Entity Database: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Petike (talk | contribs)
m →‎"Deprecated" subfolder: completed basic overview of "Deprecated" subfolder
Geep (talk | contribs)
m Change path_follow_actor description to exclude following player, for now
 
(111 intermediate revisions by 4 users not shown)
Line 1: Line 1:
<pre style="color: red">THIS PAGE IS A WORK IN PROGRESS</pre>
This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.
This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in ''The Dark Mod'', via the [[DarkRadiant]] editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.


Only the Entities and Models that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.
Only the Entities that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.
 
All of the entities listed in this database are current for TDM 2.05. Feel free to udpate the full overview to version 2.06 and higher whenever you'll have the time to do so.


All of the entities and models listed in this database are current for TDM 2.05. Feel free to udpate the list full list to version 2.06 and higher whenever you'll have the time to do so.
Due to the length of the table overviews in this article, they are hidden by default, to make browsing easier. Click on the "Show" and "Hide" buttons of each table to either show or hide a particular table. You can show or hide as many tables at once as you like, depending on your needs.


For static/stationary models and content, please see [[Models]] and the [[Model Database]].
For static/stationary models and content, please see [[Models]] and the [[Model Database]].
Line 14: Line 18:


The main folder for most of the entities commonly used in ''The Dark Mod''. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
The main folder for most of the entities commonly used in ''The Dark Mod''. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
"N/A" denotes that an image or description of an entity is not available in the DarkRadiant editor.
"TBA" denotes that some item or items have not yet been added to this database, but their documentation is in development.
"Not for mapper use." denotes entities that mappers shouldn't use for mapping itself, as these entities perform a different, specialised function.


==== "AI" subfolder ====
==== "AI" subfolder ====


{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
''If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.''
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 107: Line 119:
|-
|-
|'''Animals'''
|'''Animals'''
|TBA
|<gallery>File:Ai rat small.png</gallery>
|atdm:ai_rat_small
|atdm:ai_rat_small
|N/A
|N/A
Line 114: Line 126:
|-
|-
|
|
|TBA
|<gallery>File:Ai_spider_tiny.png</gallery>
|atdm:ai_spider_tiny
|atdm:ai_spider_tiny
|''A regular old, tiny spider.  Does not attack; for ambiance only.''
|''A regular old, tiny spider.  Does not attack; for ambiance only.''
Line 121: Line 133:
|-
|-
|'''Animals/Horses'''
|'''Animals/Horses'''
|TBA
|<gallery>File:Ai animal horse tame1.png</gallery>
|atdm:ai_animal_horse_tame1
|atdm:ai_animal_horse_tame1
|N/A
|N/A
Line 128: Line 140:
|-
|-
|
|
|TBA
|<gallery>File:Ai animal horse tame2.png</gallery>
|atdm:ai_animal_horse_tame2
|atdm:ai_animal_horse_tame2
|N/A
|N/A
Line 135: Line 147:
|-
|-
|
|
|TBA
|<gallery>File:Ai animal horse tame3.png</gallery>
|atdm:ai_animal_horse_tame3
|atdm:ai_animal_horse_tame3
|N/A
|N/A
Line 142: Line 154:
|-
|-
|
|
|TBA
|<gallery>File:Ai animal horse tame4.png</gallery>
|atdm:ai_animal_horse_tame4
|atdm:ai_animal_horse_tame4
|N/A
|N/A
Line 149: Line 161:
|-
|-
|
|
|TBA
|<gallery>File:Ai animal horse tame5.png</gallery>
|atdm:ai_animal_horse_tame5
|atdm:ai_animal_horse_tame5
|N/A
|N/A
Line 157: Line 169:
|-
|-
|'''Builders/Armed'''
|'''Builders/Armed'''
|TBA
|<gallery>File:Ai builder guard.png</gallery>
|atdm:ai_builder_guard
|atdm:ai_builder_guard
|''Builder Guards defend Church territory and sometimes enforce Church law.''
|''Builder Guards defend Church territory and sometimes enforce Church law.''
Line 164: Line 176:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder guard lesser.png</gallery>
|atdm:ai_builder_guard_lesser
|atdm:ai_builder_guard_lesser
|''Newer guards are given the more menial jobs while they earn their ceremonial armour.''
|''Newer guards are given the more menial jobs while they earn their ceremonial armour.''
Line 171: Line 183:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder guard rusted.png</gallery>
|atdm:ai_builder_guard_rusted
|atdm:ai_builder_guard_rusted
|N/A
|N/A
Line 178: Line 190:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder guard rusted02.png</gallery>
|atdm:ai_builder_guard_rusted02
|atdm:ai_builder_guard_rusted02
|N/A
|N/A
Line 185: Line 197:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder priest combatant.png</gallery>
|atdm:ai_builder_priest_combatant
|atdm:ai_builder_priest_combatant
|N/A
|N/A
Line 193: Line 205:
|-
|-
|'''Builders/Unarmed'''
|'''Builders/Unarmed'''
|TBA
|<gallery>File:Ai builder acolyte.png</gallery>
|atdm:ai_builder_acolyte
|atdm:ai_builder_acolyte
|''Builder Acolytes are the lowest rank of the clergy.''
|''Builder Acolytes are the lowest rank of the clergy.''
Line 200: Line 212:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder forger.png</gallery>
|atdm:ai_builder_forger
|atdm:ai_builder_forger
|''A valued member of the church who works in the Builder Forges.''
|''A valued member of the church who works in the Builder Forges.''
Line 207: Line 219:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder guard rusted unarmed.png</gallery>
|atdm:ai_builder_guard_rusted_unarmed
|atdm:ai_builder_guard_rusted_unarmed
|''A Builder Guard in rusted, rotten armour.  Only prisoners, the lost, or the mad would be seen in such a state.''
|''A Builder Guard in rusted, rotten armour.  Only prisoners, the lost, or the mad would be seen in such a state.''
Line 214: Line 226:
|-
|-
|
|
|TBA
|<gallery>File:Ai builder priest.png</gallery>
|atdm:ai_builder_priest
|atdm:ai_builder_priest
|''Builder Priests have authority over church territory.''
|''Builder Priests have authority over church territory.''
Line 222: Line 234:
|-
|-
|'''Commoners/Armed'''
|'''Commoners/Armed'''
|TBA
|<gallery>File:Ai guard female rogue.png</gallery>
|atdm:ai_guard_female_rogue
|atdm:ai_guard_female_rogue
|''Flaunting social conventions, this woman carries a sword and knows how to use it.''
|''Flaunting social conventions, this woman carries a sword and knows how to use it.''
Line 229: Line 241:
|-
|-
|
|
|TBA
|<gallery>File:Ai beggar armed.png</gallery>
|atdm:ai_beggar_armed
|atdm:ai_beggar_armed
|''A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.''
|''A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.''
Line 236: Line 248:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk commoner archer.png</gallery>
|atdm:ai_townsfolk_commoner_archer
|atdm:ai_townsfolk_commoner_archer
|''This is an untrained peasant who happens to have a bow.''
|''This is an untrained peasant who happens to have a bow.''
Line 243: Line 255:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk commoner armed.png</gallery>
|atdm:ai_townsfolk_commoner_armed
|atdm:ai_townsfolk_commoner_armed
|''This is an untrained peasant who happens to be armed.''
|''This is an untrained peasant who happens to be armed.''
Line 250: Line 262:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk wench armed.png</gallery>
|atdm:ai_townsfolk_wench_armed
|atdm:ai_townsfolk_wench_armed
|''A generic woman, armed.''
|''A generic woman, armed.''
Line 257: Line 269:
|-
|-
|'''Commoners/Armed/Citywatch'''
|'''Commoners/Armed/Citywatch'''
|TBA
|<gallery>File:Ai citywatch.png</gallery>
|atdm:ai_citywatch
|atdm:ai_citywatch
|''A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.''
|''A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.''
Line 264: Line 276:
|-
|-
|
|
|TBA
|<gallery>File:Ai citywatch archer.png</gallery>
|atdm:ai_citywatch_archer
|atdm:ai_citywatch_archer
|''An archer member of the City Watch.''
|''An archer member of the City Watch.''
Line 271: Line 283:
|-
|-
|
|
|TBA
|<gallery>File:Ai citywatch elite.png</gallery>
|atdm:ai_citywatch_elite
|atdm:ai_citywatch_elite
|''An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.''
|''An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.''
Line 278: Line 290:
|-
|-
|
|
|TBA
|<gallery>File:Ai citywatch lesser.png</gallery>
|atdm:ai_citywatch_lesser
|atdm:ai_citywatch_lesser
|''A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.''
|''A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.''
Line 285: Line 297:
|-
|-
|'''Commoners/Armed/Foreigners'''
|'''Commoners/Armed/Foreigners'''
|TBA
|<gallery>File:Ai moor.png</gallery>
|atdm:ai_moor
|atdm:ai_moor
|''A foreigner from the southern continent across the sea.''
|''A foreigner from the southern continent across the sea.''
Line 292: Line 304:
|-
|-
|
|
|TBA
|<gallery>File:Ai moor02.png</gallery>
|atdm:ai_moor02
|atdm:ai_moor02
|''A foreigner from the southern continent across the sea.''
|''A foreigner from the southern continent across the sea.''
Line 299: Line 311:
|-
|-
|'''Commoners/Armed/Guards'''
|'''Commoners/Armed/Guards'''
|TBA
|<gallery>File:Ai guard archer 01.png</gallery>
|atdm:ai_guard_archer_01
|atdm:ai_guard_archer_01
|''A generic archer for hire.''
|''A generic archer for hire.''
Line 306: Line 318:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard elite.png</gallery>
|atdm:ai_guard_elite
|atdm:ai_guard_elite
|''An elite guard with expensive equipment; works only for the wealthiest employers.''
|''An elite guard with expensive equipment; works only for the wealthiest employers.''
Line 313: Line 325:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard elite 02.png</gallery>
|atdm:ai_guard_elite_02
|atdm:ai_guard_elite_02
|''Often former soldiers, these guards are highly trained and well equipped.''
|''Often former soldiers, these guards are highly trained and well equipped.''
Line 320: Line 332:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard generic 01.png</gallery>
|atdm:ai_guard_generic_01
|atdm:ai_guard_generic_01
|''A generic sword for hire.''
|''A generic sword for hire.''
Line 327: Line 339:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard generic 01 pauldrons.png</gallery>
|atdm:ai_guard_generic_01_pauldrons
|atdm:ai_guard_generic_01_pauldrons
|''A generic sword for hire, slightly more armoured.''
|''A generic sword for hire, slightly more armoured.''
Line 334: Line 346:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard generic 01b.png</gallery>
|atdm:ai_guard_generic_01b
|atdm:ai_guard_generic_01b
|''A generic sword for hire.''
|''A generic sword for hire.''
Line 341: Line 353:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard generic 02.png</gallery>
|atdm:ai_guard_generic_02
|atdm:ai_guard_generic_02
|''Another generic sword for hire.''
|''Another generic sword for hire.''
Line 348: Line 360:
|-
|-
|
|
|TBA
|<gallery>File:Ai guard thug.png</gallery>
|atdm:ai_guard_thug
|atdm:ai_guard_thug
|''A crude hoodlum who enjoys having a reason to push people around.''
|''A crude hoodlum who enjoys having a reason to push people around.''
Line 355: Line 367:
|-
|-
|
|
|TBA
|<gallery>File:Ai proguard.png</gallery>
|atdm:ai_proguard
|atdm:ai_proguard
|''A highly trained, professional guard for hire.''
|''A highly trained, professional guard for hire.''
|
|-
|-
|
|<gallery>File:Ai proguard archer.png</gallery>
|atdm:ai_proguard_archer
|''A highly trained, professional archer for hire.''
|
|
|-
|-
|-
|-
|'''Commoners/Armed/Pagans'''
|'''Commoners/Armed/Pagans'''
|TBA
|<gallery>File:Ai pagan common archer.png</gallery>
|atdm:ai_pagan_common_archer
|atdm:ai_pagan_common_archer
|''A humble pagan, with a bow.''
|''A humble pagan, with a bow.''
Line 370: Line 389:
|-
|-
|
|
|TBA
|<gallery>File:Ai pagan common armed.png</gallery>
|atdm:ai_pagan_common_armed
|atdm:ai_pagan_common_armed
|''A humble pagan, armed.''
|''A humble pagan, armed.''
Line 377: Line 396:
|-
|-
|'''Commoners/Armed/Thieves'''
|'''Commoners/Armed/Thieves'''
|TBA
|<gallery>File:Ai_burglar.png</gallery>
|atdm:ai_burglar
|atdm:ai_burglar
|''A stealthy thief, used to breaking into places he isn't supposed to be.  Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
|''A stealthy thief, used to breaking into places he isn't supposed to be.  Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
Line 384: Line 403:
|-
|-
|
|
|TBA
|<gallery>File:Ai_burglar_professional.png</gallery>
|atdm:ai_burglar_professional
|atdm:ai_burglar_professional
|''Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
|''Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
Line 392: Line 411:
|-
|-
|
|
|TBA
|<gallery>File:Ai_burglar_professional_archer.png</gallery>
|atdm:ai_burglar_professional_archer
|atdm:ai_burglar_professional_archer
|''Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
|''Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.''
Line 399: Line 418:
|-
|-
|
|
|TBA
|<gallery>File:Ai_female_rogue.png</gallery>
|atdm:ai_female_rogue
|atdm:ai_female_rogue
|''Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.''
|''Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.''
Line 406: Line 425:
|-
|-
|
|
|TBA
|<gallery>File:Ai_female_thief.png</gallery>
|atdm:ai_female_thief
|atdm:ai_female_thief
|''A professional criminal, this woman can hold her own against most men.''
|''A professional criminal, this woman can hold her own against most men.''
Line 413: Line 432:
|-
|-
|
|
|TBA
|<gallery>File:Ai_thief01.png</gallery>
|atdm:ai_thief01
|atdm:ai_thief01
|''Good at what he does, this thief is a few steps up from a common pickpocket.''
|''Good at what he does, this thief is a few steps up from a common pickpocket.''
Line 420: Line 439:
|-
|-
|
|
|TBA
|<gallery>File:Ai_thief02.png</gallery>
|atdm:ai_thief02
|atdm:ai_thief02
|''A run of the mill pickpocket.  Thieves like this are a dime a dozen.''
|''A run of the mill pickpocket.  Thieves like this are a dime a dozen.''
Line 427: Line 446:
|-
|-
|
|
|TBA
|<gallery>File:Ai_thief02_archer.png</gallery>
|atdm:ai_thief02_archer
|atdm:ai_thief02_archer
|''A generic thief with bow.''
|''A generic thief with bow.''
Line 434: Line 453:
|-
|-
|
|
|TBA
|<gallery>File:Ai_thief_thug.png</gallery>
|atdm:ai_thief_thug
|atdm:ai_thief_thug
|''A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.''
|''A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.''
Line 442: Line 461:
|-
|-
|'''Commoners/Unarmed'''
|'''Commoners/Unarmed'''
|TBA
|<gallery>File:Ai gentleman scientist.png</gallery>
|atdm:ai_gentleman_scientist
|atdm:ai_gentleman_scientist
|''Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.''
|''Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.''
Line 449: Line 468:
|-
|-
|
|
|TBA
|<gallery>File:Ai labourer wealthy01.png</gallery>
|atdm:ai_labourer_wealthy01
|atdm:ai_labourer_wealthy01
|''A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.''
|''A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.''
Line 456: Line 475:
|-
|-
|
|
|TBA
|<gallery>File:Ai merchant01.png</gallery>
|atdm:ai_merchant01
|atdm:ai_merchant01
|''A generic, middle-class merchant. Carries a 50gp purse by default.''
|''A generic, middle-class merchant. Carries a 50gp purse by default.''
Line 463: Line 482:
|-
|-
|
|
|TBA
|<gallery>File:Ai thug unarmed.png</gallery>
|atdm:ai_thug_unarmed
|atdm:ai_thug_unarmed
|''A crude scoundrel who is a coward at heart.''
|''A crude scoundrel who is a coward at heart.''
Line 470: Line 489:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk beggar.png</gallery>
|atdm:ai_townsfolk_beggar
|atdm:ai_townsfolk_beggar
|''A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.''
|''A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.''
Line 477: Line 496:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk commoner.png</gallery>
|atdm:ai_townsfolk_commoner
|atdm:ai_townsfolk_commoner
|''A generic engineer/blacksmith/miner character.''
|''A generic engineer/blacksmith/miner character.''
Line 484: Line 503:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk commoner 02.png</gallery>
|atdm:ai_townsfolk_commoner_02
|atdm:ai_townsfolk_commoner_02
|''This is a generic civilian, suitable for servants, merchants, or tradespeople.''
|''This is a generic civilian, suitable for servants, merchants, or tradespeople.''
Line 491: Line 510:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk engineer.png</gallery>
|atdm:ai_townsfolk_engineer
|atdm:ai_townsfolk_engineer
|''A generic engineer/blacksmith/miner character.''
|''A generic engineer/blacksmith/miner character.''
Line 498: Line 517:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk female.png</gallery>
|atdm:ai_townsfolk_female
|atdm:ai_townsfolk_female
|''A maidservant or common woman.''
|''A maidservant or common woman.''
Line 505: Line 524:
|-
|-
|
|
|TBA
|<gallery>File:Ai townsfolk wench.png</gallery>
|atdm:ai_townsfolk_wench
|atdm:ai_townsfolk_wench
|''A generic woman.''
|''A generic woman.''
Line 512: Line 531:
|-
|-
|
|
|TBA
|<gallery>File:Ai whore.png</gallery>
|atdm:ai_whore
|atdm:ai_whore
|''A woman of loose morals. On the 'Street People' team, and thus neutral to the player.''
|''A woman of loose morals. On the 'Street People' team, and thus neutral to the player.''
Line 519: Line 538:
|-
|-
|'''Commoners/Unarmed/Inventors'''
|'''Commoners/Unarmed/Inventors'''
|TBA
|<gallery>File:Ai inventor scientist.png</gallery>
|atdm:ai_inventor_scientist
|atdm:ai_inventor_scientist
|''A high-ranking member of the Inventor's Guild.''
|''A high-ranking member of the Inventor's Guild.''
Line 526: Line 545:
|-
|-
|'''Commoners/Unarmed/Pagans'''
|'''Commoners/Unarmed/Pagans'''
|TBA
|<gallery>File:Ai pagan common.png</gallery>
|atdm:ai_pagan_common
|atdm:ai_pagan_common
|''A humble pagan.''
|''A humble pagan.''
Line 730: Line 749:
|-
|-
|'''Internal/Trainer'''
|'''Internal/Trainer'''
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_attack
|atdm:ai_trainer_melee_attack
|''AI melee trainer, trains player to make attacks.''
|''AI melee trainer, trains player to make attacks.''
Line 737: Line 756:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy base.png</gallery>
|atdm:ai_trainer_melee_dummy_base
|atdm:ai_trainer_melee_dummy_base
|''Base class for melee training dummy (do not use).''
|''Base class for melee training dummy (do not use).''
Line 744: Line 763:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy builder guard.png</gallery>
|atdm:ai_trainer_melee_dummy_builder_guard
|atdm:ai_trainer_melee_dummy_builder_guard
|''Builder guard melee training dummy.''
|''Builder guard melee training dummy.''
Line 751: Line 770:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy builder guard lesser.png</gallery>
|atdm:ai_trainer_melee_dummy_builder_guard_lesser
|atdm:ai_trainer_melee_dummy_builder_guard_lesser
|''Lesser Builder guard melee training dummy.''
|''Lesser Builder guard melee training dummy.''
Line 758: Line 777:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy citywatch.png</gallery>
|atdm:ai_trainer_melee_dummy_citywatch
|atdm:ai_trainer_melee_dummy_citywatch
|''Citywatch melee training dummy.''
|''Citywatch melee training dummy.''
Line 765: Line 784:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy commoner.png</gallery>
|atdm:ai_trainer_melee_dummy_commoner
|atdm:ai_trainer_melee_dummy_commoner
|''Unarmored melee training dummy (uses commoner model).''
|''Unarmored melee training dummy (uses commoner model).''
Line 772: Line 791:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy elite.png</gallery>
|atdm:ai_trainer_melee_dummy_elite
|atdm:ai_trainer_melee_dummy_elite
|''Elite guard melee training dummy.''
|''Elite guard melee training dummy.''
Line 779: Line 798:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee dummy proguard.png</gallery>
|atdm:ai_trainer_melee_dummy_proguard
|atdm:ai_trainer_melee_dummy_proguard
|''Proguard melee training dummy.''
|''Proguard melee training dummy.''
Line 786: Line 805:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_fast_base
|atdm:ai_trainer_melee_fast_base
|''Base class for fast AI melee trainer (do not use).''
|''Base class for fast AI melee trainer (do not use).''
Line 793: Line 812:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_feint
|atdm:ai_trainer_melee_feint
|''AI melee trainer, trains player to make feint attacks.''
|''AI melee trainer, trains player to make feint attacks.''
Line 800: Line 819:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_feint_fast
|atdm:ai_trainer_melee_feint_fast
|''AI melee trainer, trains player to make feint attacks.''
|''AI melee trainer, trains player to make feint attacks.''
Line 807: Line 826:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry
|atdm:ai_trainer_melee_parry
|''AI melee trainer, trains player to make parries.''
|''AI melee trainer, trains player to make parries.''
Line 814: Line 833:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry_fast
|atdm:ai_trainer_melee_parry_fast
|''AI melee trainer, trains player to make parries.''
|''AI melee trainer, trains player to make parries.''
Line 821: Line 840:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry_feint
|atdm:ai_trainer_melee_parry_feint
|''AI melee trainer, trains player to parry, then feint.''
|''AI melee trainer, trains player to parry, then feint.''
Line 828: Line 847:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry_feint_fast
|atdm:ai_trainer_melee_parry_feint_fast
|''AI melee trainer, trains player to parry, then feint.''
|''AI melee trainer, trains player to parry, then feint.''
Line 835: Line 854:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry_riposte
|atdm:ai_trainer_melee_parry_riposte
|''AI melee trainer, trains player to parry-riposte.''
|''AI melee trainer, trains player to parry-riposte.''
Line 842: Line 861:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_parry_riposte_fast
|atdm:ai_trainer_melee_parry_riposte_fast
|''AI melee trainer, trains player to parry-riposte.''
|''AI melee trainer, trains player to parry-riposte.''
Line 849: Line 868:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_slow_base
|atdm:ai_trainer_melee_slow_base
|''Base class for slow AI melee trainer (do not use).''
|''Base class for slow AI melee trainer (do not use).''
Line 856: Line 875:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_stophit_evade
|atdm:ai_trainer_melee_stophit_evade
|''AI melee trainer, trains player stophit and evade.''
|''AI melee trainer, trains player stophit and evade.''
Line 863: Line 882:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_stophit_evade_fast
|atdm:ai_trainer_melee_stophit_evade_fast
|''AI melee trainer, trains player stophit and evade.''
|''AI melee trainer, trains player stophit and evade.''
Line 870: Line 889:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_stophit_parry_feint
|atdm:ai_trainer_melee_stophit_parry_feint
|''AI melee trainer, trains player stophit, then parry and riposte with a feint attack.''
|''AI melee trainer, trains player stophit, then parry and riposte with a feint attack.''
Line 877: Line 896:
|-
|-
|
|
|TBA
|<gallery>File:Ai trainer melee.png</gallery>
|atdm:ai_trainer_melee_stophit_parry_riposte
|atdm:ai_trainer_melee_stophit_parry_riposte
|''AI melee trainer, trains player stophit, then parry-riposte.''
|''AI melee trainer, trains player stophit, then parry-riposte.''
Line 886: Line 905:
|'''Internal/Vocal Sets'''
|'''Internal/Vocal Sets'''
|N/A
|N/A
|atdm:ai_
|atdm:ai_vocal_kitchen
|''TBA''
|
|
|
|-
|-
|-
|-
|'''Machines'''
|
|TBA
|atdm:ai_lantern_bot
|N/A
|N/A
|Currently the only working in-game automaton.
|atdm:ai_vocal_set_base
|''The default vocal set for AI, defines which sounds are played in the different situations.''
|
|-
|-
|-
|-
|
|
|TBA
|atdm:ai_steambot_guard
|N/A
|N/A
|Currently not operational in TDM.
|atdm:ai_vocal_set_builder_01
|''Incomplete set: contains only a builder conversation, is the same as atdm:ai_vocal_set_builder_02.''
|
|-
|-
|-
|-
|'''Mages'''
|
|TBA
|N/A
|atdm:ai_archmage01
|atdm:ai_vocal_set_builder_02
|''A rare and powerful member of the Hermetic Order with a powerful fireball attack.  Note: behaviour subject to change in a future update.''
|''Experienced; zealous; occasionaly uses archaic language; strong voice (suits builder guards).''
|
|
|-
|-
|-
|-
|
|
|TBA
|atdm:ai_archmage01_female
|N/A
|N/A
|Female counterpart to the male archmage.
|atdm:ai_vocal_set_builder_02_priest_armed
|''Experienced; zealous; occasionaly uses archaic language; strong voice (some specific lines tailored for priests).''
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_mage01
|atdm:ai_vocal_set_builder_02_priest_civilian
|''A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.''
|N/A
|
|
|-
|-
|-
|-
|
|
|TBA
|atdm:ai_mage01_female
|N/A
|N/A
|Female counterpart to the male mage.
|atdm:ai_vocal_set_builder_03_civilian
|''Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).''
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_sorcerer_moor
|atdm:ai_vocal_set_builder_03_guard
|''A foreign sorcerer from the southern lands across the sea.''
|''Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).''
|
|
|-
|-
|-
|-
|'''Monsters/Elementals'''
|TBA
|atdm:ai_elemental
|
|
|[[Fire Elementals|Fire Elemental]]. Added to TDM in version 2.05.
|N/A
|atdm:ai_vocal_set_builder_04_civilian
|''Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).''
|
|-
|-
|-
|-
|'''Monsters/Giant Spiders'''
|
|TBA
|N/A
|atdm:ai_spider
|atdm:ai_vocal_set_builder_04_guard
|''A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|''Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_spider_child
|atdm:ai_vocal_set_commander_armed_01
|''A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|''Slight northern accent. This character is used to leading other people. He is strong, confident and used to being listened to.  He talks a lot about plans and organization. Suitable for guard leaders or noblemen.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_spider_huge
|atdm:ai_vocal_set_commander_mage_01
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|''A strong, commandeering character, tailored to mages. Slight northern accent.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_spider_huge02
|atdm:ai_vocal_set_commander_unarmed_01
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|''This civilian is used to leading other people. Slight northern accent. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_spider_thin
|atdm:ai_vocal_set_critic_armed_01
|''A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|''A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, mages, or snooty guards.)''
|
|
|-
|-
|-
|-
|'''Monsters/Shapeshifters'''
|
|TBA
|N/A
|atdm:ai_monster_werebeast
|atdm:ai_vocal_set_critic_inventor_armed_01
|''A powerful shapeshifer, able to take the form of a beast.''
|''A know-it all, well-spoken character. (suits commoners, generic guards).''
|Currently not operational in TDM.
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_monster_werebeast_crawler
|atdm:ai_vocal_set_critic_inventor_unarmed_01
|''A powerful shapeshifer, able to take the form of a beast, moves on all fours.''
|''A know-it all, well-spoken character. (tailored to inventors).''
|Currently not operational in TDM.
|-
|-
|'''Monsters/Undead'''
|TBA
|atdm:ai_undead_revenant
|''The animated corpse of a Builder who was executed for the most grevious of heresies.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton
|atdm:ai_vocal_set_critic_mage_01
|''An unarmed skeleton who uses zombie animations.''
|''A know-it all, well-spoken character. (tailored to mages).''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton_armed
|atdm:ai_vocal_set_critic_unarmed_01
|''An old, bleached white skeleton, who carries a rusty sword.''
|''A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, snooty servants.)''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton_bloody
|atdm:ai_vocal_set_cynic_armed_01
|''A fresh, bloody skeleton; uses unarmed attack.''
|''This is a cynical, hot-tempered character who complains a lot about his job. Suits guards.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton_bloody_armed
|atdm:ai_vocal_set_cynic_citywatch
|''A fresh, bloody skeleton, who carries a rusty sword.''
|''This citywatch is a cynical, hot-tempered character. Complains a lot about his job.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton_dirty
|atdm:ai_vocal_set_cynic_unarmed_01
|''Old, dirty skeleton; uses unarmed attack.''
|''This civilian is a cynical, hot-tempered character who complains a lot about his job.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_skeleton_dirty_armed
|atdm:ai_vocal_set_drunk_citywatch_01
|''Old, dirty skeleton, who carries a rusty sword.''
|''A gravelly-voiced, inebriated city watch of limited intelligence.''
|
|
|-
|-
|-
|-
|'''Monsters/Undead/Spirits'''
|
|TBA
|N/A
|atdm:ai_builder_guard_ghost
|atdm:ai_vocal_set_drunk_civilian_01
|''Invisble shadow monster.''
|''A gravelly-voiced, inebriated character of limited intelligence.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_revenant_spirit
|atdm:ai_vocal_set_drunk_guard_01
|''A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.''
|''A gravelly-voiced, inebriated guard of limited intelligence.''
|
|
|-
|-
|-
|-
|'''Monsters/Undead/Zombies'''
|
|TBA
|N/A
|atdm:ai_undead_zombie
|atdm:ai_vocal_set_elemental
|''A walking corpse with gaping mouth.''
|''Default voices/noises for elementals.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_undead_zombie_alt01
|atdm:ai_vocal_set_grumbler_civilian_01
|''A bloodier version of the default zombie.''
|''A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).''
|
|
|-
|-
|-
|-
|'''Nobles/Armed'''
|
|TBA
|N/A
|atdm:ai_nobleman02_armed
|atdm:ai_vocal_set_grumbler_drunk_01
|''An armed aristocrat.''
|N/A
|
|
|-
|-
|-
|-
|
|
|TBA
|atdm:ai_nobleman_armed
|N/A
|N/A
|atdm:ai_vocal_set_grumbler_guard_01
|''A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).''
|
|
|-
|-
|-
|-
|'''Nobles/Unarmed'''
|
|TBA
|N/A
|atdm:ai_nobleman
|atdm:ai_vocal_set_jack_beggar_01
|''A wealthy aristocrat.''
|''A generic beggar character, tends to complain.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_nobleman02_unarmed
|atdm:ai_vocal_set_jack_civilian_01
|''An unarmed aristocrat.''
|''A generic character, tends to complain. (Suits generic commoners.)''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_noblewoman01
|atdm:ai_vocal_set_jack_cook_01
|''A wealthy aristocratic lady.''
|''A generic cook character, tends to complain.''
|
|
|-
|-
|-
|-
|'''Relations'''
|
|TBA
|N/A
|atdm:team_relations
|atdm:ai_vocal_set_jack_guard_01
|''This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.''
|''A generic character, tends to complain. (Suits commoners, generic guards.)''
|
|
|-
|-
|}
==== "Animated Props" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:ai_vocal_set_jack_labourer_01
!bgcolor=#d0d0e0 width="11%"|Entity description
|''A generic labourer character, tends to complain.''
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|TBA
|atdm:attachment_point_swinging
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:attachment_point_swinging_lod
|atdm:ai_vocal_set_jack_merchant_01
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.''
|''A generic merchant character, tends to complain.''
|
|
|-
|-
|-
|-
|
|
|TBA
|atdm:flag_waving_pirate
|N/A
|N/A
|atdm:ai_vocal_set_lady_01
|''An aristocratic woman.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:hanging_laundry_anim01
|atdm:ai_vocal_set_lady_02
|''Hanging laundry that moves slowly in the wind.''
|''An aristocratic woman.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:hanging_sheets01_anim01
|atdm:ai_vocal_set_lady_armed_02
|''Hanging ragged cloth on a rope that moves slowly in the wind.''
|''An aristocratic woman, ready to fight.''
|
|
|-
|-
|-
|-
|
|
|TBA
|atdm:longbanner_anim01
|N/A
|N/A
|atdm:ai_vocal_set_lady_guard_01
|''An aristocratic woman, ready to fight.''
|
|
|-
|-
|}


==== "Conversation" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:ai_vocal_set_lord_civilian_01
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).''
!bgcolor=#d0d0e0 width="11%"|Notes
|
|-
|-
|-
|-
|''None''
|
|N/A
|N/A
|atdm:conversation_info
|atdm:ai_vocal_set_lord_guard_01
|''Used to handle the map's conversations.''
|''Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).''
|
|
|-
|-
|}
==== "Deprecated" subfolder ====
Given the name of this subfolder, the entities present in it shouldn't be used in mapping, ''at all''. We list them here only for completeness' sake.
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:ai_vocal_set_maiden_armed_01
!bgcolor=#d0d0e0 width="11%"|Entity description
|''This is a This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.''
!bgcolor=#d0d0e0 width="11%"|Notes
|
|-
|-


|-
|-
|''None''
|
|TBA
|N/A
|atdm:a_noblewoman
|atdm:ai_vocal_set_maiden_mage
|''Deprecated. Do not use.''
|''This is a young female mage. She is earnest and somewhat timid.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:ai_thief
|atdm:ai_vocal_set_maiden_unarmed_01
|''Don't use. Outdated entity; retained to avoid breaking earlier maps.''
|''This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|'''Candles/DoNotUse'''
|
|N/A
|N/A
|atdm:moveable_candle2_base_sp
|atdm:ai_vocal_set_moor_armed_01
|''Don't use, base class for all Springheel's unlit moveable candles.''
|''A foreign moor from the southern desert lands across the sea.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle3_base_sp
|atdm:ai_vocal_set_moor_mage
|''Don't use, base class for all Springheel's unlit moveable candles.''
|''A foreign sorcerer from the southern desert lands across the sea.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_base_sp
|atdm:ai_vocal_set_moor_unarmed_01
|''Don't use, base class for all Springheel's unlit moveable candles.''
|''This civilian is a foreign moor from the southern desert lands across the sea.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_lit_candle2_base_sp
|atdm:ai_vocal_set_mute
|''Don't use, base class for all Springheel's lit moveable candles.''
|''Empty vocal set for mute character, for testing, or as basis for new set with just  a few utterances.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_lit_candle3_base_sp
|atdm:ai_vocal_set_pro_civilian_01
|''Don't use, base class for all Springheel's lit moveable candles.''
|''Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_lit_candle_base_sp
|atdm:ai_vocal_set_pro_guard_01
|''Don't use, base class for all Springheel's lit moveable candles.''
|''Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|'''Candles/DoNotUse/Deprecated'''
|
|N/A
|atdm:ai_vocal_set_pro_trainer
|N/A
|N/A
|atdm:moveable_candle_default2_unlit
|
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_default3_unlit
|atdm:ai_vocal_set_pro_trainer_feint
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|N/A
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_default_unlit
|atdm:ai_vocal_set_revenant_01
|''An average, unlit candle. Can be lit by fire stims. Use lit candle set to extinguished=1 instead.''
|''Default voices/noises for revenants.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_short2_unlit
|atdm:ai_vocal_set_simpleton_civilian_01
|''A short, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_short3_unlit
|atdm:ai_vocal_set_simpleton_guard_01
|''A short, unlit candle. Can be lit by fire stims. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. (Suits commoners, generic guards.)''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_short_unlit
|atdm:ai_vocal_set_spider01
|''A short, unlit candle. Can be lit by fire stims.''
|''Default voices/noises for spiders.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_tall2_unlit
|atdm:ai_vocal_set_thug_civilian_01
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_tall3_unlit
|atdm:ai_vocal_set_thug_guard_01
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_tall_unlit
|atdm:ai_vocal_set_wench_barmaid_01
|''A tall, unlit candle. Can be lit by fire stims.''
|''A saucy barmaid.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide2_short_unlit
|atdm:ai_vocal_set_wench_civilian_01
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A saucy woman, unarmed.''
|'''Not''' for mapper use.
|
|-
|-  
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide2_tall_unlit
|atdm:ai_vocal_set_wench_guard_01
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A saucy woman, ready to fight.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide2_unlit
|atdm:ai_vocal_set_wench_soft_civilian_01
|''An average, wide unlit candle.  Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A softer spoken woman, unarmed.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide3_short_unlit
|atdm:ai_vocal_set_wench_soft_guard_01
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A softer spoken woman, ready to fight.''
|'''Not''' for mapper use.
|
|-
|-  
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide3_tall_unlit
|atdm:ai_vocal_set_wench_whore_01
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''A lady of the night, unarmed.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide3_unlit
|atdm:ai_vocal_set_werebeast_01
|''An average, wide unlit candle.  Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|''Default voices/noises for werebeasts.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide_short_unlit
|atdm:ai_vocal_set_zombie_01
|''A short, wide unlit candle. Can be lit by fire stims.''
|''Default voices/noises for zombies.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|'''Machines'''
|<gallery>File:Ai lantern bot.png</gallery>
|atdm:ai_lantern_bot
|N/A
|N/A
|atdm:moveable_candle_wide_tall_unlit
|Currently the only working in-game automaton.
|''A tall, wide unlit candle. Can be lit by fire stims.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:moveable_candle_wide_unlit
|atdm:ai_steambot_guard
|''An average, wide unlit candle. Can be lit by fire stims.''
|N/A
|'''Not''' for mapper use.
|Currently not operational in TDM.
|-
|-
|}
==== "Func" subfolder ====


