EntitiesInfo_
info_grav_pathnode
 
Description
 
Gravity pathnode. When the player touches the first pathnode in the chain (head of the path), he will be attracted into the entire path. The entire pathnode chain can be activated and deactivated from a script by using the activate & deactivate script commands on the HEADNODE pathnode.
 
Keys
 
target: this points to the next gravity pathnode in the chain.
targetname: the previous gravity pathnode points to this or if it's the first in the chain, it can be refered to by a script for control.
radius: radius of the effect of the pull (default is 256).
speed: speed of the pull (use a negative value for repulsion, default is 100).

Spawnflags
 
1 HEADNODE if set, this pathnode is the head of the path.
2 FORCE if set, this will make the gravity un-fightable (i.e. player can't go backwards).

Notes

If the gravity pathnodes are underwater, the player will not be able to fight against the gravity and swim "upstream", he will only be able to move left, right, up and down.


info_notnull
 
Description
 
Point class. Used as a directional aiming target for func_beam, func_launcher and trigger_pushany.
 
Keys
 
targetname: match to the "target" key of the entity that uses this as an aiming point.

Spawnflags
 
None


Notes


info_null
 
Description
 
Point class. Used as a directional target for light entities to create spotlight effects.
 
Keys
 
targetname: match to the "target" key of the light that uses this as an aiming point.

Spawnflags
 
None


Notes


info_pathnode
 
Description
 
Point class. Path location marker for actors. Can be refered to by its targetname in scripts. When instructed to do so, actors will walk, run or jump from their present location to the location of the pathnode specified in the command.
 
Keys
 
angle: direction in which the actor will look once he reaches this path.
targetname: Name refered to by a script when making actors go to this location.
target: this points to the next pathnode in the path.
anim: name of actor .sam animation to play when actor reaches this node. The animation will loop once then the actor will revert to his default animation.

Spawnflags
 
1
FLEE
marks the node as a safe place to flee to. The actor will be removed when it reaches a flee node and is not visible to a player.
2
DUCK
marks the node as a good place to duck behind during weapon fire.
4
COVER
marks the node as a good place to hide behind during weapon fire.
8
DOOR
marks the node as a door node. If an adjacent node has DOOR marked as well, the actor will only use the path if the door in between them is unlocked.
16
JUMP
marks the node as one to jump from when going to the node specified by target. You must "target" the pathnode to jump to.
32
LADDER
marks the node as a ladder node. Use this when the node is placed next to a ladder to make the actor climb it.
16
ACTION
marks the node as an action node.

Notes

The DOOR, JUMP and LADDER spawnflags have no effect. Actors will automatically open doors when they reach them and jump when instructed to in the script whether these flags are set or not. Also, actors cannot climb ladders.


info_player_coop
 
Description
 
Player start location for cooperative mode. Any number of these can be used in a map.
 
Keys
 
angle: direction in which the player is facing when spawned.
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


info_player_deathmatch
 
Description
 
Player start location for deathmatch mode. Any number of these can be used in a map.
 
Keys
 
angle: determines the direction in which the player is looking when spawning in the map.
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


info_player_intermission
 
Description
 
Camera-like viewpoint used in between deathmatch levels.
 
Keys
 
angles: pitch, yaw, roll orientation of viewpoint (default 0 0 0).

Spawnflags
 
None

Notes

This can be used to created a roving camera as seen at the end of Levelord's DM map "Behind Zee Bookcase..." (sprydemo.bsp). Place a series of info_splinepath's around your map and daisy-chain their target - targetname keys (except the last one). Set the targetname of the first splinepath to "endnode1" and the intermission camera will follow all the paths. When it reaches the last one, it will automatically loop back to the first (just make sure not to loop the path when connecting nodes up).

Info courtesy of Scott Alden, Ritual Entertainment.


info_player_start
 
Description
 
Player start location for single player mode. Several can be used in a map if the targetname key is set for each player start entity.
 
Keys
 
angle: determines the direction in which the player is looking when spawning in the map.
targetname: used to identify the spawn location when used by the trigger_changelevel trigger in the previous map.
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

Set the targetname key if you want to have more than one entry point for your map when coming from a previous map. For more details, see the doc sheet on the trigger_changelevel entity.


info_splinepath
 
Description
 
Point class. Script Object Spline Path Node. These are use to create a smooth path that scriptobjects, scriptmodels and cameras can follow or orbit. The path is created by setting the target and targetname keys of each pathnode so they are "daisy-chained" to one another. An object or camera, when instructed to follow or orbit a path, will not move in a straight line from one pathnode to the next but will instead interpolate its speed and angles to create a smooth gradual curved trajectory between all the pathnodes thus the name SPLINEpath.
 
Keys
 
speed: speed multiplier for this segment, normally each segment will take 1 second to traverse, use 2 for double speed and 0.5 for half speed.
model: name of entity's model definition file (spline.def). Do not change. The model that appears in the editor won't be visible in the game, it is simply meant as a design aid to visualize the pathnode's "angles" value.
angles: pitch, yaw, roll method of 3D orientation (ex: 0 270 0). An object or camera following or orbiting a splinepath will gradually orient itself to these angles upon reaching this pathnode by default.
target: this points to the next splinepathnode in the chain. If the last pathnode in the chain points to the first, the object or camera will orbit the path by default.
targetname: the previous splinepathnode in the chain points to this. This is also the name to which the script can refer to when instructing objects or cameras to follow or orbit a splinepath if the pathnode is the first in the chain.
loop: set a loop node. This will make an orbiting camera loop back to the splinepath this points to once it reaches this one. See notes below.

Spawnflags
 
None

Notes

The loop key must point to a node that is part of the same path. If the loop key is not set or set to an invalid node, the orbiting camera will loop from the last node to the first node in the path by default.

Note:
Looping paths often makes the camera behave in a strange way (the camera will jump to the node that precedes the loop node upon reaching it) so trial-and-error is necessary to obtain the desired results (if at all possible). Personally, I recommend against using it since the result is unpredictable in most cases.


How to use the 'loop' key:

Lets say you have 5 pathnodes daisy chained as follows: 1->2->3->4->5

In a normal follow of the path, the sequence would just go 1,2,3,4,5. Now if you set the 'loop' key on node 5 and have it point to 3, the sequence will go like this:

1,2,3,4,5 and then will start looping 3,4,5 ... 3,4,5 ... 3,4,5 and so on.

Cameras respond to the 'follow' or 'orbit' commands for spline paths. Use the 'followpath' command for scriptobjects or scriptmodels.


waypoint
 
Description
 
Point class. Used as a positioning location for scriptobjects and scriptmodels. Refer to this by its targetname when moving objects with script commands. These can also be daisy-chained to one another target-targetname wise to make an object follow a straight line path. See notes below.
 
Keys
 
targetname: name used by script to refer to this location. The previous waypoint in a chain can also point to this.
target: this points to the next waypoint in the chain.

Spawnflags
 
None

Notes

When waypoints are daisy-chained, the script command 'next' can be used to move objects from one to the other. The object must be moved to a waypoint first. Then, the next waypoint is the one that the current waypoint targets.