35 main entities
Added by: root
2013-02-07 03:50:10
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In this article we will look at the properties of 35 main entity objects used to build CS maps. We simply selected the most commonly used entities from the more than 115 described in the rest of the Entity Object Reference Documents.
Despite the huge number of entity objects, only a quarter of them are actually used! The rest are used very rarely and will certainly not be needed by a novice mapper.
To begin with, let's list those objects that almost no map can do without:
The following objects are also used quite often and represent various objects used by the player (stairs, doors, buttons, breakable objects, cars, cameras, water, etc.).
1. The most necessary objects (properties)
1.
Info_player_deathmatch

The object determines the spawn location of 1 terrorist. Make sure that this object is located at some distance above the surface of the earth, and is not "built in" into walls and does not touch other similar objects, otherwise, once born, the player will not be able to move or will die altogether.
With the "Angle" parameter you can set the direction the player is looking after he appears. This can be useful if the player is facing a wall and needs to spend time at the beginning of the round turning around. The desired angle can be easily determined in the editor in the top view.

The object determines the location where the counter-terrorist will appear. Make sure that this object is located at some distance above the surface of the earth, and is not "built in" into walls and does not touch other similar objects, otherwise, once born, the player will not be able to move or will die altogether.
With the "Angle" parameter you can set the direction the player is looking after he appears. This can be useful if the player is facing a wall and needs to spend time at the beginning of the round turning around. The desired angle can be easily determined in the editor in the top view.

A small light source (something like a light bulb). The object is used to illuminate rooms. In properties you can set the color and brightness of the light.
properties:
Target
Typically this parameter is not used. However, you can enter the name of the target object (info_target) here. Then the light from the light bulb will be directed towards this object. If you leave this parameter empty, the light will spread in all directions
Name
If you give the light bulb a name, it can be turned on/off with a button or trigger
Brightness
The color (in RGB format - red, green, blue) and brightness of the light are indicated here. The first three digits are responsible for color, the last - for brightness
To define a color, click the "Pick color" button and select the desired color. Click OK. The first three digits have already been determined. All that remains is to set the brightness of the light bulb to the fourth digit. Usually the values are set from 80 to 250 (the higher the value, the brighter the light shines)
Note: if you set all four values to 0 0 0 0, the light bulb will glow white with medium brightness
Appearance
Type of light bulb (regular is installed by default, there is also a fast or slow pulsating, etc.)
Custom
Appearance
Here you can set the lamp flickering parameters. To do this, combinations of letters of the English alphabet from a to z are used, where "a" is an extinguished light bulb, "z" is a burning one. For example, the combination abcdedcba will make the light bulb first come on, then go out, then repeat
To be able to set your own flickering mode, you need to give the light bulb a name (Name), while there is no need to activate the light bulb, it will light up on its own
flags:
Initialy dark
If checked, the light will be turned off at the start of the round. To turn on a light bulb, it must be activated by a button or trigger

The main source of light on sky maps. Used to create general map lighting that is projected from the sky (i.e. SKY brushes located around the map and painted on all sides with the SKY texture).
properties:
Name
Name (not necessary)
Pitch Yaw
Roll (Y Z X)
Here the direction of light is determined. The required direction of light can be easily determined by setting the view from above and indicating the required angle in the "Angle" parameter
Pitch
The angle in degrees at which the light is directed towards the ground. Use only negative values here. For example, a value of -90 means the direction of light is perpendicular to the ground. Commonly used values are -60, -45 and -30. The closer the value is to 0, the longer the shadows cast by walls and other objects on the map will be.
Brightness
The color (in RGB format - red, green, blue) and light brightness (0-255) are indicated here. The first three digits are responsible for color, the last - for brightness
To define a color, click the "Pick color" button and select the desired color. Click OK. The first three digits have already been determined. It remains to set the brightness of the light to the fourth digit. Values from 0 to 255 (the higher the value, the brighter the light). For a night map, set the value to 10-15; for a day map, values from 70 to 150 are usually used
Defines an area for purchasing weapons (usually located at team bases). The object must be painted over on all sides with a special AAAtrigger texture.
properties:
Team
This indicates which team can buy weapons within this zone (All teams - both teams / Terrorist / Counter-Terrorist)
On de-maps, this object determines the location for planting a bomb. Used instead of info_bomb_target, moreover, cancels its effect (if it is present on the map). Allows you to more accurately determine the location of the bomb. To create a bomb site, you need to make a brush, painted on all sides with the AAAtrigger texture and then turn it into the func_bomb_target entity.
properties:
Target (then bomb blows)
The name of the object that should explode with the bomb (like the crates on de_dust). To explode several objects at the same time (for example, 5 boxes), you should turn them into func_breakable, give them the same names and set the "Only trigger" flag for each

