# Q3Radiant Editor Manual

# Appendix B: Entity Descriptions

## Func_* Entities

Func_Entities include a wider variety of game purposes than other entity classes. They are sometimes represented by simple function boxes. But many are built out of brushes, patches and models. These constructions are sometimes called "b_models", though for many of them the word "mover" works as well, since they are made to be moving objects in the game world.

func_bobbing
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Solid entity that oscillates back and forth in a linear motion. By default, it will have an amount of displacement in either direction equal to the dimension of the brush in the axis in which it's bobbing. Entity bobs on the Z axis (up-down) by default. It can also emit sound if the "noise" key is set. Will crush the player when blocked.

Keys
speed: amount of time in seconds for one complete oscillation cycle (default 4).
height: sets the amount of travel of the oscillation movement (default 32).
phase: sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav - See Notes).
model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
origin: alternate method of setting XYZ origin of sound and .md3 model included with entity (See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Check Boxes/Spawnflags
X_AXIS : entity will bob along the X axis.
Y_AXIS : entity will bob along the Y axis.

Notes
In order for the sound to be emitted from the location of the entity, it is recommended to include a brush with an origin shader at its center, otherwise the sound will not follow the entity as it moves. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. The movement of the func_bobbing follows a sinoid wave pattern.

func_button
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: When a button is touched by a player, it moves in the direction set by the "angle" key, triggers all its targets, stays pressed by an amount of time set by the "wait" key, then returns to its original position where it can be operated again.

Keys
angle: determines the direction in which the button will move (up = -1, down = -2).
target: all entities with a matching targetname will be triggered.
speed: speed of button's displacement (default 40). Speed is in game units per second.
wait: number of seconds button stays pressed (default 1, -1 = return immediately).
lip: lip remaining at end of move (default 4 units).
health: if set to a non-zero value, the button must be damaged by "health" amount of points to operate.
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes
Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

func_door
Map Entity Color: N/A
Dimensions: size of map components used
Game Function: Normal sliding door entity. By default, the door will activate when player walks close to it or when damage is inflicted on it. Doors move a distance equal to their dimension along the selected angle of travel, minus the "lip" key value.

Keys
angle: determines the opening direction of door (up = -1, down = -2).
speed: determines how fast the door moves (default 100). Speed is in game units per second.
wait: number of seconds before door returns (default 2, -1 = return immediately - see Notes).
lip: lip remaining at end of move (default 8).
targetname: if set, a func_button or trigger is required to activate the door.
health: if set to a non-zero value, the door must be damaged by "health" amount of points to activate (default 0).
dmg: damage to inflict on player when he blocks operation of door (default 4). Door will reverse direction when blocked unless CRUSHER spawnflag is set.
team: assign the same team name to multiple doors that should operate together (see Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes. (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Check Boxes/Spawnflags
START_OPEN: the door will spawn in the open state and operate in reverse.
CRUSHER: door will not reverse direction when blocked and will keep damaging player until he dies or gets out of the way.

Notes
Unlike in Quake 2, doors that touch are NOT automatically teamed. If you want doors to operate together, you have to team them manually by assigning the same team name to all of them. Setting wait =-1 for normal touch doors makes them work erratically. Use this only for damage-only ("health" key set to non-zero value) or targeted doors. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

func_group
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is not an entity. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.

Notes
The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.

func_pendulum
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Contact with the pendulum instantly kills a player.

Keys
angle: angle offset of axis of rotation from default X axis (default 0/360).
speed: angle of swing arc in either direction from initial vertical position (default 30).
phase: sets the start offset of the swinging cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
model2: path/name of model to include (eg: models/mapobjects/jets/jets01.md3).
origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. Pendulum will rotate along the X axis by default. Pendulum cannot rotate along Z axis. The speed of swing (frequency) is not adjustable, and the "dmg" key (although set in the Q3A maps) has no effect whatsoever. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

func_plat
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: This is a rising platform that a player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position. The plat will stay in the raised position until the player steps off. There are no proper sounds for this entity, only beep noises, so sound call paths must be adjusted (see Notes).

