Entity Attributes

Entity Attributes

Shared entity attributes are templated so they can be easily included on many entity pages. Here are the attribute templates that exist so far. If you edit one of the templates, the changes will be reflected on all pages that use it.

add new entity attribute

Blood Color

Blood Color (bloodcolor) - The color of the monster's blood. By default, humans produce red blood and aliens produce yellow blood.

Code to use this template: [[include entinfo:blood-color]]

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Body

Body (body) - ?

Code to use this template: [[include entinfo:body]]

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Classification

Classification (classify) - ?

Code to use this template: [[include entinfo:classification]]

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Custom Health

Custom Health (health) - Gives the monster a custom health, which overrides its default health.

Code to use this template: [[include entinfo:custom-health]]

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Custom Max Hull Size (X Y Z)

Custom Max Hull Size (X Y Z) (maxhullsize) - ?

Code to use this template: [[include entinfo:custom-max-hull-size]]

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Custom Min Hull Size (X Y Z)

Custom Min Hull Size (X Y Z) (minhullsize) - ?

Code to use this template: [[include entinfo:custom-min-hull-size]]

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Custom Model

Custom Model (model) - Location of the custom model this monster will use.

Code to use this template: [[include entinfo:custom-model]]

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Custom P_Model

Custom P_Model (wpn_p_model) - ?

Code to use this template: [[include entinfo:custom-p-model]]

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Custom V_Model

Custom V_Model (wpn_v_model) - ?

Code to use this template: [[include entinfo:custom-v-model]]

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Custom W_Model

Custom W_Model (wpn_w_model) - ?

Code to use this template: [[include entinfo:custom-w-model]]

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Delay before trigger

Delay before trigger (delay) - Delay in seconds before the target is triggered.

Code to use this template: [[include entinfo:delay-before-trigger]]

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Disable Respawn

Disable Respawn (1024) - Makes it so the item will never respawn after being picked up.

Code to use this template: [[include entinfo:disable-respawn]]

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Entity to Guard

Entity to Guard (goal_guard) - Setting this to the name of a monster or entity will cause the monster to constantly follow and protect the specified entity. Players are not able to break this link by asking the guard monster to follow them.

  • Example of use: The Medic and Support Gunner in Sandstone are set to guard the Engineer. Both of them follow and protect the Engineer, and the medic heals him whenever he is injured.

Code to use this template: [[include entinfo:entity-to-guard]]

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Fade Corpse

Fade Corpse (512) - (Obsolete in Sven Co-op) The monster's body will fade after death.

Code to use this template: [[include entinfo:fade-corpse]]

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First Patrol Waypoint

First Patrol Waypoint (goal_ent) - ?

Code to use this template: [[include entinfo:first-patrol-waypoint]]

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FX Amount (1 - 255)

FX Amount (1 - 255) (renderamt) - ?

Code to use this template: [[include entinfo:fx-amount]]

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FX Color (R G B)

FX Color (R G B) (rendercolor) - ?

Code to use this template: [[include entinfo:fx-color]]

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Gag

Gag (2) - ?

Code to use this template: [[include entinfo:gag]]

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Gravity Setting

Gravity Setting (movetype) - Determines whether the item falls to the ground (default) or hovers in the air at its coordinates given in VHE.

Code to use this template: [[include entinfo:gravity-setting]]

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In-game Name

In-game Name (displayname) - This name shows up on the screen when players focus their crosshair on the monster, and in the death messages when players get killed by it. If you leave this blank, the entity name will be used.

Code to use this template: [[include entinfo:in-game-name]]

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Is Player Ally

Is Player Ally (is_player_ally) - Determines whether the monster is an ally or enemy.

Code to use this template: [[include entinfo:is-player-ally]]

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KillTarget

KillTarget (killtarget) - ?

Code to use this template: [[include entinfo:killtarget]]

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Master

Master (master) - The name of a multisource (or game_team_master entity). A master must usually be active in order for the entity to work. Thus they act almost like an on/off switch, in their simplest form, and like an AND gate in the case of the multisource.

Code to use this template: [[include entinfo:master]]

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Monster Roaming (nodes)

Monster Roaming (nodes) (freeroam) - ?

Code to use this template: [[include entinfo:monster-roaming]]

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MonsterClip

MonsterClip (4) - If checked, the monster's movement will be blocked by func_monsterclip.

Code to use this template: [[include entinfo:monsterclip]]

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Name

Name (targetname) - The name that identifies the entity.

Code to use this template: [[include entinfo:name]]

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No Dyn Collission

No Dyn Collision (16384) - ?

Code to use this template: [[include entinfo:no-dyn-collision]]

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Not in Deathmatch

Not in Deathmatch (2048) - (obsolete in Sven Co-op) Makes the entity don't appear in Multiplayer Games.

Code to use this template: [[include entinfo:not-in-deathmatch]]

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Patrol Group

Patrol Group (goal_group) - ?

