Target entities

target_changelevel


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Load a new map when triggered. You can specify the info_player_start to use in the next map, adding its ID after a $ symbol (example: "map2$start1" will load "map2.bsp" and use the info_player_start called "start1"). Put a * symbol before the next map name to create a new unit, so the game forget infos regarding visited levels (example: "*map2").
Keys
map(*)(destination level)($)(info_player_start ID)
targetnameThis entity's ID

target_crosslevel_target


Map Entity Color: (.5 .5 .5) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Triggered by a trigger_crosslevel_trigger elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work.
Spawnflags
1TRIGGER1
2TRIGGER2
4TRIGGER3
8TRIGGER4
16TRIGGER5
32TRIGGER6
64TRIGGER7
128TRIGGER8
Keys
targetTarget entity's ID
delayDelay before using targets if the trigger has been activated (default=1)
killtargetID of the entity to delete when triggered
messageMessage to display on trigger

target_crosslevel_trigger


Map Entity Color: (.5 .5 .5) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Once this trigger is touched or used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit.
Spawnflags
1TRIGGER1
2TRIGGER2
4TRIGGER3
8TRIGGER4
16TRIGGER5
32TRIGGER6
64TRIGGER7
128TRIGGER8
Keys
targetnameThis entity's ID

target_earthquake


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake, all players and monsters are affected.
Keys
speedSeverity of the quake (default=200)
countDuration of the quake (default=5)
targetnameThis entity's ID

target_explosion


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Spawns an explosion when used.
Keys
targetnameThis entity's ID
targetTarget entity's ID
delayWait time before explosion
dmgHow much radius damage should be done (default=0)
fxdensityExplosion size -- 1 to 100 (default=10)

target_fire


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Spawn a fire.
Keys
fxdensitySize of fire -- 1 to 100 (default=10)
deadticksRandom fire sections per frame (default=3)
durationHow long fire stay alive in seconds, last forever if -1 (default=5.0)
dmgDamage per second (default='fxdensity')
reactdelayFire spread factor -- 0.0 to 10.0 (default=1)
targetTarget entity's ID
targetnameThis entity's ID

target_flamethrower


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Shoots flame when triggered on, does not when triggered off.
Keys
dmgDamage the flame does per frame (default=2)
fxdensitySet to 1 to start on
deadticksAngle adjustment up and down -- -90 to 90 (default=0)
targetnameThis entity's ID

target_goal


Map Entity Color: (1 0 1) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, can be triggered once only, counts a goal completed.
Keys
noiseWav sound to play when triggered (default='misc/secret.wav')

target_laser


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, fires a laser when triggered.
Spawnflags
1START_ONSet default state to ON.
2RED
4GREEN
8BLUE
16YELLOW
32ORANGE
64FAT
Keys
targetTarget entity's ID -- shooting direction (overrides angle)
angleShooting direction
dmgDamage inflicted when blocked (default=1)

target_lightramp


Map Entity Color: (0 .5 .8) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
.
Spawnflags
1TOGGLEMaintain state, switch only when triggered.
Keys
targetTarget entity's ID
targetnameThis entity's ID
speedHow many seconds the ramping will take
messageTwo letters: starting lightlevel and ending lightlevel ('a'=dark to 'z'=bright)

target_mal_laser


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2 MP1, Mal's laser.
Spawnflags
1START_ONSet default state to ON.
2RED
4GREEN
8BLUE
16YELLOW
32ORANGE
64FAT
Keys
targetnameThis entity's ID
angleShooting direction
delayDelay before first shot (default=0.1)
waitTime between two shots (default=0.1)
dmgDamage inflicted when blocked (default=5)

target_secret


Map Entity Color: (1 0 1) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, can be triggered once only, counts a secret found.
Keys
noiseWav sound to play when triggered (default='misc/secret.wav')

target_spawner


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Will spawn an entity when triggered, the spawned entity inherit this entity's spawnflags, angle and origin.
Spawnflags
1FLAG1
2FLAG2
4FLAG3
8FLAG4
16FLAG5
32FLAG6
64FLAG7
128FLAG8
Keys
targetnameThis entity's ID
targetSpawned entity's classname
speedSpawned entity's velocity
angleSpawned entity's direction

target_speaker


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Sound emitter, play a sound each time the entity is triggered, can be toggled on and off if LOOPED-ON or LOOPED-OFF is set (looped sounds are always 'attenuation=3', 'volume=1').
Spawnflags
1LOOPED_ONSound is looped, default state is on.
2LOOPED_OFFSound is looped, default state is off (must be triggered).
4IMPORTANTDefined as reliable, always have priority on other effects.
Keys
targetnameThis entity's ID
noiseWav file to play
attenuationRadius -- -1=whole level, 1=normal fighting sound, 2=idle sound, 3=ambient sound (default=1)
volumeVolume -- 0 to 1 (default=1)

target_splash


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
A particle emitter, spawns particles when triggered.
Keys
soundsParticle type - 1 = sparks, 2 = brown water, 3 = blue water, 4 = lava, 5 = multicolored patricles, 6 = blood, 7 = fireworks, 8 = smoke
countAmount of particles -- 1 to 10 (default=3)
dmgRadius damage (default=0)
alphalevelSmoke only: Opacity level -- 1 to 10 (default=4)
firetypeSmoke only: Smoke size -- 5 to 32 (default=24)
deadticksSmoke only: Lifetime in seconds -- 1 to 60 (default=6)
fxdensitySmoke only: Speed of rising -- 1 to 100 (default=24)
rotateSmoke only: X Y Z velocity (default=up)

target_temp_entity


Map Entity Color: (1 0 0) (COLOR PREVIEW)
Dimensions: (-8 -8 -8) (8 8 8)
Code leftovers from Q2, fire an origin-based temp entity event to the clients.
Keys
styleType byte