S  W  A  T   3   M  O  D    H  Q    
MISSION TOPIC - CLOSE WINDOW WHEN FINISHED

Entity Reference

cell

Cells are used to denote "rooms" in SWAT3. They are placed in a location that is blocked off by either solid geometry or portals.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity
Multiple Levels No Select Yes if Cell has multiple levels that can be occupied.
Skybox Name   The name of the skybox (if one is to be used).
Skybox Only (No geometry) No Select yes if this cell is to only contain a skybox.
Stealth Music (2D)   The name of the music to be played in this cell if team is in stealth mode.
Dynamic Music (2D)   The name of the music to be played in this cell if team is in dynamic mode.
Ambient Sound (2D)   The name of the ambient sound to be played in this cell.
Noise Level 0 Tells AI characters how noisy the environment is. The higher the noise level, the more "deafened" the AI is, and the harder sound-related responses are.
Sound Environment   String that specifies the name of environment to use in sounds.dat.
Parent Cell   If this cell is a sub-cell of a parent cell, enter the name of the parent cell here.
Atmosphere Normal If this cell has an explosive atmosphere (i.e. explosive gas), choose "Explosive".
Light Level Normal If this cell is unlit, choose "Pitch Dark".
AI use Flashlight No Choose "Yes" if you wish the AI team members to turn on their flashlights in this area.
Must Crouch No Choose "Yes" if the AI team members must crouch in this area.

Flags

No flags.

 

char_start

These entities denote start positions for characters in the level. Certain fields are filled in here, and the rest of the data (such as objectives relating to them, personality data, etc.) is located in global and mission data files.

Parameters

Parameter Name  Default Value  Description
Name   Name of the character.
Skin   The character's class.
Type Civilian Character type: Civilian, Suspect, or Hostage.
Weapon None The character's primary weapon.
Ammo (% of Max) 25% The amount of ammunition for the primary weapon.
Weapon #2 None The character's secondary weapon.
Ammo #2 (% of Max) 25% The amount of ammunition for the secondary weapon.
Health (1-100)   The amount of health the character has.
Hiding Location   Leave blank.
Friendly to SWAT No Set to "Yes" if you wish the character to be friendly to SWAT (does not attack)
Starting Mode Default The starting behavior mode for the character.
Immune to CS Gas No Select yes if the character is immune to CS gas (wearing a gas mask, etc).

Flags

Flag Name  Default Value  Description
Exclude if Killed   Leave inactive.
not Default   Activate if you don't wish this character to exhibit default behavior (wander)
not Guard   Activate if you don't wish this character to exhibit guarding behavior.
not Hunt   Activate if you don't wish this character to exhibit hunting behavior.
not Attack   Activate if you don't wish this character to attack.
not Flee   Activate if you don't wish this character to flee.
not Stay   Activate if you don't wish this character to stay put.
don't draw gun   Activate if you don't wish this character to draw their weapon.

 

 

evidence

This entity is used to create evidence that can be picked up as mission objectives.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Skin name   Model name to use as evidence.
Boundary Radius   The size of the object, how close the player must be before being able to pick it up.

Flags

No flags.

 

gun

This entity denotes a weapon placed out in the SWAT3 world. It may be picked up and used by suspects, or tagged and removed by the SWAT team.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Weapon None The type of weapon.
Ammo (% of Maximum)   The amount of ammunition left in the gun.

Flags

No flags.

 

info_commandgroup

This entity holds a list of triggers that will be called when it is tripped. In essence, it functions as a relay that can trip multiple triggers.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   Comma-separated list of triggers to trip.

Flags

No flags.

 

Info_Effect

This entity is the origin point for an effect, like steam or sparks.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   If the effect is a directional effect, this points the effect at a target you specify.
Effect   Name of the effect in effects.dat

Flags

Flag Name  Default Value  Description
Start on   Activate if you wish the effect to be active when the level is started.

 

 

Info_Explosion

This entity denotes a point where a triggered explosion will originate.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the object.
Damage   Base damage of the explosion.
Radius   Radius of the explosion.

Flags

Flag Name  Default Value  Description
No falloff   Do you want decaying blast damage? If you wish the explosion to affect everyone equally, deactivate this flag.

 

 

Info_Trigger

This entity will trigger other entities, play sounds, display strings, or show custom effects after a user-set delay. The trigger may be used more than once, if desired.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   Name of an effect or switch to trigger.
Stealth Mode Dialog   Dialog ID to call when trigger is tripped in stealth mode.
Dynamic Mode Dialog   Dialog ID to call when trigger is tripped in dynamic mode.
Stealth tutorial ID   The ID of the string to display from the tutorial messages in strings.dat
Dynamic tutorial ID   The ID of the string to display from the tutorial messages in strings.dat
Trigger effect   Special effect to play when trigger hit.
Custom effect   Custom effect name to play when trigger hit.
Sound effect   Custom sound effect name to play when trigger hit.
Delay before triggering 0 Number of seconds before trigger activates after being tripped.
Delay before resetting 0 The number of seconds before resetting the trigger, or you may select "Does not reset".
Initial State Ready The initial state of the trigger.

