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Revision as of 12:14, 11 November 2022
THIS PAGE IS A WORK IN PROGRESS
This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in The Dark Mod, via the DarkRadiant editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.
Only the Entities that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.
All of the entities listed in this database are current for TDM 2.05. Feel free to udpate the full overview to version 2.06 and higher whenever you'll have the time to do so.
Due to the length of the table overviews in this article, they are hidden by default, to make browsing easier. Click on the "Show" and "Hide" buttons of each table to either show or hide a particular table. You can show or hide as many tables at once as you like, depending on your needs.
For static/stationary models and content, please see Models and the Model Database.
Entities overview
An overview of entities available for level building a.k.a. mapping.
"darkmod" folder
The main folder for most of the entities commonly used in The Dark Mod. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.
"N/A" denotes that an image or description of an entity is not available in the DarkRadiant editor.
"TBA" denotes that some item or items have not yet been added to this database, but their documentation is in development.
"Not for mapper use." denotes entities that mappers shouldn't use for mapping itself, as these entities perform a different, specialised function.
"AI" subfolder
If you're new to DarkRadiant, please note that the basic character AIs are depicted as headless bodies in DarkRadiant, because their default heads can be swapped for alternative heads if the mapper wishes to add variety. All available AI heads are listed under one of the subfolders in the table below, but separately from the subfolders of the AI character bodies.
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
AAS_flood | N/A | aas100_flood | This will generate AAS for AI with AAS100 | |
N/A | aas32_flood | This will generate AAS for AI with AAS32 | ||
N/A | aas48_flood | This will generate AAS for AI with AAS48 | ||
N/A | aas96_flood | This will generate AAS for AI with AAS96 | ||
N/A | aas_elemental_flood | This will generate AAS for flying elementals. | ||
N/A | aas_flood_base | Don't use. Base class for all AAS flood entities. | Not for mapper use. | |
N/A | aas_rat_flood | This will generate AAS for rats. | ||
AI Combat Nodes | N/A | ai_attackcone | N/A | |
N/A | ai_attackcone_once | N/A | ||
N/A | ai_attackcone_turret | Attack cone where monster stands in place and uses normal range attack (if it has one). | ||
N/A | ai_lost_combat | Lost combat node. Monster will retreat to this position when he can no longer reach the player. | ||
Animals | atdm:ai_rat_small | N/A | An ordinary rat. | |
atdm:ai_spider_tiny | A regular old, tiny spider. Does not attack; for ambiance only. | |||
Animals/Horses | atdm:ai_animal_horse_tame1 | N/A | Stationary horse with idle animations. | |
atdm:ai_animal_horse_tame2 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame3 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame4 | N/A | Stationary horse with idle animations. | ||
atdm:ai_animal_horse_tame5 | N/A | Stationary horse with idle animations. | ||
Builders/Armed | atdm:ai_builder_guard | Builder Guards defend Church territory and sometimes enforce Church law. | ||
atdm:ai_builder_guard_lesser | Newer guards are given the more menial jobs while they earn their ceremonial armour. | |||
atdm:ai_builder_guard_rusted | N/A | |||
atdm:ai_builder_guard_rusted02 | N/A | |||
atdm:ai_builder_priest_combatant | N/A | |||
Builders/Unarmed | atdm:ai_builder_acolyte | Builder Acolytes are the lowest rank of the clergy. | ||
atdm:ai_builder_forger | A valued member of the church who works in the Builder Forges. | |||
atdm:ai_builder_guard_rusted_unarmed | A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state. | |||
atdm:ai_builder_priest | Builder Priests have authority over church territory. | |||
Commoners/Armed | atdm:ai_guard_female_rogue | Flaunting social conventions, this woman carries a sword and knows how to use it. | ||
atdm:ai_beggar_armed | A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player. | |||
atdm:ai_townsfolk_commoner_archer | This is an untrained peasant who happens to have a bow. | |||
atdm:ai_townsfolk_commoner_armed | This is an untrained peasant who happens to be armed. | |||
atdm:ai_townsfolk_wench_armed | A generic woman, armed. | |||
Commoners/Armed/Citywatch | atdm:ai_citywatch | A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport. | ||
atdm:ai_citywatch_archer | An archer member of the City Watch. | |||
atdm:ai_citywatch_elite | An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards. | |||
atdm:ai_citywatch_lesser | A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city. | |||
Commoners/Armed/Foreigners | atdm:ai_moor | A foreigner from the southern continent across the sea. | ||
atdm:ai_moor02 | A foreigner from the southern continent across the sea. | |||
Commoners/Armed/Guards | atdm:ai_guard_archer_01 | A generic archer for hire. | ||
atdm:ai_guard_elite | An elite guard with expensive equipment; works only for the wealthiest employers. | |||
atdm:ai_guard_elite_02 | Often former soldiers, these guards are highly trained and well equipped. | |||
atdm:ai_guard_generic_01 | A generic sword for hire. | |||
atdm:ai_guard_generic_01_pauldrons | A generic sword for hire, slightly more armoured. | |||
atdm:ai_guard_generic_01b | A generic sword for hire. | |||
atdm:ai_guard_generic_02 | Another generic sword for hire. | |||
atdm:ai_guard_thug | A crude hoodlum who enjoys having a reason to push people around. | |||
atdm:ai_proguard | A highly trained, professional guard for hire. | |||
atdm:ai_proguard_archer | A highly trained, professional archer for hire. | |||
Commoners/Armed/Pagans | atdm:ai_pagan_common_archer | A humble pagan, with a bow. | ||
atdm:ai_pagan_common_armed | A humble pagan, armed. | |||
Commoners/Armed/Thieves | atdm:ai_burglar | A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | ||
atdm:ai_burglar_professional | Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | |||
atdm:ai_burglar_professional_archer | Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity. | |||
atdm:ai_female_rogue | Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change. | |||
atdm:ai_female_thief | A professional criminal, this woman can hold her own against most men. | |||
atdm:ai_thief01 | Good at what he does, this thief is a few steps up from a common pickpocket. | |||
atdm:ai_thief02 | A run of the mill pickpocket. Thieves like this are a dime a dozen. | |||
atdm:ai_thief02_archer | A generic thief with bow. | |||
atdm:ai_thief_thug | A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team. | |||
Commoners/Unarmed | atdm:ai_gentleman_scientist | Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time. | ||
atdm:ai_labourer_wealthy01 | A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default. | |||
atdm:ai_merchant01 | A generic, middle-class merchant. Carries a 50gp purse by default. | |||
atdm:ai_thug_unarmed | A crude scoundrel who is a coward at heart. | |||
atdm:ai_townsfolk_beggar | A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player. | |||
atdm:ai_townsfolk_commoner | A generic engineer/blacksmith/miner character. | |||
atdm:ai_townsfolk_commoner_02 | This is a generic civilian, suitable for servants, merchants, or tradespeople. | |||
atdm:ai_townsfolk_engineer | A generic engineer/blacksmith/miner character. | |||
atdm:ai_townsfolk_female | A maidservant or common woman. | |||
atdm:ai_townsfolk_wench | A generic woman. | |||
atdm:ai_whore | A woman of loose morals. On the 'Street People' team, and thus neutral to the player. | |||
Commoners/Unarmed/Inventors | atdm:ai_inventor_scientist | A high-ranking member of the Inventor's Guild. | ||
Commoners/Unarmed/Pagans | atdm:ai_pagan_common | A humble pagan. | ||
Internal | N/A | atdm:ai_melee_set_base | Base class for melee difficulty sets (Do not use). | Not for mapper use. |
