EntitiesWeapons
click for full size image in pop-up window weapon_assaultrifle
 
Description
 
Assault rifle
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (asrifle.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_heligun
 
Description
 
Heligun - Helicopter Mounted Weapon.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (heligun.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes

This can be placed in a map and picked up by the player but it's not realy meant to be a mobile weapon. Best used in scripted situations where the player is frozen like in SiN's introduction episode.


click for full size image in pop-up window weapon_highvelocitygun
 
Description
 
High Velocity Chain Gun in primary mode & Grenade launcher in secondary mode.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (hvgun.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_magnum
 
Description
 
Magnum pistol
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (magnum.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_pulserifle
 
Description
 
Pulse Rifle. Fires plasma balls in primary mode & lightning bolts in secondary mode.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (pulse2.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_quantumd
 
Description
 
Quantum Destabilizer
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (quantum.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_rocketlauncher
 
Description
 
Rocket launcher
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (rlaunch.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_shotgun
 
Description
 
Shotgun
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (shotgun.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_sledgehammer
 
Description
 
Sledge Hammer. This is not a weapon usable by the player, only a static model. It is the model used by the Construction Worker to simulate his melee weapon.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (sledgeham.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points to will be triggered when object is destroyed.
killtarget: the entity this points will be removed when object is destroyed.
targetname:
name referred to when controlled by a script.

Spawnflags
 
1 NOT SOLID
2 NOT DAMAGEABLE

Notes


click for full size image in pop-up window weapon_sniperrifle
 
Description
 
Sniper rifle
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (sniperrifle.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_speargun
 
Description
 
Speargun
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (speargun.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points will be triggered when item is picked up.
killtarget: the entity this points will be removed when item is picked up.
message: text string to print on screen when item is picked up (default: none).
noise: sound to play when "message" is printed. The "message" key must be set for sound to be heard (default: none).
key: name of item required to pick up item (default: none). This can be any Inventory_* type entity. Use the last part of the entity name (after "Inventory_"). The only exceptions are:
    ChemBioSuit : use chemsuit instead
    cookies : works but doesn't generate an icon
    genericpulsepart : works but doesn't generate an icon
thread: name of thread to call when item is picked up.
gravityaxis: sets the gravity axis of the item in game. Possible values are:
    0 : down is towards the negative side of the Z axis (default normal gravity).
    1 : down is towards the negative side of the X axis.
    2 : down is towards the negative side of the Y axis.
    3 : down is towards the positive side of the Z axis (inverse normal gravity).
    4 : down is towards the positive side of the X axis.
    5 : down is towards the positive side of the Y axis.

Spawnflags
 
None

Notes


click for full size image in pop-up window weapon_stun
 
Description
 
Stun gun. This is not a weapon usable by the player, only a static model. It is the model used by the Dark Captain to simulate his weapon.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (stun.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points to will be triggered when object is destroyed.
killtarget: the entity this points will be removed when object is destroyed.
targetname:
name referred to when controlled by a script.

Spawnflags
 
1 NOT SOLID
2 NOT DAMAGEABLE

Notes


click for full size image in pop-up window weapon_wrench
 
Description
 
Wrench - Large and Mean. This is not a weapon usable by the player, only a static model. It is the model used by the Oilrig Worker to simulate his melee weapon.
 
Keys
 
angle: initial orientation of model in game (default: 0).
angles: pitch, yaw, roll method of 3D orientation for model (default: 0 0 0).
model: name of entity's model definition file (wrench.def). Do not change.
scale: controls size of model in the game (ex: 1.0).
alpha: translucency of model in game. Values are from 0-1 (default: 1).
target: the entity this points to will be triggered when object is destroyed.
killtarget: the entity this points will be removed when object is destroyed.
targetname:
name referred to when controlled by a script.

Spawnflags
 
1 NOT SOLID
2 NOT DAMAGEABLE

Notes