Entity Database: Difference between revisions

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m (→‎"Lights" subfolder: finished first part of the "Lights" entities subfolder)
m (→‎"Func" subfolder: completed basic overview of "Func" subfolder)
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==== "Func" subfolder ====
==== "Func" subfolder ====


TBA
{|class="wikitable sortable" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100%
|-
!bgcolor=#d0d0e0 width="7%"|Subfolder(s)
!bgcolor=#d0d0e0 width="11%"|Entity image
!bgcolor=#d0d0e0 width="8%"|Entity file name
!bgcolor=#d0d0e0 width="11%"|Entity description
!bgcolor=#d0d0e0 width="11%"|Notes
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|''None''
|N/A
|atdm:func_shooter
|''An entity shooting projectiles in (regular) time intervals.''
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|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.''
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|N/A
|func_aas_obstacle
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
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|N/A
|func_aas_portal
|''Used to dynamically block off areas from monsters. Toggles on/off when triggered.''
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|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.''
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|N/A
|func_animate
|''Object that changes animation when triggered.''
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|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.''
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|N/A
|func_camera_anim
|''Camera controlled by animation.''
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|N/A
|func_cameraview
|''Simple Camera view, apply a rotation matrix, angle or target it at a target_null.''
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|N/A
|func_clipmodel
|''Holder for a clip model which can be used by another entity.''
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|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.''
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|N/A
|func_damage
|''Damages targeted entities when triggered.''
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|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.''
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|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.''
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|N/A
|func_explosion
|''Hidden object that explodes when activated.''
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|N/A
|func_forcefield
|''Force field.''
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|N/A
|func_fracture
|''b-rep brittle fracture (Breakable glass or other material''
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|N/A
|func_fx
|''Spawns a special effect when triggered.''
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|N/A
|func_liquid
|''Do not use directly, use atdm:water under Liquids instead! Applies liquid physics to entities.''
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|N/A
|func_portal
|''Use to make triggerable portals or close/open portals with distance or depending on LOD bias.''
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|N/A
|func_remove
|''Removes targeted entities from the game when triggered.''
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|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.''
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|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'.''
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|N/A
|func_splat
|''Splats a decal based on the rotation angle.''
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|N/A
|func_splinemover
|''Entity which stores a spline path.''
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|N/A
|func_spring
|''Spring connecting two entities.''
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|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.''
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|N/A
|func_teleporter
|''Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.''
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|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.''
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|N/A
|urine_s
|N/A
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|-
|'''Movers'''
|TBA
|atdm:numberwheel
|N/A
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|TBA
|atdm:numberwheel_small
|N/A
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|N/A
|func_bobbing
|''Generic bobbing entity. It will bob on the Z axis by default.''
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|N/A
|func_cameratarget
|''Used to control camera view motion and camera view position motion.''
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|N/A
|func_mover
|''Movers are objects meant to be controlled through scripts.''
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|N/A
|func_mover_amodel
|''Mover with a model. Movers are objects meant to be controlled through scripts.''
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|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.''
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|N/A
|func_plat
|''Standard Quake-style platform.''
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|N/A
|func_riser
|''Simply rises or falls when triggered.''
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|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.''
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|N/A
|func_shaking
|''Shaking object.  Starts shaking at map start by default.  Triggering entity turns it on and off.''
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|}


==== "Info" subfolder ====
==== "Info" subfolder ====

Revision as of 08:33, 23 October 2018

This article serves as an overview of all the Entities (animated/in-motion models and content) available for mission building in The Dark Mod, via the DarkRadiant editor. Note that the editor itself doesn't house these crucial assets, it relies on the assets available in the base game.

Only the Entities and Models that are currently a part of core TDM (the base game) are listed in this database. Custom additions to Fan Missions, made by individual authors for individual missions, will not be listed here, unless they become accepted and integrated into the core game.

All of the entities and models listed in this database are current for TDM 2.05. Feel free to udpate the list full list to version 2.06 and higher whenever you'll have the time to do so.

For static/stationary models and content, please see Models and the Model Database.

Entities overview

An overview of entities available for level building a.k.a. mapping.

"darkmod" folder

The main folder for most of the entities commonly used in The Dark Mod. The overviews listed below are arranged according to the folder's main subfolders, each representing a different broad type of entities. The order is alphabetical, as in DarkRadiant's entity browser.