Code to use this template: [[include entinfo:patrol-group]]

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Pitch Yaw Roll (X Y Z)

Pitch Yaw Roll (Y Z X) (angles) - ?

Code to use this template: [[include entinfo:pitch-yaw-roll]]

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Pre-Disaster

Pre-Disaster (256) - If checked, the monster won't Team Up with you if it's friendly

Code to use this template: [[include entinfo:pre-disaster]]

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Prisoner

Prisoner (16) - If checked, the monster won't attack

Code to use this template: [[include entinfo:prisoner]]

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Render FX

Render FX (renderfx) - Gives the entity special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:

  • 0 = Normal
  • 1 = Slow Pulse
  • 2 = Fast Pulse
  • 3 = Slow Wide Pulse
  • 4 = Fast Wide Pulse
  • 5 = Slow Fade Away
  • 6 = Fast Fade Away
  • 7 = Slow Become Solid
  • 8 = Fast Become Solid
  • 9 = Slow Strobe
  • 10 = Fast Strobe
  • 11 = Faster Strobe
  • 12 = Slow Flicker
  • 13 = Fast Flicker
  • 14 = Constant Glow
  • 15 = Distort
  • 16 = Hologram (Distort and Fade)

Code to use this template: [[include entinfo:render-fx]]

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Render Mode

Render Mode (rendermode) - The type of rendering that is used on the entity. Options are:

  • 0 = Normal
  • 1 = Color
  • 2 = Texture
  • 3 = Glow
  • 4 = Solid
  • 5 = Additive

Code to use this template: [[include entinfo:render-mode]]

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Re-usable

Re-usable (1) - This allows the entity to be triggered more than once.

Code to use this template: [[include entinfo:re-usable]]

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Skin

Skin (skin) - ?

Code to use this template: [[include entinfo:skin]]

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Sound Replacement File

Sound Replacement File (soundlist) - ?

Code to use this template: [[include entinfo:sound-replacement-file]]

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Squad Name

Squad Name (netname) - Puts the monster in this squad.

Code to use this template: [[include entinfo:squad-name]]

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SquadLeader

SquadLeader (6) - Makes the monster the leader of its squad.

Code to use this template: [[include entinfo:squadleader]]

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Start On

Start On (1) - This causes the entity to be active immediately when the maps starts.

Code to use this template: [[include entinfo:start-on]]

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Target

Target (target) - When the entity is activated, it triggers the entity specified here.

Code to use this template: [[include entinfo:target]]

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Target 1 - Target 8

Target 1 - Target 8 (target1 - target8) - This is where you enter the names of the entities you want targeted, one to a box. Note that only one of the listed entities will be triggered when the trigger_random is activated. Some used boxes can be left blank (to create a possibility of nothing being triggered), if you so wish. Extra, unused boxes should be left blank.

Code to use this template: [[include entinfo:target-1-target-8]]

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Target 1 - Target 5

Target 1 - Target 5 (target1 - target5) - This is where you enter the names of the entities you want targeted, one to a box. Note that only one of the listed entities will be triggered when the trigger_random is activated. Some used boxes can be left blank (to create a possibility of nothing being triggered), if you so wish. Extra, unused boxes should be left blank.

Code to use this template: [[include entinfo:target-1-target-5]]

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Target Count

Target Count (target_count) - The number of target boxes (listed below) that you wish to used. If, for example, you want a 50% chance of Target1 being triggered, and a 50% chance of Target2 being triggered, you would set this to 2. The 3rd, 4th, and 5th boxes would then be unused. To use more of the boxes, with an equal chance of each being triggered, increase the Target Count value.

Code to use this template: [[include entinfo:target-count]]

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Trigger Once

Trigger Once (2) - This makes it so the the entity can only be used once.

Code to use this template: [[include entinfo:trigger-once]]

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TriggerCondition

Trigger Condition (TriggerCondition) - Condition under which the entity will trigger its TriggerTarget. The options are:

  • 0 = No Trigger
  • 1 = See Player, Mad at Player
  • 2 = Take Damage
  • 3 = 50% Health Remaining
  • 4 = Death
  • 7 = Hear World
  • 8 = Hear Player
  • 9 = Hear Combat
  • 10 = See Player Unconditional
  • 11 = See Player, Not In Combat

Code to use this template: [[include entinfo:triggercondition]]

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TriggerTarget

TriggerTarget (TriggerTarget) - The entity to trigger when the TriggerCondition is met.

Code to use this template: [[include entinfo:triggertarget]]

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Un-Use Sentence

Un-Use Sentence (UnUseSentence) - ?

Code to use this template: [[include entinfo:un-use-sentence]]

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Use Sentence

Use Sentence (UseSentence) - ?

Code to use this template: [[include entinfo:use-sentence]]

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WaitForScript

WaitForScript (128) - ?

Code to use this template: [[include entinfo:waitforscript]]

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WaitTillSeen

WaitTillSeen (1) - If checked, the monster won't do anything before see a player

Code to use this template: [[include entinfo:waittillseen]]

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