ETJump mapping entities

Here you will find full list of ETJump entities you can use in your map. Included on this list are also stock ET entities that have been expanded or fixed by ETJump.

Hint

Entities which originate from ETMain only list the modifications that ETJump offers to the entities. Refer to the entity descriptions in Radiant for a full list of keys and spawnflags.


corona

Keys

None

Spawnflags

None

Tip

  • If this entity does not contain scriptname or targetname keys, and has no spawnflags set, it is considered “static” and will not count towards the map entity limit.

  • You may place up to 1024 static coronas in a map.


dlight

Keys

None

Spawnflags

None

Tip

  • If this entity does not contain scriptname or targetname keys, and has no spawnflags set, it is considered “static” and will not count towards the map entity limit.

  • You may place up to 1024 static dlights in a map. Note however that the renderer cannot display more than 32 dlights at any given time.


etjump_game_manager

Automatically spawned on a map with no script_multiplayer or any entity with a scriptname set. Provides access to mapscripting for any map, regardless of existing entities. This is effectively the same as script_multiplayer.

Keys

Key

Value

Default

Description

scriptname

etjump_manager

Entry point for mapscripting.

Spawnflags

None

Attention

Do not place this entity manually in your map in Radiant! Use script_multiplayer instead.


etjump203_target_relay

A target_relay that works only on ETJump 2.0.3 and newer.

Keys

None

Spawnflags

None

Caution

Fires a random target instead of all targets.


etjump2_target_relay

A target_relay that works only on ETJump 2.0.0 and newer.

Keys

None

Spawnflags

None

Caution

Fires a random target instead of all targets.


func_button

When a button is used, it moves some distance in the direction of it’s angles, triggers all of it’s targets, waits some time, then returns to it’s original position where it can be triggered again.

Keys

Key

Value

Default

Description

noise

path to .wav

sound/movers/switches/butn2.wav

Sound to play on activation. Use nosound to disable sound completely.

cursorhint

cursorhint name

Sets a custom cursorhint for the button. If not set, defaults to HINT_BUTTON.

Spawnflags

Spawnflag

Description

16

Displays a progress bar with cursorhint until re-activation is possible.


func_invisible_user

Uses targeted entities upon activation.

Keys

Key

Value

Default

Description

noise

path to .wav

Sound to play on activation.

volume

any positive integer

255

Volume of activation sound.

Spawnflags

Spawnflag

Description

8

Pass activator data to mapscript.

16

Displays a progress bar with cursorhint until re-activation is possible.


func_missilepad

Explodes hand and rifle grenades and fires target(s) upon impact.

Keys

Key

Value

Default

Description

scale

any value

1.0

Scales the knockback given from the explosion.

noise

path to .wav

Sound to play on activation.

volume

any positive integer

255

Volume of activation sound.

Spawnflags

Spawnflag

Description

1

Start the entity as non-existent, if targeted, it will toggle existence when triggered.

2

Applies scale only to horizontal velocity.

4

Applies scale only to vertical velocity.

Note

Only direct impact fires targets, splash damage is ignored.

Activating this entity via another entity or from mapscript with alertentity/usetarget does not fire targets.


func_portaltarget

A brush model that spawns portalgun portals shot on it always on the same position.

Keys

Key

Value

Default

Description

portalsize

0 - 512

0

Sets the size of the portal created on the surfaces of this entity. 0 uses the default portal size.

Spawnflags

None

Note

The portals are centered on the plane where they spawn either on an explicit origin set by an origin brush, or using the entity’s center position. The shaders used on the surfaces of this entity should have the correct surfaceparms for portals set. Using a separate brush with portal surfaceparms, overlaid on top of this entity is unlikely to work reliably.


func_static

A static brushmodel that does nothing by itself. Activates targets when hurt if PAIN spawnflag is set.

Keys

None

Spawnflags

Spawnflag

Description

8

Disable random 500-1000ms wait added on top of delay.

Note

In ETJump, this entity cannot be killed under normal gameplay circumstances if the PAIN spawnflag is set.


func_static_client

A static brushmodel that does nothing by itself. Similar to func_static, except the state of this entity (visible/hidden) is unique for each client. When the entity is hidden for a client, they will ignore collision with it.