{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|'''Mages'''
!bgcolor=#d0d0e0 width="11%"|Entity image
|<gallery>File:Ai archmage01.png</gallery>
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:ai_archmage01
!bgcolor=#d0d0e0 width="11%"|Entity description
|''A rare and powerful member of the Hermetic Order with a powerful fireball attack.  Note: behaviour subject to change in a future update.''
!bgcolor=#d0d0e0 width="11%"|Notes
|
|-
|-
|-
|-
|''None''
|
|<gallery>File:Ai archmage01_female.png</gallery>
|atdm:ai_archmage01_female
|N/A
|N/A
|atdm:func_shooter
|Female counterpart to the male archmage.
|''An entity shooting projectiles in (regular) time intervals.''
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai mage01.png</gallery>
|atdm:vanishing_platform
|atdm:ai_mage01
|''Create a brush, select it, then click 'Create entity' and select Info/atdm:start_platform. The platform will vanish after X seconds (default 5, adjustable with the spawnarg 'remove_delay' after the map start. If you place any item on it, link that item to the platform so it will get activated when the platform vanishes.''
|''A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.''
|
|
|-
|-
|-
|-
|
|
|<gallery>File:Ai mage01_female.png</gallery>
|atdm:ai_mage01_female
|N/A
|N/A
|func_aas_obstacle
|Female counterpart to the male mage.
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai sorcerer moor.png</gallery>
|func_aas_portal
|atdm:ai_sorcerer_moor
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
|''A foreign sorcerer from the southern lands across the sea.''
|
|
|-
|-
|-
|-
|'''Monsters/Elementals'''
|<gallery>File:Ai elemental.png</gallery>
|atdm:ai_elemental
|
|
|N/A
|[[Fire Elementals|Fire Elemental]]. Added to TDM in version 2.05.
|func_activator
|-
|''Non-displayed entity used to activate triggers when it touches them. Bind to a mover to
|-
have the mover activate a triggers as it moves. When target by triggers, activating the
|'''Monsters/Giant Spiders'''
trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger.''
|<gallery>File:Ai_spider.png</gallery>
|atdm:ai_spider
|''A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai_spider_child.png</gallery>
|func_animate
|atdm:ai_spider_child
|''Object that changes animation when triggered.''
|''A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai_spider_huge.png</gallery>
|func_beam
|atdm:ai_spider_huge
|''Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one func_beam.''
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai_spider_huge02.png</gallery>
|func_camera_anim
|atdm:ai_spider_huge02
|''Camera controlled by animation.''
|''A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai_spider_thin.png</gallery>
|func_cameraview
|atdm:ai_spider_thin
|''Simple Camera view, apply a rotation matrix, angle or target it at a target_null.''
|''A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.''
|
|
|-
|-
|-
|-
|
|'''Monsters/Shapeshifters'''
|N/A
|N/A
|func_clipmodel
|atdm:ai_monster_werebeast
|''Holder for a clip model which can be used by another entity.''
|''A powerful shapeshifer, able to take the form of a beast.''
|
|Currently not operational in TDM.
|-
|-
|-
|-
|
|
|N/A
|N/A
|func_damagable
|atdm:ai_monster_werebeast_crawler
|''Breakable object.  Fires targets and changes shader parms and model when damaged. When damaged, shader parm 3 is set to the current time, and shader parm 7 is set to either a random number from 1 to 'numstates', or to the value in 'forcestate' if it is non-zero. If you want an invisible texture, use common/collision. Make sure you func_remove it after it is shot if it's blocking an entrance.''
|''A powerful shapeshifer, able to take the form of a beast, moves on all fours.''
|Currently not operational in TDM.
|-
|-
|'''Monsters/Undead'''
|<gallery>File:Ai undead revenant.png</gallery>
|atdm:ai_undead_revenant
|''The animated corpse of a Builder who was executed for the most grevious of heresies.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton.png</gallery>
|func_damage
|atdm:ai_undead_skeleton
|''Damages targeted entities when triggered.''
|''An unarmed skeleton who uses zombie animations.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton armed.png</gallery>
|func_earthquake
|atdm:ai_undead_skeleton_armed
|''Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound.''
|''An old, bleached white skeleton, who carries a rusty sword.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton bloody.png</gallery>
|func_emitter
|atdm:ai_undead_skeleton_bloody
|''Inherits from a func_static but is fixed size and shows a rotation arrow. Use it to orient particle models. Use the 'model' spawnarg to specify the particles. Trigger it to fade it in and/or out.''
|''A fresh, bloody skeleton; uses unarmed attack.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton bloody armed.png</gallery>
|func_explosion
|atdm:ai_undead_skeleton_bloody_armed
|''Hidden object that explodes when activated.''
|''A fresh, bloody skeleton, who carries a rusty sword.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton dirty.png</gallery>
|func_forcefield
|atdm:ai_undead_skeleton_dirty
|''Force field.''
|''Old, dirty skeleton; uses unarmed attack.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead skeleton dirty armed.png</gallery>
|func_fracture
|atdm:ai_undead_skeleton_dirty_armed
|''b-rep brittle fracture (Breakable glass or other material''
|''Old, dirty skeleton, who carries a rusty sword.''
|
|
|-
|-
|-
|-
|
|'''Monsters/Undead/Spirits'''
|N/A
|<gallery>File:Ai builder guard ghost.png</gallery>
|func_fx
|atdm:ai_builder_guard_ghost
|''Spawns a special effect when triggered.''
|''Invisble shadow monster.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai revenant spirit.png</gallery>
|func_liquid
|atdm:ai_revenant_spirit
|''Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities.''
|''A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.''
|
|
|-
|-
|-
|-
|
|'''Monsters/Undead/Zombies'''
|N/A
|<gallery>File:Ai undead zombie.png</gallery>
|func_portal
|atdm:ai_undead_zombie
|''Use to make triggerable portals or close/open portals with distance or depending on LOD bias.''
|''A walking corpse with gaping mouth.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai undead zombie alt01.png</gallery>
|func_remove
|atdm:ai_undead_zombie_alt01
|''Removes targeted entities from the game when triggered.''
|''A bloodier version of the default zombie.''
|
|
|-
|-
|-
|-
|
|'''Nobles/Armed'''
|N/A
|<gallery>File:Ai nobleman02 armed.png</gallery>
|func_securitycamera
|atdm:ai_nobleman02_armed
|''Security camera. Orient the camera pointing at the start location, then it will sweep from that + sweepAngle and back. Uses the following sound shadersRemoves targeted entities from the game when triggered.''
|''An armed aristocrat.''
|
|
|-
|-
|-
|-
|
|
|<gallery>File:Ai nobleman armed.png</gallery>
|atdm:ai_nobleman_armed
|N/A
|N/A
|func_smoke
|''Emits smoke via the smoke system. Set 'smoke' to the particle you want to appear. Bind it to a bone of an animation to emit smoke similar to actors. Trigger it to turn it on and off. This is not as efficient as 'func_emitter'.''
|
|
|-
|-
|-
|-
|
|'''Nobles/Unarmed'''
|N/A
|<gallery>File:Ai nobleman.png</gallery>
|func_splat
|atdm:ai_nobleman
|''Splats a decal based on the rotation angle.''
|''A wealthy aristocrat.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai nobleman02 unarmed.png</gallery>
|func_splinemover
|atdm:ai_nobleman02_unarmed
|''Entity which stores a spline path.''
|''An unarmed aristocrat.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Ai noblewoman01.png</gallery>
|func_spring
|atdm:ai_noblewoman01
|''Spring connecting two entities.''
|''A wealthy aristocratic lady.''
|
|
|-
|-
|-
|-
|'''Relations'''
|TBA
|atdm:team_relations
|''This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.''
|
|
|N/A
|func_static
|''A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.''
|
|-
|-
|}
[[#top|Back to page index]]
''Forum member Destined was kind enough to compile [http://forums.thedarkmod.com/topic/17676-ai-stats-wiki-page/#entry388418 a numerical list of AI characters] in early 2016. It should be up to date even now.''
==== "Animated Props" subfolder ====
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
|-
|
|''None''
|N/A
|<gallery>File:Attachment point swinging.png</gallery>
|func_teleporter
|atdm:attachment_point_swinging
|''Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.''
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Attachment point swinging lod.png</gallery>
|func_waitforbutton
|atdm:attachment_point_swinging_lod
|''When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off.''
|''This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Flag waving pirate.png</gallery>
|urine_s
|atdm:flag_waving_pirate
|N/A
|N/A
|
|
|-
|-
|-
|-
|'''Movers'''
|TBA
|atdm:numberwheel
|N/A
|
|
|-
|<gallery>File:Hanging laundry anim01.png</gallery>
|-
|atdm:hanging_laundry_anim01
|
|''Hanging laundry that moves slowly in the wind.''
|TBA
|atdm:numberwheel_small
|N/A
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Hanging sheets01 anim01.png</gallery>
|func_bobbing
|atdm:hanging_sheets01_anim01
|''Generic bobbing entity. It will bob on the Z axis by default.''
|''Hanging ragged cloth on a rope that moves slowly in the wind.''
|
|
|-
|-
|-
|-
|
|
|<gallery>File:Longbanner_anim01.png</gallery>
|atdm:longbanner_anim01
|N/A
|N/A
|func_cameratarget
|''Used to control camera view motion and camera view position motion.''
|
|
|-
|-
|}
[[#top|Back to page index]]
==== "Conversation" subfolder ====
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
|-
|
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|N/A
!bgcolor=#d0d0e0 width="11%"|Entity image
|func_mover
!bgcolor=#d0d0e0 width="8%"|Entity file name
|''Movers are objects meant to be controlled through scripts.''
!bgcolor=#d0d0e0 width="11%"|Entity description
|
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
|-
|-
|
|''None''
|N/A
|N/A
|func_mover_amodel
|atdm:conversation_info
|''Mover with a model. Movers are objects meant to be controlled through scripts.''
|''Used to handle the map's conversations.''
|
|
|-
|}
[[#top|Back to page index]]
==== "Deprecated" subfolder ====
Given the name of this subfolder, the entities present in it shouldn't be used in mapping, ''at all''. We list them here only for completeness' sake.
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
|''None''
|TBA
|atdm:a_noblewoman
|''Deprecated. Do not use.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:ai_thief
|''Don't use. Outdated entity; retained to avoid breaking earlier maps.''
|'''Not''' for mapper use.
|-
|-
|'''Candles/DoNotUse'''
|N/A
|N/A
|func_pendulum
|atdm:moveable_candle2_base_sp
|''Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.''
|''Don't use, base class for all Springheel's unlit moveable candles.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:moveable_candle3_base_sp
|''Don't use, base class for all Springheel's unlit moveable candles.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|func_plat
|atdm:moveable_candle_base_sp
|''Standard Quake-style platform.''
|''Don't use, base class for all Springheel's unlit moveable candles.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|func_riser
|atdm:moveable_lit_candle2_base_sp
|''Simply rises or falls when triggered.''
|''Don't use, base class for all Springheel's lit moveable candles.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|func_rotating
|atdm:moveable_lit_candle3_base_sp
|''Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction.''
|''Don't use, base class for all Springheel's lit moveable candles.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|func_shaking
|atdm:moveable_lit_candle_base_sp
|''Shaking object.  Starts shaking at map start by default.  Triggering entity turns it on and off.''
|''Don't use, base class for all Springheel's lit moveable candles.''
|
|'''Not''' for mapper use.
|-
|-
|}
==== "Info" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|'''Candles/DoNotUse/Deprecated'''
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:moveable_candle_default2_unlit
!bgcolor=#d0d0e0 width="11%"|Entity description
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
!bgcolor=#d0d0e0 width="11%"|Notes
|'''Not''' for mapper use.
|-
|-
|-
|-
|''None''
|
|N/A
|N/A
|atdm:campaign_info
|atdm:moveable_candle_default3_unlit
|''Use this to define item limits to keep at the end of a mission.''
|''An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:location_settings
|atdm:moveable_candle_default_unlit
|''An object that changes the ambient sound and ambient light level according to what location the player is in. Can also call script functions upon entry/exit of locations.  Intended to be global, for non-directional ambient sounds in an area and the global ambient_world in the map. You can set a few spawnargs as defaults on this entity, as well as others, on the 'info_location' entities.''
|''An average, unlit candle. Can be lit by fire stims. Use lit candle set to extinguished=1 instead.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:no_seed
|atdm:moveable_candle_short2_unlit
|''An entity that will inhibit spawning of other entities inside its own space. Place in map and link to one ore more 'atdm::seed' entity.''
|''A short, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:savegame_admin
|atdm:moveable_candle_short3_unlit
|''Base entity to alter savegame behaviour. Only use on at a time.''
|''A short, unlit candle. Can be lit by fire stims. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:seed
|atdm:moveable_candle_short_unlit
|''An entity that will spawn/cull other entities according to the distance to the player.''
|''A short, unlit candle. Can be lit by fire stims.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:moveable_candle_tall2_unlit
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_location
|atdm:moveable_candle_tall3_unlit
|''Place one of these in each door-separated area for naming the gameplay sections.''
|''A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_locationseparator
|atdm:moveable_candle_tall_unlit
|''Touch a visportal with this to break location name flood filling without using a door.''
|''A tall, unlit candle. Can be lit by fire stims.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_portal_base
|atdm:moveable_candle_wide2_short_unlit
|''Base class - do not use.''
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 1,767: Line 1,815:
|
|
|N/A
|N/A
|info_portalsettings
|atdm:moveable_candle_wide2_tall_unlit
|''Touch a visportal with this to provide sound or other settings.''
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_portalsky
|atdm:moveable_candle_wide2_unlit
|''Specifies location for portal skyMultiple portalsky locations are supported, with one 'currently active' info_portalSky providing the view for all portal sky brushes. Triggering an info_portalSky will make it 'current', even if it didn't have a 'triggered' flag to start with.''
|''An average, wide unlit candleCan be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_tdm_areadata
|atdm:moveable_candle_wide3_short_unlit
|''Place this entity within a given area to set special variables in the room. Includes soundprop variables and will include AI variables in the future. This overrides data on the info_location entity. Place only one per area.''
|''A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|info_tdm_objective_location
|atdm:moveable_candle_wide3_tall_unlit
|''Place this and make note of its name for use with the objectives system and location-based objectives. Each clock tick, this checks items within its bounds, and if 'objective_ent' has been set on the entity, it updates the objective system when it enters or leaves the bounds of the objective location. Set 'interval' to define the clock cycle in seconds.''
|''A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|text
|atdm:moveable_candle_wide3_unlit
|''Used to display debug text in a level. Set 'text' to the string you want to be visible.''
|''An average, wide unlit candle.  Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:moveable_candle_wide_short_unlit
|''A short, wide unlit candle. Can be lit by fire stims.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:moveable_candle_wide_tall_unlit
|''A tall, wide unlit candle. Can be lit by fire stims.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:moveable_candle_wide_unlit
|''An average, wide unlit candle. Can be lit by fire stims.''
|'''Not''' for mapper use.
|-
|-
|}
|}


==== "Internal" subfolder ====
[[#top|Back to page index]]


TBA
==== "Func" subfolder ====
 
==== "Items" subfolder ====


{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 1,819: Line 1,886:
|''None''
|''None''
|N/A
|N/A
|atdm:item_base
|atdm:func_shooter
|''Don't use. The base class for items the player can pick up.''
|''An entity shooting projectiles in (regular) time intervals.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:item_book_red1
|atdm:vanishing_platform
|''A red Book''
|''Create a brush, select it, then click 'Create entity' and select Info/atdm:start_platform. The platform will vanish after X seconds (default 5, adjustable with the spawnarg 'remove_delay' after the map start. If you place any item on it, link that item to the platform so it will get activated when the platform vanishes.''
|
|
|-
|-
Line 1,833: Line 1,900:
|
|
|N/A
|N/A
|atdm:item_book_t1
|func_aas_obstacle
|''Book''
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
|
|
|-
|-
Line 1,840: Line 1,907:
|
|
|N/A
|N/A
|atdm:item_paper1
|func_aas_portal
|''Paper''
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
|
|
|-
|-
Line 1,847: Line 1,914:
|
|
|N/A
|N/A
|atdm:item_scroll1
|func_activator
|''Scroll''
|''Non-displayed entity used to activate triggers when it touches them. Bind to a mover to
have the mover activate a triggers as it moves. When target by triggers, activating the
trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger.''
|
|
|-
|-
Line 1,854: Line 1,923:
|
|
|N/A
|N/A
|atdm:map_base
|func_animate
|''Don't use - base class for all map items.''
|''Object that changes animation when triggered.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|'''Custom'''
|
|N/A
|N/A
|atdm:grabable_custom_item
|func_beam
|''A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.''
|''Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one func_beam.''
|
|
|-
|-
Line 1,868: Line 1,937:
|
|
|N/A
|N/A
|atdm:moveable_custom_item
|func_camera_anim
|''A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.''
|''Camera controlled by animation.''
|
|
|-
|-
Line 1,875: Line 1,944:
|
|
|N/A
|N/A
|atdm:static_custom_item
|func_cameraview
|''A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.''
|''Simple Camera view, apply a rotation matrix, angle or target it at a target_null.''
|
|
|-
|-
|}
==== "Keys" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|func_clipmodel
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Holder for a clip model which can be used by another entity.''
!bgcolor=#d0d0e0 width="11%"|Notes
|
|-
|-
|-
|-
|''None''
|
|N/A
|N/A
|atdm:froblock
|func_damagable
|''A simple pickable lock box. Unlocks and locks targetted frobmovers (doors, levers, etc.) when unlocked/locked. Bind lock handles to it to let them move during lockpicking. Use lock_pins and lock_picktype to specify the complexity of this lock.''
|''Breakable object. Fires targets and changes shader parms and model when damaged. When damaged, shader parm 3 is set to the current time, and shader parm 7 is set to either a random number from 1 to 'numstates', or to the value in 'forcestate' if it is non-zero. If you want an invisible texture, use common/collision. Make sure you func_remove it after it is shot if it's blocking an entrance.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_fancy01
|func_damage
|''This is a fancy key, with different skins available.''
|''Damages targeted entities when triggered.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_fancy02
|func_earthquake
|''Another fancy key, with different skins available.''
|''Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious
|func_emitter
|''A mysterious, three-ringed key.''
|''Inherits from a func_static but is fixed size and shows a rotation arrow. Use it to orient particle models. Use the 'model' spawnarg to specify the particles. Trigger it to fade it in and/or out.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_2
|func_explosion
|''Another fancy key, with different skins available.''
|''Hidden object that explodes when activated.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_copper
|func_forcefield
|''A mysterious, three-ringed key made of copper, still new.''
|''Force field.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_copper_2
|func_fracture
|''A mysterious, three-ringed key made of copper, still new.''
|''b-rep brittle fracture (Breakable glass or other material''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_steel
|func_fx
|''A mysterious, three-ringed key made of gray steel.''
|''Spawns a special effect when triggered.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_steel_2
|func_liquid
|''A mysterious, three-ringed key made of gray steel.''
|''Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_tarnished
|func_portal
|''A mysterious, three-ringed key made of copper, tarnished with age.''
|''Use to make triggerable portals or close/open portals with distance or depending on LOD bias.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_mysterious_tarnished_2
|func_remove
|''A mysterious, three-ringed key made of copper, tarnished with age.''
|''Removes targeted entities from the game when triggered.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_ornate
|func_securitycamera
|''An ornate, golden key. Remember to change the name if you change the skin.
|''Security camera. Orient the camera pointing at the start location, then it will sweep from that + sweepAngle and back. Uses the following sound shadersRemoves targeted entities from the game when triggered.''
''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_ornate_silver
|func_smoke
|''An ornate silver key. Remember to change the name if you change the skin.''
|''Emits smoke via the smoke system. Set 'smoke' to the particle you want to appear. Bind it to a bone of an animation to emit smoke similar to actors. Trigger it to turn it on and off. This is not as efficient as 'func_emitter'.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_ornate_skinnable
|func_splat
|''An ornate key with different skins.''
|''Splats a decal based on the rotation angle.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_padlock
|func_splinemover
|''A simple padlock key.''
|''Entity which stores a spline path.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_silver_jewelry_box
|func_spring
|''Silver jewellery box key.''
|''Spring connecting two entities.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple
|func_static
|''A simple key, with different skins available.''
|''A brush model that just sits there, doing nothing. Can be used for conditional walls and models.
When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_alabaster
|func_teleporter
|''A simple alabaster key, named accordingly.''
|''Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_brass
|func_waitforbutton
|''A simple brass key, named accordingly.''
|''When activated, waits for the player to press the fire button and then activates its targets.  Targeting entity toggles it on and off.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_copper
|urine_s
|''A simple copper key, named accordingly.''
|N/A
|
|
|-
|-
|-
|-
|
|'''Movers'''
|TBA
|<gallery>File:Numberwheel.png</gallery>
|atdm:key_simple_glass
|atdm:numberwheel
|''A simple glass key, named accordingly.''
|N/A
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Numberwheel small.png</gallery>
|atdm:key_simple_greenish
|atdm:numberwheel_small
|''An old, greenish brass key, named accordingly.''
|N/A
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_iron_dark
|func_bobbing
|''A dark, rough iron key, named accordingly.''
|''Generic bobbing entity. It will bob on the Z axis by default.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_old
|func_cameratarget
|''An old, rusted key, named accordingly.''
|''Used to control camera view motion and camera view position motion.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_rusty
|func_mover
|''A rusted key, named accordingly.''
|''Movers are objects meant to be controlled through scripts.''
|
|''you can't make a func_mover rotate if you give it an accel_time''
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_steel
|func_mover_amodel
|''An gray steel key, named accordingly.''
|''Mover with a model. Movers are objects meant to be controlled through scripts.''
|
|-
|-
|
|N/A
|func_pendulum
|''Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.''
|
|-
|-
|
|N/A
|func_plat
|''Standard Quake-style platform.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_simple_tarnished
|func_riser
|''A simple tarnished (green copper patina) key, named accordingly.''
|''Simply rises or falls when triggered.''
|
|
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:key_strange
|func_rotating
|''A strange looking key with ornamental engravings.''
|''Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction.''
|
|
|-
|-
Line 2,092: Line 2,170:
|
|
|N/A
|N/A
|atdm:keys_base
|func_shaking
|''Don't use - base class for all lootable TDM keys.''
|''Shaking object.  Starts shaking at map start by default.  Triggering entity turns it on and off.''
|'''Not''' for mapper use.
|
|-
|-
|}
|}


==== "Lights" subfolder ====
[[#top|Back to page index]]
 
==== "Info" subfolder ====


{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 2,112: Line 2,192:
|''None''
|''None''
|N/A
|N/A
|atdm:ambient_world
|atdm:campaign_info
|''The main ambient light for your map, add one and drag its size to cover your entire map. Note: the name for the entity must be 'ambient_world' to make it work!''
|''Use this to define item limits to keep at the end of a mission.''
|
|
|-
|-
Line 2,119: Line 2,199:
|
|
|TBA
|TBA
|atdm:env_hanging_lantern_round01
|atdm:location_settings
|''A swinging round light.''
|''An object that changes the ambient sound and ambient light level according to what location the player is in.  Can also call script functions upon entry/exit of locations.  Intended to be global, for non-directional ambient sounds in an area and the global ambient_world in the map. You can set a few spawnargs as defaults on this entity, as well as others, on the 'info_location' entities.''
|
|
|-
|-
Line 2,126: Line 2,206:
|
|
|N/A
|N/A
|atdm:relight_position
|atdm:no_seed
|''Used for relighting lights. Place where you want the AI to stand while relighting, and link it from the light or light holder entity.''
|''An entity that will inhibit spawning of other entities inside its own space. Place in map and link to one ore more 'atdm::seed' entity.''
|
|
|-
|-
|-
|-
|'''Base Entities, DoNotUse'''
|
|N/A
|N/A
|atdm:fireplace_base
|atdm:savegame_admin
|''Base class for campfires, bonfires and fireplaces, lit. Don't use.''
|''Base entity to alter savegame behaviour. Only use on at a time.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:fireplace_place_base
|atdm:seed
|''Base class for fireplaces with grate, wood and fire. Do not use.''
|''An entity that will spawn/cull other entities according to the distance to the player.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:fireplace_unlit_base
|info_location
|''Base class for campfires, bonfires and fireplaces, lit. Don't use, use lit fire and set extinguished = 1.''
|''Place one of these in each door-separated area for naming the gameplay sections.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:static_light_lit_base
|info_locationseparator
|''Base class for static lit light fixtures. Don't use.''
|''Touch a visportal with this to break location name flood filling without using a door.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:static_light_unlit_base
|info_portal_base
|''Base class for static unlit light fixtures. Don't use.''
|''Base class - do not use.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:torch_wall_base
|info_portalsettings
|''Base class for lit wall-mounted static torches. Do not use.''
|''Touch a visportal with this to provide sound or other settings.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|light_colorme_model
|info_portalsky
|''A light that takes a colorme model (or skin) as the physical light. If targetted the light toggles on/off and the model shows lit/unlit. Move light_center to centre of physical light. No shadows by default. For shadows, set this to radius 1 1 1 and add a second normal light then toggle both.''
|''Specifies location for portal sky. Multiple portalsky locations are supported, with one 'currently active' info_portalSky providing the view for all portal sky brushes. Triggering an info_portalSky will make it 'current', even if it didn't have a 'triggered' flag to start with.''
|'''Not''' for mapper use.
|-
 
|-
|
|
|N/A
|light_extinguishable
|''Extinguishable light flame that is not randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|light_extinguishable_moving
|info_tdm_areadata
|''Extinguishable light flame that is randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''
|''Place this entity within a given area to set special variables in the room. Includes soundprop variables and will include AI variables in the future. This overrides data on the info_location entity. Place only one per area.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|light_extinguishable_moving_unlit
|info_tdm_objective_location
|''Extinguishable light flame that is randomly moving, unlit and can be relit by fire Light Sources.''
|''Place this and make note of its name for use with the objectives system and location-based objectives.  Each clock tick, this checks items within its bounds, and if 'objective_ent' has been set on the entity, it updates the objective system when it enters or leaves the bounds of the objective location. Set 'interval' to define the clock cycle in seconds.''
|'''Not''' for mapper use.
|
|-
|-
|-
|-
|
|
|N/A
|N/A
|light_fireflames_huge
|text
|''Extinguishable flickering, very huge fire flames for use in a bonfire etc.''
|''Used to display debug text in a level.  Set 'text' to the string you want to be visible.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Internal" subfolder ====
 
''None of these entities are for mapper use, as they're tied to other entities in different folders.''
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|ammo_broadhead_large
|''Broadhead Arrow Quiver, do not use, for debugging only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,212: Line 2,307:
|
|
|N/A
|N/A
|light_fireflames_large
|ammo_ropearrow_large
|''Extinguishable flickering, very large fire flames for use in a bonfire etc.''
|''Rope Arrow Quiver, do not use, for debugging only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,219: Line 2,314:
|
|
|N/A
|N/A
|light_moving
|ammo_vinearrow_large
|''Moving light source that oscillates randomly about the origin.''
|''Vine Arrow Quiver, du not use, for debugging only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,226: Line 2,321:
|
|
|N/A
|N/A
|light_shadow
|ammo_waterarrow_large
|N/A
|''Water Arrow Quiver, do not use, for debugging only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,233: Line 2,328:
|
|
|N/A
|N/A
|light_torchflame_new01
|atdm:absence_marker
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''
|''Marks a spot of a missing item for the AI.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,240: Line 2,335:
|
|
|N/A
|N/A
|light_torchflame_new01_large
|atdm:ammo_base
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''
|''Don't use. Base class for all TDM ammunition.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
Line 2,247: Line 2,342:
|
|
|N/A
|N/A
|light_torchflame_new_unlit
|atdm:blood_marker
|''This is a torch flame that starts out extinguished, so it can be relit by the player.''
|''Marks a suspicious blood splat for the AI.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|'''Sources'''
|
|N/A
|N/A
|light
|atdm:frobable_base
|''Generic light source. If health is set, light becomes breakable and turns off when shot.''
|''Base class for all TDM frobable items. May be used for a simple non-moving frobable which triggers its targets.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:item_key
|''Don't use - base class for all TDM keys.''
|'''Not''' for mapper use.
|-
|-
|}
==== "Liquids" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:mover_handle_base
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Don't use - base class for lock handles and door handles''
!bgcolor=#d0d0e0 width="11%"|Notes
|'''Not''' for mapper use.
|-
|-
|-
|-
|''None''
|
|N/A
|N/A
|atdm:liquid
|atdm:player_base
|''Base class for water bodies, do not use.''
|''This entity defines global variables for sound propagation.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:player_thief
|N/A
|N/A
|atdm:liquid_water
|'''Not''' for mapper use.
|''Normal clear water, extinguishes fire.''
|-
|-
|
|
|N/A
|atdm:soundprop_globals
|''This entity defines global variables for sound propagation.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:liquid_water_murky
|atdm:team_relations_default
|''Normal murky water, extinguishes fire.''
|''This entity sets up the default team relationships for this map. Don't use, instead add a 'atdm:team_relations' entity to your map.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|difficultymenu
|''Default strings for the difficulty levels. Can be overridden by spawnargs in the worldspawn of the map.''
|'''Not''' for mapper use.
|-
|-
|}
==== "LOD" subfolder ====
TBA
==== "Loot" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|func_group
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Used to group brushes and patches together just for editor convenience. They are turned into worldspawn by DMAP. func_group entities will not spawn so don't try to set any other spawnargs.''
!bgcolor=#d0d0e0 width="11%"|Notes
|'''Not''' for mapper use.
|-
|-
|-
|-
|'''Moveable'''
|TBA
|atdm:moveable_loot_amethyst
|''amethyst''
|
|
|N/A
|worldspawn
|''Every map should have exactly one worldspawn.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''AAS'''
|TBA
|N/A
|atdm:moveable_loot_base
|aas100
|''Don't use. Base class for loot that is moveable.''
|''Basic properties of an 100x100x82 units big AI. Examples of this are monsters like belchers etc.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_bottle
|aas32
|''expensive antique bottle''
|''Basic properties of an 32x32x68 units big AI. Examples of this are humans like guards etc.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_bowl
|aas48
|''small silver bowl''
|''Basic properties of an 48x48x82 units big AI.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_candlestick
|aas96
|''ornate candlestick''
|''Basic properties of an 96x96x96 units big AI.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_chalice
|aas_elemental
|''ornate chalice''
|''Basic properties of a 24x24x24 flying unit, e.g. the fire elemental.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_coin
|aas_rat
|''gold coin''
|''Basic properties of a 12x12x12 units big AI. An example of this is the rat.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_dagger_gold
|aas_types
|''Ornate dagger''
|''AAS define basic properties of AI, like how big they are, how high they can climb, etc.''
|'''Not''' for mapper use.
|-
|-
|'''AI'''
|<gallery>File: Ai_head01_commoner.png</gallery>
|atdm:ai_head01_commoner
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head01_commoner_old.png</gallery>
|atdm:ai_head01_commoner_old
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head01_commoner_old_strawhat.png</gallery>
|atdm:moveable_loot_diamond
|atdm:ai_head01_commoner_old_strawhat
|''diamond''
|''Wears a wide-brim straw hat (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head01_commoner_shaven.png</gallery>
|atdm:ai_head01_commoner_shaven
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head01_commoner_strawhat.png</gallery>
|atdm:moveable_loot_diamond_small
|atdm:ai_head01_commoner_strawhat
|''small diamond''
|''Wears a wide-brim straw hat (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head01_commoner_woolhat.png</gallery>
|atdm:ai_head01_commoner_woolhat
|''Wears a small red hat (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head01_commoner_woolhat_shaven.png</gallery>
|atdm:moveable_loot_emerald
|atdm:ai_head01_commoner_woolhat_shaven
|''emerald''
|''Wears a small red hat (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head01_old_goggles.png</gallery>
|atdm:ai_head01_old_goggles
|'' Has a pair of inventor goggles on head.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head02_hood_brown.png</gallery>
|atdm:moveable_loot_exotic_crown01
|atdm:ai_head02_hood_brown
|''crown''
|''Hood significantly reduces this character's peripheral vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head02_hood_dark.png</gallery>
|atdm:ai_head02_hood_dark
|''Hood significantly reduces this character's peripheral vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head02_hood_green.png</gallery>
|atdm:moveable_loot_goblet
|atdm:ai_head02_hood_green
|''fancy goblet''
|''Hood significantly reduces this character's peripheral vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai head03 citywatch.png</gallery>
|atdm:ai_head03_citywatch
|''Beefy citywatch.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head03 citywatch clothcoif.png</gallery>
|atdm:moveable_loot_goblet_old
|atdm:ai_head03_citywatch_clothcoif
|''fancy old goblet''
|''Wears cloth instead of chainmail.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head03 citywatch eyepatch01.png</gallery>
|atdm:ai_head03_citywatch_eyepatch01
|''Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head03 citywatch poor.png</gallery>
|atdm:moveable_loot_gold_creamer
|atdm:ai_head03_citywatch_poor
|N/A
|''Wears cloth instead of chainmail.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head03 commoner.png</gallery>
|atdm:moveable_loot_gold_creamer
|atdm:ai_head03_commoner
|N/A
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head03_commoner_eyepatch.png</gallery>
|atdm:ai_head03_commoner_eyepatch
|''Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head03 guard chaincoif.png</gallery>
|atdm:moveable_loot_gold_sugarcup
|atdm:ai_head03_guard_chaincoif
|N/A
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai head03 guard clothcoif.png</gallery>
|atdm:ai_head03_guard_clothcoif
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head03 guard prohelmet.png</gallery>
|atdm:moveable_loot_gold_teapot
|atdm:ai_head03_guard_prohelmet
|N/A
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head04 builder.png</gallery>
|atdm:ai_head04_builder
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head04 builder pale.png</gallery>
|atdm:moveable_loot_hairbrush_gold
|atdm:ai_head04_builder_pale
|''A golden hairbrush.''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head04 commoner.png</gallery>
|atdm:ai_head04_commoner
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head04 commoner clothcoif green.png</gallery>
|atdm:moveable_loot_ingot_large
|atdm:ai_head04_commoner_clothcoif_green
|N/A
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head04 guard chaincoif.png</gallery>
|atdm:moveable_loot_ingot_medium
|atdm:ai_head04_guard_chaincoif
|N/A
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head04 guard clothcoif.png</gallery>
|atdm:moveable_loot_ingot_small
|atdm:ai_head04_guard_clothcoif
|N/A
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head04 guard prohelmet.png</gallery>
|atdm:moveable_loot_ingot_tiny
|atdm:ai_head04_guard_prohelmet
|N/A
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head05 commoner.png</gallery>
|atdm:moveable_loot_jewellery_bracelet_01
|atdm:ai_head05_commoner
|''a jewelled bracelet''
|''Default has dark hair (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head05 commoner lighthair.png</gallery>
|atdm:moveable_loot_opal
|atdm:ai_head05_commoner_lighthair
|''opal''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head05 nobleman blonde.png</gallery>
|atdm:moveable_loot_opal_teardrop
|atdm:ai_head05_nobleman_blonde
|''teardop shaped opal''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head05 nobleman blonde greenhat.png</gallery>
|atdm:moveable_loot_plate
|atdm:ai_head05_nobleman_blonde_greenhat
|''gold plate''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head05 nobleman young.png</gallery>
|atdm:moveable_loot_plate_old
|atdm:ai_head05_nobleman_young
|''gold plate''
|''Has dark hair and goatee (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head05 nobleman young redhat.png</gallery>
|atdm:ai_head05_nobleman_young_redhat
|''Has dark hair and goatee (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 builder.png</gallery>
|atdm:moveable_loot_purse
|atdm:ai_head06_builder
|''purse''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head06 commoner.png</gallery>
|atdm:ai_head06_commoner
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 commoner dark.png</gallery>
|atdm:moveable_loot_purse_base
|atdm:ai_head06_commoner_dark
|''Don't use. Base class for moveable purses.''
|''Hair is dark coloured (skin not visible in editor).''
|'''Not''' for mapper use.
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 nobleman.png</gallery>
|atdm:moveable_loot_purse_belt
|atdm:ai_head06_nobleman
|''belt purse''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head06 nobleman blonde.png</gallery>
|atdm:ai_head06_nobleman_blonde
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 nobleman blonde greenhat.png</gallery>
|atdm:moveable_loot_purse_layingdown
|atdm:ai_head06_nobleman_blonde_greenhat
|''purse laying down''
|''Wears a fancy cap with feather (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 nobleman redhat.png</gallery>
|atdm:moveable_loot_religious_symbol
|atdm:ai_head06_nobleman_redhat
|''religious symbol''
|''Wears a fancy cap with feather (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head06 shaggy.png</gallery>
|atdm:moveable_loot_religious_symbol_small
|atdm:ai_head06_shaggy
|''small religious symbol''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head07 builder bishop young.png</gallery>
|atdm:moveable_loot_ring_copper_skull
|atdm:ai_head07_builder_bishop_young
|''amethyst and copper skull ring''
|''Wears a tall bishop's hat (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head07 builder priest young.png</gallery>
|atdm:moveable_loot_ring_diamond
|atdm:ai_head07_builder_priest_young
|''diamond ring''
|''Wears a priest's hat (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head07 builder priest young02 plain.png</gallery>
|atdm:moveable_loot_ring_gem
|atdm:ai_head07_builder_priest_young02_plain
|''gem ring''
|''Wears a priest's hat (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head07 builder priest young plain.png</gallery>
|atdm:moveable_loot_ring_gold_amethyst
|atdm:ai_head07_builder_priest_young_plain
|''fancy gold amethyst ring''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head08 bluehat.png</gallery>
|atdm:ai_head08_bluehat
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head08 commoner.png</gallery>
|atdm:moveable_loot_ring_gold_emerald
|atdm:ai_head08_commoner
|''fancy gold emerald ring''
|''Has dark hair(skin not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head08 commoner bare.png</gallery>
|atdm:ai_head08_commoner_bare
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head08 commoner blonde.png</gallery>
|atdm:moveable_loot_ring_gold_skull
|atdm:ai_head08_commoner_blonde
|''ruby and gold skull ring''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head08 commoner cap.png</gallery>
|atdm:ai_head08_commoner_cap
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head08 greenhat.png</gallery>
|atdm:moveable_loot_ring_gold_topaz
|atdm:ai_head08_greenhat
|''fancy gold violet topaz ring''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head08 guard.png</gallery>
|atdm:ai_head08_guard
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head08 helmet.png</gallery>
|atdm:moveable_loot_ring_ruby
|atdm:ai_head08_helmet
|''ruby ring''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head08 pagan.png</gallery>
|atdm:ai_head08_pagan
|''Face covered with tattoos (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head08 pagan hair.png</gallery>
|atdm:moveable_loot_ring_silver_skull
|atdm:ai_head08_pagan_hair
|''emerald and silver skull ring''
|''Face covered with tattoos (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head acolyte01.png</gallery>
|atdm:moveable_loot_ruby
|atdm:ai_head_acolyte01
|''ruby''
|''Hood reduces his peripheral vision.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head acolyte02.png</gallery>
|atdm:moveable_loot_scepter
|atdm:ai_head_acolyte02
|''jeweled scepter''
|''Hood reduces his peripheral vision.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_skull_gold
|atdm:ai_head_base
|''gold skull''
|''Don't use. Is used by the code to spawn heads.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:moveable_loot_spyglass_fancy
|atdm:ai_head_base_cityhelm
|''fancy spyglass''
|''Don't use. Is used by the code to spawn heads with citywatch helmets.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:ai_head_base_eyepatch
|''Don't use. Is used by the code to spawn heads with eyepatches.''
|'''Not''' for mapper use.
|-
|-