N/A | atdm:ai_melee_set_knife_novice_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_novice_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_novice_normal | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_skilled_normal | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_expert | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_hard | N/A | ||
N/A | atdm:ai_melee_set_knife_trained_normal | N/A | ||
N/A | atdm:ai_melee_set_novice_expert | N/A | ||
N/A | atdm:ai_melee_set_novice_hard | N/A | ||
N/A | atdm:ai_melee_set_novice_normal | N/A | ||
N/A | atdm:ai_melee_set_skilled_expert | N/A | ||
N/A | atdm:ai_melee_set_skilled_hard | N/A | ||
N/A | atdm:ai_melee_set_skilled_normal | N/A | ||
N/A | atdm:ai_melee_set_trained_expert | N/A | ||
N/A | atdm:ai_melee_set_trained_hard | N/A | ||
N/A | atdm:ai_melee_set_trained_normal | N/A | ||
Internal/Base Class | N/A | atdm:ai_archer_base | Don't use. Base class for all TDM AI with projectile weapons. | Not for mapper use. |
N/A | atdm:ai_base | Don't use. Base class for all TDM AI entities. | Not for mapper use. | |
N/A | atdm:ai_humanoid | Don't use. Base class for all TDM humanoid AI entities. | Not for mapper use. | |
N/A | atdm:ai_humanoid_newskel | Don't use. Base class for all TDM humanoid AI entities using new skeleton. | Not for mapper use. | |
N/A | atdm:ai_humanoid_undead | Don't use; base class for all undead. | Not for mapper use. | |
N/A | atdm:ai_humanoid_undead_newskel | Don't use; base class for all undead using new skeleton. | Not for mapper use. | |
N/A | atdm:ai_monster_base | Don't use. Base class for all TDM Monster AI entities. | Not for mapper use. | |
N/A | atdm:ai_undead_zombie_base | Don't use; base class for all zombies. | Not for mapper use. | |
N/A | atdm:ai_steambot_base | N/A | Not for mapper use. (Probably.) | |
Internal/Trainer | atdm:ai_trainer_melee_attack | AI melee trainer, trains player to make attacks. | ||
atdm:ai_trainer_melee_dummy_base | Base class for melee training dummy (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_dummy_builder_guard | Builder guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_builder_guard_lesser | Lesser Builder guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_citywatch | Citywatch melee training dummy. | |||
atdm:ai_trainer_melee_dummy_commoner | Unarmored melee training dummy (uses commoner model). | |||
atdm:ai_trainer_melee_dummy_elite | Elite guard melee training dummy. | |||
atdm:ai_trainer_melee_dummy_proguard | Proguard melee training dummy. | |||
atdm:ai_trainer_melee_fast_base | Base class for fast AI melee trainer (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_feint | AI melee trainer, trains player to make feint attacks. | |||
atdm:ai_trainer_melee_feint_fast | AI melee trainer, trains player to make feint attacks. | |||
atdm:ai_trainer_melee_parry | AI melee trainer, trains player to make parries. | |||
atdm:ai_trainer_melee_parry_fast | AI melee trainer, trains player to make parries. | |||
atdm:ai_trainer_melee_parry_feint | AI melee trainer, trains player to parry, then feint. | |||
atdm:ai_trainer_melee_parry_feint_fast | AI melee trainer, trains player to parry, then feint. | |||
atdm:ai_trainer_melee_parry_riposte | AI melee trainer, trains player to parry-riposte. | |||
atdm:ai_trainer_melee_parry_riposte_fast | AI melee trainer, trains player to parry-riposte. | |||
atdm:ai_trainer_melee_slow_base | Base class for slow AI melee trainer (do not use). | Not for mapper use. | ||
atdm:ai_trainer_melee_stophit_evade | AI melee trainer, trains player stophit and evade. | |||
atdm:ai_trainer_melee_stophit_evade_fast | AI melee trainer, trains player stophit and evade. | |||
atdm:ai_trainer_melee_stophit_parry_feint | AI melee trainer, trains player stophit, then parry and riposte with a feint attack. | |||
atdm:ai_trainer_melee_stophit_parry_riposte | AI melee trainer, trains player stophit, then parry-riposte. | |||
Internal/Vocal Sets | N/A | atdm:ai_vocal_kitchen | ||
N/A | atdm:ai_vocal_set_base | The default vocal set for AI, defines which sounds are played in the different situations. | ||
N/A | atdm:ai_vocal_set_builder_01 | Incomplete set: contains only a builder conversation, is the same as atdm:ai_vocal_set_builder_02. | ||
N/A | atdm:ai_vocal_set_builder_02 | Experienced; zealous; occasionaly uses archaic language; strong voice (suits builder guards). | ||
N/A | atdm:ai_vocal_set_builder_02_priest_armed | Experienced; zealous; occasionaly uses archaic language; strong voice (some specific lines tailored for priests). | ||
N/A | atdm:ai_vocal_set_builder_02_priest_civilian | N/A | ||
N/A | atdm:ai_vocal_set_builder_03_civilian | Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests). | ||
N/A | atdm:ai_vocal_set_builder_03_guard | Strong voice, experienced, determined; archaic language; patient and somewhat monitone, talks about servitude, orthodoxy (suits builder guards, forgers, inquisitors, priests). | ||
N/A | atdm:ai_vocal_set_builder_04_civilian | Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes). | ||
N/A | atdm:ai_vocal_set_builder_04_guard | Young; overzealous; slips out of archaic language sometimes; cliche scriptures, full of faith and burning with confidence, talks about doing great things. (suits builder guards, acolytes). | ||
N/A | atdm:ai_vocal_set_commander_armed_01 | Slight northern accent. This character is used to leading other people. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen. | ||
N/A | atdm:ai_vocal_set_commander_mage_01 | A strong, commandeering character, tailored to mages. Slight northern accent. | ||
N/A | atdm:ai_vocal_set_commander_unarmed_01 | This civilian is used to leading other people. Slight northern accent. He is strong, confident and used to being listened to. He talks a lot about plans and organization. Suitable for guard leaders or noblemen. | ||
N/A | atdm:ai_vocal_set_critic_armed_01 | A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, mages, or snooty guards.) | ||
N/A | atdm:ai_vocal_set_critic_inventor_armed_01 | A know-it all, well-spoken character. (suits commoners, generic guards). | ||
N/A | atdm:ai_vocal_set_critic_inventor_unarmed_01 | A know-it all, well-spoken character. (tailored to inventors). | ||
N/A | atdm:ai_vocal_set_critic_mage_01 | A know-it all, well-spoken character. (tailored to mages). | ||
N/A | atdm:ai_vocal_set_critic_unarmed_01 | A know-it all, well-spoken character, who always thinks he knows best. (Suits nobles, snooty servants.) | ||
N/A | atdm:ai_vocal_set_cynic_armed_01 | This is a cynical, hot-tempered character who complains a lot about his job. Suits guards. | ||
N/A | atdm:ai_vocal_set_cynic_citywatch | This citywatch is a cynical, hot-tempered character. Complains a lot about his job. | ||
N/A | atdm:ai_vocal_set_cynic_unarmed_01 | This civilian is a cynical, hot-tempered character who complains a lot about his job. | ||
N/A | atdm:ai_vocal_set_drunk_citywatch_01 | A gravelly-voiced, inebriated city watch of limited intelligence. | ||
N/A | atdm:ai_vocal_set_drunk_civilian_01 | A gravelly-voiced, inebriated character of limited intelligence. | ||
N/A | atdm:ai_vocal_set_drunk_guard_01 | A gravelly-voiced, inebriated guard of limited intelligence. | ||
N/A | atdm:ai_vocal_set_elemental | Default voices/noises for elementals. | ||
N/A | atdm:ai_vocal_set_grumbler_civilian_01 | A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners). | ||
N/A | atdm:ai_vocal_set_grumbler_drunk_01 | N/A | ||
N/A | atdm:ai_vocal_set_grumbler_guard_01 | A bored, seen-it-all character with a gravelly voice; complains a lot; uneducated; gruff, talks about his aches, pains, hunger, boredom, losing at gambling, etc (suits guards, forger, servants, commoners). | ||
N/A | atdm:ai_vocal_set_jack_beggar_01 | A generic beggar character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_civilian_01 | A generic character, tends to complain. (Suits generic commoners.) | ||
N/A | atdm:ai_vocal_set_jack_cook_01 | A generic cook character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_guard_01 | A generic character, tends to complain. (Suits commoners, generic guards.) | ||
N/A | atdm:ai_vocal_set_jack_labourer_01 | A generic labourer character, tends to complain. | ||
