Entity Database: Difference between revisions
m completed most of the AI entities overview table (only the Internal subfolder left to go) |
m →Entities overview: completed the "Conversation", "Triggers" and "Weapons" entities, minor corrections in AI entities |
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==== "Conversation" subfolder ==== | ==== "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 | |||
!bgcolor=#d0d0e0 width="8%"|Entity file name | |||
!bgcolor=#d0d0e0 width="11%"|Entity description | |||
!bgcolor=#d0d0e0 width="11%"|Notes | |||
|- | |||
|- | |||
|N/A | |||
|N/A | |||
|atdm:conversation_info | |||
|Used to handle the map's conversations. | |||
| | |||
|- | |||
|} | |||
==== "Deprecated" subfolder ==== | ==== "Deprecated" subfolder ==== | ||
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==== "Triggers" subfolder ==== | ==== "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="11%"|Entity image | |||
!bgcolor=#d0d0e0 width="8%"|Entity file name | |||
!bgcolor=#d0d0e0 width="11%"|Entity description | |||
!bgcolor=#d0d0e0 width="11%"|Notes | |||
|- | |||
|- | |||
|N/A | |||
|N/A | |||
|trigger_count | |||
|''Countable trigger.'' | |||
| | |||
|- | |||
|- | |||
|N/A | |||
|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 | |||
|N/A | |||
|trigger_facing | |||
|''Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.'' | |||
| | |||
|- | |||
|- | |||
|N/A | |||
|N/A | |||
|trigger_fade | |||
|''Fades the screen to fadeColor over fadeTime (in seconds).'' | |||
| | |||
|- | |||
|- | |||
|N/A | |||
|N/A | |||
|trigger_hurt | |||
|''Damages the activator. Can be turned on or off by other triggers.'' | |||
| | |||
|- | |||
|- | |||
|N/A | |||
|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 | |||
|N/A | |||
|trigger_once | |||
|''Variable sized single-use trigger. Must be targeted at one or more entities.'' | |||
| | |||
|- | |||
|- | |||
|N/A | |||
|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 | |||
|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 | |||
|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 | |||
|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 | |||
|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 | |||
|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 | |||
|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.'' | |||
| | |||
|- | |||
|} | |||
==== "Weapons" subfolder ==== | ==== "Weapons" subfolder ==== | ||
TBA | {|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 | |||
!bgcolor=#d0d0e0 width="8%"|Entity file name | |||
!bgcolor=#d0d0e0 width="11%"|Entity description | |||
!bgcolor=#d0d0e0 width="11%"|Notes | |||
|- | |||
|- | |||
|''Arrows'' | |||
|TBA | |||
|atdm:ammmo_arrow | |||
|''Arrow ammunition, can be picked up by the player.'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_broadhead | |||
|''Broadhead Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_firearrow | |||
|''Fire Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_gasarrow | |||
|''Gas Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_mossarrow | |||
|''Moss Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_noisemaker | |||
|''Noisemaker Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_ropearrow | |||
|''Rope Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_vinearrow | |||
|''Vine Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_waterarrow | |||
|''Water Arrow Ammunition'' | |||
| | |||
|- | |||
|- | |||
|'''Arrows/Stuck''' | |||
|TBA | |||
|atdm:ammmo_broadhead_stuck | |||
|''A broadhead stuck into a surface, ready to be plucked out by the player.'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:ammmo_ropearrow_stuck | |||
|''A rope arrow stuck into a surface, ready to be plucked out by the player.'' | |||
| | |||
|- | |||
|- | |||
|'''Melee''' | |||
|TBA | |||
|atdm:weapon_blackjack | |||
|''The thief's best friend.'' | |||
| | |||
|- | |||
|- | |||
| | |||
|TBA | |||
|atdm:weapon_shortsword | |||
|''The shortsword.'' | |||
| | |||
|- | |||
|} | |||
==== "x doom3 junk" subfolder ==== | ==== "x doom3 junk" subfolder ==== |
Revision as of 14:10, 20 October 2018
This article serves as an overview of all the Entities (animated/in-motion models and content) and Models (static, stationary models) 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.
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.
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.
