Func entities

func_areaportal


Map Entity Color: (0 0 0) (COLOR PREVIEW)
Dimensions: Size of map components used
Toggle visibility portal's when activated, usually enclosed in the middle of a door so when it is closed, the area beyond is not rendered (the door must target this entity).
Keys
targetnameThis entity's ID

func_button


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: (ACTIVATE_GENERAL) (AUTO_OPEN)
When a button is touched, it moves some distance in the direction of its angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
Spawnflags
1TOGGLEMaintain state, switch only when triggered.
2NO_MONSTERMonsters cannot trigger this entity.
4DONOTMOVEDon't animate or don't move.
8REMOVE_SELFRemove itself when triggered (SPMod only).
Keys
angleDetermines the sliding direction
targetAll entities with a matching ID will be used
killtargetID of the entity to delete when triggered
speedMoving speed (default=40)
accelAcceleration (default=speed)
decelDeceleration (default=speed)
waitWait before return (default=1) (set to -1=never return)
lipLip (default=4)
healthIf set, the button is shootable
sounds0 or 1=silent, 2=butn2, 3=valve, 4=wheel, 5=console, 6=push, 7=thunk, 8=wall

func_conveyor


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Conveyors are stationary brushes that move what's on them. The brush should have a surface with at least one current content enabled.
Spawnflags
1START_ONSet default state to ON.
2TOGGLEMaintain state, switch only when triggered.
Keys
speedTraveling speed (default=100)

func_door


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
A sliding door.
Spawnflags
1START_OPENSet state to OPEN when entering the level for the first time.
2AUTO_OPENOpen when an entity gets nearby.
4CRUSHERInstant killing stucked entities.
8NO_MONSTERMonsters cannot trigger this entity.
16ANIMATEDCycle through all frames at 2hz.
32TOGGLEMaintain state, switch only when triggered.
64ANIMATED_FASTCycle through all frames at 10hz.
128SURF2_ALPHAAlpha-blending render, no depth sorting!
Keys
messageMessage printed once when the door is touched if it is a trigger door
teamTrigger every door with the same team name
angleDetermines the opening direction (-1=top, -2=bottom)
targetnameThis entity's ID, must be triggered with a button or a trigger field if set.
targetTargeted entity's ID, will be triggered on opening
target2Point to an ai_safespot's ID (for Lockpicking purpose), can also be used as an alternate "targetname" field.
killtargetID of the entity to delete when triggered
healthIf set, door must be shot open
speedMovement speed (default=100)
accelAcceleration (default=speed)
decelDeceleration (default=speed)
waitWait before returning (default=3, -1 = never return)
lipLip remaining at end of move (default=8)
dmgDamage to inflict when blocked (default=2)
keyKey number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key,6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10)
sounds0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2)

func_door_rotating


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
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 can check either the X_AXIS or Y_AXIS box to change that.
Spawnflags
1START_OPENSet state to OPEN when entering the level for the first time.
2REVERSEInvert movement.
4SURF2_ALPHAAlpha-blending render, no depth sorting!
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.
Keys
distanceHow many degrees the door will be rotated.
speedMovement speed (100 default)
style0 = rotate away from it's activator, 1 = fixed rotation (default 0)
messageMessage printed once when the door is touched if it is a trigger door
teamTrigger every door with the same team name
angleDetermines the opening direction
targetnameThis entity's ID, must be triggered with a button or a trigger field if set.
targetTargeted entity's ID, will be triggered on opening
target2Point to an ai_safespot's ID (for Lockpicking purpose), can also be used as an alternate "targetname" field.
killtargetID of the entity to delete when triggered
healthIf set, door must be shot open
waitWait before returning (default=3, -1 = never return)
dmgDamage to inflict when blocked (default=2)
keyKey number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key,6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10)
sounds0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2)

func_door_secret


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
A secret door. Slide back and then to the side.
Spawnflags
1ALWAYS_SHOOTCan always be shot.
21ST_LEFTMove left first.
41ST_DOWNMove down first.
Keys
targetnameThis entity's ID
targetTarget entity's ID
angleMoving direction
dmgDamage to inflic when blocked (default=2)
waitHow long to hold in the open position, stay forever if '-1' (default=5)
healthStrength, must be shot-open if set.
killtargetID of the entity to delete when triggered

func_explosive


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the brush. If targeted it will not be shootable. In SPMod, the brush can only be destroyed if enough damages are dealt in ONE hit (if CRITICAL_ONLY is set).
Spawnflags
1TRIGGER_SPAWNMust be triggered to appear.
2ANIMATEDCycle through all frames at 2hz.
4ANIMATED_FASTCycle through all frames at 10hz.
8SURF2_ALPHAAlpha-blending render, no depth sorting!
16AUTO_SOUNDLet the game choose the right sound for you (SPMod only).
32CRITICAL_ONLY
256NOT_EASYDo not spawn if skill = 0.
512NOT_MEDIUMDo not spawn if skill = 1.
1024NOT_HARDDo not spawn if skill >= 2.
2048NOT_DEATHMATCHDo not spawn in Deathmatch.
4096NOT_COOPDo not spawn in Coop.
Keys
healthHit points (default=100)
typeType of debris ("glass", "wood" or "metal", default="glass")
massAmount of debris (default=75)
dmgHow much radius damage should be done (default=0)
fxdensitySize of explosion 1 to 100 (default=10)
noiseSound effect to play (set "AUTO_SOUND" if you're lazy, SPMOD only)
targetEntity to trigger when broken
killtargetID of the entity to delete when broken

func_group


Map Entity Color: (0 0 0) (COLOR PREVIEW)
Dimensions: Size of map components used
Used to group brushes together just for editor convenience.