"AI" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
AAS_flood N/A aas100_flood This will generate AAS for AI with AAS100
N/A aas32_flood This will generate AAS for AI with AAS32
N/A aas48_flood This will generate AAS for AI with AAS48
N/A aas96_flood This will generate AAS for AI with AAS96
N/A aas_elemental_flood This will generate AAS for flying elementals.
N/A aas_flood_base Don't use. Base class for all AAS flood entities. Not for mapper use.
N/A aas_rat_flood This will generate AAS for rats.
AI Combat Nodes N/A ai_attackcone N/A
N/A ai_attackcone_once N/A
N/A ai_attackcone_turret Attack cone where monster stands in place and uses normal range attack (if it has one).
N/A ai_lost_combat Lost combat node. Monster will retreat to this position when he can no longer reach the player.
Animals TBA atdm:ai_rat_small N/A An ordinary rat.
TBA atdm:ai_spider_tiny A regular old, tiny spider. Does not attack; for ambiance only.
Animals/Horses TBA atdm:ai_animal_horse_tame1 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame2 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame3 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame4 N/A Stationary horse with idle animations.
TBA atdm:ai_animal_horse_tame5 N/A Stationary horse with idle animations.
Builders/Armed TBA atdm:ai_builder_guard Builder Guards defend Church territory and sometimes enforce Church law.
TBA atdm:ai_builder_guard_lesser Newer guards are given the more menial jobs while they earn their ceremonial armour.
TBA atdm:ai_builder_guard_rusted N/A
TBA atdm:ai_builder_guard_rusted02 N/A
TBA atdm:ai_builder_priest_combatant N/A
Builders/Unarmed TBA atdm:ai_builder_acolyte Builder Acolytes are the lowest rank of the clergy.
TBA atdm:ai_builder_forger A valued member of the church who works in the Builder Forges.
TBA atdm:ai_builder_guard_rusted_unarmed A Builder Guard in rusted, rotten armour. Only prisoners, the lost, or the mad would be seen in such a state.
TBA atdm:ai_builder_priest Builder Priests have authority over church territory.
Commoners/Armed TBA atdm:ai_guard_female_rogue Flaunting social conventions, this woman carries a sword and knows how to use it.
TBA atdm:ai_beggar_armed A desperate beggar, pauper, or urban pagan, armed. Note: By default, the beggar team is not hostile to the player.
TBA atdm:ai_townsfolk_commoner_archer This is an untrained peasant who happens to have a bow.
TBA atdm:ai_townsfolk_commoner_armed This is an untrained peasant who happens to be armed.
TBA atdm:ai_townsfolk_wench_armed A generic woman, armed.
Commoners/Armed/Citywatch TBA atdm:ai_citywatch A regular member of the City Watch, charged with keeping the rule of law in the streets of Bridgeport.
TBA atdm:ai_citywatch_archer An archer member of the City Watch.
TBA atdm:ai_citywatch_elite An elite member of the City Watch, assigned to guard the wealthiest areas of the city, or as captains over other wards.
TBA atdm:ai_citywatch_lesser A less trained, poorly equiped member of the City Watch, generally working in poorer areas of the city.
Commoners/Armed/Foreigners TBA atdm:ai_moor A foreigner from the southern continent across the sea.
TBA atdm:ai_moor02 A foreigner from the southern continent across the sea.
Commoners/Armed/Guards TBA atdm:ai_guard_archer_01 A generic archer for hire.
TBA atdm:ai_guard_elite An elite guard with expensive equipment; works only for the wealthiest employers.
TBA atdm:ai_guard_elite_02 Often former soldiers, these guards are highly trained and well equipped.
TBA atdm:ai_guard_generic_01 A generic sword for hire.
TBA atdm:ai_guard_generic_01_pauldrons A generic sword for hire, slightly more armoured.
TBA atdm:ai_guard_generic_01b A generic sword for hire.
TBA atdm:ai_guard_generic_02 Another generic sword for hire.
TBA atdm:ai_guard_thug A crude hoodlum who enjoys having a reason to push people around.
TBA atdm:ai_proguard A highly trained, professional guard for hire.
Commoners/Armed/Pagans TBA atdm:ai_pagan_common_archer A humble pagan, with a bow.
TBA atdm:ai_pagan_common_armed A humble pagan, armed.
Commoners/Armed/Thieves TBA atdm:ai_burglar A stealthy thief, used to breaking into places he isn't supposed to be. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_burglar_professional Rarest of all, this professional thief is well trained and very well equiped. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_burglar_professional_archer Rarest of all, this professional thief is well trained and very well equiped. Uses bow in combat. Default vocals subject to change; to keep it, add 'def_vocal' 'atdm:ai_vocal_set_pro_guard_01' to entity.
