User:Datiswous: Difference between revisions

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==== "Movers" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''None''
|<gallery>File:Combination lock.png</gallery>
|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.''
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|-
|-
|
|<gallery>File:Combination lock small.png</gallery>
|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.''
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|-
|-
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|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.''
|
|-
|-
|
|<gallery>File:Handle curved rotate double right.png</gallery>
|atdm:handle_curved_rotate_double_right
|N/A
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|-
|-
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|<gallery>File:Handle curved rotate left.png</gallery>
|atdm:handle_curved_rotate_left
|N/A
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|-
|-
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|<gallery>File:Handle curved rotate right.png</gallery>
|atdm:handle_curved_rotate_right
|N/A
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|-
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|
|<gallery>File:Handle ornate01 double.png</gallery>
|atdm:handle_ornate01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
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|<gallery>File:Handle ornate01 double brass.png</gallery>
|atdm:handle_ornate01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
|
|-
|-
|
|<gallery>File:Handle ornate02 double.png</gallery>
|atdm:handle_ornate02_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|-
|
|<gallery>File:Handle short01 double.png</gallery>
|atdm:handle_short01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|-
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|<gallery>File:Handle simple01 double.png</gallery>
|atdm:handle_simple01_double
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|-
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|<gallery>File:Handle simple01 double brass.png</gallery>
|atdm:handle_simple01_double_brass
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
|
|<gallery>File:Lamp desk switch.png</gallery>
|atdm:lamp_desk_switch
|''A switch that can be attached to lamps.''
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|-
|-
|
|<gallery>File:Lockbox lever 01.png</gallery>
|atdm:lockbox_lever_01
|N/A
|
|-
|-
|
|<gallery>File:Lockbox lever 02.png</gallery>
|atdm:lockbox_lever_02
|N/A
|
|-
|-
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|N/A
|atdm:mover_base
|''Default mover.''
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|-
|-
|
|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.''
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|-
|-
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|N/A
|atdm:mover_door_elevator
|''Attach to a door by binding it or via the door_handle property on the door.''
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|-
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|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.''
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|-
|-
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|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.''
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|-
|-
|
|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.''
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|-
|-
|
|N/A
|atdm:mover_multistate_position
|''Defines a position for a multistate mover entity. Must be targetted by the multistate mover.''
|
|-
|-
|
|<gallery>File:Mover print press arm.png</gallery>
|atdm:mover_print_press_arm
|N/A
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|-
|-
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|<gallery>File:Numberwheel lever.png</gallery>
|atdm:numberwheel_lever
|N/A
|
|-
|-
|
|<gallery>File:Stove small square handle.png</gallery>
|atdm:stove_small_square_handle
|''Used for small_square_stove entity, is attached at spawn.''
|
|-
|-
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|<gallery>File:Switch flip.png</gallery>
|atdm:switch_flip
|N/A
|
|-
|-
|
|<gallery>File:Switch rotate lever.png</gallery>
|atdm:switch_rotate_lever
|N/A
|
|-
|-
|
|<gallery>File:Switch translate lever.png</gallery>
|atdm:switch_translate_lever
|N/A
|
|-
|-
|
|<gallery>File:Valve1 large.png</gallery>
|atdm:valve1_large
|N/A
|
|-
|-
|
|<gallery>File:Valve1 small.png</gallery>
|atdm:valve1_small
|N/A
|
|-
|-
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|<gallery>File:Valve1 xl.png</gallery>
|atdm:valve1_xl
|N/A
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|-
|-
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|<gallery>File:Valve2 large.png</gallery>
|atdm:valve2_large
|N/A
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|-
|-
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|<gallery>File:Valve2 small.png</gallery>
|atdm:valve2_small
|N/A
|
|-
|-
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|<gallery>File:Valve2 xl.png</gallery>
|atdm:valve2_xl
|N/A
|
|-
|-
|'''Doors'''
|<gallery>File:3panel 104x56.png</gallery>
|atdm:3panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. ''
|
|-
|-
|
|<gallery>File:6panel 104x56.png</gallery>
|atdm:6panel_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins''
|
|-
|-
|
|<gallery>File:arched01 111x40 left.png</gallery>
|atdm:arched01_111x40_left
|''Swinging left-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages.''