N/A | atdm:ai_vocal_set_jack_merchant_01 | A generic merchant character, tends to complain. | ||
N/A | atdm:ai_vocal_set_lady_01 | An aristocratic woman. | ||
N/A | atdm:ai_vocal_set_lady_02 | An aristocratic woman. | ||
N/A | atdm:ai_vocal_set_lady_armed_02 | An aristocratic woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_lady_guard_01 | An aristocratic woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_lord_civilian_01 | Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists). | ||
N/A | atdm:ai_vocal_set_lord_guard_01 | Strong voice; educated; arrogant and cold; dismissive, talks about himself and his own power/money. The Lord is used to being obeyed. (suits noblemen, elite guards, mages, inventor scientists). | ||
N/A | atdm:ai_vocal_set_maiden_armed_01 | This is a This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. | ||
N/A | atdm:ai_vocal_set_maiden_mage | This is a young female mage. She is earnest and somewhat timid. | ||
N/A | atdm:ai_vocal_set_maiden_unarmed_01 | This is a young female from the common class. She is a probably a servant or tradeswoman. She is earnest and somewhat timid and used to being ordered around by her betters. | ||
N/A | atdm:ai_vocal_set_moor_armed_01 | A foreign moor from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_moor_mage | A foreign sorcerer from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_moor_unarmed_01 | This civilian is a foreign moor from the southern desert lands across the sea. | ||
N/A | atdm:ai_vocal_set_mute | Empty vocal set for mute character, for testing, or as basis for new set with just a few utterances. | ||
N/A | atdm:ai_vocal_set_pro_civilian_01 | Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles). | ||
N/A | atdm:ai_vocal_set_pro_guard_01 | Professional, cool; uneducated but experienced; man of few words, very aware of his surroundings, often predicts the player's behaviour; talks about doing his job well (suits guards, elite guards, mages, thieves, inventors, nobles). | ||
N/A | atdm:ai_vocal_set_pro_trainer | N/A | ||
N/A | atdm:ai_vocal_set_pro_trainer_feint | N/A | ||
N/A | atdm:ai_vocal_set_revenant_01 | Default voices/noises for revenants. | ||
N/A | atdm:ai_vocal_set_simpleton_civilian_01 | A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. | ||
N/A | atdm:ai_vocal_set_simpleton_guard_01 | A simple, unintelligent character, who speaks in a slow, measured voice. He goes about his life dealing with the here and now, and doesn't think much about anything beyond what he's doing. Tends to state the obvious. (Suits commoners, generic guards.) | ||
N/A | atdm:ai_vocal_set_spider01 | Default voices/noises for spiders. | ||
N/A | atdm:ai_vocal_set_thug_civilian_01 | Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves). | ||
N/A | atdm:ai_vocal_set_thug_guard_01 | Crude and crass; uneducated; violent; threatening voice, talks about gambling, bullying, whoring, and bodily functions; swears a lot (suits guards, commoners, thieves). | ||
N/A | atdm:ai_vocal_set_wench_barmaid_01 | A saucy barmaid. | ||
N/A | atdm:ai_vocal_set_wench_civilian_01 | A saucy woman, unarmed. | ||
N/A | atdm:ai_vocal_set_wench_guard_01 | A saucy woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_wench_soft_civilian_01 | A softer spoken woman, unarmed. | ||
N/A | atdm:ai_vocal_set_wench_soft_guard_01 | A softer spoken woman, ready to fight. | ||
N/A | atdm:ai_vocal_set_wench_whore_01 | A lady of the night, unarmed. | ||
N/A | atdm:ai_vocal_set_werebeast_01 | Default voices/noises for werebeasts. | ||
N/A | atdm:ai_vocal_set_zombie_01 | Default voices/noises for zombies. | ||
Machines | atdm:ai_lantern_bot | N/A | Currently the only working in-game automaton. | |
N/A | atdm:ai_steambot_guard | N/A | Currently not operational in TDM. | |
Mages | atdm:ai_archmage01 | A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update. | ||
atdm:ai_archmage01_female | N/A | Female counterpart to the male archmage. | ||
atdm:ai_mage01 | A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update. | |||
atdm:ai_mage01_female | N/A | Female counterpart to the male mage. | ||
atdm:ai_sorcerer_moor | A foreign sorcerer from the southern lands across the sea. | |||
Monsters/Elementals | atdm:ai_elemental | Fire Elemental. Added to TDM in version 2.05. | ||
Monsters/Giant Spiders | atdm:ai_spider | A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | ||
atdm:ai_spider_child | A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_huge | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_huge02 | A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
atdm:ai_spider_thin | A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly. | |||
Monsters/Shapeshifters | N/A | atdm:ai_monster_werebeast | A powerful shapeshifer, able to take the form of a beast. | Currently not operational in TDM. |
N/A | atdm:ai_monster_werebeast_crawler | A powerful shapeshifer, able to take the form of a beast, moves on all fours. | Currently not operational in TDM. | |
Monsters/Undead | atdm:ai_undead_revenant | The animated corpse of a Builder who was executed for the most grevious of heresies. | ||
atdm:ai_undead_skeleton | An unarmed skeleton who uses zombie animations. | |||
atdm:ai_undead_skeleton_armed | An old, bleached white skeleton, who carries a rusty sword. | |||
atdm:ai_undead_skeleton_bloody | A fresh, bloody skeleton; uses unarmed attack. | |||
atdm:ai_undead_skeleton_bloody_armed | A fresh, bloody skeleton, who carries a rusty sword. | |||
atdm:ai_undead_skeleton_dirty | Old, dirty skeleton; uses unarmed attack. | |||
atdm:ai_undead_skeleton_dirty_armed | Old, dirty skeleton, who carries a rusty sword. | |||
Monsters/Undead/Spirits | atdm:ai_builder_guard_ghost | Invisble shadow monster. | ||
atdm:ai_revenant_spirit | A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes. | |||
Monsters/Undead/Zombies | atdm:ai_undead_zombie | A walking corpse with gaping mouth. | ||
atdm:ai_undead_zombie_alt01 | A bloodier version of the default zombie. | |||
Nobles/Armed | atdm:ai_nobleman02_armed | An armed aristocrat. | ||
atdm:ai_nobleman_armed | N/A | |||
Nobles/Unarmed | atdm:ai_nobleman | A wealthy aristocrat. | ||
atdm:ai_nobleman02_unarmed | An unarmed aristocrat. | |||
atdm:ai_noblewoman01 | A wealthy aristocratic lady. | |||
Relations | TBA | atdm:team_relations | This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn. |
Forum member Destined was kind enough to compile a numerical list of AI characters in early 2016. It should be up to date even now.
"Animated Props" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | atdm:attachment_point_swinging | This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. | ||
atdm:attachment_point_swinging_lod | This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default. | |||
atdm:flag_waving_pirate | N/A | |||
atdm:hanging_laundry_anim01 | Hanging laundry that moves slowly in the wind. | |||
atdm:hanging_sheets01_anim01 | Hanging ragged cloth on a rope that moves slowly in the wind. | |||
atdm:longbanner_anim01 | N/A |
"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 | atdm:numberwheel | N/A | ||
atdm:numberwheel_small | N/A | |||
N/A | func_bobbing | Generic bobbing entity. It will bob on the Z axis by default. | ||
N/A | func_cameratarget | Used to control camera view motion and camera view position motion. | ||
N/A | func_mover | Movers are objects meant to be controlled through scripts. | you can't make a func_mover rotate if you give it an accel_time | |
N/A | func_mover_amodel | Mover with a model. Movers are objects meant to be controlled through scripts. | ||
N/A | func_pendulum | Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity. | ||
N/A | func_plat | Standard Quake-style platform. | ||
N/A | func_riser | Simply rises or falls when triggered. | ||
N/A | func_rotating | Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction. | ||
N/A | func_shaking | Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off. |
"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
None of these entities are for mapper use, as they're tied to other entities in different folders.
