Appendix B: Entity Descriptions


Note: I have poured over every map that came with Anachronox and extracted all of the KEYS and SPAWNFLAGS. All information contained herein should be correct. But I still have a ways to go to finish this document.

There are tons and tons and tons of Entities in Anachronox and they are not categorized very well for map making. Herein is a complete list of the entities in Anachronox with the exception of general models. If you are an experienced Quake mapper and do not see an entity you are used to using listed here then it is not supported by Anachronox. For a complete list of entities and to see what specific entities/models look like please see Appendix/Entities.

Keys are keywords that represent the in-game properties of an entity. Some define extents or rates for entity movement. Others establish how much of some game effect will occur or how long to wait until an event occurs or can reoccur. While others allow you to tag an entity for APE influence, or initiate an APE sequence of events.

With the exception of properties that can be set by checkboxes and the origin, the map maker(you) will need to type in keys (names for game function properties) and their values (numbers or strings) into fields within the entities window.

Keys that are set by checkboxes in AnachroRadiant are called "SPAWNFLAGS" and will be shown in All Caps. The rest are normal keys and they should be typed into the entities window along with their values.

General information
Following the name of each entity is the general information of that entity. The color of that entity within AnachroRadiant, it's box dimensions, and a description of what it does in Anachronox.
Map Entity Color:This is the color of the generic entity box used to represent the entity in the map editor.
Dimensions: The minimum and maximum coordinate dimensions of the entity box. These values were taken straight from anoxdata/models/entities.dat, and testing shows that the dimensions of the box usually do not correspond to the actual size of models. This will eventually be solved once I finish adding model display to Anachronox. 4 byte model display is mostly finished, and you call tell the actual dimensions of the 4 byte models when one is placed within a map.
Game Function This is an explanation of what the entity does within Anachronox

Basic Key information
Following the general information of the entity are the keys usable for the entity and any notes relevant to the entity.
The following are Keys that are relevant to all entities. You can use them for any entity that you wish. With the exception of the "origin" and "model" keys. They are set for all entities by AnachroRadiant and you do not have to set it yourself.

NOTES
There are many more models(.md2) that shipped with anox that were specified as non map placeable in anoxdata/models/entity.dat. Some of these I suspect are loaded through APE sequences and others were commented out of anoxdata/models/entity.dat such as the model for the Port Presence map. You can modify anoxdata/models/entity.dat to uncomment these models, or add new ones. Please see GDB/entities.dat and AnachroRadiant/Entities.def for more information.


Az_* Entities


Map Entity Color: pink
Dimensions: size of model
Game Function: There are many az_* entities in Anachronox. These entities are typically used to populate a map with models to give the map a realistic feel. Some examples would be a cage, chest, a jar, , etc... These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities. The difference between these entities and ob_* entities is currently unknown.

Common keys
angles: The XYZ direction this entity will be facing when it spawns in the map. "90 270 90"
sequence: The APE sequence that should be initiated if the entity is clicked on. "17:0701"
spawncondition: The game variable that must be met before the entity will be spawned "!met_grumpos"
norandom: Unknown Assume that if this entity is following a path that has random keys set, it will ignore those random's. See path_corner "1"
targetname: The name of this entity so it can be targeted by another entity like trigger_multiple. For each time this entity is triggered is will start or stop. "pal"
target: The name of the first path_corner in the path that this entity will follow ONLY if this entity is defined as a "playerchar", "floater", "bipidri", "char", "charfly", "charhover", "charroll" in anoxdata/models/models.dat. See Notes
pathtarget: Unknown "lift1b"
angle: determines the XY direction this entity will be facing when it spawns in the map. "270"
wsequence: The APE sequence that should be initiated if the button is clicked on using worldskill "17:0701"
_minlight: is a very strange key value pair that can be used with certain entities like func_door, func_button, func_rotating, etc, etc. Basically any visual entity except the item entities. What it does is makes the object glow. Lets say you have a very dark room and there is a button the player has to press but it is so dark that the player is not going to be able to find it. Well, this is where _minlight can come in very handy. Select the func_button entity and give it a key value pair of _minlight and a value of 1. This will make the func_button glow a faint white so it will be more visible.
The glow from _minlight does not make the surrounding area any brighter, just the object that has the _minlight value.
The values for _minlight should be between 0 and 2. I have not noticed any difference with extremely high values. 2 seems to be the max.
noise: location of the sound file to play when this door is activated. You can specify a single noise, or a start, loop, and end noise.


Example: "maps/mac/mac_door_start_02.wav;maps/mac/mac_door_loop_02.wav;maps/mac/mac_door_stop_02.wav"

noise2: Used in conjunction with "noise" but it plays only if there is one noise specified by "noise", and after the noise in "noise" has finished "maps\mac\mac_whitendon_door_close.wav"
force_2d: Unknown "1"
attenuation: if the "noise" KEY is set you can use the "attenuation" KEY to set the sounds maximum distance. "2.000000"
volume: if the "noise" KEY is set you can specify the volume for the sound with this KEY "0.25"
min: Unknown "100"
max: Unknown "500"
npsimple: Npsimple will attach a particle to the Origin point of ANY model "don\paco_gem"
default_anim: The default animation that this model will use when spawned in the game. Normally this is "amb_a" which is usually a character just standing and breathing, but you can make it a character walking in place, or waving, etc.. See Models for more information.
np: will attach a particle to a tagged surface point of ANY model See Planet/Particles and the Triangle Highlighter "1,0,#0,0,343/bob_green"
np_2: Same as "np" but allows you to attach another particle to a tagged surface on the model that you have already used the "np" key on. "20,0,#91,0,343\titan_eyes"
np_3: Same as "np" but allows you to attach another particle to a tagged surface on the model that you have already used the "np" and "np_2" keys on. "52,0,#63,0,343\praylight"
battlegroupname: The battle group that this entity is a part of. See BED for more information "basement7"
envmap: The name of the environment map that should be projected onto this entity. See Visual Effects/Environment Mapping for more information. "joeyproc"
"scrollz" ".05"
"scrolly" "0.05"
"scrollx" "0.05"
"rgb" "0.25 0.25 0.25"
"offset" "9 -3 4"
"scale" "1.75 1.75 1.75"
"newscaling" "1"
"ndscale" "1.5 1.5 1.5"
"alphaflags" "1"
"alpha" "1"
"message" "Field Issue Shieldcell" usually the name of the item
"wait" "100"

NOTES
These entities are defined as entity type "general" in anoxdata/models/entity.dat and thus cannot be targeted to path_corners.

 

beam_* Entities


beam_target
Map Entity Color: N/A
Dimensions: unknown
Game Function: Unknown Note: this func_ was not used in any maps that shipped with Anachronox, but it is defined as usable in game86.dll

Keys
unknown

 

boots_* Entities


boots_cine
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Common keys
"rgb" "0.25 0.25 0.25"
"offset" "9 -3 4"
"scale" "1.75 1.75 1.75"
"angles" "90 270 90"
"origin" "825 -1475 2354"

NOTES
These entities are defined as entity type "char" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

 

bush_* Entities


bush01
Map Entity Color: N/A
Dimensions: size of model
Game Function: There are many az_* entities in Anachronox. These entities are typically used to populate a map with models to give the map a realistic feel. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities. The difference between these entities and ob_* entities is currently unknown.

Keys
"rgb" "0.25 0.25 0.25"
"offset" "-58 74 -48"
"scale" "1.85 1.6 1.45"
"angle" "30"
"origin" "-2044 182 945"
"angles" "0 55 345"

NOTES
These entities are defined as entity type "general" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_* Entities


character_pal
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"origin" "-502 -904 -464"
"angle" "75"
"newscaling" "1"
"sequence" "5003:1"
"spawncondition" "PAL_IN_CHAMBER"
"targetname" "pal"

NOTES
These entities are defined as entity type "playerchar" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_boots
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "playerchar" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_boots_prop
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "noclip" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_boots_com
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "general" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

npc_pal2
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "char" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_sewage
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "charfly" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

character_sewage_empty
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"spawncondition" "boots_at_bridge"
"sequence" "5001:1"
"newscaling" "1"
"norandom" "1"
"targetname" "democratus"
"target" "demo_path"
"angle" "120"
"origin" "550 1359 2753"

NOTES
These entities are defined as entity type "charfly" in anoxdata/models/entity.dat and thus can be targeted to path_corners.

cine_* Entities


"rgb" "0.5 0.5 0.5"
"offset" "0 6 -56"
"scale" "0.95 0.95 0.95"
"angle" "270"
"origin" "-1025 3258 -272"

 

cine_sda
Map Entity Color: pink
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"origin" "-502 -904 -464"

cursor_* Entities


cursor_cine
Map Entity Color: N/A
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"origin" "-2193 2062 -681"
"angle" "225"
"newscaling" "1"CHECKBOX
"sequence" "14:1101"
"spawncondition" "((RUKH_REWARD<1)&&(MYSTECH_ACTIVE==0))"

dirlightsource Entity


dirlightsource
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Unknown

Keys
unknown

effect_* Entities


effect_sprite
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Unknown

Keys
model - Path where targa file is located - textures/swiss2/'file name'
glow - Two numbers
first, how long it takes to change size in seconds - 1 second, how small to get in a percentage - 0.2
size - Size of sprite in pixels - must be power of two - 100 100
animate_time - On animate sprites how long it takes to do an animation cycle in seconds - 2
expand - Three numbers first, how long it takes to change size in seconds - 1 second, width to expand to in pixels - 200 third , height to expand to in pixels - 200
flare - set to 1 allows brushes to block view of sprite set to 0 can be seen thru brushes. CHECKBOX

fatima_* Entities


fatima_holo
Map Entity Color: N/A
Dimensions: size of model
Game Function: There are two boots_* entities in Anachronox. Both of these entities are used in planet sequences for either their clothing, or model animations. These entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.