|
|-
|-
|
|<gallery>File:arched01 111x40 right.png</gallery>
|atdm:arched01_111x40_right
|''Swinging right-hand door with hinges. Built to go with doorframe_arched01. Includes LOD stages''
|
|-
|-
|
|<gallery>File:Door 104x56 2hinge.png</gallery>
|atdm:door_104x56_2hinge
|N/A
|
|-
|-
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|<gallery>File:Door 104x56 3hinge.png</gallery>
|atdm:door_104x56_3hinge
|N/A
|
|-
|-
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|<gallery>File:Door 128x56 2hinge.png</gallery>
|atdm:door_128x56_2hinge
|N/A
|
|-
|-
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|<gallery>File:Door 128x56 3hinge.png</gallery>
|atdm:door_128x56_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge.png</gallery>
|atdm:door_96x48_2hinge
|N/A
|
|-
|-
|
|<gallery>File:Door 96x48 2hinge02.png</gallery>
|atdm:door_96x48_2hinge02
|N/A
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|<gallery>File:Door 96x48 3hinge.png</gallery>
|atdm:door_96x48_3hinge
|N/A
|
|-
|-
|
|<gallery>File:Dresser 04 drawer.png</gallery>
|atdm:dresser_04_drawer
|N/A
|
|-
|-
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|N/A
|atdm:mover_door
|''Default swinging door. You must specify the rotation.''
|
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|-
|
|<gallery>File:Mover door industrial01 grate.png</gallery>
|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.''
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|-
|
|<gallery>File:Mover metal cabinetdoor l.png</gallery>
|atdm:mover_metal_cabinetdoor_l
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Mover metal cabinetdoor r.png</gallery>
|atdm:mover_metal_cabinetdoor_r
|''Designed to go with the metal_wall_cabinet.''
|
|-
|-
|
|<gallery>File:Small stove square door.png</gallery>
|atdm:small_stove_square_door
|''Used for small_square_stove entity, is attached at spawn.''
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|-
|
|<gallery>File:Stained glass01 104x56.png</gallery>
|atdm:stained_glass01_104x56
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
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|-
|-
|
|<gallery>File:Stained glass01 118x52.png</gallery>
|atdm:stained_glass01_118x52
|''Swinging left-hand door with hinges. Built to go with mansion01 module set. Can change wood with skins.''
|
|-
|-
|
|<gallery>File:Window wood 40x36.png</gallery>
|atdm:window_wood_40x36
|N/A
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|-
|-
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|<gallery>File:Window wood 80x36.png</gallery>
|atdm:window_wood_80x36
|N/A
|
|-
|-
|'''Mechanical'''
|<gallery>File:Mover gear 16t.png</gallery>
|atdm:mover_gear_16t
|''Gear metal 16 tooth.''
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|-
|-
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|<gallery>File:Mover gear 32tooth.png</gallery>
|atdm:mover_gear_32tooth
|''Gear metal 32 tooth - moves half speed of 16 tooth.''
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|-
|-
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|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.''
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|<gallery>File:Mover gear large 10t.png</gallery>
|atdm:mover_gear_large_10t
|''Gear large_10 tooth.''
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|-
|-
|
|<gallery>File:Mover gear large hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_2_spoke_10t
|''Gear large_10 tooth.''
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|-
|-
|
|<gallery>File:Mover gear large hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear large hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_4_spoke_10t
|''Gear large_10 tooth.''
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|-
|-
|
|<gallery>File:Mover gear large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear x large hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_x_large_hollow_5_spoke_10t
|''Gear large_10 tooth.''
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|-
|-
|
|<gallery>File:Mover gear small 10t.png</gallery>
|atdm:mover_gear_small_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 2 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_2_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 3 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_3_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover gear small hollow 4 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_4_spoke_10t
|''Gear large_10 tooth.''
|
|-
|-
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|<gallery>File:Mover gear small hollow 5 spoke 10t.png</gallery>
|atdm:mover_gear_small_hollow_5_spoke_10t
|''Gear large_10 tooth.''
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|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_big
|''Gear large_10 tooth.''
|
|-
|-
|
|<gallery>File:Mover watermill cogwheel small.png</gallery>
|atdm:mover_watermill_cogwheel_small
|''Gear small_10 tooth.''
|
|-
|}
==== "Nature" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''None''
|<gallery>File:Hedge01_arch.png</gallery>
|atdm:hedge01_arch
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|<gallery>File:Hedge01_round.png</gallery>
|atdm:hedge01_round
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|<gallery>File:Hedge01_round_large.png</gallery>
|atdm:hedge01_round_large
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|-
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|<gallery>File:Hedge01_round_small.png</gallery>
|atdm:hedge01_round_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|<gallery>File:Hedge01_square.png</gallery>
|atdm:hedge01_square
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|-
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|<gallery>File:Hedge01_square_long.png</gallery>
|atdm:hedge01_square_long
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|<gallery>File:Hedge01_square_small.png</gallery>
|atdm:hedge01_square_small
|''A hedge that switches to lower poly models based on distance, but never vanishes.''
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|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.
|-
|-
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|N/A
|atdm:nature_base
|N/A
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|-
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|
|<gallery>File:Nature plant large bigleaf 01.png</gallery>
|atdm:nature_plant_large_bigleaf_01
|''A large leafy plant lower poly models based on distance, and vanishes if too far away.''
|
|-
|-
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|<gallery>File:Nature plant large bigleaf 01 nohide.png</gallery>
|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.
|-
|-
|
|<gallery>File:Nature bush double.png</gallery>
|atdm:nature_bush_double
|''A medium and a small bush.''
