Entity Database: Difference between revisions
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!bgcolor=#d0d0e0 width="11%"|Entity description | !bgcolor=#d0d0e0 width="11%"|Entity description | ||
!bgcolor=#d0d0e0 width="11%"|Notes | !bgcolor=#d0d0e0 width="11%"|Notes | ||
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|'''AAS_flood''' | |||
|N/A | |||
|aas100_flood | |||
|''This will generate AAS for AI with AAS100'' | |||
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|N/A | |||
|aas32_flood | |||
|''This will generate AAS for AI with AAS32'' | |||
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|N/A | |||
|aas48_flood | |||
|''This will generate AAS for AI with AAS48'' | |||
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|N/A | |||
|aas96_flood | |||
|''This will generate AAS for AI with AAS96'' | |||
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|N/A | |||
|aas_elemental_flood | |||
|''This will generate AAS for flying elementals.'' | |||
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|N/A | |||
|aas_flood_base | |||
|''Don't use. Base class for all AAS flood entities.'' | |||
|'''Not''' for mapper use. | |||
|- | |||
|- | |||
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|N/A | |||
|aas_rat_flood | |||
|''This will generate AAS for rats.'' | |||
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|- | |||
|- | |||
|'''AI Combat Nodes''' | |||
|N/A | |||
|ai_attackcone | |||
|N/A | |||
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|N/A | |||
|ai_attackcone_once | |||
|N/A | |||
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|N/A | |||
|ai_attackcone_turret | |||
|''Attack cone where monster stands in place and uses normal range attack (if it has one).'' | |||
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|N/A | |||
|ai_lost_combat | |||
|''Lost combat node. Monster will retreat to this position when he can no longer reach the player.'' | |||
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|- | |- | ||
Revision as of 12:29, 21 October 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 and Models that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.
All of the entities and models listed in this database are current for TDM 2.05. Feel free to udpate the list full list to version 2.06 and higher whenever you'll have the time to do so.
For static/stationary models and content, please see Models and the Model Database.
Entities overview
An overview of entities available for level building a.k.a. mapping.
"darkmod" folder
The main folder for most of the entities commonly used in The Dark Mod. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
"AI" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
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 | TBA | atdm:ai_rat_small | N/A | An ordinary rat. |
TBA | atdm:ai_spider_tiny | A regular old, tiny spider. Does not attack; for ambiance only. | ||
Animals/Horses | TBA | atdm:ai_animal_horse_tame1 | N/A | Stationary horse with idle animations. |
TBA | atdm:ai_animal_horse_tame2 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame3 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame4 | N/A | Stationary horse with idle animations. | |
TBA | atdm:ai_animal_horse_tame5 | N/A | Stationary horse with idle animations. | |
Builders/Armed | TBA | atdm:ai_builder_guard | Builder Guards defend Church territory and sometimes enforce Church law. | |
TBA | atdm:ai_builder_guard_lesser | Newer guards are given the more menial jobs while they earn their ceremonial armour. | ||
TBA | atdm:ai_builder_guard_rusted | N/A | ||
TBA | atdm:ai_builder_guard_rusted02 | N/A | ||
TBA | atdm:ai_builder_priest_combatant | N/A | ||
Builders/Unarmed | TBA | atdm:ai_builder_acolyte | Builder Acolytes are the lowest rank of the clergy. | |