Keys

Key

Value

Default

Description

model2

path/to/model.md3

Optional .md3 model to draw instead. Use an origin brush to set the model origin.

offModel

path/to/model.md3

Alternative model to draw when the brush is in “off” state.

offShader

path/to/shader

Alternative shader to use when the brush is in “off” state.

target

targetname(s)

Targets to fire when hurt, if spawnflag 2 is set.

scriptname

scriptblock

Script block to execute when hurt, if spawnflag 2 is set. Calls the pain trigger.

Spawnflags

Spawnflag

Description

1

Start the entity in “off” state.

2

Activate targets when the entity takes damage.

4

Gib the activator if they are inside the entity when it turns solid.

8

Sync the state of this entity for all fireteam members, when fireteam teamjump mode is enabled.

16

Delete activators portals that are inside the entity, when it turns solid.

Note

  • This must be activated via an entity that passes on the activator data.

  • If set, model2 will always take precedence over offShader.

  • When model2 is set, the brushes that are part of the entity will act as the clipping model. They will inherit the surface/content properties of the brushes, meaning they will be nonsolid if using common/nodraw, only block players if using common/clip etc.

  • If neither offModel or offShader are set, the brush will simply become invisible when turned off.

  • offShader uses a single shader for all surfaces of every brush included in the entity. If you need more fine-tuned control over the shaders, consider using offModel instead.

  • If portals are fired onto the entity when it’s visible, they will be deleted when it’s turned off.

  • When spawflag 2 is set, the entity must be visible for it to take damage. Damage dealt by non-player entities (e.g. shooter_rocket) is ignored, only a client may damage the entity.


target_activate_if_velocity

Activates targeted entities if player’s velocity is between the lower and upper velocity limit.

Keys

Key

Value

Default

Description

lower_limit

any positive value

0

Fires targets if activators speed is higher than specified.

upper_limit

any positive value

0

Fires targets if activators speed is lower than specified.

Spawnflags

Spawnflag

Description

1

Only check for horizontal velocity.

2

Only check for vertical velocity.

Caution

Fires a random target instead of all targets.


target_checkpoint and trigger_checkpoint

Timerun checkpoint.

Keys

Key

Value

Default

Description

name

any text

default

The name of the run.

Spawnflags

None

Note

Timerun names are case sensitive, and may contain color codes.

Note

A timerun can have a maximum of 16 checkpoints attached to it.


target_delay

Fires off targets after a delay.

Keys

None

Spawnflags

Spawnflag

Description

1

wait is unique to each client.


target_ft_setrules

Sets rules for the activator’s fireteam.

Keys

Key

Value

Default

Description

savelimit

-1 - 100 or reset

Sets the savelimit for the fireteam. reset will restore saves as per current savelimit setting.

noghost

0 or 1

Enable/disable collision between fireteam members.

teamjumpmode

0 or 1

Enable/disable teamjump mode for the fireteam.

leader_only_message

any text

Text to print if activated by a member who is not the leader of the fireteam, if spawnflag 1 is set. You may use %s in the text to print out the fireteam leader’s name.

Spawnflags

Spawnflag

Description

1

Only the fireteam leader may activate this entity.

Note

  • You must explicitly set the keys for any changes you want to make to the fireteam rules. If a key is not set, the default value(s) will not be applied.

  • Activating this entity will bypass any restrictions imposed by the corresponding worldspawn keys. This allows mappers to control precisely where fireteam rules are changed in a map.

See also

fireteam


target_ftrelay

Works like target_relay but also activates the entities for everyone in the players fireteam.

Keys

None

Spawnflags

Spawnflag

Description

1

Only fires targets if activated by an Axis player.

2

Only fires targets if activated by an Allied player.

4

Fire all targeted entities instead of picking one at random.

8

Only fires targets if activator is timerunning.

16

Only fires targets if activator is not timerunning.

32

Only fires for other members of the activators fireteam.