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|-
|-
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|<gallery>File:Nature bush large.png</gallery>
|atdm:nature_bush_large
|''Large bush.''
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|-
|-
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|<gallery>File:Nature bush large2.png</gallery>
|atdm:nature_bush_large_2
|''Another large bush.''
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|-
|-
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|N/A
|atdm:nature_bush_large_3
|''Another large bush.''
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|-
|-
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|<gallery>File:Nature bush medium.png</gallery>
|atdm:nature_bush_medium
|''A medium bush.''
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|-
|-
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|<gallery>File:Nature bush tiny.png</gallery>
|atdm:nature_bush_tiny
|''A tiny bush.''
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|-
|-
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|<gallery>File:Nature bush wide.png</gallery>
|atdm:nature_bush_wide
|''A medium, but wider bush.''
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|-
|-
|'''Flowers'''
|N/A
|atdm:nature_flower_base
|''Do not use, base for all LOD flowers.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature_flower_lily_small.png</gallery>
|atdm:nature_flower_lily_small
|''A small lily plant.''
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|<gallery>File:Nature_flower_lily_tall.png</gallery>
|atdm:nature_flower_lily_tall
|''A tall lily plant.''
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|-
|-
|
|<gallery>File:Nature_flower_patch.png</gallery>
|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.
|-
|-
|
|<gallery>File:Nature grass double.png</gallery>
|atdm:nature_grass_double
|''A medium and a small patch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass fuzz.png</gallery>
|atdm:nature_grass_fuzz
|''A small patch of grass fuzz.''
|
|-
|-
|
|<gallery>File:Nature grass large.png</gallery>
|atdm:nature_grass_large
|''Larger bunch of grass with long blades.''
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|-
|-
|
|<gallery>File:Nature grass large2.png</gallery>
|atdm:nature_grass_large_2
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass large3.png</gallery>
|atdm:nature_grass_large_3
|''Another large long-bladed bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass medium.png</gallery>
|atdm:nature_grass_medium
|''A medium bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle.png</gallery>
|atdm:nature_grass_panicle
|''A single panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass panicle small.png</gallery>
|atdm:nature_grass_panicle_small
|''A single, smaller panicle of grass.''
|
|-
|-
|
|<gallery>File:Nature grass tiny.png</gallery>
|atdm:nature_grass_tiny
|''A tiny bunch of grass.''
|
|-
|-
|
|<gallery>File:Nature grass wide.png</gallery>
|atdm:nature_grass_wide
|''A medium, but wider grass patch.''
|
|-
|-
|'''Mushrooms'''
|N/A
|atdm:nature_mushroom_base
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Nature mushroom boletus big.png</gallery>
|atdm:nature_mushroom_boletus_big
|''A big brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus small.png</gallery>
|atdm:nature_mushroom_boletus_small
|''A small brown boletus mushroom that hides when far away.''
|
|-
|-
|
|<gallery>File:Nature mushroom boletus tall.png</gallery>
|atdm:nature_mushroom_boletus_tall
|''A tall brown boletus mushroom that hides when far away.''
|
|-
|-
|'''Plants/Cattails'''
|<gallery>File:Nature cattails 1.png</gallery>
|atdm:nature_cattails_1
|''A single cattail plant. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 2.png</gallery>
|atdm:nature_cattails_2
|''A cattail plant with 2 cattails. Found in very wet areas, like swamps or in the water near shorelines.''
|
|-
|-
|
|<gallery>File:Nature cattails 4.png</gallery>
|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'''
|<gallery>File:Nature_heath_calluna.png</gallery>
|atdm:nature_heath_calluna
|''A small calluna plant, found primarily in heaths and other dry areas.''
|
|-
|-
|'''Rocks'''
|<gallery>File:Nature rock medium 1.png</gallery>
|atdm:nature_rock_medium_1
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|
|<gallery>File:Nature rock medium 2.png</gallery>
|atdm:nature_rock_medium_2
|''A medium rock. Turns off its shadows when far away and hides itself when even further out.''
|
|-
|-
|'''Rocks/Rocktops'''
|<gallery>File:Rock_top_12x6.png</gallery>
|atdm:rock_top_12x6
|''A medium 12x6 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_20x12.png</gallery>
|atdm:rock_top_20x12
|''A big 20x12 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_30x25.png</gallery>
|atdm:rock_top_30x25
|''A big 30x25 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_3x3.png</gallery>
|atdm:rock_top_3x3
|''A very small 3x3 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_6x5.png</gallery>
|atdm:rock_top_6x5
|''A very small 6x5 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_9x9.png</gallery>
|atdm:rock_top_9x9
|''A small 9x9 units rock.''