|-
|-
|
|
|TBA
|<gallery>File: Ai_head_baseguard_chaincoif.png</gallery>
|atdm:moveable_loot_statue
|atdm:ai_head_baseguard_chaincoif
|''gold statue''
|''Default guard head. Use only with AI wearing chainmail.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai_head_baseguard_chaincoif beard.png</gallery>
|atdm:ai_head_baseguard_chaincoif_beard
|''Default guard head. Use only with AI wearing chainmail.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head_baseguard_chaincoif eyepatch01.png</gallery>
|atdm:moveable_loot_statue_lion
|atdm:ai_head_baseguard_chaincoif_eyepatch01
|''gold lion''
|''Eyepatch reduces his field of vision.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai_head_baseguard_chaincoif goatee.png</gallery>
|atdm:moveable_loot_topaz
|atdm:ai_head_baseguard_chaincoif_goatee
|''violet topaz''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard clothcoif.png</gallery>
|atdm:moveable_loot_tourmaline
|atdm:ai_head_baseguard_clothcoif
|''large tourmaline''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard clothcoif beard.png</gallery>
|atdm:moveable_loot_trophy
|atdm:ai_head_baseguard_clothcoif_beard
|''gold trophy''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard clothcoif pale.png</gallery>
|atdm:moveable_loot_trophy_old
|atdm:ai_head_baseguard_clothcoif_pale
|''old gold trophy''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai head baseguard prohelmet.png</gallery>
|atdm:ai_head_baseguard_prohelmet
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard prohelmet goatee.png</gallery>
|atdm:moveable_loot_vase
|atdm:ai_head_baseguard_prohelmet_goatee
|''gold vase''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard prohelmet trainer.png</gallery>
|atdm:moveable_loot_vase_old
|atdm:ai_head_baseguard_prohelmet_trainer
|''old gold vase''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File: Ai head baseguard saxonhelmet.png</gallery>
|atdm:moveable_loot_wine_glass
|atdm:ai_head_baseguard_saxonhelmet
|''fancy wine glass''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File: Ai head baseguard saxonhelmet goatee.png</gallery>
|atdm:ai_head_baseguard_saxonhelmet_goatee
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|'''Static'''
|TBA
|atdm:lionhead_amulet
|''amulet''
|
|
|<gallery>File:Ai head builder bishop.png</gallery>
|atdm:ai_head_builder_bishop
|''Has a taller hat than typical priests (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head builder priest.png</gallery>
|atdm:loot_amulet
|atdm:ai_head_builder_priest
|''amulet''
|''Has a hat (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head builder priest plain.png</gallery>
|atdm:ai_head_builder_priest_plain
|''Wears a simple red cap.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head builderguard.png</gallery>
|atdm:loot_amulet02
|atdm:ai_head_builderguard
|''amulet''
|''Default head for builder guards.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head builderguard02.png</gallery>
|atdm:ai_head_builderguard02
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head builderguard02_eyepatch.png</gallery>
|atdm:loot_amulet_wearable
|atdm:ai_head_builderguard02_eyepatch
|''wearable amulet''
|''Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head builderguard_ghost.png</gallery>
|atdm:ai_head_builderguard_ghost
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head citywatch.png</gallery>
|atdm:loot_base
|atdm:ai_head_citywatch
|''Don't use. Base class for loot that is static, e.g. it just sits there until it is frobbed.''
|''Default citywatch head, with distinctive kettle helmet.''
|'''Not''' for mapper use.
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head citywatch clothcoif.png</gallery>
|atdm:loot_broach
|atdm:ai_head_citywatch_clothcoif
|''wearable broach''
|''Has rough helmet (not visible in editor) and wears cloth instead of chainmail.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head citywatch default goatee.png</gallery>
|atdm:ai_head_citywatch_default_goatee
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head citywatch default pale.png</gallery>
|atdm:loot_coin_single
|atdm:ai_head_citywatch_default_pale
|''a gold coin''
|''Version with pale skin.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head citywatch eyepatch01.png</gallery>
|atdm:ai_head_citywatch_eyepatch01
|''Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head citywatch poor.png</gallery>
|atdm:loot_coins_pile01
|atdm:ai_head_citywatch_poor
|''large gold coin pile''
|''Helmet is made of rougher, scratched metal (not visible in editor).''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head citywatch poor eyepatch01.png</gallery>
|atdm:ai_head_citywatch_poor_eyepatch01
|''Helmet is made of rough, dented metal (not visible in editor). Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head elite guard.png</gallery>
|atdm:loot_coinstack_medium
|atdm:ai_head_elite_guard
|''medium sized gold coin stack''
|''His expensive helmet makes this AI immune to the blackjack.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head elite guard eyepatch.png</gallery>
|atdm:ai_head_elite_guard_eyepatch
|''His expensive helmet makes this AI immune to the blackjack. Eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head elite guard goatee.png</gallery>
|atdm:loot_coinstack_medium_silver
|atdm:ai_head_elite_guard_goatee
|''medium sized silver coin stack''
|''His expensive helmet makes this AI immune to the blackjack.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head elitecitywatch.png</gallery>
|atdm:ai_head_elitecitywatch
|''His expensive helmet makes this AI immune to the blackjack.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head elitecitywatch eyepatch.png</gallery>
|atdm:loot_coinstack_small
|atdm:ai_head_elitecitywatch_eyepatch
|''small gold coin stack''
|''His expensive helmet makes this AI immune to the blackjack. His eyepatch reduces his field of vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head eric.png</gallery>
|atdm:ai_head_eric
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head eric hooded.png</gallery>
|atdm:loot_coinstack_small_silver
|atdm:ai_head_eric_hooded
|''small silver coin stack''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head female01 hood.png</gallery>
|atdm:ai_head_female01_hood
|''Suited for thieves or mages. Hood restricts vision.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female01 shaggy.png</gallery>
|atdm:loot_coinstack_tall
|atdm:ai_head_female01_shaggy
|''large gold coin stack''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head female01 shaggy noblewoman.png</gallery>
|atdm:ai_head_female01_shaggy_noblewoman
|''Neckline makes this fit noblewoman model only.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female02 base blonde.png</gallery>
|atdm:loot_coinstack_tall_silver
|atdm:ai_head_female02_base_blonde
|''large silver coin stack''
|''Fits townsfolk_female.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head female02 base brunette.png</gallery>
|atdm:ai_head_female02_base_brunette
|''Hair uses brown skin (not visible in editor). Fits townsfolk_female.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female02 base red.png</gallery>
|atdm:loot_dagger_gold
|atdm:ai_head_female02_base_red
|''Ornate dagger; static.''
|''Hair uses reddish skin (not visible in editor). Fits townsfolk_female.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head female02 blonde.png</gallery>
|atdm:ai_head_female02_blonde
|'' Fits wench mesh only.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female02 brunette.png</gallery>
|atdm:loot_diamond_oval
|atdm:ai_head_female02_brunette
|''small oval diamond''
|''Hair uses brown skin (not visible in editor). Fits wench mesh only.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female02 ponytail red.png</gallery>
|atdm:loot_diamond_round
|atdm:ai_head_female02_ponytail_red
|''small round diamond''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female02 red.png</gallery>
|atdm:loot_diamond_teardrop
|atdm:ai_head_female02_red
|''small teardrop shapped diamond''
|''Hair uses reddish skin (not visible in editor). Fits wench mesh only.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female03 shaggy.png</gallery>
|atdm:loot_necklace_emeralds
|atdm:ai_head_female03_shaggy
|''golden necklace with emeralds''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female03 shaggy red.png</gallery>
|atdm:loot_necklace_golden_diamonds
|atdm:ai_head_female03_shaggy_red
|''golden necklace with diamonds''
|''Hair uses reddish skin (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female04.png</gallery>
|atdm:loot_nugget_gold
|atdm:ai_head_female04
|''small gold nugget''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female04 noblewoman.png</gallery>
|atdm:loot_painting
|atdm:ai_head_female04_noblewoman
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|''Neckline makes this fit noblewoman model only.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head female04 noblewoman bare.png</gallery>
|atdm:loot_painting_large
|atdm:ai_head_female04_noblewoman_bare
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|''Neckline makes this fit noblewoman model only.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head forger.png</gallery>
|atdm:loot_painting_medium
|atdm:ai_head_forger
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|''His metal face-shield acts like a regular helmet, blocking front attacks with the blackjack.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head guard chaincoif eyepatch.png</gallery>
|atdm:loot_painting_miniature_desktop_horizontal
|atdm:ai_head_guard_chaincoif_eyepatch
|''Minature painting.''
|''Eyepatch reduces his field of vision.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:loot_painting_miniature_desktop_vertical
|atdm:ai_head_inquisitor
|''Minature painting.''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head inventor goggles.png</gallery>
|atdm:loot_painting_miniature_wall
|atdm:ai_head_inventor_goggles
|''Minature painting.''
|''Wears inventor goggles on his nose (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head inventor goggles up.png</gallery>
|atdm:loot_painting_round
|atdm:ai_head_inventor_goggles_up
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|''Wears inventor goggles on top of head (not visible in editor).''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head moor01.png</gallery>
|atdm:loot_painting_round_small
|atdm:ai_head_moor01
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head moor01 helmet.png</gallery>
|atdm:loot_painting_small
|atdm:ai_head_moor01_helmet
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head moor01 helmet02.png</gallery>
|atdm:ai_head_moor01_helmet02
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head nobleman1 greenhat.png</gallery>
|atdm:loot_purse_amethyst
|atdm:ai_head_nobleman_greenhat
|''spilled purse with amethyst''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head nobleman1 greyhair.png</gallery>
|atdm:ai_head_nobleman_greyhair
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head nobleman1 redhat.png</gallery>
|atdm:loot_purse_base
|atdm:ai_head_nobleman_redhat
|''Don't use. Base class for purses.''
|N/A
|'''Not''' for mapper use.
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head noblewoman.png</gallery>
|atdm:loot_purse_diamonds
|atdm:ai_head_noblewoman
|''spilled purse with diamonds''
|''Neckline makes this fit noblewoman model only.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head noblewoman old.png</gallery>
|atdm:ai_head_noblewoman_old
|''Neckline makes this fit noblewoman model only.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head old inventor goggles.png</gallery>
|atdm:loot_purse_emeralds
|atdm:ai_head_old_inventor_goggles
|''spilled purse with emeralds''
|''Has a pair of inventor goggles on head.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head rev spirit.png</gallery>
|atdm:ai_head_rev_spirit
|''This is a semi-transparent skull head.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head revenant.png</gallery>
|atdm:loot_purse_gems
|atdm:ai_head_revenant
|''spilled purse with multicolor gems''
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai head skeleton flaming skull.png</gallery>
|atdm:ai_head_skeleton_flaming_skull
|''This skull is surrounded by flames. Casts light and can be extinguished with water arrows.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head skeleton skull.png</gallery>
|atdm:loot_purse_opals
|atdm:ai_head_skeleton_skull
|''spilled purse with opals''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head skeleton skull bloody.png</gallery>
|atdm:loot_purse_topaz
|atdm:ai_head_skeleton_skull_bloody
|''spilled purse with violet topaz''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head skeleton skull dirty.png</gallery>
|atdm:loot_spilt_purse
|atdm:ai_head_skeleton_skull_dirty
|''Loot item: Purse, spilled''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head sykes.png</gallery>
|atdm:loot_spilt_purse_silver
|atdm:ai_head_sykes
|''Loot item: Purse, spilled silver''
|N/A
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|}
==== "Moveables" subfolder ====
TBA
==== "Movers" subfolder ====
TBA
==== "Nature" subfolder ====
TBA
==== "Paths" subfolder ====
TBA
==== "Playertools" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|<gallery>File:Ai head sykes hair.png</gallery>
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:ai_head_sykes_hair
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Hair is dark coloured (skin not visible in editor).''
!bgcolor=#d0d0e0 width="11%"|Notes
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|''None''
|
|<gallery>File:Ai head thief.png</gallery>
|atdm:ai_head_thief
|N/A
|N/A
|atdm:playertool
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|''Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|<gallery>File:Ai head thief hooded.png</gallery>
|atdm:ai_head_thief_hooded
|N/A
|N/A
|atdm:playertool_lockpick_base
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|''Base Lockpick (do not use)''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|<gallery>File:Ai head thief player.png</gallery>
|atdm:ai_head_thief_player
|N/A
|N/A
|atdm:playertool_stackable
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|''Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head wench.png</gallery>
|atdm:playertools_breath_potion
|atdm:ai_head_wench
|''Breath Potion''
|''Duplicate of atdm:ai_head_female02_blonde. Legacy to avoid breaking maps.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head wench brunette.png</gallery>
|atdm:playertools_compass
|atdm:ai_head_wench_brunette
|''Compass.''
|''Duplicate of atdm:ai_head_female02_brunette. Legacy to avoid breaking maps.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai head wench ponytail.png</gallery>
|atdm:playertools_flashbomb
|atdm:ai_head_wench_ponytail
|''Flashbomb.''
|''Duplicate of atdm:ai_head_female02_ponytail_red. Legacy to avoid breaking maps.''
|
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Ai headbox zombie.png</gallery>
|atdm:playertools_flashmine
|atdm:ai_headbox_zombie
|''Flashmine.''
|''Creates a collision mesh for the head, but no visible head. Legacy only.''
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|
|
|<gallery>File:Ai skull hooded.png</gallery>
|atdm:ai_skull_hooded
|N/A
|'''Not''' for direct mapper use. Select in the menu of an AI body.
|-
|-
|'''Conversations'''
|N/A
|atdm:conversation_command_activatetarget
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|N/A
|atdm:playertools_heal_item
|atdm:conversation_command_attackactor
|''Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_health_potion
|atdm:conversation_command_attackentity
|''Health Potion''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_holywater
|atdm:conversation_command_interactwithentity
|''Holy Water''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_lantern
|atdm:conversation_command_interactwithentity
|''Lantern''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_lockpick_snake
|atdm:conversation_command_lookatactor
|''Snake Lockpick''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_lockpick_triangle
|atdm:conversation_command_lookatentity
|''Triangle Lockpick''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_mine
|atdm:conversation_command_lookatposition
|''An explosive mine.''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_savegame
|atdm:conversation_command_playanimcycle
|''Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
 
 
 
|-
|
|
|N/A
|atdm:conversation_command_playanimonce
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_slow_fall_potion
|atdm:conversation_command_run_script
|''Slow-fall potion. Reduces falling damage but slows movement.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:conversation_command_stopmove
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_slow_match
|atdm:conversation_command_talk
|''A slow match for lighting all ignitables such as torches and candles.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:conversation_command_turntoactor
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_speed_potion
|atdm:conversation_command_turntoentity
|''Speed potion: temporarily boosts walking/running speed and jump distance.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:conversation_command_turntoposition
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:playertools_spyglass
|atdm:conversation_command_waitforactor
|''Spyglass''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|
|
|N/A
|atdm:conversation_command_waitforallactors
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|}
==== "Props" subfolder ====
TBA
==== "Randoms" subfolder ====
TBA
==== "Readables" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|N/A
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:conversation_command_waitseconds
!bgcolor=#d0d0e0 width="11%"|Entity description
|''Don't use, editor-internal usage only.''
!bgcolor=#d0d0e0 width="11%"|Notes
|'''Not''' for mapper use.
|-
|-
|-
 
|
|-
|''None''
|N/A
|N/A
|atdm:readable_base
|atdm:conversation_command_walktoactor
|''Don't use. The base class for all readables.''
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|N/A
|atdm:readable_immobile
|atdm:conversation_command_walktoentity
|''Behaves like a func static which can be read upon being frobbed.''
|''Don't use, editor-internal usage only.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:readable_immobile_book01
|N/A
|N/A
|
|atdm:conversation_command_walktoposition
|''Don't use, editor-internal usage only.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''Difficulty'''
|TBA
|atdm:readable_immobile_book_open01
|N/A
|N/A
|
|atdm:difficulty_settings
|''Contains difficulty settings, don't create manually, let the difficulty editor handle this entity.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:readable_immobile_paper01
|N/A
|N/A
|
|atdm:difficulty_settings_default
|N/A
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''Inventory'''
|TBA
|atdm:readable_immobile_scroll01
|N/A
|N/A
|
|atdm:inv_loot_info_item
|''Don't use - player inventory item.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''LOD'''
|TBA
|TBA
|atdm:readable_immobile_sign_small01
|atdm:nature_cattails_base
|''A small sign that cannot be frobbed; player reads sign in world.''
|''Basis for cattail LOD entities. Do not use.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|TBA
|atdm:readable_mobile
|atdm:nature_cattails_blades
|''Don't use. The base class for all readables.''
|''A cattail plant with only the blades. Extremely efficient and can be used to fill entire areas. Found in very wet areas, like swamps or in the water near shore lines.''
|'''Not''' for mapper use.
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''SEED'''
|TBA
|TBA
|atdm:readable_mobile_book01
|atdm:seed_dummy_static
|N/A
|N/A
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''Potion Effects'''
|TBA
|atdm:readable_mobile_book_open01
|N/A
|N/A
|
|atdm:breath_potion
|''An air potion effect, giving the player a fixed amount of air over time.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:readable_mobile_paper01
|N/A
|N/A
|
|atdm:heal_food
|''A 1-point heal for food. The mapper can increase the healing by changing the heal_amount spawnarg on the food itself, which will be used to scale this effect.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:readable_mobile_scroll01
|N/A
|N/A
|
|atdm:heal_generic
|''A generic heal effect, healing 10 points.''
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|TBA
|atdm:readable_mobile_scroll01_rolledup
|N/A
|N/A
|
|atdm:heal_potion
|''A healing potion effect, healing the player a fixed amount of points over time.''
|'''Not''' for mapper use.
|-
|-
|}
|}


==== "Ropes" subfolder ====
[[#top|Back to page index]]


TBA
==== "Items" subfolder ====


==== "Shop" subfolder ====
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
 
TBA
 
==== "Static" subfolder ====
 
TBA
 
==== "Targets" subfolder ====
 
TBA
 
==== "Triggers" subfolder ====
 
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
Line 3,287: Line 3,685:
|''None''
|''None''
|N/A
|N/A
|trigger_count
|atdm:item_base
|''Countable trigger.''
|''Don't use. The base class for items the player can pick up.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|TBA
|trigger_entityname
|atdm:item_book_red1
|''Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored.  Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.''
|''A red Book''
|
|
|-
|-
Line 3,301: Line 3,699:
|
|
|N/A
|N/A
|trigger_facing
|atdm:item_book_t1
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.''
|''Book''
|
|
|-
|-
Line 3,308: Line 3,706:
|
|
|N/A
|N/A
|trigger_fade
|atdm:item_paper1
|''Fades the screen to fadeColor over fadeTime (in seconds).''
|''Paper''
|
|
|-
|-
Line 3,315: Line 3,713:
|
|
|N/A
|N/A
|trigger_hurt
|atdm:item_scroll1
|''Damages the activator. Can be turned on or off by other triggers.''
|''Scroll''
|
|
|-
|-
Line 3,322: Line 3,720:
|
|
|N/A
|N/A
|trigger_multiple
|atdm:map_base
|''Variable sized repeatable trigger.  Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|''Don't use - base class for all map items.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|'''Custom'''
|N/A
|N/A
|trigger_once
|atdm:grabable_custom_item
|''Variable sized single-use trigger. Must be targeted at one or more entities.''
|''A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.''
|
|
|-
|-
Line 3,336: Line 3,734:
|
|
|N/A
|N/A
|trigger_once_entityname
|atdm:moveable_custom_item
|''Variable sized single-use trigger that only responds to a specific entity.  Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).''
|''A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.''
|
|
|-
|-
Line 3,343: Line 3,741:
|
|
|N/A
|N/A
|trigger_presize
|atdm:static_custom_item
|''Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|''A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.''
|
|
|-
|-
|}
[[#top|Back to page index]]
==== "Keys" subfolder ====
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
|-
|-
|
|''None''
|N/A
|N/A
|trigger_random
|atdm:froblock
|''When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)''
|''A simple pickable lock box. Unlocks and locks targetted frobmovers (doors, levers, etc.) when unlocked/locked. Bind lock handles to it to let them move during lockpicking. Use lock_pins and lock_picktype to specify the complexity of this lock.''
|
|'''Not''' for mapper use.
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Key fancy01.png</gallery>
|trigger_relay
|atdm:key_fancy01
|''Non-touchable repeatable trigger.  Used as a proxy for triggering multiple targets in script, or
|''This is a fancy key, with different skins available.''
from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Key fancy02.png</gallery>
|trigger_sequencer
|atdm:key_fancy02
|''Needs to be activated by another trigger.  Triggers target 0 when first activated, target 1 when next activated, etc.''
|''Another fancy key, with different skins available.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Key mysterious.png</gallery>
|trigger_timer
|atdm:key_mysterious
|''Repeatedly fires its targets.  Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).''
|''A mysterious, three-ringed key.''
|
|
|-
|-
|-
|-
|
|
|N/A
|<gallery>File:Key mysterious 2.png</gallery>
|trigger_touch
|atdm:key_mysterious_2
|''Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.''
|''A mysterious, three-ringed key, with different teeth.''
|
|
|-
|-
|}
==== "Weapons" subfolder ====
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
|
!bgcolor=#d0d0e0 width="11%"|Entity image
|<gallery>File:Key mysterious copper.png</gallery>
!bgcolor=#d0d0e0 width="8%"|Entity file name
|atdm:key_mysterious_copper
!bgcolor=#d0d0e0 width="11%"|Entity description
|''A mysterious, three-ringed key made of copper, still new.''
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|'''Arrows'''
|TBA
|atdm:ammo_arrow
|''Arrow ammunition, can be picked up by the player.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key mysterious copper 2.png</gallery>
|atdm:ammo_broadhead
|atdm:key_mysterious_copper_2
|''Broadhead Ammunition''
|''A mysterious, three-ringed key made of copper, still new.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key mysterious steel.png</gallery>
|atdm:ammo_firearrow
|atdm:key_mysterious_steel
|''Fire Arrow Ammunition''
|''A mysterious, three-ringed key made of gray steel.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key mysterious steel 2.png</gallery>
|atdm:ammo_gasarrow
|atdm:key_mysterious_steel_2
|''Gas Arrow Ammunition''
|''A mysterious, three-ringed key made of gray steel.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key mysterious tarnished.png</gallery>
|atdm:ammo_mossarrow
|atdm:key_mysterious_tarnished
|''Moss Arrow Ammunition''
|''A mysterious, three-ringed key made of copper, tarnished with age.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key mysterious tarnished 2.png</gallery>
|atdm:ammo_noisemaker
|atdm:key_mysterious_tarnished_2
|''Noisemaker Arrow Ammunition''
|''A mysterious, three-ringed key made of copper, tarnished with age.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key ornate.png</gallery>
|atdm:ammo_ropearrow
|atdm:key_ornate
|''Rope Arrow Ammunition''
|''An ornate, golden key. Remember to change the name if you change the skin.
''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key ornate silver.png</gallery>
|atdm:ammo_vinearrow
|atdm:key_ornate_silver
|''Vine Arrow Ammunition''
|''An ornate silver key. Remember to change the name if you change the skin.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key ornate skinnable.png</gallery>
|atdm:ammo_waterarrow
|atdm:key_ornate_skinnable
|''Water Arrow Ammunition''
|''An ornate key with different skins.''
|
|
|-
|-
|-
|-
|'''Arrows/Stuck'''
|
|TBA
|<gallery>File:Key padlock.png</gallery>
|atdm:ammo_broadhead_stuck
|atdm:key_padlock
|''A broadhead stuck into a surface, ready to be plucked out by the player.''
|''A simple padlock key.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key silver jewelry box.png</gallery>
|atdm:ammo_ropearrow_stuck
|atdm:key_silver_jewelry_box
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''
|''Silver jewellery box key.''
|
|
|-
|-
|-
|-
|'''Melee'''
|
|TBA
|<gallery>File:Key simple.png</gallery>
|atdm:weapon_blackjack
|atdm:key_simple
|''The thief's best friend.''
|''A simple key, with different skins available.''
|
|
|-
|-
|-
|-
|
|
|TBA
|<gallery>File:Key simple alabaster.png</gallery>
|atdm:weapon_shortsword
|atdm:key_simple_alabaster
|''The shortsword.''
|''A simple alabaster key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple brass.png</gallery>
|atdm:key_simple_brass
|''A simple brass key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple copper.png</gallery>
|atdm:key_simple_copper
|''A simple copper key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple glass.png</gallery>
|atdm:key_simple_glass
|''A simple glass key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple greenish.png</gallery>
|atdm:key_simple_greenish
|''An old, greenish brass key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple iron dark.png</gallery>
|atdm:key_simple_iron_dark
|''A dark, rough iron key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple old.png</gallery>
|atdm:key_simple_old
|''An old, rusted key, named accordingly.''
|
|
|-
|-
|}
|-
 
|
==== "x doom3 junk" subfolder ====
|<gallery>File:Key simple rusty.png</gallery>
 
|atdm:key_simple_rusty
TBA
|''A rusted key, named accordingly.''
 
|
 
|-
==== Other ====
|-
 
|
TBA
|<gallery>File:Key simple steel.png</gallery>
|atdm:key_simple_steel
|''An gray steel key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key simple tarnished.png</gallery>
|atdm:key_simple_tarnished
|''A simple tarnished (green copper patina) key, named accordingly.''
|
|-
|-
|
|<gallery>File:Key strange.png</gallery>
|atdm:key_strange
|''A strange looking key with ornamental engravings.''
|
|-
|-
|
|N/A
|atdm:keys_base
|''Don't use - base class for all lootable TDM keys.''
|'''Not''' for mapper use.
|-
|}


== See also ==
[[#top|Back to page index]]
 
==== "Lights" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-


*'''[[Entity|Entities]]'''
|-
*'''[[Entity Class]]'''
|''None''
*'''[[Model Database]]''' - in development
|N/A
*'''[[Model addons repository]]''' - in development
|atdm:ambient_world
*'''[[Texture Database]]''' - in development
|''The main ambient light for your map, add one and drag its size to cover your entire map. Note: the name for the entity must be 'ambient_world' to make it work!''
|
|-
|-
|
|<gallery>File:Env_hanging_lantern_round01.png</gallery>
|atdm:env_hanging_lantern_round01
|''A swinging round light.''
|
|-
|-
|
|N/A
|atdm:relight_position
|''Used for relighting lights. Place where you want the AI to stand while relighting, and link it from the light or light holder entity.''
|
|-
 
|-
|'''Base Entities, DoNotUse'''
|N/A
|atdm:fireplace_base
|''Base class for campfires, bonfires and fireplaces, lit. Don't use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:fireplace_place_base
|''Base class for fireplaces with grate, wood and fire. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:fireplace_unlit_base
|''Base class for campfires, bonfires and fireplaces, lit. Don't use, use lit fire and set extinguished = 1.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:static_light_lit_base
|''Base class for static lit light fixtures. Don't use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:static_light_unlit_base
|''Base class for static unlit light fixtures. Don't use.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:torch_wall_base
|''Base class for lit wall-mounted static torches. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_colorme_model
|''A light that takes a colorme model (or skin) as the physical light. If targetted the light toggles on/off and the model shows lit/unlit. Move light_center to centre of physical light. No shadows by default. For shadows, set this to radius 1 1 1 and add a second normal light then toggle both.''
|'''Not''' for mapper use.
|-
 
|-
|
|N/A
|light_extinguishable
|''Extinguishable light flame that is not randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_extinguishable_moving
|''Extinguishable light flame that is randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_extinguishable_moving_unlit
|''Extinguishable light flame that is randomly moving, unlit and can be relit by fire Light Sources.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_fireflames_huge
|''Extinguishable flickering, very huge fire flames for use in a bonfire etc.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_fireflames_large
|''Extinguishable flickering, very large fire flames for use in a bonfire etc.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_moving
|''Moving light source that oscillates randomly about the origin.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_shadow
|N/A
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_torchflame_new01
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_torchflame_new01_large
|''Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons).''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_torchflame_new_unlit
|''This is a torch flame that starts out extinguished, so it can be relit by the player.''
|'''Not''' for mapper use.
|-
 
 
 
 
 
 
 
|-
|'''Cast Shadows'''
|N/A
|light_brazier_shadow
|''A cast shadow, round with spokes radiating from the center.  For placement beneath braziers or cagelights.''
|
|-
|-
|
|N/A
|light_candle_circle01
|''A cast shadow, round. For small shadow for underneath lit candleholders.''
|
|-
|-
|
|N/A
|light_candle_square01
|''A cast shadow. For small shadow for underneath lit candleholders.''
|
|-
|-
|
|N/A
|light_circle02
|''A cast shadow, round. For shadow for underneath lit lamps.''
|
|-
|-
|
|N/A
|light_cross_shadow
|''A cast shadow, cross-shaped. For placement beneath post brazier.''
|
|-
|-
|
|N/A
|light_cross_shadow02
|''A cast shadow, cross-shaped. For placement beneath standing chandelier.''
|
|-
|-
|
|N/A
|light_cross_shadow03
|''A cast shadow, cross-shaped. For placement beneath standing oil lamp.''
|
|-
 
|-
|'''Light Sources'''
|N/A
|atdm:light_base
|''Base class for all TDM lights, extinguishable or not.''
|
|-
|-
|
|N/A
|atdm:light_flashbomb
|N/A
|
|-
|-
|
|N/A
|atdm:light_flashmine
|N/A
|
|-
|-
|
|N/A
|light_fire_arrow
|N/A
|
|-
 
|-
|
|N/A
|light_gas_arrow
|N/A
|
|-
|-
|
|N/A
|light_lamp_desk
|''Light entity for atdm:lamp_desk.''
|
|-
|-
|
|N/A
|light_lamp_desk_02
|''Light entity for atdm:lamp_desk.''
|
|-
|-
|
|N/A
|light_lamp_desk_03
|''Light entity for atdm:lamp_desk.''
|
|-
|-
|
|N/A
|atdm:light_lamp_desk_cubic
|''Light entity for atdm:lamp_desk.''
|
|-
|-
|
|N/A
|atdm:light_lamp_desk_unlit
|''Light entity for atdm:lamp_desk.''
|
|-
|-
|
|N/A
|light_lantern_moving
|''Moving lantern light for player.''
|
|-
|-
|
|N/A
|light_lantern_oil_omni
|''Light entity for atdm:moveable_lantern_oil_hand_lit.''
|
|-
|-
|
|N/A
|light_lantern_oil_omni_unlit
|''Light entity for atdm:moveable_lantern_oil_hand.''
|
|-
|-
|'''Light Sources/Campfire Flames'''
|N/A
|light_bonfire
|''Extinguishable, round fire flames for use bonfire, etc.''
|
|-
|-
|
|N/A
|light_brazier_large
|''Extinguishable, tall fire flames with sparks for large brazier.''
|
|-
|-
|
|N/A
|light_brazier_large_static
|''Extinguishable, tall fire flames with sparks for large brazier.''
|
|-
|-
|
|N/A
|light_bucketflame_small
|''A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''
|
|-
|-
|
|N/A
|light_fireflames_black_smoking
|''Extinguishable, small fire fire with blackish smoke, more smoke than flames. For use in a fireplace or campfire.''
|
|-
|-
|
|N/A
|light_fireflames_black_smoking_small
|''Extinguishable, small fire with blackish smoke, nearly gone out, more smoke than flames. For use in a bucket fire.''
|
|-
|-
|
|N/A
|light_fireflames_small
|''Small, round fire, suitable for small campfires or fireplaces.''
|
|-
|-
|
|N/A
|light_fireflames_smoking
|''Extinguishable, smouldering fire (nearly gone out, more smoke than flames). For use in a fireplace or campfire.''
|
|-
|-
|
|N/A
|light_fireflames_smouldering
|''Extinguishable, smouldering fire, almost out, just smoking. For use in a burnt-out campfire.''
|
|-
|-
|
|N/A
|light_fireflames_typical
|''Extinguishable, round fire flames for use campfires, etc.''
|
|-
|-
|'''Light Sources/Candle Flames'''
|N/A
|light_candleflame
|''Static extinguishable candle flame with attached glow. (Light origin does not move to simulate flickering).''
|
|-
|-
|
|N/A
|light_candleflame_chandelier
|''Static extinguishable candle flame. (Light origin does not move to simulate flickering). For chandeleiers to reach the floor.''
|
|-
|-
|
|N/A
|light_candleflame_chandelier_unlit
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_candleflame_moving
|''Moving extinguishable candle flame.''
|
|-
|-
|
|N/A
|light_candleflame_moving_unlit
|''This is a moving candle flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_candleflame_noglow
|''Older flame, does not have glow. (Light origin does not move to simulate flickering).''
|
|-
|-
|
|N/A
|light_candleflame_sp
|''Static extinguishable candle flame. (Light origin does not move).''
|
|-
|-
|
|N/A
|light_candleflame_unlit
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_candleflame_unlit_up
|''This is a candle flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_gasflame
|''Static extinguishable gas flame with attached glow. (Light origin does not move to simulate flickering)''
|
|-
|-
|
|N/A
|light_gasflame_unlit
|''This is a gas flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_oilflame
|N/A
|
|-
|-
|
|N/A
|light_oilflame_moving
|N/A
|
|-
|-
|
|N/A
|light_oilflame_moving_unlit
|''This is a moving oil lamp flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_oilflame_unlit
|''This is a oil lamp flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|'''Light Sources/Crystal Glows'''
|N/A
|light_crystal_glow
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_orange_fast
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_orange_medium
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_orange_small
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_red_fast
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_red_medium
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_red_small
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_white_medium
|N/A
|
|-
 
|-
|
|N/A
|light_crystal_glow_yellow_fast
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_yellow_medium
|N/A
|
|-
|-
|
|N/A
|light_crystal_glow_yellow_small
|N/A
|
|-
|-
|'''Light Sources/Fireplace Flames'''
|N/A
|light_fireflames
|''Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.''
|
|-
|-
|
|N/A
|light_fireflames_nonmoving
|''Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.''
|
|-
|-
|
|N/A
|light_fireflames_wide
|''Extinguishable flickering wider fire flames for use in a large fireplace or big campfire, etc.''
|
|-
|-
|'''Light Sources/Mushroom Glows'''
|N/A
|light_mushroom_glow_blue
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_blue_dull
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_green
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_green_dull
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_red
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_red_dull
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_white
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_yellow
|N/A
|
|-
|-
|
|N/A
|light_mushroom_glow_yellow_dull
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_blue
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_blue_dull
|N/A
|
|-
 
|-
|
|N/A
|light_mushrooms_glow_green
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_green_dull
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_red
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_red_dull
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_white
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_yellow
|N/A
|
|-
|-
|
|N/A
|light_mushrooms_glow_yellow_dull
|N/A
|
|-
|-
|'''Light Sources/Torch Flames'''
|N/A
|light_cageflame_small
|''Torch-sized flame for cage-lights, casts faint bar shadows. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''
|
|-
|-
|
|N/A
|light_elemental_moving
|''Flame for the elemental. Creates moving shadows.''
|
|-
|-
|
|N/A
|light_torchflame
|''A torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.  ''
|
|-
|-
|
|N/A
|light_torchflame_blue
|''A magical, extinguishable torch flame, moving shadows. Blue tint and bluish smoke.''
|
|-
|-
|
|N/A
|light_torchflame_green
|''A magical, extinguishable torch flame, with moving shadows. Green tint and greenish smoke.''
|
|-
|-
|
|N/A
|light_torchflame_mobile
|''Extinguishable torch flame. Creates moving shadows and looks good sideways.''
|
|-
|-
|
|N/A
|light_torchflame_moving
|''Extinguishable torch flame. Creates moving shadows.''
|
|-
 
|-
|
|N/A
|light_torchflame_moving_unlit
|''This is a flickering torch flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|
|N/A
|light_torchflame_orange
|''A magical, extinguishable torch flame, moving shadows. Orange tint and blackish smoke.''
|
|-
|-
|
|N/A
|light_torchflame_small
|''A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.''
|
|-
|-
|
|N/A
|light_torchflame_small_unlit
|''Base unlit light for small torch. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_torchflame_unlit
|''This is a torch flame that starts out extinguished, so it can be relit by the player.''
|
|-
|-
|'''Model Lights, Movable/Candles'''
|TBA
|atdm:moveable_candle_default
|''An average, lit candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_default2
|''An average, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_default3
|''An average, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_set02
|''Set 'extinguished' '1' to start the candle unlit.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_short
|''A short, lit candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_short2
|''A short, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_short3
|''A short, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_tall
|''A tall, lit candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_tall2
|''A tall, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_tall3
|''A tall, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide
|''An average, wide lit candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide2
|''An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide2_short
|''A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide2_tall
|''A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide3
|''An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
 
|-
|
|TBA
|atdm:moveable_candle_wide3_short
|''A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide3_tall
|''A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide_short
|''A short, wide lit candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide_tall
|''A tall, wide lit candle.''
|
|-
|-
|'''Model Lights, Movable/Candles/In_Holder'''
|TBA
|atdm:moveable_holder_round_plus_candle
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle2
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle3
|''A candle holder with a lit default candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short2
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short3
|''A candle holder with a lit short candle. Use skin chooser for alternate textures.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle
|''A candle holder with a lit default candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle2
|''A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle3
|''A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short
|''A candle holder with a lit short candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short2
|''A candle holder with a lit short candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short3
|''A candle holder with a lit short candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle
|''A candle holder with a lit default candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle2
|''A candle holder with a lit default candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle3
|''A candle holder with a lit default candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short
|''A candle holder with a lit short candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short2
|''A candle holder with a lit short candle.''
|
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short3
|''A candle holder with a lit short candle.''
|
|-
 
 
|-
|'''Model Lights, Movable/Candles/In_Holder/DoNotUse/Deprecated'''
|TBA
|atdm:moveable_holder_round_plus_candle2_unlit
|''Use a regular candle and add extinguished 1 instead.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle3_unlit
|''Use a regular candle and add extinguished 1 instead.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short2_unlit
|''Use a regular candle and add extinguished 1 instead.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short3_unlit
|''Use a regular candle and add extinguished 1 instead.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_short_unlit
|''Use a regular candle and add extinguished 1 instead.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_round_plus_candle_unlit
|''Use a regular candle and add the spawnarg extinguished 1.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle2_unlit
|''A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle3_unlit
|''A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short2_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short3_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_short_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_small_plus_candle_unlit
|''A candle holder with an unlit default candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle2_unlit
|''A candle holder with an unlit default candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle3_unlit
|''A candle holder with an unlit default candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short2_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short3_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_short_unlit
|''A candle holder with an unlit short candle.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_holder_tall_plus_candle_unlit
|''A candle holder with an unlit default candle.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Movable/Candles/In_Holder/Originals'''
|TBA
|atdm:moveable_candle_holder_base
|''Do not use, base class for combined holder+candle objects.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_candle_holder_base_lit
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_normal_candle
|''A big candle holder with an unlit normal candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_normal_candle_lit
|''A big candle holder with a lit normal candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_medium_candle
|''A candle holder with an unlit medium & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_medium_candle_lit
|''A candle holder with a lit short & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_short_candle
|''A candle holder with an unlit short & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_short_candle_lit
|''A candle holder with a lit short & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_stub_candle
|''A candle holder with an unlit skinny stub candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_stub_candle_lit
|''A candle holder with a lit skinny stub candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_tall_candle
|''A candle holder with an unlit tall & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_plus_skinny_tall_candle_lit
|''A candle holder with a lit tall & skinny candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_round_base
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_round_base_lit
|N/A
|
|-
 
|-
|
|TBA
|atdm:moveable_candle_holder_small_base
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_small_base_lit
|N/A
|
|-
 
|-
|
|TBA
|atdm:moveable_candle_holder_small_plus_normal_candle
|''A candle holder with a unlit normal candle.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_holder_small_plus_normal_candle_lit
|''A candle holder with a lit normal candle.''
|
|-
|-
|'''Model Lights, Movable/Candles/Originals'''
|TBA
|atdm:moveable_candle_01
|''A yellowish candle stump, unlit.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_01_lit
|''A lit yellowish candle stump.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_base
|''Don't use, base class for all unlit moveable candles.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_candle_original_wide
|''An unlit wide candle stub. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_short
|''An unlit short skinny candle. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_short_lit
|''A lit tall skinny candle. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_stub
|''An unlit skinny candle stub. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_stub_lit
|''A lit skinny candle stub. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_tall
|''An unlit tall skinny candle. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_skinny_tall_lit
|''A lit tall skinny candle. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide_lit
|''A lit wide candle stub. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide_stub
|''An unlit wide candle. Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_candle_wide_stub_lit
|''A lit wide candle.  Use '_color' to color it.''
|
|-
|-
|
|TBA
|atdm:moveable_lit_candle_base
|''Don't use, base class for all lit moveable candles.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Movable/Candles/Special'''
|TBA
|atdm:moveable_kitchen_bottle01_plus_stub_candle
|''A slender, smaller bottle with a short, lit candle on top.''
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_bottle02_plus_stub_candle
|''A stout bottle with a short, lit candle on top.''
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_bottle_plus_candle_base
|''Base class for bottle+candle entities, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:moveable_kitchen_wbottle01_plus_skinny_candle
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_wbottle01_plus_stub_candle
|''An high, slender wine bottle with a short, lit candle on top.''
|
|-
|-
|
|TBA
|atdm:moveable_skull2_plus_stub_candle
|''Another skull with candle on top.''
|
|-
|-
|
|TBA
|atdm:moveable_skull_plus_stub_candle
|''A skull with candle on top.''
|
|-
|-
|'''Model Lights, Movable/Candles/Special/DoNotUse/Deprecated'''
|TBA
|atdm:moveable_kitchen_bottle01_plus_stub_candle_unlit
|''A slender, smaller bottle with a short, unlit candle on top. Can be relit by fire sources.''
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_bottle02_plus_stub_candle_unlit
|''A stout bottle with a short, unlit candle on top. Can be relit by fire sources.''
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_wbottle01_plus_skinny_candle_unlit
|''An high, slender wine bottle with a skinny, unlit candle on top. Can be lit by fire sources.''
|
|-
|-
|
|TBA
|atdm:moveable_kitchen_wbottle01_plus_stub_candle_unlit
|''An high, slender wine bottle with a short, unlit candle on top. Can be lit by fire sources.''
|
|-
|-
|
|TBA
|atdm:moveable_skull2_plus_stub_candle_unlit
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_skull_plus_stub_candle_unlit
|N/A
|
|-
 
 
 