"AI" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
Animals | TBA | atdm:ai_rat_small | N/A | An ordinary rat. |
TBA | atdm:ai_spider_tiny | A regular old, tiny spider. Does not attack; for ambiance only. | ||
Animals/Horses | TBA | atdm:ai_animal_horse_tame1 | N/A | Stationary horse with idle animations. |
TBA | atdm:ai_animal_horse_tame2 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame3 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame4 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame5 | N/A | Stationary horse with idle animations. | |
Builders/Armed | TBA | atdm:ai_builder_guard | Builder Guards defend Church territory and sometimes enforce Church law. | |
TBA | atdm:ai_builder_guard_lesser | Newer guards are given the more menial jobs while they earn their ceremonial armour. | ||
TBA | atdm:ai_builder_guard_rusted | N/A | ||
TBA | atdm:ai_builder_guard_rusted02 | N/A | ||
TBA | atdm:ai_builder_priest_combatant | N/A | ||
Builders/Unarmed | TBA | atdm:ai_builder_acolyte | Builder Acolytes are the lowest rank of the clergy. | |
TBA | atdm:ai_builder_forger | A valued member of the church who works in the Builder Forges. | ||
TBA | 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. | ||
TBA | atdm:ai_builder_priest | Builder Priests have authority over church territory. | ||
Commoners/Armed | TBA | atdm:ai_guard_female_rogue | Flaunting social conventions, this woman carries a sword and knows how to use it. | |
TBA | atdm:ai_beggar_armed | A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player. | ||
TBA | atdm:ai_townsfolk_commoner_archer | This is an untrained peasant who happens to have a bow. | ||
TBA | atdm:ai_townsfolk_commoner_armed | This is an untrained peasant who happens to be armed. | ||
TBA | atdm:ai_townsfolk_wench_armed | A generic woman, armed. | ||
Commoners/Armed/Citywatch | TBA | atdm:ai_citywatch | A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport. | |
TBA | atdm:ai_citywatch_archer | An archer member of the City Watch. | ||
TBA | 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. | ||
TBA | 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 | TBA | atdm:ai_moor | A foreigner from the southern continent across the sea. | |
TBA | atdm:ai_moor02 | A foreigner from the southern continent across the sea. | ||
Commoners/Armed/Guards | TBA | atdm:ai_guard_archer_01 | A generic archer for hire. | |
TBA | atdm:ai_guard_elite | An elite guard with expensive equipment; works only for the wealthiest employers. | ||
TBA | atdm:ai_guard_elite_02 | Often former soldiers, these guards are highly trained and well equipped. | ||
TBA | atdm:ai_guard_generic_01 | A generic sword for hire. | ||
TBA | atdm:ai_guard_generic_01_pauldrons | A generic sword for hire, slightly more armoured. | ||
TBA | atdm:ai_guard_generic_01b | A generic sword for hire. | ||
TBA | atdm:ai_guard_generic_02 | Another generic sword for hire. | ||
TBA | atdm:ai_guard_thug | A crude hoodlum who enjoys having a reason to push people around. | ||
TBA | atdm:ai_proguard | A highly trained, professional guard for hire. | ||
Commoners/Armed/Pagans | TBA | atdm:ai_pagan_common_archer | A humble pagan, with a bow. | |
TBA | atdm:ai_pagan_common_armed | A humble pagan, armed. | ||
Commoners/Armed/Thieves | TBA | 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. | |
TBA | 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. | ||
TBA | 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. | ||
TBA | atdm:ai_female_rogue | Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change. | ||
TBA | atdm:ai_female_thief | A professional criminal, this woman can hold her own against most men. | ||
TBA | atdm:ai_thief01 | Good at what he does, this thief is a few steps up from a common pickpocket. | ||
TBA | atdm:ai_thief02 | A run of the mill pickpocket. Thieves like this are a dime a dozen. | ||
TBA | atdm:ai_thief02_archer | A generic thief with bow. | ||
TBA | atdm:ai_thief_thug | A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team. | ||
Commoners/Unarmed | TBA | 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. | |
TBA | atdm:ai_labourer_wealthy01 | A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default. | ||
TBA | atdm:ai_merchant01 | A generic, middle-class merchant. Carries a 50gp purse by default. | ||
TBA | atdm:ai_thug_unarmed | A crude scoundrel who is a coward at heart. | ||
TBA | atdm:ai_townsfolk_beggar | A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player. | ||
TBA | atdm:ai_townsfolk_commoner | A generic engineer/blacksmith/miner character. | ||
TBA | atdm:ai_townsfolk_commoner_02 | This is a generic civilian, suitable for servants, merchants, or tradespeople. | ||
TBA | atdm:ai_townsfolk_engineer | A generic engineer/blacksmith/miner character. | ||
TBA | atdm:ai_townsfolk_female | A maidservant or common woman. | ||
TBA | atdm:ai_townsfolk_wench | A generic woman. | ||
TBA | atdm:ai_whore | A woman of loose morals. On the 'Street People' team, and thus neutral to the player. | ||
Commoners/Unarmed/Inventors | TBA | atdm:ai_inventor_scientist | A high-ranking member of the Inventor's Guild. | |
Commoners/Unarmed/Pagans | TBA | atdm:ai_pagan_common | A humble pagan. | |
Machines | TBA | atdm:ai_lantern_bot | N/A | Currently the only working in-game automaton. |
TBA | atdm:ai_steambot_guard | N/A | Currently not operational in TDM. | |