The object determines the spawn location of 1 hostage. Make sure that this object is located at some distance above the surface of the earth, and is not "built in" into the walls and does not touch other similar objects, otherwise, once born, the hostage will not be able to move.
properties:
Model
Path to the *.mdl file with the hostage model, by default models/hostage.mdl
Skin
Here you can select the skin (clothing) of the hostage, if the model has several of them. Models and skins can be viewed using the Half-Life Model Viewer program
On CS maps, this object determines the location for rescuing hostages. Used instead of info_hostage_rescue, moreover, cancels its effect (if it is present on the map). Allows you to more accurately determine the location of hostage rescue.
2. Frequently used objects (properties)

Activates the object specified in the "Target" parameter immediately after loading the map. Valid only once, i.e. in the second and all subsequent rounds the object will no longer be activated. We recommend setting the delay before activation to at least 0.5 seconds. This is necessary so that all objects on the map have time to appear before trigger_auto starts activating something.
properties:
flags:
Remove on fire
If checked, then after activation, trigger_auto will be destroyed (Attention! The object will be destroyed for all remaining rounds!)

A trigger allows you to repeatedly activate any object. Often sounds on maps are activated via trigger_multiple.
properties:
Target
Enter here the name of the object that needs to be activated when the player passes through trigger_multiple
Name
If you give a trigger a name, it can be activated by a button or another trigger. If you don't specify a name, the trigger will fire when the player walks through it
Kill
target
Here you can enter the name of the object that will be destroyed after activating trigger_multiple (Attention! The object will be destroyed for all remaining rounds!)
Master
Multisource object name
Delay before trigger
Time in seconds until the object specified in "Target" is activated
Delay before reset
Time in seconds after which the trigger can be activated again (during this time the trigger will not work)
flags:
Pushables
If checked, trigger_multiple can be activated not only by passing through it, but also by moving func_pushable objects