|
|-
|-
|
|<gallery>File:Rock_top_base.png</gallery>
|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'''
|<gallery>File:Nature tree 01.png</gallery>
|atdm:animated_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature pine.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Nature pine 12.png</gallery>
|atdm:nature_pine_12
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 20.png</gallery>
|atdm:nature_pine_20
|N/A
|
|-
|-
|
|<gallery>File:Nature pine 30.png</gallery>
|atdm:nature_pine_30
|N/A
|
|-
|-
|
|<gallery>File:Nature pine leaves.png</gallery>
|atdm:nature_pine_leaves
|''A pine tree leaves particle that can be attached to a pine skeleton tree trunk.''
|
|-
|-
|
|<gallery>File:Nature pine leaves nohide.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Nature pine nohide.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Nature pine skeleton nohide.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Nature tree 01.png</gallery>
|atdm:nature_tree_01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smaller.png</gallery>
|atdm:nature_tree_01_smaller
|N/A
|
|-
|-
|
|<gallery>File:Nature tree 01 smallest.png</gallery>
|atdm:nature_tree_01_smallest
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm01.png</gallery>
|atdm:nature_tree_dm01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm02.png</gallery>
|atdm:nature_tree_dm02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small01.png</gallery>
|atdm:nature_tree_dm_small01
|N/A
|
|-
|-
|
|<gallery>File:Nature tree dm small02.png</gallery>
|atdm:nature_tree_dm_small02
|N/A
|
|-
|-
|
|<gallery>File:Nature tree stump.png</gallery>
|atdm:nature_tree_stump
|N/A
|
|-
|}
==== "Paths" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.''
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.
|-
|-
|
|<gallery>File:Playertools breath potion.png</gallery>
|atdm:playertools_breath_potion
|''Breath Potion''
|
|-
|-
|
|<gallery>File:Playertools compass.png</gallery>
|atdm:playertools_compass
|''Compass.''
|
|-
|-
|
|<gallery>File:Playertools flashbomb.png</gallery>
|atdm:playertools_flashbomb
|''Flashbomb.''
|
|-
|-
|
|<gallery>File:Playertools flashmine.png</gallery>
|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.
|-
|-
|
|<gallery>File:Playertools health potion.png</gallery>
|atdm:playertools_health_potion
|''Health Potion''
|
|-
|-
|
|<gallery>File:Playertools holywater.png</gallery>
|atdm:playertools_holywater
|''Holy Water''
|
|-
|-
|
|<gallery>File:Playertools lantern.png</gallery>
|atdm:playertools_lantern
|''Lantern''
|
|-
|-
|
|<gallery>File:Playertools snake lockpick.png</gallery>
|atdm:playertools_lockpick_snake
|''Snake Lockpick''
|
|-
|-
|
|<gallery>File:Playertools triangle lockpick.png</gallery>
|atdm:playertools_lockpick_triangle
|''Triangle Lockpick''
|
|-
|-
|
|<gallery>File:Playertools mine.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Playertools slow fall potion.png</gallery>
|atdm:playertools_slow_fall_potion
|''Slow-fall potion. Reduces falling damage but slows movement.''
|
|-
|-
|
|<gallery>File:Playertools slow match.png</gallery>
|atdm:playertools_slow_match
|''A slow match for lighting all ignitables such as torches and candles.''
|
|-
|-
|
|<gallery>File:Playertools speed potion.png</gallery>
|atdm:playertools_speed_potion
|''Speed potion: temporarily boosts walking/running speed and jump distance.''
|
|-
|-
|
|<gallery>File:Playertools spyglass.png</gallery>
|atdm:playertools_spyglass
|''Spyglass''
|
|-
|}
==== "Props" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.
|-
|-
|
|<gallery>File:Prop belt pouch.png</gallery>
|atdm:prop_belt_pouch
|''A decorative belt pouch. Use prop_lootbag for loot.''
|
|-
|-
|
|<gallery>File:Prop bullseye lantern.png</gallery>
|atdm:prop_bullseye_lantern
|N/A
|
|-
|-
|
|N/A
|atdm:prop_candleflame_moving
|''A moving candle flame''
|
|-
|-
|
|<gallery>File:Prop cards.png</gallery>
|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
|
|-
|-
|
|<gallery>File:Prop lantern02 on.png</gallery>
|atdm:prop_lantern02_on
|N/A
|
|-
|-
|
|<gallery>File:Prop lantern on.png</gallery>
|atdm:prop_lantern_on
|''A lit lantern to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop lootbag.png</gallery>
|atdm:prop_lootbag
|N/A
|
|-
|-
|
|<gallery>File:Prop playable lute.png</gallery>
|atdm:prop_playable_lute
|''Attaching this lute will activate playing behaviour.''
|
|-
|-
|
|<gallery>File:Prop potion healing.png</gallery>
|atdm:prop_potion_healing
|''A healing potion.''
