Entity Database: Difference between revisions

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m →‎"Props" subfolder: added "Droppable" section
Petike (talk | contribs)
m →‎"Nature" subfolder: completed "Nature" entities subfolder (up to ver. 2.05 standards)
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|'''Trees'''
|'''Trees'''
|TBA
|<gallery>File:Nature tree 01.png</gallery>
|atdm:animated_tree_01
|atdm:animated_tree_01
|N/A
|N/A
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|<gallery>File:Nature pine.png</gallery>
|atdm:nature_pine
|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.''
|''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.''
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|<gallery>File:Nature pine 12.png</gallery>
|atdm:nature_pine_12
|atdm:nature_pine_12
|N/A
|N/A
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|<gallery>File:Nature pine 20.png</gallery>
|atdm:nature_pine_20
|atdm:nature_pine_20
|N/A
|N/A
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|<gallery>File:Nature pine 30.png</gallery>
|atdm:nature_pine_30
|atdm:nature_pine_30
|N/A
|N/A
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|TBA
|<gallery>File:Nature pine leaves.png</gallery>
|atdm:nature_pine_leaves
|atdm:nature_pine_leaves
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''
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|TBA
|<gallery>File:Nature pine leaves nohide.png</gallery>
|atdm:nature_pine_leaves_nohide
|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.''
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk. This version never hides itself even when far away.''
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|TBA
|<gallery>File:Nature pine nohide.png</gallery>
|atdm:nature_pine_nohide
|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.''
|''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.''
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|TBA
|<gallery>File:Nature pine skeleton.png</gallery>
|atdm:nature_pine_skeleton
|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.''
|''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.''
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|TBA
|<gallery>File:Nature pine skeleton nohide.png</gallery>
|atdm:nature_pine_skeleton_nohide
|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.''
|''A pine tree skeleton that switches to lower poly models based on distance, but never vanishes. Also turns off its shadows when far away.''
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|TBA
|<gallery>File:Nature tree 01.png</gallery>
|atdm:nature_tree_01
|atdm:nature_tree_01
|N/A
|N/A
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|TBA
|<gallery>File:Nature tree 01 smaller.png</gallery>
|atdm:nature_tree_01_smaller
|atdm:nature_tree_01_smaller
|N/A
|N/A
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|<gallery>File:Nature tree 01 smallest.png</gallery>
|atdm:nature_tree_01_smallest
|atdm:nature_tree_01_smallest
|N/A
|N/A
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|<gallery>File:Nature tree dm01.png</gallery>
|atdm:nature_tree_dm01
|atdm:nature_tree_dm01
|N/A
|N/A
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|TBA
|<gallery>File:Nature tree dm02.png</gallery>
|atdm:nature_tree_dm02
|atdm:nature_tree_dm02
|N/A
|N/A
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|<gallery>File:Nature tree dm small01.png</gallery>
|atdm:nature_tree_dm_small01
|atdm:nature_tree_dm_small01
|N/A
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|<gallery>File:Nature tree dm small02.png</gallery>
|atdm:nature_tree_dm_small02
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|N/A
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|<gallery>File:Nature tree stump.png</gallery>
|atdm:nature_tree_stump
|atdm:nature_tree_stump
|N/A
|N/A

Revision as of 10:12, 5 November 2018

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 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.

"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 TBA atdm:ai_trainer_melee_attack AI melee trainer, trains player to make attacks.
TBA atdm:ai_trainer_melee_dummy_base Base class for melee training dummy (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_dummy_builder_guard Builder guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_builder_guard_lesser Lesser Builder guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_citywatch Citywatch melee training dummy.
TBA atdm:ai_trainer_melee_dummy_commoner Unarmored melee training dummy (uses commoner model).
TBA atdm:ai_trainer_melee_dummy_elite Elite guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_proguard Proguard melee training dummy.
TBA atdm:ai_trainer_melee_fast_base Base class for fast AI melee trainer (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_feint AI melee trainer, trains player to make feint attacks.
TBA atdm:ai_trainer_melee_feint_fast AI melee trainer, trains player to make feint attacks.
TBA atdm:ai_trainer_melee_parry AI melee trainer, trains player to make parries.
TBA atdm:ai_trainer_melee_parry_fast AI melee trainer, trains player to make parries.
TBA atdm:ai_trainer_melee_parry_feint AI melee trainer, trains player to parry, then feint.
TBA atdm:ai_trainer_melee_parry_feint_fast AI melee trainer, trains player to parry, then feint.
TBA atdm:ai_trainer_melee_parry_riposte AI melee trainer, trains player to parry-riposte.
TBA atdm:ai_trainer_melee_parry_riposte_fast AI melee trainer, trains player to parry-riposte.
TBA atdm:ai_trainer_melee_slow_base Base class for slow AI melee trainer (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_stophit_evade AI melee trainer, trains player stophit and evade.
TBA atdm:ai_trainer_melee_stophit_evade_fast AI melee trainer, trains player stophit and evade.
TBA atdm:ai_trainer_melee_stophit_parry_feint AI melee trainer, trains player stophit, then parry and riposte with a feint attack.
TBA atdm:ai_trainer_melee_stophit_parry_riposte AI melee trainer, trains player stophit, then parry-riposte.
Internal/Vocal Sets N/A atdm:ai_ TBA
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.