Caution

If spawnflag 4 isn’t set, fires a random target instead of all targets. The target is randomly picked for each fireteam member.


target_give

Gives activator targeted items. Must target actual entites in the map. Standard class restrictions apply when giving weapons (eg. cannot give weapon_panzerfaust to a medic).

Keys

None

Spawnflags

None


target_init

Initalizes player into a freshly spawned state

Keys

None

Spawnflags

Spawnflag

Description

1

Keep current health.

2

Keep current ammo.

4

Keep current weapons.

8

Keep portal gun.

16

Keep holdable items (objectives).

32

Keep ident value.

64

Keep tracker value.

128

Remove starting weapons.

Note

Spawnflag 128 has no effect if spawnflag 4 is set.


target_interrupt_timerun

Stops any active timerun without setting a record.

Keys

None

Spawnflags

None


target_laser

When activated, fires a laser. You can either set a target or a direction.

Keys

Key

Value

Default

Description

damage

any positive integer

1

Damage to deal to an entity which cuts off the laser.

Spawnflags

None

Note

  • In ETMain, this entity had a bug where it would not damage client number 0. This has been fixed in ETJump.

  • You may also use dmg key to set the damage - damage is a key added in ETJump as that is more conventional for entities that deal damage.

  • etj_noFatigue will halve the damage dealt by this entity to players.


target_portal_relay

Fires targets if activator has fired less or equal amount of portals than specified after last portal reset.

Keys

Key

Value

Default

Description

maxportals

any integer

-1

Maximum number of portals client is allowed to fire to activate targets.

Spawnflags

None


target_print

Prints message as a centerprint. If no spawnflags are specified, prints to all clients, including spectators.

Keys

None

Spawnflags

Spawnflag

Description

8

Prints to popup rather than centerprint.

16

Replace [n] or %s in message with the activators name.


target_push

Pushes activator towards target or angle(s).

Keys

None

Spawnflags

Spawnflag

Description

2

Horizontal speed is additive.

4

Vertical speed is additive.


target_random

Fires targets based off a random chance or number.

Keys

Key

Value

Default

Description

chance

any positive integer

1

The chance of targets being fired.

total

any positive integer

1

Total possible outcomes.

scriptname

scriptblock

Script block to execute when fired. Calls the activate (allies/axis) trigger.

Spawnflags

Spawnflag

Description

1

chance is the exact number that must be rolled for targets to fire.

Note

  • The chance is calculated by rolling a random number between 1 - total. If the resulting number is less or equal to chance, targets are fired.

  • chance cannot be higher than total.


target_relay

Fires its targets when activated.

Keys

None

Spawnflags

Spawnflag

Description

8

Only fires targets if activator is timerunning.

16

Only fires targets if activator is not timerunning.


target_remove_portals

Removes activators existing portals.

Keys

Key

Value

Default

Description

noise

path to .wav

nosound

WAV file to play when portal are removed.

volume

any positive integer

255

Volume of the activation sound.

Spawnflags

Spawnflag

Description

1

Don’t print text when portals are removed.

2

Fire targets when portals are removed.


target_save

Saves current position to activators save slot 0.

Keys

None

Spawnflags

None


target_savereset and trigger_savereset

Resets activators saved positions.

Keys

None

Spawnflags

Spawnflag

Description

1

Don’t print text when saves are reset.


target_scale_velocity

Scales activator’s velocity.

Keys

Key

Value

Default

Description

scale

any value

1.0

Scaling factor for activators speed.

time

any positive integer

0

Time in seconds for constant speed scale when spawnflag 1 is set.

Spawnflags

Spawnflag

Description

1

Scale base movement speed instead of current speed.

Note

When spawnflag 1 is set, scale is limited to 0.25 - 3.0.


target_set_health

Sets activators health to specified value.

Keys

Key

Value

Default

Description

health

any positive integer

100

Value to set health to.

wait

any positive integer

1000

Delay in milliseconds between activations by the same player.

Spawnflags

Spawnflag

Description

1

Activate only once per life.


target_spawn_relay

A passive entity that fires it’s targets when a player spawns.

