Documentation - Variables - Editing

Editing maps: entities, the map’s settings, its lighting and sky, textures and materials.

Variable / Command Description Arguments / Fields
editing returns 1 if editing, 0 otherwise -
edittoggle toggles editing mode (only possible in edit mode) -
newent creates a new entity with the specified attributes:
e.g. ‘/newent light 128 0 0 200’ for blue light with r=128
available types:
actor affinity checkpoint
decal envmap light
lightfx mapmodel particles
playerstart pusher route
sound teleport trigger
weapon unused
type attributes
entattr sets the specified entity attribute to the given value index value
entset sets type and properties of the currently selected entity type properties..
entfind selects all entities of a specific type and optionally with
specific properties, using “1” as type selects all entities
type properties..
entfindinsel selects all entities, within the selected area,
of a specific type and optionally with specific properties,
using “1” as type selects all entities
type properties..
entcancel deselects all entities while leaving area selected -
entlink links two linkable entities (teleporter, light/lightfx) together;
use multiple executions to loop through possible
linking methods
-
entunlink removes entities from their link chains -
entselradius determines size of selection cube for point entities
(e.g. lights, sounds)
radius
entseldecalbox toggles between decal bounding box being the entire decal or
just the entity point
boolean
entselmapmodelbox toggles between mapmodel bounding box being the entire model
or just the entity point
boolean
envmapradius sets the default radius of environment map entities with
unspecified radii
radius
envmapbb toggles interpretation of environment map entities as spherical
(envmapbb = 0) or cubical (envmapbb = 1)
toggle
gettex picks up the texture from the face currently selected,
note that allfaces must be turned off
-
replace repeats the last texture change across the entire map,
note that allfaces must be turned off
-
texturecull removes all textures not used in the map from the map config file -
texturerehash adds previously culled textures back to map config file -
flip flips the selected geometry across selected face -
rotate rotates the selected geometry about axis normal to selected face,
in units of 90 degrees
-
copy copies the selected geometry to the clipboard -
paste pastes the selected geometry from the clipboard -
saveprefab saves the current geometry selection to a prefab file
(does not faithfully copy textures)
name
copyprefab loads a prefab file onto the clipboard, to be pasted with /paste name
grassanimmillis sets the length of a gust of wind through the grass milliseconds
grassanimscale sets how far the wind bends the grass value
grassdensityscale sets the share of grass blades drawn, widening them to cover the same ground value
grassshadow toggles shadows cast by grass, static or animated as the map chooses boolean
grassdist sets the distance at which grass becomes visible value
grasstrample sets whether players, bots and other actors press down the grass they walk through value
grassthin sets the share of the grass distance beyond which grass blades start to thin out value
grassthinmin sets the share of grass blades left at the grass distance, widened to cover the same ground value
grasslodmesh sets the share of the grass distance beyond which grass blades use fewer triangles value
grasspixelsfull sets how tall on screen grass blades are when they are drawn at full density pixels
grasspixelsthin sets how tall on screen grass blades are when they thin out the most, widened to cover the same ground pixels
grassstalkpixels sets how wide on screen the stalks of grass heads are when they use every point of their shape pixels
grassstalkpixelshalf sets how wide on screen the stalks of grass heads are when they use every second point of their shape, below which they use every fourth pixels
lodmodels turns on using simpler versions of models when they are small on screen boolean
lodmodelshadow sets how many levels simpler map models are in shadows than they are on screen value
lodmodelscale sets how large models count as on screen when choosing their detail, higher keeps detail further away value
mdllod sets a simpler version of the model to use beyond this distance at 1080p, and nearer or further at other views name distance