Mages | TBA | 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. | |
TBA | atdm:ai_archmage01_female | N/A | Female counterpart to the male archmage. | |
TBA | atdm:ai_mage01 | A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update. | ||
TBA | atdm:ai_mage01_female | N/A | Female counterpart to the male mage. | |
TBA | atdm:ai_sorcerer_moor | A foreign sorcerer from the southern lands across the sea. | ||
Monsters/Elementals | TBA | atdm:ai_elemental | Fire Elemental. Added to TDM in version 2.05. | |
Monsters/Giant Spiders | TBA | atdm:ai_spider | A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |
TBA | atdm:ai_spider_child | A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_huge | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_huge02 | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_thin | A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
Monsters/Shapeshifters | TBA | atdm:ai_monster_werebeast | A powerful shapeshifer, able to take the form of a beast. | |
TBA | atdm:ai_monster_werebeast_crawler | A powerful shapeshifer, able to take the form of a beast, moves on all fours. | ||
Monsters/Undead | TBA | atdm:ai_undead_revenant | The animated corpse of a Builder who was executed for the most grevious of heresies. | |
TBA | atdm:ai_undead_skeleton | An unarmed skeleton who uses zombie animations. | ||
TBA | atdm:ai_undead_skeleton_armed | An old, bleached white skeleton, who carries a rusty sword. | ||
TBA | atdm:ai_undead_skeleton_bloody | A fresh, bloody skeleton; uses unarmed attack. | ||
TBA | atdm:ai_undead_skeleton_bloody_armed | A fresh, bloody skeleton, who carries a rusty sword. | ||
TBA | atdm:ai_undead_skeleton_dirty | Old, dirty skeleton; uses unarmed attack. | ||
TBA | atdm:ai_undead_skeleton_dirty_armed | Old, dirty skeleton, who carries a rusty sword. | ||
Monsters/Undead/Spirits | TBA | atdm:ai_builder_guard_ghost | Invisble shadow monster. | |
TBA | 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 | TBA | atdm:ai_undead_zombie | A walking corpse with gaping mouth. | |
TBA | atdm:ai_undead_zombie_alt01 | A bloodier version of the default zombie. | ||
Nobles/Armed | TBA | atdm:ai_nobleman02_armed | An armed aristocrat. | |
TBA | atdm:ai_nobleman_armed | N/A | ||
Nobles/Unarmed | TBA | atdm:ai_nobleman | A wealthy aristocrat. | |
TBA | atdm:ai_nobleman02_unarmed | An unarmed aristocrat. | ||
TBA | 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. |
"Animated Props" subfolder
TBA
"Conversation" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
N/A | N/A | atdm:conversation_info | Used to handle the map's conversations. |
"Deprecated" subfolder
TBA
"Func" subfolder
TBA
"Info" subfolder
TBA
"Internal" subfolder
TBA
"Items" subfolder
TBA
"Keys" subfolder
TBA
"Lights" subfolder
TBA
"Liquids" subfolder
TBA
"LOD" subfolder
TBA
"Loot" subfolder
TBA
"Moveables" subfolder
TBA
"Movers" subfolder
TBA
"Nature" subfolder
TBA
"Paths" subfolder
TBA
"Paths" subfolder
TBA
"Playertools" subfolder
TBA
"Props" subfolder
TBA
"Randoms" subfolder
TBA
"Readables" subfolder
TBA
"Ropes" subfolder
TBA
"Shop" subfolder
TBA
"Static" subfolder
TBA
"Targets" subfolder
TBA
"Triggers" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
N/A | N/A | trigger_count | Countable trigger. | |
N/A | 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 | N/A | trigger_facing | Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle. | |
N/A | N/A | trigger_fade | Fades the screen to fadeColor over fadeTime (in seconds). | |
N/A | N/A | trigger_hurt | Damages the activator. Can be turned on or off by other triggers. | |
N/A | 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 | N/A | trigger_once | Variable sized single-use trigger. Must be targeted at one or more entities. | |
N/A | 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 | 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 | 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 | 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 | 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 | 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 | 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. |
"Weapons" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
Arrows | TBA | atdm:ammmo_arrow | Arrow ammunition, can be picked up by the player. | |
TBA | atdm:ammmo_broadhead | Broadhead Ammunition | ||
TBA | atdm:ammmo_firearrow | Fire Arrow Ammunition | ||
TBA | atdm:ammmo_gasarrow | Gas Arrow Ammunition | ||
TBA | atdm:ammmo_mossarrow | Moss Arrow Ammunition | ||
TBA | atdm:ammmo_noisemaker | Noisemaker Arrow Ammunition | ||
TBA | atdm:ammmo_ropearrow | Rope Arrow Ammunition | ||
TBA | atdm:ammmo_vinearrow | Vine Arrow Ammunition | ||
TBA | atdm:ammmo_waterarrow | Water Arrow Ammunition | ||
Arrows/Stuck | TBA | atdm:ammmo_broadhead_stuck | A broadhead stuck into a surface, ready to be plucked out by the player. | |
TBA | atdm:ammmo_ropearrow_stuck | A rope arrow stuck into a surface, ready to be plucked out by the player. | ||
Melee | TBA | atdm:weapon_blackjack | The thief's best friend. | |
TBA | atdm:weapon_shortsword | The shortsword. |
"x doom3 junk" subfolder
TBA
Other
TBA
See also
- Entities
- Entity Class
- Model Database - in development
- Model addons repository - in development
- Texture Database - in development
- Prefab Database - started earlier, in development