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | ammo_broadhead_large | Broadhead Arrow Quiver, do not use, for debugging only. | Not for mapper use. |
N/A | ammo_ropearrow_large | Rope Arrow Quiver, do not use, for debugging only. | Not for mapper use. | |
N/A | ammo_vinearrow_large | Vine Arrow Quiver, du not use, for debugging only. | Not for mapper use. | |
N/A | ammo_waterarrow_large | Water Arrow Quiver, do not use, for debugging only. | Not for mapper use. | |
N/A | atdm:absence_marker | Marks a spot of a missing item for the AI. | Not for mapper use. | |
N/A | atdm:ammo_base | Don't use. Base class for all TDM ammunition. | Not for mapper use. | |
N/A | atdm:blood_marker | Marks a suspicious blood splat for the AI. | Not for mapper use. | |
N/A | atdm:frobable_base | Base class for all TDM frobable items. May be used for a simple non-moving frobable which triggers its targets. | Not for mapper use. | |
N/A | atdm:item_key | Don't use - base class for all TDM keys. | Not for mapper use. | |
N/A | atdm:mover_handle_base | Don't use - base class for lock handles and door handles | Not for mapper use. | |
N/A | atdm:player_base | This entity defines global variables for sound propagation. | Not for mapper use. | |
TBA | atdm:player_thief | N/A | Not for mapper use. | |
N/A | atdm:soundprop_globals | This entity defines global variables for sound propagation. | Not for mapper use. | |
N/A | atdm:team_relations_default | This entity sets up the default team relationships for this map. Don't use, instead add a 'atdm:team_relations' entity to your map. | Not for mapper use. | |
N/A | difficultymenu | Default strings for the difficulty levels. Can be overridden by spawnargs in the worldspawn of the map. | Not for mapper use. | |
N/A | func_group | Used to group brushes and patches together just for editor convenience. They are turned into worldspawn by DMAP. func_group entities will not spawn so don't try to set any other spawnargs. | Not for mapper use. | |
N/A | worldspawn | Every map should have exactly one worldspawn. | Not for mapper use. | |
AAS | N/A | aas100 | Basic properties of an 100x100x82 units big AI. Examples of this are monsters like belchers etc. | Not for mapper use. |
N/A | aas32 | Basic properties of an 32x32x68 units big AI. Examples of this are humans like guards etc. | Not for mapper use. | |
N/A | aas48 | Basic properties of an 48x48x82 units big AI. | Not for mapper use. | |
N/A | aas96 | Basic properties of an 96x96x96 units big AI. | Not for mapper use. | |
N/A | aas_elemental | Basic properties of a 24x24x24 flying unit, e.g. the fire elemental. | Not for mapper use. | |
N/A | aas_rat | Basic properties of a 12x12x12 units big AI. An example of this is the rat. | Not for mapper use. | |
N/A | aas_types | AAS define basic properties of AI, like how big they are, how high they can climb, etc. | Not for mapper use. | |
AI | atdm:ai_head01_commoner | N/A | Not for direct mapper use. Select in the menu of an AI body. | |
atdm:ai_head01_commoner_old | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_commoner_old_strawhat | Wears a wide-brim straw hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_commoner_shaven | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_commoner_strawhat | Wears a wide-brim straw hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_commoner_woolhat | Wears a small red hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_commoner_woolhat_shaven | Wears a small red hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head01_old_goggles | Has a pair of inventor goggles on head. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head02_hood_brown | Hood significantly reduces this character's peripheral vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head02_hood_dark | Hood significantly reduces this character's peripheral vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head02_hood_green | Hood significantly reduces this character's peripheral vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_citywatch | Beefy citywatch. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_citywatch_clothcoif | Wears cloth instead of chainmail. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_citywatch_eyepatch01 | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_citywatch_poor | Wears cloth instead of chainmail. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_commoner | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_commoner_eyepatch | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_guard_chaincoif | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_guard_clothcoif | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head03_guard_prohelmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_builder | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_builder_pale | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_commoner | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_commoner_clothcoif_green | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_guard_chaincoif | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_guard_clothcoif | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head04_guard_prohelmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_commoner | Default has dark hair (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_commoner_lighthair | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_nobleman_blonde | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_nobleman_blonde_greenhat | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_nobleman_young | Has dark hair and goatee (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head05_nobleman_young_redhat | Has dark hair and goatee (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_builder | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_commoner | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_commoner_dark | Hair is dark coloured (skin not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_nobleman | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_nobleman_blonde | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_nobleman_blonde_greenhat | Wears a fancy cap with feather (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_nobleman_redhat | Wears a fancy cap with feather (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head06_shaggy | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head07_builder_bishop_young | Wears a tall bishop's hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head07_builder_priest_young | Wears a priest's hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head07_builder_priest_young02_plain | Wears a priest's hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head07_builder_priest_young_plain | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_bluehat | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_commoner | Has dark hair(skin not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_commoner_bare | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_commoner_blonde | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_commoner_cap | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_greenhat | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_guard | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_helmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_pagan | Face covered with tattoos (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head08_pagan_hair | Face covered with tattoos (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_acolyte01 | Hood reduces his peripheral vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_acolyte02 | Hood reduces his peripheral vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
N/A | atdm:ai_head_base | Don't use. Is used by the code to spawn heads. | Not for mapper use. | |
N/A | atdm:ai_head_base_cityhelm | Don't use. Is used by the code to spawn heads with citywatch helmets. | Not for mapper use. | |
N/A | atdm:ai_head_base_eyepatch | Don't use. Is used by the code to spawn heads with eyepatches. | Not for mapper use. | |
atdm:ai_head_baseguard_chaincoif | Default guard head. Use only with AI wearing chainmail. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_chaincoif_beard | Default guard head. Use only with AI wearing chainmail. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_chaincoif_eyepatch01 | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_chaincoif_goatee | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_clothcoif | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_clothcoif_beard | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_clothcoif_pale | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_prohelmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_prohelmet_goatee | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_prohelmet_trainer | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_saxonhelmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_baseguard_saxonhelmet_goatee | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builder_bishop | Has a taller hat than typical priests (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builder_priest | Has a hat (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builder_priest_plain | Wears a simple red cap. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builderguard | Default head for builder guards. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builderguard02 | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builderguard02_eyepatch | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_builderguard_ghost | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch | Default citywatch head, with distinctive kettle helmet. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_clothcoif | Has rough helmet (not visible in editor) and wears cloth instead of chainmail. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_default_goatee | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_default_pale | Version with pale skin. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_eyepatch01 | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_poor | Helmet is made of rougher, scratched metal (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_citywatch_poor_eyepatch01 | Helmet is made of rough, dented metal (not visible in editor). Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_elite_guard | His expensive helmet makes this AI immune to the blackjack. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_elite_guard_eyepatch | His expensive helmet makes this AI immune to the blackjack. Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_elite_guard_goatee | His expensive helmet makes this AI immune to the blackjack. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_elitecitywatch | His expensive helmet makes this AI immune to the blackjack. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_elitecitywatch_eyepatch | His expensive helmet makes this AI immune to the blackjack. His eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_eric | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_eric_hooded | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female01_hood | Suited for thieves or mages. Hood restricts vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female01_shaggy | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female01_shaggy_noblewoman | Neckline makes this fit noblewoman model only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_base_blonde | Fits townsfolk_female. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_base_brunette | Hair uses brown skin (not visible in editor). Fits townsfolk_female. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_base_red | Hair uses reddish skin (not visible in editor). Fits townsfolk_female. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_blonde | Fits wench mesh only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_brunette | Hair uses brown skin (not visible in editor). Fits wench mesh only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_ponytail_red | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female02_red | Hair uses reddish skin (not visible in editor). Fits wench mesh only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female03_shaggy | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female03_shaggy_red | Hair uses reddish skin (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female04 | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female04_noblewoman | Neckline makes this fit noblewoman model only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_female04_noblewoman_bare | Neckline makes this fit noblewoman model only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_forger | His metal face-shield acts like a regular helmet, blocking front attacks with the blackjack. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_guard_chaincoif_eyepatch | Eyepatch reduces his field of vision. | Not for direct mapper use. Select in the menu of an AI body. | ||
N/A | atdm:ai_head_inquisitor | N/A | Not for direct mapper use. Select in the menu of an AI body. | |
atdm:ai_head_inventor_goggles | Wears inventor goggles on his nose (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_inventor_goggles_up | Wears inventor goggles on top of head (not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_moor01 | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_moor01_helmet | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_moor01_helmet02 | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_nobleman_greenhat | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_nobleman_greyhair | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_nobleman_redhat | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_noblewoman | Neckline makes this fit noblewoman model only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_noblewoman_old | Neckline makes this fit noblewoman model only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_old_inventor_goggles | Has a pair of inventor goggles on head. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_rev_spirit | This is a semi-transparent skull head. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_revenant | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_skeleton_flaming_skull | This skull is surrounded by flames. Casts light and can be extinguished with water arrows. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_skeleton_skull | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_skeleton_skull_bloody | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_skeleton_skull_dirty | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_sykes | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_sykes_hair | Hair is dark coloured (skin not visible in editor). | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_thief | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_thief_hooded | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_thief_player | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_wench | Duplicate of atdm:ai_head_female02_blonde. Legacy to avoid breaking maps. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_wench_brunette | Duplicate of atdm:ai_head_female02_brunette. Legacy to avoid breaking maps. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_head_wench_ponytail | Duplicate of atdm:ai_head_female02_ponytail_red. Legacy to avoid breaking maps. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_headbox_zombie | Creates a collision mesh for the head, but no visible head. Legacy only. | Not for direct mapper use. Select in the menu of an AI body. | ||
atdm:ai_skull_hooded | N/A | Not for direct mapper use. Select in the menu of an AI body. | ||
Conversations | N/A | atdm:conversation_command_activatetarget | Don't use, editor-internal usage only. | Not for mapper use. |
N/A | atdm:conversation_command_attackactor | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_attackentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_interactwithentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_interactwithentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_lookatactor | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_lookatentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_lookatposition | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_playanimcycle | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_playanimonce | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_run_script | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_stopmove | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_talk | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_turntoactor | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_turntoentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_turntoposition | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_waitforactor | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_waitforallactors | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_waitseconds | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_walktoactor | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_walktoentity | Don't use, editor-internal usage only. | Not for mapper use. | |
N/A | atdm:conversation_command_walktoposition | Don't use, editor-internal usage only. | Not for mapper use. | |
Difficulty | N/A | atdm:difficulty_settings | Contains difficulty settings, don't create manually, let the difficulty editor handle this entity. | Not for mapper use. |
N/A | atdm:difficulty_settings_default | N/A | Not for mapper use. | |
Inventory | N/A | atdm:inv_loot_info_item | Don't use - player inventory item. | Not for mapper use. |
LOD | TBA | atdm:nature_cattails_base | Basis for cattail LOD entities. Do not use. | Not for mapper use. |
TBA | atdm:nature_cattails_blades | A cattail plant with only the blades. Extremely efficient and can be used to fill entire areas. Found in very wet areas, like swamps or in the water near shore lines. | Not for mapper use. | |
SEED | TBA | atdm:seed_dummy_static | N/A | Not for mapper use. |
Potion Effects | N/A | atdm:breath_potion | An air potion effect, giving the player a fixed amount of air over time. | Not for mapper use. |
N/A | atdm:heal_food | A 1-point heal for food. The mapper can increase the healing by changing the heal_amount spawnarg on the food itself, which will be used to scale this effect. | Not for mapper use. | |
N/A | atdm:heal_generic | A generic heal effect, healing 10 points. | Not for mapper use. | |
N/A | atdm:heal_potion | A healing potion effect, healing the player a fixed amount of points over time. | Not for mapper use. |
"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. |
atdm:key_fancy01 | This is a fancy key, with different skins available. | |||
atdm:key_fancy02 | Another fancy key, with different skins available. | |||
atdm:key_mysterious | A mysterious, three-ringed key. | |||
atdm:key_mysterious_2 | A mysterious, three-ringed key, with different teeth. | |||
atdm:key_mysterious_copper | A mysterious, three-ringed key made of copper, still new. | |||
atdm:key_mysterious_copper_2 | A mysterious, three-ringed key made of copper, still new. | |||
atdm:key_mysterious_steel | A mysterious, three-ringed key made of gray steel. | |||
atdm:key_mysterious_steel_2 | A mysterious, three-ringed key made of gray steel. | |||
atdm:key_mysterious_tarnished | A mysterious, three-ringed key made of copper, tarnished with age. | |||
atdm:key_mysterious_tarnished_2 | A mysterious, three-ringed key made of copper, tarnished with age. | |||
atdm:key_ornate | An ornate, golden key. Remember to change the name if you change the skin.
