Entities Reference
Warning: This reference is still under work!
base
Purpose: Brush-based entity that defines that capture point for siege and capture-the-flag modes.
| Key | Values | Purpose |
|---|---|---|
| teamnumber | 1-4 | The number of the team for this flag |
| count | <int> | Multiplier for the point value of this base, defaults for 1 for 5 points |
| mins | <vector> | For .ent files, this defines the region instead of a brush (model) |
| maxs | <vector> | For .ent files, this defines the region instead of a brush (model) |
flag
Purpose: Placement of flag.
| Key | Values | Purpose |
|---|---|---|
| teamnumber | 1-4 | The number of the team for this flag |
| count | <int> | Multiplier for the point value of this flag, defaults for 1 for 5 points |
| model | <filepath> | Path for a replacement model; the default flag will show when it is carried instead of this defined model |
| skin | <int> | Sets the skin number for the model |
func_areaportal
Purpose: Brush-based entity to help reduce r_speeds.
Usage: See the func_areaportal Quake 2 reference on RUST, including addendum one, two, and three.
| Key | Values | Purpose |
|---|
func_button
Purpose: Creates a button.
| Key | Values | Purpose | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| angle | <degrees> | Direction of the button inset when activated | ||||||||||||
| target | <id> | Entity to activate | ||||||||||||
| speed | <int> | Speed of the button's movement (default 40) when pressed | ||||||||||||
| wait | <int> | Number of seconds (default 1) for the button to stay pressed, -1 for it to never reset | ||||||||||||
| lip | <int> | Amount of distance moved remaining at the end of the move | ||||||||||||
| health | <bool> | If set to 1, the button must be shot to be activated | ||||||||||||
| sounds |
|
The sound made when the button is activated |
func_clock
Purpose: Hidden game logic entity that controls a countdown.
Usage: See the func_clock Quake 2 documentation on RUST. It is unknown whether this entity functions in Paintball 2, but the needed textures are missing.
| Key | Values | Purpose | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| count | <int> | Number of seconds to count down | ||||||||
| targetname | <id> | |||||||||
| target | <id> | Target of a target_string to control the countdown text | ||||||||
| pathtarget | <id> | Target of an entity to activate when the countdown completes | ||||||||
| style |
|
The granuality of the time displayed |
- timer_up: Causes the timer to count up
- timer_down: Causes the timer to count down
- start_off: Starts the counter off
- multiuse
func_conveyer
Purpose: Brush-based moving conveyer belt (surface).
Usage: A surface of this brush must have a CURRENT content flag.
| Key | Values | Purpose |
|---|---|---|
| speed | <int> | Speed of the conveyer (default 100) |
func_door
Purpose: Brush-based animated door.
Usage: See the func_door Quake 2 documentation on RUST.
| Key | Values | Purpose | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| message | <int> | Message printed on the screen when the door is opened | ||||||||||
| angle | <degrees> | Direction of door movement | ||||||||||
| targetname | <id> | |||||||||||
| health | <bool> | If set to 1, the door must be shot to be activated | ||||||||||
| speed | <int> | Speed of the door's movement (default 100) | ||||||||||
| wait | <int> | Number of seconds (default 3) for the door to close, -1 for it to never reset | ||||||||||
| lip | <int> | Amount of distance moved remaining at the end of the move | ||||||||||
| dmg | <int> | Damage to inflict (default 2) when the door is blocked; players in Paintball only have one hitpoint | ||||||||||
| sounds |
|
Sound of the door when it moves |
- start_open: Starts the door open
- x
- crusher: Causes the door to act more like a crusher
- nomonster: Has no effect in Paintball 2
- animated
- toggle
- animated_fast
func_door_rotating
Purpose: Brush-based animated rotating door.
Usage: See the func_door_rotating Quake 2 documentation on RUST.
| Key | Values | Purpose | ||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| message | <int> | Message printed on the screen when the door is opened | ||||||||||
| targetname | <id> | |||||||||||
| health | <bool> | If set to 1, the door must be shot to be activated | ||||||||||
| distance | <degrees> | Angle of door rotation | ||||||||||
| speed | <int> | Speed of the door's movement (default 100) | ||||||||||
| wait | <int> | Number of seconds (default 3) for the door to close, -1 for it to never reset | ||||||||||
| lip | <int> | Amount of distance moved remaining at the end of the move | ||||||||||
| dmg | <int> | Damage to inflict (default 2) when the door is blocked; players in Paintball only have one hitpoint | ||||||||||
| sounds |
|
Sound of the door when it moves |
- start_open: Starts the door open
- reverse: Rotates in the other direction
- crusher: Causes the door to act more like a crusher
- nomonster: Has no effect in Paintball 2
- animated
- toggle
- x_axis: Rotate on the x-axis
- y_axis: Rotate on the y-axis
func_door_secret
Purpose: Brush-based animated secret door that appears to be a part of the wall. It will slide forward and then to the side when activated.