Keys

Key

Value

Default

Description

team

axis|allies|spectator

Comma-separated list of teams which a player has to spawn into for this entity to fire. If empty, fires for all teams, including spectators.

scriptname

any text

Optional, script block to run when fired. This will carry activator data to mapscript. activate axis/allies is also supported.

Spawnflags

None

Note

  • You do not need to explicitly target this entity, it is fired automatically.

  • You may only have one target_spawn_relay per team. You may have multiple entities, but a team name cannot be used in more than one entity.

  • This does not fire on revives, only on fresh spawns.

Usage

This entity can be a bit hard to grasp initially with it’s relatively complex rules, so here’s a bit more thorough explanation.

  • You can place this entity anywhere in the playable area in your map. You do not need to target this entity with anything, it is automatically activated whenever a player spawns (think of script_multiplayer, which automatically “activates” the mapscript at the start of the map).

  • If you do not specify value for the team key, the entity will fire for all teams, including spectators. This means that you may not place additional target_spawn_relay entities in your map, due to the rule of one spawn relay per team.

  • In order to fire different entities for a given team, place multiple target_spawn_relay entities with a specific team in your map.

    • An example setup for firing a specific relay for Axis and Allies, and another for spectators:

      • target_spawn_relay #1 with team axis,allies - this fires for Axis & Allied players.

      • target_spawn_relay #2 with team spectator - this fires for spectators.

  • You do not need to specify a relay for all teams - for example you can place a single target_spawn_relay with team axis,allies in your map, which fires only for Axis and Allies players. In this case, nothing fires for spectators.


target_starttimer and trigger_starttimer

Starts a timerun for the activator.

Keys

Key

Value

Default

Description

name

any text

default

Name of the run.

speed_limit

any positive value

700

Maximum speed the activator can have when starting the run.

Spawnflags

Spawnflag

Description

1

Run resets on team change.

2

Run resets on death.

4

Run resets only wnen reaching the end.

8

Run resets if client sets pmove_fixed 0.

16

Disables backup and extra save slots.

32

Cannot pickup explosive weapons.

64

Cannot pickup portal gun.

128

Disables save, run is reset if client uses load.

256

Allow players to toggle collision between fireteam members during the timerun.

By default, timeruns are reset on team change, death, or if client sets pmove_fixed 0. If ANY spawnflags are set, you must explicitly specify the reset conditions.

Runs that don’t reset on team change are still reset if the player goes to spectate.

Starting a timerun performs the following actions to the activating player:

  • Removes explosive weapons and flamethrower

  • Removes all projectiles and mines of the activator

  • Removes portalgun

  • Resets portals

  • Clears all save slots and backups (unless spawnflag 128 is set) that were made during a previous timerun.

Note

speed_limit is absolute total velocity in all directions, not just horizontal velocity.

Note

Timerun names are case sensitive, and may contain color codes.


target_stoptimer and trigger_stoptimer

Stops a timerun for the activator.

Keys

Key

Value

Default

Description

name

any text

default

Name of the run.

Spawnflags

None

Note

Timerun names are case sensitive, and may contain color codes.


target_teleporter and trigger_teleport

Teleports player to target location.

Keys

Key

Value

Default

Description

outspeed

any positive integer

0

Fixed speed at which activators exits the teleporter.

noise

path to .wav

nosound

Sound to play on activation.

Spawnflags

Spawnflag

Description

1

Reset activators speed.

2

Convert activators speed towards destination angles.

4

Convert angle and speed relative to destination while preserving yaw angle.

8

Convert angle and speed relative to destination while preserving yaw and pitch angles.

16

Apply 160ms long knockback event after teleportation (Quake 3 behavior).

32

Disable +1u z-offset applied at teleport destination, as well as relative z-offset applied by spawnflags 4 & 8.


target_tracker and trigger_tracker

Activates entities conditionally based on activators “tracker values”. This is mainly meant to be used for tracking map progression, but it can have other use cases too. Replacement for target_activate and entities related to that.

There are three different formats for specifying the tracker index and value.

  1. <value> Set the tracker on index 1 to <value>

  2. <index,value> Set the tracker on index <index> to <value>

  3. <index1,value1>|<index2,value2>|..|<indexN,valueN> Set the trackers on indices <index1, index2, .., indexN> to values <value1, value2, .., valueN>

Note

Valid range for tracker indices is 1 - 50.