 
 
|-
|'''Model Lights, Movable/Laboratory'''
|<gallery>File:Bunsen burner.png</gallery>
|atdm:bunsen_burner
|''Bunsen burner, extinguishable''
|
|-
|-
|'''Model Lights, Movable/Lanterns'''
|TBA
|atdm:moveable_lantern_oil_hand02_lit
|''A lit oil lantern that can be carried around and extinguished/relit by the player.''
|
|-
|-
|
|TBA
|atdm:moveable_lantern_oil_hand_colorme_lit
|''A lit oil lantern that can be carried around and extinguished/relit by the player. Use 'set _color on light' 'R G B' to change the color of the light, and '_color' 'R G B' to change the color of the glass.''
|
|-
|-
|
|TBA
|atdm:moveable_lantern_oil_hand_lit
|''A lit oil lantern that can be carried around and extinguished/relit by the player.''
|
|-
|-
|'''Model Lights, Movable/Natural'''
|TBA
|atdm:geode_moveable_lit_orange
|N/A
|
|-
|-
|
|TBA
|atdm:geode_moveable_lit_red
|N/A
|
|-
|-
|
|TBA
|atdm:geode_moveable_lit_yellow
|N/A
|
|-
|-
|
|TBA
|atdm:moveable_light_crystal
|N/A
|
|-
|-
|'''Model Lights, Movable/Torches'''
|TBA
|atdm:moveable_torch1
|''A torch that can be carried around and extinguished/relit by the player.''
|
|-
|-
|'''Model Lights, Static/Candles'''
|TBA
|atdm:sconce_2candles_rigid
|''Wall sonce with 2 unlit candles and 2 independend flames. Candles can not be removed. Can be relit.''
|
|-
|-
|
|
|atdm:standing_chandelier_3_candles
|''Standing chandelier with 3 unlit candles and 3 independend flames. Can be relit.''
|
|-
|-
|'''Model Lights, Static/Fireplaces'''
|TBA
|atdm:fireplace_arch
|''A fireplace as a rough arch, has no backwall.''
|
|-
|-
|
|TBA
|atdm:fireplace_brick
|''A fireplace build from grey bricks.''
|
|-
|-
|
|TBA
|atdm:fireplace_brick
|''A fireplace build from grey bricks.''
|
|-
|-
|
|TBA
|atdm:fireplace_stone
|''A fireplace build from stone.''
|
|-
|-
|
|TBA
|atdm:fireplace_wooden
|''A wooden+brick fireplace.''
|
|-
|-
|
|TBA
|atdm:lit_fireplace01
|''Burning wood to be used inside a fireplace. Comes with attached light.''
|
|-
|-
|
|TBA
|atdm:lit_fireplace01_staticflames
|''Burning wood to be used inside a fireplace. Comes with attached light that pulses but does not move for better performance.''
|
|-
|-
|
|TBA
|atdm:stove_small_square
|''Small square metal stove. Has door, handle, and fire attachments, is extinguishable.''
|
|-
|-
|'''Model Lights, Static/Fires'''
|TBA
|atdm:bonfire
|''Bonfire, larger than a campfire, with small flame and some white smoke.''
|
|-
|-
|
|TBA
|atdm:brazier_large01
|''Large, floor mounted, lit brazier.''
|
|-
|-
|
|TBA
|atdm:brazier_post01
|''Tall, floor mounted, lit brazier on a post.''
|
|-
|-
|
|TBA
|atdm:bucketfire
|''A small fire inside a burnt-out bucket.''
|
|-
|-
|
|TBA
|atdm:cagelamp02
|''Small, unattached cagelamp with flame, can be bound by mapper to chains or stands.''
|
|-
|-
|
|TBA
|atdm:campfire_small
|''Campfire, with small flame and some white smoke.''
|
|-
|-
|
|TBA
|atdm:campfire_smoking_black
|''A small campfire, nearly out with lots of with blackish smoke.''
|
|-
|-
|
|TBA
|atdm:campfire_smoking_white
|''A small campfire, nearly out, with lots of whitish smoke.''
|
|-
|-
|
|TBA
|atdm:campfire_smouldering
|''A small campfire that has still some heat and smoke, but no open flame and little light.''
|
|-
|-
|
|TBA
|atdm:campfire_typical
|''Campfire with normal-sized flame.''
|
|-
|-
|
|TBA
|atdm:flame_stand_smouldering
|''A brazier campfire that has still some heat and smoke, but no open flame.''
|
|-
|-
|
|TBA
|atdm:flamestand
|''Brazier, with small flame and some white smoke.''
|
|-
|-
|
|TBA
|atdm:flamestand_smoking_black
|''A brazier, small flame with lots of with blackish smoke.''
|
|-
|-
|
|TBA
|atdm:torch_brazier
|''Floor mounted, lit brazier.''
|
|-
|-
|'''Model Lights, Static/Gas'''
|<gallery>File:Lamp_wall_gasflame03_lit.png</gallery>
|atdm:lamp_wall_gasflame03_lit
|''A lit wall-mounted gas lamp with an open top. Can be put out with water arrows.''
|
|-
|-
|'''Model Lights, Static/Hanging'''
|<gallery>File:Cagelamp02_hanging.png</gallery>
|atdm:cagelamp02_hanging
|''Small, hanging cagelamp with flame.''
|
|-
|-
|
|<gallery>File:Chandelier_3_candles.png</gallery>
|atdm:chandelier_3_candles
|''Hanging chandelier with 3 candles and 3 independend flames.''
|
|-
|-
|
|<gallery>File:Lamp_hanging02.png</gallery>
|atdm:lamp_hanging02
|N/A
|
|-
|-
|
|<gallery>File:Torch_cagelamp_hanging.png</gallery>
|atdm:torch_cagelamp_hanging
|''A hanging cage-light.''
|
|-
|-
|'''Model Lights, Static/Natural/Crystals'''
|
|atdm:
|''''
|
|-
|-
|'''Model Lights, Static/Natural/Mushrooms'''
|
|atdm:
|''''
|
|-
|-
|'''Model Lights, Static/Nautical'''
|<gallery>File:Ship lamp lit.png</gallery>
|atdm:ship_lamp_lit
|''Lamp for a ship, use swtich to toggle on off, or start_off=1.''
|
|-
|-
|'''Model Lights, Static/Oil_Lamps'''
|TBA
|atdm:lamp_oil_standing_copper_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_standing_dirtymetal_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_standing_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_standing_rusty_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_copper_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_dirtymetal_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_hanging_copper_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_hanging_dirtymetal_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_hanging_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_hanging_rusty_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|
|TBA
|atdm:lamp_oil_wall_rusty_lit
|''A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.''
|
|-
|-
|'''Model Lights, Static/Switchable'''
|<gallery>File:Oil glass lamp01.png</gallery>
|atdm:oil_glass_lamp01
|''An oil lamp that the player can toggle on/off with frob.''
|
|-
|-
|'''Model Lights, Static/Switchable/Electric'''
|<gallery>File:Wall sphere lit.png</gallery>
|atdm:wall_sphere_lit
|''A wall lamp with a spherical lamp head. Can be switched on and off.''
|
|-
|-
|'''Model Lights, Static/Switchable/Electric/Indoor'''
|TBA
|atdm:antique_chandelier_4_globes
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''
|
|-
|-
|
|TBA
|atdm:antique_wall_light_1_globe
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''
|
|-
|-
|
|TBA
|atdm:electric_ornate_chandelier_01
|''Ornate_chandelier01 that can be switched on and off.  Entity does not include actual lights; just switches skins. Lights must be added separately.''
|
|-
|-
|
|TBA
|atdm:lamp_desk
|''A small desk lamp that the player can toggle on/off with frob.''
|
|-
|-
|
|TBA
|atdm:lamp_desk_03_with_switch
|''A small desk lamp with a switch that the player can toggle to turn the lamp on/off.''
|
|-
|-
|
|TBA
|atdm:lamp_desk_cubic
|''A small desk lamp that the player can toggle on/off with frob.''
|
|-
|-
|
|TBA
|atdm:lamp_desk_steel_redshade
|''A small desk lamp that the player can toggle on/off with frob.''
|
|-
|-
|
|TBA
|atdm:lamp_desk_steel_redshade
|''A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.''
|
|-
|-
|
|TBA
|atdm:lamp_desk_steel_redshade
|''A lit wall-mounted electric lamp with a fancy design, open part up. Can be switched on/off.''
|
|-
|-
|'''Model Lights, Static/Switchable/Electric/Indoor/DoNotUse'''
|TBA
|atdm:static_electric_light_lit_quiet_base
|''Base class for static lit electric light fixtures with no noise. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:static_electric_light_unlit_quiet_base
|''Base class for static unlit light fixtures. Do not use.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Static/Switchable/Electric/Indoor/DoNotUse/Deprecated'''
|TBA
|atdm:lamp_desk_unlit
|''A small, unlit desk lamp that the player can toggle on/off with frob.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_fancy
|''An unlit wall-mounted electric lamp with a fancy design. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_fancy_up
|''An unlit wall-mounted electric lamp with a fancy design, open part up. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Static/Switchable/Electric/Outdoor'''
|TBA
|atdm:arc_light_lit
|''Tall arc light tower. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:cagelight
|''A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:cagelight_greenmetal
|''A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_grill__short_lit
|''A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_grill_lit
|''A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_down_lit
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_down_rusty_lit
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_hanging_rusty_lit
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_unattached_lit
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_unattached_rusty_lit
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_up_lit
|''An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_up_rusty_lit
|''Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_shaded02_lit
|''A lit wall-mounted electric lamp with a shade behind it. Can be switched on/off.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_shaded_lit
|''A lit wall-mounted electric lamp with a shade on top. Can be switched on/off.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_shaded_lit_heavyflicker
|''A lit wall-mounted electric lamp with a shade on top, that flickers strongly. Can be switched off.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_1_lit
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_2_lit
|''A lit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_2_lit_blue
|''A lit wall-mounted, square electric lamp with spiky antenna on top, white-blue in colour. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_3_lit
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_3_lit_unattached
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_electric_square_unattached
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_sitting_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_sitting_rusty_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_unattached_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_unattached_rusty_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|'''Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse'''
|N/A
|atdm:static_electric_light_lit_base
|''Base class for static lit electric light fixtures. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:static_electric_light_nomodel_lit
|''Base class for static lit electric light fixtures. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:static_electric_light_nomodel_unlit
|''Base class for static lit electric light fixtures. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:static_electric_light_unlit_base
|''Base class for static unlit light fixtures. Do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|light_arclight_sp
|''particle''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|tdm_glare_lamp_sp
|''particle''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse/Deprecated'''
|TBA
|atdm:lamp_electric_grill
|''An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_grill_short
|''An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_down
|''An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_outdoor_up
|''An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_shaded
|''An unlit wall-mounted electric lamp with a shade on top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_square_1
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_square_2
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_electric_square_3
|''An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
 
|-
|
|TBA
|atdm:streetlamp_double
|''An unlit standing street lamp with two lamp heads. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:streetlamp_round
|''An unlit standing street lamp with a round top. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:streetlamp_sphere
|''An unlit standing street lamp with a spherical lamp head. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:streetlamp_spot
|''An unlit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:streetlamp_square
|''An unlit standing street lamp with a square top. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:streetlamp_square_01
|''An unlit standing street lamp with a square top. Can be switched on and off.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Static/Switchable/Gas'''
|TBA
|atdm:lamp_gaslight_lit
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_wall_gaslight_02_lit
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|
|TBA
|atdm:lamp_wall_gaslight_03_lit
|''A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''
|
|-
|-
|'''Model Lights, Static/Switchable/Gas''' '''''unnamed folder'''''
|TBA
|atdm:lamp_wall_gasflame03_lit
|''An unlit wall-mounted gas lamp with an open top.''
|
|-
|-
|'''Model Lights, Static/Switchable/Gas/DoNotUse/Deprecated'''
|TBA
|atdm:lamp_wall_gaslight02
|''An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:lamp_wall_gaslight03
|''An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.''
|'''Not''' for mapper use.
|-
|-
|'''Model Lights, Static/Torches'''
|TBA
|atdm:flamestand_standing_lit
|''A lit torch that is to be stuck in the ground.''
|
|-
|-
|
|TBA
|atdm:torch_cagelamp
|''An unmounted lit gothic torch.''
|
|-
|-
|
|TBA
|atdm:torch_gothic02_wall
|''A wall-mounted, large gothic torch with a large flame.''
|
|-
|-
|
|TBA
|atdm:torch_gothic02_wall_unlit
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''
|
|-
|-
|
|TBA
|atdm:torch_gothic_static
|''An unlit gtorch that can be attached to wall brackets, statues, etc.''
|
|-
|-
|
|TBA
|atdm:torch_gothic_static_lit
|''A lit torch that can be attached to wall brackets, statues, etc.''
|
|-
|-
|
|TBA
|atdm:torch_gothic_wall
|''A wall-mounted lit gothic torch.''
|
|-
|-
|
|TBA
|atdm:torch_gothic_wall_lit
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''
|
|-
|-
|
|TBA
|atdm:torch_metal_static
|''A wall-mounted lit gothic torch.''
|
|-
|-
|
|TBA
|atdm:torch_metal_static_lit
|''A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.''
|
|-
|-
|
|TBA
|atdm:torch_metal_wall
|''A wall-mounted lit metal torch''
|
|-
|-
|
|TBA
|atdm:torch_metal_wall_unlit
|''A wall-mounted metal, unlit torch. A can be re-lit by fire-stims.''
|
|-
|-
|
|TBA
|atdm:torch_standing_lit
|''A lit torch that is to be stuck in the ground.''
|
|-
|-
|
|TBA
|atdm:torch_static
|''An unlit torch that can be attached to wall brackets, statues, etc.''
|
|-
|-
|
|TBA
|atdm:torch_static_lit
|''A lit torch that can be attached to wall brackets, statues, etc.''
|
|-
|-
|
|TBA
|atdm:torch_wall
|''A wall-mounted lit torch''
|
|-
|-
|
|TBA
|atdm:torch_wall_unlit
|''A wall-mounted unlit torch. A can be re-lit by fire-stims.''
|
|-
|-
|'''Model Lights, Static/Switchable/Streetlamps'''
|TBA
|atdm:streetlamp_round_02_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_02_rusty_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_round_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
 
|-
|
|TBA
|atdm:streetlamp_round_rusty_lit
|''A lit standing street lamp with a round top. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_square_lit
|''A lit standing street lamp with a square top. Can be switched on and off.''
|
|-
|-
|'''Model Lights, Static/Switchable/Streetlamps/Electric'''
|TBA
|atdm:streetlamp_double_lit
|''A lit standing street lamp with two lamp heads. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_sphere_lit
|''A lit standing street lamp with a spherical lamp head. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_spot_lit
|''A lit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off.''
|
|-
|-
|
|TBA
|atdm:streetlamp_square_01_lit
|''A lit standing street lamp with a square top. Can be switched on and off.''
|
|-
|-
|'''Model Lights, Static/Torches/Statue'''
|TBA
|atdm:statue_with_gothic_torch_left
|''A skinnable stone statue, with a static, lit gothic torch in the left hand.''
|
|-
|-
|
|TBA
|atdm:statue_with_gothic_torch_right
|''A skinnable stone statue, with a static, lit gothic torch in the right hand.''
|
|-
|-
|
|TBA
|atdm:statue_with_metal_torch_left
|''A skinnable stone statue, with a static, lit metal torch in the left hand.''
|
|-
|-
|
|TBA
|atdm:statue_with_metal_torch_right
|''A skinnable stone statue, with a static, lit metal torch in the right hand.''
|
|-
|-
|
|TBA
|atdm:statue_with_torch_left
|''A skinnable stone statue, with a static, lit torch in the left hand.''
|
|-
|-
|
|TBA
|atdm:statue_with_torch_right
|''A skinnable stone statue, with a static, lit torch in the right hand.''
|
|-
|-
|'''Sources'''
|N/A
|light
|''Generic light source.  If health is set, light becomes breakable and turns off when shot.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Liquids" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:liquid
|''Base class for water bodies, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:liquid_water
|''Normal clear water, extinguishes fire.''
|
|-
|-
|
|N/A
|atdm:liquid_water_murky
|''Normal murky water, extinguishes fire.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "LOD" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
 
|-
|'''kitchen'''
|<gallery>File:Jug01.png</gallery>
|atdm:jug01
|N/A
|
|-
|-
|
|<gallery>File:Wine bottle02 standing01.png</gallery>
|atdm:wine_bottle02_standing01
|N/A
|
|-
|-
|
|<gallery>File:Wine bottle02 standing02.png</gallery>
|atdm:wine_bottle02_standing02
|N/A
|
|-
|-
|
|<gallery>File:Wine bottles stack01.png</gallery>
|atdm:wine_bottles_stack01
|N/A
|
|-
|-
|
|<gallery>File:Wine crate02 full.png</gallery>
|atdm:wine_crate02_full
|N/A
|
|-
|-
|'''mechanical'''
|<gallery>File:Arc transformer 001 cage.png</gallery>
|atdm:arc_transformer_001_cage
|''Arc_transformer_001_cage model with LOD stages.''
|
|-
|-
|
|<gallery>File:Boiler01.png</gallery>
|atdm:boiler01
|''Boiler01 model with LOD stages.''
|
|-
|-
|
|<gallery>File:Boiler02.png</gallery>
|atdm:boiler02
|N/A
|
|-
|-
|
|<gallery>File:Electrical transmitter tower01.png</gallery>
|atdm:electrical_transmitter_tower01
|''Electrical_transmitter_tower01 model with LOD stages.''
|
|-
|-
|
|<gallery>File:Pull chain01 long.png</gallery>
|atdm:pull_chain01_long
|N/A
|
|-
|-
|'''misc'''
|<gallery>File:Market stall fancy01.png</gallery>
|atdm:market_stall_fancy01
|N/A
|
|-
|-
|'''wearables'''
|<gallery>File:Folded cloth01.png</gallery>
|atdm:folded_cloth01
|N/A
|
|-
|-
|
|<gallery>File:Folded cloth02.png</gallery>
|atdm:folded_cloth02
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Loot" subfolder ====
 
''Some images of the loot entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|'''Moveable'''
|<gallery>File:Moveable_loot_amethyst.png</gallery>
|atdm:moveable_loot_amethyst
|''amethyst''
|
|-
|-
|
|N/A
|atdm:moveable_loot_base
|''Don't use. Base class for loot that is moveable.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable_loot_bottle.png</gallery>
|atdm:moveable_loot_bottle
|''expensive antique bottle''
|
|-
|-
|
|<gallery>File:Moveable_loot_bowl_small.png</gallery>
|atdm:moveable_loot_bowl_small
|''small silver bowl''
|
|-
|-
|
|<gallery>File:Moveable_loot_candlestick.png</gallery>
|atdm:moveable_loot_candlestick
|''ornate candlestick''
|
|-
|-
|
|<gallery>File:Moveable_loot_chalice.png</gallery>
|atdm:moveable_loot_chalice
|''ornate chalice''
|
|-
|-
|
|<gallery>File:Moveable_loot_coin.png</gallery>
|atdm:moveable_loot_coin
|''gold coin''
|
|-
|-
|
|<gallery>File:Moveable_loot_dagger_gold.png</gallery>
|atdm:moveable_loot_dagger_gold
|''Ornate dagger''
|
|-
|-
|
|<gallery>File:Moveable_loot_diamond.png</gallery>
|atdm:moveable_loot_diamond
|''diamond''
|
|-
|-
|
|<gallery>File:Moveable_loot_diamond_small.png</gallery>
|atdm:moveable_loot_diamond_small
|''small diamond''
|
|-
|-
|
|<gallery>File:Moveable_loot_emerald.png</gallery>
|atdm:moveable_loot_emerald
|''emerald''
|
|-
|-
|
|<gallery>File:Moveable_loot_exotic_crown01.png</gallery>
|atdm:moveable_loot_exotic_crown01
|''crown''
|
|-
|-
|
|<gallery>File:Moveable_loot_goblet.png</gallery>
|atdm:moveable_loot_goblet
|''fancy goblet''
|
|-
|-
|
|<gallery>File:Moveable_loot_goblet_old.png</gallery>
|atdm:moveable_loot_goblet_old
|''fancy old goblet''
|
|-
|-
|
|<gallery>File:Moveable_loot_gold_creamer.png</gallery>
|atdm:moveable_loot_gold_creamer
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_gold_decanter.png</gallery>
|atdm:moveable_loot_gold_decanter
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_gold_sugarcup.png</gallery>
|atdm:moveable_loot_gold_sugarcup
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_gold_teapot.png</gallery>
|atdm:moveable_loot_gold_teapot
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_hairbrush_gold.png</gallery>
|atdm:moveable_loot_hairbrush_gold
|''A golden hairbrush.''
|
|-
|-
|
|<gallery>File:Moveable_loot_ingot_large.png</gallery>
|atdm:moveable_loot_ingot_large
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_ingot_medium.png</gallery>
|atdm:moveable_loot_ingot_medium
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_ingot_small.png</gallery>
|atdm:moveable_loot_ingot_small
|N/A
|
|-
|-
|
|<gallery>File:Moveable_loot_ingot_tiny.png</gallery>
|atdm:moveable_loot_ingot_tiny
|N/A
|
|-
 
|-
|
|<gallery>File:Moveable loot jewellery bracelet 01.png</gallery>
|atdm:moveable_loot_jewellery_bracelet_01
|''a jewelled bracelet''
|
|-
|-
|
|<gallery>File:Moveable_loot_opal.png</gallery>
|atdm:moveable_loot_opal
|''opal''
|
|-
|-
|
|<gallery>File:Moveable_loot_opal_teardrop.png</gallery>
|atdm:moveable_loot_opal_teardrop
|''teardop shaped opal''
|
|-
 
|-
|
|<gallery>File:Moveable_loot_plate.png</gallery>
|atdm:moveable_loot_plate
|''gold plate''
|
|-
|-
|
|<gallery>File:Moveable_loot_plate_old.png</gallery>
|atdm:moveable_loot_plate_old
|''gold plate''
|
|-
|-
|
|<gallery>File:Moveable_loot_purse.png</gallery>
|atdm:moveable_loot_purse
|''purse''
|
|-
|-
|
|N/A
|atdm:moveable_loot_purse_base
|''Don't use. Base class for moveable purses.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable_loot_purse_belt.png</gallery>
|atdm:moveable_loot_purse_belt
|''belt purse''
|
|-
|-
|
|<gallery>File:Moveable_loot_purse_layingdown.png</gallery>
|atdm:moveable_loot_purse_layingdown
|''purse laying down''
|
|-
|-
|
|<gallery>File:Moveable_loot_religious_symbol.png</gallery>
|atdm:moveable_loot_religious_symbol
|''religious symbol''
|
|-
 
|-
|
|<gallery>File:Moveable_loot_religious_symbol_small.png</gallery>
|atdm:moveable_loot_religious_symbol_small
|''small religious symbol''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_copper_skull.png</gallery>
|atdm:moveable_loot_ring_copper_skull
|''amethyst and copper skull ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_diamond.png</gallery>
|atdm:moveable_loot_ring_diamond
|''diamond ring''
|
|-
|-
|
|<gallery>File:Moveable loot ring gem.png</gallery>
|atdm:moveable_loot_ring_gem
|''gem ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_gold_amethyst.png</gallery>
|atdm:moveable_loot_ring_gold_amethyst
|''fancy gold amethyst ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_gold_emerald.png</gallery>
|atdm:moveable_loot_ring_gold_emerald
|''fancy gold emerald ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_gold_skull.png</gallery>
|atdm:moveable_loot_ring_gold_skull
|''ruby and gold skull ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_gold_topaz.png</gallery>
|atdm:moveable_loot_ring_gold_topaz
|''fancy gold violet topaz ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_ruby.png</gallery>
|atdm:moveable_loot_ring_ruby
|''ruby ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ring_silver skull.png</gallery>
|atdm:moveable_loot_ring_silver_skull
|''emerald and silver skull ring''
|
|-
|-
|
|<gallery>File:Moveable_loot_ruby.png</gallery>
|atdm:moveable_loot_ruby
|''ruby''
|
|-
|-
|
|<gallery>File:Moveable_loot_scepter.png</gallery>
|atdm:moveable_loot_scepter
|''jeweled scepter''
|
|-
|-
|
|<gallery>File:Moveable_loot_skull_gold.png</gallery>
|atdm:moveable_loot_skull_gold
|''gold skull''
|
|-
|-
|
|<gallery>File:Moveable_loot_spyglass_fancy.png</gallery>
|atdm:moveable_loot_spyglass_fancy
|''fancy spyglass''
|
|-
 
|-
|
|<gallery>File:Moveable_loot_statue.png</gallery>
|atdm:moveable_loot_statue
|''gold statue''
|
|-
|-
|
|<gallery>File:Moveable_loot_statue_lion.png</gallery>
|atdm:moveable_loot_statue_lion
|''gold lion''
|
|-
 
|-
|
|<gallery>File:Moveable_loot_topaz.png</gallery>
|atdm:moveable_loot_topaz
|''violet topaz''
|
|-
|-
|
|<gallery>File:Moveable_loot_tourmaline.png</gallery>
|atdm:moveable_loot_tourmaline
|''large tourmaline''
|
|-
|-
|
|<gallery>File:Moveable_loot_trophy.png</gallery>
|atdm:moveable_loot_trophy
|''gold trophy''
|
|-
|-
|
|<gallery>File:Moveable_loot_trophy_old.png</gallery>
|atdm:moveable_loot_trophy_old
|''old gold trophy''
|
|-
|-
|
|<gallery>File:Moveable_loot_vase.png</gallery>
|atdm:moveable_loot_vase
|''gold vase''
|
|-
|-
|
|<gallery>File:Moveable_loot_vase_old.png</gallery>
|atdm:moveable_loot_vase_old
|''old gold vase''
|
|-
|-
|
|<gallery>File:Moveable_loot_wine_glass.png</gallery>
|atdm:moveable_loot_wine_glass
|''fancy wine glass''
|
|-
 
|-
|'''Static'''
|<gallery>File:Loot lionhead amulet.png</gallery>
|atdm:lionhead_amulet
|''amulet''
|
|-
|-
|
|<gallery>File:Loot amulet.png</gallery>
|atdm:loot_amulet
|''amulet''
|
|-
|-
|
|<gallery>File:Loot amulet02.png</gallery>
|atdm:loot_amulet02
|''amulet''
|
|-
|-
|
|<gallery>File:Loot amulet wearable.png</gallery>
|atdm:loot_amulet_wearable
|''wearable amulet''
|
|-
|-
|
|N/A
|atdm:loot_base
|''Don't use. Base class for loot that is static, e.g. it just sits there until it is frobbed.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Loot broach.png</gallery>
|atdm:loot_broach
|''wearable broach''
|
|-
|-
|
|<gallery>File:Loot coin single.png</gallery>
|atdm:loot_coin_single
|''a gold coin''
|
|-
|-
|
|<gallery>File:Loot coins pile01.png</gallery>
|atdm:loot_coins_pile01
|''large gold coin pile''
|
|-
|-
|
|<gallery>File:Loot coinstack medium.png</gallery>
|atdm:loot_coinstack_medium
|''medium sized gold coin stack''
|
|-
|-
|
|<gallery>File:Loot coinstack medium silver.png</gallery>
|atdm:loot_coinstack_medium_silver
|''medium sized silver coin stack''
|
|-
|-
|
|<gallery>File:Loot coinstack small.png</gallery>
|atdm:loot_coinstack_small
|''small gold coin stack''
|
|-
|-
|
|<gallery>File:Loot coinstack small silver.png</gallery>
|atdm:loot_coinstack_small_silver
|''small silver coin stack''
|
|-
|-
|
|<gallery>File:Loot coinstack tall.png</gallery>
|atdm:loot_coinstack_tall
|''large gold coin stack''
|
|-
|-
|
|<gallery>File:Loot coinstack tall silver.png</gallery>
|atdm:loot_coinstack_tall_silver
|''large silver coin stack''
|
|-
|-
|
|<gallery>File:Loot dagger gold.png</gallery>
|atdm:loot_dagger_gold
|''Ornate dagger; static.''
|
|-
|-
|
|<gallery>File:Loot diamond oval.png</gallery>
|atdm:loot_diamond_oval
|''small oval diamond''
|
|-
|-
|
|<gallery>File:Loot diamond round.png</gallery>
|atdm:loot_diamond_round
|''small round diamond''
|
|-
|-
|
|<gallery>File:Loot diamond teardrop.png</gallery>
|atdm:loot_diamond_teardrop
|''small teardrop shapped diamond''
|
|-
|-
|
|<gallery>File:Loot necklace emeralds.png</gallery>
|atdm:loot_necklace_emeralds
|''golden necklace with emeralds''
|
|-
|-
|
|<gallery>File:Loot necklace golden diamonds.png</gallery>
|atdm:loot_necklace_golden_diamonds
|''golden necklace with diamonds''
|
|-
|-
|
|<gallery>File:Loot nugget gold.png</gallery>
|atdm:loot_nugget_gold
|''small gold nugget''
|
|-
|-
|
|<gallery>File:Loot painting.png</gallery>
|atdm:loot_painting
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot painting large.png</gallery>
|atdm:loot_painting_large
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot painting medium.png</gallery>
|atdm:loot_painting_medium
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot painting miniature desktop horizontal.png</gallery>
|atdm:loot_painting_miniature_desktop_horizontal
|''Minature painting.''
|
|-
|-
|
|<gallery>File:Loot painting miniature desktop vertical.png</gallery>
|atdm:loot_painting_miniature_desktop_vertical
|''Minature painting.''
|
|-
|-
|
|<gallery>File:Loot painting miniature wall.png</gallery>
|atdm:loot_painting_miniature_wall
|''Minature painting.''
|
|-
|-
|
|<gallery>File:Loot painting round.png</gallery>
|atdm:loot_painting_round
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot painting round small.png</gallery>
|atdm:loot_painting_round_small
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot painting small.png</gallery>
|atdm:loot_painting_small
|''A painting that becomes empty when frobbed and adds loot to the player inventory.''
|
|-
|-
|
|<gallery>File:Loot purse amethyst.png</gallery>
|atdm:loot_purse_amethyst
|''spilled purse with amethyst''
|
|-
|-
|
|N/A
|atdm:loot_purse_base
|''Don't use. Base class for purses.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Loot purse diamonds.png</gallery>
|atdm:loot_purse_diamonds
|''spilled purse with diamonds''
|
|-
|-
|
|<gallery>File:Loot purse emeralds.png</gallery>
|atdm:loot_purse_emeralds
|''spilled purse with emeralds''
|
|-
|-
|
|<gallery>File:Loot purse gems.png</gallery>
|atdm:loot_purse_gems
|''spilled purse with multicolor gems''
|
|-
|-
|
|<gallery>File:Loot purse opals.png</gallery>
|atdm:loot_purse_opals
|''spilled purse with opals''
|
|-
|-
|
|<gallery>File:Loot purse topaz.png</gallery>
|atdm:loot_purse_topaz
|''spilled purse with violet topaz''
|
|-
|-
|
|<gallery>File:Loot spilt purse.png</gallery>
|atdm:loot_spilt_purse
|''Loot item: Purse, spilled''
|
|-
|-
|
|<gallery>File:Loot spilt purse silver.png</gallery>
|atdm:loot_spilt_purse_silver
|''Loot item: Purse, spilled silver''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Moveables" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|<gallery>File:Mossblob patch.png</gallery>
|atdm:mossblob_patch
|''Patch of moss.''
|
|-
|-
|
|<gallery>File:Mossblob patch wet.png</gallery>
|atdm:mossblob_patch_wet
|N/A
|
|-
|-
|'''Barrels'''
|<gallery>File:Moveable barrel 01.png</gallery>
|atdm:moveable_barrel_01
|''Barrel can be pushed but not lifted.''
|
|-
|-
|
|N/A
|atdm:moveable_barrel_base
|''Don't use. Base class for all TDM barrel-like moveables.''
|
|-
|-
|
|<gallery>File:Moveable barrell med.png</gallery>
|atdm:moveable_barrell_med
|''Open barrel; can be pushed (barely) but not lifted.''
|
|-
|-
|'''Containers'''
|<gallery>File:Moveable basket straw.png</gallery>
|atdm:moveable_basket_straw
|N/A
|
|-
|-
|
|<gallery>File:Moveable basket straw small.png</gallery>
|atdm:moveable_basket_straw_small
|N/A
|
|-
|-
|
|<gallery>File:Moveable bucket metal.png</gallery>
|atdm:moveable_bucket_metal
|''So you can kick the bucket.''
|
|-
|-
|
|<gallery>File:Moveable bucket wood.png</gallery>
|atdm:moveable_bucket_wood
|''So you can kick the bucket.''
|
|-
|-
|
|<gallery>File:Moveable crate01.png</gallery>
|atdm:moveable_crate01
|''A medium-sized moveable crate.''
|
|-
|-
|
|<gallery>File:Moveable crate02.png</gallery>
|atdm:moveable_crate02
|''A huge moveable crate.''
|
|-
|-
|
|<gallery>File:Moveable crate03.png</gallery>
|atdm:moveable_crate03
|''A small-sized moveable crate.''
|
|-
|-
|
|<gallery>File:Moveable package cube.png</gallery>
|atdm:moveable_package_cube
|N/A
|
|-
|-
|
|<gallery>File:Moveable package medium.png</gallery>
|atdm:moveable_package_medium
|N/A
|
|-
|-
|
|<gallery>File:Moveable package small.png</gallery>
|atdm:moveable_package_small
|N/A
|
|-
|-
|'''Dungeon'''
|<gallery>File:Moveable ball spiked.png</gallery>
|atdm:moveable_ball_spiked
|N/A
|
|-
|-
|
|<gallery>File:Moveable ball spiked large.png</gallery>
|atdm:moveable_ball_spiked_large
|N/A
|
|-
 
|-
|'''Food'''
|<gallery>File:Moveable carrott stub.png</gallery>
|atdm:moveable_carrott_stub
|N/A
|
|-
|
|<gallery>File:Moveable food apple.png</gallery>
|atdm:moveable_food_apple
|''An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.''
|
|-
|-
|
|N/A
|atdm:moveable_food_base
|''Don't use. Base class for all TDM moveable food.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable food bread.png</gallery>
|atdm:moveable_food_bread
|N/A
|
|-
|-
|
|<gallery>File:Moveable food carrot.png</gallery>
|atdm:moveable_food_carrot
|''Carrot for a corny joke? This food heals 1 HP when eaten.''
|
|-
|-
|
|<gallery>File:Moveable food cheese wedge.png</gallery>
|atdm:moveable_food_cheese_wedge
|N/A
|
|-
|-
|
|<gallery>File:Moveable food cheese wheel.png</gallery>
|atdm:moveable_food_cheese_wheel
|N/A
|
|-
|-
|
|<gallery>File:Moveable food fish bluefish.png</gallery>
|atdm:moveable_food_fish_bluefish
|N/A
|
|-
 
|-
|
|<gallery>File:Moveable food fish mackerel.png</gallery>
|atdm:moveable_food_fish_mackerel
|N/A
|
|-
|-
|
|N/A
|atdm:moveable_food_healthy_base
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable food muffin.png</gallery>
|atdm:moveable_food_muffin
|N/A
|
|-
|-
|
|<gallery>File:Moveable food pear.png</gallery>
|atdm:moveable_food_pear
|''This food heals 1 HP when eaten.''
|
|-
|-
|
|<gallery>File:Moveable food pumpkin01.png</gallery>
|atdm:moveable_food_pumpkin01
|N/A
|
|-
|-
|
|<gallery>File:Moveable food pumpkin02.png</gallery>
|atdm:moveable_food_pumpkin02
|N/A
|
|-
|-
|
|<gallery>File:Moveable food turnip.png</gallery>
|atdm:moveable_food_pumpkin02
|''Tels wanted edible carrots and a turnip. This food heals 1 HP when eaten.''
|
|-
 
|-
|
|<gallery>File:Moveable junk apple core.png</gallery>
|atdm:moveable_junk_apple_core
|''Eaten apple.''
|
|-
|-
|
|<gallery>File:Moveable junk boomshroom flinder.png</gallery>
|atdm:moveable_junk_boomshroom_flinder
|''Flinder for exploding mushroom.''
|
|-
|-
|
|<gallery>File:Moveable junk turnip stub.png</gallery>
|atdm:moveable_junk_turnip_stub
|''Eaten turnip.''
|
|-
|-
|'''Food/Random'''
|<gallery>File:Moveable food apple random skin.png</gallery>
|atdm:moveable_food_apple_random_skin
|''An apple with random skin (red/green/brown/yellow).''
|
|-
|-
|
|<gallery>File:Moveable food pear random skin.png</gallery>
|atdm:moveable_food_pear_random_skin
|''A pear with random skin (red/green/brown/yellow).''
|
|-
 
|-
|'''Furniture'''
|<gallery>File:Moveable chair arm 1 beige.png</gallery>
|atdm:moveable_chair_arm_1_beige
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair arm 1 green.png</gallery>
|atdm:moveable_chair_arm_1_green
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair arm 1 red.png</gallery>
|atdm:moveable_chair_arm_1_red
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair dining 1 red.png</gallery>
|atdm:moveable_chair_dining_1_red
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair dining 2 red.png</gallery>
|atdm:moveable_chair_dining_2_red
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair rustic.png</gallery>
|atdm:moveable_chair_rustic
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair simple01.png</gallery>
|atdm:moveable_chair_simple01
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair triangular.png</gallery>
|atdm:moveable_chair_triangular
|N/A
|
|-
|-
|
|<gallery>File:Moveable chair wood 1.png</gallery>
|atdm:moveable_chair_wood_1
|N/A
|
|-
|-
|
|<gallery>File:Moveable coffeetable.png</gallery>
|atdm:moveable_coffeetable
|N/A
|
|-
|-
|
|<gallery>File:Moveable endtable square.png</gallery>
|atdm:moveable_endtable_square
|N/A
|
|-
|-
|
|N/A
|atdm:moveable_furniture_base
|''Don't use. Base class for all TDM furniture moveables.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:moveable_furniture_heavy_base
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable stool padded.png</gallery>
|atdm:moveable_stool_padded
|N/A
|
|-
 
|-
|
|<gallery>File:Moveable stool piano.png</gallery>
|atdm:moveable_stool_piano
|N/A
|
|-
|-
|
|<gallery>File:Moveable stool rough.png</gallery>
|atdm:moveable_stool_rough
|N/A
|
|-
|-
|
|<gallery>File:Moveable stool round.png</gallery>
|atdm:moveable_stool_round
|N/A
|
|-
|-
|
|<gallery>File:Moveable stool square.png</gallery>
|atdm:moveable_stool_square
|N/A
|
|-
 
|-
|'''Games'''
|<gallery>File:Moveable carrott stub.png</gallery>
|atdm:moveable_carrott_stub
|N/A
|
|-
|
|<gallery>File:Moveable food apple.png</gallery>
|atdm:moveable_food_apple
|''An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.''
|
|-
|-
|
|N/A
|atdm:moveable_food_base
|''Don't use. Base class for all TDM moveable food.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable food bread.png</gallery>
|atdm:moveable_food_bread
|N/A
|
|-
|-
|
|<gallery>File:Moveable food carrot.png</gallery>
|atdm:moveable_food_carrot
|''Carrot for a corny joke? This food heals 1 HP when eaten.''
|
|-
|-
|
|<gallery>File:Moveable food cheese wedge.png</gallery>
|atdm:moveable_food_cheese_wedge
|N/A
|
|-
 
|-
|'''Hangers'''
|<gallery>File:Moveable coatrack.png</gallery>
|atdm:moveable_coatrack
|N/A
|
|-
|-
|
|N/A
|atdm:moveable_hanger_base
|''Don't use. Base class for all TDM hanger moveables.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable ironsignmount.png</gallery>
|atdm:moveable_ironsignmount
|N/A
|
|-
 
|-
|'''Heavy Objects'''
|N/A
|atdm:moveable_heavy_base
|'''Don't use. Base class for all heavy (non-frob, push only) TDM moveables.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable junk stoup broken.png</gallery>
|atdm:moveable_junk_stoup_broken
|''A broken stoup.''
|
|-
 
|-
|'''Household'''
|<gallery>File:Moveable bellows.png</gallery>
|atdm:moveable_bellows
|N/A
|
|-
|-
|
|<gallery>File:Moveable broom 01.png</gallery>
|atdm:moveable_broom_01
|N/A
|
|-
|-
|
|<gallery>File:Moveable broomstick.png</gallery>
|atdm:moveable_broomstick
|N/A
|
|-
|-
|
|<gallery>File:Moveable washboard.png</gallery>
|atdm:moveable_washboard
|N/A
|
|-
 
 
|-
|'''Household'''
|<gallery>File:Moveable flask 1.png</gallery>
|atdm:moveable_flask_1
|N/A
|
|-
|-
|
|<gallery>File:Moveable flask 2.png</gallery>
|atdm:moveable_flask_2
|N/A
|
|-
 
|-
|'''Musical'''
|<gallery>File:Moveable lute01.png</gallery>
|atdm:moveable_lute01
|''A lute.''
|
|-
|-
|
|N/A
|atdm:moveable_musical_base
|''Don't use. Base class for all TDM musical moveables.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Moveable pan pipes01.png</gallery>
|atdm:moveable_pan_pipes01
|''Just pan pipes.''
|
|-
 
|-
|'''Nautical'''
|<gallery>File:Moveable boat2.png</gallery>
|atdm:moveable_boat2
|N/A
|
|-
|-
|
|<gallery>File:Moveable cannonball.png</gallery>
|atdm:moveable_cannonball
|N/A
|
|-
|-
|
|<gallery>File:Moveable oar.png</gallery>
|atdm:moveable_oar
|N/A
|
|-
 
|-
|'''Player_tools'''
|<gallery>File:Moveable flashbomb.png</gallery>
|atdm:moveable_flashbomb
|N/A
|
|-
 
|-
|
|<gallery>File:Moveable gasmine.png</gallery>
|atdm:moveable_gasmine
|N/A
|
|-
|-
|
|<gallery>File:Moveable mine.png</gallery>
|atdm:moveable_mine
|N/A
|
|-
 
|-
|
|<gallery>File:Moveable spyglass.png</gallery>
|atdm:moveable_spyglass
|N/A
|
|-
|-
|
|<gallery>File:Moveable spyglass closed.png</gallery>
|atdm:moveable_spyglass_closed
|''A small red book.''
|
|-
 