mdllodpixels sets a simpler version of the model to use when it is narrower on screen than this many pixels name pixels
grassheadlodpixels sets how wide on screen grass heads are when they start to use fewer points, using a quarter of them at a third of this pixels
grassheadpixels sets how wide on screen grass heads are when they stop being drawn pixels
grassleafpixels sets how long on screen the leaves on the stalks of grass heads are when they stop being drawn pixels
grassshadowdist sets the distance from the camera within which grass casts shadows value
calclight recalculate normal map interpolation and remip geometry to
optimize vertex/poly counts
-
fixinsidefaces replace all inside faces of cubes not renderable with a single
texture (defaults to newmap texture) to reduce redundant
octree nodes and texslot count
vslot
selectbrush select a different brush with relative index to the current one:
-1 = previous brush
1 = next brush
index
blendbrushcolour display colour for the blendbrush wand colour
blendpaintmode action the blendbrush takes:
0 (off), 1 (merge), 2 (erase), 3 (overwrite),
4 (inverted merge), 5 (inverted erase), 6 (inverted overwrite)
value
clearblendmap clears the blend map texture from the current map -
blendbrushreach how far behind the aimed surface the blend brush can still paint;
the brush is projected from the camera onto everything it falls on,
and this keeps paint from falling past a ledge
units
blendbrushscale scales the blend brush: each brush pixel covers this times 2 units,
Shift and the mouse wheel step it by 0.125 in paint mode
scale
pruneblendmap removes blend map paint that no surface shows, as saving the map does -
clearblendmapsel clears the blend map paint on the surfaces in the selection -
invertblendmapsel inverts the blend map paint on the surfaces in the selection -
moveblendmap moves the blend map paint by an offset, in multiples of 32 units x y z
dropwaypoints determines if waypoints are dropped by players in game,
0 = no waypoints are dropped,
1 = limited number of waypoints are dropped
value
showwaypoints toggles the visibility of the path that connects waypoints,
waypoints are always visible if they are being dropped
value
savewaypoints saves a .wpt file containing the current maps waypoints,
if no argument is given it uses the current map’s name
[name]
loadwaypoints loads a .wpt file containing waypoints, if no argument is given
it loads a waypoint file matching the current map’s name
[name]
delselwaypoints delete the waypoints in the currently selected area -
lerpangle sets the maximum mergable angle for linear interpolation
of normals and lightmaps
angle
lerpsubdiv number of sampling points for linear interpolation,
as a power of two
value
lerpsubdivsize minimum grid power the linear interpolation will divide value
maxmerge maximum gridpower the remipper can use to simplify geometry value
entitysurf toggles movement of camera with movement of selected entities boolean
selectionsurf toggles movement of camera with the movement of selection face boolean
allfaces toggles texturing of all six faces of geometry cubes (1)
or just the selected face (0)
boolean
gridpower sets the cube size (in powers of 2) of the cursor value
minimapheight sets the height (in power 0 cubes) of the minimap above
the bottom of the map
value
remip recalculate the geometry of the map to reduce amount of
level geometry
-
recalc recalculate prerendered level assets, such as the minimap and environment maps -
undo undoes the last edit command; may require having operated
object in the current field of view
Return values:
1 = world edit
2 = entity edit
-
redo redoes the last undone edit command
Return values:
1 = world edit
2 = entity edit
-
undomegs number of megabytes to allocate to the undo cache value
lse returns a list of entities and the quantity of selected entities -
mapsound adds a map sound slot for sound entities to play, returning its index; streamed (0 or 1) reads the file as it plays rather than holding it all in memory, which suits long files such as songs file gain pitch rolloff refdist maxdist variants streamed
mapsoundstream sets whether the map sound slot at index is streamed, read as it plays rather than held whole in memory, or returns it if no value is given index value
mapsoundinfo returns number of mapsound slots used in the current map when supplied index = -1, otherwise returns path to the sound on the slot provided by the index index