Keys

Key

Value

Default

Description

tracker_eq

see examples below

Tracker activates targets if specified tracker value matches the player’s tracker value.

tracker_not_eq_any

see examples below

Tracker activates targets if any of the specified tracker value(s) does not match the player’s tracker value(s).

tracker_not_eq_all

see examples below

Tracker activates targets if all of the specified tracker value(s) do not match the player’s tracker value(s).

tracker_gt

see examples below

Tracker activates targets if player’s tracker value is greater than specified value.

tracker_lt

see examples below

Tracker activates targets if player’s tracker value is less than the specified value.

tracker_set

see examples below

Tracker sets player’s tracker value to the specified value.

tracker_set_if

see examples below

Tracker sets player’s tracker value to the specified value if conditions from tracker_eq, tracker_not_eq_any/all, tracker_gt or tracker_lt are met.

tracker_inc

see examples below

Tracker increases player’s tracker value by the specified value.

tracker_inc_if

see examples below

Tracker increases player’s tracker value by the specified value if conditions from tracker_eq, tracker_not_eq_any/all, tracker_gt or tracker_lt are met.

tracker_bit_set

see examples below

Tracker sets players tracker bit to specified value.

tracker_bit_reset

see examples below

Tracker resets players tracker bit.

tracker_bit_is_set

see examples below

Tracker activates targets if player’s tracker bit is set.

tracker_bit_not_set

see examples below

Tracker activates targets if player’s tracker bit is not set.

Spawnflags

None

Examples

Set players tracker values.

Key

Value

Explanation

tracker_set

5

Set tracker value on index 1 to 5

tracker_set

2,5

Set tracker value on index 2 to 5

tracker_set

1,5|2,5|3,5

Set tracker values on indices 1, 2 and 3 to 5


Check players tracker values and activate targeted entities if conditions are met.

Key

Value

Explanation

tracker_eq

5

Tracker value on index 1 must be 5. If true, activates targets.

tracker_eq

2,5

Tracker value on index 2 must be 5. If true, activates targets.

tracker_eq

1,5|2,5|3,5

Tracker values on indices 1, 2 and 3 must be 5. If true, activates targets.


Check players tracker values, fire targeted entities if conditions are met and modify the players tracker values afterwards.

Keys

Value

Explanation

tracker_eq

4

Tracker value on index 1 must be 4. If true, activates targets and sets players tracker value on index 1 to 5.

tracker_set_if

5

tracker_gt

2,2

Tracker value on index 2 must greater than 2. If true, activates targets and sets players tracker value on index 4 to 5.

tracker_set_if

4,5

tracker_not_eq_all

1,2|2,2|3,2

Tracker values on indices 1, 2 and 3 must not be 2. If true, activates targets and increases tracker value on index 1 by 1, index 2 by 5 and decreases tracker value on index 3 by 2.

tracker_inc_if

1,1|2,5|3,-2

tracker_not_eq_any

1,2|2,2|3,2

Tracker values must not be 2 on indices 1, 2 or 3. If true, activates targets and increases tracker value on index 1 by 1, index 2 by 5 and decreases tracker value on index 3 by 2.

tracker_inc_if

1,1|2,5|3,-2

Note

tracker_not_eq_any and tracker_not_eq_all cannot be used at the same time on a single tracker entity.

Debugging trackers

Keeping track of tracker values and testing out the logic can become quite complex and time consuming on larger maps. To help out with this, there are few tools available.

  • g_debugTrackers can be set to print out all tracker changes, and gain access to debug commands

  • tracker_set can be used to set your tracker values (g_debugTrackers 1 required)

  • tracker_print can be used to print out your tracker values (g_debugTrackers 1 required)


trigger_multiple

Activates targets when touched.

Keys

None

Spawnflags

Spawnflag

Description

4096

Cannot be activated by noclipping players.


trigger_push

Pushes activator towards target or angle(s). This entity is client side predicted.

