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.