|
|||
atdm:key_ornate_silver | An ornate silver key. Remember to change the name if you change the skin. | |||
atdm:key_ornate_skinnable | An ornate key with different skins. | |||
atdm:key_padlock | A simple padlock key. | |||
atdm:key_silver_jewelry_box | Silver jewellery box key. | |||
atdm:key_simple | A simple key, with different skins available. | |||
atdm:key_simple_alabaster | A simple alabaster key, named accordingly. | |||
atdm:key_simple_brass | A simple brass key, named accordingly. | |||
atdm:key_simple_copper | A simple copper key, named accordingly. | |||
atdm:key_simple_glass | A simple glass key, named accordingly. | |||
atdm:key_simple_greenish | An old, greenish brass key, named accordingly. | |||
atdm:key_simple_iron_dark | A dark, rough iron key, named accordingly. | |||
atdm:key_simple_old | An old, rusted key, named accordingly. | |||
atdm:key_simple_rusty | A rusted key, named accordingly. | |||
atdm:key_simple_steel | An gray steel key, named accordingly. | |||
atdm:key_simple_tarnished | A simple tarnished (green copper patina) key, named accordingly. | |||
atdm:key_strange | A strange looking key with ornamental engravings. | |||
N/A | atdm:keys_base | Don't use - base class for all lootable TDM keys. | Not for mapper use. |
"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
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
kitchen | atdm:jug01 | N/A | ||
atdm:wine_bottle02_standing01 | N/A | |||
atdm:wine_bottle02_standing02 | N/A | |||
atdm:wine_bottles_stack01 | N/A | |||
atdm:wine_crate02_full | N/A | |||
mechanical | atdm:arc_transformer_001_cage | Arc_transformer_001_cage model with LOD stages. | ||
atdm:boiler01 | Boiler01 model with LOD stages. | |||
atdm:boiler02 | N/A | |||
atdm:electrical_transmitter_tower01 | Electrical_transmitter_tower01 model with LOD stages. | |||
atdm:pull_chain01_long | N/A | |||
misc | atdm:market_stall_fancy01 | N/A | ||
wearables | atdm:folded_cloth01 | N/A | ||
atdm:folded_cloth02 | N/A |
"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
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | atdm:mossblob_patch | Patch of moss. | ||
atdm:mossblob_patch_wet | N/A | |||
Barrels | atdm:moveable_barrel_01 | Barrel can be pushed but not lifted. | ||
N/A | atdm:moveable_barrel_base | Don't use. Base class for all TDM barrel-like moveables. | ||
atdm:moveable_barrell_med | Open barrel; can be pushed (barely) but not lifted. | |||
Containers | atdm:moveable_basket_straw | N/A | ||
atdm:moveable_basket_straw_small | N/A | |||
atdm:moveable_bucket_metal | So you can kick the bucket. | |||
atdm:moveable_bucket_wood | So you can kick the bucket. | |||
atdm:moveable_crate01 | A medium-sized moveable crate. | |||
atdm:moveable_crate02 | A huge moveable crate. | |||
atdm:moveable_crate03 | A small-sized moveable crate. | |||
atdm:moveable_package_cube | N/A | |||
atdm:moveable_package_medium | N/A | |||
atdm:moveable_package_small | N/A | |||
Dungeon | atdm:moveable_ball_spiked | N/A | ||
atdm:moveable_ball_spiked_large | N/A | |||
Food | atdm:moveable_carrott_stub | N/A | ||
atdm:moveable_food_apple | An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten. | |||
N/A | atdm:moveable_food_base | Don't use. Base class for all TDM moveable food. | Not for mapper use. | |
atdm:moveable_food_bread | N/A | |||
atdm:moveable_food_carrot | Carrot for a corny joke? This food heals 1 HP when eaten. | |||
atdm:moveable_food_cheese_wedge | N/A | |||
atdm:moveable_food_cheese_wheel | N/A | |||
atdm:moveable_food_fish_bluefish | N/A | |||
atdm:moveable_food_fish_mackerel | N/A | |||
N/A | atdm:moveable_food_healthy_base | N/A | Not for mapper use. | |
atdm:moveable_food_muffin | N/A | |||
atdm:moveable_food_pear | This food heals 1 HP when eaten. | |||
atdm:moveable_food_pumpkin01 | N/A | |||
atdm:moveable_food_pumpkin02 | N/A | |||
atdm:moveable_food_pumpkin02 | Tels wanted edible carrots and a turnip. This food heals 1 HP when eaten. | |||
atdm:moveable_junk_apple_core | Eaten apple. | |||
atdm:moveable_junk_boomshroom_flinder | Flinder for exploding mushroom. | |||
atdm:moveable_junk_turnip_stub | Eaten turnip. | |||
Food/Random | atdm:moveable_food_apple_random_skin | An apple with random skin (red/green/brown/yellow). | ||
atdm:moveable_food_pear_random_skin | A pear with random skin (red/green/brown/yellow). | |||
Furniture | atdm:moveable_chair_arm_1_beige | N/A | ||
atdm:moveable_chair_arm_1_green | N/A | |||
atdm:moveable_chair_arm_1_red | N/A | |||
atdm:moveable_chair_dining_1_red | N/A | |||
atdm:moveable_chair_dining_2_red | N/A | |||
atdm:moveable_chair_rustic | N/A | |||
atdm:moveable_chair_simple01 | N/A | |||
atdm:moveable_chair_triangular | N/A | |||
atdm:moveable_chair_wood_1 | N/A | |||
atdm:moveable_coffeetable | N/A | |||
atdm:moveable_endtable_square | N/A | |||
N/A | atdm:moveable_furniture_base | Don't use. Base class for all TDM furniture moveables. | Not for mapper use. | |
N/A | atdm:moveable_furniture_heavy_base | N/A | Not for mapper use. | |
atdm:moveable_stool_padded | N/A | |||
atdm:moveable_stool_piano | N/A | |||
atdm:moveable_stool_rough | N/A | |||
atdm:moveable_stool_round | N/A | |||
atdm:moveable_stool_square | N/A | |||
Games | atdm:moveable_carrott_stub | N/A | ||
atdm:moveable_food_apple | An apple a day keeps a doctor away. Two apples a day keep two doctors away. See under Moveables/Junk for apple core. This food heals 1 HP when eaten. | |||
N/A | atdm:moveable_food_base | Don't use. Base class for all TDM moveable food. | Not for mapper use. | |
atdm:moveable_food_bread | N/A | |||
atdm:moveable_food_carrot | Carrot for a corny joke? This food heals 1 HP when eaten. | |||
atdm:moveable_food_cheese_wedge | N/A | |||
Hangers | atdm:moveable_coatrack | N/A | ||
N/A | atdm:moveable_hanger_base | Don't use. Base class for all TDM hanger moveables. | Not for mapper use. | |
atdm:moveable_ironsignmount | N/A | |||
Heavy Objects | N/A | atdm:moveable_heavy_base | 'Don't use. Base class for all heavy (non-frob, push only) TDM moveables. | Not for mapper use. |
atdm:moveable_junk_stoup_broken | A broken stoup. | |||
Household | atdm:moveable_bellows | N/A | ||
atdm:moveable_broom_01 | N/A | |||
atdm:moveable_broomstick | N/A | |||
atdm:moveable_washboard | N/A | |||
Household | atdm:moveable_flask_1 | N/A | ||
atdm:moveable_flask_2 | N/A | |||
Musical | atdm:moveable_lute01 | A lute. | ||
N/A | atdm:moveable_musical_base | Don't use. Base class for all TDM musical moveables. | Not for mapper use. | |
atdm:moveable_pan_pipes01 | Just pan pipes. | |||
Nautical | atdm:moveable_boat2 | N/A | ||
atdm:moveable_cannonball | N/A | |||
atdm:moveable_oar | N/A | |||
Player_tools | atdm:moveable_flashbomb | N/A | ||
atdm:moveable_gasmine | N/A | |||
atdm:moveable_mine | N/A | |||
atdm:moveable_spyglass | N/A | |||
atdm:moveable_spyglass_closed | A small red book. | |||
Readables | atdm:moveable_book_red1 | A smaller red book. | ||
atdm:moveable_book_red1_small | N/A | |||
atdm:moveable_book_sp1 | tdm_book_large | |||
atdm:moveable_book_tome | A heavy, huge tome. | |||
atdm:moveable_book_t1 | tdm_book_large | |||
atdm:moveable_paper2 | N/A | |||
atdm:moveable_paper3 | N/A | |||
atdm:moveable_scroll rolled up | N/A | |||
atdm:moveable_scroll_rolled_up_large | N/A | |||
atdm:moveable_scroll_tied_up | N/A | |||
atdm:moveable_scroll_tied_up_large | N/A | |||
Tools | atdm:moveable_spade_square | N/A |
"Movers" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | atdm:combination_lock | A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg. | ||
atdm:combination_lock_small | A combination lock entity that the player can manipulate with the mousewheel. Target it at the entity (generally a door) that you want it to unlock. Set the combination with the 'combination' spawnarg. | |||
N/A | atdm:door_handling_position | Used for custom AI door handling. Place where you want the AI to stand while operating the door. You can also set whether the door should be opened/closed/unlocked/locked from this side of the door. | ||
atdm:handle_curved_rotate_double_right | N/A | |||
atdm:handle_curved_rotate_left | N/A | |||
atdm:handle_curved_rotate_right | N/A | |||
atdm:handle_ornate01_double | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:handle_ornate01_double_brass | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:handle_ornate02_double | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:handle_short01_double | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:handle_simple01_double | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:handle_simple01_double_brass | Attach to a door by binding it or via the door_handle property on the door. | |||
atdm:lamp_desk_switch | A switch that can be attached to lamps. | |||
atdm:lockbox_lever_01 | N/A | |||
atdm:lockbox_lever_02 | N/A | |||
N/A | atdm:mover_base | Default mover. | ||
N/A | atdm:mover_binarymover_base | Don't use. Base class for all binary (two-state) movers like buttons, doors, levers, etc. | Not for mapper use. | |
N/A | atdm:mover_button | Default button. | ||
N/A | atdm:mover_door_elevator | Attach to a door by binding it or via the door_handle property on the door. | ||
N/A | atdm:mover_elevator | An elevator. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to. | ||
N/A | atdm:mover_elevator_button | Specialised button used to control elevators. Note: Needs to have either 'ride' or 'fetch' spawnarg set to 1 (or both). | ||
N/A | atdm:mover_lever | Default lever. | ||
N/A | atdm:mover_lever_brass_copper | N/A | ||
N/A | atdm:mover_lock_handle | Attach to a lock by binding it. | ||
N/A | atdm:mover_multistate | A multi-state mover. Can target two or more atdm:multistate_mover_position entities. Must be activated by an entity which carries a 'position' spawnarg which specifies the location the multistate mover should move to. | ||