Keys

Key

Value

Default

Description

speed

any integer

1000

Speed at which player is launched. No effect if aimed at an entity.

noise

path to .wav

nosound

Sound to play on activation.

wait

any positive integer

100

Milliseconds to wait before re-activation.

Spawnflags

Spawnflag

Description

2

Horizontal speed is additive.

4

Vertical speed is additive.


trigger_teleport_client

Teleports player to target location. This entity is client side predicted.

Keys

Key

Value

Default

Description

outspeed

any positive integer

0

Fixed speed at which activators exits the teleporter.

noise

path to .wav

nosound

Sound to play on activation.

Spawnflags

Spawnflag

Description

1

Reset activators speed.

2

Convert activators speed towards destination angles.

16

Apply 160ms long knockback event after teleportation (Q3 behavior).

32

Disable +1u z-offset applied at teleport destination.

Note

Unlike regular teleporters, this entity does not support random target picking if targeting multiple entities. If multiple targets are present, same target is picked every time.

Caution

The BSP leaf that the destination lies in will be added to the PVS whenever this trigger is present in the players’ PVS. Take this into consideration with things like skyboxes.


weapon_fg42, weapon_flamethrower, weapon_magicammo, weapon_magicammo2, weapon_mobile_mg42, weapon_mortar

Keys

None

Spawnflags

Spawnflag

Description

2

Spins around it’s axis.

Note

Technically this is not a new spawnflag, but ETJump has fixed it not working on these entities.


weapon_grenadelauncher

Spawns an Axis hand grenade at the location.

Keys

Key

Value

Default

Description

count

any positive integer

0

Amount of ammo to give.

Spawnflags

Spawnflag

Description

1

Spawns on the entitys location and does not fall to the ground.

2

Spins around it’s axis.

4

Bobs up and down.

Note

Unlike other weapon_ entities, this respects the maximum grenade limits of classes.


weapon_grenadepineapple

Spawns an Allied hand grenade at the location.

Keys

Key

Value

Default

Description

count

any positive integer

0

Amount of ammo to give.

Spawnflags

Spawnflag

Description

1

Spawns on the entitys location and does not fall to the ground.

2

Spins around it’s axis.

4

Bobs up and down.

Note

Unlike other weapon_ entities, this respects the maximum grenade limits of classes.


weapon_portalgun

Spawns a portal gun at the location.

Keys

Key

Value

Default

Description

noise

path to .wav

Overrides the default item pickup sound when the entity is picked up.

Spawnflags

Spawnflag

Description

2

Spins around it’s axis.

4

Bobs up and down.

Note

Unlike other weapon_ entities, this entity does not fall to the ground.

Tip

This entity does not disappear when picked up, and does not need to be manually respawned like other weapon_ entities.


worldspawn

Keys

Key

Value

Default

Description

nodrop

0 or 1

0

Enable/disable nodrop. 0 Items are not dropped inside surfaceparm nodrop. 1 items are only dropped inside surfaceparm nodrop.

noexplosives

0 - 2

0

Disables explosives. 0 explosives are allowed. 1 no explosive weapons. 2 no explosive weapons or dynamite.

nofalldamage

0 - 2

0

Enable/disable fall damage. 0 Fall damage disabled only on surfaceparm nodamage 1 Fall damage enabled only on surfaceparm nodamage 2 Fall damage disabled everywhere.

noftnoghost

0 or 1

0

Disable players’ ability to toggle collision between fireteam members.

noftsavelimit

0 or 1

0

Disable players’ ability to set savelimit for the fireteam.

noftteamjumpmode

0 or 1

0

Disable players’ ability to toggle teamjump mode for the fireteam.

noghost

0 or 1

0

Disables player ghosting (nonsolid players). Overrides g_ghostPlayers server cvar.

nogod

0 or 1

0

Disables god mode.

nogoto

0 or 1

0

Disables goto.

nojumpdelay

0 or 1

0

Enable/disable jump delay. 0 No jump delay only on surfaceparm monsterslicknorth 1 Jump delay only on surfaceparm monsterslicknorth.