TBA | atdm:ai_builder_forger | A valued member of the church who works in the Builder Forges. | ||
TBA | atdm:ai_builder_guard_rusted_unarmed | A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state. | ||
TBA | atdm:ai_builder_priest | Builder Priests have authority over church territory. | ||
Commoners/Armed | TBA | atdm:ai_guard_female_rogue | Flaunting social conventions, this woman carries a sword and knows how to use it. | |
TBA | atdm:ai_beggar_armed | A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player. | ||
TBA | atdm:ai_townsfolk_commoner_archer | This is an untrained peasant who happens to have a bow. | ||
TBA | atdm:ai_townsfolk_commoner_armed | This is an untrained peasant who happens to be armed. | ||
TBA | atdm:ai_townsfolk_wench_armed | A generic woman, armed. | ||
Commoners/Armed/Citywatch | TBA | atdm:ai_citywatch | A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport. | |
TBA | atdm:ai_citywatch_archer | An archer member of the City Watch. | ||
TBA | atdm:ai_citywatch_elite | An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards. | ||
TBA | atdm:ai_citywatch_lesser | A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city. | ||
Commoners/Armed/Foreigners | TBA | atdm:ai_moor | A foreigner from the southern continent across the sea. | |
TBA | atdm:ai_moor02 | A foreigner from the southern continent across the sea. | ||
Commoners/Armed/Guards | TBA | atdm:ai_guard_archer_01 | A generic archer for hire. | |
TBA | atdm:ai_guard_elite | An elite guard with expensive equipment; works only for the wealthiest employers. | ||
TBA | atdm:ai_guard_elite_02 | Often former soldiers, these guards are highly trained and well equipped. | ||
TBA | atdm:ai_guard_generic_01 | A generic sword for hire. | ||
TBA | atdm:ai_guard_generic_01_pauldrons | A generic sword for hire, slightly more armoured. | ||
TBA | atdm:ai_guard_generic_01b | A generic sword for hire. | ||
TBA | atdm:ai_guard_generic_02 | Another generic sword for hire. | ||
TBA | atdm:ai_guard_thug | A crude hoodlum who enjoys having a reason to push people around. | ||
TBA | atdm:ai_proguard | A highly trained, professional guard for hire. | ||
Commoners/Armed/Pagans | TBA | atdm:ai_pagan_common_archer | A humble pagan, with a bow. | |
TBA | atdm:ai_pagan_common_armed | A humble pagan, armed. | ||
Commoners/Armed/Thieves | TBA | atdm:ai_burglar | A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | |
TBA | atdm:ai_burglar_professional | Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | ||
TBA | atdm:ai_burglar_professional_archer | Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | ||
TBA | atdm:ai_female_rogue | Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change. | ||
TBA | atdm:ai_female_thief | A professional criminal, this woman can hold her own against most men. | ||
TBA | atdm:ai_thief01 | Good at what he does, this thief is a few steps up from a common pickpocket. | ||
TBA | atdm:ai_thief02 | A run of the mill pickpocket. Thieves like this are a dime a dozen. | ||
TBA | atdm:ai_thief02_archer | A generic thief with bow. | ||
TBA | atdm:ai_thief_thug | A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team. | ||
Commoners/Unarmed | TBA | atdm:ai_gentleman_scientist | Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time. | |
TBA | atdm:ai_labourer_wealthy01 | A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default. | ||
TBA | atdm:ai_merchant01 | A generic, middle-class merchant. Carries a 50gp purse by default. | ||
TBA | atdm:ai_thug_unarmed | A crude scoundrel who is a coward at heart. | ||
TBA | atdm:ai_townsfolk_beggar | A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player. | ||
TBA | atdm:ai_townsfolk_commoner | A generic engineer/blacksmith/miner character. | ||