Keys
"angle" "105"
"origin" "-416 1528 178"

Func_* Entities


Func_Entities include a wider variety of game purposes than other entity classes. They are sometimes represented by simple function boxes. But many are built out of brushes, patches and models. These constructions are sometimes called b_models, though for many of them the word "mover" works as well, since they are made to be moving objects in the game world.

func_areaportal
Map Entity Color: blue
Dimensions: size of map components used
Game Function: this is a non-visible object that divides the world into areas that are separated when this portal is not activated. Usually enclosed in the middle of a door. This entity is used to help increase fps during game play. If this entity is triggered it will disappear until untriggerd. This entity should be in all doors, and cover all inaccessible areas to increase FPS.

Keys
maxsz: Unknown "120.0000"
maxsy: Unknown "1821.0000"
maxsx: Unknown "2806.0000"
minsz: Unknown "-12.0000"
minsy: Unknown "1671.0000"
minsx: Unknown "2802.0000"
style: Unknown "5"
targetname: The name of this areaportal that can be the "target" of the door it covers. "t13"

func_button
Map Entity Color: blue
Dimensions: size of map components used
Game Function: When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again. Note: this func_ was not used in any maps that shipped with Anachronox, but it is defined as usable in game86.dll

Keys
angle: determines the direction in which the button will move (up = -1, down = -2), or in degrees "270".
target: This is the name of what this button should trigger. All entities with a matching targetname will be triggered.
speed: speed of button's displacement (default 40). Speed is in game units per second.
wait: number of seconds button stays pressed (default 1, -1 = return immediately 0 do not return).
lip: lip remaining at end of move (default 4 units).
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value
targetname: If set the button can only be triggered by something that targets it, it will not activate by the player touching it. "mybut"
message: Unknown "1"
scale: Unknown "2 2 2"
rgb: Unknown "1 1 1"
sequence: The APE sequence that should be initiated if the button is clicked on. "17:0701"
wsequence: The APE sequence that should be initiated if the button is clicked on using wolrdskill. "17:0701"
spawncondition:
The APE variable that must be met before this entity will spawn upon map load
_minlight:
is a very strange key value pair that can be used with certain entities like func_door, func_button, func_rotating, etc, etc. Basically any visual entity except the item entities. What it does is makes the object glow. Lets say you have a very dark room and there is a button the player has to press but it is so dark that the player is not going to be able to find it. Well, this is where _minlight can come in very handy. Select the func_button entity and give it a key value pair of _minlight and a value of 1. This will make the func_button glow a faint white so it will be more visible.
The glow from _minlight does not make the surrounding area any brighter, just the object that has the _minlight value.
The values for _minlight should be between 0 and 2. I have not noticed any difference with extremely high values. 2 seems to be the max.

func_conveyor
Map Entity Color: blue
Dimensions: size of map components used
Game Function: Conveyors are a visible stationary brushes that move what's on them.. Players are pushed at a speed set by the speed key and can move at a faster rate by moving in the direction of the push, players can move against the direction of the conveyor at a reduced walk speed

Keys
speed: How fast objects on the func_conveyor are pushed across it's surface. default 100
noise: location of the sound file to play when this conveyor is activated. The START_ON flag must be set for the sound to work."maps/mac/mac_door_loop_02.wav
spawncondition - The APE variable that must be met before the func_conveyor will be spawned upon map load.
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value

Check Boxes/Spawnflags
START_ON - Sound specified by the "noise" key automatically plays on level load.

NOTES
Creating the func_conveyor
First thing you need to do is create the brush/brushes that will be the func_conveyor and then turn it into a func_conveyor. Then you must specify at least one of the current CONTENT flags to define the direction the objects on the fun_conveyor should be pushed. You can combine different current CONTENT flags to get various results.

Uses of the func_button
In most cases you are going to use the func_conveyor as a means to move a player across a brush surface.
Also see trigger_push

func_door
Map Entity Color: blue
Dimensions: size of map components used
Game Function: Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted on it. Doors move a distance equal to their dimension along the selected angle of  travel, minus the "lip" key value.

Keys
angle: determines the opening direction of door(up = -1, down = -2) or  in angle degrees "270"
speed: determines how fast the door moves (default 100). Speed is in game units per second.
wait: number of seconds before door returns (default 2, -1 = return immediately -0 do not return see Notes).
lip: lip remaining at end of move (default 8).
targetname: if set, a func_button or trigger is required to activate the door. "targetname" "updoor3to2"
team: assign the same team name to multiple doors that should operate together (see Notes). "team" "billy"
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value.
target: the targetname of the func_areaportal for this door. "t13"
noise: location of the sound file to play when this door is activated. You can specify a single noise, or a start, loop, and end noise.


Example: "maps/mac/mac_door_start_02.wav;maps/mac/mac_door_loop_02.wav;maps/mac/mac_door_stop_02.wav"

noise2: Used in conjunction with "noise" but it plays only if there is one noise specified by "noise", and after the noise in "noise" has finished "maps\mac\mac_whitendon_door_close.wav"
force_2d: Unknown "1"
attenuation: if the "noise" KEY is set you can use the "attenuation" KEY to set the sounds maximum distance. "2.000000"
volume: if the "noise" KEY is set you can specify the volume for the sound with this KEY "0.25"
min: Unknown "100"
max: Unknown "500"
sequence: Sequences are used by APE to know if something is clickable. Additionally world sequences are used to tell if something // can be clicked on as a worldskill. These are done the same way, only the key is "wsequence" "103:5030"
delay: Unknown "60"
_lightmin: Unknown "1000"
_minlight: is a very strange key value pair that can be used with certain entities like func_door, func_button, func_rotating, etc, etc. Basically any visual entity except the item entities. What it does is makes the object glow. Lets say you have a very dark room and there is a button the player has to press but it is so dark that the player is not going to be able to find it. Well, this is where _minlight can come in very handy. Select the func_button entity and give it a key value pair of _minlight and a value of 1. This will make the func_button glow a faint white so it will be more visible.
The glow from _minlight does not make the surrounding area any brighter, just the object that has the _minlight value.
The values for _minlight should be between 0 and 2. I have not noticed any difference with extremely high values. 2 seems to be the max. MAY NOTWORK

Check Boxes/Spawnflags
START_OPEN: the door will spawn in the open state and operate in reverse. It is used to temporarily or permanently close off an area when triggered
X: For some reason it does not have a second flag
CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. MAY NOT WORK
NOnpc: npcs will not trigger this door
ANIMATED: Unknown
TOGGLE: wait in both the start and end states for a trigger event.
ANIMATED_FAST: Unknown

Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting wait =-1 for normal touch doors makes them work erratically. Use this only for damage-only ("health" key set to non-zero value) or targeted doors. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

func_door_rotating
Map Entity Color: blue
Dimensions: size of map components used
Game Function: Now to the amazing func_door_rotating. A func_door_rotating basically works the exact same way a normal door does except for a few minor things. A func_door_rotating must have an origin brush as part of the brush. This is the actual part that the door rotates around. So the first thing you have to do is make the brushes that will make up the func_door_rotating and the brush you want as the origin brush. Then select the brushes for the actual door and the origin brush and make them into func_door_rotating.

Keys
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value
distance: is how many degrees the door will be rotated. "-90"
speed: determines how fast the door moves (default 100). Speed is in game units per second.
wait: number of seconds before door returns (default 2, -1 = return immediately 0 do not return- see Notes).
targetname: if set, a func_button or trigger_* is required to activate the door. "targetname" "updoor3to2"
noise: location of the sound file to play when this door is activated. You can specify a single noise, or a start, loop, and end noise.


Example: "maps/mac/mac_door_start_02.wav;maps/mac/mac_door_loop_02.wav;maps/mac/mac_door_stop_02.wav"

noise2: Used in conjunction with "noise" but it plays only if there is one noise specified by "noise", and after the noise in "noise" has finished "maps\mac\mac_whitendon_door_close.wav"
min: Unknown "100"
max: Unknown "500"
attenuation: if the "noise" KEY is set you can use the "attenuation" KEY to set the sounds maximum distance. "2.000000"
volume: if the "noise" KEY is set you can specify the volume for the sound with this KEY "0.25"
team: assign the same team name to multiple doors that should operate together (see Notes). "team" "billy"


Check Boxes/Spawnflags
START_OPEN: the door to moves to its destination when spawned, and operates in reverse. It is used to temporarily or permanently close off an area when triggered.
REVERSE: will cause the door to rotate in the opposite direction.
CRUSHER:door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way. MAY NOT WORK
NOnpc: npcs will not trigger this door
ANIMATED: unknown
TOGGLE: causes the door to wait in both the start and end states for a trigger event.
X_AXIS: rotate brush round the x axis
Y_AXIS: rotate brush around the y axis

Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting wait =-1 for normal touch doors makes them work erratically. You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.

func_fog
Map Entity Color: blue
Dimensions: size of map components used
Game Function: Fog brushes are b_models of the classname func_fog. So make a b_model of any shape with the classname "func_fog". Then you have to flag the SURFACE with the surf_fog flag. Then, you must set values in the key,value pairs to change the fog properties.