nonoclip

0 or 1

0

Enable/disable noclip. 0 Don’t allow noclip inside surfaceparm donotenterlarge 1 Only allow noclip inside surfaceparm donotenterlarge.

nosave

0 or 1

0

Enable/disable save. 0 Don’t allow save inside surfaceparm clusterportal brushes 1 Only allow save inside surfaceparm clusterportal brushes.

nooverbounce

0 or 1

0

Enable/disable overbounces. 0 Don’t allow overbounces on surfaceparm monsterslicksouth 1 Only allow overbounces on surfaceparm monsterslicksouth.

noprone

0 or 1

0

Enable/disable prone. 0 Don’t allow prone inside surfaceparm donotenter brushes 1 Only allow prone inside surfaceparm donotenter brushes.

nowallbug

0 or 1

0

Toggles whether players can accelerate while stuck in a wall.

overbounce_players

0 - 2

0

Controls whether overbounces from top of other players are allowed. 0 no change, controlled by nooverbounce 1 always allowed 2 never allowed

portalgun_spawn

0 or 1

1

Toggles whether players should spawn with a portal gun.

portalsurfaces

0 or 1

1

Enable/disable portalsurfaces. 0 Only allow portals on surfaceparm monsterslickeast 1 Don’t allow portals on surfaceparm monsterslickeast.

portalpredict

0 or 1

0

Toggles whether client side predicted portal teleports are always enabled, regadless of server settings.

portalteam

0 - 2

0

If set to 0, players can only go to own portals. If set to 1, players can also go to fireteam mates’ portals. If set to 2, anyone can go to anyones portals.

limitedsaves

any positive integer

0

If set to higher than 0, saves are limited to the set value.

strictsaveload

bitflag or string

0

Limits save and load by given conditions. 1/move cannot save while moving 2/dead cannot save/load while dead. Combine strings with | (eg. move | dead).

Spawnflags

None


Deprecated entities

These entities are considered deprecated, and while still functional, usage is discouraged.


target_activate

Reason for deprecation

Replaced by target_tracker and trigger_tracker.


Activates targeted entities if ident requirement is set.

Keys

Key

Value

Default

Description

reqident

any integer

0

Ident value required for activation.

Spawnflags

Spawnflag

Description

1

Fires targets if activators ident value is greater than reqident

2

Fires targets if activators ident value is not reqident

4

Fires targets if activators ident value is less than reqident

Note

Default behavior is to fire targets if ident is equal to reqident.

Caution

Fires a random target instead of all targets.


target_decay

Reason for deprecation

Replaced by target_tracker and trigger_tracker.


Decays activators ident value.

Keys

Key

Value

Default

Description

ident

any integer

-1

Ident value required for activation.

decay_time

any integer

-1

How long in milliseconds it takes for ident to decay to specified value.

decay_value

any integer

-1

Value to which ident decays to.

Spawnflags

None


target_increase_ident

Reason for deprecation

Replaced by target_tracker and trigger_tracker.


Increases the players map progression identifier.

Keys

Key

Value

Default

Description

inc

any integer

1

How much the identifier should be increased when player activates the entity.

Spawnflags

None


target_printname

Reason for deprecation

target_print provides all the same functionality as this entity.


Prints message as a popup message. If no spawnflags are specified, prints to all clients, including spectators.

Key

Value

Default

Description

message

any string

Message to print. %s can be used to print the activators name.

Spawnflags

Spawnflag

Description

1

Only print for Axis.

2

Only print for Allies.

4

Only print for the activator.


target_setident

Reason for deprecation

Replaced by target_tracker and trigger_tracker.


Sets the activator’s map progression identifier.

Keys

Key

Value

Default

Description

ident

any integer

0

The value the identifier will be set to.

Spawnflags

None


trigger_multiple spawnflags 512 & 2048

Reason for deprecation

Since ETJump 3.1.0, the spawnflags 2048 behavior was made the default. spawnflags 512 has been deprecated as it never provided any new functionality, as it effectively just set wait to 1000 / sv_fps.


Activates targets when touched.

Keys

None

Spawnflags

Spawnflag

Description

512

Activates every server frame.

2048

Activates for all touching clients with unique wait cycles.