Using this object, sounds in wav format are inserted onto the card.
properties:
Name
If you give a sound a name, you can turn it on/off with a button or trigger
Path/filename.wav of WAV
Here you need to specify the path to the sound file in wav format (usually sounds are placed in the cstrike/sound/ambience folder). You can also find sounds in the pak0.pak archive, in the valve folder
Volume (10 = loudest)
Sound volume. Values (0 - 10), 10 - loudest
Dynamic
Presets
Various sound settings (may not be specified)
Start Volume
Initial sound volume (must be specified if the two parameters below are set)
Fade in time (0-100)
Time in seconds until the sound volume increases from the initial value (Start Volume) to the final value (Volume)
Fade out time (0-100)
Time in seconds until the sound volume decreases from the final value (Volume) to the initial value (Start Volume)
Other parameters are rarely used
flags:
Play Everywhere
If checked, the sound will be heard throughout the entire map, i.e. from any point
Small Radius
If checked, the sound will be heard at a short distance (up to 800 units)
Medium Radius
If checked, the sound will be heard at a medium distance (up to 1250 units)
Large
Radius
If checked, the sound will be heard over a long distance (up to 2000 units)
Start Silent
If checked, the sound will be turned off at the start of the round and will need to be turned on with a button or trigger
Is NOT
Looped
If checked, the sound file will be played once (will not be repeated). To play the sound again, you will need to activate it again
Breakable object (glass, boxes, etc.).
properties:
Name
If you give an object a name, it can be destroyed by another object, as if it were simply shot at
Target on
break
Name of the object that will be activated when destroyed func_breakable
Strength
The strength of the object being broken. A durability value of 25-30 approximately corresponds to 1 shot from a rifle, 50-60 - 2 shots, etc. You can set any values up to several thousand
Material
type
Type of material (the object will fall apart into pieces of the selected material)
Glass - glass
Wood - tree
Metal
- metal
Flesh - flesh
Cinder
block - blocks
Ceiling tile - tiles
Computer - computer
Unbreakable glass - unbreakable glass
Rocks - stones
Gibs direction
The direction of scattering of pieces of a destroyed object (Random - in different directions, Relative to attack - depending on which side the object was destroyed from)
Delay
before fire
Time in seconds from the destruction of the object to the activation of the object specified in "Target on break"
Gib
model
Type of pieces upon destruction (may not be specified)
Spawn on
break
An object that appears from a destroyed object (not used in CS)
Explode magnitude
(0=none)
The power of the explosion when an object is destroyed (set this to 0 so that there is no explosion)
display options
flags:
Only trigger
If checked, the object cannot be destroyed simply by shooting at it. It will only collapse if activated by another object (trigger)
Touch
If checked, the object will be destroyed when touched.
Pressure
If checked, the object will collapse from pressure
Instant crowbar
If checked, the object will be destroyed by 1 hit with a crowbar (applies to Half-Life)
Creates a button that can be used to activate other objects (for example, opening doors). When pressed, the button moves in the direction specified in the "Angle" field at a distance equal to its thickness.
properties:
NameIf you give a button a name, it can be activated by another object
display options
SpeedThe speed at which the button moves when pressed is 5 by default (does not work when the "Don't move" flag is set)
Targetted objectThe name of the object that will be activated when the button is clicked
Health
(shootable if > 0)The "durability" of the button is 1 by default. To enable the button to be pressed by shooting at it, set a value greater than 0. The button will be pressed after the damage level exceeds the specified value
LipIf it is necessary that when pressed the button moves further or vice versa closer than the distance of its thickness, then specify here the required number of units for additional shift. Both positive and negative values are possible (distance = button thickness - Lip
MasterMultisource object name
SoundsSound when pressed
Delay
before reset (-1 stay)Time in seconds during which the button cannot be pressed again. After this time, the button can be pressed again (set the value to "-1" so that the button can only be pressed once per round)
Delay before
triggerTime in seconds from pressing the button to activating the object specified in "Targeted object"
Locked sound,
Unlocked
sound,
Locked sentence,
Unlocked
sentenceSounds for different button states (can be omitted)
flags:
Don't move
If checked, then when pressed the button remains motionless and will work instantly (we recommend checking this box)
Toggle
If checked, then after pressing the button will remain depressed; to release it, you must press it again
Sparks
If checked, sparks will shoot out from the unpressed button in different directions.
Touch activates
If checked, you can press the button by simply touching it (no need to press "E")
Creates a door that slides to the side. The desired direction of door opening is indicated by the "Angle" parameter (by numbers or by rotating the dash to the desired angle). To correctly determine the direction (angle) of opening, set the view from above (2D top), then opening to the left will be equivalent to 180°,
to the right - 0°. You can also select "Up" or "Down" from the list so that the door opens up (to the ceiling) or down (to the floor).
In fact, the use of this object is not limited to creating only sliding doors. Using func_door you can create an elevator, platform and other similar objects.
properties:
NameIf you give the door a name, it can be opened with a button or trigger
display options Kill
targetEnter here the name of the object that needs to be destroyed (removed) after opening the door (Attention! The object will be deleted for all remaining rounds!)
SpeedDoor movement speed when opening/closing, default 100
MasterMultisource object name
Move soundSound when door moves
Stop soundSound when closing the door
Delay before close, -1
stay openTime in seconds until the door closes automatically (set the value to "-1" to keep the door open)
LipBy default, the door moves a distance equal to its width. If you set a value here, the door will open at: (distance = width - Lip). Set a negative value to move the door further, a positive value to move it less.
Damage inflicted when
blockedThe number of percent of life taken from a player when he gets caught under a closing door (it's better to leave it at 0)
TargetHere you can enter the name of the object that will be activated when the door is opened
Delay before fireTime in seconds from closing the door to activating the object specified in "Fire on close"
Fire on closeHere you can enter the name of the object that will be activated when the door is closed
Health (shoot