|-
|'''Readables'''
|<gallery>File:Moveable book red1.png</gallery>
|atdm:moveable_book_red1
|''A smaller red book.''
|
|-
|-
|
|<gallery>File:Moveable book red1 small.png</gallery>
|atdm:moveable_book_red1_small
|N/A
|
|-
|-
|
|<gallery>File:Moveable book sp1.png</gallery>
|atdm:moveable_book_sp1
|''tdm_book_large''
|
|-
|-
|
|<gallery>File:Moveable book tome.png</gallery>
|atdm:moveable_book_tome
|''A heavy, huge tome.''
|
|-
|-
|
|<gallery>File:Moveable book t1.png</gallery>
|atdm:moveable_book_t1
|''tdm_book_large''
|
|-
|-
|
|<gallery>File:Moveable paper2.png</gallery>
|atdm:moveable_paper2
|N/A
|
|-
|-
|
|<gallery>File:Moveable paper3.png</gallery>
|atdm:moveable_paper3
|N/A
|
|-
|-
|
|<gallery>File:Moveable scroll rolled up.png</gallery>
|atdm:moveable_scroll rolled up
|N/A
|
|-
|-
|
|<gallery>File:Moveable scroll rolled up large.png</gallery>
|atdm:moveable_scroll_rolled_up_large
|N/A
|
|-
|-
|
|<gallery>File:Moveable scroll tied up.png</gallery>
|atdm:moveable_scroll_tied_up
|N/A
|
|-
|-
|
|<gallery>File:Moveable scroll tied up large.png</gallery>
|atdm:moveable_scroll_tied_up_large
|N/A
|
|-
|-
|'''Tools'''
|<gallery>File:Moveable spade square.png</gallery>
|atdm:moveable_spade_square
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Movers" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|<gallery>File:Combination lock.png</gallery>
|atdm:combination_lock
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''
|
|-
|-
|
|<gallery>File:Combination lock small.png</gallery>
|atdm:combination_lock_small
|''A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.''
|
|-
|-
|
|N/A
|atdm:door_handling_position
|''Used for custom AI door handling. Place where you want the AI to stand while operating the door. You can also set whether the door should be opened/closed/unlocked/locked from this side of the door.''
|
|-
|-
|
|<gallery>File:Handle curved rotate double right.png</gallery>
|atdm:handle_curved_rotate_double_right
|N/A
|
|-
|-
|
|<gallery>File:Handle curved rotate left.png</gallery>
|atdm:handle_curved_rotate_left
|N/A
|
|-
|-
|
|<gallery>File:Handle curved rotate right.png</gallery>
|atdm:handle_curved_rotate_right
|N/A
|
|-
|-
|
|<gallery>File:Handle ornate01 double.png</gallery>
|atdm:handle_ornate01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle ornate01 double brass.png</gallery>
|atdm:handle_ornate01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle ornate02 double.png</gallery>
|atdm:handle_ornate02_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle short01 double.png</gallery>
|atdm:handle_short01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle simple01 double.png</gallery>
|atdm:handle_simple01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle simple01 double brass.png</gallery>
|atdm:handle_simple01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Lamp desk switch.png</gallery>
|atdm:lamp_desk_switch
|''A switch that can be attached to lamps.''
|
|-
|-
|
|<gallery>File:Lockbox lever 01.png</gallery>
|atdm:lockbox_lever_01
|N/A
|
|-
|-
|
|<gallery>File:Lockbox lever 02.png</gallery>
|atdm:lockbox_lever_02
|N/A
|
|-
|-
|
|N/A
|atdm:mover_base
|''Default mover.''
|
|-
|-
|
|N/A
|atdm:mover_binarymover_base
|''Don't use. Base class for all binary (two-state) movers like buttons, doors, levers, etc.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:mover_button
|''Default button.''
|
|-
|-
|
|N/A
|atdm:mover_door_elevator
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|N/A
|atdm:mover_elevator
|''An elevator. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''
|
|-
|-
|
|N/A
|atdm:mover_elevator_button
|''Specialised button used to control elevators. Note: Needs to have either 'ride' or 'fetch' spawnarg set to 1 (or both).''
|
|-
|-
|
|N/A
|atdm:mover_lever
|''Default lever.''
|
|-
|-
|
|N/A
|atdm:mover_lever_brass_copper
|N/A
|
|-
|-
|
|N/A
|atdm:mover_lock_handle
|''Attach to a lock by binding it.''
|
|-
|-
|
|N/A
|atdm:mover_multistate
|''A multi-state mover. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.''
|
|-
|-
|
|N/A
|atdm:mover_multistate_position
|''Defines a position for a multistate mover entity. Must be targetted by the multistate mover.''
|
|-
|-
|
|<gallery>File:Mover print press arm.png</gallery>
|atdm:mover_print_press_arm
|N/A
|
|-
|-
|
|<gallery>File:Numberwheel lever.png</gallery>
|atdm:numberwheel_lever
|N/A
|
|-
|-
|
|<gallery>File:Stove small square handle.png</gallery>
|atdm:stove_small_square_handle
|''Used for small_square_stove entity, is attached at spawn.''
|
|-
|-
|
|<gallery>File:Switch flip.png</gallery>
|atdm:switch_flip
|N/A
|
|-
|-
|
|<gallery>File:Switch rotate lever.png</gallery>
|atdm:switch_rotate_lever
|N/A
|
|-
|-
|
|<gallery>File:Switch translate lever.png</gallery>
|atdm:switch_translate_lever
|N/A
|
|-
|-
|
|<gallery>File:Valve1 large.png</gallery>
|atdm:valve1_large
|N/A
|
|-
|-
|
|<gallery>File:Valve1 small.png</gallery>
|atdm:valve1_small
|N/A
|
|-
|-
|
|<gallery>File:Valve1 xl.png</gallery>
|atdm:valve1_xl
|N/A
|
|-
|-
|
|<gallery>File:Valve2 large.png</gallery>
|atdm:valve2_large
|N/A
|
|-
|-
|
|<gallery>File:Valve2 small.png</gallery>
|atdm:valve2_small
|N/A
|
|-
|-
|
|<gallery>File:Valve2 xl.png</gallery>
|atdm:valve2_xl
|N/A
|
|-
|-
|'''Doors'''
|<gallery>File:3panel 104x56.png</gallery>
|atdm:3panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. ''
|
|-
|-
|
|<gallery>File:6panel 104x56.png</gallery>
|atdm:6panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins''
|
|-
|-
|
|<gallery>File:arched01 111x40 left.png</gallery>
|atdm:arched01_111x40_left
|''Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages.''
|
|-
|-
|
|<gallery>File:arched01 111x40 right.png</gallery>
|atdm:arched01_111x40_right
|''Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages''
|
|-
|-
|
|<gallery>File:Door 104x56 2hinge.png</gallery>
|atdm:door_104x56_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 104x56 3hinge.png</gallery>
|atdm:door_104x56_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 128x56 2hinge.png</gallery>
|atdm:door_128x56_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 128x56 3hinge.png</gallery>
|atdm:door_128x56_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge.png</gallery>
|atdm:door_96x48_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge02.png</gallery>
|atdm:door_96x48_2hinge02
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 3hinge.png</gallery>
|atdm:door_96x48_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Dresser 04 drawer.png</gallery>
|atdm:dresser_04_drawer
|N/A
|
|-
|-
|
|N/A
|atdm:mover_door
|''Default swinging door. You must specify the rotation.''
|
|-
|-
|
|<gallery>File:Mover door industrial01 grate.png</gallery>
|atdm:mover_door_industrial01_grate
|''Designed to go with the stone_industrial01 module set.''
|
|-
|-
|
|N/A
|atdm:mover_door_sliding
|''Default sliding door. You must specify the translation.''
|
|-
|-
|
|<gallery>File:Mover metal cabinetdoor l.png</gallery>
|atdm:mover_metal_cabinetdoor_l
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Mover metal cabinetdoor r.png</gallery>
|atdm:mover_metal_cabinetdoor_r
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Small stove square door.png</gallery>
|atdm:small_stove_square_door
|''Used for small_square_stove entity, is attached at spawn.''
|
|-
|-
|
|<gallery>File:Stained glass01 104x56.png</gallery>
|atdm:stained_glass01_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
|
|-
|-
|
|<gallery>File:Stained glass01 118x52.png</gallery>
|atdm:stained_glass01_118x52
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
|
|-
|-
|
|<gallery>File:Window wood 40x36.png</gallery>
|atdm:window_wood_40x36
|N/A
|
|-
|-
|
|<gallery>File:Window wood 80x36.png</gallery>
|atdm:window_wood_80x36
|N/A
|
|-
|-
|'''Mechanical'''
|<gallery>File:Mover gear 16t.png</gallery>
|atdm:mover_gear_16t
|''Gear metal 16 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear 32tooth.png</gallery>
|atdm:mover_gear_32tooth
|''Gear metal 32 tooth - moves half speed of 16 tooth.''
|
|-
|-
|
|N/A
|atdm:mover_gear_base
|''Don't use - base class for moveable gears - large gears should rotate 1/2 speed of smaller gear (ie: 32 t x 16 t) or rotate  1/2 as far.''
|
|-
|-
|
|<gallery>File:Mover gear large 10t.png</gallery>
|atdm:mover_gear_large_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_2_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_4_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear x large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_x_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small 10t.png</gallery>
|atdm:mover_gear_small_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_2_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_4_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_big
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_small
|''Gear small_10 tooth.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Nature" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|<gallery>File:Hedge01_arch.png</gallery>
|atdm:hedge01_arch
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round.png</gallery>
|atdm:hedge01_round
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round_large.png</gallery>
|atdm:hedge01_round_large
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_round_small.png</gallery>
|atdm:hedge01_round_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_square.png</gallery>
|atdm:hedge01_square
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_square_long.png</gallery>
|atdm:hedge01_square_long
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|<gallery>File:Hedge01_square_small.png</gallery>
|atdm:hedge01_square_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
|
|-
|-
|
|N/A
|atdm:lod_base
|''Don't use. The base class for TDM nature items, that vanish a certain distance from the player. Good for huge forests.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:nature_base
|N/A
|
|-
|-
|
|<gallery>File:Nature plant large bigleaf 01.png</gallery>
|atdm:nature_plant_large_bigleaf_01
|''A large leafy plant lower poly models based on distance, and vanishes if too far away.''
|
|-
|-
|
|<gallery>File:Nature plant large bigleaf 01 nohide.png</gallery>
|atdm:nature_plant_large_bigleaf_01_nohide
|''A Big leafy Plant that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|'''Bushes'''
|N/A
|atdm:nature_bush_base
|''Don't use, base class for all TDM LOD bushes.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature bush double.png</gallery>
|atdm:nature_bush_double
|''A medium and a small bush.''
|
|-
|-
|
|<gallery>File:Nature bush large.png</gallery>
|atdm:nature_bush_large
|''Large bush.''
|
|-
|-
|
|<gallery>File:Nature bush large2.png</gallery>
|atdm:nature_bush_large_2
|''Another large bush.''
|
|-
|-
|
|N/A
|atdm:nature_bush_large_3
|''Another large bush.''
|
|-
|-
|
|<gallery>File:Nature bush medium.png</gallery>
|atdm:nature_bush_medium
|''A medium bush.''
|
|-
|-
|
|<gallery>File:Nature bush tiny.png</gallery>
|atdm:nature_bush_tiny
|''A tiny bush.''
|
|-
|-
|
|<gallery>File:Nature bush wide.png</gallery>
|atdm:nature_bush_wide
|''A medium, but wider bush.''
|
|-
|-
|'''Flowers'''
|N/A
|atdm:nature_flower_base
|''Do not use, base for all LOD flowers.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature_flower_lily_small.png</gallery>
|atdm:nature_flower_lily_small
|''A small lily plant.''
|
|-
|-
|
|<gallery>File:Nature_flower_lily_tall.png</gallery>
|atdm:nature_flower_lily_tall
|''A tall lily plant.''
|
|-
|-
|
|<gallery>File:Nature_flower_patch.png</gallery>
|atdm:nature_flower_patch
|''A patch of flowers.''
|
|-
|-
|'''Grass'''
|N/A
|atdm:nature_grass_base
|''Don't use, base for all TDM LOD grass patches.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature grass double.png</gallery>
|atdm:nature_grass_double
|''A medium and a small patch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass fuzz.png</gallery>
|atdm:nature_grass_fuzz
|''A small patch of grass fuzz.''
|
|-
|-
|
|<gallery>File:Nature grass large.png</gallery>
|atdm:nature_grass_large
|''Larger bunch of grass with long blades.''
|
|-
|-
|
|<gallery>File:Nature grass large2.png</gallery>
|atdm:nature_grass_large_2
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass large3.png</gallery>
|atdm:nature_grass_large_3
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass medium.png</gallery>
|atdm:nature_grass_medium
|''A medium bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle.png</gallery>
|atdm:nature_grass_panicle
|''A single panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle small.png</gallery>
|atdm:nature_grass_panicle_small
|''A single, smaller panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass tiny.png</gallery>
|atdm:nature_grass_tiny
|''A tiny bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass wide.png</gallery>
|atdm:nature_grass_wide
|''A medium, but wider grass patch.''
|
|-
|-
|'''Mushrooms'''
|N/A
|atdm:nature_mushroom_base
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature mushroom boletus big.png</gallery>
|atdm:nature_mushroom_boletus_big
|''A big brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus small.png</gallery>
|atdm:nature_mushroom_boletus_small
|''A small brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus tall.png</gallery>
|atdm:nature_mushroom_boletus_tall
|''A tall brown boletus mushroom that hides when far away.''
|
|-
 
|-
|'''Plants/Cattails'''
|<gallery>File:Nature cattails 1.png</gallery>
|atdm:nature_cattails_1
|''A single cattail plant. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 2.png</gallery>
|atdm:nature_cattails_2
|''A cattail plant with 2 cattails. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 4.png</gallery>
|atdm:nature_cattails_4
|''A cattail plant with 4 cattails. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|'''Plants/Heath'''
|<gallery>File:Nature_heath_calluna.png</gallery>
|atdm:nature_heath_calluna
|''A small calluna plant, found primarily in heaths and other dry areas.''
|
|-
|-
|'''Rocks'''
|<gallery>File:Nature rock medium 1.png</gallery>
|atdm:nature_rock_medium_1
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|
|<gallery>File:Nature rock medium 2.png</gallery>
|atdm:nature_rock_medium_2
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|'''Rocks/Rocktops'''
|<gallery>File:Rock_top_12x6.png</gallery>
|atdm:rock_top_12x6
|''A medium 12x6 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_20x12.png</gallery>
|atdm:rock_top_20x12
|''A big 20x12 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_30x25.png</gallery>
|atdm:rock_top_30x25
|''A big 30x25 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_3x3.png</gallery>
|atdm:rock_top_3x3
|''A very small 3x3 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_6x5.png</gallery>
|atdm:rock_top_6x5
|''A very small 6x5 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_9x9.png</gallery>
|atdm:rock_top_9x9
|''A small 9x9 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_base.png</gallery>
|atdm:rock_top_base
|''Don't use. The base class for TDM rocks (that consist only of the top part).''
|'''Not''' for mapper use.
|-
|-
|'''Trees'''
|<gallery>File:Nature tree 01.png</gallery>
|atdm:animated_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature pine.png</gallery>
|atdm:nature_pine
|''A pine tree with particle leaves. Switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows when far away.''
|
|-
 
|-
|
|<gallery>File:Nature pine 12.png</gallery>
|atdm:nature_pine_12
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 20.png</gallery>
|atdm:nature_pine_20
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 30.png</gallery>
|atdm:nature_pine_30
|N/A
|
|-
|-
|
|<gallery>File:Nature pine leaves.png</gallery>
|atdm:nature_pine_leaves
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''
|
|-
|-
|
|<gallery>File:Nature pine leaves nohide.png</gallery>
|atdm:nature_pine_leaves_nohide
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk. This version never hides itself even when far away.''
|
|-
|-
|
|<gallery>File:Nature pine nohide.png</gallery>
|atdm:nature_pine_nohide
|''A pine tree with particle leaves. Switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton.png</gallery>
|atdm:nature_pine_skeleton
|''A pine tree skeleton that switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows in LOD 2.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton nohide.png</gallery>
|atdm:nature_pine_skeleton_nohide
|''A pine tree skeleton that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
|
|-
|-
|
|<gallery>File:Nature tree 01.png</gallery>
|atdm:nature_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smaller.png</gallery>
|atdm:nature_tree_01_smaller
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smallest.png</gallery>
|atdm:nature_tree_01_smallest
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm01.png</gallery>
|atdm:nature_tree_dm01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm02.png</gallery>
|atdm:nature_tree_dm02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small01.png</gallery>
|atdm:nature_tree_dm_small01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small02.png</gallery>
|atdm:nature_tree_dm_small02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree stump.png</gallery>
|atdm:nature_tree_stump
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Paths" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|path_anim
|''Character will play the specified animation. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_attack
|''Character will attack the character specified by 'enemy' key.  Character will go to next path when enemy dies or when activated.''
|
|-
|-
|
|N/A
|path_corner
|''Character will walk to this entity.''
|
|-
|-
|
|N/A
|path_cycleanim
|''Character will loop the specified animation and wait until triggered, or until time specified by 'wait' / 'wait_max' has elapsed. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_default
|''Default path entry.''
|
|-
|-
|
|N/A
|path_flee_point
|''A point the characters are running to when fleeing.''
|
|-
|-
|
|N/A
|path_flee_point_rats
|''A point the rats can run to when fleeing.''
|
|-
|-
|
|N/A
|path_follow_actor
|''A path entity instructing the AI targetting this path to follow the actor (= other AI, not player) targetted by this path.''
|
|-
|-
|
|N/A
|path_guard_point
|''A point the characters go to when guarding a search area.  Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the 'angle' spawnarg to the direction you want the AI to face when he's standing there.''
|
|-
|-
|
|N/A
|path_headanim
|''Starts playing an animation on the head, but immediately goes on to next path. Used for playing talk anims while walking.''
|
|-
|-
|
|N/A
|path_hide
|''Makes the character invisible and non-solid.''
|
|-
|-
|
|N/A
|path_interact
|''Character interacts with the target entity (this is similar to frobbing).''
|
|-
|-
|
|N/A
|path_jump
|''Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can manually specify velocity of the jump using 'up' and 'forward'.''
|
|-
|-
|
|N/A
|path_lookat
|''Causes character to look at an entity for a certain length of time (but in the mean time continue with patrolling) or until triggered.''
|
|-
|-
|
|N/A
|path_set_movetype
|''Change the character's movetype (e.g. ANIM for normal walking AI, and FLY to let the AI fly.)''
|
|-
|-
|
|N/A
|path_show
|''Makes the character visible and solid.''
|
|-
|-
|
|N/A
|path_sit
|''Character will sit down. Set angles to direction to face. Set wait / wait_max to make the AI get up after a specified amount of time.''
|
|-
|-
|
|N/A
|path_sleep
|''Character will go to sleep.''
|
|-
|-
|
|N/A
|path_talk
|''Forces character to talk to the player.''
|
|-
|-
|
|N/A
|path_talk_primary
|''Forces character to say his primary talk anim to the player.''
|
|-
|-
|
|N/A
|path_talk_secondary
|''Forces character to say his secondary talk anim to the player.''
|
|-
|-
|
|N/A
|path_talk_triggered
|''Forces character to say his triggered talk anim to the player.''
|
|-
|-
|
|N/A
|path_turn
|''Character will turn to the direction specified in entity.''
|
|-
|-
|
|N/A
|path_wait
|''Character will wait specified amount of time before continuing on path. Set angles to direction to face.''
|
|-
|-
|
|N/A
|path_waitfortheanim
|''Waits for animation on the head from path_headanim to finish.''
|
|-
|-
|
|N/A
|path_waitfortrigger
|''Character will wait until they're triggered again before continuing on path.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Playertools" subfolder ====
 
''Some images of the playertools entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:playertool
|''Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:playertool_lockpick_base
|''Base Lockpick (do not use)''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:playertool_stackable
|''Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Playertools breath potion.png</gallery>
|atdm:playertools_breath_potion
|''Breath Potion''
|
|-
|-
|
|<gallery>File:Playertools compass.png</gallery>
|atdm:playertools_compass
|''Compass.''
|
|-
|-
|
|<gallery>File:Playertools flashbomb.png</gallery>
|atdm:playertools_flashbomb
|''Flashbomb.''
|
|-
|-
|
|<gallery>File:Playertools flashmine.png</gallery>
|atdm:playertools_flashmine
|''Flashmine.''
|
|-
|-
|
|N/A
|atdm:playertools_heal_item
|''Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Playertools health potion.png</gallery>
|atdm:playertools_health_potion
|''Health Potion''
|
|-
|-
|
|<gallery>File:Playertools holywater.png</gallery>
|atdm:playertools_holywater
|''Holy Water''
|
|-
|-
|
|<gallery>File:Playertools lantern.png</gallery>
|atdm:playertools_lantern
|''Lantern''
|
|-
|-
|
|<gallery>File:Playertools snake lockpick.png</gallery>
|atdm:playertools_lockpick_snake
|''Snake Lockpick''
|
|-
|-
|
|<gallery>File:Playertools triangle lockpick.png</gallery>
|atdm:playertools_lockpick_triangle
|''Triangle Lockpick''
|
|-
|-
|
|<gallery>File:Playertools mine.png</gallery>
|atdm:playertools_mine
|''An explosive mine.''
|
|-
|-
|
|N/A
|atdm:playertools_savegame
|''Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.''
|
|-
|-
|
|<gallery>File:Playertools slow fall potion.png</gallery>
|atdm:playertools_slow_fall_potion
|''Slow-fall potion. Reduces falling damage but slows movement.''
|
|-
|-
|
|<gallery>File:Playertools slow match.png</gallery>
|atdm:playertools_slow_match
|''A slow match for lighting all ignitables such as torches and candles.''
|
|-
|-
|
|<gallery>File:Playertools speed potion.png</gallery>
|atdm:playertools_speed_potion
|''Speed potion: temporarily boosts walking/running speed and jump distance.''
|
|-
|-
|
|<gallery>File:Playertools spyglass.png</gallery>
|atdm:playertools_spyglass
|''Spyglass''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Props" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:animation_replace_lean
|''Used to make AI lean back against a surface while idle.  Put AI 25 units away from wall/surface.  AI will stop leaning if alerted.''
|
|-
|-
|
|N/A
|atdm:prop_base
|''Don't use. Base class for all TDM prop items (aka items that can be carried by AI).''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop belt pouch.png</gallery>
|atdm:prop_belt_pouch
|''A decorative belt pouch. Use prop_lootbag for loot.''
|
|-
|-
|
|<gallery>File:Prop bullseye lantern.png</gallery>
|atdm:prop_bullseye_lantern
|N/A
|
|-
|-
|
|N/A
|atdm:prop_candleflame_moving
|''A moving candle flame''
|
|-
|-
|
|<gallery>File:Prop cards.png</gallery>
|atdm:prop_cards
|N/A
|
|-
|-
|
|N/A
|atdm:prop_empty
|''Don't use. An empty prop base class for attaching flames and lights.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:prop_hack
|N/A
|
|-
|-
|
|<gallery>File:Prop lantern02 on.png</gallery>
|atdm:prop_lantern02_on
|N/A
|
|-
|-
|
|<gallery>File:Prop lantern on.png</gallery>
|atdm:prop_lantern_on
|''A lit lantern to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop lootbag.png</gallery>
|atdm:prop_lootbag
|N/A
|
|-
|-
|
|<gallery>File:Prop playable lute.png</gallery>
|atdm:prop_playable_lute
|''Attaching this lute will activate playing behaviour.''
|
|-
|-
|
|<gallery>File:Prop potion healing.png</gallery>
|atdm:prop_potion_healing
|''A healing potion.''
|
|-
|-
|
|<gallery>File:Prop quiver arrow.png</gallery>
|atdm:prop_quiver_arrow
|''A frobbable arrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop quiver empty.png</gallery>
|atdm:prop_quiver_empty
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full.png</gallery>
|atdm:prop_quiver_full
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full withbow.png</gallery>
|atdm:prop_quiver_full_withbow
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver waterarrow.png</gallery>
|atdm:prop_quiver_waterarrow
|''A frobbable waterarrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop single card.png</gallery>
|atdm:prop_single_card
|N/A
|
|-
|-
|
|<gallery>File:Prop smithyhammer.png</gallery>
|atdm:prop_smithyhammer
|N/A
|
|-
|-
|
|N/A
|atdm:prop_spider_ceiling
|''Don't use. attachment for activating ceiling behaviour.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop steel.png</gallery>
|atdm:prop_steel
|N/A
|
|-
|-
|
|<gallery>File:Prop torch gothic on.png</gallery>
|atdm:prop_cards_gothic_on
|''A lit gothic torch to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop torch on.png</gallery>
|atdm:prop_cards_on
|''A lit torch to be carried in the left hand.''
|
|-
|-
|
|N/A
|atdm:prop_torchflame_moving
|''A moving torch flame.''
|
|-
|-
|
|<gallery>File:Prop winebottle.png</gallery>
|atdm:prop_winebottle
|''Attaching this bottle to an AI will activate drinking behaviour.''
|
|-
|-
|
|<gallery>File:Prop winebottle sit and drink.png</gallery>
|atdm:prop_winebottle_sit_and_drink
|''Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then.''
|
|-
 
|-
|
|<gallery>File:Prop wooden spoon.png</gallery>
|atdm:prop_wooden_spoon
|N/A
|
|-
|-
|
|N/A
|atdm:sit_talk
|''An empty prop base class to switch to sitting talk animations.''
|
|-
|-
|
|N/A
|prop_attachment_point
|''Don't use. Used to help set attachment points.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop broadbrim hat 01.png</gallery>
|prop_broadbrim_hat_01
|N/A
|
|-
|-
|
|<gallery>File:Prop broadbrim hat nofeather 01.png</gallery>
|prop_broadbrim_hat_nofeather_01
|N/A
|
|-
|-
|
|<gallery>File:Prop hood01.png</gallery>
|prop_hood01
|N/A
|
|-
|-
|
|<gallery>File:Prop woolen cap01 nofeather.png</gallery>
|prop_woolen_cap01_nofeather
|N/A
|
|-
|-
|'''Droppable'''
|<gallery>File:Drop apple core.png</gallery>
|atdm:prop_apple_core
|''An apple core that can be spawned and dropped by the AI, will be removed after 'remove_delay' seconds from the game.''
|
|-
|-
|
|<gallery>File:Drop dice01.png</gallery>
|atdm:drop_dice01
|''A dice that vanishes 12 seconds after spawning (during an animation) from the game, can be dropped by AI.''
|
|-
|-
|
|N/A
|atdm:droppable_base
|''Don't use, base class for all droppable items.''
|'''Not''' for mapper use.
|-
|-
|'''Keys'''
|<gallery>File:Prop goldkey.png</gallery>
|atdm:prop_goldkey
|''A gold key.''
|
|-
|-
|
|N/A
|atdm:prop_key_base
|N/A
|
|-
|-
|
|<gallery>File:Prop key fancy01.png</gallery>
|atdm:prop_key_fancy01
|''A fancy key.''
|
|-
|-
|
|<gallery>File:Prop key fancy02.png</gallery>
|atdm:prop_key_fancy02
|N/A
|
|-
|-
|
|<gallery>File:Prop key mysterious.png</gallery>
|atdm:prop_key_mysterious
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key mysterious 2.png</gallery>
|atdm:prop_key_mysterious_2
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key padlock.png</gallery>
|atdm:prop_key_padlock
|''A simple padlock key.''
|
|-
 
|-
|
|<gallery>File:Prop key simple.png</gallery>
|atdm:prop_key_simple
|''A simple iron key.''
|
|-
|-
|
|N/A
|atdm:prop_key_simple_base
|''Base class for attaching simple keys, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop key simple brass.png</gallery>
|atdm:prop_key_simple_brass
|''A simple brass key.''
|
|-
|-
|
|<gallery>File:Prop key simple copper.png</gallery>
|atdm:prop_key_simple_copper
|''A simple copper key.''
|
|-
|-
|
|<gallery>File:Prop key simple greenish.png</gallery>
|atdm:prop_key_simple_greenish
|''A greenish simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple old.png</gallery>
|atdm:prop_key_simple_old
|''An old simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple rusty.png</gallery>
|atdm:prop_key_simple_rusty
|''A rusty simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple steel.png</gallery>
|atdm:prop_key_simple_steel
|''A simple steel key.''
|
|-
|-
|
|<gallery>File:Prop key simple tarnished.png</gallery>
|atdm:prop_key_simple_tarnished
|''A tarnished simple key.''
|
|-
|-
|
|<gallery>File:Prop silverkey.png</gallery>
|atdm:prop_silverkey
|''A silver key.''
|
|-
|-
|'''Weapons'''
|<gallery>File:Prop halberd.png</gallery>
|atdm:prop_halberd
|''Decorative only; not for fighting.''
|
|-
|-
|'''Wearables'''
|<gallery>File:Prop pauldron01 left.png</gallery>
|atdm:prop_pauldron01_left
|''A pauldron.''
|
|-
 
|-
|
|<gallery>File:Prop pauldron01 right.png</gallery>
|atdm:prop_pauldron01_right
|''A pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder left.png</gallery>
|pauldron_builder_left
|''A Builder pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder right.png</gallery>
|pauldron_builder_right
|''A Builder pauldron.''
|
|-
 
 
|-
|
|<gallery>File:Prop broadbrim hat straw.png</gallery>
|prop_broadbrim_hat straw
|N/A
|
|-
|-
|
|<gallery>File:Prop citywatch helmet.png</gallery>
|prop_citywatch_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop hat bishop.png</gallery>
|prop_hat_bishop
|N/A
|
|-
|-
|
|<gallery>File:Prop hat priest.png</gallery>
|prop_hat_priest
|N/A
|
|-
 
|-
|
|<gallery>File:Prop inventor goggles.png</gallery>
|prop_inventor_goggles
|N/A
|
|-
|-
|
|<gallery>File:Prop inventor goggles up.png</gallery>
|prop_inventor_goggles_up
|N/A
|
|-
|-
|
|N/A
|prop_moor_helmet01
|N/A
|
|-
|-
|
|<gallery>File:Prop nobleman cap l.png</gallery>
|prop_nobleman_cap_l
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop nobleman cap r.png</gallery>
|prop_nobleman_cap_r
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop proguard helmet.png</gallery>
|prop_proguard_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop proguard helmet nonsolid.png</gallery>
|prop_proguard_helmet_nonsolid
|N/A
|
|-
|-
|
|<gallery>File:Prop round helmet.png</gallery>
|prop_round_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop saxon helmet.png</gallery>
|prop_saxon_helmet
|N/A
|
|-
 
|-
|
|<gallery>File:Prop woolen cap01.png</gallery>
|prop_woolen_cap01
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Ragdolls" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:af_entity_base
|''Do not use, base class for all TDM animated entities, mainly there to set common spawnargs and document them.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:env_hanging_sign_shield01
|''Ragdoll for signs.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_base
|''Don't use. Base corpse class (dummy entity to store inherited information).''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env ragdoll builder acolyte.png</gallery>
|atdm:env_ragdoll_builder_acolyte
|''Ragdoll for builder_acolyte.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_humanoid_base
|''Don't use, base class for all TDM humanoid ragdolls.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env saddle.png</gallery>
|atdm:env_saddle
|''Ragdoll for saddle.''
|
|-
|-
|
|<gallery>File:Env rope.png</gallery>
|env_rope
|''A basic animated rope.''
|
|-
|-
|
|N/A
|env_swinglight_round
|''A swinging round light.''
|
|-
|-
|'''Bodies'''
|<gallery>File:Ai mage01 ragdoll.png</gallery>
|atdm:ai_mage01_ragdoll
|''Ragdoll for mage.''
|
|-
|-
|
|<gallery>File:Env ragdoll beggar.png</gallery>
|atdm:env_ragdoll_beggar
|''Ragdoll for beggar.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder forger.png</gallery>
|atdm:env_ragdoll_builder_forger
|''Ragdoll for builder_forger.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder guard.png</gallery>
|atdm:env_ragdoll_builder_guard
|''Ragdoll for builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder priest.png</gallery>
|atdm:env_ragdoll_builder_priest
|''Ragdoll for builder_priest.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch elite.png</gallery>
|atdm:env_ragdoll_citywatch_elite
|''Ragdoll for citywatch_elite.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch new.png</gallery>
|atdm:env_ragdoll_citywatch_new
|''Ragdoll for City Watch.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner.png</gallery>
|atdm:env_ragdoll_commoner
|''Ragdoll for commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner female.png</gallery>
|atdm:env_ragdoll_commoner_female
|''Ragdoll for female commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll guard thug.png</gallery>
|atdm:env_ragdoll_guard_thug
|''Ragdoll for thug.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_humanoid_base_newskel
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env ragdoll merc elite.png</gallery>
|atdm:env_ragdoll_merc_elite
|''Ragdoll for elite guard.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_moor
|''Ragdoll for Moor.''
|
|-
|-
|
|<gallery>File:Env ragdoll noble man.png</gallery>
|atdm:env_ragdoll_noble_man
|''Ragdoll for nobleman.''
|
|-
|-
|
|<gallery>File:Env ragdoll noblewoman.png</gallery>
|atdm:env_ragdoll_noblewoman
|''Ragdoll for noble_woman.''
|
|-
|-
|
|<gallery>File:Env ragdoll pagan common.png</gallery>
|atdm:env_ragdoll_pagan_common
|''Ragdoll for humble pagan.''
|
|-
|-
|
|<gallery>File:Env ragdoll proguard.png</gallery>
|atdm:env_ragdoll_proguard
|''Ragdoll for professional guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll rat.png</gallery>
|atdm:env_ragdoll_rat
|''Ragdoll for rat.''
|
|-
|-
|
|<gallery>File:Env ragdoll rogue.png</gallery>
|atdm:env_ragdoll_rogue
|''Ragdoll for rogue.''
|
|-
|-
|
|<gallery>File:Env ragdoll rusted builder.png</gallery>
|atdm:env_ragdoll_rusted_builder
|''Ragdoll for rusted builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton.png</gallery>
|atdm:env_ragdoll_skeleton
|''Old, rotten skeleton.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton bloody.png</gallery>
|atdm:env_ragdoll_skeleton_bloody
|''Fresh, bloody bones.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton white.png</gallery>
|atdm:env_ragdoll_skeleton_white
|''Old, skeleton with white, bleached bones.''
|
|-
 
|-
|
|<gallery>File:Env ragdoll tdm spider.png</gallery>
|atdm:env_ragdoll_tdm_spider
|''Ragdoll for spider.''
|
|-
|-
|
|<gallery>File:Env ragdoll thief.png</gallery>
|atdm:env_ragdoll_thief
|''Forces character to say his triggered talk anim to the player.''
|
|-
|-
|
|<gallery>File:Env ragdoll townsfolk engineer.png</gallery>
|atdm:env_ragdoll_townsfolk_engineer
|''Ragdoll for townsfolk_engineer.''
|
|-
|-
|
|<gallery>File:Env ragdoll wench.png</gallery>
|atdm:env_ragdoll_wench
|''Ragdoll for wench.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Randoms" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|'''Food'''
|N/A
|atdm:seed_random_base
|''A SEED entity that spawns random food items inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_fruit
|''A SEED entity that spawns random fruits inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|'''Pub'''
|N/A
|atdm:seed_random_bottles
|''A SEED entity that spawns random bottles inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_game_cards
|''A SEED entity that spawns random cards and card stacks inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|
|N/A
|atdm:seed_random_game_pieces
|''A SEED entity that spawns random game pieces, dice or cards inside its area. Set 'max_entities' to the wanted amount.''
|
|-
|-
|'''Vegetation'''
|N/A
|atdm:seed_random_grass
|''A SEED entity that spawns a random patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|-
|
|N/A
|atdm:seed_random_grass_dense
|''A SEED entity that spawns a random, dense patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|-
|
|N/A
|atdm:seed_random_grass_sparse
|''A SEED entity that spawns a random sparse patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Readables" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:readable_base
|''Don't use. The base class for all readables.''
|'''Not''' for mapper use.
|-
|-
|
|TBA
|atdm:readable_immobile
|''Behaves like a func static which can be read upon being frobbed.''
|
|-
|-
|
|<gallery>File:Readable immobile book01.png</gallery>
|atdm:readable_immobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile book open01.png</gallery>
|atdm:readable_immobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile paper01.png</gallery>
|atdm:readable_immobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile scroll01.png</gallery>
|atdm:readable_immobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile sign small01.png</gallery>
|atdm:readable_immobile_sign_small01
|''A small sign that cannot be frobbed; player reads sign in world.''
|
|-
|-
|
|N/A
|atdm:readable_mobile
|''Don't use. The base class for all readables.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Readable mobile book01.png</gallery>
|atdm:readable_mobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile book open01.png</gallery>
|atdm:readable_mobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile paper01.png</gallery>
|atdm:readable_mobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01.png</gallery>
|atdm:readable_mobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01_rolledup.png</gallery>
|atdm:readable_mobile_scroll01_rolledup
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Ropes" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|<gallery>File:Env chain01.png</gallery>
|atdm:env_chain01
|''A large chain, approx 150 units, that swings and can be climbed.''
|
|-
|-
|
|<gallery>File:Env rope 150.png</gallery>
|atdm:env_rope_150
|''A 150 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 200.png</gallery>
|atdm:env_rope_200
|''A 200 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 250.png</gallery>
|atdm:env_rope_250
|''A 250 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 300.png</gallery>
|atdm:env_rope_300
|''A 300 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 350.png</gallery>
|atdm:env_rope_350
|''A 350 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 400.png</gallery>
|atdm:env_rope_400
|''A 400 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope tdm.png</gallery>
|atdm:env_rope_tdm
|N/A
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Shop" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:shop
|''Use this entity to define the shop items available in the purchase menu.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Static" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|'''Decorative'''
|<gallery>File:Door arched01 arch.png</gallery>
|atdm:door_arched01_arch
|N/A
|
|-
|-
|
|<gallery>File:Statue aphrodite.png</gallery>
|atdm:statue_aphrodite
|''A statue of Aphrodite, that drops detail the further away you get, and vanishes a certain distance from the player. Good for huge maps.''
|
|-
|-
|'''Decorative/Paintings'''
|<gallery>File:Empty painting.png</gallery>
|atdm:empty_painting
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_large.png</gallery>
|atdm:empty_painting_large
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_medium.png</gallery>
|atdm:empty_painting_medium
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_round.png</gallery>
|atdm:empty_painting_round
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
 
|-
|
|<gallery>File:Empty painting_round_s.png</gallery>
|atdm:empty_painting_round_s
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_small.png</gallery>
|atdm:empty_painting_small
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting.png</gallery>
|atdm:removed_painting
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_large.png</gallery>
|atdm:removed_painting_large
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_medium.png</gallery>
|atdm:removed_painting_medium
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|'''Decorative/Paintings/Random'''
|<gallery>File:Painting hor large random image.png</gallery>
|atdm:painting_hor_large_random_image
|''A large painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor medium random image.png</gallery>
|atdm:painting_hor_medium_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor random image.png</gallery>
|atdm:painting_hor_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting ver large random image.png</gallery>
|atdm:painting_ver_large_random_image
|''A large painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver medium random image.png</gallery>
|atdm:painting_ver_medium_random_image
|''A medium-sized painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver random image.png</gallery>
|atdm:painting_ver_random_image
|''A small painting with a random, vertical image.''
|
|-
|-
|'''Fireplace Pieces'''
|<gallery>File:Fireplace ash heap big.png</gallery>
|atdm:fireplace_ash_heap_big
|''An ash heap used inside a fireplace.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace ash heap long.png</gallery>
|atdm:fireplace_ash_heap_long
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap round.png</gallery>
|atdm:fireplace_ash_heap_round
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap small.png</gallery>
|atdm:fireplace_ash_heap_small
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace grate.png</gallery>
|atdm:fireplace_grate
|''A grate to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace piece base.png</gallery>
|atdm:fireplace_piece_base
|''Base class for all add-on parts for fireplaces, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace wood piece.png</gallery>
|atdm:fireplace_wood_piece
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece long.png</gallery>
|atdm:fireplace_wood_piece_long
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece small.png</gallery>
|atdm:fireplace_wood_piece_small
|''Wood to be used inside a fireplace. Should not be used.''
|'''Not''' for mapper use.
|-
|-
|'''Hangers'''
|<gallery>File:Sign mount wrought iron 01.png</gallery>
|atdm:sign_mount_wrought_iron_01
|''A fancy wrought iron sign hanger, has LOD stages.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Targets" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|atdm:gui_message
|''When triggered, this entity will show the popup message defined on it. Can also be targeted by 'atdm:target_disable_message' or 'atdm:target_enable_message' entities.''
|
|-
|-
|
|N/A
|atdm:start_alarm
|''Starts an alarm sound, e.g. a sound heard both by the player and propagated to the AI. Link it to an 'atdm:alarm_sound' entity and trigger this by any trigger.''
|
|-
|-
|
|N/A
|atdm:stop_alarm
|''Stops an alarm sound, link it to an 'atdm:alarm_sound' entity to stop it alarming the AI.''
|
|-
|-
|
|N/A
|atdm:target_addobjectives
|''When triggered, adds all objectives defined in its spawnargs into the objectives system. When triggered, it sets the spawnargs 'obj_num_offset' on itself for the numerical offset of the first objective it added, used for later addressing that objective.''
|
|-
|-
|
|N/A
|atdm:target_base
|''Don't use, base class for all TDM target entities.''
|
|-
|-
|
|N/A
|atdm:target_callobjectfunction
|''Calls a object function (aka method) on each target when triggered.''
|
|-
|-
|
|N/A
|atdm:target_callscriptfunction
|''Calls a global script function when triggered.''
|
|-
|-
|
|N/A
|atdm:target_changeentityrelation
|''When triggered, changes the current relation of entity1 to entity2 by the amout specified in 'relationchange'.''
|
|-
|-
|
|N/A
|atdm:target_changelockstate
|''When triggered, this entity changes the lock state of its targets. Use the 'unlock' and 'toggle' spawnargs to alter the behaviour.''
|
|-
|-
|
|N/A
|atdm:target_changetarget
|''When triggered, this entity changes (removes and/or adds) a target from the targetted entity. Removals always happen before additions. spawnargs: 'remove', 'add', and 'target'.''
|
|-
|-
|
|N/A
|atdm:target_intermissiontrigger
|''When triggered, this entity saves the trigger event to fire it again in a later mission. By default, the trigger is fired in next mission but it can be configured to fire at a defined mission number.''
|
|-
|-
|
|N/A
|atdm:target_itemremove
|''Removes items from the player's inventory. Each target_itemremove can remove up to 1 unique entity, one stack of stackables, and one type of ammo. Melee weapons cannot be removed.''
|
|-
|-
|
|N/A
|atdm:target_message_disable
|''When triggered, this entity disables the targeted 'atdm:gui_message' entity. Further triggers to show the message will then be ignored.''
|
|-
|-
|
|N/A
|atdm:target_message_enable
|''When triggered, this entity enables the targeted 'atdm:gui_message' entity again. Further triggers to show the message will then work again.''
|
|-
|-
|
|N/A
|atdm:target_postscriptevent
|''Posts a script event on each target when triggered.''
|
|-
|-
|
|N/A
|atdm:target_savegame
|''This entity saves the game under the set name when triggered.''
|
|-
|-
|
|N/A
|atdm:target_set_frobable
|''When triggered, sets everything inside this target brush to either frobable or not frobable. It's possible to exclude specific entities from this operation by setting the 'immune_to_target_setfrobable' spawnarg on the entity to be excluded.''
|
|-
|-
|
|N/A
|atdm:target_setentityrelation
|''When triggered, sets the relation of entity1 to entity2 to the value of 'relation'.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_component_state
|''Sets the given objective components to a certain state. The objectives components are addressed by ID. Toggling multiple components at once is possible. (e.g. the spawnarg setup 'comp_id1' = '2,1', 'comp_id2' = '3,2' and 'comp_state' = '1' will set to true component 1 of objective 2 and component 2 of objective 3.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_state
|''Sets the given objectives to a certain state. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_state' = '1' will set the objectives with the id numbers 2 and 4 to the state 1.''
|
|-
|-
|
|N/A
|atdm:target_setobjective_visibility
|''Makes the given objectives to either hidden or visible to the player. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_visibility' = '1' will make visible the objectives with the id numbers 2 and 4.''
|
|-
|-
|
|N/A
|atdm:target_setrelations
|''When triggered, sets the AI relations according to the spawnargs set on this entity (e.g. 'rel 1,2'  '1').''
|
|-
|-
|
|N/A
|atdm:target_setteam
|''When triggered, this entity changes the team of all its target to the value of the 'team' spawnarg.''
|
|-
|-
|
|N/A
|atdm:target_startconversation
|''Starts the conversation specified in the 'conversation' spawnarg.''
|
|-
|-
|
|N/A
|atdm:teleport
|''When triggered, this entity teleports all targeted entities to itself and orients them to its own orientation. You can also set 'teleport_offset' and 'teleport_random_offset' on the teleported entitiesi to modify their target position.''
|
|-
|-
|
|N/A
|atdm:teleport_group
|''Computes the teleport_offset spawnargs for each targeted entity, so they can be teleported together.''
|
|-
|-
|
|N/A
|atdm:trigger_voice
|''Speak the sound given in 'snd_say' as either player or the speaker from off, depending on 'as_player'. Target from any trigger and link this to your 'atdm:voice' entity.''
|
|-
|-
|
|N/A
|target_null
|''A generic target to point camera views at.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Triggers" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|trigger_count
|''Countable trigger.''
|
|-
|-
|
|N/A
|trigger_entityname
|''Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored.  Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.''
|
|-
|-
|
|N/A
|trigger_facing
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degrees of the angle.''
|
|-
|-
|
|N/A
|trigger_fade
|''Fades the screen to fadeColor over fadeTime (in seconds).''
|
|-
|-
|
|N/A
|trigger_hurt
|''Damages the activator. Can be turned on or off by other triggers.''
|
|-
|-
|
|N/A
|trigger_multiple
|''Variable sized repeatable trigger.  Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_once
|''Variable sized single-use trigger.  Must be targeted at one or more entities.''
|
|-
|-
|
|N/A
|trigger_once_entityname
|''Variable sized single-use trigger that only responds to a specific entity.  Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_presize
|''Variable sized repeatable trigger.  Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_random
|''When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)''
|
|-
|-
|
|N/A
|trigger_relay
|''Non-touchable repeatable trigger.  Used as a proxy for triggering multiple targets in script, or
from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_sequencer
|''Needs to be activated by another trigger.  Triggers target 0 when first activated, target 1 when next activated, etc.''
|
|-
|-
|
|N/A
|trigger_timer
|''Repeatedly fires its targets.  Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).''
|
|-
|-
|
|N/A
|trigger_touch
|''Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "Weapons" subfolder ====
 