TBA atdm:ai_female_rogue Carries a weapon and knows how to defend herself. On the criminal team. Model subject to change.
TBA atdm:ai_female_thief A professional criminal, this woman can hold her own against most men.
TBA atdm:ai_thief01 Good at what he does, this thief is a few steps up from a common pickpocket.
TBA atdm:ai_thief02 A run of the mill pickpocket. Thieves like this are a dime a dozen.
TBA atdm:ai_thief02_archer A generic thief with bow.
TBA atdm:ai_thief_thug A crude ruffian who uses his muscle to get what he wants. On the 'Criminal' Team.
Commoners/Unarmed TBA atdm:ai_gentleman_scientist Not every inventor is a member of the Inventor's Guild. It is common for wealthy gentlemen with a little bit of curiosity to examine the mysteries of anatomy, astrology and alchemy in their spare time.
TBA atdm:ai_labourer_wealthy01 A well-off labourer, perhaps a master craftsmen. Carries a 50gp purse by default.
TBA atdm:ai_merchant01 A generic, middle-class merchant. Carries a 50gp purse by default.
TBA atdm:ai_thug_unarmed A crude scoundrel who is a coward at heart.
TBA atdm:ai_townsfolk_beggar A ragged beggar, pauper, or urban pagan. Note: By default, the beggar team is not hostile to the player.
TBA atdm:ai_townsfolk_commoner A generic engineer/blacksmith/miner character.
TBA atdm:ai_townsfolk_commoner_02 This is a generic civilian, suitable for servants, merchants, or tradespeople.
TBA atdm:ai_townsfolk_engineer A generic engineer/blacksmith/miner character.
TBA atdm:ai_townsfolk_female A maidservant or common woman.
TBA atdm:ai_townsfolk_wench A generic woman.
TBA atdm:ai_whore A woman of loose morals. On the 'Street People' team, and thus neutral to the player.
Commoners/Unarmed/Inventors TBA atdm:ai_inventor_scientist A high-ranking member of the Inventor's Guild.
Commoners/Unarmed/Pagans TBA atdm:ai_pagan_common A humble pagan.
Internal N/A atdm:ai_melee_set_base Base class for melee difficulty sets (Do not use). Not for mapper use.
N/A atdm:ai_melee_set_knife_novice_expert N/A
N/A atdm:ai_melee_set_knife_novice_hard N/A
N/A atdm:ai_melee_set_knife_novice_normal N/A
N/A atdm:ai_melee_set_knife_skilled_expert N/A
N/A atdm:ai_melee_set_knife_skilled_hard N/A
N/A atdm:ai_melee_set_knife_skilled_normal N/A
N/A atdm:ai_melee_set_knife_trained_expert N/A
N/A atdm:ai_melee_set_knife_trained_hard N/A
N/A atdm:ai_melee_set_knife_trained_normal N/A
N/A atdm:ai_melee_set_novice_expert N/A
N/A atdm:ai_melee_set_novice_hard N/A
N/A atdm:ai_melee_set_novice_normal N/A
N/A atdm:ai_melee_set_skilled_expert N/A
N/A atdm:ai_melee_set_skilled_hard N/A
N/A atdm:ai_melee_set_skilled_normal N/A
N/A atdm:ai_melee_set_trained_expert N/A
N/A atdm:ai_melee_set_trained_hard N/A
N/A atdm:ai_melee_set_trained_normal N/A
Internal/Base Class N/A atdm:ai_archer_base Don't use. Base class for all TDM AI with projectile weapons. Not for mapper use.
N/A atdm:ai_base Don't use. Base class for all TDM AI entities. Not for mapper use.
N/A atdm:ai_humanoid Don't use. Base class for all TDM humanoid AI entities. Not for mapper use.
N/A atdm:ai_humanoid_newskel Don't use. Base class for all TDM humanoid AI entities using new skeleton. Not for mapper use.
N/A atdm:ai_humanoid_undead Don't use; base class for all undead. Not for mapper use.
N/A atdm:ai_humanoid_undead_newskel Don't use; base class for all undead using new skeleton. Not for mapper use.
N/A atdm:ai_monster_base Don't use. Base class for all TDM Monster AI entities. Not for mapper use.
N/A atdm:ai_undead_zombie_base Don't use; base class for all zombies. Not for mapper use.
N/A atdm:ai_steambot_base N/A Not for mapper use. (Probably.)
Internal/Trainer TBA atdm:ai_trainer_melee_attack AI melee trainer, trains player to make attacks.
TBA atdm:ai_trainer_melee_dummy_base Base class for melee training dummy (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_dummy_builder_guard Builder guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_builder_guard_lesser Lesser Builder guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_citywatch Citywatch melee training dummy.
TBA atdm:ai_trainer_melee_dummy_commoner Unarmored melee training dummy (uses commoner model).
TBA atdm:ai_trainer_melee_dummy_elite Elite guard melee training dummy.
TBA atdm:ai_trainer_melee_dummy_proguard Proguard melee training dummy.