Keys
_color: weighted RGB value of light color (default white - 1 1 1).
lighting subtraction value for the fog. By default, the brush makes a gradient from full opacity to clear. For instance, if you set the lighting key to 50, it will subtract 50 percent from the alpha value making it half as opaque. "80"
message. changes the direction of the fog gradient. change the first character of the "message" field to any number between 0 and 5. The default is a gradient from the bottom to the top of the brush. By setting it to 1 you can have it reverse that. The numbers 2-5 do horizontal fades. By setting the field to 6, there will be no gradient.
To pulsate the fog (as in labbuilding), in the message field, use second character as a number from 0-9 representing the fade speed. The higher the number, the slower it fades. The rest of the string is the alpha value the fog will stop fading at, so you can cap the throb off at .50 alpha etc. "1195"
lightstyle. By default the alpha blend is using additive blending. By setting the lightstyle key to 1, you can turn off the additive blend. "1"
r: Unknown "0"
g: Unknown ".25"
b: Unknown ".088"

Check Boxes/Spawnflags
X: Unknown

Notes
To me func_fog does not really create fog. Instead it creates a brush that is translucent that a player can walk through. It appears more like a sheet of plastic with modifiable color and gradients. Func_fog is great to use as light beams though and were used this way many times in Anachronox. The only way I have found to get realistic looking fog is to use the worldspawn KEY "fog". Unfortunately using this makes the fog permeate throughout the map. You could possibly with some tricks use some trigger_* to activate the worldspawn fog as needed. Or you could use a volume defined particle generator and have the particles appear as fog. This method was also used in Anachronox.

func_group
Map Entity Color:  grey
Dimensions: Determined by dimensions of map components.
Game Function: This is not an entity. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.

Notes
To create a func_group, first select all of the b_models you want in the group, then select func_group from the entities drop down menu. The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.
NOTE: Better func_group functionality is being added to AnachroRadiant and func_groups may not work as intended.

func_particle
Map Entity Color: blue
Dimensions: size of map components used
Game Function: Allows brush size defined particle generators. Particles are confined to the volume of the brush. Make sure you set the texture to e1u1/clear!
You cannot use the "npsimple" KEY with this. Use ob_squib for new particle definition. NOTE: You cannot specify a particle volume with ob_squib.
This brush allows old style particle descriptors. This works the same as "spew", but allows you to define the volume of the particle generator.

Keys
"message" The "message" KEY must be present for the system to work. This is a 64-character particle descriptor string "0044119225990399802000000999999070000102100046000000000000000000"
The following describes what each number in the string does:

Try these different values for examples.
"3299997341000220002015136000000160200000400059000000000000000000"
"6675806922141514629099076717599210000140400006000000000000000000"
"9999999919925909201000000999999071001440100046000000000000000000" Light snow from whitendon.bsp
"1362718957202901053080073717599130000150000000000000000000000000" Used in mystech1.bsp
"6265739957253004660099099717599190000040100000000000000000000000" This VALUE was used in greattree.bsp for the waterfall splashes.
"9957009973009925532016085717599110000052000000000000000000000000" Used in hephfactory.bsp
"99999999999999000590990995069872804118e6000000000000000000000000" Used in krap2.bsp

func_plat
Map Entity Color: blue
Dimensions: Determined by dimensions of map components.
Game Function: This is a rising platform that a player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position, unless they have a targetname. The plat will stay in the raised position until the player steps off or will continue to raise and lower if the PLAT_LOW_TRIGGER spawnflag is set.. Note: this func_ was not used in any maps that shipped with Anachronox, but it is defined as usable in game86.dll

Keys
speed: determines how fast the plat moves (default 150) in game units per second.
lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
height: if set, this will determine the total amount of vertical travel of the plat (see Design Notes). a negative number will make the platform lower, and a positive number will make the platform raise.
targetname: if set, the platform starts in the raised position and must be initially triggered by another entity, after that it becomes a normal platform
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value
accel: just as the name implies. This is the acceleration speed. The platform will speed up at this rate until it either reaches it's height or the value specified by the speed key
decel: Just as the name implies again, but in reverse.
noise: location of the sound file to play when this door is activated. You can specify a single noise, or a start, loop, and end noise.


Example: "maps/mac/mac_door_start_02.wav;maps/mac/mac_door_loop_02.wav;maps/mac/mac_door_stop_02.wav"

noise2: Used in conjunction with "noise" but it plays only if there is one noise specified by "noise", and after the noise in "noise" has finished "maps\mac\mac_whitendon_door_close.wav"

Check Boxes/Spawnflags
PLAT_LOW_TRIGGER: causes platform to loop it's movement if an entity is on it. without this flag set a platform will move to it's height position and remain stationary until the entity moves off of it. When the platform reaches it's reverse stroke it will not wait the amount of time specified by the lip key, it will only wait one second.This flag will cause any sound set for it to loop indefinably.

Notes
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. A negative number will make the platform lower, and a positive number will make the platform raise.

Design Notes:
     Clip brushes can be used to create the additional size for thin plats.   Just group them together.   

func_ridebox
Map Entity Color: blue
Dimensions: Determined by dimensions of map components.
Game Function: This entity was only used in museumnight. It had a robot contained within it and allowed PAL to ride on the robot's back to get around the level avoiding the lasers. Normally players will pass through entities if they dropped down onto them. This func_ allows the player to ride on top of the entity.
More testing needs to be done on this entity for full functionality.

Keys
origin: alternate method of setting XYZ origin of .md2 model included with entity "-1641 1345 185"
target: this points to the entity that the ridebox should contain.

Notes
This func_ must fully contain the top portion of the model, or else they player will pass through it.

func_rotating

Map Entity Color: blue
Dimensions: Determined by dimensions of map components.
Game Function: Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush.You need to have an origin brush as part of this entity.

Keys
speed: determines how fast entity rotates (default 100).
noise: path/name of .wav/.mp3 file to play. Use looping sounds only (eg. sound/world/drone6.wav).
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value
_minlight: is a very strange key value pair that can be used with certain entities like func_door, func_button, func_rotating, etc, etc. Basically any visual entity except the item entities. What it does is makes the object glow. Lets say you have a very dark room and there is a button the player has to press but it is so dark that the player is not going to be able to find it. Well, this is where _minlight can come in very handy. Select the func_button entity and give it a key value pair of _minlight and a value of 1. This will make the func_button glow a faint white so it will be more visible.
The glow from _minlight does not make the surrounding area any brighter, just the object that has the _minlight value.
The values for _minlight should be between 0 and 2. I have not noticed any difference with extremely high values. 2 seems to be the max.
sequence: The APE sequence that should be initiated if the rotating object is licked on. "17:0701"
wsequence: The APE sequence that should be initiated if the rotating object is clicked on using worldskill. "17:0701"
attenuation: if the "noise" KEY is set you can use the "attenuation" KEY to set the sounds maximum distance. "2.000000"
volume:
volume of noise "0.25"
targetname:
The name of this entity so it can be targeted by another entity like trigger_multiple. For each time this entity is triggered is will start or stop.
spawncondition: The game variable that must be met before the entity will be spawned "!met_grumpos"

Check Boxes/Spawnflags
START_ON: brush will start rotating on map load. Otherwise it is stationary until triggered.
REVERSE: will cause the it to rotate in the opposite direction.
X_AXIS: entity will rotate along the X axis.
Y_AXIS: entity will rotate along the Y axis.
X: Was TOUCH_PAIN but doesn't work with Anachronox Will cause damage to anything that touches it. Use "dmg" KEY to set damage. Doesn't seem to work with Anachronox
X: Was BLOCK_STOPS: but doesn't work with Anachronox. it will stop moving instead of pushing entities. Doesn't seem to work with Anachronox it always stops
ANIMATED: Unknown
ANIMATED_FAST: Unknown

Notes
To create this entity, you must have an origin brush as part of this entity. Create the brush or brushes that will be the rotating object. Then create a small brush and put it where you want the center of rotation to be. The center of that brush will be the point through which the rotation axis passes. Give this small brush a content flag of originbrush. Next select all of the brushes and the origin brush and turn them into a func_rotating. . It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that

func_train
Map Entity Color: blue
Dimensions: Determined by components
Game Function: Trains are moving platforms that players can ride. Trains are moving solids that follow a string of path_corner entities. .

Keys
speed: speed of displacement of train (default 100 or overridden by speed value of path).
target: this points to the first path_corner of the path which is also the spawn location of the train's origin.
origin: The XYZ origin in the map where this entity is located. This key is generated automatically by AnachroRadiant, but you can create, or modify this value
targetname: THe name of this entity to be targeted by another entity so it fires when triggered. "slimepit1"
attenuation: if the "noise" KEY is set you can use the "attenuation" KEY to set the sounds maximum distance. "2.000000"
volume: volume of noise "0.25"
noise: location of the sound file to play when this door is activated. "maps/mac/mac_door_loop_02.wav"
spawncondition: The game variable that must be met before the entity will be spawned "!met_grumpos"
noise: location of the sound file to play when this door is activated. You can specify a single noise, or a start, loop, and end noise.