''Some images of the weapon entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.''
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|'''Arrows'''
|TBA
|atdm:ammo_arrow
|''Arrow ammunition, can be picked up by the player.''
|
|-
|-
|
|<gallery>File:Ammo broadhead.png</gallery>
|atdm:ammo_broadhead
|''Broadhead Ammunition''
|
|-
|-
|
|<gallery>File:Ammo firearrow.png</gallery>
|atdm:ammo_firearrow
|''[[Arrows#Fire Arrow|Fire Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo gasarrow.png</gallery>
|atdm:ammo_gasarrow
|''[[Arrows#Gas Arrow|Gas Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo mossarrow.png</gallery>
|atdm:ammo_mossarrow
|''[[Arrows#Moss Arrow|Moss Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo noisemaker.png</gallery>
|atdm:ammo_noisemaker
|''[[Arrows#Noisemaker Arrow|Noisemaker Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo ropearrow.png</gallery>
|atdm:ammo_ropearrow
|''[[Arrows#Rope Arrow|Rope Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo vinearrow.png</gallery>
|atdm:ammo_vinearrow
|''[[Arrows#Vine Arrow|Vine Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo waterarrow.png</gallery>
|atdm:ammo_waterarrow
|''[[Arrows#Water Arrow|Water Arrow]] Ammunition''
|
|-
|-
|'''Arrows/Stuck'''
|<gallery>File:Ammo broadhead stuck.png</gallery>
|atdm:ammo_broadhead_stuck
|''A broadhead stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|
|<gallery>File:Ammo ropearrow stuck.png</gallery>
|atdm:ammo_ropearrow_stuck
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|'''Melee'''
|<gallery>File:Weapon_blackjack.png</gallery>
|atdm:weapon_blackjack
|''The thief's best friend.''
|
|-
|-
|
|<gallery>File:Weapon_shortsword.png</gallery>
|atdm:weapon_shortsword
|''The shortsword.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== "x doom3 junk" subfolder ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;"  cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|func_phantom_objects
|''Causes moveable objects to fly at player when triggered.  triggering toggles it on/off.''
|
|-
|-
|
|N/A
|moveable_base
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''
''max edges = 32''
''max polygons = 16''
''max edges per polygon = 16'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-
|-
|
|N/A
|moveable_base_barrel
|''Moveable barrel. Works just like a moveable_base. However the barrel has special handling to make it appear more round.''
|
|-
|}
 
[[#top|Back to page index]]
 
==== Other ====
 
{|class="wikitable sortable mw-collapsible" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
|-
 
|-
|''None''
|N/A
|func_phantom_objects
|''Causes moveable objects to fly at player when triggered.  triggering toggles it on/off.''
|
|-
|-
|
|N/A
|moveable_base
|''Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex.'' ''max vertices = 32''
''max edges = 32''
''max polygons = 16''
''max edges per polygon = 16'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-
 
|-
|
|N/A
|atdm:ai_bark_priority
|N/A
|
|-
|-
|
|N/A
|atdm:entity_base
|''Do not use, base class for all TDM entities, mainly there to set common spawnargs and document them.''
|'''Not''' for mapper use.
|-
|-
|
|N/A
|atdm:vine_piece
|''Climbable Vine Patch''
|
|-
|-
|
|N/A
|damage_crush
|N/A
|
|-
|-
|
|N/A
|damage_explodingbarrel
|N/A
|
|-
|-
|
|N/A
|damage_explosion
|N/A
|
|-
|-
|
|N/A
|damage_fatalfall
|N/A
|
|-
|-
|
|N/A
|damage_gib
|N/A
|
|-
|-
|
|N/A
|damage_hugeexplosion
|N/A
|
|-
|-
|
|N/A
|damage_lava
|N/A
|
|-
|-
|
|N/A
|damage_lightbreak
|N/A
|
|-
|-
|
|N/A
|damage_movercrush
|N/A
|
|-
|-
|
|N/A
|damage_noair
|N/A
|
|-
|-
|
|N/A
|damage_paintrigger
|N/A
|
|-
|-
|
|N/A
|damage_smallexplosion
|N/A
|
|-
|-
|
|N/A
|damage_suicide
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_10
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_100
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_1000
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_15
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_25
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_5
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_50
|N/A
|
|-
|-
|
|N/A
|damage_triggerhurt_75
|N/A
|
|-
|-
|
|N/A
|info_player_start
|''The spawning position for the player.''
|
|-
|-
|
|N/A
|info_player_teleport
|''Spawning position player after cinematic. When triggered, player will be moved to this location.''
|
|-
|-
|
|N/A
|melee_zombie_left
|N/A
|
|-
|-
|
|N/A
|melee_zombie_right
|N/A
|
|-
|-
|
|N/A
|sprgs_decompress
|''Propagated sound of the player submerging.''
|
|-
|-
|
|N/A
|sprgs_recompress
|''Propagated sound of the player resurfacing.''
|
|-
|-
|
|N/A
|target_endlevel
|''When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display.''
|
|-
|-
|
|N/A
|target_setkeyval
|''Target an entity to set key val pairs on. Use keyval, keyval1, keyval2, etc.. for multiples.''
|
|-
|}
 
[[#top|Back to page index]]
 
== See also ==
'''Other databases'''
*'''[[Model Database]]''' - in development
*'''[[Texture Database]]''' - in development
*'''[[Prefab Database]]''' - started earlier, in development
*'''[[Prefab Database]]''' - started earlier, in development
*'''[[Ambient Database]]''' - in development
'''Mapping addons'''
*'''[[Model addons repository]]''' - Repository of model assets provided by TDM contributors. Purely addons, i.e. only model assets other than those in the base game, listed in this Model Database. A useful repository for mappers looking for custom sound and ambient content for their missions.
'''Related topics and tutorials'''
*'''[[Entity|Entities]]'''
*'''[[Entity Class]]'''


[[Category:Models]]
[[Category:Models]]
[[Category:AI]]
[[Category:AI]]
[[Category:Entities|D]]
[[Category:Entities|D]]
[[Category:Databases|E]]

Latest revision as of 14:59, 13 April 2024

THIS PAGE IS A WORK IN PROGRESS

This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in The Dark Mod, via the DarkRadiant editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.

Only the Entities that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.

All of the entities listed in this database are current for TDM 2.05. Feel free to udpate the full overview to version 2.06 and higher whenever you'll have the time to do so.

Due to the length of the table overviews in this article, they are hidden by default, to make browsing easier. Click on the "Show" and "Hide" buttons of each table to either show or hide a particular table. You can show or hide as many tables at once as you like, depending on your needs.

For static/stationary models and content, please see Models and the Model Database.

Entities overview

An overview of entities available for level building a.k.a. mapping.

"darkmod" folder

The main folder for most of the entities commonly used in The Dark Mod. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.

"N/A" denotes that an image or description of an entity is not available in the DarkRadiant editor.

"TBA" denotes that some item or items have not yet been added to this database, but their documentation is in development.

"Not for mapper use." denotes entities that mappers shouldn't use for mapping itself, as these entities perform a different, specialised function.

"AI" subfolder

If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.

Subfolder(s) Entity image Entity file name Entity description Notes
AAS_flood N/A aas100_flood This will generate AAS for AI with AAS100
N/A aas32_flood This will generate AAS for AI with AAS32
N/A aas48_flood This will generate AAS for AI with AAS48
N/A aas96_flood This will generate AAS for AI with AAS96
N/A aas_elemental_flood This will generate AAS for flying elementals.
N/A aas_flood_base Don't use. Base class for all AAS flood entities. Not for mapper use.
N/A aas_rat_flood This will generate AAS for rats.
AI Combat Nodes N/A ai_attackcone N/A
N/A ai_attackcone_once N/A
N/A ai_attackcone_turret Attack cone where monster stands in place and uses normal range attack (if it has one).
N/A ai_lost_combat Lost combat node. Monster will retreat to this position when he can no longer reach the player.
Animals atdm:ai_rat_small N/A An ordinary rat.
atdm:ai_spider_tiny A regular old, tiny spider. Does not attack; for ambiance only.
Animals/Horses atdm:ai_animal_horse_tame1 N/A Stationary horse with idle animations.
atdm:ai_animal_horse_tame2 N/A Stationary horse with idle animations.
atdm:ai_animal_horse_tame3 N/A Stationary horse with idle animations.
atdm:ai_animal_horse_tame4 N/A Stationary horse with idle animations.
atdm:ai_animal_horse_tame5 N/A Stationary horse with idle animations.
Builders/Armed atdm:ai_builder_guard Builder Guards defend Church territory and sometimes enforce Church law.
atdm:ai_builder_guard_lesser Newer guards are given the more menial jobs while they earn their ceremonial armour.
atdm:ai_builder_guard_rusted N/A
atdm:ai_builder_guard_rusted02 N/A
atdm:ai_builder_priest_combatant N/A
Builders/Unarmed atdm:ai_builder_acolyte Builder Acolytes are the lowest rank of the clergy.
atdm:ai_builder_forger A valued member of the church who works in the Builder Forges.
atdm:ai_builder_guard_rusted_unarmed A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state.
atdm:ai_builder_priest Builder Priests have authority over church territory.
Commoners/Armed atdm:ai_guard_female_rogue Flaunting social conventions, this woman carries a sword and knows how to use it.
atdm:ai_beggar_armed A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.
atdm:ai_townsfolk_commoner_archer This is an untrained peasant who happens to have a bow.
atdm:ai_townsfolk_commoner_armed This is an untrained peasant who happens to be armed.
atdm:ai_townsfolk_wench_armed A generic woman, armed.
Commoners/Armed/Citywatch atdm:ai_citywatch A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.
atdm:ai_citywatch_archer An archer member of the City Watch.
atdm:ai_citywatch_elite An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.
atdm:ai_citywatch_lesser A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.
Commoners/Armed/Foreigners atdm:ai_moor A foreigner from the southern continent across the sea.
atdm:ai_moor02 A foreigner from the southern continent across the sea.
Commoners/Armed/Guards atdm:ai_guard_archer_01 A generic archer for hire.
atdm:ai_guard_elite An elite guard with expensive equipment; works only for the wealthiest employers.
atdm:ai_guard_elite_02 Often former soldiers, these guards are highly trained and well equipped.
atdm:ai_guard_generic_01 A generic sword for hire.
atdm:ai_guard_generic_01_pauldrons A generic sword for hire, slightly more armoured.
atdm:ai_guard_generic_01b A generic sword for hire.
atdm:ai_guard_generic_02 Another generic sword for hire.
atdm:ai_guard_thug A crude hoodlum who enjoys having a reason to push people around.
atdm:ai_proguard A highly trained, professional guard for hire.
atdm:ai_proguard_archer A highly trained, professional archer for hire.
Commoners/Armed/Pagans atdm:ai_pagan_common_archer A humble pagan, with a bow.
atdm:ai_pagan_common_armed A humble pagan, armed.
Commoners/Armed/Thieves atdm:ai_burglar A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
atdm:ai_burglar_professional Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
atdm:ai_burglar_professional_archer Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
atdm:ai_female_rogue Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.
atdm:ai_female_thief A professional criminal, this woman can hold her own against most men.
atdm:ai_thief01 Good at what he does, this thief is a few steps up from a common pickpocket.
atdm:ai_thief02 A run of the mill pickpocket. Thieves like this are a dime a dozen.
atdm:ai_thief02_archer A generic thief with bow.
atdm:ai_thief_thug A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.
Commoners/Unarmed atdm:ai_gentleman_scientist Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.
atdm:ai_labourer_wealthy01 A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.
atdm:ai_merchant01 A generic, middle-class merchant. Carries a 50gp purse by default.
atdm:ai_thug_unarmed A crude scoundrel who is a coward at heart.
atdm:ai_townsfolk_beggar A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.
atdm:ai_townsfolk_commoner A generic engineer/blacksmith/miner character.
atdm:ai_townsfolk_commoner_02 This is a generic civilian, suitable for servants, merchants, or tradespeople.
atdm:ai_townsfolk_engineer A generic engineer/blacksmith/miner character.
atdm:ai_townsfolk_female A maidservant or common woman.
atdm:ai_townsfolk_wench A generic woman.
atdm:ai_whore A woman of loose morals. On the 'Street People' team, and thus neutral to the player.
Commoners/Unarmed/Inventors atdm:ai_inventor_scientist A high-ranking member of the Inventor's Guild.
Commoners/Unarmed/Pagans atdm:ai_pagan_common A humble pagan.
Internal N/A atdm:ai_melee_set_base Base class for melee difficulty sets (Do not use). Not for mapper use.
N/A atdm:ai_melee_set_knife_novice_expert N/A
N/A atdm:ai_melee_set_knife_novice_hard N/A
N/A atdm:ai_melee_set_knife_novice_normal N/A
N/A atdm:ai_melee_set_knife_skilled_expert N/A
N/A atdm:ai_melee_set_knife_skilled_hard N/A
N/A atdm:ai_melee_set_knife_skilled_normal N/A
N/A atdm:ai_melee_set_knife_trained_expert N/A
N/A atdm:ai_melee_set_knife_trained_hard N/A
N/A atdm:ai_melee_set_knife_trained_normal N/A
N/A atdm:ai_melee_set_novice_expert N/A
N/A atdm:ai_melee_set_novice_hard N/A
N/A atdm:ai_melee_set_novice_normal N/A
N/A atdm:ai_melee_set_skilled_expert N/A
N/A atdm:ai_melee_set_skilled_hard N/A
N/A atdm:ai_melee_set_skilled_normal N/A
N/A atdm:ai_melee_set_trained_expert N/A
N/A atdm:ai_melee_set_trained_hard N/A
N/A atdm:ai_melee_set_trained_normal N/A
Internal/Base Class N/A atdm:ai_archer_base Don't use. Base class for all TDM AI with projectile weapons. Not for mapper use.
N/A atdm:ai_base Don't use. Base class for all TDM AI entities. Not for mapper use.
N/A atdm:ai_humanoid Don't use. Base class for all TDM humanoid AI entities. Not for mapper use.
N/A atdm:ai_humanoid_newskel Don't use. Base class for all TDM humanoid AI entities using new skeleton. Not for mapper use.
N/A atdm:ai_humanoid_undead Don't use; base class for all undead. Not for mapper use.
N/A atdm:ai_humanoid_undead_newskel Don't use; base class for all undead using new skeleton. Not for mapper use.
N/A atdm:ai_monster_base Don't use. Base class for all TDM Monster AI entities. Not for mapper use.
N/A atdm:ai_undead_zombie_base Don't use; base class for all zombies. Not for mapper use.
N/A atdm:ai_steambot_base N/A Not for mapper use. (Probably.)
Internal/Trainer atdm:ai_trainer_melee_attack AI melee trainer, trains player to make attacks.
atdm:ai_trainer_melee_dummy_base Base class for melee training dummy (do not use). Not for mapper use.
atdm:ai_trainer_melee_dummy_builder_guard Builder guard melee training dummy.
atdm:ai_trainer_melee_dummy_builder_guard_lesser Lesser Builder guard melee training dummy.
atdm:ai_trainer_melee_dummy_citywatch Citywatch melee training dummy.
atdm:ai_trainer_melee_dummy_commoner Unarmored melee training dummy (uses commoner model).
atdm:ai_trainer_melee_dummy_elite Elite guard melee training dummy.
atdm:ai_trainer_melee_dummy_proguard Proguard melee training dummy.
atdm:ai_trainer_melee_fast_base Base class for fast AI melee trainer (do not use). Not for mapper use.
atdm:ai_trainer_melee_feint AI melee trainer, trains player to make feint attacks.
atdm:ai_trainer_melee_feint_fast AI melee trainer, trains player to make feint attacks.
atdm:ai_trainer_melee_parry AI melee trainer, trains player to make parries.
atdm:ai_trainer_melee_parry_fast AI melee trainer, trains player to make parries.
atdm:ai_trainer_melee_parry_feint AI melee trainer, trains player to parry, then feint.
atdm:ai_trainer_melee_parry_feint_fast AI melee trainer, trains player to parry, then feint.
atdm:ai_trainer_melee_parry_riposte AI melee trainer, trains player to parry-riposte.
atdm:ai_trainer_melee_parry_riposte_fast AI melee trainer, trains player to parry-riposte.
atdm:ai_trainer_melee_slow_base Base class for slow AI melee trainer (do not use). Not for mapper use.
atdm:ai_trainer_melee_stophit_evade AI melee trainer, trains player stophit and evade.
atdm:ai_trainer_melee_stophit_evade_fast AI melee trainer, trains player stophit and evade.
atdm:ai_trainer_melee_stophit_parry_feint AI melee trainer, trains player stophit, then parry and riposte with a feint attack.
atdm:ai_trainer_melee_stophit_parry_riposte AI melee trainer, trains player stophit, then parry-riposte.
Internal/Vocal Sets N/A atdm:ai_vocal_kitchen
N/A atdm:ai_vocal_set_base The default vocal set for AI, defines which sounds are played in the different situations.
N/A atdm:ai_vocal_set_builder_01 Incomplete set: contains only a builder conversation, is the same as atdm:ai_vocal_set_builder_02.
N/A atdm:ai_vocal_set_builder_02 Experienced; zealous; occasionaly uses archaic language; strong voice (suits builder guards).
N/A atdm:ai_vocal_set_builder_02_priest_armed Experienced; zealous; occasionaly uses archaic language; strong voice (some specific lines tailored for priests).
N/A atdm:ai_vocal_set_builder_02_priest_civilian N/A
N/A atdm:ai_vocal_set_builder_03_civilian Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).
N/A atdm:ai_vocal_set_builder_03_guard Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests).
N/A atdm:ai_vocal_set_builder_04_civilian Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).
N/A atdm:ai_vocal_set_builder_04_guard Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes).
N/A atdm:ai_vocal_set_commander_armed_01 Slight northern accent. This character is used to leading other people. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen.
N/A atdm:ai_vocal_set_commander_mage_01 A strong, commandeering character, tailored to mages. Slight northern accent.
N/A atdm:ai_vocal_set_commander_unarmed_01 This civilian is used to leading other people. Slight northern accent. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen.
N/A atdm:ai_vocal_set_critic_armed_01 A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, mages, or snooty guards.)
N/A atdm:ai_vocal_set_critic_inventor_armed_01 A know-it all, well-spoken character. (suits commoners, generic guards).
N/A atdm:ai_vocal_set_critic_inventor_unarmed_01 A know-it all, well-spoken character. (tailored to inventors).
N/A atdm:ai_vocal_set_critic_mage_01 A know-it all, well-spoken character. (tailored to mages).
N/A atdm:ai_vocal_set_critic_unarmed_01 A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, snooty servants.)
N/A atdm:ai_vocal_set_cynic_armed_01 This is a cynical, hot-tempered character who complains a lot about his job. Suits guards.
N/A atdm:ai_vocal_set_cynic_citywatch This citywatch is a cynical, hot-tempered character. Complains a lot about his job.
N/A atdm:ai_vocal_set_cynic_unarmed_01 This civilian is a cynical, hot-tempered character who complains a lot about his job.
N/A atdm:ai_vocal_set_drunk_citywatch_01 A gravelly-voiced, inebriated city watch of limited intelligence.
N/A atdm:ai_vocal_set_drunk_civilian_01 A gravelly-voiced, inebriated character of limited intelligence.
N/A atdm:ai_vocal_set_drunk_guard_01 A gravelly-voiced, inebriated guard of limited intelligence.
N/A atdm:ai_vocal_set_elemental Default voices/noises for elementals.
N/A atdm:ai_vocal_set_grumbler_civilian_01 A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).
N/A atdm:ai_vocal_set_grumbler_drunk_01 N/A
N/A atdm:ai_vocal_set_grumbler_guard_01 A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners).
N/A atdm:ai_vocal_set_jack_beggar_01 A generic beggar character, tends to complain.
N/A atdm:ai_vocal_set_jack_civilian_01 A generic character, tends to complain. (Suits generic commoners.)
N/A atdm:ai_vocal_set_jack_cook_01 A generic cook character, tends to complain.
N/A atdm:ai_vocal_set_jack_guard_01 A generic character, tends to complain. (Suits commoners, generic guards.)
N/A atdm:ai_vocal_set_jack_labourer_01 A generic labourer character, tends to complain.
N/A atdm:ai_vocal_set_jack_merchant_01 A generic merchant character, tends to complain.
N/A atdm:ai_vocal_set_lady_01 An aristocratic woman.
N/A atdm:ai_vocal_set_lady_02 An aristocratic woman.
N/A atdm:ai_vocal_set_lady_armed_02 An aristocratic woman, ready to fight.
N/A atdm:ai_vocal_set_lady_guard_01 An aristocratic woman, ready to fight.
N/A atdm:ai_vocal_set_lord_civilian_01 Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).
N/A atdm:ai_vocal_set_lord_guard_01 Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists).
N/A atdm:ai_vocal_set_maiden_armed_01 This is a This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.
N/A atdm:ai_vocal_set_maiden_mage This is a young female mage. She is earnest and somewhat timid.
N/A atdm:ai_vocal_set_maiden_unarmed_01 This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters.
N/A atdm:ai_vocal_set_moor_armed_01 A foreign moor from the southern desert lands across the sea.
N/A atdm:ai_vocal_set_moor_mage A foreign sorcerer from the southern desert lands across the sea.
N/A atdm:ai_vocal_set_moor_unarmed_01 This civilian is a foreign moor from the southern desert lands across the sea.
N/A atdm:ai_vocal_set_mute Empty vocal set for mute character, for testing, or as basis for new set with just a few utterances.
N/A atdm:ai_vocal_set_pro_civilian_01 Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).
N/A atdm:ai_vocal_set_pro_guard_01 Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles).
N/A atdm:ai_vocal_set_pro_trainer N/A
N/A atdm:ai_vocal_set_pro_trainer_feint N/A
N/A atdm:ai_vocal_set_revenant_01 Default voices/noises for revenants.
N/A atdm:ai_vocal_set_simpleton_civilian_01 A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious.
N/A atdm:ai_vocal_set_simpleton_guard_01 A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. (Suits commoners, generic guards.)
N/A atdm:ai_vocal_set_spider01 Default voices/noises for spiders.
N/A atdm:ai_vocal_set_thug_civilian_01 Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).
N/A atdm:ai_vocal_set_thug_guard_01 Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves).
N/A atdm:ai_vocal_set_wench_barmaid_01 A saucy barmaid.
N/A atdm:ai_vocal_set_wench_civilian_01 A saucy woman, unarmed.
N/A atdm:ai_vocal_set_wench_guard_01 A saucy woman, ready to fight.
N/A atdm:ai_vocal_set_wench_soft_civilian_01 A softer spoken woman, unarmed.
N/A atdm:ai_vocal_set_wench_soft_guard_01 A softer spoken woman, ready to fight.
N/A atdm:ai_vocal_set_wench_whore_01 A lady of the night, unarmed.
N/A atdm:ai_vocal_set_werebeast_01 Default voices/noises for werebeasts.
N/A atdm:ai_vocal_set_zombie_01 Default voices/noises for zombies.
Machines atdm:ai_lantern_bot N/A Currently the only working in-game automaton.
N/A atdm:ai_steambot_guard N/A Currently not operational in TDM.
Mages atdm:ai_archmage01 A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update.
atdm:ai_archmage01_female N/A Female counterpart to the male archmage.
atdm:ai_mage01 A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.
atdm:ai_mage01_female N/A Female counterpart to the male mage.
atdm:ai_sorcerer_moor A foreign sorcerer from the southern lands across the sea.
Monsters/Elementals atdm:ai_elemental Fire Elemental. Added to TDM in version 2.05.
Monsters/Giant Spiders atdm:ai_spider A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
atdm:ai_spider_child A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
atdm:ai_spider_huge A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
atdm:ai_spider_huge02 A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
atdm:ai_spider_thin A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
Monsters/Shapeshifters N/A atdm:ai_monster_werebeast A powerful shapeshifer, able to take the form of a beast. Currently not operational in TDM.
N/A atdm:ai_monster_werebeast_crawler A powerful shapeshifer, able to take the form of a beast, moves on all fours. Currently not operational in TDM.
Monsters/Undead atdm:ai_undead_revenant The animated corpse of a Builder who was executed for the most grevious of heresies.
atdm:ai_undead_skeleton An unarmed skeleton who uses zombie animations.
atdm:ai_undead_skeleton_armed An old, bleached white skeleton, who carries a rusty sword.
atdm:ai_undead_skeleton_bloody A fresh, bloody skeleton; uses unarmed attack.
atdm:ai_undead_skeleton_bloody_armed A fresh, bloody skeleton, who carries a rusty sword.
atdm:ai_undead_skeleton_dirty Old, dirty skeleton; uses unarmed attack.
atdm:ai_undead_skeleton_dirty_armed Old, dirty skeleton, who carries a rusty sword.
Monsters/Undead/Spirits atdm:ai_builder_guard_ghost Invisble shadow monster.
atdm:ai_revenant_spirit A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.
Monsters/Undead/Zombies atdm:ai_undead_zombie A walking corpse with gaping mouth.
atdm:ai_undead_zombie_alt01 A bloodier version of the default zombie.
Nobles/Armed atdm:ai_nobleman02_armed An armed aristocrat.
atdm:ai_nobleman_armed N/A
Nobles/Unarmed atdm:ai_nobleman A wealthy aristocrat.
atdm:ai_nobleman02_unarmed An unarmed aristocrat.
atdm:ai_noblewoman01 A wealthy aristocratic lady.
Relations TBA atdm:team_relations This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.

Back to page index

Forum member Destined was kind enough to compile a numerical list of AI characters in early 2016. It should be up to date even now.

"Animated Props" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None atdm:attachment_point_swinging This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'.
atdm:attachment_point_swinging_lod This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.
atdm:flag_waving_pirate N/A
atdm:hanging_laundry_anim01 Hanging laundry that moves slowly in the wind.
atdm:hanging_sheets01_anim01 Hanging ragged cloth on a rope that moves slowly in the wind.
atdm:longbanner_anim01 N/A

Back to page index

"Conversation" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:conversation_info Used to handle the map's conversations.

Back to page index

"Deprecated" subfolder

Given the name of this subfolder, the entities present in it shouldn't be used in mapping, at all. We list them here only for completeness' sake.

Subfolder(s) Entity image Entity file name Entity description Notes
None TBA atdm:a_noblewoman Deprecated. Do not use. Not for mapper use.
TBA atdm:ai_thief Don't use. Outdated entity; retained to avoid breaking earlier maps. Not for mapper use.
Candles/DoNotUse N/A atdm:moveable_candle2_base_sp Don't use, base class for all Springheel's unlit moveable candles. Not for mapper use.
N/A atdm:moveable_candle3_base_sp Don't use, base class for all Springheel's unlit moveable candles. Not for mapper use.
N/A atdm:moveable_candle_base_sp Don't use, base class for all Springheel's unlit moveable candles. Not for mapper use.
N/A atdm:moveable_lit_candle2_base_sp Don't use, base class for all Springheel's lit moveable candles. Not for mapper use.
N/A atdm:moveable_lit_candle3_base_sp Don't use, base class for all Springheel's lit moveable candles. Not for mapper use.
N/A atdm:moveable_lit_candle_base_sp Don't use, base class for all Springheel's lit moveable candles. Not for mapper use.
Candles/DoNotUse/Deprecated N/A atdm:moveable_candle_default2_unlit An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_default3_unlit An average, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_default_unlit An average, unlit candle. Can be lit by fire stims. Use lit candle set to extinguished=1 instead. Not for mapper use.
N/A atdm:moveable_candle_short2_unlit A short, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_short3_unlit A short, unlit candle. Can be lit by fire stims. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_short_unlit A short, unlit candle. Can be lit by fire stims. Not for mapper use.
N/A atdm:moveable_candle_tall2_unlit A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_tall3_unlit A tall, unlit candle. Can be lit by fire stims. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_tall_unlit A tall, unlit candle. Can be lit by fire stims. Not for mapper use.
N/A atdm:moveable_candle_wide2_short_unlit A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide2_tall_unlit A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide2_unlit An average, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide3_short_unlit A short, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide3_tall_unlit A tall, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide3_unlit An average, wide unlit candle. Can be lit by fire stims. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
N/A atdm:moveable_candle_wide_short_unlit A short, wide unlit candle. Can be lit by fire stims. Not for mapper use.
N/A atdm:moveable_candle_wide_tall_unlit A tall, wide unlit candle. Can be lit by fire stims. Not for mapper use.
N/A atdm:moveable_candle_wide_unlit An average, wide unlit candle. Can be lit by fire stims. Not for mapper use.

Back to page index

"Func" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:func_shooter An entity shooting projectiles in (regular) time intervals.
N/A atdm:vanishing_platform Create a brush, select it, then click 'Create entity' and select Info/atdm:start_platform. The platform will vanish after X seconds (default 5, adjustable with the spawnarg 'remove_delay' after the map start. If you place any item on it, link that item to the platform so it will get activated when the platform vanishes.
N/A func_aas_obstacle Used to dynamically block off areas from monsters. Toggles on/off when triggered.
N/A func_aas_portal Used to dynamically block off areas from monsters. Toggles on/off when triggered.
N/A func_activator Non-displayed entity used to activate triggers when it touches them. Bind to a mover to

have the mover activate a triggers as it moves. When target by triggers, activating the trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger.

N/A func_animate Object that changes animation when triggered.
N/A func_beam Creates a beam from origin to origin of targeted func_beam. Turns on and off when triggered. Can only target one func_beam at a time and be targeted by one func_beam.
N/A func_camera_anim Camera controlled by animation.
N/A func_cameraview Simple Camera view, apply a rotation matrix, angle or target it at a target_null.
N/A func_clipmodel Holder for a clip model which can be used by another entity.
N/A func_damagable Breakable object. Fires targets and changes shader parms and model when damaged. When damaged, shader parm 3 is set to the current time, and shader parm 7 is set to either a random number from 1 to 'numstates', or to the value in 'forcestate' if it is non-zero. If you want an invisible texture, use common/collision. Make sure you func_remove it after it is shot if it's blocking an entrance.
N/A func_damage Damages targeted entities when triggered.
N/A func_earthquake Use to trigger earthquakes. The sound shader MUST have shakes set, this allows the sound system to provide a more realistic shake based on sound.
N/A func_emitter Inherits from a func_static but is fixed size and shows a rotation arrow. Use it to orient particle models. Use the 'model' spawnarg to specify the particles. Trigger it to fade it in and/or out.
N/A func_explosion Hidden object that explodes when activated.
N/A func_forcefield Force field.
N/A func_fracture b-rep brittle fracture (Breakable glass or other material
N/A func_fx Spawns a special effect when triggered.
N/A func_liquid Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities.
N/A func_portal Use to make triggerable portals or close/open portals with distance or depending on LOD bias.
N/A func_remove Removes targeted entities from the game when triggered.
N/A func_securitycamera Security camera. Orient the camera pointing at the start location, then it will sweep from that + sweepAngle and back. Uses the following sound shadersRemoves targeted entities from the game when triggered.
N/A func_smoke Emits smoke via the smoke system. Set 'smoke' to the particle you want to appear. Bind it to a bone of an animation to emit smoke similar to actors. Trigger it to turn it on and off. This is not as efficient as 'func_emitter'.
N/A func_splat Splats a decal based on the rotation angle.
N/A func_splinemover Entity which stores a spline path.
N/A func_spring Spring connecting two entities.
N/A func_static A brush model that just sits there, doing nothing. Can be used for conditional walls and models.

When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden.

N/A func_teleporter Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.
N/A func_waitforbutton When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off.
N/A urine_s N/A
Movers atdm:numberwheel N/A
atdm:numberwheel_small N/A
N/A func_bobbing Generic bobbing entity. It will bob on the Z axis by default.
N/A func_cameratarget Used to control camera view motion and camera view position motion.
N/A func_mover Movers are objects meant to be controlled through scripts. you can't make a func_mover rotate if you give it an accel_time
N/A func_mover_amodel Mover with a model. Movers are objects meant to be controlled through scripts.
N/A func_pendulum Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
N/A func_plat Standard Quake-style platform.
N/A func_riser Simply rises or falls when triggered.
N/A func_rotating Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction.
N/A func_shaking Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.

Back to page index

"Info" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:campaign_info Use this to define item limits to keep at the end of a mission.
TBA atdm:location_settings An object that changes the ambient sound and ambient light level according to what location the player is in. Can also call script functions upon entry/exit of locations. Intended to be global, for non-directional ambient sounds in an area and the global ambient_world in the map. You can set a few spawnargs as defaults on this entity, as well as others, on the 'info_location' entities.
N/A atdm:no_seed An entity that will inhibit spawning of other entities inside its own space. Place in map and link to one ore more 'atdm::seed' entity.
N/A atdm:savegame_admin Base entity to alter savegame behaviour. Only use on at a time.
N/A atdm:seed An entity that will spawn/cull other entities according to the distance to the player.
N/A info_location Place one of these in each door-separated area for naming the gameplay sections.
N/A info_locationseparator Touch a visportal with this to break location name flood filling without using a door.
N/A info_portal_base Base class - do not use. Not for mapper use.
N/A info_portalsettings Touch a visportal with this to provide sound or other settings.
N/A info_portalsky Specifies location for portal sky. Multiple portalsky locations are supported, with one 'currently active' info_portalSky providing the view for all portal sky brushes. Triggering an info_portalSky will make it 'current', even if it didn't have a 'triggered' flag to start with.
N/A info_tdm_areadata Place this entity within a given area to set special variables in the room. Includes soundprop variables and will include AI variables in the future. This overrides data on the info_location entity. Place only one per area.
N/A info_tdm_objective_location Place this and make note of its name for use with the objectives system and location-based objectives. Each clock tick, this checks items within its bounds, and if 'objective_ent' has been set on the entity, it updates the objective system when it enters or leaves the bounds of the objective location. Set 'interval' to define the clock cycle in seconds.
N/A text Used to display debug text in a level. Set 'text' to the string you want to be visible.

Back to page index

"Internal" subfolder

None of these entities are for mapper use, as they're tied to other entities in different folders.

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A ammo_broadhead_large Broadhead Arrow Quiver, do not use, for debugging only. Not for mapper use.
N/A ammo_ropearrow_large Rope Arrow Quiver, do not use, for debugging only. Not for mapper use.
N/A ammo_vinearrow_large Vine Arrow Quiver, du not use, for debugging only. Not for mapper use.
N/A ammo_waterarrow_large Water Arrow Quiver, do not use, for debugging only. Not for mapper use.
N/A atdm:absence_marker Marks a spot of a missing item for the AI. Not for mapper use.
N/A atdm:ammo_base Don't use. Base class for all TDM ammunition. Not for mapper use.
N/A atdm:blood_marker Marks a suspicious blood splat for the AI. Not for mapper use.
N/A atdm:frobable_base Base class for all TDM frobable items. May be used for a simple non-moving frobable which triggers its targets. Not for mapper use.
N/A atdm:item_key Don't use - base class for all TDM keys. Not for mapper use.
N/A atdm:mover_handle_base Don't use - base class for lock handles and door handles Not for mapper use.
N/A atdm:player_base This entity defines global variables for sound propagation. Not for mapper use.
TBA atdm:player_thief N/A Not for mapper use.
N/A atdm:soundprop_globals This entity defines global variables for sound propagation. Not for mapper use.
N/A atdm:team_relations_default This entity sets up the default team relationships for this map. Don't use, instead add a 'atdm:team_relations' entity to your map. Not for mapper use.
N/A difficultymenu Default strings for the difficulty levels. Can be overridden by spawnargs in the worldspawn of the map. Not for mapper use.
N/A func_group Used to group brushes and patches together just for editor convenience. They are turned into worldspawn by DMAP. func_group entities will not spawn so don't try to set any other spawnargs. Not for mapper use.
N/A worldspawn Every map should have exactly one worldspawn. Not for mapper use.
AAS N/A aas100 Basic properties of an 100x100x82 units big AI. Examples of this are monsters like belchers etc. Not for mapper use.
N/A aas32 Basic properties of an 32x32x68 units big AI. Examples of this are humans like guards etc. Not for mapper use.
N/A aas48 Basic properties of an 48x48x82 units big AI. Not for mapper use.
N/A aas96 Basic properties of an 96x96x96 units big AI. Not for mapper use.
N/A aas_elemental Basic properties of a 24x24x24 flying unit, e.g. the fire elemental. Not for mapper use.
N/A aas_rat Basic properties of a 12x12x12 units big AI. An example of this is the rat. Not for mapper use.
N/A aas_types AAS define basic properties of AI, like how big they are, how high they can climb, etc. Not for mapper use.
AI atdm:ai_head01_commoner N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_old N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_old_strawhat Wears a wide-brim straw hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_shaven N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_strawhat Wears a wide-brim straw hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_woolhat Wears a small red hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_commoner_woolhat_shaven Wears a small red hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head01_old_goggles Has a pair of inventor goggles on head. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head02_hood_brown Hood significantly reduces this character's peripheral vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head02_hood_dark Hood significantly reduces this character's peripheral vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head02_hood_green Hood significantly reduces this character's peripheral vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_citywatch Beefy citywatch. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_citywatch_clothcoif Wears cloth instead of chainmail. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_citywatch_eyepatch01 Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_citywatch_poor Wears cloth instead of chainmail. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_commoner N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_commoner_eyepatch Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_guard_chaincoif N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_guard_clothcoif N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head03_guard_prohelmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_builder N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_builder_pale N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_commoner N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_commoner_clothcoif_green N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_guard_chaincoif N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_guard_clothcoif N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head04_guard_prohelmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_commoner Default has dark hair (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_commoner_lighthair N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_nobleman_blonde N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_nobleman_blonde_greenhat N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_nobleman_young Has dark hair and goatee (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head05_nobleman_young_redhat Has dark hair and goatee (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_builder N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_commoner N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_commoner_dark Hair is dark coloured (skin not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_nobleman N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_nobleman_blonde N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_nobleman_blonde_greenhat Wears a fancy cap with feather (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_nobleman_redhat Wears a fancy cap with feather (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head06_shaggy N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head07_builder_bishop_young Wears a tall bishop's hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head07_builder_priest_young Wears a priest's hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head07_builder_priest_young02_plain Wears a priest's hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head07_builder_priest_young_plain N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_bluehat N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_commoner Has dark hair(skin not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_commoner_bare N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_commoner_blonde N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_commoner_cap N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_greenhat N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_guard N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_helmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_pagan Face covered with tattoos (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head08_pagan_hair Face covered with tattoos (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_acolyte01 Hood reduces his peripheral vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_acolyte02 Hood reduces his peripheral vision. Not for direct mapper use. Select in the menu of an AI body.
N/A atdm:ai_head_base Don't use. Is used by the code to spawn heads. Not for mapper use.
N/A atdm:ai_head_base_cityhelm Don't use. Is used by the code to spawn heads with citywatch helmets. Not for mapper use.
N/A atdm:ai_head_base_eyepatch Don't use. Is used by the code to spawn heads with eyepatches. Not for mapper use.
atdm:ai_head_baseguard_chaincoif Default guard head. Use only with AI wearing chainmail. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_chaincoif_beard Default guard head. Use only with AI wearing chainmail. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_chaincoif_eyepatch01 Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_chaincoif_goatee N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_clothcoif N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_clothcoif_beard N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_clothcoif_pale N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_prohelmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_prohelmet_goatee N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_prohelmet_trainer N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_saxonhelmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_baseguard_saxonhelmet_goatee N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builder_bishop Has a taller hat than typical priests (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builder_priest Has a hat (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builder_priest_plain Wears a simple red cap. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builderguard Default head for builder guards. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builderguard02 N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builderguard02_eyepatch Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_builderguard_ghost N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch Default citywatch head, with distinctive kettle helmet. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_clothcoif Has rough helmet (not visible in editor) and wears cloth instead of chainmail. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_default_goatee N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_default_pale Version with pale skin. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_eyepatch01 Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_poor Helmet is made of rougher, scratched metal (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_citywatch_poor_eyepatch01 Helmet is made of rough, dented metal (not visible in editor). Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_elite_guard His expensive helmet makes this AI immune to the blackjack. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_elite_guard_eyepatch His expensive helmet makes this AI immune to the blackjack. Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_elite_guard_goatee His expensive helmet makes this AI immune to the blackjack. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_elitecitywatch His expensive helmet makes this AI immune to the blackjack. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_elitecitywatch_eyepatch His expensive helmet makes this AI immune to the blackjack. His eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_eric N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_eric_hooded N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female01_hood Suited for thieves or mages. Hood restricts vision. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female01_shaggy N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female01_shaggy_noblewoman Neckline makes this fit noblewoman model only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_base_blonde Fits townsfolk_female. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_base_brunette Hair uses brown skin (not visible in editor). Fits townsfolk_female. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_base_red Hair uses reddish skin (not visible in editor). Fits townsfolk_female. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_blonde Fits wench mesh only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_brunette Hair uses brown skin (not visible in editor). Fits wench mesh only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_ponytail_red N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female02_red Hair uses reddish skin (not visible in editor). Fits wench mesh only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female03_shaggy N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female03_shaggy_red Hair uses reddish skin (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female04 N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female04_noblewoman Neckline makes this fit noblewoman model only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_female04_noblewoman_bare Neckline makes this fit noblewoman model only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_forger His metal face-shield acts like a regular helmet, blocking front attacks with the blackjack. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_guard_chaincoif_eyepatch Eyepatch reduces his field of vision. Not for direct mapper use. Select in the menu of an AI body.
N/A atdm:ai_head_inquisitor N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_inventor_goggles Wears inventor goggles on his nose (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_inventor_goggles_up Wears inventor goggles on top of head (not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_moor01 N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_moor01_helmet N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_moor01_helmet02 N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_nobleman_greenhat N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_nobleman_greyhair N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_nobleman_redhat N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_noblewoman Neckline makes this fit noblewoman model only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_noblewoman_old Neckline makes this fit noblewoman model only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_old_inventor_goggles Has a pair of inventor goggles on head. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_rev_spirit This is a semi-transparent skull head. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_revenant N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_skeleton_flaming_skull This skull is surrounded by flames. Casts light and can be extinguished with water arrows. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_skeleton_skull N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_skeleton_skull_bloody N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_skeleton_skull_dirty N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_sykes N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_sykes_hair Hair is dark coloured (skin not visible in editor). Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_thief N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_thief_hooded N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_thief_player N/A Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_wench Duplicate of atdm:ai_head_female02_blonde. Legacy to avoid breaking maps. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_wench_brunette Duplicate of atdm:ai_head_female02_brunette. Legacy to avoid breaking maps. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_head_wench_ponytail Duplicate of atdm:ai_head_female02_ponytail_red. Legacy to avoid breaking maps. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_headbox_zombie Creates a collision mesh for the head, but no visible head. Legacy only. Not for direct mapper use. Select in the menu of an AI body.
atdm:ai_skull_hooded N/A Not for direct mapper use. Select in the menu of an AI body.
Conversations N/A atdm:conversation_command_activatetarget Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_attackactor Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_attackentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_interactwithentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_interactwithentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_lookatactor Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_lookatentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_lookatposition Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_playanimcycle Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_playanimonce Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_run_script Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_stopmove Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_talk Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_turntoactor Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_turntoentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_turntoposition Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_waitforactor Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_waitforallactors Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_waitseconds Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_walktoactor Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_walktoentity Don't use, editor-internal usage only. Not for mapper use.
N/A atdm:conversation_command_walktoposition Don't use, editor-internal usage only. Not for mapper use.
Difficulty N/A atdm:difficulty_settings Contains difficulty settings, don't create manually, let the difficulty editor handle this entity. Not for mapper use.
N/A atdm:difficulty_settings_default N/A Not for mapper use.
Inventory N/A atdm:inv_loot_info_item Don't use - player inventory item. Not for mapper use.
LOD TBA atdm:nature_cattails_base Basis for cattail LOD entities. Do not use. Not for mapper use.
TBA atdm:nature_cattails_blades A cattail plant with only the blades. Extremely efficient and can be used to fill entire areas. Found in very wet areas, like swamps or in the water near shore lines. Not for mapper use.
SEED TBA atdm:seed_dummy_static N/A Not for mapper use.
Potion Effects N/A atdm:breath_potion An air potion effect, giving the player a fixed amount of air over time. Not for mapper use.
N/A atdm:heal_food A 1-point heal for food. The mapper can increase the healing by changing the heal_amount spawnarg on the food itself, which will be used to scale this effect. Not for mapper use.
N/A atdm:heal_generic A generic heal effect, healing 10 points. Not for mapper use.
N/A atdm:heal_potion A healing potion effect, healing the player a fixed amount of points over time. Not for mapper use.

