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
scriptnameortargetnamekeys, and has nospawnflagsset, 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
scriptnameortargetnamekeys, and has nospawnflagsset, 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_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 |
4 |
Applies |
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 |
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 |
|
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 |
|
scriptname |
scriptblock |
Script block to execute when hurt, if |
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,
model2will always take precedence overoffShader.When
model2is 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 usingcommon/nodraw, only block players if usingcommon/clipetc.If neither
offModeloroffShaderare set, the brush will simply become invisible when turned off.offShaderuses a single shader for all surfaces of every brush included in the entity. If you need more fine-tuned control over the shaders, consider usingoffModelinstead.If portals are fired onto the entity when it’s visible, they will be deleted when it’s turned off.
When
spawflag 2is 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 |
|
target_ft_setrules¶
Sets rules for the activator’s fireteam.
Keys
Key |
Value |
Default |
Description |
|---|---|---|---|
savelimit |
-1 - 100 or |
Sets the savelimit for the fireteam. |
|
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 |
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
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
dmgkey to set the damage -damageis a key added in ETJump as that is more conventional for entities that deal damage.etj_noFatiguewill 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 |
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 |
Spawnflags
Spawnflag |
Description |
|---|---|
1 |
|
Note
The chance is calculated by rolling a random number between 1 -
total. If the resulting number is less or equal tochance, targets are fired.chancecannot be higher thantotal.
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 |
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. |
Spawnflags
None
Note
You do not need to explicitly target this entity, it is fired automatically.
You may only have one
target_spawn_relayper 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
teamkey, the entity will fire for all teams, including spectators. This means that you may not place additionaltarget_spawn_relayentities 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_relayentities 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 withteam axis,allies- this fires for Axis & Allied players.target_spawn_relay#2 withteam 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_relaywithteam axis,alliesin 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 |
16 |
Disables |
32 |
Cannot pickup explosive weapons. |
64 |
Cannot pickup portal gun. |
128 |
Disables |
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 128is 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.
<value>Set the tracker on index 1 to<value><index,value>Set the tracker on index<index>to<value><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_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_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_debugTrackerscan be set to print out all tracker changes, and gain access to debug commandstracker_setcan be used to set your tracker values (g_debugTrackers 1required)tracker_printcan be used to print out your tracker values (g_debugTrackers 1required)
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 |
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 |
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 |
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 |
nonoclip |
0 or 1 |
0 |
Enable/disable noclip. 0 Don’t allow noclip inside |
nosave |
0 or 1 |
0 |
Enable/disable save. 0 Don’t allow save inside |
nooverbounce |
0 or 1 |
0 |
Enable/disable overbounces. 0 Don’t allow overbounces on |
noprone |
0 or 1 |
0 |
Enable/disable prone. 0 Don’t allow prone inside |
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 |
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 |
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 |
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 |
2 |
Fires targets if activators ident value is not |
4 |
Fires targets if activators ident value is less than |
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. |
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. |