Broken entities

ai_combat_spot


Map Entity Color: (.5 .5 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Supposed to be a good place to go during fights; This classname is actually never referenced outside the spawning routine and is very likely bogus (although placed in pv_1, ty3 and ty4).

ai_ty_mo_boundry


Map Entity Color: (.5 .5 1) (COLOR PREVIEW)
Dimensions: Size of map components used
Is said to cause Moe, Larry and Curly to attack on touch, very likely dummy.

cast_buma


Map Entity Color: (1 .5 0) (COLOR PREVIEW)
Dimensions: (-30 -16 -25) (31 43 13)
Code leftovers, supposed to be a sitting bum?

cast_bumb


Map Entity Color: (1 .5 0) (COLOR PREVIEW)
Dimensions: (-30 -16 -25) (31 43 13)
Code leftovers, supposed to be a sitting bum?

cast_punk_window


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-16 -16 0) (16 16 40)
Code leftovers, guy going through a window? must be triggered, uses missing models.
Keys
targetnameThis entity's ID

elps


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-64 -64 -64) (64 64 64)
Test entity for mdx bbox hit test.

func_clock


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Clock timer with display.
Spawnflags
1TIMER_UPTimer goes up.
2TIMER_DOWNCountdown.
4START_OFFSet default state to OFF.
8MULTI_USECan be triggered multiple times.
Keys
countTime before triggering targeted entity
pathtargetTarget entity's ID
targetnameThis entity's ID
target'target_string' entity's ID
styleDisplay style (0='xx', 1='xx:xx', 2='xx:xx:xx')

func_object_repair


Map Entity Color: (1 .5 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Object to be repaired, very likely dummy.
Keys
delayTime in seconds for sparks to occur (default=1)
targetTarget entity ID to trigger on death

func_subdoor_base


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Supposed to work like a submarine door: you turn around a valve then the valve stops moving and the door opens, but very likely bogus. The func_subdoor_handle1 will rotate 90 deg then the door will open with func_subdoor_handle2. You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You also need a 'func_subdoor_handle1' and a 'func_subdoor_handle2', both handles are in the same area in level space.
Spawnflags
2REVERSEInvert movement.
4CRUSHERInstant killing stucked entities.
8NO_MONSTERMonsters cannot trigger this entity.
16ANIMATEDCycle through all frames at 2hz.
32TOGGLEMaintain state, switch only when triggered.
64X_AXISUse X axis to rotate.
128Y_AXISUse Y axis to rotate.
256AUTO_OPENOpen when an entity gets nearby.
Keys
distanceIs how many degrees the door will be rotated.
speedDetermines how fast the door moves (default=100)
messageMessage printed once when the door is touched if it is a trigger door
angleDetermines the opening direction
targetnameThis entity's ID. If set, must be triggered with a button or trigger field.
killtargetID of the entity to delete when triggered
healthIf set, door must be shot open
speedMovement speed (default=100)
waitWait before returning, never return when set to '-1' (default=3)
dmgDamage to inflict when blocked (default=2)
sounds0 or 1=silent, 2=light, 3=medium, 4=heavy (default=0)

func_subdoor_handle1


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Supposed to be the rotating handle, before the doors open, but very likely bogus. You need to have an origin brush in the center of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.
Spawnflags
2REVERSEInvert movement.
64X_AXISUse X axis to rotate.
128Y_AXISUse Y axis to rotate.
Keys
durationIs how long the rotation will take place.

func_subdoor_handle2


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Supposed to be the handle attached to the door, but very likely bogus. Will rotate with door. It's origin should be the door's origin.

item_health


Map Entity Color: (.3 .3 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, medium Q2 medkit.

item_health_large


Map Entity Color: (.3 .3 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, large Q2 medkit.

item_health_mega


Map Entity Color: (.3 .3 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, very large Q2 medkit.

item_health_small


Map Entity Color: (.3 .3 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, small Q2 medkit.

item_jetpack


Map Entity Color: (.3 .3 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Jetpack, incomplete code, unused.

light_mine1


Map Entity Color: (0 1 0) (COLOR PREVIEW)
Dimensions: (-2 -2 -12) (2 2 12)
Code leftovers from Q2, decoration model.

light_mine2


Map Entity Color: (0 1 0) (COLOR PREVIEW)
Dimensions: (-2 -2 -12) (2 2 12)
Code leftovers from Q2, decoration model.

misc_amb4


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, mal's amb4 loop entity, plays 'world/amb4.wav'.

misc_barry_bitch


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 34)
Code leftovers, bitch test.

misc_car


Map Entity Color: (1 .5 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 32)
Code leftovers, car model test.

misc_corky_fidel_mdx_pcx


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 34)
Code leftovers, thug test model.

misc_corky_fidel_mdx_tga


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 34)
Code leftovers, some test model.

misc_cut_scene


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Spawned, but dummy -- never used.

misc_fidela


Map Entity Color: (1 .5 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 32)
Code leftovers, some actor test using missing models.

misc_gib_arm


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, intended for use with the 'target_spawner'.

misc_gib_head


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, intended for use with the 'target_spawner'.

misc_gib_leg


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, intended for use with the 'target_spawner'.

misc_skidrow_radio_repeater


Map Entity Color: (.5 .5 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Use to tag the speaker inside the warehouse, very likely dummy.

misc_smoke


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -64) (16 16 64)
Code leftovers, display an unexisting smoke sprite.
Spawnflags
1ALPHA1
2ALPHA2
4ALPHA4
8ALPHA6
16ALPHA8
32SCALE50

misc_ty_afraid


Map Entity Color: (.5 .5 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -24) (16 16 48)
Train Yard only: used by actors to pick location where it is safer to run away from player (very likely dummy).

refl


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, reflexion mapping on models testing.

rotating_light


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, a rotating light.
Spawnflags
1START_OFFSet default state to OFF.
2ALARM
Keys
targetnameThis entity's ID
healthStrength, the light can be destroyed if set
speedlight radius (default=32)

sfx_beacon


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-16 -16 -16) (16 16 16)
Code leftovers, some rotating beam.

target_blaster


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, fires a blaster bold in the set direction when triggered.
Spawnflags
1NOTRAIL
2NOEFFECTS
Keys
dmgDamage inflicted (default=15)
speedBold speed (default=1000)

target_character


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: Size of map components used
Digits place for target_string.
Keys
teamString team, must be the same ID as 'target_string'
countPosition in the string (default=1)

target_string


Map Entity Color: (0 0 1) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
String to display on 'target_character's.
Keys
targetnameThis entity's ID
teamString team, must be the same ID as 'target_character's
messageMessage to display on 'target_character's

viewthing


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, just for the debugging level. Don't use.