Back to page index

"Items" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:item_base Don't use. The base class for items the player can pick up. Not for mapper use.
TBA atdm:item_book_red1 A red Book
N/A atdm:item_book_t1 Book
N/A atdm:item_paper1 Paper
N/A atdm:item_scroll1 Scroll
N/A atdm:map_base Don't use - base class for all map items. Not for mapper use.
Custom N/A atdm:grabable_custom_item A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.
N/A atdm:moveable_custom_item A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.
N/A atdm:static_custom_item A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.

Back to page index

"Keys" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:froblock A simple pickable lock box. Unlocks and locks targetted frobmovers (doors, levers, etc.) when unlocked/locked. Bind lock handles to it to let them move during lockpicking. Use lock_pins and lock_picktype to specify the complexity of this lock. Not for mapper use.
atdm:key_fancy01 This is a fancy key, with different skins available.
atdm:key_fancy02 Another fancy key, with different skins available.
atdm:key_mysterious A mysterious, three-ringed key.
atdm:key_mysterious_2 A mysterious, three-ringed key, with different teeth.
atdm:key_mysterious_copper A mysterious, three-ringed key made of copper, still new.
atdm:key_mysterious_copper_2 A mysterious, three-ringed key made of copper, still new.
atdm:key_mysterious_steel A mysterious, three-ringed key made of gray steel.
atdm:key_mysterious_steel_2 A mysterious, three-ringed key made of gray steel.
atdm:key_mysterious_tarnished A mysterious, three-ringed key made of copper, tarnished with age.
atdm:key_mysterious_tarnished_2 A mysterious, three-ringed key made of copper, tarnished with age.
atdm:key_ornate An ornate, golden key. Remember to change the name if you change the skin.

atdm:key_ornate_silver An ornate silver key. Remember to change the name if you change the skin.
atdm:key_ornate_skinnable An ornate key with different skins.
atdm:key_padlock A simple padlock key.
atdm:key_silver_jewelry_box Silver jewellery box key.
atdm:key_simple A simple key, with different skins available.
atdm:key_simple_alabaster A simple alabaster key, named accordingly.
atdm:key_simple_brass A simple brass key, named accordingly.
atdm:key_simple_copper A simple copper key, named accordingly.
atdm:key_simple_glass A simple glass key, named accordingly.
atdm:key_simple_greenish An old, greenish brass key, named accordingly.
atdm:key_simple_iron_dark A dark, rough iron key, named accordingly.
atdm:key_simple_old An old, rusted key, named accordingly.
atdm:key_simple_rusty A rusted key, named accordingly.
atdm:key_simple_steel An gray steel key, named accordingly.
atdm:key_simple_tarnished A simple tarnished (green copper patina) key, named accordingly.
atdm:key_strange A strange looking key with ornamental engravings.
N/A atdm:keys_base Don't use - base class for all lootable TDM keys. Not for mapper use.

Back to page index

"Lights" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:ambient_world The main ambient light for your map, add one and drag its size to cover your entire map. Note: the name for the entity must be 'ambient_world' to make it work!
atdm:env_hanging_lantern_round01 A swinging round light.
N/A atdm:relight_position Used for relighting lights. Place where you want the AI to stand while relighting, and link it from the light or light holder entity.
Base Entities, DoNotUse N/A atdm:fireplace_base Base class for campfires, bonfires and fireplaces, lit. Don't use. Not for mapper use.
N/A atdm:fireplace_place_base Base class for fireplaces with grate, wood and fire. Do not use. Not for mapper use.
N/A atdm:fireplace_unlit_base Base class for campfires, bonfires and fireplaces, lit. Don't use, use lit fire and set extinguished = 1. Not for mapper use.
N/A atdm:static_light_lit_base Base class for static lit light fixtures. Don't use. Not for mapper use.
N/A atdm:static_light_unlit_base Base class for static unlit light fixtures. Don't use. Not for mapper use.
TBA atdm:torch_wall_base Base class for lit wall-mounted static torches. Do not use. Not for mapper use.
N/A light_colorme_model A light that takes a colorme model (or skin) as the physical light. If targetted the light toggles on/off and the model shows lit/unlit. Move light_center to centre of physical light. No shadows by default. For shadows, set this to radius 1 1 1 and add a second normal light then toggle both. Not for mapper use.
N/A light_extinguishable Extinguishable light flame that is not randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch. Not for mapper use.
N/A light_extinguishable_moving Extinguishable light flame that is randomly moving. Note this is to be attached to the top of a separate torch entity, because its bounds are used to determine the bounds of the torch flame, not the whole torch. Not for mapper use.
N/A light_extinguishable_moving_unlit Extinguishable light flame that is randomly moving, unlit and can be relit by fire Light Sources. Not for mapper use.
N/A light_fireflames_huge Extinguishable flickering, very huge fire flames for use in a bonfire etc. Not for mapper use.
N/A light_fireflames_large Extinguishable flickering, very large fire flames for use in a bonfire etc. Not for mapper use.
N/A light_moving Moving light source that oscillates randomly about the origin. Not for mapper use.
N/A light_shadow N/A Not for mapper use.
N/A light_torchflame_new01 Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons). Not for mapper use.
N/A light_torchflame_new01_large Static extinguishable torch flame using more realistic flame. (Light is steady for performance reasons). Not for mapper use.
N/A light_torchflame_new_unlit This is a torch flame that starts out extinguished, so it can be relit by the player. Not for mapper use.
Cast Shadows N/A light_brazier_shadow A cast shadow, round with spokes radiating from the center. For placement beneath braziers or cagelights.
N/A light_candle_circle01 A cast shadow, round. For small shadow for underneath lit candleholders.
N/A light_candle_square01 A cast shadow. For small shadow for underneath lit candleholders.
N/A light_circle02 A cast shadow, round. For shadow for underneath lit lamps.
N/A light_cross_shadow A cast shadow, cross-shaped. For placement beneath post brazier.
N/A light_cross_shadow02 A cast shadow, cross-shaped. For placement beneath standing chandelier.
N/A light_cross_shadow03 A cast shadow, cross-shaped. For placement beneath standing oil lamp.
Light Sources N/A atdm:light_base Base class for all TDM lights, extinguishable or not.
N/A atdm:light_flashbomb N/A
N/A atdm:light_flashmine N/A
N/A light_fire_arrow N/A
N/A light_gas_arrow N/A
N/A light_lamp_desk Light entity for atdm:lamp_desk.
N/A light_lamp_desk_02 Light entity for atdm:lamp_desk.
N/A light_lamp_desk_03 Light entity for atdm:lamp_desk.
N/A atdm:light_lamp_desk_cubic Light entity for atdm:lamp_desk.
N/A atdm:light_lamp_desk_unlit Light entity for atdm:lamp_desk.
N/A light_lantern_moving Moving lantern light for player.
N/A light_lantern_oil_omni Light entity for atdm:moveable_lantern_oil_hand_lit.
N/A light_lantern_oil_omni_unlit Light entity for atdm:moveable_lantern_oil_hand.
Light Sources/Campfire Flames N/A light_bonfire Extinguishable, round fire flames for use bonfire, etc.
N/A light_brazier_large Extinguishable, tall fire flames with sparks for large brazier.
N/A light_brazier_large_static Extinguishable, tall fire flames with sparks for large brazier.
N/A light_bucketflame_small A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.
N/A light_fireflames_black_smoking Extinguishable, small fire fire with blackish smoke, more smoke than flames. For use in a fireplace or campfire.
N/A light_fireflames_black_smoking_small Extinguishable, small fire with blackish smoke, nearly gone out, more smoke than flames. For use in a bucket fire.
N/A light_fireflames_small Small, round fire, suitable for small campfires or fireplaces.
N/A light_fireflames_smoking Extinguishable, smouldering fire (nearly gone out, more smoke than flames). For use in a fireplace or campfire.
N/A light_fireflames_smouldering Extinguishable, smouldering fire, almost out, just smoking. For use in a burnt-out campfire.
N/A light_fireflames_typical Extinguishable, round fire flames for use campfires, etc.
Light Sources/Candle Flames N/A light_candleflame Static extinguishable candle flame with attached glow. (Light origin does not move to simulate flickering).
N/A light_candleflame_chandelier Static extinguishable candle flame. (Light origin does not move to simulate flickering). For chandeleiers to reach the floor.
N/A light_candleflame_chandelier_unlit This is a candle flame that starts out extinguished, so it can be relit by the player.
N/A light_candleflame_moving Moving extinguishable candle flame.
N/A light_candleflame_moving_unlit This is a moving candle flame that starts out extinguished, so it can be relit by the player.
N/A light_candleflame_noglow Older flame, does not have glow. (Light origin does not move to simulate flickering).
N/A light_candleflame_sp Static extinguishable candle flame. (Light origin does not move).
N/A light_candleflame_unlit This is a candle flame that starts out extinguished, so it can be relit by the player.
N/A light_candleflame_unlit_up This is a candle flame that starts out extinguished, so it can be relit by the player.
N/A light_gasflame Static extinguishable gas flame with attached glow. (Light origin does not move to simulate flickering)
N/A light_gasflame_unlit This is a gas flame that starts out extinguished, so it can be relit by the player.
N/A light_oilflame N/A
N/A light_oilflame_moving N/A
N/A light_oilflame_moving_unlit This is a moving oil lamp flame that starts out extinguished, so it can be relit by the player.
N/A light_oilflame_unlit This is a oil lamp flame that starts out extinguished, so it can be relit by the player.
Light Sources/Crystal Glows N/A light_crystal_glow N/A
N/A light_crystal_glow_orange_fast N/A
N/A light_crystal_glow_orange_medium N/A
N/A light_crystal_glow_orange_small N/A
N/A light_crystal_glow_red_fast N/A
N/A light_crystal_glow_red_medium N/A
N/A light_crystal_glow_red_small N/A
N/A light_crystal_glow_white_medium N/A
N/A light_crystal_glow_yellow_fast N/A
N/A light_crystal_glow_yellow_medium N/A
N/A light_crystal_glow_yellow_small N/A
Light Sources/Fireplace Flames N/A light_fireflames Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.
N/A light_fireflames_nonmoving Extinguishable fire flames for use in a large fireplace. Rectangular shape to fit fireplace logs.
N/A light_fireflames_wide Extinguishable flickering wider fire flames for use in a large fireplace or big campfire, etc.
Light Sources/Mushroom Glows N/A light_mushroom_glow_blue N/A
N/A light_mushroom_glow_blue_dull N/A
N/A light_mushroom_glow_green N/A
N/A light_mushroom_glow_green_dull N/A
N/A light_mushroom_glow_red N/A
N/A light_mushroom_glow_red_dull N/A
N/A light_mushroom_glow_white N/A
N/A light_mushroom_glow_yellow N/A
N/A light_mushroom_glow_yellow_dull N/A
N/A light_mushrooms_glow_blue N/A
N/A light_mushrooms_glow_blue_dull N/A
N/A light_mushrooms_glow_green N/A
N/A light_mushrooms_glow_green_dull N/A
N/A light_mushrooms_glow_red N/A
N/A light_mushrooms_glow_red_dull N/A
N/A light_mushrooms_glow_white N/A
N/A light_mushrooms_glow_yellow N/A
N/A light_mushrooms_glow_yellow_dull N/A
Light Sources/Torch Flames N/A light_cageflame_small Torch-sized flame for cage-lights, casts faint bar shadows. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.
N/A light_elemental_moving Flame for the elemental. Creates moving shadows.
N/A light_torchflame A torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.
N/A light_torchflame_blue A magical, extinguishable torch flame, moving shadows. Blue tint and bluish smoke.
N/A light_torchflame_green A magical, extinguishable torch flame, with moving shadows. Green tint and greenish smoke.
N/A light_torchflame_mobile Extinguishable torch flame. Creates moving shadows and looks good sideways.
N/A light_torchflame_moving Extinguishable torch flame. Creates moving shadows.
N/A light_torchflame_moving_unlit This is a flickering torch flame that starts out extinguished, so it can be relit by the player.
N/A light_torchflame_orange A magical, extinguishable torch flame, moving shadows. Orange tint and blackish smoke.
N/A light_torchflame_small A small, dimmer torch flame. Light pulses but is static. For moving light, add 'inherit' 'light_extinguishable_moving' to entity.
N/A light_torchflame_small_unlit Base unlit light for small torch. Do not use. Not for mapper use.
N/A light_torchflame_unlit This is a torch flame that starts out extinguished, so it can be relit by the player.
Model Lights, Movable/Candles TBA atdm:moveable_candle_default An average, lit candle.
TBA atdm:moveable_candle_default2 An average, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_default3 An average, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_set02 Set 'extinguished' '1' to start the candle unlit.
TBA atdm:moveable_candle_short A short, lit candle.
TBA atdm:moveable_candle_short2 A short, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_short3 A short, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_tall A tall, lit candle.
TBA atdm:moveable_candle_tall2 A tall, lit candle. The '2' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_tall3 A tall, lit candle. The '3' series uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide An average, wide lit candle.
TBA atdm:moveable_candle_wide2 An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide2_short A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide2_tall A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide3 An average, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide3_short A short, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide3_tall A tall, wide lit candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_candle_wide_short A short, wide lit candle.
TBA atdm:moveable_candle_wide_tall A tall, wide lit candle.
Model Lights, Movable/Candles/In_Holder TBA atdm:moveable_holder_round_plus_candle A candle holder with a lit default candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_round_plus_candle2 A candle holder with a lit default candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_round_plus_candle3 A candle holder with a lit default candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_round_plus_candle_short A candle holder with a lit short candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_round_plus_candle_short2 A candle holder with a lit short candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_round_plus_candle_short3 A candle holder with a lit short candle. Use skin chooser for alternate textures.
TBA atdm:moveable_holder_small_plus_candle A candle holder with a lit default candle.
TBA atdm:moveable_holder_small_plus_candle2 A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_holder_small_plus_candle3 A candle holder with a lit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison.
TBA atdm:moveable_holder_small_plus_candle_short A candle holder with a lit short candle.
TBA atdm:moveable_holder_small_plus_candle_short2 A candle holder with a lit short candle.
TBA atdm:moveable_holder_small_plus_candle_short3 A candle holder with a lit short candle.
TBA atdm:moveable_holder_tall_plus_candle A candle holder with a lit default candle.
TBA atdm:moveable_holder_tall_plus_candle2 A candle holder with a lit default candle.
TBA atdm:moveable_holder_tall_plus_candle3 A candle holder with a lit default candle.
TBA atdm:moveable_holder_tall_plus_candle_short A candle holder with a lit short candle.
TBA atdm:moveable_holder_tall_plus_candle_short2 A candle holder with a lit short candle.
TBA atdm:moveable_holder_tall_plus_candle_short3 A candle holder with a lit short candle.
Model Lights, Movable/Candles/In_Holder/DoNotUse/Deprecated TBA atdm:moveable_holder_round_plus_candle2_unlit Use a regular candle and add extinguished 1 instead. Not for mapper use.
TBA atdm:moveable_holder_round_plus_candle3_unlit Use a regular candle and add extinguished 1 instead. Not for mapper use.
TBA atdm:moveable_holder_round_plus_candle_short2_unlit Use a regular candle and add extinguished 1 instead. Not for mapper use.
TBA atdm:moveable_holder_round_plus_candle_short3_unlit Use a regular candle and add extinguished 1 instead. Not for mapper use.
TBA atdm:moveable_holder_round_plus_candle_short_unlit Use a regular candle and add extinguished 1 instead. Not for mapper use.
TBA atdm:moveable_holder_round_plus_candle_unlit Use a regular candle and add the spawnarg extinguished 1. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle2_unlit A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle3_unlit A candle holder with an unlit default candle. Uses the same mesh but different normalmap and flicker frequency so all candles don't flicker in unison. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle_short2_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle_short3_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle_short_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_small_plus_candle_unlit A candle holder with an unlit default candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle2_unlit A candle holder with an unlit default candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle3_unlit A candle holder with an unlit default candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle_short2_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle_short3_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle_short_unlit A candle holder with an unlit short candle. Not for mapper use.
TBA atdm:moveable_holder_tall_plus_candle_unlit A candle holder with an unlit default candle. Not for mapper use.
Model Lights, Movable/Candles/In_Holder/Originals TBA atdm:moveable_candle_holder_base Do not use, base class for combined holder+candle objects. Not for mapper use.
TBA atdm:moveable_candle_holder_base_lit N/A
TBA atdm:moveable_candle_holder_plus_normal_candle A big candle holder with an unlit normal candle.
TBA atdm:moveable_candle_holder_plus_normal_candle_lit A big candle holder with a lit normal candle.
TBA atdm:moveable_candle_holder_plus_skinny_medium_candle A candle holder with an unlit medium & skinny candle.
TBA atdm:moveable_candle_holder_plus_skinny_medium_candle_lit A candle holder with a lit short & skinny candle.
TBA atdm:moveable_candle_holder_plus_skinny_short_candle A candle holder with an unlit short & skinny candle.
TBA atdm:moveable_candle_holder_plus_skinny_short_candle_lit A candle holder with a lit short & skinny candle.
TBA atdm:moveable_candle_holder_plus_skinny_stub_candle A candle holder with an unlit skinny stub candle.
TBA atdm:moveable_candle_holder_plus_skinny_stub_candle_lit A candle holder with a lit skinny stub candle.
TBA atdm:moveable_candle_holder_plus_skinny_tall_candle A candle holder with an unlit tall & skinny candle.
TBA atdm:moveable_candle_holder_plus_skinny_tall_candle_lit A candle holder with a lit tall & skinny candle.
TBA atdm:moveable_candle_holder_round_base N/A
TBA atdm:moveable_candle_holder_round_base_lit N/A
TBA atdm:moveable_candle_holder_small_base N/A
TBA atdm:moveable_candle_holder_small_base_lit N/A
TBA atdm:moveable_candle_holder_small_plus_normal_candle A candle holder with a unlit normal candle.
TBA atdm:moveable_candle_holder_small_plus_normal_candle_lit A candle holder with a lit normal candle.
Model Lights, Movable/Candles/Originals TBA atdm:moveable_candle_01 A yellowish candle stump, unlit.
TBA atdm:moveable_candle_01_lit A lit yellowish candle stump.
TBA atdm:moveable_candle_base Don't use, base class for all unlit moveable candles. Not for mapper use.
TBA atdm:moveable_candle_original_wide An unlit wide candle stub. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_short An unlit short skinny candle. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_short_lit A lit tall skinny candle. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_stub An unlit skinny candle stub. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_stub_lit A lit skinny candle stub. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_tall An unlit tall skinny candle. Use '_color' to color it.
TBA atdm:moveable_candle_skinny_tall_lit A lit tall skinny candle. Use '_color' to color it.
TBA atdm:moveable_candle_wide_lit A lit wide candle stub. Use '_color' to color it.
TBA atdm:moveable_candle_wide_stub An unlit wide candle. Use '_color' to color it.
TBA atdm:moveable_candle_wide_stub_lit A lit wide candle. Use '_color' to color it.
TBA atdm:moveable_lit_candle_base Don't use, base class for all lit moveable candles. Not for mapper use.
Model Lights, Movable/Candles/Special TBA atdm:moveable_kitchen_bottle01_plus_stub_candle A slender, smaller bottle with a short, lit candle on top.
TBA atdm:moveable_kitchen_bottle02_plus_stub_candle A stout bottle with a short, lit candle on top.
TBA atdm:moveable_kitchen_bottle_plus_candle_base Base class for bottle+candle entities, do not use. Not for mapper use.
TBA atdm:moveable_kitchen_wbottle01_plus_skinny_candle N/A
TBA atdm:moveable_kitchen_wbottle01_plus_stub_candle An high, slender wine bottle with a short, lit candle on top.
TBA atdm:moveable_skull2_plus_stub_candle Another skull with candle on top.
TBA atdm:moveable_skull_plus_stub_candle A skull with candle on top.
Model Lights, Movable/Candles/Special/DoNotUse/Deprecated TBA atdm:moveable_kitchen_bottle01_plus_stub_candle_unlit A slender, smaller bottle with a short, unlit candle on top. Can be relit by fire sources.
TBA atdm:moveable_kitchen_bottle02_plus_stub_candle_unlit A stout bottle with a short, unlit candle on top. Can be relit by fire sources.
TBA atdm:moveable_kitchen_wbottle01_plus_skinny_candle_unlit An high, slender wine bottle with a skinny, unlit candle on top. Can be lit by fire sources.
TBA atdm:moveable_kitchen_wbottle01_plus_stub_candle_unlit An high, slender wine bottle with a short, unlit candle on top. Can be lit by fire sources.
TBA atdm:moveable_skull2_plus_stub_candle_unlit N/A
TBA atdm:moveable_skull_plus_stub_candle_unlit N/A
Model Lights, Movable/Laboratory atdm:bunsen_burner Bunsen burner, extinguishable
Model Lights, Movable/Lanterns TBA atdm:moveable_lantern_oil_hand02_lit A lit oil lantern that can be carried around and extinguished/relit by the player.
TBA atdm:moveable_lantern_oil_hand_colorme_lit A lit oil lantern that can be carried around and extinguished/relit by the player. Use 'set _color on light' 'R G B' to change the color of the light, and '_color' 'R G B' to change the color of the glass.
TBA atdm:moveable_lantern_oil_hand_lit A lit oil lantern that can be carried around and extinguished/relit by the player.
Model Lights, Movable/Natural TBA atdm:geode_moveable_lit_orange N/A
TBA atdm:geode_moveable_lit_red N/A
TBA atdm:geode_moveable_lit_yellow N/A
TBA atdm:moveable_light_crystal N/A
Model Lights, Movable/Torches TBA atdm:moveable_torch1 A torch that can be carried around and extinguished/relit by the player.
Model Lights, Static/Candles TBA atdm:sconce_2candles_rigid Wall sonce with 2 unlit candles and 2 independend flames. Candles can not be removed. Can be relit.
atdm:standing_chandelier_3_candles Standing chandelier with 3 unlit candles and 3 independend flames. Can be relit.
Model Lights, Static/Fireplaces TBA atdm:fireplace_arch A fireplace as a rough arch, has no backwall.
TBA atdm:fireplace_brick A fireplace build from grey bricks.
TBA atdm:fireplace_brick A fireplace build from grey bricks.
TBA atdm:fireplace_stone A fireplace build from stone.
TBA atdm:fireplace_wooden A wooden+brick fireplace.
TBA atdm:lit_fireplace01 Burning wood to be used inside a fireplace. Comes with attached light.
TBA atdm:lit_fireplace01_staticflames Burning wood to be used inside a fireplace. Comes with attached light that pulses but does not move for better performance.
TBA atdm:stove_small_square Small square metal stove. Has door, handle, and fire attachments, is extinguishable.
Model Lights, Static/Fires TBA atdm:bonfire Bonfire, larger than a campfire, with small flame and some white smoke.
TBA atdm:brazier_large01 Large, floor mounted, lit brazier.
TBA atdm:brazier_post01 Tall, floor mounted, lit brazier on a post.
TBA atdm:bucketfire A small fire inside a burnt-out bucket.
TBA atdm:cagelamp02 Small, unattached cagelamp with flame, can be bound by mapper to chains or stands.
TBA atdm:campfire_small Campfire, with small flame and some white smoke.
TBA atdm:campfire_smoking_black A small campfire, nearly out with lots of with blackish smoke.
TBA atdm:campfire_smoking_white A small campfire, nearly out, with lots of whitish smoke.
TBA atdm:campfire_smouldering A small campfire that has still some heat and smoke, but no open flame and little light.
TBA atdm:campfire_typical Campfire with normal-sized flame.
TBA atdm:flame_stand_smouldering A brazier campfire that has still some heat and smoke, but no open flame.
TBA atdm:flamestand Brazier, with small flame and some white smoke.
TBA atdm:flamestand_smoking_black A brazier, small flame with lots of with blackish smoke.
TBA atdm:torch_brazier Floor mounted, lit brazier.
Model Lights, Static/Gas atdm:lamp_wall_gasflame03_lit A lit wall-mounted gas lamp with an open top. Can be put out with water arrows.
Model Lights, Static/Hanging atdm:cagelamp02_hanging Small, hanging cagelamp with flame.
atdm:chandelier_3_candles Hanging chandelier with 3 candles and 3 independend flames.
atdm:lamp_hanging02 N/A
atdm:torch_cagelamp_hanging A hanging cage-light.
Model Lights, Static/Natural/Crystals atdm: '
Model Lights, Static/Natural/Mushrooms atdm: '
Model Lights, Static/Nautical atdm:ship_lamp_lit Lamp for a ship, use swtich to toggle on off, or start_off=1.
Model Lights, Static/Oil_Lamps TBA atdm:lamp_oil_standing_copper_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_standing_dirtymetal_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_standing_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_standing_rusty_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_copper_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_dirtymetal_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_hanging_copper_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_hanging_dirtymetal_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_hanging_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_hanging_rusty_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
TBA atdm:lamp_oil_wall_rusty_lit A lit wall-mounted oil lamp. Can be extinguished and relit by the player. For unlit check property extinguished=1.
Model Lights, Static/Switchable atdm:oil_glass_lamp01 An oil lamp that the player can toggle on/off with frob.
Model Lights, Static/Switchable/Electric atdm:wall_sphere_lit A wall lamp with a spherical lamp head. Can be switched on and off.
Model Lights, Static/Switchable/Electric/Indoor TBA atdm:antique_chandelier_4_globes A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.
TBA atdm:antique_wall_light_1_globe A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.
TBA atdm:electric_ornate_chandelier_01 Ornate_chandelier01 that can be switched on and off. Entity does not include actual lights; just switches skins. Lights must be added separately.
TBA atdm:lamp_desk A small desk lamp that the player can toggle on/off with frob.
TBA atdm:lamp_desk_03_with_switch A small desk lamp with a switch that the player can toggle to turn the lamp on/off.
TBA atdm:lamp_desk_cubic A small desk lamp that the player can toggle on/off with frob.
TBA atdm:lamp_desk_steel_redshade A small desk lamp that the player can toggle on/off with frob.
TBA atdm:lamp_desk_steel_redshade A lit wall-mounted electric lamp with a fancy design. Can be switched on/off.
TBA atdm:lamp_desk_steel_redshade A lit wall-mounted electric lamp with a fancy design, open part up. Can be switched on/off.
Model Lights, Static/Switchable/Electric/Indoor/DoNotUse TBA atdm:static_electric_light_lit_quiet_base Base class for static lit electric light fixtures with no noise. Do not use. Not for mapper use.
TBA atdm:static_electric_light_unlit_quiet_base Base class for static unlit light fixtures. Do not use. Not for mapper use.
Model Lights, Static/Switchable/Electric/Indoor/DoNotUse/Deprecated TBA atdm:lamp_desk_unlit A small, unlit desk lamp that the player can toggle on/off with frob. Not for mapper use.
TBA atdm:lamp_electric_fancy An unlit wall-mounted electric lamp with a fancy design. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_fancy_up An unlit wall-mounted electric lamp with a fancy design, open part up. Can be toggled on/off when linked from a switch. Not for mapper use.
Model Lights, Static/Switchable/Electric/Outdoor TBA atdm:arc_light_lit Tall arc light tower. Can be toggled on/off when linked from a switch.
TBA atdm:cagelight A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.
TBA atdm:cagelight_greenmetal A lit wall-mounted, grill light. Replacement for Doom3 cagelight. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_grill__short_lit A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_grill_lit A lit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_down_lit An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_down_rusty_lit An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_hanging_rusty_lit An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_unattached_lit An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_unattached_rusty_lit An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_up_lit An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_outdoor_up_rusty_lit Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_shaded02_lit A lit wall-mounted electric lamp with a shade behind it. Can be switched on/off.
TBA atdm:lamp_electric_shaded_lit A lit wall-mounted electric lamp with a shade on top. Can be switched on/off.
TBA atdm:lamp_electric_shaded_lit_heavyflicker A lit wall-mounted electric lamp with a shade on top, that flickers strongly. Can be switched off.
TBA atdm:lamp_electric_square_1_lit An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_square_2_lit A lit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_square_2_lit_blue A lit wall-mounted, square electric lamp with spiky antenna on top, white-blue in colour. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_square_3_lit An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_square_3_lit_unattached An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_electric_square_unattached An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch.
TBA atdm:streetlamp_round_sitting_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_sitting_rusty_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_unattached_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_unattached_rusty_lit A lit standing street lamp with a round top. Can be switched on and off.
Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse N/A atdm:static_electric_light_lit_base Base class for static lit electric light fixtures. Do not use. Not for mapper use.
N/A atdm:static_electric_light_nomodel_lit Base class for static lit electric light fixtures. Do not use. Not for mapper use.
N/A atdm:static_electric_light_nomodel_unlit Base class for static lit electric light fixtures. Do not use. Not for mapper use.
N/A atdm:static_electric_light_unlit_base Base class for static unlit light fixtures. Do not use. Not for mapper use.
N/A light_arclight_sp particle Not for mapper use.
N/A tdm_glare_lamp_sp particle Not for mapper use.
Model Lights, Static/Switchable/Electric/Outdoor/DoNotUse/Deprecated TBA atdm:lamp_electric_grill An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_grill_short An unlit wall-mounted, round electric lamp with a metal grill. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_outdoor_down An unlit wall-mounted, square electric lamp, hanging, for more rich areas. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_outdoor_up An unlit wall-mounted, square electric lamp, upright, for more rich areas. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_shaded An unlit wall-mounted electric lamp with a shade on top. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_square_1 An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_square_2 An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_electric_square_3 An unlit wall-mounted, square electric lamp with spiky antenna on top. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:streetlamp_double An unlit standing street lamp with two lamp heads. Can be switched on and off. Not for mapper use.
TBA atdm:streetlamp_round An unlit standing street lamp with a round top. Can be switched on and off. Not for mapper use.
TBA atdm:streetlamp_sphere An unlit standing street lamp with a spherical lamp head. Can be switched on and off. Not for mapper use.
TBA atdm:streetlamp_spot An unlit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off. Not for mapper use.
TBA atdm:streetlamp_square An unlit standing street lamp with a square top. Can be switched on and off. Not for mapper use.
TBA atdm:streetlamp_square_01 An unlit standing street lamp with a square top. Can be switched on and off. Not for mapper use.
Model Lights, Static/Switchable/Gas TBA atdm:lamp_gaslight_lit A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_wall_gaslight_02_lit A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.
TBA atdm:lamp_wall_gaslight_03_lit A lit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch.
Model Lights, Static/Switchable/Gas unnamed folder TBA atdm:lamp_wall_gasflame03_lit An unlit wall-mounted gas lamp with an open top.
Model Lights, Static/Switchable/Gas/DoNotUse/Deprecated TBA atdm:lamp_wall_gaslight02 An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch. Not for mapper use.
TBA atdm:lamp_wall_gaslight03 An unlit wall-mounted gas lamp with an open top. Can be toggled on/off when linked from a switch. Not for mapper use.
Model Lights, Static/Torches TBA atdm:flamestand_standing_lit A lit torch that is to be stuck in the ground.
TBA atdm:torch_cagelamp An unmounted lit gothic torch.
TBA atdm:torch_gothic02_wall A wall-mounted, large gothic torch with a large flame.
TBA atdm:torch_gothic02_wall_unlit A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.
TBA atdm:torch_gothic_static An unlit gtorch that can be attached to wall brackets, statues, etc.
TBA atdm:torch_gothic_static_lit A lit torch that can be attached to wall brackets, statues, etc.
TBA atdm:torch_gothic_wall A wall-mounted lit gothic torch.
TBA atdm:torch_gothic_wall_lit A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.
TBA atdm:torch_metal_static A wall-mounted lit gothic torch.
TBA atdm:torch_metal_static_lit A wall-mounted gothic, unlit torch. A can be re-lit by fire-stims.
TBA atdm:torch_metal_wall A wall-mounted lit metal torch
TBA atdm:torch_metal_wall_unlit A wall-mounted metal, unlit torch. A can be re-lit by fire-stims.
TBA atdm:torch_standing_lit A lit torch that is to be stuck in the ground.
TBA atdm:torch_static An unlit torch that can be attached to wall brackets, statues, etc.
TBA atdm:torch_static_lit A lit torch that can be attached to wall brackets, statues, etc.
TBA atdm:torch_wall A wall-mounted lit torch
TBA atdm:torch_wall_unlit A wall-mounted unlit torch. A can be re-lit by fire-stims.
Model Lights, Static/Switchable/Streetlamps TBA atdm:streetlamp_round_02_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_02_rusty_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_round_rusty_lit A lit standing street lamp with a round top. Can be switched on and off.
TBA atdm:streetlamp_square_lit A lit standing street lamp with a square top. Can be switched on and off.
Model Lights, Static/Switchable/Streetlamps/Electric TBA atdm:streetlamp_double_lit A lit standing street lamp with two lamp heads. Can be switched on and off.
TBA atdm:streetlamp_sphere_lit A lit standing street lamp with a spherical lamp head. Can be switched on and off.
TBA atdm:streetlamp_spot_lit A lit standing street lamp with a shade on top, creating a square light spot. Can be switched on and off.
TBA atdm:streetlamp_square_01_lit A lit standing street lamp with a square top. Can be switched on and off.
Model Lights, Static/Torches/Statue TBA atdm:statue_with_gothic_torch_left A skinnable stone statue, with a static, lit gothic torch in the left hand.
TBA atdm:statue_with_gothic_torch_right A skinnable stone statue, with a static, lit gothic torch in the right hand.
TBA atdm:statue_with_metal_torch_left A skinnable stone statue, with a static, lit metal torch in the left hand.
TBA atdm:statue_with_metal_torch_right A skinnable stone statue, with a static, lit metal torch in the right hand.
TBA atdm:statue_with_torch_left A skinnable stone statue, with a static, lit torch in the left hand.
TBA atdm:statue_with_torch_right A skinnable stone statue, with a static, lit torch in the right hand.
Sources N/A light Generic light source. If health is set, light becomes breakable and turns off when shot.

Back to page index

"Liquids" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:liquid Base class for water bodies, do not use. Not for mapper use.
N/A atdm:liquid_water Normal clear water, extinguishes fire.
N/A atdm:liquid_water_murky Normal murky water, extinguishes fire.

Back to page index

"LOD" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
kitchen atdm:jug01 N/A
atdm:wine_bottle02_standing01 N/A
atdm:wine_bottle02_standing02 N/A
atdm:wine_bottles_stack01 N/A
atdm:wine_crate02_full N/A
mechanical atdm:arc_transformer_001_cage Arc_transformer_001_cage model with LOD stages.
atdm:boiler01 Boiler01 model with LOD stages.
atdm:boiler02 N/A
atdm:electrical_transmitter_tower01 Electrical_transmitter_tower01 model with LOD stages.
atdm:pull_chain01_long N/A
misc atdm:market_stall_fancy01 N/A
wearables atdm:folded_cloth01 N/A
atdm:folded_cloth02 N/A

Back to page index

"Loot" subfolder

Some images of the loot entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.

