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idParticleEmitter
An entity that emits particles. Usage entity { entityDef example_particle_emitter { inherit...
idEntityFx
An entity that will play FX. Usage entity { layers { "game/pvp/slayer_team" // give the FX...
idProp_Coop
An entity that can create a physical obstruction for all players. Usage entity { entityDef pr...
idSoundEntity
Sound entities are used to broadcast sounds to a player. Usage entity { entityDef sound_buffp...
idDestructible
An entity that can be destroyed by certain actions. Breakable Concrete Wall entity { entityDe...
Player Weapons
See Commands (CMD) for additional help. All Slayer Weapons You can use the give command to add ...
Swap Crucible & Hammer
See Commands (CMD) for additional help. Swap Crucible -> Hammer removeinventoryitem weapon/play...
Performance Commands
Where to find Performance Commands Go to the Developer Console, you can find all the needed comm...
Console Variables (CVAR)
Console Variables are like Console Commands but require specific numeric variables following the ...
Section 2: idAI2s and spawns
Before we edit an encounter, we need to know about the behind-the-scenes elements going on. Spec...
Section 1: Required tools part 2
Now that you have the needed tools, let's go over how to use them to set up your level mod. Don't...
Section 1: What is a level mod?
In order to untangle the mess that is teaching the pre-requisite knowledge of being able to creat...
Creating Custom AI - decls
This is an ADVANCED GUIDE. You are expected to have a decent understanding of decls, textures, an...
Creating Custom AI - textures
See Creating Custom AI - decls before proceeding Creating Custom Textures While adding custom t...
Creating Custom AI - entities
See Creating Custom AI - decls before proceeding idAI2 - Reference Reference the original idAI2...
Backup Save Files
This technique essentially gives the player infinite save slots for each campaign. Finding Save ...
Section 1: Before you begin modding
Section 1 will cover everything you need to know before you can begin editing or making your own ...
Section 2: Let's begin modding
Just as a refresher, this section assumes you have an editable .entities file in the correct plac...
EternalMod JSON
This .json file allows mod makers to define information about their mods, such as mod name, autho...
setNextScriptIndex
An eventCall to set the index of the next script in an idEncounterManager. Usage item[0] = { ...