
NOTES --------
- Trains MUST HAVE AN ORIGIN BRUSH. - The train spawns at the first target it is pointing at. - The train will move to any stop from any stop. See the description for the func_keyboard_interface for more info.
func_wall
KEYS --------
gametype : gametypes to have the wall appear in, list types in this format: 01234 (default none)
NOTES --------
This entity is any brush or combination of brushes that you wish to have appear in gametypes specified. Common uses are to cut of map sections to streamline gameplay for TS, or to expand the map for CTF or Bomb. You cannot use a model as a func_wall.
Create your brush(es), select it (or them), then make them a func_wall and set gametype keys.
Urban Terror gametype mappings are: Free For All 0 Single Player 1 Team Deathmatch 3 Team Survivor 4 Assasins 5 Capture And Hold 6 Capture The Flag 7 Bomb 8