Subfolder(s) Entity image Entity file name Entity description Notes
Moveable atdm:moveable_loot_amethyst amethyst
N/A atdm:moveable_loot_base Don't use. Base class for loot that is moveable. Not for mapper use.
atdm:moveable_loot_bottle expensive antique bottle
atdm:moveable_loot_bowl_small small silver bowl
atdm:moveable_loot_candlestick ornate candlestick
atdm:moveable_loot_chalice ornate chalice
atdm:moveable_loot_coin gold coin
atdm:moveable_loot_dagger_gold Ornate dagger
atdm:moveable_loot_diamond diamond
atdm:moveable_loot_diamond_small small diamond
atdm:moveable_loot_emerald emerald
atdm:moveable_loot_exotic_crown01 crown
atdm:moveable_loot_goblet fancy goblet
atdm:moveable_loot_goblet_old fancy old goblet
atdm:moveable_loot_gold_creamer N/A
atdm:moveable_loot_gold_decanter N/A
atdm:moveable_loot_gold_sugarcup N/A
atdm:moveable_loot_gold_teapot N/A
atdm:moveable_loot_hairbrush_gold A golden hairbrush.
atdm:moveable_loot_ingot_large N/A
atdm:moveable_loot_ingot_medium N/A
atdm:moveable_loot_ingot_small N/A
atdm:moveable_loot_ingot_tiny N/A
atdm:moveable_loot_jewellery_bracelet_01 a jewelled bracelet
atdm:moveable_loot_opal opal
atdm:moveable_loot_opal_teardrop teardop shaped opal
atdm:moveable_loot_plate gold plate
atdm:moveable_loot_plate_old gold plate
atdm:moveable_loot_purse purse
N/A atdm:moveable_loot_purse_base Don't use. Base class for moveable purses. Not for mapper use.
atdm:moveable_loot_purse_belt belt purse
atdm:moveable_loot_purse_layingdown purse laying down
atdm:moveable_loot_religious_symbol religious symbol
atdm:moveable_loot_religious_symbol_small small religious symbol
atdm:moveable_loot_ring_copper_skull amethyst and copper skull ring
atdm:moveable_loot_ring_diamond diamond ring
atdm:moveable_loot_ring_gem gem ring
atdm:moveable_loot_ring_gold_amethyst fancy gold amethyst ring
atdm:moveable_loot_ring_gold_emerald fancy gold emerald ring
atdm:moveable_loot_ring_gold_skull ruby and gold skull ring
atdm:moveable_loot_ring_gold_topaz fancy gold violet topaz ring
atdm:moveable_loot_ring_ruby ruby ring
atdm:moveable_loot_ring_silver_skull emerald and silver skull ring
atdm:moveable_loot_ruby ruby
atdm:moveable_loot_scepter jeweled scepter
atdm:moveable_loot_skull_gold gold skull
atdm:moveable_loot_spyglass_fancy fancy spyglass
atdm:moveable_loot_statue gold statue
atdm:moveable_loot_statue_lion gold lion
atdm:moveable_loot_topaz violet topaz
atdm:moveable_loot_tourmaline large tourmaline
atdm:moveable_loot_trophy gold trophy
atdm:moveable_loot_trophy_old old gold trophy
atdm:moveable_loot_vase gold vase
atdm:moveable_loot_vase_old old gold vase
atdm:moveable_loot_wine_glass fancy wine glass
Static atdm:lionhead_amulet amulet
atdm:loot_amulet amulet
atdm:loot_amulet02 amulet
atdm:loot_amulet_wearable wearable amulet
N/A atdm:loot_base Don't use. Base class for loot that is static, e.g. it just sits there until it is frobbed. Not for mapper use.
atdm:loot_broach wearable broach
atdm:loot_coin_single a gold coin
atdm:loot_coins_pile01 large gold coin pile
atdm:loot_coinstack_medium medium sized gold coin stack
atdm:loot_coinstack_medium_silver medium sized silver coin stack
atdm:loot_coinstack_small small gold coin stack
atdm:loot_coinstack_small_silver small silver coin stack
atdm:loot_coinstack_tall large gold coin stack
atdm:loot_coinstack_tall_silver large silver coin stack
atdm:loot_dagger_gold Ornate dagger; static.
atdm:loot_diamond_oval small oval diamond
atdm:loot_diamond_round small round diamond
atdm:loot_diamond_teardrop small teardrop shapped diamond
atdm:loot_necklace_emeralds golden necklace with emeralds
atdm:loot_necklace_golden_diamonds golden necklace with diamonds
atdm:loot_nugget_gold small gold nugget
atdm:loot_painting A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_painting_large A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_painting_medium A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_painting_miniature_desktop_horizontal Minature painting.
atdm:loot_painting_miniature_desktop_vertical Minature painting.
atdm:loot_painting_miniature_wall Minature painting.
atdm:loot_painting_round A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_painting_round_small A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_painting_small A painting that becomes empty when frobbed and adds loot to the player inventory.
atdm:loot_purse_amethyst spilled purse with amethyst
N/A atdm:loot_purse_base Don't use. Base class for purses. Not for mapper use.
atdm:loot_purse_diamonds spilled purse with diamonds
atdm:loot_purse_emeralds spilled purse with emeralds
atdm:loot_purse_gems spilled purse with multicolor gems
atdm:loot_purse_opals spilled purse with opals
atdm:loot_purse_topaz spilled purse with violet topaz
atdm:loot_spilt_purse Loot item: Purse, spilled
atdm:loot_spilt_purse_silver Loot item: Purse, spilled silver

Back to page index

"Moveables" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None atdm:mossblob_patch Patch of moss.
atdm:mossblob_patch_wet N/A
Barrels atdm:moveable_barrel_01 Barrel can be pushed but not lifted.
N/A atdm:moveable_barrel_base Don't use. Base class for all TDM barrel-like moveables.
atdm:moveable_barrell_med Open barrel; can be pushed (barely) but not lifted.
Containers atdm:moveable_basket_straw N/A
atdm:moveable_basket_straw_small N/A
atdm:moveable_bucket_metal So you can kick the bucket.
atdm:moveable_bucket_wood So you can kick the bucket.
atdm:moveable_crate01 A medium-sized moveable crate.
atdm:moveable_crate02 A huge moveable crate.
atdm:moveable_crate03 A small-sized moveable crate.
atdm:moveable_package_cube N/A
atdm:moveable_package_medium N/A
atdm:moveable_package_small N/A
Dungeon atdm:moveable_ball_spiked N/A
atdm:moveable_ball_spiked_large N/A
Food atdm:moveable_carrott_stub N/A
atdm:moveable_food_apple An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.
N/A atdm:moveable_food_base Don't use. Base class for all TDM moveable food. Not for mapper use.
atdm:moveable_food_bread N/A
atdm:moveable_food_carrot Carrot for a corny joke? This food heals 1 HP when eaten.
atdm:moveable_food_cheese_wedge N/A
atdm:moveable_food_cheese_wheel N/A
atdm:moveable_food_fish_bluefish N/A
atdm:moveable_food_fish_mackerel N/A
N/A atdm:moveable_food_healthy_base N/A Not for mapper use.
atdm:moveable_food_muffin N/A
atdm:moveable_food_pear This food heals 1 HP when eaten.
atdm:moveable_food_pumpkin01 N/A
atdm:moveable_food_pumpkin02 N/A
atdm:moveable_food_pumpkin02 Tels wanted edible carrots and a turnip. This food heals 1 HP when eaten.
atdm:moveable_junk_apple_core Eaten apple.
atdm:moveable_junk_boomshroom_flinder Flinder for exploding mushroom.
atdm:moveable_junk_turnip_stub Eaten turnip.
Food/Random atdm:moveable_food_apple_random_skin An apple with random skin (red/green/brown/yellow).
atdm:moveable_food_pear_random_skin A pear with random skin (red/green/brown/yellow).
Furniture atdm:moveable_chair_arm_1_beige N/A
atdm:moveable_chair_arm_1_green N/A
atdm:moveable_chair_arm_1_red N/A
atdm:moveable_chair_dining_1_red N/A
atdm:moveable_chair_dining_2_red N/A
atdm:moveable_chair_rustic N/A
atdm:moveable_chair_simple01 N/A
atdm:moveable_chair_triangular N/A
atdm:moveable_chair_wood_1 N/A
atdm:moveable_coffeetable N/A
atdm:moveable_endtable_square N/A
N/A atdm:moveable_furniture_base Don't use. Base class for all TDM furniture moveables. Not for mapper use.
N/A atdm:moveable_furniture_heavy_base N/A Not for mapper use.
atdm:moveable_stool_padded N/A
atdm:moveable_stool_piano N/A
atdm:moveable_stool_rough N/A
atdm:moveable_stool_round N/A
atdm:moveable_stool_square N/A
Games atdm:moveable_carrott_stub N/A
atdm:moveable_food_apple An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten.
N/A atdm:moveable_food_base Don't use. Base class for all TDM moveable food. Not for mapper use.
atdm:moveable_food_bread N/A
atdm:moveable_food_carrot Carrot for a corny joke? This food heals 1 HP when eaten.
atdm:moveable_food_cheese_wedge N/A
Hangers atdm:moveable_coatrack N/A
N/A atdm:moveable_hanger_base Don't use. Base class for all TDM hanger moveables. Not for mapper use.
atdm:moveable_ironsignmount N/A
Heavy Objects N/A atdm:moveable_heavy_base 'Don't use. Base class for all heavy (non-frob, push only) TDM moveables. Not for mapper use.
atdm:moveable_junk_stoup_broken A broken stoup.
Household atdm:moveable_bellows N/A
atdm:moveable_broom_01 N/A
atdm:moveable_broomstick N/A
atdm:moveable_washboard N/A
Household atdm:moveable_flask_1 N/A
atdm:moveable_flask_2 N/A
Musical atdm:moveable_lute01 A lute.
N/A atdm:moveable_musical_base Don't use. Base class for all TDM musical moveables. Not for mapper use.
atdm:moveable_pan_pipes01 Just pan pipes.
Nautical atdm:moveable_boat2 N/A
atdm:moveable_cannonball N/A
atdm:moveable_oar N/A
Player_tools atdm:moveable_flashbomb N/A
atdm:moveable_gasmine N/A
atdm:moveable_mine N/A
atdm:moveable_spyglass N/A
atdm:moveable_spyglass_closed A small red book.
Readables atdm:moveable_book_red1 A smaller red book.
atdm:moveable_book_red1_small N/A
atdm:moveable_book_sp1 tdm_book_large
atdm:moveable_book_tome A heavy, huge tome.
atdm:moveable_book_t1 tdm_book_large
atdm:moveable_paper2 N/A
atdm:moveable_paper3 N/A
atdm:moveable_scroll rolled up N/A
atdm:moveable_scroll_rolled_up_large N/A
atdm:moveable_scroll_tied_up N/A
atdm:moveable_scroll_tied_up_large N/A
Tools atdm:moveable_spade_square N/A

Back to page index

"Movers" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None atdm:combination_lock A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.
atdm:combination_lock_small A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg.
N/A atdm:door_handling_position Used for custom AI door handling. Place where you want the AI to stand while operating the door. You can also set whether the door should be opened/closed/unlocked/locked from this side of the door.
atdm:handle_curved_rotate_double_right N/A
atdm:handle_curved_rotate_left N/A
atdm:handle_curved_rotate_right N/A
atdm:handle_ornate01_double Attach to a door by binding it or via the door_handle property on the door.
atdm:handle_ornate01_double_brass Attach to a door by binding it or via the door_handle property on the door.
atdm:handle_ornate02_double Attach to a door by binding it or via the door_handle property on the door.
atdm:handle_short01_double Attach to a door by binding it or via the door_handle property on the door.
atdm:handle_simple01_double Attach to a door by binding it or via the door_handle property on the door.
atdm:handle_simple01_double_brass Attach to a door by binding it or via the door_handle property on the door.
atdm:lamp_desk_switch A switch that can be attached to lamps.
atdm:lockbox_lever_01 N/A
atdm:lockbox_lever_02 N/A
N/A atdm:mover_base Default mover.
N/A atdm:mover_binarymover_base Don't use. Base class for all binary (two-state) movers like buttons, doors, levers, etc. Not for mapper use.
N/A atdm:mover_button Default button.
N/A atdm:mover_door_elevator Attach to a door by binding it or via the door_handle property on the door.
N/A atdm:mover_elevator An elevator. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.
N/A atdm:mover_elevator_button Specialised button used to control elevators. Note: Needs to have either 'ride' or 'fetch' spawnarg set to 1 (or both).
N/A atdm:mover_lever Default lever.
N/A atdm:mover_lever_brass_copper N/A
N/A atdm:mover_lock_handle Attach to a lock by binding it.
N/A atdm:mover_multistate A multi-state mover. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to.
N/A atdm:mover_multistate_position Defines a position for a multistate mover entity. Must be targetted by the multistate mover.
atdm:mover_print_press_arm N/A
atdm:numberwheel_lever N/A
atdm:stove_small_square_handle Used for small_square_stove entity, is attached at spawn.
atdm:switch_flip N/A
atdm:switch_rotate_lever N/A
atdm:switch_translate_lever N/A
atdm:valve1_large N/A
atdm:valve1_small N/A
atdm:valve1_xl N/A
atdm:valve2_large N/A
atdm:valve2_small N/A
atdm:valve2_xl N/A
Doors atdm:3panel_104x56 Swinging left-hand door with hinges. Built to go with mansion01 module set.
atdm:6panel_104x56 Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins
atdm:arched01_111x40_left Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages.
atdm:arched01_111x40_right Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages
atdm:door_104x56_2hinge N/A
atdm:door_104x56_3hinge N/A
atdm:door_128x56_2hinge N/A
atdm:door_128x56_3hinge N/A
atdm:door_96x48_2hinge N/A
atdm:door_96x48_2hinge02 N/A
atdm:door_96x48_3hinge N/A
atdm:dresser_04_drawer N/A
N/A atdm:mover_door Default swinging door. You must specify the rotation.
atdm:mover_door_industrial01_grate Designed to go with the stone_industrial01 module set.
N/A atdm:mover_door_sliding Default sliding door. You must specify the translation.
atdm:mover_metal_cabinetdoor_l Designed to go with the metal_wall_cabinet.
atdm:mover_metal_cabinetdoor_r Designed to go with the metal_wall_cabinet.
atdm:small_stove_square_door Used for small_square_stove entity, is attached at spawn.
atdm:stained_glass01_104x56 Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.
atdm:stained_glass01_118x52 Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.
atdm:window_wood_40x36 N/A
atdm:window_wood_80x36 N/A
Mechanical atdm:mover_gear_16t Gear metal 16 tooth.
atdm:mover_gear_32tooth Gear metal 32 tooth - moves half speed of 16 tooth.
N/A atdm:mover_gear_base Don't use - base class for moveable gears - large gears should rotate 1/2 speed of smaller gear (ie: 32 t x 16 t) or rotate 1/2 as far.
atdm:mover_gear_large_10t Gear large_10 tooth.
atdm:mover_gear_large_hollow_2_spoke_10t Gear large_10 tooth.
atdm:mover_gear_large_hollow_3_spoke_10t Gear large_10 tooth.
atdm:mover_gear_large_hollow_4_spoke_10t Gear large_10 tooth.
atdm:mover_gear_large_hollow_5_spoke_10t Gear large_10 tooth.
atdm:mover_gear_x_large_hollow_5_spoke_10t Gear large_10 tooth.
atdm:mover_gear_small_10t Gear large_10 tooth.
atdm:mover_gear_small_hollow_2_spoke_10t Gear large_10 tooth.
atdm:mover_gear_small_hollow_3_spoke_10t Gear large_10 tooth.
atdm:mover_gear_small_hollow_4_spoke_10t Gear large_10 tooth.
atdm:mover_gear_small_hollow_5_spoke_10t Gear large_10 tooth.
atdm:mover_watermill_cogwheel_big Gear large_10 tooth.
atdm:mover_watermill_cogwheel_small Gear small_10 tooth.

Back to page index

"Nature" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None atdm:hedge01_arch A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_round A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_round_large A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_round_small A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_square A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_square_long A hedge that switches to lower poly models based on distance, but never vanishes.
atdm:hedge01_square_small A hedge that switches to lower poly models based on distance, but never vanishes.
N/A atdm:lod_base Don't use. The base class for TDM nature items, that vanish a certain distance from the player. Good for huge forests. Not for mapper use.
N/A atdm:nature_base N/A
atdm:nature_plant_large_bigleaf_01 A large leafy plant lower poly models based on distance, and vanishes if too far away.
atdm:nature_plant_large_bigleaf_01_nohide A Big leafy Plant that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.
Bushes N/A atdm:nature_bush_base Don't use, base class for all TDM LOD bushes. Not for mapper use.
atdm:nature_bush_double A medium and a small bush.
atdm:nature_bush_large Large bush.
atdm:nature_bush_large_2 Another large bush.
N/A atdm:nature_bush_large_3 Another large bush.
atdm:nature_bush_medium A medium bush.
atdm:nature_bush_tiny A tiny bush.
atdm:nature_bush_wide A medium, but wider bush.
Flowers N/A atdm:nature_flower_base Do not use, base for all LOD flowers. Not for mapper use.
atdm:nature_flower_lily_small A small lily plant.
atdm:nature_flower_lily_tall A tall lily plant.
atdm:nature_flower_patch A patch of flowers.
Grass N/A atdm:nature_grass_base Don't use, base for all TDM LOD grass patches. Not for mapper use.
atdm:nature_grass_double A medium and a small patch of grass.
atdm:nature_grass_fuzz A small patch of grass fuzz.
atdm:nature_grass_large Larger bunch of grass with long blades.
atdm:nature_grass_large_2 Another large long-bladed bunch of grass.
atdm:nature_grass_large_3 Another large long-bladed bunch of grass.
atdm:nature_grass_medium A medium bunch of grass.
atdm:nature_grass_panicle A single panicle of grass.
atdm:nature_grass_panicle_small A single, smaller panicle of grass.
atdm:nature_grass_tiny A tiny bunch of grass.
atdm:nature_grass_wide A medium, but wider grass patch.
Mushrooms N/A atdm:nature_mushroom_base N/A Not for mapper use.
atdm:nature_mushroom_boletus_big A big brown boletus mushroom that hides when far away.
atdm:nature_mushroom_boletus_small A small brown boletus mushroom that hides when far away.
atdm:nature_mushroom_boletus_tall A tall brown boletus mushroom that hides when far away.
Plants/Cattails atdm:nature_cattails_1 A single cattail plant. Found in very wet areas, like swamps or in the water near shorelines.
atdm:nature_cattails_2 A cattail plant with 2 cattails. Found in very wet areas, like swamps or in the water near shorelines.
atdm:nature_cattails_4 A cattail plant with 4 cattails. Found in very wet areas, like swamps or in the water near shorelines.
Plants/Heath atdm:nature_heath_calluna A small calluna plant, found primarily in heaths and other dry areas.
Rocks atdm:nature_rock_medium_1 A medium rock. Turns off its shadows when far away and hides itself when even further out.
atdm:nature_rock_medium_2 A medium rock. Turns off its shadows when far away and hides itself when even further out.
Rocks/Rocktops atdm:rock_top_12x6 A medium 12x6 units rock.
atdm:rock_top_20x12 A big 20x12 units rock.
atdm:rock_top_30x25 A big 30x25 units rock.
atdm:rock_top_3x3 A very small 3x3 units rock.
atdm:rock_top_6x5 A very small 6x5 units rock.
atdm:rock_top_9x9 A small 9x9 units rock.
atdm:rock_top_base Don't use. The base class for TDM rocks (that consist only of the top part). Not for mapper use.
Trees atdm:animated_tree_01 N/A
atdm:nature_pine A pine tree with particle leaves. Switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows when far away.
atdm:nature_pine_12 N/A
atdm:nature_pine_20 N/A
atdm:nature_pine_30 N/A
atdm:nature_pine_leaves A pine tree leaves particle that can be attached to a pine skeleton tree trunk.
atdm:nature_pine_leaves_nohide A pine tree leaves particle that can be attached to a pine skeleton tree trunk. This version never hides itself even when far away.
atdm:nature_pine_nohide A pine tree with particle leaves. Switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.
atdm:nature_pine_skeleton A pine tree skeleton that switches to lower poly models based on distance, and vanishes if too far away. Also turns off its shadows in LOD 2.
atdm:nature_pine_skeleton_nohide A pine tree skeleton that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.
atdm:nature_tree_01 N/A
atdm:nature_tree_01_smaller N/A
atdm:nature_tree_01_smallest N/A
atdm:nature_tree_dm01 N/A
atdm:nature_tree_dm02 N/A
atdm:nature_tree_dm_small01 N/A
atdm:nature_tree_dm_small02 N/A
atdm:nature_tree_stump N/A

Back to page index

"Paths" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A path_anim Character will play the specified animation. Set angles to direction to face.
N/A path_attack Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated.
N/A path_corner Character will walk to this entity.
N/A path_cycleanim Character will loop the specified animation and wait until triggered, or until time specified by 'wait' / 'wait_max' has elapsed. Set angles to direction to face.
N/A path_default Default path entry.
N/A path_flee_point A point the characters are running to when fleeing.
N/A path_flee_point_rats A point the rats can run to when fleeing.
N/A path_follow_actor A path entity instructing the AI targetting this path to follow the actor (= other AI, not player) targetted by this path.
N/A path_guard_point A point the characters go to when guarding a search area. Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the 'angle' spawnarg to the direction you want the AI to face when he's standing there.
N/A path_headanim Starts playing an animation on the head, but immediately goes on to next path. Used for playing talk anims while walking.
N/A path_hide Makes the character invisible and non-solid.
N/A path_interact Character interacts with the target entity (this is similar to frobbing).
N/A path_jump Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can manually specify velocity of the jump using 'up' and 'forward'.
N/A path_lookat Causes character to look at an entity for a certain length of time (but in the mean time continue with patrolling) or until triggered.
N/A path_set_movetype Change the character's movetype (e.g. ANIM for normal walking AI, and FLY to let the AI fly.)
N/A path_show Makes the character visible and solid.
N/A path_sit Character will sit down. Set angles to direction to face. Set wait / wait_max to make the AI get up after a specified amount of time.
N/A path_sleep Character will go to sleep.
N/A path_talk Forces character to talk to the player.
N/A path_talk_primary Forces character to say his primary talk anim to the player.
N/A path_talk_secondary Forces character to say his secondary talk anim to the player.
N/A path_talk_triggered Forces character to say his triggered talk anim to the player.
N/A path_turn Character will turn to the direction specified in entity.
N/A path_wait Character will wait specified amount of time before continuing on path. Set angles to direction to face.
N/A path_waitfortheanim Waits for animation on the head from path_headanim to finish.
N/A path_waitfortrigger Character will wait until they're triggered again before continuing on path.

Back to page index

"Playertools" subfolder

Some images of the playertools entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:playertool Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped. Not for mapper use.
N/A atdm:playertool_lockpick_base Base Lockpick (do not use) Not for mapper use.
N/A atdm:playertool_stackable Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable. Not for mapper use.
atdm:playertools_breath_potion Breath Potion
atdm:playertools_compass Compass.
atdm:playertools_flashbomb Flashbomb.
atdm:playertools_flashmine Flashmine.
N/A atdm:playertools_heal_item Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this. Not for mapper use.
atdm:playertools_health_potion Health Potion
atdm:playertools_holywater Holy Water
atdm:playertools_lantern Lantern
atdm:playertools_lockpick_snake Snake Lockpick
atdm:playertools_lockpick_triangle Triangle Lockpick
atdm:playertools_mine An explosive mine.
N/A atdm:playertools_savegame Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.
atdm:playertools_slow_fall_potion Slow-fall potion. Reduces falling damage but slows movement.
atdm:playertools_slow_match A slow match for lighting all ignitables such as torches and candles.
atdm:playertools_speed_potion Speed potion: temporarily boosts walking/running speed and jump distance.
atdm:playertools_spyglass Spyglass

Back to page index

"Props" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:animation_replace_lean Used to make AI lean back against a surface while idle. Put AI 25 units away from wall/surface. AI will stop leaning if alerted.
N/A atdm:prop_base Don't use. Base class for all TDM prop items (aka items that can be carried by AI). Not for mapper use.
atdm:prop_belt_pouch A decorative belt pouch. Use prop_lootbag for loot.
atdm:prop_bullseye_lantern N/A
N/A atdm:prop_candleflame_moving A moving candle flame
atdm:prop_cards N/A
N/A atdm:prop_empty Don't use. An empty prop base class for attaching flames and lights. Not for mapper use.
N/A atdm:prop_hack N/A
atdm:prop_lantern02_on N/A
atdm:prop_lantern_on A lit lantern to be carried in the left hand.
atdm:prop_lootbag N/A
atdm:prop_playable_lute Attaching this lute will activate playing behaviour.
atdm:prop_potion_healing A healing potion.
atdm:prop_quiver_arrow A frobbable arrow for a quiver.
atdm:prop_quiver_empty N/A
atdm:prop_quiver_full N/A
atdm:prop_quiver_full_withbow N/A
atdm:prop_quiver_waterarrow A frobbable waterarrow for a quiver.
atdm:prop_single_card N/A
atdm:prop_smithyhammer N/A
N/A atdm:prop_spider_ceiling Don't use. attachment for activating ceiling behaviour. Not for mapper use.
atdm:prop_steel N/A
atdm:prop_cards_gothic_on A lit gothic torch to be carried in the left hand.
atdm:prop_cards_on A lit torch to be carried in the left hand.
N/A atdm:prop_torchflame_moving A moving torch flame.
atdm:prop_winebottle Attaching this bottle to an AI will activate drinking behaviour.
atdm:prop_winebottle_sit_and_drink Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then.
atdm:prop_wooden_spoon N/A
N/A atdm:sit_talk An empty prop base class to switch to sitting talk animations.
N/A prop_attachment_point Don't use. Used to help set attachment points. Not for mapper use.
prop_broadbrim_hat_01 N/A
prop_broadbrim_hat_nofeather_01 N/A
prop_hood01 N/A
prop_woolen_cap01_nofeather N/A
Droppable atdm:prop_apple_core An apple core that can be spawned and dropped by the AI, will be removed after 'remove_delay' seconds from the game.
atdm:drop_dice01 A dice that vanishes 12 seconds after spawning (during an animation) from the game, can be dropped by AI.
N/A atdm:droppable_base Don't use, base class for all droppable items. Not for mapper use.
Keys atdm:prop_goldkey A gold key.
N/A atdm:prop_key_base N/A
atdm:prop_key_fancy01 A fancy key.
atdm:prop_key_fancy02 N/A
atdm:prop_key_mysterious A mysterious key.
atdm:prop_key_mysterious_2 A mysterious key.
atdm:prop_key_padlock A simple padlock key.
atdm:prop_key_simple A simple iron key.
N/A atdm:prop_key_simple_base Base class for attaching simple keys, do not use. Not for mapper use.
atdm:prop_key_simple_brass A simple brass key.
atdm:prop_key_simple_copper A simple copper key.
atdm:prop_key_simple_greenish A greenish simple key.
atdm:prop_key_simple_old An old simple key.
atdm:prop_key_simple_rusty A rusty simple key.
atdm:prop_key_simple_steel A simple steel key.
atdm:prop_key_simple_tarnished A tarnished simple key.
atdm:prop_silverkey A silver key.
Weapons atdm:prop_halberd Decorative only; not for fighting.
Wearables atdm:prop_pauldron01_left A pauldron.
atdm:prop_pauldron01_right A pauldron.
pauldron_builder_left A Builder pauldron.
pauldron_builder_right A Builder pauldron.
prop_broadbrim_hat straw N/A
prop_citywatch_helmet N/A
prop_hat_bishop N/A
prop_hat_priest N/A
prop_inventor_goggles N/A
prop_inventor_goggles_up N/A
N/A prop_moor_helmet01 N/A
prop_nobleman_cap_l A nobleman's cap.
prop_nobleman_cap_r A nobleman's cap.
prop_proguard_helmet N/A
prop_proguard_helmet_nonsolid N/A
prop_round_helmet N/A
prop_saxon_helmet N/A
prop_woolen_cap01 N/A

Back to page index

"Ragdolls" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:af_entity_base Do not use, base class for all TDM animated entities, mainly there to set common spawnargs and document them. Not for mapper use.
N/A atdm:env_hanging_sign_shield01 Ragdoll for signs.
N/A atdm:env_ragdoll_base Don't use. Base corpse class (dummy entity to store inherited information). Not for mapper use.
atdm:env_ragdoll_builder_acolyte Ragdoll for builder_acolyte.
N/A atdm:env_ragdoll_humanoid_base Don't use, base class for all TDM humanoid ragdolls. Not for mapper use.
atdm:env_saddle Ragdoll for saddle.
env_rope A basic animated rope.
N/A env_swinglight_round A swinging round light.
Bodies atdm:ai_mage01_ragdoll Ragdoll for mage.
atdm:env_ragdoll_beggar Ragdoll for beggar.
atdm:env_ragdoll_builder_forger Ragdoll for builder_forger.
atdm:env_ragdoll_builder_guard Ragdoll for builder_guard.
atdm:env_ragdoll_builder_priest Ragdoll for builder_priest.
atdm:env_ragdoll_citywatch_elite Ragdoll for citywatch_elite.
atdm:env_ragdoll_citywatch_new Ragdoll for City Watch.
atdm:env_ragdoll_commoner Ragdoll for commoner.
atdm:env_ragdoll_commoner_female Ragdoll for female commoner.
atdm:env_ragdoll_guard_thug Ragdoll for thug.
N/A atdm:env_ragdoll_humanoid_base_newskel N/A Not for mapper use.
atdm:env_ragdoll_merc_elite Ragdoll for elite guard.
N/A atdm:env_ragdoll_moor Ragdoll for Moor.
atdm:env_ragdoll_noble_man Ragdoll for nobleman.
atdm:env_ragdoll_noblewoman Ragdoll for noble_woman.
atdm:env_ragdoll_pagan_common Ragdoll for humble pagan.
atdm:env_ragdoll_proguard Ragdoll for professional guard.
atdm:env_ragdoll_rat Ragdoll for rat.
atdm:env_ragdoll_rogue Ragdoll for rogue.
atdm:env_ragdoll_rusted_builder Ragdoll for rusted builder_guard.
atdm:env_ragdoll_skeleton Old, rotten skeleton.
atdm:env_ragdoll_skeleton_bloody Fresh, bloody bones.
atdm:env_ragdoll_skeleton_white Old, skeleton with white, bleached bones.
atdm:env_ragdoll_tdm_spider Ragdoll for spider.
atdm:env_ragdoll_thief Forces character to say his triggered talk anim to the player.
atdm:env_ragdoll_townsfolk_engineer Ragdoll for townsfolk_engineer.
atdm:env_ragdoll_wench Ragdoll for wench.

Back to page index

"Randoms" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Food N/A atdm:seed_random_base A SEED entity that spawns random food items inside its area. Set 'max_entities' to the wanted amount.
N/A atdm:seed_random_fruit A SEED entity that spawns random fruits inside its area. Set 'max_entities' to the wanted amount.
Pub N/A atdm:seed_random_bottles A SEED entity that spawns random bottles inside its area. Set 'max_entities' to the wanted amount.
N/A atdm:seed_random_game_cards A SEED entity that spawns random cards and card stacks inside its area. Set 'max_entities' to the wanted amount.
N/A atdm:seed_random_game_pieces A SEED entity that spawns random game pieces, dice or cards inside its area. Set 'max_entities' to the wanted amount.
Vegetation N/A atdm:seed_random_grass A SEED entity that spawns a random patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.
N/A atdm:seed_random_grass_dense A SEED entity that spawns a random, dense patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.
N/A atdm:seed_random_grass_sparse A SEED entity that spawns a random sparse patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work.

Back to page index

"Readables" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:readable_base Don't use. The base class for all readables. Not for mapper use.
TBA atdm:readable_immobile Behaves like a func static which can be read upon being frobbed.
atdm:readable_immobile_book01 N/A
atdm:readable_immobile_book_open01 N/A
atdm:readable_immobile_paper01 N/A
atdm:readable_immobile_scroll01 N/A
atdm:readable_immobile_sign_small01 A small sign that cannot be frobbed; player reads sign in world.
N/A atdm:readable_mobile Don't use. The base class for all readables. Not for mapper use.
atdm:readable_mobile_book01 N/A
atdm:readable_mobile_book_open01 N/A
atdm:readable_mobile_paper01 N/A
atdm:readable_mobile_scroll01 N/A
atdm:readable_mobile_scroll01_rolledup N/A

Back to page index

"Ropes" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None atdm:env_chain01 A large chain, approx 150 units, that swings and can be climbed.
atdm:env_rope_150 A 150 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_200 A 200 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_250 A 250 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_300 A 300 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_350 A 350 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_400 A 400 unit long rope, automatically deployed by the rope arrow.
atdm:env_rope_tdm N/A

Back to page index

"Shop" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:shop Use this entity to define the shop items available in the purchase menu.

Back to page index

"Static" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Decorative atdm:door_arched01_arch N/A
atdm:statue_aphrodite A statue of Aphrodite, that drops detail the further away you get, and vanishes a certain distance from the player. Good for huge maps.
Decorative/Paintings atdm:empty_painting Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:empty_painting_large Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:empty_painting_medium Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:empty_painting_round Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:empty_painting_round_s Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:empty_painting_small Empty painting frame, useful in 'replace' spawnarg for loot paintings.
atdm:removed_painting Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.
atdm:removed_painting_large Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.
atdm:removed_painting_medium Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.
Decorative/Paintings/Random atdm:painting_hor_large_random_image A large painting with a random, horizontal image.
atdm:painting_hor_medium_random_image A medium-sized painting with a random, horizontal image.
atdm:painting_hor_random_image A medium-sized painting with a random, horizontal image.
atdm:painting_ver_large_random_image A large painting with a random, vertical image.
atdm:painting_ver_medium_random_image A medium-sized painting with a random, vertical image.
atdm:painting_ver_random_image A small painting with a random, vertical image.
Fireplace Pieces atdm:fireplace_ash_heap_big An ash heap used inside a fireplace. Not for mapper use.
atdm:fireplace_ash_heap_long An ash heap used inside a fireplace.
atdm:fireplace_ash_heap_round An ash heap used inside a fireplace.
atdm:fireplace_ash_heap_small An ash heap used inside a fireplace.
atdm:fireplace_grate A grate to be used inside a fireplace.
atdm:fireplace_piece_base Base class for all add-on parts for fireplaces, do not use. Not for mapper use.
atdm:fireplace_wood_piece Wood to be used inside a fireplace.
atdm:fireplace_wood_piece_long Wood to be used inside a fireplace.
atdm:fireplace_wood_piece_small Wood to be used inside a fireplace. Should not be used. Not for mapper use.
Hangers atdm:sign_mount_wrought_iron_01 A fancy wrought iron sign hanger, has LOD stages.

Back to page index

"Targets" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:gui_message When triggered, this entity will show the popup message defined on it. Can also be targeted by 'atdm:target_disable_message' or 'atdm:target_enable_message' entities.
N/A atdm:start_alarm Starts an alarm sound, e.g. a sound heard both by the player and propagated to the AI. Link it to an 'atdm:alarm_sound' entity and trigger this by any trigger.
N/A atdm:stop_alarm Stops an alarm sound, link it to an 'atdm:alarm_sound' entity to stop it alarming the AI.
N/A atdm:target_addobjectives When triggered, adds all objectives defined in its spawnargs into the objectives system. When triggered, it sets the spawnargs 'obj_num_offset' on itself for the numerical offset of the first objective it added, used for later addressing that objective.
N/A atdm:target_base Don't use, base class for all TDM target entities.
N/A atdm:target_callobjectfunction Calls a object function (aka method) on each target when triggered.
N/A atdm:target_callscriptfunction Calls a global script function when triggered.
N/A atdm:target_changeentityrelation When triggered, changes the current relation of entity1 to entity2 by the amout specified in 'relationchange'.
N/A atdm:target_changelockstate When triggered, this entity changes the lock state of its targets. Use the 'unlock' and 'toggle' spawnargs to alter the behaviour.
N/A atdm:target_changetarget When triggered, this entity changes (removes and/or adds) a target from the targetted entity. Removals always happen before additions. spawnargs: 'remove', 'add', and 'target'.
N/A atdm:target_intermissiontrigger When triggered, this entity saves the trigger event to fire it again in a later mission. By default, the trigger is fired in next mission but it can be configured to fire at a defined mission number.
N/A atdm:target_itemremove Removes items from the player's inventory. Each target_itemremove can remove up to 1 unique entity, one stack of stackables, and one type of ammo. Melee weapons cannot be removed.
N/A atdm:target_message_disable When triggered, this entity disables the targeted 'atdm:gui_message' entity. Further triggers to show the message will then be ignored.
N/A atdm:target_message_enable When triggered, this entity enables the targeted 'atdm:gui_message' entity again. Further triggers to show the message will then work again.
N/A atdm:target_postscriptevent Posts a script event on each target when triggered.
N/A atdm:target_savegame This entity saves the game under the set name when triggered.
N/A atdm:target_set_frobable When triggered, sets everything inside this target brush to either frobable or not frobable. It's possible to exclude specific entities from this operation by setting the 'immune_to_target_setfrobable' spawnarg on the entity to be excluded.
N/A atdm:target_setentityrelation When triggered, sets the relation of entity1 to entity2 to the value of 'relation'.
N/A atdm:target_setobjective_component_state Sets the given objective components to a certain state. The objectives components are addressed by ID. Toggling multiple components at once is possible. (e.g. the spawnarg setup 'comp_id1' = '2,1', 'comp_id2' = '3,2' and 'comp_state' = '1' will set to true component 1 of objective 2 and component 2 of objective 3.
N/A atdm:target_setobjective_state Sets the given objectives to a certain state. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_state' = '1' will set the objectives with the id numbers 2 and 4 to the state 1.
N/A atdm:target_setobjective_visibility Makes the given objectives to either hidden or visible to the player. The objectives are addressed by ID. Multiple obj_idN spawnargs are possible. (e.g. the spawnarg setup 'obj_id1' = '2', 'obj_id2' = '4' and 'obj_visibility' = '1' will make visible the objectives with the id numbers 2 and 4.
N/A atdm:target_setrelations When triggered, sets the AI relations according to the spawnargs set on this entity (e.g. 'rel 1,2' '1').
N/A atdm:target_setteam When triggered, this entity changes the team of all its target to the value of the 'team' spawnarg.
N/A atdm:target_startconversation Starts the conversation specified in the 'conversation' spawnarg.
N/A atdm:teleport When triggered, this entity teleports all targeted entities to itself and orients them to its own orientation. You can also set 'teleport_offset' and 'teleport_random_offset' on the teleported entitiesi to modify their target position.
N/A atdm:teleport_group Computes the teleport_offset spawnargs for each targeted entity, so they can be teleported together.
N/A atdm:trigger_voice Speak the sound given in 'snd_say' as either player or the speaker from off, depending on 'as_player'. Target from any trigger and link this to your 'atdm:voice' entity.
N/A target_null A generic target to point camera views at.

Back to page index

"Triggers" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A trigger_count Countable trigger.
N/A trigger_entityname Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.
N/A trigger_facing Behaves exactly like a trigger_multiple but the player must be facing within 30 degrees of the angle.
N/A trigger_fade Fades the screen to fadeColor over fadeTime (in seconds).
N/A trigger_hurt Damages the activator. Can be turned on or off by other triggers.
N/A trigger_multiple Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_once Variable sized single-use trigger. Must be targeted at one or more entities.
N/A trigger_once_entityname Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_presize Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_random When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)
N/A trigger_relay Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or

from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).

N/A trigger_sequencer Needs to be activated by another trigger. Triggers target 0 when first activated, target 1 when next activated, etc.
N/A trigger_timer Repeatedly fires its targets. Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_touch Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.

Back to page index

"Weapons" subfolder

Some images of the weapon entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.

Subfolder(s) Entity image Entity file name Entity description Notes
Arrows TBA atdm:ammo_arrow Arrow ammunition, can be picked up by the player.
atdm:ammo_broadhead Broadhead Ammunition
atdm:ammo_firearrow Fire Arrow Ammunition
atdm:ammo_gasarrow Gas Arrow Ammunition
atdm:ammo_mossarrow Moss Arrow Ammunition
atdm:ammo_noisemaker Noisemaker Arrow Ammunition
atdm:ammo_ropearrow Rope Arrow Ammunition
atdm:ammo_vinearrow Vine Arrow Ammunition
atdm:ammo_waterarrow Water Arrow Ammunition
Arrows/Stuck atdm:ammo_broadhead_stuck A broadhead stuck into a surface, ready to be plucked out by the player.
atdm:ammo_ropearrow_stuck A rope arrow stuck into a surface, ready to be plucked out by the player.
Melee atdm:weapon_blackjack The thief's best friend.
atdm:weapon_shortsword The shortsword.

Back to page index

"x doom3 junk" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A func_phantom_objects Causes moveable objects to fly at player when triggered. triggering toggles it on/off.
N/A moveable_base Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex. max vertices = 32

max edges = 32 max polygons = 16 max edges per polygon = 16
The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.

N/A moveable_base_barrel Moveable barrel. Works just like a moveable_base. However the barrel has special handling to make it appear more round.

Back to page index

Other

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A func_phantom_objects Causes moveable objects to fly at player when triggered. triggering toggles it on/off.
N/A moveable_base Moveable object. Will drop to the floor and rest untill activated. The visual model set with the 'model' key can also be used for collision detection. However the model may not be too complex. max vertices = 32

max edges = 32 max polygons = 16 max edges per polygon = 16
The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.

N/A atdm:ai_bark_priority N/A
N/A atdm:entity_base Do not use, base class for all TDM entities, mainly there to set common spawnargs and document them. Not for mapper use.
N/A atdm:vine_piece Climbable Vine Patch
N/A damage_crush N/A
N/A damage_explodingbarrel N/A
N/A damage_explosion N/A
N/A damage_fatalfall N/A
N/A damage_gib N/A
N/A damage_hugeexplosion N/A
N/A damage_lava N/A
N/A damage_lightbreak N/A
N/A damage_movercrush N/A
N/A damage_noair N/A
N/A damage_paintrigger N/A
N/A damage_smallexplosion N/A
N/A damage_suicide N/A
N/A damage_triggerhurt_10 N/A
N/A damage_triggerhurt_100 N/A
N/A damage_triggerhurt_1000 N/A
N/A damage_triggerhurt_15 N/A
N/A damage_triggerhurt_25 N/A
N/A damage_triggerhurt_5 N/A
N/A damage_triggerhurt_50 N/A
N/A damage_triggerhurt_75 N/A
N/A info_player_start The spawning position for the player.
N/A info_player_teleport Spawning position player after cinematic. When triggered, player will be moved to this location.
N/A melee_zombie_left N/A
N/A melee_zombie_right N/A
N/A sprgs_decompress Propagated sound of the player submerging.
N/A sprgs_recompress Propagated sound of the player resurfacing.
N/A target_endlevel When triggered, displays end level gui and transfers the player to the next map. Orient the entity to specify the view during the stats display.
N/A target_setkeyval Target an entity to set key val pairs on. Use keyval, keyval1, keyval2, etc.. for multiples.

Back to page index

See also

Other databases

Mapping addons

  • Model addons repository - Repository of model assets provided by TDM contributors. Purely addons, i.e. only model assets other than those in the base game, listed in this Model Database. A useful repository for mappers looking for custom sound and ambient content for their missions.

Related topics and tutorials