Map settings

Variable / Command Description Arguments / Fields
maptitle sets the title message of the map text
mapmsg sets the title message of the map (alias for maptitle) text
mapauthor sets the author message of the map text
mapdesc sets the description string of the map text
mapenlarge enlarges the map to twice the size (does not center) text
mapfile path to map .mpz file path
mapname path to map file path
savemap saves the current map as “mapname.mpz” in the homedir map
shrinkmap shrinks the map size to smallest cubed area,
only empty space outside of the map will be removed
-
sendmap manually sends map to the server; not in edit mode, where other players send it when needed -
getmap manually retrieves map from the server, or in edit mode from another player -
newmap create new map with the specified gridpower and name size, name
decalreset deletes all decal indices from map config file (including ones in use) -
routenames sets the routenames for speedrun mode (list of names) text
routecolours sets the routecolours for speedrun mode (list of hexcolours) text

Visual settings

Variable / Command Description Arguments / Fields
showentdir show the direction of playerstarts and actors:
0 = off
1 = only selected
2 = always when editing
3 = always in editmode
value
editcursorblend sets the opacity of the crosshair while in editing
0 = transparent
1 = opaque
value
editcursorsize sets the size of the crosshair while in editing value
editcursor sets the shape of the crosshair while in editing string
editmatblend sets the opacity of material volumes (when showmat 1 is enabled)
0 = transparent
1 = opaque
value
editmatscale sets the colour saturation of material volumes
0 = black
1 = oversaturated
value

World settings

Add alt to the end of these for the alternate map variant (mapvariant 2).

Variable / Command Description Arguments / Fields
envlayer[alt] sets the level’s env layer to the specified file path
skycolour[alt] changes the colour of the skybox hexcolour
skybox[alt] loads a set of 6 images into the level’s skybox associated by name from the specified basepath;
e.g. “skyboxes/gradient” will load gradient_{up,dn,lf,rt,bk,ft}.{png,jpg}
basepath
cloudbox[alt] loads a set of 6 images into the level’s cloudbox associated
by name from the specified basepath;
e.g. “skyboxes/gradient”
will load gradient_{up,dn,lf,rt,bk,ft}.{png,jpg}
path
cloudlayer[alt] sets the level’s cloud layer to the specified file path
cloudheight[alt] set cloud placement;
-1 = bottom of the skybox
1 = top of the skybox
value
cloudscale[alt] controls the scale of the cloud layer value
cloudscrollx[alt] controls the movement speed of the cloud layer on the x axis value
cloudscrolly[alt] controls the movement speed of the cloud layer on the y axis value
cloudlayercolour[alt] controls the colour of the cloud layer hexcolour
cloudfade[alt] controls how the cloud layer fades around the edges value
cloudsubdiv[alt] sets the cloud layer subdivision size (number of vertices) value
cloudblend[alt] sets the opacity of the cloud layer value
skylight[alt] set colour and brightness of a uniform downwards-facing
lightsource spanning the whole sky
value
sunlight[alt] set colour and brightness of an infinitely far away point
light source from the sky
-
sunlightyaw[alt] yaw angle (horizontal orientation) of the sunlight light source angle
sunlightpitch[alt] angle of incidence of the sunlight light source from the horizontal
plane (90 is vertical)
angle
ambient[alt] set colour and brightness of a uniform ambient light throughout
the whole map
value
fog[alt] set fade distance of map fog value
fogcolour[alt] set colour of map fog value
fogdomecap[alt] toggles enclosement of the bottom of the fogdome boolean
fogdomeclip[alt] sets the size at which to cut off the fogdome value
fogdomeclouds[alt] toggles whether clouds are blocked by the fogdome boolean
fogdomecolour[alt] sets the colour of the fogdome colour
fogdomeheight[alt] sets the height to which the fogdome is centered value
fogdomemax[alt] sets the maximum opacity of the fogdome value
fogdomemin[alt] sets the minimum opacity of the fogdome value
yawsky[alt] set yaw angle (horizontal orientation) of the skybox angle
pitchsky[alt] set pitch angle (y axis orientation) of the skybox angle
rollsky[alt] set yaw angle (x axis orientation) of the skybox angle
yawcloudlayer[alt] set yaw angle (horizontal orientation) of the cloud layer angle
yawclouds[alt] set yaw angle (horizontal orientation) of the cloudbox layer angle
pitchclouds[alt] set pitch angle (y axis orientation) of the cloudbox layer angle
rollclouds[alt] set yaw angle (x axis orientation) of the cloudbox layer angle
yawenvlayer[alt] set yaw angle (horizontal orientation) of the env layer angle
envlayerblend[alt] sets the opacity of the env layer value
envlayercolour[alt] sets the colour of the env layer colour
spinsky[alt] sets the z axis rotation speed of the skybox, in degrees per second value
spinskypitch[alt] sets the y axis rotation speed of the skybox, in degrees per second value
spinskyroll[alt] sets the x axis rotation speed of the skybox, in degrees per second value
spincloudlayer[alt] sets the rotation speed of the cloud layer, in degrees per second value
spinclouds[alt] sets the z axis rotation speed of the cloudbox, in degrees per second value
spincloudspitch[alt] sets the y axis rotation speed of the cloudbox, in degrees per second value
spincloudsroll[alt] sets the x axis rotation speed of the cloudbox, in degrees per second value
spinenvlayer[alt] sets the rotation speed of the env layer, in degrees per second value
ambientscale[alt] sets the brightness factor for the ambient colour value
gidist[alt] sets the global illumination distance for the map value
giscale[alt] sets the global illumination scale for the map value
aodark[alt] sets the darkness of ambient obscurance (corner darkening)
for the map
value
aomin[alt] sets the floor for ambient obscurance darkness (1 = no AO) value
aoradius[alt] sets the radius for ambient obscurance disk area value
aosun[alt] toggles if sunlit areas are subject to ambient obscurance -