TBA | atdm:ai_townsfolk_commoner_02 | This is a generic civilian, suitable for servants, merchants, or tradespeople. | ||
TBA | atdm:ai_townsfolk_engineer | A generic engineer/blacksmith/miner character. | ||
TBA | atdm:ai_townsfolk_female | A maidservant or common woman. | ||
TBA | atdm:ai_townsfolk_wench | A generic woman. | ||
TBA | atdm:ai_whore | A woman of loose morals. On the 'Street People' team, and thus neutral to the player. | ||
Commoners/Unarmed/Inventors | TBA | atdm:ai_inventor_scientist | A high-ranking member of the Inventor's Guild. | |
Commoners/Unarmed/Pagans | TBA | atdm:ai_pagan_common | A humble pagan. | |
Machines | TBA | atdm:ai_lantern_bot | N/A | Currently the only working in-game automaton. |
TBA | atdm:ai_steambot_guard | N/A | Currently not operational in TDM. | |
Mages | TBA | atdm:ai_archmage01 | A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update. | |
TBA | atdm:ai_archmage01_female | N/A | Female counterpart to the male archmage. | |
TBA | atdm:ai_mage01 | A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update. | ||
TBA | atdm:ai_mage01_female | N/A | Female counterpart to the male mage. | |
TBA | atdm:ai_sorcerer_moor | A foreign sorcerer from the southern lands across the sea. | ||
Monsters/Elementals | TBA | atdm:ai_elemental | Fire Elemental. Added to TDM in version 2.05. | |
Monsters/Giant Spiders | TBA | atdm:ai_spider | A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |
TBA | atdm:ai_spider_child | A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_huge | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_huge02 | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
TBA | atdm:ai_spider_thin | A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
Monsters/Shapeshifters | TBA | atdm:ai_monster_werebeast | A powerful shapeshifer, able to take the form of a beast. | Currently not operational in TDM. |
TBA | 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 | TBA | atdm:ai_undead_revenant | The animated corpse of a Builder who was executed for the most grevious of heresies. | |
TBA | atdm:ai_undead_skeleton | An unarmed skeleton who uses zombie animations. | ||
TBA | atdm:ai_undead_skeleton_armed | An old, bleached white skeleton, who carries a rusty sword. | ||
TBA | atdm:ai_undead_skeleton_bloody | A fresh, bloody skeleton; uses unarmed attack. | ||
TBA | atdm:ai_undead_skeleton_bloody_armed | A fresh, bloody skeleton, who carries a rusty sword. | ||
TBA | atdm:ai_undead_skeleton_dirty | Old, dirty skeleton; uses unarmed attack. | ||
TBA | atdm:ai_undead_skeleton_dirty_armed | Old, dirty skeleton, who carries a rusty sword. | ||
Monsters/Undead/Spirits | TBA | atdm:ai_builder_guard_ghost | Invisble shadow monster. | |
TBA | atdm:ai_revenant_spirit | A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes. | ||
Monsters/Undead/Zombies | TBA | atdm:ai_undead_zombie | A walking corpse with gaping mouth. | |
TBA | atdm:ai_undead_zombie_alt01 | A bloodier version of the default zombie. | ||
Nobles/Armed | TBA | atdm:ai_nobleman02_armed | An armed aristocrat. | |
TBA | atdm:ai_nobleman_armed | N/A | ||
Nobles/Unarmed | TBA | atdm:ai_nobleman | A wealthy aristocrat. | |
TBA | atdm:ai_nobleman02_unarmed | An unarmed aristocrat. | ||
TBA | atdm:ai_noblewoman01 | A wealthy aristocratic lady. | ||
Relations | TBA | atdm:team_relations | This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn. |
"Animated Props" subfolder
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
TBA
"Func" subfolder
TBA
"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
TBA
"Lights" subfolder
TBA
"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
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
Moveable | TBA | atdm:moveable_loot_amethyst | amethyst | |
TBA | atdm:moveable_loot_base | Don't use. Base class for loot that is moveable. | Not for mapper use. | |
