Entity Reference

Entities are the interactive objects in your maps. Some are defined by brush geometry (brush entities), others are placed as a single point (point entities). Click any entity to see its full property, input, and output reference.

Brush Entities

Entities whose shape, size, and appearance are defined by brush geometry. Indicated by the name starting with Func.

Point Entities

Normal, typical entities, such as players and enemies.

DetailModel

Renders a static model at the entity's position and rotation. Used for props, decorations, and any non-brush geometry that needs to exist in the world.

DirectionalLight

A sun-like light that illuminates the entire map from a single direction. Also controls ambient sky lighting and the skybox texture. Every map should have exactly one.

EntityFactory

Spawns an entity of a configured class at this entity's position when triggered.

EnvCubemap

Captures a cubemap at its position on the first render frame and uses it for reflections and environment lighting on nearby surfaces.

EnvGlobal

Sets, clears, or toggles a named GlobalState flag via the output system.

FogController

Sets the map's fog parameters on spawn, then despawns. Controls color, intensity, and the depth range over which fog fades in.

GroundNode

A navigation node used by the AI pathfinding system. Invisible at runtime. AI agents cannot pathfind in maps that have no GroundNodes.

PointLight

An omnidirectional light that illuminates in all directions from a single point. Used for lamps, fires, glowing pickups, and any localised light source.

SkyCamera

Marks the origin point for sky rendering. Place one in every map that uses a 3D skybox. Only one SkyCamera can be active at a time.

Soundscape

Controls the ambient background audio for an area. Triggered by output chains to cross-fade between soundscapes as the player moves through the map.

SpotLight

A cone-shaped light that emits from a point in the direction the entity is rotated.

Logic Entities

Invisible point entities used to build map logic through the output system.