Atmosphere

Variable / Command Description Arguments / Fields
atmo[alt] sets mode of atmo-type skybox:
0: off
1: in front of skybox
2: behind skybox
mode
atmoblend[alt] sets opacity of atmo effect (0: skybox only; 1: atmo only) value
atmobright[alt] sets brightness of atmo effect value
atmodensity[alt] sets ability of light to penetrate whole sky (higher values
mean a darker sky)
value
atmodisk[alt] sets color of light disk in the sky value
atmodiskbright[alt] sets brightness of light disk in sky value
atmodisksize[alt] sets diameter of light disk in sky size
atmohaze[alt] sets haze scale (how much light disk scatters in sky) value
atmoheight[alt] sets thickness of atmosphere value
atmolight[alt] sets tint of whole atmo sky value
atmolightscale[alt] sets lightscale of whole atmo sky value
atmoplanetsize[alt] sets sharpness of haze below horizon value

Wind

Variable / Command Description Arguments / Fields
windyaw[alt] sets yaw angle (horizontal orientation) of the global wind angle
windspeed[alt] sets the strength of the global wind value
windinterval[alt] sets the period interval of the global wind milliseconds
windanimdistbias adds to windanimdist on this map, so wind animations are drawn further away value

Edit view

Variable / Command Description Arguments / Fields
fullbright hides lightmap for all textures if enabled boolean
dtoutline edit outline only outlines visible surfaces when enabled;
when disabled, all rendered geometry is outlined
boolean
wireframe renders geometry using edges rather than faces boolean
outline renders lines on geometry edges if enabled boolean
outlinecolour colour to render the geometry outline with colour
changeoutline changes the outline colour by moving through the
outlinecolours list ‘index’ number of times:
Entries:
255 255 255 white
000 000 000 black
000 127 255 teal
255 080 080 salmon
255 000 255 magenta
080 255 080 green
255 255 080 yellow
off
index
blankgeom renders geometry with blank white diffuse maps if enabled boolean
crosshairdistance shows distance to geometry at cursor (in metres) if enabled boolean
crosshairdistancex x offset for crosshair distance readout value
crosshairdistancey y offset for crosshair distance readout value