func_killbox


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: Size of map components used
Kills everything inside when fired, regardless of protection.
Keys
targetnameThis entity's ID

func_lift


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Lifts are moving platforms that players and ai_characters can ride (up and down only!!). The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. A button is required for the AI to use.
Spawnflags
1START_ONSet default state to ON.
2TOGGLEMaintain state, switch only when triggered.
4BLOCK_STOPSStop moving when blocked, do not inflict damage.
Keys
speedMovement speed (default=100)
dmgDamage to inflict when blocked (default=100; BLOCK_STOPS default=0)
noiseLooping sound to play when the train is in motion
target2ID string for attached button
targetDestination point
killtargetID of the entity to delete when triggered

func_object


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
This is a solid bmodel that will fall if its support it removed.
Spawnflags
1TRIGGER_SPAWNMust be triggered to appear.
2ANIMATEDCycle through all frames at 2hz.
4ANIMATED_FASTCycle through all frames at 10hz.
Keys
dmgDamages inflicted to crushed entities (default=100)

func_plat


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Plats are always rendered in the extended position when compiling map, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat. You can make it silent in SPMOD if you set 'silent' spawnflag.
Spawnflags
1PLAT_LOW_TRIGGERSet default position to raised.
2SILENTNo sound emitted in action.
Keys
speedMoving speed (default=20)
accelAcceleration (default=5)
decelDeceleration (default=5)
dmgDamages when blocked (default=2)
lipLip (default=8)
heightOverride physical brush height
targetnameThis entity's ID
waitTime to wait before trigger

func_rotating


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
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 can check either the X_AXIS or Y_AXIS spawnflag to change the rotation axe.
Spawnflags
1START_ONSet default state to ON.
2REVERSEInvert movement.
4X_AXISUse X axis to rotate.
8Y_AXISUse Y axis to rotate.
16TOUCH_PAINCauses damages to anything it touches.
32STOPStop moving when an entity is in the way.
64ANIMATEDCycle through all frames at 2hz.
128ANIMATED_FASTCycle through all frames at 10hz.
Keys
speedMoving speed (default=100)
dmgDamages when blocked (default=2)

func_spray


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Creates a gaz of pipe or something similar, spray when shot.
Spawnflags
1START_OFFSet default state to OFF.
2ONCE
4SPAWN_FLAMES
8SPAWN_SMOKE
16SPAWN_SPARKS
32SPAWN_WATER
64ANIM_ALL
128ANIM_ALLFAST
256SURF2_ALPHAAlpha-blending render, no depth sorting!
Keys
healthDamages the shell can take before bursting
delaySpray duration
waitExtra random duration
targetWhat entity do we trigger when shot
targetnameThis entity's name
killtargetWhat entity do we kill when shot

func_timer


Map Entity Color: (0.3 0.1 0.6) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Automatic trigger, can be activated, toggle.
Spawnflags
1START_ONSet default state to ON.
Keys
targetnameThis entity's ID
targetTargeted entity's ID
killtargetID of the entity to delete when triggered
waitBase time between triggering all targets, in seconds (default=1)
randomWait variance, in seconds (default=0)
delayDelay before first firing when activated (default=0)
pausetimeAdditional delay used only the very first time, if START_ON is set

func_train


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated.
Spawnflags
1START_ONSet default state to ON.
2TOGGLEMaintain state, switch only when triggered.
4BLOCK_STOPSStop moving when blocked, do not inflict damage.
8SURF2_ALPHAAlpha-blending render, no depth sorting!
Keys
speedMovement speed (default=100)
dmgDamage to inflict when blocked (default=2 ; BLOCK_STOPS default=100)
noiseLooping sound to play when the train is in motion
targetnameThis entity's ID
targetFirst 'path_corner' entity's ID
killtargetID of the entity to delete when triggered

func_train_rotating


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated.
Spawnflags
1START_ONSet default state to ON.
2TOGGLEMaintain state, switch only when triggered.
4BLOCK_STOPSStop moving when blocked, do not inflict damage.
8SURF2_ALPHAAlpha-blending render, no depth sorting!
Keys
speedMovement speed (default=100)
dmgDamage to inflict when blocked, set to 666 to kill on touch! (default=100; BLOCK_STOPS default=0)
noiseLooping sound to play when the train is in motion
reactdelaySound length in second (default=1)
targetpath_corner's ID
killtargetID of the entity to delete when triggered

func_wall


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
This is just a solid wall if not inhibited. Wall is always present by default, unless TRIGGER_SPAWN is set -- When triggered, the wall will shift from OFF to ON (or ON to OFF).
Spawnflags
1TRIGGER_SPAWNMust be triggered to appear.
2TOGGLEMaintain state, switch only when triggered.
4START_ONSet default state to ON.
8ANIMATEDCycle through all frames at 2hz.
16ANIMATED_FASTCycle through all frames at 10hz.
32SURF2_ALPHAAlpha-blending render, no depth sorting!
256NOT_EASYDo not spawn if skill = 0.
512NOT_MEDIUMDo not spawn if skill = 1.
1024NOT_HARDDo not spawn if skill >= 2.
2048NOT_DEATHMATCHDo not spawn in Deathmatch.
4096NOT_COOPDo not spawn in Coop.
Keys
targetnameThis entity's ID

func_water


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: Size of map components used
Movable water brush, must be targeted to operate. Use a non-water texture at your own risk.
Spawnflags
1START_OPENSet state to OPEN when entering the level for the first time.
Keys
targetnameThis entity's ID
angleDetermines the opening direction (-1=up, -2=down –only-)
speedMovement speed (default=25)
waitWait before returning (default=-1, TOGGLE)
lipLip remaining at end of move (default=0)
sounds0=silent, 1=water, 2=water