open)The "strength" of the door, by default, is 1. To allow the door to be opened by shooting at it, set a value greater than 0. The door will open after the level of damage exceeds the specified value
Locked sound,
Unlocked
sound,
Locked sentence,
Unlocked
sentenceSounds for different door states (can be omitted)
flags:
Starts open
If checked, the door will be open at the beginning of each round.
Passable
If checked, the door will be immaterial, i.e. it will be possible to pass through it
Toggle
If checked, once opened the door will not close automatically until it is activated again
Use only
If checked, the door will open only when you press the "Use" button (default "E")
Creates a revolving door. Construct a brush in the form of a door and an axis of rotation (the axis of rotation is determined by the ORIGIN brush, i.e. a brush painted on all sides with the ORIGIN texture). Place the brush axis instead of the rotation axis. Select the door brush and the axis brush at the same time and turn them into func_door_rotating, then start setting the properties.
properties:
The properties are similar to those of the func_door sliding door, with just one new parameter:
Distance (deg)Door rotation angle when opening in degrees (default 90)
display optionsflags:
The flags are similar to the func_door sliding door flags, here are just a few new ones:
Reverse
dir
If checked, the door will open in the opposite direction
One-way
If checked, the door will always open in the same direction
X Axis, Y Axis
If necessary, here you can specify the axis relative to which the door will open (by default, the door opens relative to the vertical Z axis)
Creates an intangible object, i.e. through which you can walk freely.
1. Creating transparent bars or fences
Using func_illusionary, you can create a fence or grate that can be shot through, which will simultaneously block the player's movement. To do this, you need to paint over such a fence with a texture with a mask (the names of such textures begin with a curly bracket "{").
Then turn the fence into func_illusionary and set the following parameters in the properties:
"Render Mode" - Solid, "FX Amount" - 255 (this will make the blue places on the textures transparent in the game).
Now create a regular brush (the same size as the fence), but painted on all sides with the CLIP texture and place it close to the fence. Now you have a shootable transparent fence that you can't get through
2. Creating objects that do not catch the player
In narrow places (corridors, tunnels, ventilation) some small objects, for example, flashlights, etc. can interfere with the player's movement (tangle him). To prevent this from happening, simply turn such an object into a func_illusionary. There is no need to set any additional properties.
properties:
NameName (optional)
ContentsFilling the object (we recommend leaving it as "Empty")
display options
Creates an invisible (in-game) area that the player can climb up. Used to create vertical stairs. First you need to create a brush in the shape of a ladder (for painting, use a texture with a mask, the name of such textures begins with a parenthesis "{", for example, {LADDER1), then turn the brush into a func_illusionary and in the properties set the following parameters: "Render Mode" - Solid, "FX Amount" - 255. Then, close to this brush, create another brush of the same size, painted on all sides with the AAAtrigger texture and turn it into func_ladder.
properties:
Name
Name (optional)
Creates an object that can be moved.
properties:
The properties of this object are similar to func_breakable, here are just three new parameters:
display options Hull
SizeObject size (we recommend setting "Point size")
Friction
(0-400)This parameter determines the degree of resistance to movement when the player pushes an object; the larger it is, the more difficult it is to push it. Values from 0 to 400
BuoyancyObject buoyancy (how long the object will submerge in water), default 20
flags:
Breakable
If checked, the object can not only be moved, but also destroyed (Attention! The object can only be destroyed once; in all subsequent rounds this object will no longer be there!)
The object creates a controlled platform or train that travels along a specific route specified by path_track objects, while focusing on them with its center (the center of the train is the center of the ORIGIN brush, see below). Since this is a rotating object, it is necessary to define the axis of rotation. To do this, you should build a brush, painted on all sides with the ORIGIN texture, then place it instead of the rotation axis. Next, you should select the train and brush axle and turn it into func_tracktrain. To be able to control (accelerate/decelerate) such a train, you need to create func_traincontrols. When creating the train, you need to orient the front to the west (left) in the top view, and in the game it will appear on the first path_track object and will be directed to the second path_track object.
Func_tracktrain is one of the few objects that can contain CLIP brushes (a CLIP brush is a regular brush, painted on all sides with a CLIP texture. Such a brush is not visible in the game, but at the same time does not allow the player to pass through it). Use CLIP brushes if you need to limit the player's movements on the platform (train) in certain directions.
properties:
NameGive the train a name so it can be controlled
display options SoundThe sound made by a train when moving
First
stop targetThe name of the first route point (path_track object). At the beginning, the train will be located at this object and directed towards the second such object
Distance between the
wheelsDistance between train wheels. This parameter determines how the train will turn, usually the length of the train is suitable
Height above trackThe height of the train above the path_track objects (actually the height between the center of the ORIGIN brush and the path_track objects)
Initial speedThe initial speed of the train (if a value other than 0, the train will start moving at the beginning of the round on its own). For uncontrolled trains, this is a constant speed, which, however, can be changed in the properties of path_track objects
SpeedMaximum movement speed for a controlled train, units per second
Damage on crashThe percentage of life taken from a player when he gets hit by a train
Bank angle on turnsTrain tilt angle when turning
flags:
No Pitch (X-rot)
If checked, the train will only turn around the vertical Z axis (i.e. left/right only)
No User
Control
If checked, the player will not be able to control the train
Passable
If checked, the train will be intangible, i.e. it will be possible to pass through it
The object is used to create an area from which the player can control the train. To create such an area, you need to make a brush, painted on all sides with the AAAtrigger texture, turn it into func_traincontrols and place it on the intended location of the train (platform) control. Then, in the "Train Name" parameter, specify the name of the train that you intend to control.
properties:
Train Name
Enter here the name of the train that the player will control