Example: "maps/mac/mac_door_start_02.wav;maps/mac/mac_door_loop_02.wav;maps/mac/mac_door_stop_02.wav"

noise2: Used in conjunction with "noise" but it plays only if there is one noise specified by "noise", and after the noise in "noise" has finished "maps\mac\mac_whitendon_door_close.wav"


Check Boxes/Spawnflags
START_ON: By default a train will only start moving when triggered by another entity. If you set the START_ON spawnflag then the func_train will start moving when the level starts.
TOGGLE: toggle will allow the func_train to be toggled on and off numerous times. It will only work when a func_train is triggered into action multiple times by another entity such as a func_button. This is useful in making moving elevator type platforms.
BLOCK_STOPS: When the spawnflag BLOACK_STOPS is set the func_train will stop completely when an entity like the player is blocking its way and it won't take any damage off.

func_wall
Map Entity Color: blue
Dimensions: Determined by components
Game Function: A func_wall is a very strange entity. It's basically a wall that can be triggered into or out of existence. id used func_walls on a number of levels to make a wall disappear and let creatures out to surprise you. If you have played single player quake any then you know what I'm talking about.

Keys
sequence: The APE sequence that should be initiated if the wall is licked on. "17:0701"
wsequence: The APE sequence that should be initiated if the wall is clicked on using wolrdskill. "17:0701"
spawncondition: The game variable that must be met before the wall will be spawned "!met_grumpos"
_minlight: is a very strange key value pair that can be used with certain entities like func_door, func_button, func_rotating, etc, etc. Basically any visual entity except the item entities. What it does is makes the object glow. Lets say you have a very dark room and there is a button the player has to press but it is so dark that the player is not going to be able to find it. Well, this is where _minlight can come in very handy. Select the func_button entity and give it a key value pair of _minlight and a value of 1. This will make the func_button glow a faint white so it will be more visible.
The glow from _minlight does not make the surrounding area any brighter, just the object that has the _minlight value.
The values for _minlight should be between 0 and 2. I have not noticed any difference with extremely high values. 2 seems to be the max.
targetname: The name of the wall so it can be targeted "langerdoor"

Check Boxes/Spawnflags
TRIGGER_SPAWN: the wall will not be present until triggered it will then blink in to existence; it will kill anything that was in it's way
TOGGLE: only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off
START_ON: makes the wall work in reverse. Instead of the wall blinking into existence it will blink out of existence
ANIMATED: Unknown
ANIMATED_FAST: Unknown

Notes
First thing you do is make the wall. Then you turn it into a func_wall. Currently this wall will not show up in your level. It must be triggered to work. So give the func_wall a targetname and create some sort of trigger like a func_button or whatever and set the target of the trigger to the func_wall. So lets say you give your func_wall a targetname of wall1. Then you make a trigger_once to trigger it open. You would give the trigger_once a target of wall1. Now whenever the player comes in contact with this trigger_once then the wall will suddenly blink into existence killing anything blocking it.


func_water
Map Entity Color: blue
Dimensions: Determined by components
Game Function: Note: this func_ was not used in any maps that shipped with Anachronox, but it is defined as usable in game86.dll

Func_water is kinda an easy entity to use and its pretty damn cool. What it does is creates a water brush(lava, slime, etc) that can move. Like a pool of water slowly bobbing up and down. You can also use it to make some other cool effects like a trap that when triggered an area fills up with lava. IF you really want to get fancy you can make a func_water brush without a solid non-water brush to make some kick ass effects.

First thing you need to do is create the brush you want to be the moving water and make it a func_water entity. One thing to remember is that the water must not be translucent. For some reason only non-translucent water will work with a func_water. A func_water entity must be triggered to work so therefore it must have a targetname. So lets give it a targetname of water1.

Next you need to specify the angle of the water movement. For most purposes you will only need the water to move up and down but if you can find a purpose to make the water move left or right then go for it. So lets set the angle of the movement to be down. angle=-2.

Now you need to set the noise of the water brush.

You can also specify the speed of the movement, the wait before returning, and the lip remaining at end of the move.

Okay, the final thing to do to get your func_water to work is to make the trigger that will start the movement of the water. Any kind of trigger will work. If you want to make a lava trap you will need to use a trigger_once, trigger_multiple, or a func_button. It must be triggered each time to go up and down. It does not continuously bob up and down after being triggered.

so all that is left to do is choose what you are going to use the func_water for and pick the trigger entity that you wish to use and set the target of the trigger entity to the name of the func_water.

Keys
targetname: The name of this func_water
angle: determines the direction of movement(up = -1, down = -2) or  in angle degrees. "270"
noise: filename of noise to play when activated "maps/mac/mac_elevator_start_04.wav;maps/mac/mac_elevator_loop_04.wav;maps/mac/mac_elevator_stop_04.wav"
wait: number of seconds before water returns (default 2, -1 = return immediately , 0=do not return).
speed: determines how fast the water moves (default 150) in game units per second.
lip: lip remaining at end of move (default 16).
spawncondition: The game variable that must be met before the entity will be spawned "!met_grumpos"

Check Boxes/Spawnflags
START_OPEN: causes the water to move to its destination when spawned and operate in reverse.


Get_* Entities


Get_* Entities are items players can pickup and use later in the game such as a medkit, mystech, or quest items.

There are many many get_* entities in Anachronox. Most of these entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.
Special entities are listed here with their usage.

Common keys
"origin" "2345 -1520 -295"
"angles" "0 0 90"
"scale" "1.55 1.55 1.55"
"offset" "-6 -6 0"
"angle" "60"
"targetname" "ct1"
"newscaling" "1"CHECKBOX
"sequence" "83:9966"
"wsequence" "83:9966"

"spawncondition" "MarinaPlans"
"ndscale" "1.5 1.5 1.5"
"alphaflags" "1"
"alpha" "1"
"npsimple" "don\paco_gem"
"particleflags" "256"
"rgb" "1 0.8 0.5"
"message" "Field Issue Shieldcell" usually the name of the item
"default_anim" "amb_a"
"wait" "100"
"lighting" "999"


get_healgreaseplus
Map Entity Color: light purple (.7 0 1)
Dimensions:  size of model
Game Function:  This is a Medkit that can be picked up and used (once) later. Brings the player's health back to 100 when used. Player can only carry one hold able item at a time.

Keys
wait: time in seconds before item respawns after being picked up (default 60, -1 = never respawn).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
team: set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
target: picking up the item will trigger the entity this points to.
targetname: a target_give entity can point to this for respawn freebies.
"angle" "195"
"origin" "-1426 1162 -445"
"message" "HealGrease Plus"
"newscaling" "1" CHECKBOX
"particleflags" "1073743104"
"spawncondition" "((!valesta_on_route)&&(!PRE_DETTA)&&(!got_valesta_bracelet))"
"sequence" "15:0500"

get_healgreasecomplete
Map Entity Color: light purple(.7 0 1)
Dimensions: size of model
Game Function: This is a Medkit that can be picked up and used (once) later.

Keys
wait: time in seconds before item respawns after being picked up (default 60, -1 = never respawn).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
team: set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
target: picking up the item will trigger the entity this points to.
targetname: a target_give entity can point to this for respawn freebies. "targetname" "democratusitem"

"origin" "3656 1330 -312"
"message" "HealGrease Complete"
"newscaling" "1" CHECKBOX
"wsequence" "13:1230"
"sequence" "13:1230"
"message" "HealGrease Complete"
"rgb" "1 1 1"
"targetname" "democratusitem"
"scale" "1.05 1.05 1.05"
"angle" "60"
"spawncondition" "!hovel_tractor"
"origin" "936 -1677 392"

get_mystech02
Map Entity Color: light purple(.7 0 1)
Dimensions: size of model
Game Function: This is a Medkit that can be picked up and used (once) later.

Keys
wait: time in seconds before item respawns after being picked up (default 60, -1 = never respawn).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
team: set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
target: picking up the item will trigger the entity this points to.
targetname: a target_give entity can point to this for respawn freebies.
"origin" "3656 1330 -312"
"message" "NutsSlapshot"
"newscaling" "1" CHECKBOX

get_yellowbeetle
Map Entity Color: light purple(.7 0 1)
Dimensions: size of model
Game Function: This is a Medkit that can be picked up and used (once) later.

Keys
"newscaling" "1"CHECKBOX
"count" "6"
"message" "YellowBeetle"
"targetname" "yb"
"origin" "362 -2841 340"
"spawncondition" "!got_crawler_6 && elementor_active"
"wsequence" "70:9988"
"sequence" "70:9988"
"particleflags" "20"


Info_* Entities


info_bug_generator
Map Entity Color: Dark green (0 0.5 0)
Dimensions: size of model
Game Function: Unknown

Keys
unknown

info_notnull
Map Entity Color: Dark green (0 0.5 0)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Used as a positional target for entities that can use directional pointing.

Keys
targetname: must match the target key of entity that uses this for pointing.

info_null
Map Entity Color: Dark green (0 0.5 0)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Used as a positional target for light entities to create a spotlight effect.

Keys
targetname: must match the target key of entity that uses this for pointing.

info_player_start
Map Entity Color: Red (1 0 0)
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: The player starting point for a level. There can be multiple info_player_start entities in one map. Using them in junction with trigger_changelevel allows you to set a players starting point depending on the map they are coming from, and initiate a planet script as well... SWEET :)
This is also the only way to teleport a player to different locations on a single map!