Texture slots

Variable / Command Description Arguments / Fields
voffset replaces texture with one offset by the given number
(positive only) of pixels
x-offset y-offset
vscroll replaces selected textures with a scrolling one,
with vscroll 1 being 1 texture/sec
x-scroll y-scroll
vrefract replaces texture, adding a refractive effect in alpha geometry
with the specified colour
refract red green blue
valpha replaces current texture by one with a new alpha
transparency level; 0 (transparent) to 1 (opaque)
external internal
vcoastscale replaces current texture by one with a new
coastscale factor (slipperiness)
value
vscale replaces selected textures with scaled versions,
minimum is 0.125, maximum is 8
value
vrotate replaces selected textures with rotated or flipped versions;
0 = default
1-3 = rotate 90*this degrees
4 = flipped left-to-right
5 = flipped top-to-bottom
6 = transposed
7 = flipped & transposed
value
vangle replaces selected textures with finely rotated versions by angle degrees
autotexangle replaces selected textures with rotated versions by angle, based on the slope (1-8). Negative values are accepted. slope
vcolour replaces selected textures with colour-tinted versions,
e.g. 1 0.2 0.2 will create red versions, default is 1 1 1
red green blue
vpalette applies colour specified by set & id from the builtin palette;
set 0 = pulse colours
0 = turn off all palette effects
1 = dark fire pulse colours
2 = bright fire pulse colours
3 = disco pulse colours (bomber-ball)
set 1 = team colours
0-3 = only enforced in teamplay games
4-7 = enforced at all times
set 2 = weapon colours
0-17 = only enforced when that weapon is currently spawnable
18-35 = enforced at all times
set id
vreset resets a vtexture to its original settings -
vdelta combines with texture v*-commands to adjust rather than
overwrite the setting;
example: vdelta [vcolour 1 .5 .5]
example: vdelta [voffset 0 +16]
command settings..
vshaderparam set shader parameters of textures;
independent of vdelta, only one shader parameter may be
overridden per texture, previous modifications are lost
envmin r g b = sets the minimum incidence angle for envmaps
(default .1 .1 .1),
envmin 1 1 1 makes intense envmaps at any angle
envscale r g b = intensity scale of envmaps
glowcolor r g b = adjusts the 3d glow colour of a texture,
parallaxscale low high = adjusts the heightmap effect of tex,
pulseglowcolor r g b = sets the colour to pulse to
(when enabled)
pulseglowspeed f = frequency (Hz) of pulsing effect
(when enabled)
pulseglowoffset i = offset interval of pulsing effect
(when enabled)
specscale r g b = specularity colour/brightness of a texture,
(default .2 .2 .2)
triplanarbias x y z = adjusts blending factor between
side faces and top faces
gloss scale = sets scale of specular gloss
normalscale scale = sets scale of the normalmap
parameter properties
vlayer sets the bottom texture layer for all textures in selection;
texture_id is the texture number as seen in the
texture browser
texture_id
vshadow sets shadow opacity for alpha geometry (-1 no shadow, 0 (color refract only) to 1 (full opacity contribution) value
vgrasscolourroot grows grass on the selected textures from its root up in this colour;
0 = no grass, or a pulse colour below 0
colour
vgrasscolourmiddle blends the grass of the selected textures to this colour at its middle;
0 = keep the root colour
colour
vgrasscolourtip blends the grass of the selected textures to this colour at its tip;
0 = keep the middle colour
colour
vgrassblend sets the opacity of the grass of the selected textures;
0 = the usual
value
vgrassdensity sets the grass blades per square unit of the selected textures;
0 = the usual
value
vgrasswidth sets the width at the root of the grass blades of the selected textures, or each ribbon of a frond;
0 = the usual
value
vgrassbladeshape sets the shape around the grass blades of the selected textures, as seen cut across them, by its place in the list of grassbladeshapedef;
0 = flat
shape
vgrassbladetaper sets how far the grass blades of the selected textures narrow to their tips, from 0 not at all to 1 to a point;
-1 = to a point
value
vgrassfrondribbons sets how many wavy ribbons the grass blades of the selected textures are drawn as, such as seaweed, which suit flat and crossed shapes, as solid shapes show gaps;
0 = a plain blade
value
vgrassfrondwaves sets how many waves run up the frond ribbons of the selected textures;
