Actor entities are used to spawn additional enemies in the onslaught mutator. If no actor entities are present within a map, they will default to use the
playerstart entities instead.
An actor entity, can allow you to select specific weapons / personality of the actor that spawns in this location.
Affinities are entities that set the positional location of flags, capture points, bomberball spawns, etc. These are usually placed with modebit and mutsbit set to the corresponding bitwise value for specific game modes / mutators.
These entities are used when spectating with spectv. These can be
linked to rails to allow them to move around.
checkpoint entity is used to track progress in the
Race game mode. When a player dies during Race, they will respawn at the last checkpoint.
decal entity is used to project a texture onto cube geometry. This allows you to add extra detail, such as stains, logos, graffiti or even animations such as raindrops.
Creates an environment map reflecting the geometry around the entity. The optional radius overrides the maximum distance within which glass or geometry using the “bumpenv*” shaders will reflect from this environment map. If none is specified, the default is taken from the variable
envmapradius (which defaults to 128 units), which may also be set in map cfgs. Environment maps are generated on a map load, or can be regenerated whilst editing using the
light entity is used to add point lights. They can be configured with the following attributes;
|1||radius||The maximum radius of light emmited by the entity|
|2||red||The red channel (0-255)|
|3||green||The green channel (0-255)|
|4||blue||The blue channel (0-255)|
|6||fscale||The scale of the lens flare|
|7||flags||Additional bitwise flags for no-shadow, static, no-specular, volumetric effects.|
|8||palette||The type of colour palette to use|
|9||palindex||The index of the chosen colour palette|
|10||variant||Determines if the entity appears in both
|11||fxlevel||Determines if the entity will be rendered based on the users
An entity that can linked to
light entities, to apply additional effects such as a spotlight. When linked to a light entity, the light entity takes on the additional properties of the
links for more information on how to link these together.
A map model, i.e. a polygon mesh rendered as md3/md5/obj/iqm which you collide against, cast shadows etc. Mapmodels are useful for interactive objects that may require an animation, or for placing detail within a map for things that cannot be made within the octree.
Particles allow you to add fire, rain, lasers, snow, etc.
Players spawn from these entities.
A pusher entity gives you a push in the direction specified. These can be used for creating jumppads, boosters, or even simulating wind that blows the player in a specific direction.
Rails are a new feature in the development branch. Entities can be
linked to a rail, enabling them to move around the map. These are used to add spectv cameras to a map, or to make mapmodels/lights move around as true dynamic objects.
route entities are used to add possible paths that the player can follow to complete a lap in
These are easier to place by using
/droproute 1 similar as to how
waypoints are placed.
Will play a map-specific sound so long as the player is within the radius. By default (size 0), the sound is a point source. Its volume is maximal at the entity’s location, and tapers off to 0 at the radius. Radius is always defined as distance from the entity’s location. Sound entities can also be
linked to other entities, such as mapmodels (allowing you to play a sound when a door is opened).
A teleport entity does exactly what you’d expect.
Linking two of these together will act as arrival/destination for a teleport mechanism.
A trigger is used to create events. For example; A proximity trigger will allow you to open a door automatically when a player enters the radius of the trigger entity. Triggers are mostly useful when
linked to other entities.
weapon entity is used to place
weapon spawns within a map.
A wind entity allows a mapmodel with the correct vertex painting applied, to sway around with a simulated wind effect.