N/A | atdm:mover_multistate_position | Defines a position for a multistate mover entity. Must be targetted by the multistate mover. | ||
atdm:mover_print_press_arm | N/A | |||
atdm:numberwheel_lever | N/A | |||
atdm:stove_small_square_handle | Used for small_square_stove entity, is attached at spawn. | |||
atdm:switch_flip | N/A | |||
atdm:switch_rotate_lever | N/A | |||
atdm:switch_translate_lever | N/A | |||
atdm:valve1_large | N/A | |||
atdm:valve1_small | N/A | |||
atdm:valve1_xl | N/A | |||
atdm:valve2_large | N/A | |||
atdm:valve2_small | N/A | |||
atdm:valve2_xl | N/A | |||
Doors | atdm:3panel_104x56 | Swinging left-hand door with hinges. Built to go with mansion01 module set. | ||
atdm:6panel_104x56 | Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins | |||
atdm:arched01_111x40_left | Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages. | |||
atdm:arched01_111x40_right | Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages | |||
atdm:door_104x56_2hinge | N/A | |||
atdm:door_104x56_3hinge | N/A | |||
atdm:door_128x56_2hinge | N/A | |||
atdm:door_128x56_3hinge | N/A | |||
atdm:door_96x48_2hinge | N/A | |||
atdm:door_96x48_2hinge02 | N/A | |||
atdm:door_96x48_3hinge | N/A | |||
atdm:dresser_04_drawer | N/A | |||
N/A | atdm:mover_door | Default swinging door. You must specify the rotation. | ||
atdm:mover_door_industrial01_grate | Designed to go with the stone_industrial01 module set. | |||
N/A | atdm:mover_door_sliding | Default sliding door. You must specify the translation. | ||
atdm:mover_metal_cabinetdoor_l | Designed to go with the metal_wall_cabinet. | |||
atdm:mover_metal_cabinetdoor_r | Designed to go with the metal_wall_cabinet. | |||
atdm:small_stove_square_door | Used for small_square_stove entity, is attached at spawn. | |||
atdm:stained_glass01_104x56 | Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins. | |||
atdm:stained_glass01_118x52 | Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins. | |||
atdm:window_wood_40x36 | N/A | |||
atdm:window_wood_80x36 | N/A | |||
Mechanical | atdm:mover_gear_16t | Gear metal 16 tooth. | ||
atdm:mover_gear_32tooth | Gear metal 32 tooth - moves half speed of 16 tooth. | |||
N/A | atdm:mover_gear_base | Don't use - base class for moveable gears - large gears should rotate 1/2 speed of smaller gear (ie: 32 t x 16 t) or rotate 1/2 as far. | ||
atdm:mover_gear_large_10t | Gear large_10 tooth. | |||
atdm:mover_gear_large_hollow_2_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_large_hollow_3_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_large_hollow_4_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_large_hollow_5_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_x_large_hollow_5_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_small_10t | Gear large_10 tooth. | |||
atdm:mover_gear_small_hollow_2_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_small_hollow_3_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_small_hollow_4_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_gear_small_hollow_5_spoke_10t | Gear large_10 tooth. | |||
atdm:mover_watermill_cogwheel_big | Gear large_10 tooth. | |||
atdm:mover_watermill_cogwheel_small | Gear small_10 tooth. |
"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
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | path_anim | Character will play the specified animation. Set angles to direction to face. | |
N/A | path_attack | Character will attack the character specified by 'enemy' key. Character will go to next path when enemy dies or when activated. | ||
N/A | path_corner | Character will walk to this entity. | ||
N/A | path_cycleanim | Character will loop the specified animation and wait until triggered, or until time specified by 'wait' / 'wait_max' has elapsed. Set angles to direction to face. | ||
N/A | path_default | Default path entry. | ||
N/A | path_flee_point | A point the characters are running to when fleeing. | ||
N/A | path_flee_point_rats | A point the rats can run to when fleeing. | ||
N/A | path_follow_actor | A path entity instructing the AI targetting this path to follow the actor (=player or other AI) targetted by this path. | ||
N/A | path_guard_point | A point the characters go to when guarding a search area. Place it where you want an AI to stand (i.e. in front of a treasure item or vault) and set the 'angle' spawnarg to the direction you want the AI to face when he's standing there. | ||
N/A | path_headanim | Starts playing an animation on the head, but immediately goes on to next path. Used for playing talk anims while walking. | ||
N/A | path_hide | Makes the character invisible and non-solid. | ||
N/A | path_interact | Character interacts with the target entity (this is similar to frobbing). | ||
N/A | path_jump | Character will jump to the next path entity (regardless of type). Will cause error if character doesn't have jumping ability. If jump is failing, you can manually specify velocity of the jump using 'up' and 'forward'. | ||
N/A | path_lookat | Causes character to look at an entity for a certain length of time (but in the mean time continue with patrolling) or until triggered. | ||
N/A | path_set_movetype | Change the character's movetype (e.g. ANIM for normal walking AI, and FLY to let the AI fly.) | ||
N/A | path_show | Makes the character visible and solid. | ||
N/A | path_sit | Character will sit down. Set angles to direction to face. Set wait / wait_max to make the AI get up after a specified amount of time. | ||
N/A | path_sleep | Character will go to sleep. | ||
N/A | path_talk | Forces character to talk to the player. | ||
N/A | path_talk_primary | Forces character to say his primary talk anim to the player. | ||
N/A | path_talk_secondary | Forces character to say his secondary talk anim to the player. | ||
N/A | path_talk_triggered | Forces character to say his triggered talk anim to the player. | ||
N/A | path_turn | Character will turn to the direction specified in entity. | ||
N/A | path_wait | Character will wait specified amount of time before continuing on path. Set angles to direction to face. | ||
N/A | path_waitfortheanim | Waits for animation on the head from path_headanim to finish. | ||
N/A | path_waitfortrigger | Character will wait until they're triggered again before continuing on path. |
"Playertools" subfolder
Some images of the playertools entities are depicted covered to a large extent with a green collision mesh. This is typical while viewing them in DarkRadiant. Due to this, some of the entity images also show their wireframes, for easier identification.
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | atdm:playertool | Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped. | Not for mapper use. |
N/A | atdm:playertool_lockpick_base | Base Lockpick (do not use) | Not for mapper use. | |
N/A | atdm:playertool_stackable | Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable. | Not for mapper use. | |
atdm:playertools_breath_potion | Breath Potion | |||
atdm:playertools_compass | Compass. | |||
atdm:playertools_flashbomb | Flashbomb. | |||
atdm:playertools_flashmine | Flashmine. | |||
N/A | atdm:playertools_heal_item | Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this. | Not for mapper use. | |
atdm:playertools_health_potion | Health Potion | |||
atdm:playertools_holywater | Holy Water | |||
atdm:playertools_lantern | Lantern | |||
atdm:playertools_lockpick_snake | Snake Lockpick | |||
atdm:playertools_lockpick_triangle | Triangle Lockpick | |||
atdm:playertools_mine | An explosive mine. | |||
N/A | atdm:playertools_savegame | Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work. | ||
atdm:playertools_slow_fall_potion | Slow-fall potion. Reduces falling damage but slows movement. | |||
atdm:playertools_slow_match | A slow match for lighting all ignitables such as torches and candles. | |||
atdm:playertools_speed_potion | Speed potion: temporarily boosts walking/running speed and jump distance. | |||
atdm:playertools_spyglass | Spyglass |
"Props" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | atdm:animation_replace_lean | Used to make AI lean back against a surface while idle. Put AI 25 units away from wall/surface. AI will stop leaning if alerted. | |
N/A | atdm:prop_base | Don't use. Base class for all TDM prop items (aka items that can be carried by AI). | Not for mapper use. | |
atdm:prop_belt_pouch | A decorative belt pouch. Use prop_lootbag for loot. | |||
atdm:prop_bullseye_lantern | N/A | |||
N/A | atdm:prop_candleflame_moving | A moving candle flame | ||
atdm:prop_cards | N/A | |||
N/A | atdm:prop_empty | Don't use. An empty prop base class for attaching flames and lights. | Not for mapper use. | |
N/A | atdm:prop_hack | N/A | ||
atdm:prop_lantern02_on | N/A | |||
atdm:prop_lantern_on | A lit lantern to be carried in the left hand. | |||
atdm:prop_lootbag | N/A | |||
atdm:prop_playable_lute | Attaching this lute will activate playing behaviour. | |||
atdm:prop_potion_healing | A healing potion. | |||
atdm:prop_quiver_arrow | A frobbable arrow for a quiver. | |||
atdm:prop_quiver_empty | N/A | |||
atdm:prop_quiver_full | N/A | |||
atdm:prop_quiver_full_withbow | N/A | |||
atdm:prop_quiver_waterarrow | A frobbable waterarrow for a quiver. | |||
atdm:prop_single_card | N/A | |||
atdm:prop_smithyhammer | N/A | |||
N/A | atdm:prop_spider_ceiling | Don't use. attachment for activating ceiling behaviour. | Not for mapper use. | |
atdm:prop_steel | N/A | |||
atdm:prop_cards_gothic_on | A lit gothic torch to be carried in the left hand. | |||
atdm:prop_cards_on | A lit torch to be carried in the left hand. | |||
N/A | atdm:prop_torchflame_moving | A moving torch flame. | ||
atdm:prop_winebottle | Attaching this bottle to an AI will activate drinking behaviour. | |||
