User:Datiswous
...
"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. |