TBA atdm:ai_trainer_melee_fast_base Base class for fast AI melee trainer (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_feint AI melee trainer, trains player to make feint attacks.
TBA atdm:ai_trainer_melee_feint_fast AI melee trainer, trains player to make feint attacks.
TBA atdm:ai_trainer_melee_parry AI melee trainer, trains player to make parries.
TBA atdm:ai_trainer_melee_parry_fast AI melee trainer, trains player to make parries.
TBA atdm:ai_trainer_melee_parry_feint AI melee trainer, trains player to parry, then feint.
TBA atdm:ai_trainer_melee_parry_feint_fast AI melee trainer, trains player to parry, then feint.
TBA atdm:ai_trainer_melee_parry_riposte AI melee trainer, trains player to parry-riposte.
TBA atdm:ai_trainer_melee_parry_riposte_fast AI melee trainer, trains player to parry-riposte.
TBA atdm:ai_trainer_melee_slow_base Base class for slow AI melee trainer (do not use). Not for mapper use.
TBA atdm:ai_trainer_melee_stophit_evade AI melee trainer, trains player stophit and evade.
TBA atdm:ai_trainer_melee_stophit_evade_fast AI melee trainer, trains player stophit and evade.
TBA atdm:ai_trainer_melee_stophit_parry_feint AI melee trainer, trains player stophit, then parry and riposte with a feint attack.
TBA atdm:ai_trainer_melee_stophit_parry_riposte AI melee trainer, trains player stophit, then parry-riposte.
Internal/Vocal Sets N/A atdm:ai_ TBA
Machines TBA atdm:ai_lantern_bot N/A Currently the only working in-game automaton.
TBA atdm:ai_steambot_guard N/A Currently not operational in TDM.
Mages TBA atdm:ai_archmage01 A rare and powerful member of the Hermetic Order with a powerful fireball attack. Note: behaviour subject to change in a future update.
TBA atdm:ai_archmage01_female N/A Female counterpart to the male archmage.
TBA atdm:ai_mage01 A typical member of the Hermetic Order; relies primarily on melee attack. Note: behaviour subject to change in a future update.
TBA atdm:ai_mage01_female N/A Female counterpart to the male mage.
TBA atdm:ai_sorcerer_moor A foreign sorcerer from the southern lands across the sea.
Monsters/Elementals TBA atdm:ai_elemental Fire Elemental. Added to TDM in version 2.05.
Monsters/Giant Spiders TBA atdm:ai_spider A giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_child A very large spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_huge A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_huge02 A huge giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
TBA atdm:ai_spider_thin A thinner giant spider. Use spawnarg: 'animal_patrol' '1' to have spider wander around randomly.
Monsters/Shapeshifters TBA atdm:ai_monster_werebeast A powerful shapeshifer, able to take the form of a beast. Currently not operational in TDM.
TBA atdm:ai_monster_werebeast_crawler A powerful shapeshifer, able to take the form of a beast, moves on all fours. Currently not operational in TDM.
Monsters/Undead TBA atdm:ai_undead_revenant The animated corpse of a Builder who was executed for the most grevious of heresies.
TBA atdm:ai_undead_skeleton An unarmed skeleton who uses zombie animations.
TBA atdm:ai_undead_skeleton_armed An old, bleached white skeleton, who carries a rusty sword.
TBA atdm:ai_undead_skeleton_bloody A fresh, bloody skeleton; uses unarmed attack.
TBA atdm:ai_undead_skeleton_bloody_armed A fresh, bloody skeleton, who carries a rusty sword.
TBA atdm:ai_undead_skeleton_dirty Old, dirty skeleton; uses unarmed attack.
TBA atdm:ai_undead_skeleton_dirty_armed Old, dirty skeleton, who carries a rusty sword.
Monsters/Undead/Spirits TBA atdm:ai_builder_guard_ghost Invisble shadow monster.
TBA atdm:ai_revenant_spirit A skeletal spirit; uses default AI behaviour right now which isn't really appropriate for a ghost. Probably best used in scripted scenes.
Monsters/Undead/Zombies TBA atdm:ai_undead_zombie A walking corpse with gaping mouth.
TBA atdm:ai_undead_zombie_alt01 A bloodier version of the default zombie.
Nobles/Armed TBA atdm:ai_nobleman02_armed An armed aristocrat.
TBA atdm:ai_nobleman_armed N/A
Nobles/Unarmed TBA atdm:ai_nobleman A wealthy aristocrat.
TBA atdm:ai_nobleman02_unarmed An unarmed aristocrat.
TBA atdm:ai_noblewoman01 A wealthy aristocratic lady.
Relations TBA atdm:team_relations This entity sets up the team relationships for this map, extending and/or overriding the values read from the 'atdm:team_relations_default' entityDef. This entity will remove itself right after spawn.