Flags

No flags.

 

infodecal

This entity will display a decal sprite at a given depth. The decal may be animated.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Preview Texture   Choose a texture to represent this decal in Worldcraft.
Sprite name   The name of the sprite, given in sprites.dat
Animation Enabled No Select "Yes" if sprite is animated.
Depth 16 The depth at which the decal will be displayed.
Shown at Start Yes Select "Yes" if the decal is to be shown at level start.

Flags

No flags.

 

light

This is a point-based omni light that can light up one or more cells. It has a definite source.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Color   The color of the light emitted.
Enabled No Select "Yes" if you wish the light to be on at level start.
Style Normal The style of the light: Normal, Switchable, or Flicker (Slow/Fast)
Start Range 0 The range from the light source that the light starts.
End Range 0 The range from the light source that the light ends.
Cells Illuminated by Light   Enter the names of the cells that this light illuminates.
Sprite None If desired, choose a corona around the light source.

Flags

No flags.

 

light_ambient

This is an ambient light that has no definite source and can be used to light up one or more cells.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Color   Color of the light emitted. Best to keep low.
Enabled Yes Select "Yes" to have light on at level start.
Style Normal Style of lighting: Normal, Switchable, or Flicker (Slow/Fast)
Cells illuminated by light   Enter the names of the cells that this light illuminates. 

Flags

No flags.

 

light_spot

This is a point based light that will illuminate an area around a target entity. In essence, it functions as a spotlight.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Color   Color of the light emitted.
Enabled Yes Select "Yes" to have light on at level start.
Style Normal Style of the light: Normal, Switchable, or Flicker (Slow/Fast)
Start Range 0 The range from the light source that the light starts.
End Range 0 The range from the light source that the light ends.
Cells illuminated by light   Enter the names of the cells that the light illuminates.
Sprite None If desired, select a corona for the light source.
Target   The name of a "target" entity that the light will point to.
Hotspot Angle (0-180) 15 The diameter of the light "hotspot"
Falloff Angle (0-180) 90 The diameter of the light "falloff" to zero intensity.
Sprite Falloff Angle 0 The diameter of the sprites "falloff" to zero intensity.
Sprite Max Bank Angle 0 Leave at zero.

Flags

No flags.

 

Rat

WOOOAH! It's a rat! They follow their own path.

Parameters

Parameter Name  Default Value  Description
Name   Give the rat a nice name.

Flags

No flags.

 

soundent

This entity is used to play sound in a given area.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Sound Name   The name of the sound to play (referenced in sounds.dat)

Flags

Flag Name  Default Value  Description
Start on   Activate to have sound play on level start.

 

 

spriteent

This is a sprite entity; a sprite of user choice will be displayed at this location.

Parameters

Flag Name  Default Value  Description
Name   Descriptive name for the entity.
Sprite Name   The name of the sprite (in sprites.dat or missionsprites.dat)
Sprite Is Visible

Yes

Select "Yes" to have the sprite be visible on level start.

Flags

No flags.

 

swt_start

This entity represents the starting position for one officer at one entry point. It does not represent the entire team.

Parameters

Parameter Name  Default Value  Description
Entry Port 0 Choose the entry port that this start position is to represent.
Position 0 Choose the position on the team that this start position is to represent: 0 (Considered the element leader), Red1, Red2, Blue1, Blue2. 

Flags

No flags.

 

target

This is a generic target entity to be used by the light_spot entity and others such as SecurityCam entities.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   This should be left blank.

Flags

No flags.

 

threatnode

If this entity is present within a cell, team members will treat it as a threat until they have searched it and marked it as "clear".

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.

Flags

No flags.

 

timer

This entity is a time-based trigger. When tripped, this trigger will wait a given number of seconds (adding a random number whose range is chosen by the user) and then trip the target trigger.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   The target to activate when the timer runs out.
Frequency (secs)   How many seconds in between each activation.
Random time to add   Enter a number to add anywhere from 0 to that many seconds to the timer.

Flags

Flag Name  Default Value  Description
Start off   Activate to disable the timer at level start.

 

 

waypointnode

This is an AI pathing node that is used to direct character movements in it's vicinity.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Stop When Clearing No Set to "Yes" if you want characters to stop at this node if clearing an area.
Stop Radius   The number of inches away from this node that characters stop.
Can Escape Here No Set to "Yes" if characters can escape at this area.
Good Cover Here No Set to "Yes" if characters can take cover here.
Visible Nodes   Enter the names of the visible nodes from this node.
Ignored Nodes   Enter the names of ignored nodes from this node.

Flags

No flags.