Keys
angle: direction in which player will look when spawning in the game.
targetname: The name of this info_player_start so it can be used in conjunction with a trigger_changelevel to start the player at this location instead of another. "frombaltown"
lighting: Unknown "999"
sequence: Initiates an APE sequence when player is spawned. The difference between this and specifying "sequence" in worldspawn is a worldspawn sequence is always initiated and one specified by info_player_start only runs if the player spawned from this info_player_start. "54:0401"
particleflags: Found two maps(limbus.bsp, and comhills) with particleflags, but no message............? So particleflags do, do something? "1060" "1073743104"
message: text to send to the console. Like a mapname. Maybe corresponding scripts for the map. Only used for informational purposes.
newscaling: Unknown "1"
spawncondition: The game variable that must be met before this info_player_start will spawn. "pal_at_cliff && !limbus_battle_started"
scale: Why would we want to scale a player start???? "0.95 1 1"

Check Boxes/Spawnflags
X: Unknown

 

info_party_start
Map Entity Color: Red (1 0 0)
Dimensions: (-16 -16 -24) (16 16 32)
Game Function: This works the same as info_player_start, except you can specify which party member appears at this location. There can be multiple info_party_start entities in one map. Using them in junction with trigger_changelevel allows you to set a party characters starting point depending on the map they are coming from, and initiate a planet script as well... SWEET :)

Keys
angle: direction in which character will look when spawning in the game.
targetname: The name of this info_party_start so it can be used in conjunction with a trigger_changelevel to start the character at this location instead of another. "frombaltown"
lighting: Unknown "999"
sequence: Initiates an APE sequence when character is spawned. The difference between this and specifying "sequence" in worldspawn is a worldspawn sequence is always initiated and one specified by info_party_start only runs if the character spawned from this info_party_start. "54:0401"
particleflags: Found one map(limbus.bsp) with particleflags, but no message............? So particleflags do, do something? "1060"
message: text to send to the console. Like a mapname. Maybe corresponding scripts for the map. Only used for informational purposes.
newscaling: Unknown "1"
spawncondition: The game variable that must be met before this info_party_start will spawn. "pal_at_cliff && !limbus_battle_started"
scale: Why would we want to scale a player start???? "0.95 1 1"
target: Specifies which character starts at this point "Boots"


info_trash_generator
Map Entity Color: Red (1 0 0)
Dimensions: size of model
Game Function: Unknown

Keys
Unknown



Intro_* Entities


These are entities used in the original introduction of Anachronox

intro_anoxlogo
Map Entity Color: Dark green (0 0.5 0)
Dimensions: size of model
Game Function: Used in the original introduction of Anachronox

Keys
"sequence" "29:4472"
"origin" "-2304 1840 56"


jtree Entity


jtree1
Map Entity Color: N/A
Dimensions: size of model
Game Function: Unknown

Keys
"origin" "-502 -904 -464"
"message" "6265736532230915453099073717599120000011000000000000000000000000"
"particleflags" "272"
"scale" "1.25 1.25 1.25"
"angle" "105"

Light Entitys


light
Map Entity Color: yellow   (see Notes)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Non-displayed light entity. The default condition emits white light in all directions at a value of 300. The apparent brightness of the light is modeled on "real world" physics, so the falloff in brightness will be an inverse square of distance from the source. It can be colored. It can be targeted on an info_null entity to make a spotlight.
If targeted, will toggle between on and off.

Keys
light::This is the brightness of the light. Default is 300. The fall-off distance of the light is proportional (the brighter the light, the further it shines.)
_color:This is the color that the light entity will emit. The actual color is determined by a set of three numbers between 0 and 1, representing red, green, and blue, respectively. The _color values are proportional, meaning that a value of " 0.1 0.1 0.1 " would give you exactly the same thing as " 1 1 1 ", and " 0.5 1 1 " would give you the same as " 0.25 0.5 0.5 "
target: point this to an target_position, info_null or info_notnull to create a spotlight effect.
radius: sets radius of light cone for spotlights (default 64) in game units. Radius measurement is made at the targeted entity. Light must target an info_null entity.
model: Unknown" "*69" "model" "textures/sprite/whitesphere2.tga"
targetname: The name of this light so it can be triggered "fan2"
speed: Unknown "700"
falloff: distance falloff for light "3"
cap: Unknown "30"
_cone: used to set size of light for spotlights "10"
_angwait:: Unknown ".7"
value: Unknown "75"
_angfade: Unknown "0.8"
targetname: The name of this light, so it can be triggered "redlight"
style: sets what the lights looks like. This was defined by Laguna and needs tested. Exp "style" "5" for a gentle pulsing light.

"Normal" : 0
"Flicker #1" : 1
"Slow strong strobe" : 2
"Candle #1" : 3
"Fast Strobe" : 4
"Gentle Pulse #1" : 5
"Flicker #2" : 6
: "Candle #2" : 7
"Candle #3" : 8
"Slow Strobe" : 9
"Fluorescent Flicker" : 10
"Slow pulse, no black" : 11


Check Boxes/Spawnflags
START_OFF: light spawns off and only turns on if targeted?
LINEAR: light falloff will be linear instead of inverse square of distance from source.
X: Unknown
X: Unknown

Notes

Coloring Lights
To quickly change the color of a light entity, use on of the following methods.

  1. CTRL + k:  With the entity window open, select a light entity in either the map or camera window. Press CTRL + k. This brings up the windows color selector. Select a color and choose "OK".  The editor automatically normalizes the light colors.
  2. Sample Texture: Select the light entity. Select a texture in either the texture window or the camera window.  Hit SHIFT + middle mouse button.
  3. Manual Entry: Type in the value for the key _color as a 3 numbers between 0 and 1 (inclusive).
  4. Copy Existing: Select another light entity whose color value the user would like to duplicate. In the editor window, left click on the key "_color". Now select the light entity to be colored. Hit ENTER.

 

Modellight Entity


modellight
Map Entity Color: yellow
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Non-displayed point light entity and effects only those models flagged as lit in models/entities.def. The default condition emits white light in all directions at a value of 300. The apparent brightness of the light is modeled on "real world" physics, so the falloff in brightness will be an inverse square of distance from the source. It can be colored.

Keys
lighting: radius of the light. This is the distance from the source that the light will affect entities.
r starting red color of particle 0-99
g starting green color of particle 0-99
b starting blue color of particle 0-99
light_disable spawns light as off. It can then be triggered to turn on. By default, the lights are on until that key is set. If they are on, the triggering will turn the light off
targetname: The name of this light so it can be triggered "fan2"

monster_* Entities


There are many many monster_ entities in Anachronox. These entities are typically used to populate a map with models of monsters that can be fought to give the map a realistic feel. Most of these entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.
Special entities are listed here with their usage.

Common keys
"origin" "1235 -1510 -322"
"angle" "285"
"target" "p1s1"
"targetname" "mutant1"
"spawnflags" "1"
"particleflags" "33"
"message" "monster1"
"attenuation" "0.6"
"noise" "maps/crwd/crwd_mutantgrowl1.wav"

"default_anim" "atakamb_a"
"sequence" "11:0301"
"spawncondition" "!foughtzeevus"
"np" "1,0,#0,0,343/bob_green"
"np_2" "20,0,#91,0,343\titan_eyes"
"battlegroupname" "basement7"
"particleflags" "33554436"

monster_mutant
Map Entity Color: orange
Dimensions: size of model
Game Function: There are many many many monster_* entities in Anachronox. They are typically used to populate a map with characters that the player can fight.

Keys
"origin" "1235 -1510 -322"
"angle" "285"
"target" "p1s1"
"targetname" "mutant1"
"spawnflags" "1"
"particleflags" "33"
"message" ""
"attenuation" "0.6"
"noise" "maps/crwd/crwd_mutantgrowl1.wav"

monster_null
Map Entity Color: orange
Dimensions: size of model
Game Function: There are many many many monster_* entities in Anachronox. They are typically used to populate a map with characters that the player can fight.

Keys
"battlegroupname" "bob"
"sequence" "110:1000"
"message" "monster1"
"np" "1,0,#0,0,343/bob_green"
"newscaling" "1"CHECKBOX
"origin" "-3320 321 2224"

 

mys_* Entities


There are many mys_* entities in Anachronox. These entities are typically used to populate a map with models of mystech. Most of these entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.
Special entities are listed here with their usage.

Common keys
"origin" "1235 -1510 -322"

mys_hexaura
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Path corner entity that define the routes that func_trains and NPCs can be made to follow. See Noxdrop/SmartPath Finding Grids

Keys
"newscaling" "1"CHECKBOX
"origin" "-3161 319 2440"
"angle" "30"
"scale" "0.055 0.055 0.16"
"default_anim" "amb_a"

mys_white_torus2
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Path corner entity that define the routes that func_trains and NPCs can be made to follow. See Noxdrop/SmartPath Finding Grids

Keys
"envmap" "joeyproc"
"origin" "-253 -1 109"
"newscaling" "1"CHECKBOX
"sequence" "667:3"

 

npc_* Entities


There are many many npc_ entities in Anachronox. These entities are typically used to populate a map with models of people to give the map a realistic feel. Most of these entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities.
Special entities are listed here with their usage.

Common keys
"origin" "1584 -2472 -392"
"angle" "225"
"message" ""
"sequence" "1:3"
"default_anim" "gest_a;gest_c;gestd"
"np" "7,0,#489,0,matt\cig"

"newscaling" "1"CHECKBOX
"scale" ".55 .55 .55"
"targetname" "claude"
"particleflags" "5124"
"rgb" "0.3 0.3 0.3"
"target" "fuzuk_path"
"spawncondition" "!pre_detta" "spawncondition" "(MYSTECH_ACTIVE==1)&&(PRE_DETTA==0)"
"offset" "1 16 0"
"np_1" "44,0,#0,0,lee\hephbeam"
"np_2" "43,0,#5,0,lee\hephbeam2"
"default_anim" "amb_d"

npc_timeminder
Map Entity Color: orange
Dimensions: size of model
Game Function: The timeminder was used in Anachronox as a save point.

