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''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.''
''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.''
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''Forum member Destined was kind enough to compile [http://forums.thedarkmod.com/topic/17676-ai-stats-wiki-page/#entry388418 a numerical list of AI characters] in early 2016. It should be up to date even now.''
''Forum member Destined was kind enough to compile [http://forums.thedarkmod.com/topic/17676-ai-stats-wiki-page/#entry388418 a numerical list of AI characters] in early 2016. It should be up to date even now.''


==== "Func" subfolder ====
==== "Func" subfolder ====
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Revision as of 19:34, 26 March 2022

"AI" subfolder

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

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

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

"Func" subfolder

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

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

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

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

N/A func_teleporter Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.
N/A func_waitforbutton When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off.
N/A urine_s N/A
Movers atdm:numberwheel N/A
atdm:numberwheel_small N/A
N/A func_bobbing Generic bobbing entity. It will bob on the Z axis by default.
N/A func_cameratarget Used to control camera view motion and camera view position motion.
N/A func_mover Movers are objects meant to be controlled through scripts.
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.