Usage: See the func_door_secret Quake 2 documentation on RUST.
| Key | Values | Purpose |
|---|---|---|
| angle | <degrees> | Direction of door movement |
| targetname | <id> | |
| wait | <int> | Number of seconds (default 5) for the door to close, -1 for it to never reset |
| dmg | <int> | Damage to inflict (default 2) when the door is blocked; players in Paintball only have one hitpoint |
- once_open: The door opens once and will not close
- 1st_left: The door will move left in the specified direction first
- 1st_down:The door will move down in the specified direction first
- always_shoot: The door will always open if shoot, even if it is targeted
func_dsm
Purpose: Brush-based dynamically sizing entity that allows blocking off/allowing accessing to portions of the map as more players come or leave. This only takes effect between rounds.
Usage: Create a brush to seal off portions of the map and then convert it to a func_dsm.
| Key | Values | Purpose |
|---|---|---|
| open_pcount_all | <int> | The minimum number of players needed for this entity to disappear |
| close_pcount_all | <int> | The maximum numbers of player needed for this entity to re-appear once it has disappeared |
- invert_effect: Inverts the effect to cause the entity to appear with more players
func_getoutofjail
Purpose: Brush-based entity to register that an eliminated player has escaped from jail.
Usage: Create a brush covering a jail exit and then convert it to a func_getoutofjail. Until an eliminated player touches this entity, the player will be considered eliminated.
| Key | Values | Purpose |
|---|---|---|
| noise | <path> | Path to the sound file to be played |
func_model
Purpose: Places a model file into the map.
Usage: Set the model key to path of a model as respective from the pball directory.
Notes: Models and their respective textures are automatically downloaded if clients have model download enabled (by default, it is enabled).
| Key | Values | Purpose |
|---|---|---|
| model | <path> | Path to the model to be used (ex. models/plants/bigleaf2.md2) |
func_object
Purpose: Brush-based entity that will fall.
Usage: Create a brush and then convert it to a func_object.
Notes: If the object falls onto a player, that player will be eliminated. Put the model on a (movable) ledge to prevent it from falling all the way down when the map loads.
| Key | Values | Purpose |
|---|---|---|
| targetname | <id> |
- trigger_spawn: The object will not exist or fall until it is triggered
- animated
- animated_fast
func_plat
Purpose: Brush-based entity that will move as a vertical platform.
Usage: See the func_plat Quake 2 documentation on RUST.
Notes: The platform must be in the right position to be lighted appropriately.
| Key | Values | Purpose | ||||||
|---|---|---|---|---|---|---|---|---|
| speed | <int> | Speed of the platform (default 150) | ||||||
| accel | <int> | Acceleration of the platform (default 500) | ||||||
| lip | <int> | Left over distance after moving (default 8); use either lip or height but not both | ||||||
| height | <int> | The distance to be moved; use either lip or height but not both | ||||||
| sounds |
|
Sound of the platform when it moves |
- plat_low_trigger
worldspawn
Purpose: Entity to describe the map.
Usage: All maps must have one and only one instance of this entity.
| Key | Values | Purpose | ||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| sky | <string> | Name of the skybox (i.e. pbsky1, pbsky2, riverscape, etc.) | ||||||||||||||||
| maxteams | 2-4 | Maximum number of teams | ||||||||||||||||
| team# | <string> | # is the team number, and the value is the color of the team (i.e. red, blue, etc.) | ||||||||||||||||
| gamemode |
|
Sets the supported game modes; add the bits together (i.e. 1+2 = 3 for a map supporting deathmatch and 1-flag CTF) | ||||||||||||||||
| _sun_angle | <int> <int> | Two numbers define the angle from which the light shines; see our tutorial on sun lighting | ||||||||||||||||
| _sun_ambient | <int> | Light ambience; use values below 20; see our tutorial on sun lighting | ||||||||||||||||
| _sun_diffuse | <int> | Light diffusion; use values below 20; see our tutorial on sun lighting | ||||||||||||||||
| _sun_light | <int> | Amount of light; use 100-300 for moonlight; see our tutorial on sun lighting | ||||||||||||||||
| forcejail | <bool> | Set to 1 to force eliminated players into jail spawns | ||||||||||||||||
| nojailffire | <bool> | |||||||||||||||||
| nojailteamkills | <bool> | |||||||||||||||||
| skyaxis | ||||||||||||||||||
| skyrotate | ||||||||||||||||||
| minclientbuild | <int> | Minimum client build for this map | ||||||||||||||||
| requiredfiles | <paths> | Space separated list of files that need to be download with this map (i.e. rscripts); use forward slashes | ||||||||||||||||
| gravity | <int> | Set a custom gravity for the map |