|
|-
|-
|
|<gallery>File:Prop quiver arrow.png</gallery>
|atdm:prop_quiver_arrow
|''A frobbable arrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop quiver empty.png</gallery>
|atdm:prop_quiver_empty
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full.png</gallery>
|atdm:prop_quiver_full
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver full withbow.png</gallery>
|atdm:prop_quiver_full_withbow
|N/A
|
|-
|-
|
|<gallery>File:Prop quiver waterarrow.png</gallery>
|atdm:prop_quiver_waterarrow
|''A frobbable waterarrow for a quiver.''
|
|-
|-
|
|<gallery>File:Prop single card.png</gallery>
|atdm:prop_single_card
|N/A
|
|-
|-
|
|<gallery>File:Prop smithyhammer.png</gallery>
|atdm:prop_smithyhammer
|N/A
|
|-
|-
|
|N/A
|atdm:prop_spider_ceiling
|''Don't use. attachment for activating ceiling behaviour.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Prop steel.png</gallery>
|atdm:prop_steel
|N/A
|
|-
|-
|
|<gallery>File:Prop torch gothic on.png</gallery>
|atdm:prop_cards_gothic_on
|''A lit gothic torch to be carried in the left hand.''
|
|-
|-
|
|<gallery>File:Prop torch on.png</gallery>
|atdm:prop_cards_on
|''A lit torch to be carried in the left hand.''
|
|-
|-
|
|N/A
|atdm:prop_torchflame_moving
|''A moving torch flame.''
|
|-
|-
|
|<gallery>File:Prop winebottle.png</gallery>
|atdm:prop_winebottle
|''Attaching this bottle to an AI will activate drinking behaviour.''
|
|-
|-
|
|<gallery>File:Prop winebottle sit and drink.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Prop wooden spoon.png</gallery>
|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.
|-
|-
|
|<gallery>File:Prop broadbrim hat 01.png</gallery>
|prop_broadbrim_hat_01
|N/A
|
|-
|-
|
|<gallery>File:Prop broadbrim hat nofeather 01.png</gallery>
|prop_broadbrim_hat_nofeather_01
|N/A
|
|-
|-
|
|<gallery>File:Prop hood01.png</gallery>
|prop_hood01
|N/A
|
|-
|-
|
|<gallery>File:Prop woolen cap01 nofeather.png</gallery>
|prop_woolen_cap01_nofeather
|N/A
|
|-
|-
|'''Droppable'''
|<gallery>File:Drop apple core.png</gallery>
|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.''
|
|-
|-
|
|<gallery>File:Drop dice01.png</gallery>
|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'''
|<gallery>File:Prop goldkey.png</gallery>
|atdm:prop_goldkey
|''A gold key.''
|
|-
|-
|
|N/A
|atdm:prop_key_base
|N/A
|
|-
|-
|
|<gallery>File:Prop key fancy01.png</gallery>
|atdm:prop_key_fancy01
|''A fancy key.''
|
|-
|-
|
|<gallery>File:Prop key fancy02.png</gallery>
|atdm:prop_key_fancy02
|N/A
|
|-
|-
|
|<gallery>File:Prop key mysterious.png</gallery>
|atdm:prop_key_mysterious
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key mysterious 2.png</gallery>
|atdm:prop_key_mysterious_2
|''A mysterious key.''
|
|-
|-
|
|<gallery>File:Prop key padlock.png</gallery>
|atdm:prop_key_padlock
|''A simple padlock key.''
|
|-
|-
|
|<gallery>File:Prop key simple.png</gallery>
|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.
|-
|-
|
|<gallery>File:Prop key simple brass.png</gallery>
|atdm:prop_key_simple_brass
|''A simple brass key.''
|
|-
|-
|
|<gallery>File:Prop key simple copper.png</gallery>
|atdm:prop_key_simple_copper
|''A simple copper key.''
|
|-
|-
|
|<gallery>File:Prop key simple greenish.png</gallery>
|atdm:prop_key_simple_greenish
|''A greenish simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple old.png</gallery>
|atdm:prop_key_simple_old
|''An old simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple rusty.png</gallery>
|atdm:prop_key_simple_rusty
|''A rusty simple key.''
|
|-
|-
|
|<gallery>File:Prop key simple steel.png</gallery>
|atdm:prop_key_simple_steel
|''A simple steel key.''
|
|-
|-
|
|<gallery>File:Prop key simple tarnished.png</gallery>
|atdm:prop_key_simple_tarnished
|''A tarnished simple key.''
|
|-
|-
|
|<gallery>File:Prop silverkey.png</gallery>
|atdm:prop_silverkey
|''A silver key.''
|
|-
|-
|'''Weapons'''
|<gallery>File:Prop halberd.png</gallery>
|atdm:prop_halberd
|''Decorative only; not for fighting.''
|
|-
|-
|'''Wearables'''
|<gallery>File:Prop pauldron01 left.png</gallery>
|atdm:prop_pauldron01_left
|''A pauldron.''