"Animated Props" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None TBA atdm:attachment_point_swinging This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'.
TBA atdm:attachment_point_swinging_lod This is a small swinging hooked ring that chains can be bound to in order to create swinging lamps, ropes, etc. use 'bindtojoint' 'lamp'. This one uses LOD and will stop swinging at 500 units away by default.
TBA atdm:flag_waving_pirate N/A
TBA atdm:hanging_laundry_anim01 Hanging laundry that moves slowly in the wind.
TBA atdm:hanging_sheets01_anim01 Hanging ragged cloth on a rope that moves slowly in the wind.
TBA atdm:longbanner_anim01 N/A

"Conversation" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:conversation_info Used to handle the map's conversations.

"Deprecated" subfolder

TBA

"Func" subfolder

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

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

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

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

N/A func_teleporter Teleports the player to its own origin and angle, when DoAction() is called on it. Use 'atdm:teleport' instead.
N/A func_waitforbutton When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off.
N/A urine_s N/A
Movers TBA atdm:numberwheel N/A
TBA atdm:numberwheel_small N/A
N/A func_bobbing Generic bobbing entity. It will bob on the Z axis by default.
N/A func_cameratarget Used to control camera view motion and camera view position motion.
N/A func_mover Movers are objects meant to be controlled through scripts.
N/A func_mover_amodel Mover with a model. Movers are objects meant to be controlled through scripts.
N/A func_pendulum Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. Pendulum frequency is a physical constant based on the length of the beam and gravity.
N/A func_plat Standard Quake-style platform.
N/A func_riser Simply rises or falls when triggered.
N/A func_rotating Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating, and, depending on 'invert_on_trigger' will cause it to reverse its direction.
N/A func_shaking Shaking object. Starts shaking at map start by default. Triggering entity turns it on and off.

"Info" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:campaign_info Use this to define item limits to keep at the end of a mission.
TBA atdm:location_settings An object that changes the ambient sound and ambient light level according to what location the player is in. Can also call script functions upon entry/exit of locations. Intended to be global, for non-directional ambient sounds in an area and the global ambient_world in the map. You can set a few spawnargs as defaults on this entity, as well as others, on the 'info_location' entities.
N/A atdm:no_seed An entity that will inhibit spawning of other entities inside its own space. Place in map and link to one ore more 'atdm::seed' entity.
N/A atdm:savegame_admin Base entity to alter savegame behaviour. Only use on at a time.
N/A atdm:seed An entity that will spawn/cull other entities according to the distance to the player.
N/A info_location Place one of these in each door-separated area for naming the gameplay sections.
N/A info_locationseparator Touch a visportal with this to break location name flood filling without using a door.
N/A info_portal_base Base class - do not use. Not for mapper use.
N/A info_portalsettings Touch a visportal with this to provide sound or other settings.
N/A info_portalsky Specifies location for portal sky. Multiple portalsky locations are supported, with one 'currently active' info_portalSky providing the view for all portal sky brushes. Triggering an info_portalSky will make it 'current', even if it didn't have a 'triggered' flag to start with.
N/A info_tdm_areadata Place this entity within a given area to set special variables in the room. Includes soundprop variables and will include AI variables in the future. This overrides data on the info_location entity. Place only one per area.
N/A info_tdm_objective_location Place this and make note of its name for use with the objectives system and location-based objectives. Each clock tick, this checks items within its bounds, and if 'objective_ent' has been set on the entity, it updates the objective system when it enters or leaves the bounds of the objective location. Set 'interval' to define the clock cycle in seconds.
N/A text Used to display debug text in a level. Set 'text' to the string you want to be visible.

"Internal" subfolder

TBA

"Items" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:item_base Don't use. The base class for items the player can pick up. Not for mapper use.
TBA atdm:item_book_red1 A red Book
N/A atdm:item_book_t1 Book
N/A atdm:item_paper1 Paper
N/A atdm:item_scroll1 Scroll
N/A atdm:map_base Don't use - base class for all map items. Not for mapper use.
Custom N/A atdm:grabable_custom_item A customisable, grabable and/or pushable object. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. If you want it to go in the inventory use atdm:moveable_custom_item.
N/A atdm:moveable_custom_item A customisable, moveable object that can go in the inventory and optionally dropped. It can also optionally trigger a target from the inventory. Almost any model can be selected and other displayed properties easily modified. The model must have a collision model or the map will not run. Alternatively, use the 'atdm:static_custom_item' which can still be picked up but is non-droppable and does not need a collision model. For a non-inventory grabable use 'atdm:grabable_custom_item'.
N/A atdm:static_custom_item A customisable, static object that can be picked up but not dropped. Almost any model can be selected and other displayed properties easily modified. It can optionally trigger a target from the inventory. Alternatively, use the 'atdm:moveable_custom_item', which can optionally be dropped but the model must have a collision model or the map won't run.