Keys
speed: determines how fast the plat moves (default 150) in game units per second.
lip: lip remaining at end of move (default 16). Has no effect if "height" is set.
height: if set, this will determine the total amount of vertical travel of the plat (see Design Notes).
dmg: damage to inflict on a player when he blocks operation of plat (default 4). Plat will reverse direction when blocked.
targetname: if set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it.
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of .md3 model included with entity (See Notes).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes
By default, the total amount of vertical travel of a platform is implicitly determined by the overall vertical size of the brushes of which it's made minus the lip value. But if the "height" key is used, then the total amount of vertical travel of the plat will be exactly that value regardless of the shape and size of the plat and regardless of the value of the "lip" key. Using the "height" key is the best method for any kind of platforms and the only possible one for thin plats which need to travel vertical distances many times their own thickness. Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

Design Notes:
Clip brushes can be used to create the additional size for "thin" plats. Func_plats were pulled from all maps in the final build of Quake 3 Arena due to some problems in their operation, particularly as it related to bot function. The id designers recommend using plats with care and that plats be built as "solid" pillar-like lifts (more like those in Doom).
There is a way to make plats play proper sounds. Just create a sound\movers\plats folder under baseq3 and put 2 sounds named pt1_start.wav and pt1_end.wav in it. Those can be the renamed sounds from the Q2 plats or renamed copies of the sound\movers\doors sounds you can extract from your pak0.pk3 file or new custom sounds if you're up to it. Thanks to Fragzilla for the tip.

func_rotating
Map Entity Color: Light blue
Dimensions: Determined by dimensions of map components.
Game Function: Solid entity that rotates continuously. Rotates on the Z axis by default and requires an origin brush. It will always start on in the game and is not targetable.

Keys
speed: determines how fast entity rotates (default 100).
noise: path/name of .wav file to play. Use looping sounds only (eg. sound/world/drone6.wav).
model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
origin: alternate method of setting XYZ origin of entity's rotation axis and .md3 model included with entity (default "0 0 0" - See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Check Boxes/Spawnflags
X_AXIS: entity will rotate along the X axis.
Y_AXIS: entity will rotate along the Y axis.

Notes
You need to have an origin brush as part of this entity. The center of that brush will be the point through which the rotation axis passes. Setting the origin key is simply an alternate method to using an origin brush. It will rotate along the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that

func_static
Map Entity Color: N/A
Dimensions: Determined by components
Game Function: Static solid bspmodel. Can be used for conditional walls and models for different game types.

Keys
model2: path/name of model to include (eg: models/mapobjects/bitch/fembotbig.md3).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes
When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value. Because the map has only a single bot navigation file, Func_Statics cannot be used to make significant changes in game play flow between differing game types.

func_timer
Map Entity Color: Dark blue (0.3 0.1 0.6)
Dimensions: (-8 -8 -8) (8 8 8)
Game Function: Time delay trigger that will continuously fire its targets after a preset time delay. The time delay can also be randomized. When triggered, the timer will toggle on/off.

Keys
wait: delay in seconds between each triggering of its targets (default 1).
random: random time variance in seconds added or subtracted from "wait" delay (default 0 - see Notes).
target: this points to the entities to trigger.
targetname: a func_button or trigger that points to this will toggle the timer on/off when activated.
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Check Boxes/Spawnflags
START_ON: timer will start on in the game and continuously fire its targets.

Notes
When the random key is set, its value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).

func_train
Map Entity Color: (0 .5 .8)
Dimensions: Determined by components
Game Function: Trains are moving solids that follow a string of path_corner entities. Trains in Q3A are very basic, they also require an origin brush (see Notes).

Keys
speed: speed of displacement of train (default 100 or overridden by speed value of path).
target: this points to the first path_corner of the path which is also the spawn location of the train's origin.
model2: path/name of model to include (eg: models/mapobjects/pipe/pipe02.md3).
origin: alternate method of setting XYZ origin of the train's brush(es) and .md3 model included with entity (See Notes).
light: constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0).
color: constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1).
notfree: when set to 1, entity will not spawn in "Free for all" and "Tournament" modes.
notteam: when set to 1, entity will not spawn in "Teamplay" and "CTF" modes.
notsingle: when set to 1, entity will not spawn in Single Player mode (bot play mode).

Notes
1. Trains always start on in the game.
2. Trains do not damage the player when blocked.
3. Trains cannot emit sound.
4. Trains are not triggerable or toggle-able.
5. Trains cannot be block-stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.

Setting the origin key is simply an alternate method to using an origin brush. When using the model2 key, the origin point of the model will correspond to the origin point defined by either the origin brush or the origin coordinate value.

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