"Animated Props" subfolder

Subfolder(s) Entity image Entity file name Entity description 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 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.
TBA atdm:flag_waving_pirate N/A
TBA atdm:hanging_laundry_anim01 Hanging laundry that moves slowly in the wind.
TBA atdm:hanging_sheets01_anim01 Hanging ragged cloth on a rope that moves slowly in the wind.
TBA atdm:longbanner_anim01 N/A

"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.

"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.

"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 TBA atdm:numberwheel N/A
TBA 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.
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.

"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.

"Internal" subfolder

TBA

"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.

"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.
TBA atdm:key_fancy01 This is a fancy key, with different skins available.
TBA atdm:key_fancy02 Another fancy key, with different skins available.
TBA atdm:key_mysterious A mysterious, three-ringed key.
TBA atdm:key_mysterious_2 Another fancy key, with different skins available.
TBA atdm:key_mysterious_copper A mysterious, three-ringed key made of copper, still new.
TBA atdm:key_mysterious_copper_2 A mysterious, three-ringed key made of copper, still new.
TBA atdm:key_mysterious_steel A mysterious, three-ringed key made of gray steel.
TBA atdm:key_mysterious_steel_2 A mysterious, three-ringed key made of gray steel.
TBA atdm:key_mysterious_tarnished A mysterious, three-ringed key made of copper, tarnished with age.
TBA atdm:key_mysterious_tarnished_2 A mysterious, three-ringed key made of copper, tarnished with age.
TBA atdm:key_ornate An ornate, golden key. Remember to change the name if you change the skin.

TBA atdm:key_ornate_silver An ornate silver key. Remember to change the name if you change the skin.
TBA atdm:key_ornate_skinnable An ornate key with different skins.
TBA atdm:key_padlock A simple padlock key.
TBA atdm:key_silver_jewelry_box Silver jewellery box key.
TBA atdm:key_simple A simple key, with different skins available.
TBA atdm:key_simple_alabaster A simple alabaster key, named accordingly.
TBA atdm:key_simple_brass A simple brass key, named accordingly.
TBA atdm:key_simple_copper A simple copper key, named accordingly.
TBA atdm:key_simple_glass A simple glass key, named accordingly.
TBA atdm:key_simple_greenish An old, greenish brass key, named accordingly.
TBA atdm:key_simple_iron_dark A dark, rough iron key, named accordingly.
TBA atdm:key_simple_old An old, rusted key, named accordingly.
TBA atdm:key_simple_rusty A rusted key, named accordingly.
TBA atdm:key_simple_steel An gray steel key, named accordingly.
TBA atdm:key_simple_tarnished A simple tarnished (green copper patina) key, named accordingly.
TBA 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.

"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.

"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.

"LOD" subfolder

TBA

"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

"Moveables" subfolder

TBA

"Movers" subfolder

TBA

"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

"Paths" subfolder

TBA

"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.
TBA atdm:playertools_breath_potion Breath Potion
TBA atdm:playertools_compass Compass.
TBA atdm:playertools_flashbomb Flashbomb.
TBA 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.
TBA 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.
TBA atdm:playertools_slow_fall_potion Slow-fall potion. Reduces falling damage but slows movement.
TBA atdm:playertools_slow_match A slow match for lighting all ignitables such as torches and candles.
TBA atdm:playertools_speed_potion Speed potion: temporarily boosts walking/running speed and jump distance.
atdm:playertools_spyglass Spyglass

"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.

"Randoms" subfolder

TBA

"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.
TBA atdm:readable_immobile_book01 N/A
TBA atdm:readable_immobile_book_open01 N/A
TBA atdm:readable_immobile_paper01 N/A
TBA atdm:readable_immobile_scroll01 N/A
TBA 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.
TBA atdm:readable_mobile_book01 N/A
TBA atdm:readable_mobile_book_open01 N/A
TBA atdm:readable_mobile_paper01 N/A
TBA atdm:readable_mobile_scroll01 N/A
TBA atdm:readable_mobile_scroll01_rolledup N/A

"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

"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.

"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 TBA atdm:painting_hor_large_random_image A large painting with a random, horizontal image.
TBA atdm:painting_hor_medium_random_image A medium-sized painting with a random, horizontal image.
TBA atdm:painting_hor_random_image A medium-sized painting with a random, horizontal image.
TBA atdm:painting_ver_large_random_image A large painting with a random, vertical image.
TBA atdm:painting_ver_medium_random_image A medium-sized painting with a random, vertical image.
TBA atdm:painting_ver_random_image A small painting with a random, vertical image.
Fireplace Pieces TBA atdm:fireplace_ash_heap_big An ash heap used inside a fireplace. Not for mapper use.
TBA atdm:fireplace_ash_heap_long An ash heap used inside a fireplace.
TBA atdm:fireplace_ash_heap_round An ash heap used inside a fireplace.
TBA atdm:fireplace_ash_heap_small An ash heap used inside a fireplace.
TBA atdm:fireplace_grate A grate to be used inside a fireplace.
TBA atdm:fireplace_piece_base Base class for all add-on parts for fireplaces, do not use. Not for mapper use.
TBA atdm:fireplace_wood_piece Wood to be used inside a fireplace.
TBA atdm:fireplace_wood_piece_long Wood to be used inside a fireplace.
TBA 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.

"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.

"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 degress 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.

"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 TBA atdm:ammo_broadhead_stuck A broadhead stuck into a surface, ready to be plucked out by the player.
TBA 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.

"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.

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.

See also