-1 = the usual
value
vgrassfrondswing sets how far the frond ribbons of the selected textures swing to each side, in ribbon widths;
-1 = the usual
value
vgrassfrondruffle sets how much the width of the frond ribbons of the selected textures ruffles;
-1 = the usual
value
vgrassfrondripple sets how fast the waves ripple up the frond ribbons of the selected textures;
-1 = the usual
value
vgrassheight sets the height of the grass of the selected textures;
0 = the usual
value
vgrassspec sets the specular shine of the grass of the selected textures;
-1 = the usual
value
vgrassnormalblend sets how far the grass blades of the selected textures are lit like the ground beneath them;
-1 = the usual
value
vgrassrecover sets how long the trampled grass of the selected textures takes to stand up again;
0 = the usual
milliseconds
vgrasstramplehold sets the share of the recovery time the trampled grass of the selected textures stays flat;
-1 = the usual
value
vgrasselements sets which elements affect the grass of the selected textures, as bits: 1 = fire, 2 = energy, 4 = acid;
-1 = all of them
value
vgrassscorchhold sets how long the scorched or wilted grass of the selected textures stays that way;
0 = the usual
milliseconds
vgrassscorchregrow sets how long the scorched or wilted grass of the selected textures takes to recover;
0 = the usual
milliseconds
vtouchtex sets the texture shown where the selected textures are touched, fading back to them after;
0 = none
texture
vtouchtexfade sets how long a touched tile of the touch texture of the selected textures takes to fade back;
0 = never shown
milliseconds
vtouchtexby sets what shows the touch texture of the selected textures, as bits: 1 = live actors, 2 = dead ones, 4 = dropped items, 8 = shots;
-1 = all of them
value
vgrasscastshadow sets the shadows the grass of the selected textures casts for players who turn them on;
0 = none, 1 = static, 2 = animated with the wind
value
vgrassstiffness sets how far the grass blades of the selected textures resist leaning, the wind and trampling;
-1 = the usual
value
vgrassanimmillis sets the length of a gust of wind through the grass of the selected textures;
0 = the map’s grassanimmillis
milliseconds
vgrassanimscale sets how far the wind bends the grass of the selected textures;
-1 = the map’s grassanimscale
value
vgrassvariation sets how far clumps and blades of the grass of the selected textures stray from their colours;
-1 = the usual
value
vgrassmottle sets how much the grass of the selected textures changes across the ground in broad patches;
-1 = the usual
value
vgrassmottlesize sets how wide the patches of the grass of the selected textures are, 16 to 4096;
0 = the usual
value
vgrassheadshape sets the shape of a kind of head grown among the grass of the selected textures;
0 = flower, 1 = cattail, 2 = seed head, 3 = mushroom, 4 = puff,
5 = bell, 6 = lavender, 7 = thistle, 8 = glowing bulb
slot shape
vgrassheadcolour grows a kind of head among the grass of the selected textures in this colour;
0 = none, or a pulse colour below 0
slot colour
vgrassheadstalkshape sets the blade shape around the stalks of a kind of head of the selected textures, by its place in the list;
-1 = the head shape’s
slot shape
vgrassheadaccent sets the colour of the secondary part of a kind of head of the selected textures, such as a flower’s centre;
0 = the shape’s, or a pulse colour below 0
slot colour
vgrassheadshare sets the share of the grass blades of the selected textures that grow a kind of head instead;
0 = the default, 1 = every blade
slot value
vgrassheadsize sets the size of a kind of head on the selected textures against its usual size, 0.1 to 3 slot value
vgrassheadvariance sets how much bigger or smaller than its size a kind of head on the selected textures may grow, 0 to 1 slot value
vgrassheadstiffness sets how far a kind of head on the selected textures resists the wind and trampling;
-1 = its shape’s usual stiffness
slot value
vgrassheadstalkheight sets the height of the stalks of a kind of head on the selected textures against its shape’s usual, 0.1 to 4;
0 = the usual
slot value
vgrassheadstalkwidth sets the width of the stalks of a kind of head on the selected textures against its shape’s usual, 0.1 to 4;
0 = the usual
slot value
vgrassheadstalktaper sets how far the stalks of a kind of head on the selected textures narrow to their tops, 0 to 1;
-1 = its shape’s usual
slot value