atdm:prop_winebottle_sit_and_drink | Placing this bottle before a sitting AI will make the AI pick the bottle up, that will activate drinking behaviour plus a random put-down of the bottle. The cycle repeats then. | |||
atdm:prop_wooden_spoon | N/A | |||
N/A | atdm:sit_talk | An empty prop base class to switch to sitting talk animations. | ||
N/A | prop_attachment_point | Don't use. Used to help set attachment points. | Not for mapper use. | |
prop_broadbrim_hat_01 | N/A | |||
prop_broadbrim_hat_nofeather_01 | N/A | |||
prop_hood01 | N/A | |||
prop_woolen_cap01_nofeather | N/A | |||
Droppable | atdm:prop_apple_core | An apple core that can be spawned and dropped by the AI, will be removed after 'remove_delay' seconds from the game. | ||
atdm:drop_dice01 | A dice that vanishes 12 seconds after spawning (during an animation) from the game, can be dropped by AI. | |||
N/A | atdm:droppable_base | Don't use, base class for all droppable items. | Not for mapper use. | |
Keys | atdm:prop_goldkey | A gold key. | ||
N/A | atdm:prop_key_base | N/A | ||
atdm:prop_key_fancy01 | A fancy key. | |||
atdm:prop_key_fancy02 | N/A | |||
atdm:prop_key_mysterious | A mysterious key. | |||
atdm:prop_key_mysterious_2 | A mysterious key. | |||
atdm:prop_key_padlock | A simple padlock key. | |||
atdm:prop_key_simple | A simple iron key. | |||
N/A | atdm:prop_key_simple_base | Base class for attaching simple keys, do not use. | Not for mapper use. | |
atdm:prop_key_simple_brass | A simple brass key. | |||
atdm:prop_key_simple_copper | A simple copper key. | |||
atdm:prop_key_simple_greenish | A greenish simple key. | |||
atdm:prop_key_simple_old | An old simple key. | |||
atdm:prop_key_simple_rusty | A rusty simple key. | |||
atdm:prop_key_simple_steel | A simple steel key. | |||
atdm:prop_key_simple_tarnished | A tarnished simple key. | |||
atdm:prop_silverkey | A silver key. | |||
Weapons | atdm:prop_halberd | Decorative only; not for fighting. | ||
Wearables | atdm:prop_pauldron01_left | A pauldron. | ||
atdm:prop_pauldron01_right | A pauldron. | |||
pauldron_builder_left | A Builder pauldron. | |||
pauldron_builder_right | A Builder pauldron. | |||
prop_broadbrim_hat straw | N/A | |||
prop_citywatch_helmet | N/A | |||
prop_hat_bishop | N/A | |||
prop_hat_priest | N/A | |||
prop_inventor_goggles | N/A | |||
prop_inventor_goggles_up | N/A | |||
N/A | prop_moor_helmet01 | N/A | ||
prop_nobleman_cap_l | A nobleman's cap. | |||
prop_nobleman_cap_r | A nobleman's cap. | |||
prop_proguard_helmet | N/A | |||
prop_proguard_helmet_nonsolid | N/A | |||
prop_round_helmet | N/A | |||
prop_saxon_helmet | N/A | |||
prop_woolen_cap01 | N/A |
"Ragdolls" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | atdm:af_entity_base | Do not use, base class for all TDM animated entities, mainly there to set common spawnargs and document them. | Not for mapper use. |
N/A | atdm:env_hanging_sign_shield01 | Ragdoll for signs. | ||
N/A | atdm:env_ragdoll_base | Don't use. Base corpse class (dummy entity to store inherited information). | Not for mapper use. | |
atdm:env_ragdoll_builder_acolyte | Ragdoll for builder_acolyte. | |||
N/A | atdm:env_ragdoll_humanoid_base | Don't use, base class for all TDM humanoid ragdolls. | Not for mapper use. | |
atdm:env_saddle | Ragdoll for saddle. | |||
env_rope | A basic animated rope. | |||
N/A | env_swinglight_round | A swinging round light. | ||
Bodies | atdm:ai_mage01_ragdoll | Ragdoll for mage. | ||
atdm:env_ragdoll_beggar | Ragdoll for beggar. | |||
atdm:env_ragdoll_builder_forger | Ragdoll for builder_forger. | |||
atdm:env_ragdoll_builder_guard | Ragdoll for builder_guard. | |||
atdm:env_ragdoll_builder_priest | Ragdoll for builder_priest. | |||
atdm:env_ragdoll_citywatch_elite | Ragdoll for citywatch_elite. | |||
atdm:env_ragdoll_citywatch_new | Ragdoll for City Watch. | |||
atdm:env_ragdoll_commoner | Ragdoll for commoner. | |||
atdm:env_ragdoll_commoner_female | Ragdoll for female commoner. | |||
atdm:env_ragdoll_guard_thug | Ragdoll for thug. | |||
N/A | atdm:env_ragdoll_humanoid_base_newskel | N/A | Not for mapper use. | |
atdm:env_ragdoll_merc_elite | Ragdoll for elite guard. | |||
N/A | atdm:env_ragdoll_moor | Ragdoll for Moor. | ||
atdm:env_ragdoll_noble_man | Ragdoll for nobleman. | |||
atdm:env_ragdoll_noblewoman | Ragdoll for noble_woman. | |||
atdm:env_ragdoll_pagan_common | Ragdoll for humble pagan. | |||
atdm:env_ragdoll_proguard | Ragdoll for professional guard. | |||
atdm:env_ragdoll_rat | Ragdoll for rat. | |||
atdm:env_ragdoll_rogue | Ragdoll for rogue. | |||
atdm:env_ragdoll_rusted_builder | Ragdoll for rusted builder_guard. | |||
atdm:env_ragdoll_skeleton | Old, rotten skeleton. | |||
atdm:env_ragdoll_skeleton_bloody | Fresh, bloody bones. | |||
atdm:env_ragdoll_skeleton_white | Old, skeleton with white, bleached bones. | |||
atdm:env_ragdoll_tdm_spider | Ragdoll for spider. | |||
atdm:env_ragdoll_thief | Forces character to say his triggered talk anim to the player. | |||
atdm:env_ragdoll_townsfolk_engineer | Ragdoll for townsfolk_engineer. | |||
atdm:env_ragdoll_wench | Ragdoll for wench. |
"Randoms" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
Food | N/A | atdm:seed_random_base | A SEED entity that spawns random food items inside its area. Set 'max_entities' to the wanted amount. | |
N/A | atdm:seed_random_fruit | A SEED entity that spawns random fruits inside its area. Set 'max_entities' to the wanted amount. | ||
Pub | N/A | atdm:seed_random_bottles | A SEED entity that spawns random bottles inside its area. Set 'max_entities' to the wanted amount. | |
N/A | atdm:seed_random_game_cards | A SEED entity that spawns random cards and card stacks inside its area. Set 'max_entities' to the wanted amount. | ||
N/A | atdm:seed_random_game_pieces | A SEED entity that spawns random game pieces, dice or cards inside its area. Set 'max_entities' to the wanted amount. | ||
Vegetation | N/A | atdm:seed_random_grass | A SEED entity that spawns a random patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work. | |
N/A | atdm:seed_random_grass_dense | A SEED entity that spawns a random, dense patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work. | ||
N/A | atdm:seed_random_grass_sparse | A SEED entity that spawns a random sparse patch of grass in its area. Drag to desired size, and adjust density. This requires a grass texture on the brushes/patches beneath it to work. |
"Readables" subfolder
Subfolder(s) | Entity image | Entity file name | Entity description | Notes |
---|---|---|---|---|
None | N/A | atdm:readable_base | Don't use. The base class for all readables. | Not for mapper use. |
TBA | atdm:readable_immobile | Behaves like a func static which can be read upon being frobbed. | ||
atdm:readable_immobile_book01 | N/A | |||
atdm:readable_immobile_book_open01 | N/A | |||
atdm:readable_immobile_paper01 | N/A | |||
atdm:readable_immobile_scroll01 | N/A | |||
atdm:readable_immobile_sign_small01 | A small sign that cannot be frobbed; player reads sign in world. | |||
N/A | atdm:readable_mobile | Don't use. The base class for all readables. | Not for mapper use. | |
atdm:readable_mobile_book01 | N/A | |||
atdm:readable_mobile_book_open01 | N/A | |||
atdm:readable_mobile_paper01 | N/A | |||
atdm:readable_mobile_scroll01 | N/A | |||
atdm:readable_mobile_scroll01_rolledup | N/A |
"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 | atdm:painting_hor_large_random_image | A large painting with a random, horizontal image. | ||
atdm:painting_hor_medium_random_image | A medium-sized painting with a random, horizontal image. | |||
atdm:painting_hor_random_image | A medium-sized painting with a random, horizontal image. | |||
atdm:painting_ver_large_random_image | A large painting with a random, vertical image. | |||
atdm:painting_ver_medium_random_image | A medium-sized painting with a random, vertical image. | |||
atdm:painting_ver_random_image | A small painting with a random, vertical image. | |||
Fireplace Pieces | atdm:fireplace_ash_heap_big | An ash heap used inside a fireplace. | Not for mapper use. | |
atdm:fireplace_ash_heap_long | An ash heap used inside a fireplace. | |||
atdm:fireplace_ash_heap_round | An ash heap used inside a fireplace. | |||
atdm:fireplace_ash_heap_small | An ash heap used inside a fireplace. | |||
atdm:fireplace_grate | A grate to be used inside a fireplace. | |||
atdm:fireplace_piece_base | Base class for all add-on parts for fireplaces, do not use. | Not for mapper use. | ||
atdm:fireplace_wood_piece | Wood to be used inside a fireplace. | |||
atdm:fireplace_wood_piece_long | Wood to be used inside a fireplace. | |||
atdm:fireplace_wood_piece_small | Wood to be used inside a fireplace. Should not be used. | Not for mapper use. | ||
Hangers | atdm:sign_mount_wrought_iron_01 | A fancy wrought iron sign hanger, has LOD stages. |
"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 | atdm:ammo_broadhead_stuck | A broadhead stuck into a surface, ready to be plucked out by the player. | ||
atdm:ammo_ropearrow_stuck | A rope arrow stuck into a surface, ready to be plucked out by the player. | |||
Melee | atdm:weapon_blackjack | The thief's best friend. | ||
atdm:weapon_shortsword | The shortsword. |
"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 |
||
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 |
||
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
Other databases
- Model Database - in development
- Texture Database - in development
- Prefab Database - started earlier, in development
- Ambient Database - in development
Mapping addons
- Model addons repository - Repository of model assets provided by TDM contributors. Purely addons, i.e. only model assets other than those in the base game, listed in this Model Database. A useful repository for mappers looking for custom sound and ambient content for their missions.
Related topics and tutorials