"Keys" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:froblock A simple pickable lock box. Unlocks and locks targetted frobmovers (doors, levers, etc.) when unlocked/locked. Bind lock handles to it to let them move during lockpicking. Use lock_pins and lock_picktype to specify the complexity of this lock. Not for mapper use.
TBA atdm:key_fancy01 This is a fancy key, with different skins available.
TBA atdm:key_fancy02 Another fancy key, with different skins available.
TBA atdm:key_mysterious A mysterious, three-ringed key.
TBA atdm:key_mysterious_2 Another fancy key, with different skins available.
TBA atdm:key_mysterious_copper A mysterious, three-ringed key made of copper, still new.
TBA atdm:key_mysterious_copper_2 A mysterious, three-ringed key made of copper, still new.
TBA atdm:key_mysterious_steel A mysterious, three-ringed key made of gray steel.
TBA atdm:key_mysterious_steel_2 A mysterious, three-ringed key made of gray steel.
TBA atdm:key_mysterious_tarnished A mysterious, three-ringed key made of copper, tarnished with age.
TBA atdm:key_mysterious_tarnished_2 A mysterious, three-ringed key made of copper, tarnished with age.
TBA atdm:key_ornate An ornate, golden key. Remember to change the name if you change the skin.

TBA atdm:key_ornate_silver An ornate silver key. Remember to change the name if you change the skin.
TBA atdm:key_ornate_skinnable An ornate key with different skins.
TBA atdm:key_padlock A simple padlock key.
TBA atdm:key_silver_jewelry_box Silver jewellery box key.
TBA atdm:key_simple A simple key, with different skins available.
TBA atdm:key_simple_alabaster A simple alabaster key, named accordingly.
TBA atdm:key_simple_brass A simple brass key, named accordingly.
TBA atdm:key_simple_copper A simple copper key, named accordingly.
TBA atdm:key_simple_glass A simple glass key, named accordingly.
TBA atdm:key_simple_greenish An old, greenish brass key, named accordingly.
TBA atdm:key_simple_iron_dark A dark, rough iron key, named accordingly.
TBA atdm:key_simple_old An old, rusted key, named accordingly.
TBA atdm:key_simple_rusty A rusted key, named accordingly.
TBA atdm:key_simple_steel An gray steel key, named accordingly.
TBA atdm:key_simple_tarnished A simple tarnished (green copper patina) key, named accordingly.
TBA atdm:key_strange A strange looking key with ornamental engravings.
N/A atdm:keys_base Don't use - base class for all lootable TDM keys. Not for mapper use.

"Lights" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:ambient_world The main ambient light for your map, add one and drag its size to cover your entire map. Note: the name for the entity must be 'ambient_world' to make it work!
TBA 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.
Sources N/A light Generic light source. If health is set, light becomes breakable and turns off when shot.

"Liquids" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:liquid Base class for water bodies, do not use. Not for mapper use.
N/A atdm:liquid_water Normal clear water, extinguishes fire.
N/A atdm:liquid_water_murky Normal murky water, extinguishes fire.