|
|-
|-
|
|<gallery>File:Prop pauldron01 right.png</gallery>
|atdm:prop_pauldron01_right
|''A pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder left.png</gallery>
|pauldron_builder_left
|''A Builder pauldron.''
|
|-
|-
|
|<gallery>File:Pauldron builder right.png</gallery>
|pauldron_builder_right
|''A Builder pauldron.''
|
|-
|-
|
|<gallery>File:Prop broadbrim hat straw.png</gallery>
|prop_broadbrim_hat straw
|N/A
|
|-
|-
|
|<gallery>File:Prop citywatch helmet.png</gallery>
|prop_citywatch_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop hat bishop.png</gallery>
|prop_hat_bishop
|N/A
|
|-
|-
|
|<gallery>File:Prop hat priest.png</gallery>
|prop_hat_priest
|N/A
|
|-
|-
|
|<gallery>File:Prop inventor goggles.png</gallery>
|prop_inventor_goggles
|N/A
|
|-
|-
|
|<gallery>File:Prop inventor goggles up.png</gallery>
|prop_inventor_goggles_up
|N/A
|
|-
|-
|
|N/A
|prop_moor_helmet01
|N/A
|
|-
|-
|
|<gallery>File:Prop nobleman cap l.png</gallery>
|prop_nobleman_cap_l
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop nobleman cap r.png</gallery>
|prop_nobleman_cap_r
|''A nobleman's cap.''
|
|-
|-
|
|<gallery>File:Prop proguard helmet.png</gallery>
|prop_proguard_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop proguard helmet nonsolid.png</gallery>
|prop_proguard_helmet_nonsolid
|N/A
|
|-
|-
|
|<gallery>File:Prop round helmet.png</gallery>
|prop_round_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop saxon helmet.png</gallery>
|prop_saxon_helmet
|N/A
|
|-
|-
|
|<gallery>File:Prop woolen cap01.png</gallery>
|prop_woolen_cap01
|N/A
|
|-
|}
==== "Ragdolls" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.
|-
|-
|
|<gallery>File:Env ragdoll builder acolyte.png</gallery>
|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.
|-
|-
|
|<gallery>File:Env saddle.png</gallery>
|atdm:env_saddle
|''Ragdoll for saddle.''
|
|-
|-
|
|<gallery>File:Env rope.png</gallery>
|env_rope
|''A basic animated rope.''
|
|-
|-
|
|N/A
|env_swinglight_round
|''A swinging round light.''
|
|-
|-
|'''Bodies'''
|<gallery>File:Ai mage01 ragdoll.png</gallery>
|atdm:ai_mage01_ragdoll
|''Ragdoll for mage.''
|
|-
|-
|
|<gallery>File:Env ragdoll beggar.png</gallery>
|atdm:env_ragdoll_beggar
|''Ragdoll for beggar.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder forger.png</gallery>
|atdm:env_ragdoll_builder_forger
|''Ragdoll for builder_forger.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder guard.png</gallery>
|atdm:env_ragdoll_builder_guard
|''Ragdoll for builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll builder priest.png</gallery>
|atdm:env_ragdoll_builder_priest
|''Ragdoll for builder_priest.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch elite.png</gallery>
|atdm:env_ragdoll_citywatch_elite
|''Ragdoll for citywatch_elite.''
|
|-
|-
|
|<gallery>File:Env ragdoll citywatch new.png</gallery>
|atdm:env_ragdoll_citywatch_new
|''Ragdoll for City Watch.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner.png</gallery>
|atdm:env_ragdoll_commoner
|''Ragdoll for commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll commoner female.png</gallery>
|atdm:env_ragdoll_commoner_female
|''Ragdoll for female commoner.''
|
|-
|-
|
|<gallery>File:Env ragdoll guard thug.png</gallery>
|atdm:env_ragdoll_guard_thug
|''Ragdoll for thug.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_humanoid_base_newskel
|N/A
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Env ragdoll merc elite.png</gallery>
|atdm:env_ragdoll_merc_elite
|''Ragdoll for elite guard.''
|
|-
|-
|
|N/A
|atdm:env_ragdoll_moor
|''Ragdoll for Moor.''
|
|-
|-
|
|<gallery>File:Env ragdoll noble man.png</gallery>
|atdm:env_ragdoll_noble_man
|''Ragdoll for nobleman.''
|
|-
|-
|
|<gallery>File:Env ragdoll noblewoman.png</gallery>
|atdm:env_ragdoll_noblewoman
|''Ragdoll for noble_woman.''
|
|-
|-
|
|<gallery>File:Env ragdoll pagan common.png</gallery>
|atdm:env_ragdoll_pagan_common
|''Ragdoll for humble pagan.''
|
|-
|-
|
|<gallery>File:Env ragdoll proguard.png</gallery>
|atdm:env_ragdoll_proguard
|''Ragdoll for professional guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll rat.png</gallery>
|atdm:env_ragdoll_rat
|''Ragdoll for rat.''