TBA | atdm:moveable_loot_bottle | expensive antique bottle | ||
TBA | atdm:moveable_loot_bowl | small silver bowl | ||
TBA | atdm:moveable_loot_candlestick | ornate candlestick | ||
TBA | atdm:moveable_loot_chalice | ornate chalice | ||
TBA | atdm:moveable_loot_coin | gold coin | ||
TBA | atdm:moveable_loot_dagger_gold | Ornate dagger | ||
TBA | atdm:moveable_loot_diamond | diamond | ||
TBA | atdm:moveable_loot_diamond_small | small diamond | ||
TBA | atdm:moveable_loot_emerald | emerald | ||
TBA | atdm:moveable_loot_exotic_crown01 | crown | ||
TBA | atdm:moveable_loot_goblet | fancy goblet | ||
TBA | atdm:moveable_loot_goblet_old | fancy old goblet | ||
TBA | atdm:moveable_loot_gold_creamer | N/A | ||
TBA | atdm:moveable_loot_gold_creamer | N/A | ||
TBA | atdm:moveable_loot_gold_sugarcup | N/A | ||
TBA | atdm:moveable_loot_gold_teapot | N/A | ||
TBA | atdm:moveable_loot_hairbrush_gold | A golden hairbrush. | ||
TBA | atdm:moveable_loot_ingot_large | N/A | ||
TBA | atdm:moveable_loot_ingot_medium | N/A | ||
TBA | atdm:moveable_loot_ingot_small | N/A | ||
TBA | atdm:moveable_loot_ingot_tiny | N/A | ||
TBA | atdm:moveable_loot_jewellery_bracelet_01 | a jewelled bracelet | ||
TBA | atdm:moveable_loot_opal | opal | ||
TBA | atdm:moveable_loot_opal_teardrop | teardop shaped opal | ||
TBA | atdm:moveable_loot_plate | gold plate | ||
TBA | atdm:moveable_loot_plate_old | gold plate | ||
TBA | atdm:moveable_loot_purse | purse | ||
TBA | atdm:moveable_loot_purse_base | Don't use. Base class for moveable purses. | Not for mapper use. | |
TBA | atdm:moveable_loot_purse_belt | belt purse | ||
TBA | atdm:moveable_loot_purse_layingdown | purse laying down | ||
TBA | atdm:moveable_loot_religious_symbol | religious symbol | ||
TBA | atdm:moveable_loot_religious_symbol_small | small religious symbol | ||
TBA | atdm:moveable_loot_ring_copper_skull | amethyst and copper skull ring | ||
TBA | atdm:moveable_loot_ring_diamond | diamond ring | ||
TBA | atdm:moveable_loot_ring_gem | gem ring | ||
TBA | atdm:moveable_loot_ring_gold_amethyst | fancy gold amethyst ring | ||
TBA | atdm:moveable_loot_ring_gold_emerald | fancy gold emerald ring | ||
TBA | atdm:moveable_loot_ring_gold_skull | ruby and gold skull ring | ||
TBA | atdm:moveable_loot_ring_gold_topaz | fancy gold violet topaz ring | ||
TBA | atdm:moveable_loot_ring_ruby | ruby ring | ||
TBA | atdm:moveable_loot_ring_silver_skull | emerald and silver skull ring | ||
TBA | atdm:moveable_loot_ruby | ruby | ||
TBA | atdm:moveable_loot_scepter | jeweled scepter | ||
TBA | atdm:moveable_loot_skull_gold | gold skull | ||
TBA | atdm:moveable_loot_spyglass_fancy | fancy spyglass | ||
TBA | atdm:moveable_loot_statue | gold statue | ||
TBA | atdm:moveable_loot_statue_lion | gold lion | ||
TBA | atdm:moveable_loot_topaz | violet topaz | ||
TBA | atdm:moveable_loot_tourmaline | large tourmaline | ||
TBA | atdm:moveable_loot_trophy | gold trophy | ||
TBA | atdm:moveable_loot_trophy_old | old gold trophy | ||
TBA | atdm:moveable_loot_vase | gold vase | ||
TBA | atdm:moveable_loot_vase_old | old gold vase | ||
TBA | atdm:moveable_loot_wine_glass | fancy wine glass | ||
Static | TBA | atdm:lionhead_amulet | amulet | |
TBA | atdm:loot_amulet | amulet | ||
TBA | atdm:loot_amulet02 | amulet | ||
TBA | atdm:loot_amulet_wearable | wearable amulet | ||
TBA | 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. | |
TBA | atdm:loot_broach | wearable broach | ||
TBA | atdm:loot_coin_single | a gold coin | ||
TBA | atdm:loot_coins_pile01 | large gold coin pile | ||
TBA | atdm:loot_coinstack_medium | medium sized gold coin stack | ||
TBA | atdm:loot_coinstack_medium_silver | medium sized silver coin stack | ||
TBA | atdm:loot_coinstack_small | small gold coin stack | ||
TBA | atdm:loot_coinstack_small_silver | small silver coin stack | ||