"LOD" subfolder

TBA

"Loot" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Moveable TBA atdm:moveable_loot_amethyst amethyst
TBA atdm:moveable_loot_base Don't use. Base class for loot that is moveable. Not for mapper use.
TBA atdm:moveable_loot_bottle expensive antique bottle
TBA atdm:moveable_loot_bowl small silver bowl
TBA atdm:moveable_loot_candlestick ornate candlestick
TBA atdm:moveable_loot_chalice ornate chalice
TBA atdm:moveable_loot_coin gold coin
TBA atdm:moveable_loot_dagger_gold Ornate dagger
TBA atdm:moveable_loot_diamond diamond
TBA atdm:moveable_loot_diamond_small small diamond
TBA atdm:moveable_loot_emerald emerald
TBA atdm:moveable_loot_exotic_crown01 crown
TBA atdm:moveable_loot_goblet fancy goblet
TBA atdm:moveable_loot_goblet_old fancy old goblet
TBA atdm:moveable_loot_gold_creamer N/A
TBA atdm:moveable_loot_gold_creamer N/A
TBA atdm:moveable_loot_gold_sugarcup N/A
TBA atdm:moveable_loot_gold_teapot N/A
TBA atdm:moveable_loot_hairbrush_gold A golden hairbrush.
TBA atdm:moveable_loot_ingot_large N/A
TBA atdm:moveable_loot_ingot_medium N/A
TBA atdm:moveable_loot_ingot_small N/A
TBA atdm:moveable_loot_ingot_tiny N/A
TBA atdm:moveable_loot_jewellery_bracelet_01 a jewelled bracelet
TBA atdm:moveable_loot_opal opal
TBA atdm:moveable_loot_opal_teardrop teardop shaped opal
TBA atdm:moveable_loot_plate gold plate
TBA atdm:moveable_loot_plate_old gold plate
TBA atdm:moveable_loot_purse purse
TBA atdm:moveable_loot_purse_base Don't use. Base class for moveable purses. Not for mapper use.
TBA atdm:moveable_loot_purse_belt belt purse
TBA atdm:moveable_loot_purse_layingdown purse laying down
TBA atdm:moveable_loot_religious_symbol religious symbol
TBA atdm:moveable_loot_religious_symbol_small small religious symbol
TBA atdm:moveable_loot_ring_copper_skull amethyst and copper skull ring
TBA atdm:moveable_loot_ring_diamond diamond ring
TBA atdm:moveable_loot_ring_gem gem ring
TBA atdm:moveable_loot_ring_gold_amethyst fancy gold amethyst ring
TBA atdm:moveable_loot_ring_gold_emerald fancy gold emerald ring
TBA atdm:moveable_loot_ring_gold_skull ruby and gold skull ring
TBA atdm:moveable_loot_ring_gold_topaz fancy gold violet topaz ring
TBA atdm:moveable_loot_ring_ruby ruby ring
TBA atdm:moveable_loot_ring_silver_skull emerald and silver skull ring
TBA atdm:moveable_loot_ruby ruby
TBA atdm:moveable_loot_scepter jeweled scepter
TBA atdm:moveable_loot_skull_gold gold skull
TBA atdm:moveable_loot_spyglass_fancy fancy spyglass
TBA atdm:moveable_loot_statue gold statue
TBA atdm:moveable_loot_statue_lion gold lion
TBA atdm:moveable_loot_topaz violet topaz
TBA atdm:moveable_loot_tourmaline large tourmaline
TBA atdm:moveable_loot_trophy gold trophy
TBA atdm:moveable_loot_trophy_old old gold trophy
TBA atdm:moveable_loot_vase gold vase
TBA atdm:moveable_loot_vase_old old gold vase
TBA atdm:moveable_loot_wine_glass fancy wine glass
Static TBA atdm:lionhead_amulet amulet
TBA atdm:loot_amulet amulet
TBA atdm:loot_amulet02 amulet
TBA atdm:loot_amulet_wearable wearable amulet
TBA atdm:loot_base Don't use. Base class for loot that is static, e.g. it just sits there until it is frobbed. Not for mapper use.
TBA atdm:loot_broach wearable broach
TBA atdm:loot_coin_single a gold coin
TBA atdm:loot_coins_pile01 large gold coin pile
TBA atdm:loot_coinstack_medium medium sized gold coin stack
TBA atdm:loot_coinstack_medium_silver medium sized silver coin stack
TBA atdm:loot_coinstack_small small gold coin stack
TBA atdm:loot_coinstack_small_silver small silver coin stack
TBA atdm:loot_coinstack_tall large gold coin stack
TBA atdm:loot_coinstack_tall_silver large silver coin stack
TBA atdm:loot_dagger_gold Ornate dagger; static.
TBA atdm:loot_diamond_oval small oval diamond
TBA atdm:loot_diamond_round small round diamond
TBA atdm:loot_diamond_teardrop small teardrop shapped diamond
TBA atdm:loot_necklace_emeralds golden necklace with emeralds
TBA atdm:loot_necklace_golden_diamonds golden necklace with diamonds
TBA atdm:loot_nugget_gold small gold nugget
TBA atdm:loot_painting A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_painting_large A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_painting_medium A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_painting_miniature_desktop_horizontal Minature painting.
TBA atdm:loot_painting_miniature_desktop_vertical Minature painting.
TBA atdm:loot_painting_miniature_wall Minature painting.
TBA atdm:loot_painting_round A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_painting_round_small A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_painting_small A painting that becomes empty when frobbed and adds loot to the player inventory.
TBA atdm:loot_purse_amethyst spilled purse with amethyst
TBA atdm:loot_purse_base Don't use. Base class for purses. Not for mapper use.
TBA atdm:loot_purse_diamonds spilled purse with diamonds
TBA atdm:loot_purse_emeralds spilled purse with emeralds
TBA atdm:loot_purse_gems spilled purse with multicolor gems
TBA atdm:loot_purse_opals spilled purse with opals
TBA atdm:loot_purse_topaz spilled purse with violet topaz
TBA atdm:loot_spilt_purse Loot item: Purse, spilled
TBA atdm:loot_spilt_purse_silver Loot item: Purse, spilled silver