Materials

Variable / Command Description Arguments / Fields
editmat modifies the material properties for selected cubes;
type is the material to be applied {water, clip, ladder..},
filter limits the command to only affect cubes whose material
match this, if given as empty string “” it matches all;
style limits the command to only affect cubes whose
geometry match this:
0 = normal
1 = non-empty
2 = empty
3 = not entirely solid
4 = entirely solid
example: editmat air water 2 would set all empty cubes
with water within the current selection to instead be air
type filtermat filterstyle
showmat toggles the visibility of material volumes value
showphyslayers toggles the visibility of physical layers value
air removes all materials from the selected volume;
specify a material to only clear cubes with the
specified material already present
[filter]
clip fills the selected volume with an invisible barrier
which projectiles and particles can pass through;
specify a material to only clip cubes with the specified
material already present
filter
noclip allows players and projectiles to pass through the
selected volume; specify a material to only noclip cubes
with the specified material already present
filter
death causes projectiles and players (if their feet touch the volume)
to be instantly killed; specify a material to only add death
to cubes with the specified material already present
filter
aiclip causes the bot waypoint dropper to not place waypoints
within the selected volume; specify a material to only
aiclip cubes with the specified material already present
filter
ladder allows players to climb vertical surfaces within the
selected volume; specify a material to only enable ladders
with the specified material already present
filter
alpha makes the selected geometry translucent;
specify a material to only alpha cubes with the specified
material already present
filter
hurt causes projectiles and players (if their feet touch the volume)
to be damaged at a specified rate and amount
(hurtdelay/hurtdamage); specify a material to only
enable hurt with the speified material already present
filter
optmats toggles automatic material remip optimization (recommended on in almost all circumstances) boolean
hurtdamage hurt material damages players by this much
(note that player HP is out of 1000)
value
hurtdelay milliseconds between hurtmat damaging players value
hurtresidual residual effects inflicted by hurt material (bitwise OR) burn bleed shock corrode
hurtbleeddamage hurt’s bleed residual (when enabled) damages players this much
(note that player HP is out of 1000)
value
hurtbleeddelay hurt’s bleed residual (when enabled) damages players this often
(in milliseconds)
value
hurtbleedtime hurt’s bleed residual (when enabled) lasts this long
(in milliseconds)
value
hurtburndamage hurt’s burn residual (when enabled) damages players this much
(note that player HP is out of 1000)
value
hurtburndelay hurt’s burn residual (when enabled) damages players this often
(in milliseconds)
value
hurtburntime hurt’s burn residual (when enabled) lasts this long
(in milliseconds)
value
hurtshockdamage hurt’s shock residual (when enabled) damages players this much
(note that player HP is out of 1000)
value
hurtshockdelay hurt’s shock residual (when enabled) damages players this often
(in milliseconds)
value
hurtshocktime hurt’s shock residual (when enabled) lasts this long
(in milliseconds)
value
hurtshockstun stun effects of hurt’s shock residual (when enabled) (bitwise OR) [slow over time] [lower gravity over time] [slow immediately] [lower gravity immediately] [slip]
hurtshockstunfall how much hurt’s shock residual (when enabled) stun reduces gravity (0-1) value
hurtshockstunscale how much hurt’s shock residual (when enabled) stun slows movement (0-1) value
hurtshockstuntime hurt’s shock residual (when enabled) has its stun effect last this long milliseconds
hurtcorrodedamage hurt’s corrode residual (when enabled) damages players this much
(note that player HP is out of 1000)
value
hurtcorrodedelay hurt’s corrode residual (when enabled) damages players this often
(in milliseconds)
value
hurtcorrodetime hurt’s corrode residual (when enabled) lasts this long
(in milliseconds)
value