Keys
"origin" "1584 -2472 -392"
"angle" "225"
"message" ""
"sequence" "1:3"
"default_anim" "amb_a"
"newscaling" "1"CHECKBOX
"scale" ".55 .55 .55"
"particleflags" "5124"

 

ob_* Entities


There are many many ob_* entities in Anachronox. These entities are typically used to populate a map with models to give the map a realistic feel. Some examples would be a light fixture, a chair, a fireplace, etc... Most of these entities use the same KEYS which are listed below. For a complete list of these entities see Appendix/Entities. The difference between these entities and az_* entities is currently unknown.
Special entities are listed here with their usage.

Common keys
"origin" "2345 -1520 -295"
"angles" "0 0 90"
"scale" "1.55 1.55 1.55"
"offset" "-6 -6 0"
"rgb" "1 0.8 0.5"
"angle" "60"
"particleflags" "256"
"message" "9982806599995000028021019506987380000020000000000000000000000000"
"particleflags" "33554436" "1073743104" "33554468" "9472" "1053952" "33"

"targetname" "ct1"
"newscaling" "1"CHECKBOX
"sequence" "83:9966"
"wsequence" "83:9966"
"lighting" "999"
"alphaflags" "1"CHECKBOX
"alpha" ".7"
"spawncondition" "!mystech_active"
"np" "1,0,effect_1,0,don\streetlight"
"np_1" "34,0,#1,0,matt\cig"

"np_2" "51,0,#38,0,343\praylight"
"np_3" "52,0,#63,0,343\praylight"
"scrollz" ".05"
"scrolly" "0.05"
"scrollx" "0.05"

ob_cubesquib
Map Entity Color: purple
Dimensions: size of model
Game Function:An invisible entity used to tie particle systems too. You can also use spew and func_particle for the old style particle systems. See Planet/Particles and the Tiangle Hightlighter for more information

Keys
"sequence" "67:9104"
"message" ""
"particleflags" "8391716"
"scale" "0.75 0.75 0.75"
"angle" "180"
"origin" "-484 -3048 116"



ob_factlite2
Map Entity Color: purple
Dimensions: size of model
Game Function: A model with a particle attached to it too appear as a light

Keys
"origin" "2320 1360 340"
"angle" "315"
"np" "1,0,effect_1,0,don\lightbulb"


ob_hive_comp_torus
Map Entity Color: purple
Dimensions: size of model
Game Function: A model with a particle attached to it too appear as a light

Keys
"origin" "-1740 -1750 151"
"angles" "180 105 65"
"newscaling" "1"CHECKBOX
"sequence" "68:4901"
"envmap" "!hive1"



ob_nest_beetle
Map Entity Color: purple
Dimensions: size of model
Game Function: Unknown

Keys
"sequence" "30:1000"
"count" "2"
"random" "1"
"wait" "100"
"target" "WhiteBeetle"
"angle" "75"
"origin" "-211 128 -859"
"rgb" "0.8 0.4 0.8"
"particleflags" "256"
"message" "9999995023451613453043039717599260000110000000000000000000000000"
"spawncondition" "!met_detta"

"newscaling" "1"CHECKBOX


ob_sewagecrates
Map Entity Color: purple
Dimensions: size of model
Game Function: Unknown

Keys
Unknown

 

ob_sewageexplode
Map Entity Color: purple
Dimensions: size of model
Game Function: Unknown

Keys
Unknown



ob_squib
Map Entity Color: purple
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: An invisible entity used to tie particle systems too. You can also use spew and func_particle for the old style particle systems. See Planet/Particles and the Tiangle Hightlighter for more information

Keys
"newscaling" "1"CHECKBOX
"targetname" "paco_gen_ob1"
"origin" "-497 315 53"
"message" ""
"particleflags" "1073743104"
"npsimple" "343\fireflies"
"scale" "8 1 12"

ob_squib2
Map Entity Color: purple
Dimensions: size of model
Game Function: An invisible entity used to tie particle systems too. You can also use spew and func_particle for the old style particle systems. See Planet/Particles and the Tiangle Hightlighter for more information

Keys
"origin" "2345 -1520 -295"
"npsimple" "343/Praylight" Npsimple will attach a particle to the Origin point of ANY model that is on that path
"newscaling" "1"CHECKBOX
"scale" "24 24 1"
"offset" "0 -56 0"
"np" "1,0,effect_1,0,don\water_slime" =[id],[submodel],[surface],[flags],[path/filename]

."np_2" "1,0,effect_2,0,joey/num2"
"np_1" "1,0,effect_1,0,joey/num1"

 

ob_walksquib
Map Entity Color: purple
Dimensions: size of model
Game Function: An invisible entity used to tie particle systems too. For Laser ends

Keys
"noise" "games/commbase/games_commbase_outsidelaser.wav"
"attenuation" "0.5"
"volume" "1"
"spawnflags" "1"
"targetname" "senpoint1"
"target" "s1p1"
"angle" "330"
"origin" "76 2340 35"


Path_* Entities


path_corner
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Path corner entity that define the routes that func_trains and NPCs can be made to follow. See Noxdrop/SmartPath Finding Grids

Keys
target: point to next path_corner in the path. "noxxxpath2;noxxxpath3"
targetname: the train following the path or the previous path_corner in the path points to this. "base3_05"
speed: speed of func_train (in game units per second) while moving to the next path corner. This will override the speed value of the train. "1000"
wait: number of seconds func_train will pause on path corner before moving to next path corner (default 0 - see Notes). using a "wait" value of -1 on a path_corner causes a func_train to go silent between itself and the next path corner when the train is restarted. The train's sound will resume as soon as it reaches a path corner with a "wait" value other than -1
angle: Unknown "270"
message: Unknown ""
newscaling: Unknown "1"
random: Unknown "4"
pathanim: Unknown "gest_b"
pathtarget: gets used when an entity that has this path_corner targeted touches it "stop2"
rgb: Unknown "3 0 0"
particleflags: Unknown "33554436"
touchconsole: executes the specified console command when the func_train or NPC touches the path_cornor "gamevar Hoze_move 0"
scale: Unknown "0.95 0.95 0.95"
sequence: APE sequence to intiate when func_train or NPC touches path_corner "71:3110"

Check Boxes/Spawnflags
TELEPORT: unknown

Notes

path_grid_center
Map Entity Color: brown
Dimensions: size of map components used
Game Function: A brush used to define smart path finding areas. Paths that have complete sections of space (e.g. two or more "path_corner" entities) inside any grid area will automatically cause the entity following the path to engage smart path finding when traveling that section of path. See Noxdrop/SmartPath Finding Grids

Keys
particleflags: Unknown "1028"
message: Unknown ""
newscaling: Unknown "1"
mins: Unknown "-224 -224 -96"
maxs: Unknown "192 128 32"
lowest: Unknown "1"
gridsize: Unknown "32"
angle: Unknown "30"

spew Entity


spew
Map Entity Color: olive
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: A entity for the old particle descriptors. Make sure you set the texture to e1u1/clear! You cannot use the "npsimple" KEY with this, use ob_squib for New Particle definition. See func_particle, and ob_squib.
NOTE: You cannot specify a particle volume with ob_squib, only radius.

Keys
"message" The "message" KEY must be present for the system to work. This is a 64-character particle descriptor string "0044119225990399802000000999999070000102100046000000000000000000"
The following describes what each number in the string does:

Try these different values for examples.
"3299997341000220002015136000000160200000400059000000000000000000"
"6675806922141514629099076717599210000140400006000000000000000000"
"9999999919925909201000000999999071001440100046000000000000000000" Light snow from whitendon.bsp
"1362718957202901053080073717599130000150000000000000000000000000" Used in mystech1.bsp
"6265739957253004660099099717599190000040100000000000000000000000" This VALUE was used in greattree.bsp for the waterfall splashes.
"9957009973009925532016085717599110000052000000000000000000000000" Used in hephfactory.bsp
"99999999999999000590990995069872804118e6000000000000000000000000" Used in krap2.bsp


particleflags: Unknown "4129" "33554436"
offset:: Unknown "12 2 -2"
scale: Uknown "0.80 0.80 0.80"
angles: Unknown "90 90 0"
rgb: Unknown "0.1 0.1 0.1"
newscaling: Unknown "1"
spawncondition: APE game variable that must be met before this entity will spawn. "mystech_only"
angle: Unknown "225"
particle_disable: Unknown "1"

sun Entity


sun
Map Entity Color: olive
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Unknown

Keys
Unknown


T_* Entities


t_wire
Map Entity Color: aqua
Dimensions: size of model
Game Function: Unknown

Keys
"newscaling" "1"CHECKBOX
"rgb" "0.1 0.1 0.1"
"offset" "-56 -3 128"
"scale" "3.55 3.55 4.45"
"angles" "60 0 0"
"origin" "1107 -1683 2323"
"particleflags" "33554468"
"message" ""

Target_* Entities


target_lightramp
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function:The target_lightramp entity is another easy entity to use. What it does is makes a light fade in or fade out

Keys
angles: alternate "pitch, yaw, roll" angles method of aiming laser (default 0 0 0).

target_speaker
Map Entity Color: brown
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Sound generating entity that plays .mp3 and .wav files. Normal non-looping sounds play each time the target_speaker is triggered. Looping sounds can be set to play by themselves (no activating trigger) or be toggled on/off by a trigger.