|
|-
|-
|
|<gallery>File:Env ragdoll rogue.png</gallery>
|atdm:env_ragdoll_rogue
|''Ragdoll for rogue.''
|
|-
|-
|
|<gallery>File:Env ragdoll rusted builder.png</gallery>
|atdm:env_ragdoll_rusted_builder
|''Ragdoll for rusted builder_guard.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton.png</gallery>
|atdm:env_ragdoll_skeleton
|''Old, rotten skeleton.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton bloody.png</gallery>
|atdm:env_ragdoll_skeleton_bloody
|''Fresh, bloody bones.''
|
|-
|-
|
|<gallery>File:Env ragdoll skeleton white.png</gallery>
|atdm:env_ragdoll_skeleton_white
|''Old, skeleton with white, bleached bones.''
|
|-
|-
|
|<gallery>File:Env ragdoll tdm spider.png</gallery>
|atdm:env_ragdoll_tdm_spider
|''Ragdoll for spider.''
|
|-
|-
|
|<gallery>File:Env ragdoll thief.png</gallery>
|atdm:env_ragdoll_thief
|''Forces character to say his triggered talk anim to the player.''
|
|-
|-
|
|<gallery>File:Env ragdoll townsfolk engineer.png</gallery>
|atdm:env_ragdoll_townsfolk_engineer
|''Ragdoll for townsfolk_engineer.''
|
|-
|-
|
|<gallery>File:Env ragdoll wench.png</gallery>
|atdm:env_ragdoll_wench
|''Ragdoll for wench.''
|
|-
|}
==== "Randoms" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|'''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 ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.''
|
|-
|-
|
|<gallery>File:Readable immobile book01.png</gallery>
|atdm:readable_immobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile book open01.png</gallery>
|atdm:readable_immobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile paper01.png</gallery>
|atdm:readable_immobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile scroll01.png</gallery>
|atdm:readable_immobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable immobile sign small01.png</gallery>
|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.
|-
|-
|
|<gallery>File:Readable mobile book01.png</gallery>
|atdm:readable_mobile_book01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile book open01.png</gallery>
|atdm:readable_mobile_book_open01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile paper01.png</gallery>
|atdm:readable_mobile_paper01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01.png</gallery>
|atdm:readable_mobile_scroll01
|N/A
|
|-
|-
|
|<gallery>File:Readable mobile scroll01_rolledup.png</gallery>
|atdm:readable_mobile_scroll01_rolledup
|N/A
|
|-
|}
==== "Ropes" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''None''
|<gallery>File:Env chain01.png</gallery>
|atdm:env_chain01
|''A large chain, approx 150 units, that swings and can be climbed.''
|
|-
|-
|
|<gallery>File:Env rope 150.png</gallery>
|atdm:env_rope_150
|''A 150 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 200.png</gallery>
|atdm:env_rope_200
|''A 200 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 250.png</gallery>
|atdm:env_rope_250
|''A 250 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 300.png</gallery>
|atdm:env_rope_300
|''A 300 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 350.png</gallery>
|atdm:env_rope_350
|''A 350 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope 400.png</gallery>
|atdm:env_rope_400
|''A 400 unit long rope, automatically deployed by the rope arrow.''
|
|-
|-
|
|<gallery>File:Env rope tdm.png</gallery>
|atdm:env_rope_tdm
|N/A
|
|-
|}
==== "Shop" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''None''
|N/A
|atdm:shop
|''Use this entity to define the shop items available in the purchase menu.''
|
|-
|}
==== "Static" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|'''Decorative'''
|<gallery>File:Door arched01 arch.png</gallery>
|atdm:door_arched01_arch
|N/A
|
|-
|-
|
|<gallery>File:Statue aphrodite.png</gallery>
|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'''
|<gallery>File:Empty painting.png</gallery>
|atdm:empty_painting
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_large.png</gallery>
|atdm:empty_painting_large
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_medium.png</gallery>
|atdm:empty_painting_medium
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_round.png</gallery>
|atdm:empty_painting_round
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_round_s.png</gallery>
|atdm:empty_painting_round_s
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Empty painting_small.png</gallery>
|atdm:empty_painting_small
|''Empty painting frame, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting.png</gallery>
|atdm:removed_painting
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_large.png</gallery>
|atdm:removed_painting_large
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|
|<gallery>File:Removed painting_medium.png</gallery>
|atdm:removed_painting_medium
|''Empty painting framew ith see-through inner part, useful in 'replace' spawnarg for loot paintings.''
|
|-
|-
|'''Decorative/Paintings/Random'''
|<gallery>File:Painting hor large random image.png</gallery>
|atdm:painting_hor_large_random_image
|''A large painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor medium random image.png</gallery>
|atdm:painting_hor_medium_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting hor random image.png</gallery>
|atdm:painting_hor_random_image
|''A medium-sized painting with a random, horizontal image.''
