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Section 1: Required tools part 1
Now that we know that the file we actually edit to create a level mod is the .entities file, we w...
EntityDef/Pickup (Eternal)
Not all pickups can be spawned in every level. They can only be spawned in the levels they normal...
Startup Commands
Add this to "shell.entities" and trigger with a logic entity entity { entityDef mapstart_comma...
RenderParms
gameresources_patch1\generated\decls\fx\player\tp_body.decl Green render highlight for Slayer vs...
Resetting Encounter Managers
If you want Encounter Managers to reset when a round ends (all players die on either team), you w...
idTarget_Show
An entity that will show the listed entities when activated. Usage entity { entityDef example...
idTarget_Hide
An entity that will hide the listed entities when activated. Note that not all entities can be h...
idTarget_Remove
An entity that will remove the listed entities when activated. Usage entity { entityDef examp...
idPlayerStart
An entity that defines the spawn position for players. Single Player entity { entityDef initi...
Playable Demons
Info entityDef decl locations for each demon: gameresources_patch1\generated\decls\entitydef\...
Playable Slayers
Replace Archvile actorModifier to Slayer gameresources_patch1\generated\decls\actormodifier\acto...
Game Challenges
Co-op entity { entityDef coop_game_challenge { inherit = "info/game_challenge/battlearena"; ...
Doors
Door entity { entityDef interact_doors_cultist_wide_01_1 { inherit = "interact/doors/cultist...
Bounce Pads
Dynamic Entity (Backer) entity { entityDef invasion_bouncepad_back_1 { inherit = "func/dynam...
Teleporters
Timeline The timeline is only required for teleporter cooldowns. entity { layers { "game/p...
Shootables
Shootable Disable network replication entity { entityDef funky_shootable_1 { inherit = "fun...
Breakable Walls
Breakable Wall entity { entityDef destructible_mall_wall_b_1 { inherit = "destructible/e2m1_...
Music
Event Call item[0] = { eventCall = { eventDef = "activateTarget"; args = { num = 2; ...
Gorilla Bars
Entity Disable network replication. entity { entityDef game_interact_vault_pipe_1 { inherit...
Triggers
Trigger entity { entityDef trigger_volume_1 { inherit = "trigger/trigger"; class = "idTrig...