Keys
noise:Specifies the filename of the sound file to play The search for the filename you have specified starts in the anoxdata/sounds directory.
volume: The volume level at which the sound should be played at. Range: 0.0 - 1.0. Default is '0.5'. Use a lower setting for sounds that should be more quiet and, guess what? Use a higher setting for sounds that should dominate the scene more.
attenuation: The attenuation level for this sound. Range: 0.0 - 4.0. Attenuation, or "How the volume fades with the distance from the sound source", is a good tool to add to the ambient sounds. Default is '2.0'. Use a lower value if you want the sound to be heard further away from the sound source and a higher value if the volume is to drop fast once you're a bit away from the sound source. Note: This is purely a fictional value. It has no correspondence in the real world, so it's hard to tell what it "really" is. :-)
spawnflag: Sets the default behavior of the sound source. Values: '1' or '2'. A Spawnflag of '1' means that the sound is already playing when you start the level. A flag of '2' means that the sound source will start looping when it's targeted. Note: If the "spawnflags" are 0 (zero) or left out all together, the sound will be silent until you target it and then only play the sound once.
wait: delay in seconds between each time the sound is played ("random" key must be set - see Notes).
random: random time variance in seconds added or subtracted from "wait" delay ("wait" key must be set - see Notes).
targetname: the activating button or trigger points to this.
max: Unknown "1500"
min: Unknown "1000"
angle: Unknown "180"
particleflags: Unknown "33554436" "33" "9472"
message: Unknown ""
sound: Unknown "on"
force_2d: Unknown "1"
rgb: Unknown "0 1 0"
spawncondition: The APE game variable that must be met before this entity will spawn "!pre_detta"

Check Boxes/Spawnflags
LOOPED_ON: sound will loop and initially start on in level (will toggle on/off when triggered).
LOOPED_OFF: sound will loop and initially start off in level (will toggle on/off when triggered).
GLOBAL: sound will play full volume throughout the level.
ACTIVATOR: sound will play only for the player that activated the target.

Notes


Tg_* Entities


tg_boom
Map Entity Color: gray
Dimensions: size of model
Game Function: Unknown

Keys
"newscaling" "1"CHECKBOX
"origin" "201 -2365 -1022"

 

 

Trigger_* Entities


trigger_always
Map Entity Color: green
Dimensions: size of map components used
Game Function: Automatic trigger. It will fire the entities it targets as soon as it spawns in the game. This is just a trigger that is always on and starts on when the level begins.Can trigger multiple targets if they all have the same "targetname"

Keys
target: this points to the entity to activate.
kiilltarget:Unknown. MAY NOT WORK
delay: delay time before this entity activates. MAY NOT WORK
spawncondition: APE game variable that must be met before this entity will spawn. MAY NOT WORK

trigger_battle
Map Entity Color: green
Dimensions: size of map components used
Game Function: Presumably triggers a battle number for the level. Usage unknown. In all maps that came with Anachronox, battles where started by a trigger_console with a "battlestart" "#". Note: this trigger_ was not used in any maps that shipped with Anachronox, but it is defined as usable in game86.dll

Keys
unknown Don't know Key Values yet 08-30-06

trigger_changelevel
Map Entity Color: green
Dimensions: size of map components used
Game Function: A trigger that changes maps when fired. You must specify the map to load and the targetname of an info_player_start on that map. The player will start on the map at the location of the info_player_start that you specify with the target KEY. If you do not specify a target, then the default info_player_start will be used, or if there are multiple info_player_start on the map, all with a targetname specified, then one will be chosen at random. This is the only way to teleport a player to a different location on the current map.

Keys
map: the filename of a map file to load "ballotine"
target: The spawn point location to start the player when the map loads. This KEY must correspond to the "target_name" of an info_player_start in the map specified by the "map" KEY. "frombaltown"

trigger_console
Map Entity Color: green
Dimensions: size of map components used
Game Function: Send a command to the console every time its triggered. You can send any command to the console to be executed.
This is a great way to change things in your map via a trigger. For example you can change the background music, turn on or off fog, even initiate a battle sequence.

Keys
command: The command to send to the console You can send multiple commands by separating them with a semicolon "gl_fog .000075 .75 1 0 2000"
angle: Unknown "225"
spawncondition: The APE game variable that must be met before this entity will spawn "limbus_battle_started"
wait: Amount of time to wait before sending the command to the console. "5"


trigger_console_once
Map Entity Color: green
Dimensions: size of map components used
Game Function: Send a command to the console the first time its triggered. You can send any command to the console to be executed.
This is a great way to change things in your map via a trigger. For example you can change the background music, turn on or off fog, even initiate a battle sequence. It can also be activated by another trigger that targets it.

Keys
command: The command to send to the console. You can send multiple commands by separating them with a semicolon "gl_fog .000075 .75 1 0 2000;battlestart 4 "
angle: Unknown "225"
spawncondition: The APE game variable that must be met before this entity will spawn "limbus_battle_started"
wait: Unknown "5"

Notes
If you want to send a command to the console as soon as the map loads, stick a trigger_console_once under the info_player_start. Then you can start scenes with ui_playscene, or ui_loopambient as soon as the player spawns, instead of having to make an ape for the level.

trigger_counter
Map Entity Color: green
Dimensions: size of map components used
Game Function: This is a trigger that allows for multiple inputs. What this means is that you can have a door that only opens when 2 or more buttons are pushed. This is just one example though. The trigger_counter could trigger anything. You could set it up so the player would have to use 2 [insert you favorite item here] with a computer or something which in turn destroys a bunch of walls. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.

Keys
count: is the amount of actions that is required before the trigger_counter triggers its target. So if you have a door that must have 2 buttons pressed to open then you would give the trigger_counter a count of 2
target: is the target of the entity that will be triggered when the specific amount of actions is performed on the trigger_counter
targetname: is self explanatory, but I just wanted to stress that the trigger_counter MUST have a targetname.

Check Boxes/Spawnflags
NOMESSAGE: If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished.

Notes
For example, Lets say you want a door that will be opened by pressing 2 buttons. First you would make the door and give it a targetname of door1. Next make the trigger_counter and set the target to door1, the count to 2, and targetname to count1. Now create the 2 buttons and give each of them a target to count1. That's it! Pretty simple huh?

trigger_elevator
Map Entity Color: green
Dimensions: size of map components used )
Game Function:n What it is basically is an elevator. That's the easiest way I can explain it. Lets say there are 4 floors. You hit a button on the 4th floor and the platform will come to the forth floor. Hit a button on the 3rd floor and the platform will come to the third floor or however you want to set it to do. There are other easier ways to implement an elevator by using a func_train but the trigger_elevator is more functional as working like a true elevator but again I stress that it is a very difficult entity to master. Please see Appendix/entities/trigger_elevator more a complete explanation It can also be activated by another trigger that targets it. Can trigger multiple targets if they all have the same "targetname"

Keys
target: Unknown "slimepit3"
targetname: Unknown "slimepit3trig"
particleflags: Unknown "20"
message: Unknown "9973590000000000000000000000000250000000100000000000000000000000"

trigger_gravity
Map Entity Color: green
Dimensions: size of map components used
Game Function: A trigger that changes gravity values. The bad thing about it is that it only effects spawned entities, grenades, and gibs .It has NO effect on the player. Its very simple though

Keys
gravity: There is only 1 key value pair and it is pretty self explanatory. gravity will be the value you want the gravity to change to. Default gravity is 1, so if you want a room with low gravity set it to something like .5 or .3. If you want a room with no gravity, in which a grenade will just keep going and going, then set the gravity to 0. A negative value will make the grenades and the gibs go towards the ceiling. A real positive value will make the grenades and gibs immediately shoot towards the ground. But remember though, this ONLY effects spawned entities, grenades, and gibs. Nothing else is effected.

Notes
Since the trigger_gravity entity is so limited there are not many uses for it but to confuse the player. You could have a creature that is spawned and falls from the ceiling and it would fall very slow if the gravity was low. You could have spawned gibs fly across the room very slowly. Pretty strange huh?


trigger_lift
Map Entity Color: green
Dimensions: size of map components used
Game Function: Unknown

Keys
targetname: Unknown "start_lift1"
target: Unknown "trigger_lift1"
pathtarget: Unknown "lift1b"

trigger_multiple
Map Entity Color: green
Dimensions: size of map components used
Game Function: Variable size repeatable trigger. It will fire the entities it targets when touched by player. Can be made to operate like a trigger_once entity by setting the "wait" key to -1. It can also be activated by another trigger that targets it. Can trigger multiple targets if they all have the same "targetname"

Keys
target: this points to the entity to activate.
targetname: activating trigger points to this.
wait: time in seconds until trigger becomes re-trigger able after it's been touched (default 0.2, -1 = trigger once). An interesting thing to note is that if you assign a value of -1 to this, you will effectively have transformed your trigger_multiple into a trigger_once. Not much point in doing that but anyway... :-)
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
removed_sequence: Unknown Assume it allows you to remove the sequence specified from the target when this entity is triggered. "83:4070"
command: allows you to initiate any console command when entity is triggered. "gl_fog .00015 .1 .35 .32 2000"
gamevar: unknown, assume you can set or change APE variables when entity is triggered "inghallas 1"
spawncondition: The APE variable that must be met before this entity will spawn upon map load
message: unknown doesn't appear to do anything "Authorized Personal Only..."
pathtarget: unknown assume that if this entity is triggered by an npc it changes npcs path "corner1"
sequence: The APE sequence that should be initiated when this entity is triggered. "17:0701"

Check Boxes/Spawnflags
NO_NPC Unknown, assume that entity cannot be triggered by npcs.
NO_PLAYER: Entity cannot be triggered by player
TRIGGERED: Unknown


trigger_music
Map Entity Color: green
Dimensions: size of map components used
Game Function: unknown

Keys
unknown

trigger_once
Map Entity Color: green
Dimensions: size of map components used
Game Function: Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". It can also be activated by another trigger that targets it. Can trigger multiple targets if they all have the same "targetname"

Keys
"model" "*20"
"sequence" Sequences are used by APE to know if something is click able. Additionally world sequences are used to tell if something can be clicked on as a worldskill. These are done the same way, only the key is "wsequence" "103:3386"
$DefFlags [ "spawnflags" : "Spawn Flags" ]
{
def_flg : "Triggered" : 4 : false

trigger_push
Map Entity Color: green
Dimensions: size of map components used
Game Function: This is an invisible brush used to push players in a direction specified by the angel key. You can create conveyors with this by stretching the trigger_push to encompass a brush, and setting the angel key in the direction of the brushes length. Players cannot walk against the direction set by the angel key, unlike a func_conveyor.

