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idTarget_Teleport
An entity to teleport the player to the specified location when used. Usage entity { entityDef example_target_teleport_eternal { class = "idTarget_Teleport"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false...
idVolume_PlayerEnvOverride
An entity to overwrite the envSettings decl set by idWorldspawn when within the defined volume. Usage entity { entityDef volume_env_override_1 { inherit = "volume/env_override"; class = "idVolume_PlayerEnvOverride"; expandInheritance = false; poolC...
idTrigger
An entity that will trigger its listed targets when used. Usage entity { entityDef mod_trigger_1 { inherit = "trigger/trigger"; class = "idTrigger"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; dis...
idTarget_Remove
An entity that will remove the listed entities when activated. Usage entity { entityDef example_target_remove_eternal { class = "idTarget_Remove"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disable...
idTarget_Hide
An entity that will hide the listed entities when activated. Note that not all entities can be hidden. Usage entity { entityDef example_target_hide_eternal { class = "idTarget_Hide"; expandInheritance = false; poolCount = 0; poolGranularity = 2; ...
idTarget_Show
An entity that will show the listed entities when activated. Usage entity { entityDef example_target_show_eternal { class = "idTarget_Show"; expandInheritance = false; poolCount = 0; poolGranularity = 2; networkReplicated = false; disableAIPool...
makeAIAwareOfPlayer
An eventCall to make any ai entities spawned in an idEncounterManager, aware of the player. Usage item[0] = { eventCall = { eventDef = "makeAIAwareOfPlayer"; args = { num = 4; item[0] = { bool = true; // allActive } item[1] = { ...
raiseEventFlagOnExternalScript
An eventcall to trigger a flag on an idEncounterManager outside of the one that this eventcall is used in. Usage item[0] = { eventCall = { eventDef = "raiseEventFlagOnExternalScript"; args = { num = 3; item[0] = { entity = "game_ai_encou...
EntityDef/AI (Eternal)
Each AI may only be spawned in their respected campaign AND anything released after. For example, Spirits can be spawned in any TAG1 or TAG2 level, but not in the Base Campaign. Base Campaign ai/ambient/buffpod ai/ambient/tentacle ai/ambient/zombie_cueball...
EntityDef/Pickup (Eternal)
Not all pickups can be spawned in every level. They can only be spawned in the levels they normally appear in. For example, a Mega Health cannot be spawned in Hell on Earth. Base Campaign pickup/armor/large pickup/armor/medium pickup/armor/small pickup/he...