"Moveables" subfolder

TBA

"Movers" subfolder

TBA

"Nature" subfolder

TBA

"Paths" subfolder

TBA

"Playertools" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:playertool Don't use. This is the common base class for all playertools where all the default values are set. This defines a non-stackable playertool like lockpicks and the compass, that can't be dropped. Not for mapper use.
N/A atdm:playertool_lockpick_base Base Lockpick (do not use) Not for mapper use.
N/A atdm:playertool_stackable Don't use. This extends the baseclass 'playertool' by defining it to be stackable (player can have multiple objects of this type) and droppable. Not for mapper use.
TBA atdm:playertools_breath_potion Breath Potion
TBA atdm:playertools_compass Compass.
TBA atdm:playertools_flashbomb Flashbomb.
TBA atdm:playertools_flashmine Flashmine.
N/A atdm:playertools_heal_item Don't use. This is the base class for inventory items that have the 'heal' ability. All other inventory items that can heal as well will derive from this. Not for mapper use.
TBA atdm:playertools_health_potion Health Potion
TBA atdm:playertools_holywater Holy Water
TBA atdm:playertools_lantern Lantern
TBA atdm:playertools_lockpick_snake Snake Lockpick
TBA atdm:playertools_lockpick_triangle Triangle Lockpick
TBA atdm:playertools_mine An explosive mine.
TBA atdm:playertools_savegame Prototype class for an inventory object that saves the game when used. Set additional keys (model, inventory icon etc..) on it to get it to work.
TBA atdm:playertools_slow_fall_potion Slow-fall potion. Reduces falling damage but slows movement.
TBA atdm:playertools_slow_match A slow match for lighting all ignitables such as torches and candles.
TBA atdm:playertools_speed_potion Speed potion: temporarily boosts walking/running speed and jump distance.
TBA atdm:playertools_spyglass Spyglass

"Props" subfolder

TBA

"Randoms" subfolder

TBA

"Readables" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A atdm:readable_base Don't use. The base class for all readables. Not for mapper use.
TBA atdm:readable_immobile Behaves like a func static which can be read upon being frobbed.
TBA atdm:readable_immobile_book01 N/A
TBA atdm:readable_immobile_book_open01 N/A
TBA atdm:readable_immobile_paper01 N/A
TBA atdm:readable_immobile_scroll01 N/A
TBA atdm:readable_immobile_sign_small01 A small sign that cannot be frobbed; player reads sign in world.
N/A atdm:readable_mobile Don't use. The base class for all readables. Not for mapper use.
TBA atdm:readable_mobile_book01 N/A
TBA atdm:readable_mobile_book_open01 N/A
TBA atdm:readable_mobile_paper01 N/A
TBA atdm:readable_mobile_scroll01 N/A
TBA atdm:readable_mobile_scroll01_rolledup N/A

"Ropes" subfolder

TBA

"Shop" subfolder

TBA

"Static" subfolder

TBA

"Targets" subfolder

TBA

"Triggers" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
None N/A trigger_count Countable trigger.
N/A trigger_entityname Variable sized repeatable trigger that only responds to a specific entity. The entity to be triggered must be named, targeted entities are ignored. Only works on entities that can enter trigger under their own power...if player drops them, there is no effect.
N/A trigger_facing Behaves exactly like a trigger_multiple but the player must be facing within 30 degress of the angle.
N/A trigger_fade Fades the screen to fadeColor over fadeTime (in seconds).
N/A trigger_hurt Damages the activator. Can be turned on or off by other triggers.
N/A trigger_multiple Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_once Variable sized single-use trigger. Must be targeted at one or more entities.
N/A trigger_once_entityname Variable sized single-use trigger that only responds to a specific entity. Must be targeted at one or more entities. Only works on entities that can enter trigger under their own power... if player drops them, there is no effect. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_presize Variable sized repeatable trigger. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_random When triggered, triggers one of its targets randomly with evenly weighted probability. (For weighted probability use S/R instead.)
N/A trigger_relay Non-touchable repeatable trigger. Used as a proxy for triggering multiple targets in script, or

from other entities. Must be targeted at one or more entities. The basic time between firing is a random time between (wait - random) and (wait + random).

N/A trigger_sequencer Needs to be activated by another trigger. Triggers target 0 when first activated, target 1 when next activated, etc.
N/A trigger_timer Repeatedly fires its targets. Can be turned on or off by using. The basic time between firing is a random time between (wait - random) and (wait + random).
N/A trigger_touch Continuously tests whether other entities are touching and calls a script function for any such entities. When active, this trigger is fairly expensive, so use carefully.

"Weapons" subfolder

Subfolder(s) Entity image Entity file name Entity description Notes
Arrows TBA atdm:ammo_arrow Arrow ammunition, can be picked up by the player.
TBA atdm:ammo_broadhead Broadhead Ammunition
TBA atdm:ammo_firearrow Fire Arrow Ammunition
TBA atdm:ammo_gasarrow Gas Arrow Ammunition
TBA atdm:ammo_mossarrow Moss Arrow Ammunition
TBA atdm:ammo_noisemaker Noisemaker Arrow Ammunition
TBA atdm:ammo_ropearrow Rope Arrow Ammunition
TBA atdm:ammo_vinearrow Vine Arrow Ammunition
TBA atdm:ammo_waterarrow Water Arrow Ammunition
Arrows/Stuck TBA atdm:ammo_broadhead_stuck A broadhead stuck into a surface, ready to be plucked out by the player.
TBA atdm:ammo_ropearrow_stuck A rope arrow stuck into a surface, ready to be plucked out by the player.
Melee TBA atdm:weapon_blackjack The thief's best friend.
TBA atdm:weapon_shortsword The shortsword.

"x doom3 junk" subfolder

TBA


Other

TBA

See also