Keys
angle: Specifies the direction the player is to be pushed. A value of -1 makes the player jump up the distance specified by speed, or until player hits a brush, a player can stlightly control the direction of jump. A value of -2 is supposed to push the player down, but I couldn't get it to work right. This value was used in vendomart escalators. "180"
speed: Specifies the speed at which a player should be pushed, which also results in the distance covered. A higher value pushes the player faster, and further. "20"

Check Boxes/Spawnflags
PUSH_ONCE: Used with small trigger_push brushes. It will push the player one time, then become disabled, until map is respawned.

Also see func_conveyor

 

trigger_relay
Map Entity Color: green
Dimensions: size of map components used
Game Function:This is used to relay actions. This can be used for a variety of effects and is used very often in the id levels. a trigger_relay is not triggered when touched so therefore it must have a targetname and must be triggered by something else to work. It must also have a target. The other keys that can be set is delay , which determines the amount of time to pause before triggering it's target, killtarget and message

Keys
"origin" "-3328 -384 -288"
"target" "lights_up"
"targetname" "startthefun"
"delay" ".2"

 

trigger_watercurrent
Map Entity Color: green
Dimensions: size of map components used
Game Function: Unknown

Keys
speed

Viewthing Entity



viewthing
Map Entity Color: blue
Dimensions: 32x32
Game Function: Unknown

Keys
Unknown

 

Wall Entity



Wall01
Map Entity Color: blue
Dimensions: size of model
Game Function: A wall. What's the difference between this and func_wall?

Keys
"origin" "1429 965 -492"
"angles" "180 0 180"
"scale" "0.95 0.95 1.15"
"rgb" "0.3 0.3 0.3"


Weapon Entities

 

Worldspawn Entity



Worldspawn
Map Entity Color: N/A
Dimensions: N/A
Game Function: Only used for the world. You access the worldspawn entity by selecting any non-entity brush in your map.

Keys
message: text to print at user logon. Used for name of level.
music: path/name of looping .mp3 file used for level's music (eg. music/sonic5.mp3). This is for a piece of music with only one part. To make a song play with both an intro and a looping portion, the following is the correct form for the music value:

ambient: Adds a constant value to overall lighting. Use not recommended. Ambient light will have a tendency to flatten out variations in light and shade. default light source which will affect all entities that aren't in the range of one of the light entities. This is the world ambient light source. To set this, you set the angles of the worldspawn for the direction and the R,G,B values for the color. This is an infinite parallel light source which will affect all relevant entities
_color: This is the normalized formula for RGB values for ambient light. A value is considered normalized when it fits in a range between 0 and 1. If you are using a tool like the Windows color picker, divide the value for each component of the RGB values by 255. The result will be a normalized value. "_color" "0.317647 0.623529 0.717647"

gravity: gravity of level (default is normal gravity: 800).
sky: This key changes the environment map for the level. In order to use it, add the "sky" key, and give it the value of the sky you wish to use. The environment maps included in Anachronox can be found in /graphics/sky/. To create your own skies see Visual Effects/Environment Mapping
skyaxis: If you would like to have a rotating sky, like in the final boss level, you'll need to define an axis for the sky to rotate around. Simply add a key of "skyaxis" and give it a vector using three numbers (vectors are the same values that define projectile paths, and line of sight for monsters.) If you don't quite know vectors, just play around with the numbers until you find one you like. Don't use 0 0 0 however, as this will give you a hall of mirrors effect. (doesn't define a vector, so it doesn't draw the sky) 0 0 1 will give a flat rotation. "skyaxis" "0 1 1"

skyrotate: This controls the speed of rotation for the sky. Add the "skyrotate" key, and give it a value in degrees per second. "skyrotate" "-2"

sounds: This is the CD track that will play during the level. Add the "sounds" key, and give it a track number.
"fog" ".0001 .6 .6 .7" Global Fog values (Strength, R,G,B)
"sequence" "83:1" APE sequence number to initiate on map load
"_sun_ambient" "10""sun_ambient" "0.992 0.956 0.792"
"_sun_angle" "204 -40"
"_sun_color" ".32 .32 .52"
"_sun_light" "25"
"angle" "90" Environment map angle
"_sun2_angle" "45 -30"
"_sun2_color" "1 .6 .24"
"_sun2_light" "300"
"dlltexture03" "iform5:zblah/pal-tol5:zblah/i-tol-4,scrolling,0,10:zblah/i-tol-7,scrolling,0,-10"
"falloff" "5"
"r" "1"
"g" "1"
"b" "1"
"sun_diffuse" "50"
"_color" "0.000000 0.501961 0.501961"
"speed" "50"
"angles" "50 200 0"
"attenuation" "1"
"volume" ".25"
"gl_fog" ".0004 1 1 1"


scommonnight.bsp:22489:"spawnflags" "32"
scommonnight.bsp:22493:"classname" "worldspawn"

Keys found in maps that appears to have no effect or unknown

"particleflags" 52 found throughout the various maps. They are used repeatedly on various things(models, target_speaker, path_corner, no b_models though) but seem to have no effect.
"1"
"1025"
"1028"
"1053952"
"1056"
"1057"
"1057825"
"1060"
"1073743104"
"10784"
"1092"
"1121"
"1312"
"1376"
"142606385"
"1536"
"1568"
"16385"
"20"
"20481"
"2097185"
"256"
"272"
"288"
"33554436"
"33558532"
"33"
"336"
"352"
"36"
"4"
"4129"
"41943073"
"4209"
"4352"
"512"
"5124"
"5124"
"5376"
"5408"
"544"
"59428"
"67183713"
"68224544"
"68251232"
"8389665"
"8391716"
"8448"
"9220"
"9249"
"9472"
"9504"


"lighting" Valid ranges seem to be 5 to 999.
"dmg" found in a few maps. Used only on func_door_rotating. Tests show this to do nothing. Doors will not close if the playerchar is in the way. If the playerchar jumps in front of a door while it is closing the door will stop moving until the playerchar moves out of the way.
"default_walk" Used only in one map...tensil.bsp and only on one model npc_tmc. Assuming this key allows you to set default walk cycle animation to any contained within model. Key should be added to information for all models that can possibly have walk animations.
"particle_disable" Used only in one map tours.bsp and only for one entity "spew". Digging through tours.ape shows that this disables this particle until targeted with either a trigger or targeted through APE. Not tested yet.


Keys in game86.dll or noxdrop.dll that have not been used in any maps.

killtarget
sounds
tooltip
"battlegroup" Assuming it works exactly the same as the "battlgroupname" KEY.
pickup_name
pathcycle
pausetime
item
minyaw
maxyaw
minpitch
maxpitch
size
glow
light_disable
draw_prio
draw_priority
proctex
"walk_stride" Possibly a way to override the walk_stride setting in anoxdata/models/entities.dat
"run_stride" Possibly a way to override the run_stride setting in anoxdata/models/entities.dat
light_rgb
type
"scalex" Assuming scales in the X dimension. Irrelevant KEY since the "scale" key scales in all XYZ coordinates.
"scaley" Assuming scales in the Y dimension. Irrelevant KEY since the "scale" key scales in all XYZ coordinates.
"scalez" Assuming scales in the Z dimension. Irrelevant KEY since the "scale" key scales in all XYZ coordinates.

 

Keys defined in game86.dll

classname origin offset scale model spawnflags speed accel decel target targetname pathtarget killtarget message team envmap wait delay random norandom style count sounds light dmg angles angle volume attenuation min max force_2d map tooltip sequence wsequence command battlegroup battlegroupname pickup_name pathanim pathcycle touchconsole gridsize lowest lip distance height noise noise2 pausetime item gravity sky skyrotate skyaxis minyaw maxyaw minpitch maxpitch spawncondition default_anim default_walk size glow lighting rgb fog particleflags particle_disable light_disable draw_prio draw_priority r g b alpha alphaflags scrollx scrolly proctex walk_stride run_stride mins maxs newscaling npsimple np

Keys defined in noxdrop.dll

target targetname lighting scrollx scrolly spawnflags rgb r g b volume attenuation noise wait random lighting 0 spawnflags 0 light_rgb 0 rgb 0 r 0 g 0 b 0 scrollx 0 scrolly 0 NOXDROP: WARNING: New dropping was not destroyed!
classname model scalex scaley scalez type minx miny minz maxx maxy maxz shadow solid walkstride runstride label
origin scale rgb angles offset scrollx scrolly random wait angle volume attenuation
classname model origin offset scale scalez angles angle spawnflags target targetname lighting scrollx scrolly rgb volume attenuation noise wait random mins maxs newscaling