DP Resource is a fan site/resource site for Digital Paint: Paintball 2, a digital paintball 3D first-person shooter game modeled after the real Paintball sport.

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
Value Purpose
1 Silent
2 Metal and steam
3 Wooden clunk
4 Metallic click
5 In-out
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
Value Purpose
0 00
1 00:00
2 00:00:00
The granuality of the time displayed
  1. timer_up: Causes the timer to count up
  2. timer_down: Causes the timer to count down
  3. start_off: Starts the counter off
  4. 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
Value Purpose
1 Silent
2 Light
3 Medium
4 Heavy
Sound of the door when it moves
  1. start_open: Starts the door open
  2. x
  3. crusher: Causes the door to act more like a crusher
  4. nomonster: Has no effect in Paintball 2
  5. animated
  6. toggle
  7. 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
Value Purpose
1 Silent
2 Light
3 Medium
4 Heavy
Sound of the door when it moves
  1. start_open: Starts the door open
  2. reverse: Rotates in the other direction
  3. crusher: Causes the door to act more like a crusher
  4. nomonster: Has no effect in Paintball 2
  5. animated
  6. toggle
  7. x_axis: Rotate on the x-axis
  8. 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
  1. once_open: The door opens once and will not close
  2. 1st_left: The door will move left in the specified direction first
  3. 1st_down:The door will move down in the specified direction first
  4. 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
  1. 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>  
  1. trigger_spawn: The object will not exist or fall until it is triggered
  2. animated
  3. 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
Value Purpose
1 Base, fast
2 Chain, slow
Sound of the platform when it moves
  1. 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
Bit Purpose
0 All modes (default)
1 Deathmatch
2 1-flag CTF
4 2-flag CTF
8 Siege
16 King of the hill
64 Pong
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