TBA | atdm:loot_coinstack_tall | large gold coin stack | ||
TBA | atdm:loot_coinstack_tall_silver | large silver coin stack | ||
TBA | atdm:loot_dagger_gold | Ornate dagger; static. | ||
TBA | atdm:loot_diamond_oval | small oval diamond | ||
TBA | atdm:loot_diamond_round | small round diamond | ||
TBA | atdm:loot_diamond_teardrop | small teardrop shapped diamond | ||
TBA | atdm:loot_necklace_emeralds | golden necklace with emeralds | ||
TBA | atdm:loot_necklace_golden_diamonds | golden necklace with diamonds | ||
TBA | atdm:loot_nugget_gold | small gold nugget | ||
TBA | atdm:loot_painting | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_painting_large | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_painting_medium | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_painting_miniature_desktop_horizontal | Minature painting. | ||
TBA | atdm:loot_painting_miniature_desktop_vertical | Minature painting. | ||
TBA | atdm:loot_painting_miniature_wall | Minature painting. | ||
TBA | atdm:loot_painting_round | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_painting_round_small | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_painting_small | A painting that becomes empty when frobbed and adds loot to the player inventory. | ||
TBA | atdm:loot_purse_amethyst | spilled purse with amethyst | ||
TBA | atdm:loot_purse_base | Don't use. Base class for purses. | Not for mapper use. | |
TBA | atdm:loot_purse_diamonds | spilled purse with diamonds | ||
TBA | atdm:loot_purse_emeralds | spilled purse with emeralds | ||
TBA | atdm:loot_purse_gems | spilled purse with multicolor gems | ||
TBA | atdm:loot_purse_opals | spilled purse with opals | ||
TBA | atdm:loot_purse_topaz | spilled purse with violet topaz | ||
TBA | atdm:loot_spilt_purse | Loot item: Purse, spilled | ||
TBA | atdm:loot_spilt_purse_silver | Loot item: Purse, spilled silver |
"Moveables" subfolder
TBA
"Movers" subfolder
TBA
"Nature" subfolder
TBA
"Paths" subfolder
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"Playertools" subfolder
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. | |
TBA | atdm:playertools_health_potion | Health Potion | ||
TBA | atdm:playertools_holywater | Holy Water | ||
TBA | atdm:playertools_lantern | Lantern | ||
TBA | atdm:playertools_lockpick_snake | Snake Lockpick | ||
TBA | atdm:playertools_lockpick_triangle | Triangle Lockpick | ||
TBA | 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. | ||
TBA | atdm:playertools_spyglass | Spyglass |
"Props" subfolder
TBA
"Randoms" subfolder
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"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
TBA
"Shop" subfolder
TBA
"Static" subfolder
TBA
"Targets" subfolder
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"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
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
Arrows | TBA | atdm:ammo_arrow | Arrow ammunition, can be picked up by the player. | |
TBA | atdm:ammo_broadhead | Broadhead Ammunition | ||
TBA | atdm:ammo_firearrow | Fire Arrow Ammunition | ||
TBA | atdm:ammo_gasarrow | Gas Arrow Ammunition | ||
TBA | atdm:ammo_mossarrow | Moss Arrow Ammunition | ||
TBA | atdm:ammo_noisemaker | Noisemaker Arrow Ammunition | ||
TBA | atdm:ammo_ropearrow | Rope Arrow Ammunition | ||
TBA | atdm:ammo_vinearrow | Vine Arrow Ammunition | ||
TBA | 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 | TBA | atdm:weapon_blackjack | The thief's best friend. | |
TBA | atdm:weapon_shortsword | The shortsword. |
"x doom3 junk" subfolder
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Other
TBA
See also
- Entities
- Entity Class
- Model Database - in development
- Model addons repository - in development
- Texture Database - in development
- Prefab Database - started earlier, in development