Using path_track objects, the trajectory of the func_tracktrain train or the initial direction of the func_vehicle are determined.
properties:
Name
Give this object a name
Next stop target
Enter here the name of the next path_track object in the trajectory, the train will move towards it when it crosses this point
Fire On
Pass
Enter here the name of the object that needs to be activated when the train passes through this waypoint
Branch Path
Enter the name of another path_track object here if you need to create a branched path. Then, when the path_track object is activated, the train will not go to the "Next stop target", but to this point
Fire on dead end
If the next track point is not specified (empty "Next stop target" parameter) and there is no branched track, then when the train reaches this path_track point, the object specified in this parameter will be activated
New
Train Speed
With this parameter you can change the speed of the train after crossing this point on the track
flags:
Disabled
If checked, path_track will be disabled
Fire once
If checked, the object specified in the "Fire On Pass" parameter will be activated only once, and not every time the train passes this waypoint
Branch Reverse
If checked, the train will move to another track specified in the "Branch Path"
Disable train
If checked, the train will stop at this point
The object creates a controlled vehicle (car) that can drive in any direction, including in reverse. To create a car you will need two path_track and one func_vehiclecontrols objects. Since this is a rotating object, it is necessary to define the axis of rotation. To do this, you should build a brush, painted on all sides with the ORIGIN texture, then place it instead of the rotation axis. Next, you should select the car and the brush axle and turn it into func_vehicle. When creating a car, you need to orient the front to the west (left) in the top view, and in the game it will appear on the first path_track object and will be directed to the second path_track object.
properties:
NameGive the car a name so it can be driven
display options First stop
targetThe name of the first path_track object (at the beginning the car will be located on this object and directed towards the second such path_track object)
SoundThe sound made when the car is moving
Length of
the vehicleLength of the vehicle in units (we recommend setting a value less than the length by 8-16 units for ease of control)
Width of
the vehicleVehicle width in units (we recommend setting a value smaller than the width by 8-16 units for ease of control)
Height
above trackThe height of the car above the road (height measured from the center of the ORIGIN brush), in units
Initial speedInitial movement speed (if the value is greater than 0, the car will start moving at the beginning of the round on its own)
SpeedMaximum vehicle speed, units per second
Damage on
crushThe percentage of life taken from a player when he is hit by a car
Volume (10 =
Loudest)Sound volume. Values from 0 to 10 (10 is the loudest)
Bank angle
on turnsVehicle tilt angle when turning
flags:
No Pitch (X-rot)
If checked, the machine will only rotate around the vertical Z axis
No User Control
If checked, the player will not be able to control the car
Passable
If checked, the car will be intangible, i.e. it will be possible to pass through it
The object is used to create an area from which the player can control the car. To create this area, make a brush painted on all sides with the AAAtrigger texture, add it to func_vehiclecontrols and in the "Vehicle name" parameter enter the name of the car that you are supposed to control (func_vehiclecontrols should be placed in the intended location for controlling the vehicle).
properties:
Vehicle name
Enter here the name of the car that the player will drive
Externally, the object is no different from ordinary brushes. This object can be boxes, walls, and many others. etc. But unlike ordinary brushes, func_wall has properties, for example, it can be transparent (used to create glass).
Grilles and stairs
Also func_wall can be used to create transparent grates and stairs. To do this, the object is painted over with a texture with a mask (the names of such textures begin with a curly bracket "{"). These textures have bright blue parts that will be completely transparent in the game. If you paint with a texture with a mask, for example {LADDER1, a regular brush (not an entity), then in the game the blue places will be black. To make them transparent, turn this brush into func_wall and set the following display parameters in the properties: "Render Mode" - Solid, "FX Amount" - 255.
Unbreakable glass
To create unbreakable glass, turn the brush into func_wall and set the following display parameters in the properties: "Render Mode" - Texture, "FX Amount" - ranging from 0 to 255. The value FX Amount = 0 corresponds to completely transparent glass, and 255 - absolutely opaque.
Map optimization
Use func_wall to convert small parts, such as lamps on ceilings. This will help avoid breaking brushes (walls, ceilings, etc.) into a larger number of polygons (you can read more about map optimization in the articles in the Tutorial).
properties:
The object is used to create water.
Water can be created in three different ways, which you can learn about from the articles in the Tutorial.
properties:
The properties are similar to those of func_door, but there are just two new parameters:
NameIf you give the water a name, it can be lowered/raised (ala a swimming pool)
display options ContentsLiquid type (Water - water, Slime - mucus, Lava - lava)
Wave HeightWave height, in units. Default value 0

