GtkRadiant Editor Manual
Appendix B: Entity Descriptions
These entities only function when a team style game is being
played. Most are for Capture the Flag. They do not need to be
marked with notfree, since that is part of their nature.
team_CTF_blueflag
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team flag for CTF games.
Notes
This cannot be suspended (or the bots won't find it). It must be
reachable by players of both teams, since it is where a player must
return an opponent's flag.
team_CTF_blueplayer
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Initial Blue team spawning position for
CTF games. This is where players spawn when they join the Blue team
(at the start of a game or upon entering a game in progress).
Keys
target: this can point at a target_give entity for
respawn freebies.
team_CTF_bluespawn
Map Entity Color: blue
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team respawning position for CTF
games. This is where Blue team players respawn after they get
fragged.
Keys
target: this can point at a target_give entity for
respawn freebies.
team_CTF_redflag
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Blue team flag for CTF games.
Notes
This cannot be suspended (or the bots won't find it). It must be
reachable by players of both teams, since it is where a player must
return an opponent's flag.
team_CTF_redplayer
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Initial Red team spawning position for CTF
games. This is where players spawn when they join the red team (at
the start of a game or upon entering a game in progress).
Keys
target: this can point at a target_give entity for
respawn freebies.
team_CTF_redspawn
Map Entity Color: red
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: Red team respawning position for CTF
games. This is where red team players respawn after they get
fragged.
Keys
target: this can point at a target_give entity for
respawn freebies.
trigger_always
Map Entity Color: gray
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Automatic trigger. It will fire the
entities it targets as soon as it spawns in the game.
Keys
target: this points to the entity to activate.
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).
Notes
For reliable internet play, make any trigger which can be passed
through at least 32 game units deep.
trigger_hurt
Map Entity Color: gray
Dimensions: size of brush used
Game Function: Any player that touches this will be hurt
by "dmg" points of damage once per server frame (very fast). A
sizzling sound is also played while the player is being hurt.
Keys
dmg: number of points of damage inflicted to player per
server frame (default 5 - integer values only).
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).
Check Boxes/Spawnflags
START_OFF: if set, the trigger will initially start off in the
game.
SILENT: supresses the sizzling sound while player is being
hurt.
NO_PROTECTION: player will be hurt regardless of protection (see
Notes).
SLOW: changes the damage rate to once per second.
Notes
- The invulnerability power-up (item_enviro) does not protect the
player from damage caused by this entity regardless of whether the
NO_PROTECTION spawnflag is set or not.
- A trigger_hurt always starts on in the game.
- For reliable Internet play, make any trigger which can be passed
through at least 32 game units deep.
trigger_multiple
Map Entity Color: gray
Dimensions: size of brush used
Game Function: Variable size repeatable trigger. It will
fire the entities it targets when touched by player. Can be made to
operate like a trigger_once entity by setting the "wait" key to -1.
It can also be activated by another trigger that targets it.
Keys
target: this points to the entity to activate.
targetname: activating trigger points to this.
wait: time in seconds until trigger becomes
re-triggerable after it's been touched (default 0.2, -1 = trigger
once).
random: random time variance in seconds added or subtracted from
"wait" delay (default 0 - 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).
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).
- For reliable Internet play, make any trigger which can be passed
through at least 32 game units deep.
trigger_push
Map Entity Color: gray
Dimensions: size of brush used
Game Function: This is used to create jump pads and
launch ramps. It MUST point to a target_position or info_notnull
entity to work. Unlike target_push, this is client side
predicted.
Keys
target: this points to the target_position to which the
player will jump.
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).
Notes
- To make a jump pad or launch ramp, place the
target_position/info_notnull entity at the highest point of the
jump and target it with this entity.
- This trigger automatically makes the bouncepad sound.
- Speed of travel is determined by the distance needed to reach
the target entity. Longer = faster.
- For reliable Internet play, make any trigger which can be passed
through at least 32 game units deep.
trigger_teleport
Map Entity Color: gray
Dimensions: size of brush used
Game Function: Touching this will teleport players to the
location of the targeted misc_teleporter_dest or target_position
entities. This entity allows client prediction of events. It is the
preferred method.
Keys
target: this must point to a misc_teleporter_dest entity
or a target_position entity.
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).
Notes
- For reliable Internet play, make any trigger which can be passed
through at least 32 game units deep.
- When you give multiple targets the same target name, the
teleporter will randomly select from one each time it is used.
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