|
|-
|-
|
|<gallery>File:Painting ver large random image.png</gallery>
|atdm:painting_ver_large_random_image
|''A large painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver medium random image.png</gallery>
|atdm:painting_ver_medium_random_image
|''A medium-sized painting with a random, vertical image.''
|
|-
|-
|
|<gallery>File:Painting ver random image.png</gallery>
|atdm:painting_ver_random_image
|''A small painting with a random, vertical image.''
|
|-
|-
|'''Fireplace Pieces'''
|<gallery>File:Fireplace ash heap big.png</gallery>
|atdm:fireplace_ash_heap_big
|''An ash heap used inside a fireplace.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace ash heap long.png</gallery>
|atdm:fireplace_ash_heap_long
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap round.png</gallery>
|atdm:fireplace_ash_heap_round
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace ash heap small.png</gallery>
|atdm:fireplace_ash_heap_small
|''An ash heap used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace grate.png</gallery>
|atdm:fireplace_grate
|''A grate to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace piece base.png</gallery>
|atdm:fireplace_piece_base
|''Base class for all add-on parts for fireplaces, do not use.''
|'''Not''' for mapper use.
|-
|-
|
|<gallery>File:Fireplace wood piece.png</gallery>
|atdm:fireplace_wood_piece
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece long.png</gallery>
|atdm:fireplace_wood_piece_long
|''Wood to be used inside a fireplace.''
|
|-
|-
|
|<gallery>File:Fireplace wood piece small.png</gallery>
|atdm:fireplace_wood_piece_small
|''Wood to be used inside a fireplace. Should not be used.''
|'''Not''' for mapper use.
|-
|-
|'''Hangers'''
|<gallery>File:Sign mount wrought iron 01.png</gallery>
|atdm:sign_mount_wrought_iron_01
|''A fancy wrought iron sign hanger, has LOD stages.''
|
|-
|}
==== "Targets" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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 ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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.''
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;" cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|'''Arrows'''
|TBA
|atdm:ammo_arrow
|''Arrow ammunition, can be picked up by the player.''
|
|-
|-
|
|<gallery>File:Ammo broadhead.png</gallery>
|atdm:ammo_broadhead
|''Broadhead Ammunition''
|
|-
|-
|
|<gallery>File:Ammo firearrow.png</gallery>
|atdm:ammo_firearrow
|''[[Arrows#Fire Arrow|Fire Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo gasarrow.png</gallery>
|atdm:ammo_gasarrow
|''[[Arrows#Gas Arrow|Gas Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo mossarrow.png</gallery>
|atdm:ammo_mossarrow
|''[[Arrows#Moss Arrow|Moss Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo noisemaker.png</gallery>
|atdm:ammo_noisemaker
|''[[Arrows#Noisemaker Arrow|Noisemaker Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo ropearrow.png</gallery>
|atdm:ammo_ropearrow
|''[[Arrows#Rope Arrow|Rope Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo vinearrow.png</gallery>
|atdm:ammo_vinearrow
|''[[Arrows#Vine Arrow|Vine Arrow]] Ammunition''
|
|-
|-
|
|<gallery>File:Ammo waterarrow.png</gallery>
|atdm:ammo_waterarrow
|''[[Arrows#Water Arrow|Water Arrow]] Ammunition''
|
|-
|-
|'''Arrows/Stuck'''
|<gallery>File:Ammo broadhead stuck.png</gallery>
|atdm:ammo_broadhead_stuck
|''A broadhead stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|
|<gallery>File:Ammo ropearrow stuck.png</gallery>
|atdm:ammo_ropearrow_stuck
|''A rope arrow stuck into a surface, ready to be plucked out by the player.''
|
|-
|-
|'''Melee'''
|<gallery>File:Weapon_blackjack.png</gallery>
|atdm:weapon_blackjack
|''The thief's best friend.''
|
|-
|-
|
|<gallery>File:Weapon_shortsword.png</gallery>
|atdm:weapon_shortsword
|''The shortsword.''
|
|-
|}
==== "x doom3 junk" subfolder ====
{|class="wikitable sortable mw-collapsible mw-collapsed" border=1 style="border-collapse: collapse;"  cellspacing=0 cellpadding=2 width=100% data-expandtext="Show" data-collapsetext="Hide"
|-
!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
|-
|-
|''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'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-
|-
|
|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.''
|
|-
|}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
==== Other ====
<div class="mw-collapsible-content">
{|class="wikitable sortable" border=1 style="" 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
|-
|-
|''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'' <br>
''The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.''
|
|-
|-
|
|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.''
|
|-
|}
</div>
</div>

Revision as of 12:45, 22 March 2022

...

"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
The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.

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
The collision model must be an enclosed hull. Dangling polygons or edges are not allowed. If the visual model is too complex or does not meet these requirements it can be contained in a less complex model for collision detection. Such a collision model is specified with the 'clipmodel' key.

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.