Used as a target for some objects, for example, trigger_camera, env_beam and some others.
properties:
Name
Give this object a name, and then write it in the "Target" parameter of the trigger_camera object, then the camera will point to info_target. It is not necessary to use info_target for the camera; you can specify any other object with a name, then the camera will point to it. Info_target is used simply for convenience (since it does not require setting practically any properties)
This object allows you to insert (or rather apply) decals onto the map, i.e. special textures that are applied on top of the main texture to simulate various scratches, traces of grenade explosions, bullet holes, etc.
You can read more about applying decals in the articles in the Tutorial.

The object allows you to place a camera on the map, through which the player who activates it will be able to look at predetermined areas of the map (similar cameras are used on cs_assault).
Read more about the various ways to use cameras in the articles in the Tutorial from the "Cameras" section.
properties:
Target
The name of the object to which the camera's gaze will be directed (target). The target can be any object that has a name. Typically the info_target object is used for these purposes.
Delay
before trigger
Time in seconds until the KillTarget is destroyed
KillTarget
Here you can enter the name of the object that will be destroyed after the first activation of the camera (Attention! The object will be destroyed for all remaining rounds!)
Name
Give the camera a name so it can be activated using a button or other trigger
Hold time
Time in seconds during which the player will see the camera image
Path
corner
Name of the first object path_corner (needed for a moving camera)
Initial
speed
Initial speed of camera movement (needed for a moving camera)
Acceleration units/sec^2
Acceleration of camera movement, units per second2
Stop
deceleration units/sec^2
Camera braking before the end of movement, units per second2
flags:
Start at player
If checked, the camera will start moving from the location of the player's eyes
Follow player
If checked, the camera will follow the player (keep him in focus)
Freeze player
If checked, the player will not be able to move when looking at the camera