Map obituaries

Variable / Command Description Arguments / Fields
obitdeath determines death message caused by deathmat
(map setting)
string
obitfall one of the unused obits
(should not see in normal gameplay)
string
obithurt determines death message caused by entering
hurt material (map setting)
string
obitlava determines death message caused by entering
lava1 (map setting)
string
obitlava2 determines death message caused by entering
lava2 (map setting)
string
obitlava3 determines death message caused by entering
lava3 (map setting)
string
obitlava4 determines death message caused by entering
lava4 (map setting)
string
obitwater determines death message caused by entering
deathmat water1 (map setting)
string
obitwater2 determines death message caused by entering
deathmat water2 (map setting)
string
obitwater3 determines death message caused by entering
deathmat water3 (map setting)
string
obitwater4 determines death message caused by entering
deathmat water4 (map setting)
string

Map values

Variable / Command Description Arguments / Fields
getblendbrushname returns the name of the blendmapping brush with the specified index index
getseltex returns the currently selected texture’s vslot (if selected),
or the texture on the cursor if none is selected;
if there is no texture (possibly caused by too
large of a gridpower), will return -1
-
gettexname returns the path and name of a texture’s diffuse texture given a specified vslot (texture) vslot
getdecalname returns the path and name of a decal texture’s diffuse texture given a specified decal slot decal slot
getvalpha returns the alpha setting for the specified vslot (texture) vslot
getvcoastscale returns the coast scale (slipperiness factor) for the specified
vslot (texture)
vslot
getvcolour returns the colour modifications for the specified vslot (texture) vslot
getvdetail returns the vslot (texture) for the texture assigned as the
detail layer
vslot
getvlayer returns the vslot (texture) for the texture assigned as the
blendmap layer
vslot
getvoffset returns the number of pixels in the x and y directions
respectively for the specified vslot (texture)
vslot
getvpalette returns the palette set/id values for a specified vslot (texture)
see vpalette for full set/id information
vslot
getvrefract returns the refraction scale and colours, respectively, for the
specified vslot (texture)
vslot
getvrotate returns the rotation number of the specified vslot (texture)
see vrotate for translation of rotation numbers
vslot
getvangle returns the rotation angle of the specified vslot (texture) in degrees vslot
getvscale returns the scale factor of the specified vslot (texture) vslot
getvshaderparam returns the value of the specified vshader for the specified
vslot (texture); see vshaderparam for vshader
descriptions
vslot vshader
lightbatches current number of lights batches the scene is using to render -
lightbatchrects current number of rectangles the lighting is using to map lights -
lightbatchstacks current number of light batch stacks the scene is using to render -
lightpassesused current number of lighting passes to render the scene -
lightsoccluded current number of lights the engine is able to occlude and
not render
-
lightsvisible returns current number of lights the engine is rendering -
mapcrc returns the checksum of the current map -
maprevision returns the revision of the current map -
mapsize dimensions of the map, in gridpower 0 cubes
(default newmap is 2^10 = 1024)
to convert to metres, divide by 8
-
numvslots number of texture variations in the level -