Causes damage of various types to the player who passes through it: electric shock, freezing, etc. For example, you can make a fire and place a trigger_hurt around it, then when passing through the fire, the player will receive damage.
properties:
Name
Give the trigger a name so you can turn it on and off. If you don't specify a name, the trigger will fire when the player walks through it
Target
Enter here the name of the object that needs to be activated when activating trigger_hurt
Master
Multisource object name
Damage
The amount of damage inflicted to a player caught in the trigger area (percentage per second)
Delay before trigger
Time in seconds until the object specified in "Target" is activated
Damage type
Type of damage (general, fall, burn, freezing, poisoning, shock, radiation, paralysis, etc.)
flags:
Target once
If checked, trigger_hurt will activate the object specified in "Target" only once. Otherwise trigger_hurt will activate the object every time someone walks through it
Start off
If checked, the trigger will initially be disabled (no damage will be dealt to the player until the trigger is enabled)
FireClientOnly
the flag is not used in CS
TouchClientOnly
the flag is not used in CS

Using this object, models (*.mdl files) are inserted onto the map. You can view models using the Half-Life Model Viewer program.
properties:
NameIf a name is given and the model is activated (by a button or trigger), then the animation currently playing will be stopped. And when you shoot at the model, the next animation frame will be played
ModelPath to the *.mdl file with the model (usually models are placed in the cstrike/models folder). You can also find models in the pak0.pak archive, in the valve folder
display options

Using this object, sprites (*.spr files) are inserted onto the map. You can view sprites using the Sprite Explorer program.
properties:
NameIf a name is given and the sprite is activated (by a button or trigger), then the animation currently playing will be stopped. And when you shoot at a sprite, the next frame of animation will be played
SpritePath to the *.spr file with the sprite (usually sprites are placed in the cstrike/sprites folder). You can also find sprites in the pak0.pak archive, in the valve folder
Frames per
secondSprite animation playback speed, frames per second. Default value: 10
display options

This object allows you to activate up to 16 other objects at specified intervals.
To use it, you need to press the "SmartEdit" button and, by clicking the "Add" button, enter the name of the object in the "Key" parameter and the time of its activation in the "Value" parameter. If there are several objects, the operation must be repeated.
properties:
Name
Give this object a name so it can be activated by a button or trigger
Usage example
Let's create two ambient_generic sounds. Let's name the first sound sound-1, the second sound-2. Now let's install a multi_manager object on the map and give it the name manager-1. In its properties, press the "SmartEdit" button and click "Add". A window will appear with the parameters "key" and "value", where "key" is the name of the object that needs to be activated, "value" is the time in seconds before activating this object
Let's enter the name of the first sound (sound-1) into the "key" parameter, and the value 0 into the "value" parameter. Let's do the same for the second sound, i.e. press the "Add" button again and enter sound-2 in "key", and enter the value 10 in "value"
In the game, after activating the multi_manager object, the sound sound-1 will be played, and after 10 seconds - sound-2. This way we can activate up to 16 different objects. This can be not only sounds, but also doors, lights, as well as other multi_manager objects, etc.
flags:
multithreaded
Allows you to restart multi_manager, even if it is already running and activates some objects. Let's explain the effect of this flag using an example: suppose that when the multi_manager object is activated, 3 messages are displayed on the player's screen in turn (3 game_text objects are used) with an interval of 10 seconds. If at the same time another player reactivates multi_manager, he will not see the messages, because multi_manager has already been started and is doing its job. Check this flag so that the second player can see the messages, i.e. to make multi_manager restart for the second player
The object is used to create a glow (shine, haze) effect around the light source. The further the player is from env_glow, the more blurry (transparent) the glow will be.
properties:
NameObject name (this object cannot be turned on and then turned off by a button or other trigger. To be able to turn on/off the glow (haze) effect, use the env_sprite object instead of env_glow)
Render
FXVisual mode of object display. You can leave it at "Normal", then the haze will blur (disappear) as the player moves away; if you set the "Constant Glow" mode, the haze will have a constant brightness, no matter how far the player is from it (we think this is a less beautiful option).
Render ModeFor this object you should always use the "Glow" mode
FX
Amount (1 - 255)The degree of transparency of the glow (haze). Values (1 - 255). The lower the value, the more transparent the object and vice versa
FX Color (R G B)Glow color (haze)
You can read more about these parameters in the article
"Display Options" ModelPath to the sprite file. You can find the required sprite in the pak0.pak archive in the Sprites folder. The path should be specified using a forward slash (/), for example: sprites/glow01.spr. If you are using a sprite from the Sprites folder of the cstrike directory, then simply click on the button with three dots and select the desired sprite
Sprite ScaleSprite scale, default 1x1. The higher the value, the larger the effect size.
The object allows you to insert sprites onto the map.
properties:
NameIf you give it to a sprite, it can be turned on/off with a button or trigger
Render FXVisual object display mode
Render ModeFor this object you should use the "Additive" (most often) or "Glow" (less often) modes.
FX Amount (1 -
255)Degree of transparency. Values (1 - 255), 1 is the most transparent
FX Color (R
G B)Sprite color in RGB format (red, green, blue)
You can read more about these parameters in the article
"Display Options"
FramerateIf the sprite is animated (for example, sprites/steam1.spr), then this parameter determines the frame rate, default is 10 frames per second
Sprite NamePath to the sprite file. You can find the required sprite in the pak0.pak archive in the Sprites folder. The path should be specified using a forward slash (/), for example sprites/glow01.spr. If you are using a sprite from the Sprites folder in the cstrike directory, then simply click on the button with three dots and select the desired sprite
ScaleSprite scale, default 1x1. The higher the value, the larger its size
flags:
Start On
If the env_sprite object has a name, then in order for the sprite to appear, you must activate env_sprite with a button or other trigger. Check this flag to automatically show the sprite from the beginning
Play Once
If checked and the sprite is animated, its animation will only play once. To play the animation again you need to re-activate env_sprite
This object allows you to change the display parameters of other objects. For example, you can make an object transparent when env_render is activated. But remember that a transparent object does not mean intangible! The object does not disappear anywhere and it will still be impossible to pass through it (transparent).
Let's consider the action of this object using the example of creating a disappearing box. Create a brush that looks like a box, turn it into func_wall (to do this, select the brush, press Ctrl-T and select func_wall from the list). Give the crate a name, for example crate1.
Place env_render next to the box, give it a name, for example, crate1_render and in the properties set the following parameters: "Render Mode" - Texture and "FX Amount" - 0. Then create a brush in the form of a button, turn it into func_button and in the "Target" parameter enter the name of the env_render object, i.e. crate1_render.
Now when you press the button the box will disappear.
properties:
NameThe object must be given a name before it can be activated
TargetEnter here the name of the object whose display parameters need to be changed
Render FX,
Render Mode,
FX Amount (1 -
255),
FX Color (R G B) These are all display parameters that are assigned to the object specified in "Target". You can read more about them in the article
"Display Options" flags:
No Renderfx
If checked, the Render FX parameter will not be applied to the object specified in "Target"
No Renderamt
If checked, the FX Amount parameter will not be applied to the object specified in "Target"
No
Rendermode
If checked, the Render Mode parameter will not be applied to the object specified in "Target"
No Rendercolor
If checked, the FX Color parameter will not be applied to the object specified in "Target"
Entity.
§ 1. What is an entity?
§ 2. 35 main entity objects
§ 3. Entity object display options
§ 4.1 Properties of all Env objects
§ 4.2 Properties of all Func objects
§ 4.3 Properties of all Game objects
§ 4.4 Properties of all Info objects
§ 4.5 Properties of all Trigger objects
§ 4.6 Properties of all Xen objects
§ 4.7 Properties of all Light objects
§ 4.8 Properties of all other objects
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