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MISSION TOPIC - CLOSE WINDOW WHEN FINISHED

Geometry Reference

These classes are accessed by selecting a geometric object and clicking the "ToEntity" button on the right toolbar.

Disco Ball

That's right, folks. It's a disco ball of the funkiest kind.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Collide with Actors Yes Select "Yes" if you wish the ball to be solid.
Rotation Axis   Leave blank and use an origin brush instead.
Initial State Running Select the initial state of the ball.
Spin in Degrees/Sec   The speed of the ball's spin.
Time to spin up   How many seconds it takes to spin the ball up to speed.
Time to spin down   How many seconds it takes to wind the ball down to a stop.
Light(s) to reflect   Enter the names of lights you wish the ball to reflect.
Reflection Corona Small Corona Choose a funky corona!

Flags

No flags.

 

Door

A standard swinging door. There are a great variety of options as to how the door will behave. Doors can play sounds and trip triggers when opened, closed, breached, or tried. Doors must have an Origin1(hinge point) & an Origin2 (pull) to function properly.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Thickness 2 The thickness of the door.
Movement Speed 90 How fast the door will open/close (in degrees/sec).
Start opening sound   Sound name to play when the door begins to open.
Sound while opening   Sound name to play when the door is opening.
Done opening sound   Sound name to play when the door is finished opening.
Slam open sound (Dynamic mode)   Sound name to play when the door slams open in dynamic mode.
Start closing sound   Sound name to play when the door starts to close.
Sound while closing   Sound name to play when the door is closing.
Stop closing sound   Sound name to play when the door is finished closing.
Slam closed sound (dynamic mode)   Sound name to play when the door slams shut in dynamic mode.
Sound when door can't be opened   Sound name to play when the door cannot be opened.
Door-specific semtex effect   Visual effect name to play when the door is breached to explosives.
Paired door name   The name of another door to open along with this door, if necessary.
Base name for sounds   Fill in a prefix to a group of sounds, and SWAT3 will automatically fill in the other sounds.
Target when opened   A target (usually a trigger) to activate when the door is opened.
Target when closed   A target (usually a trigger) to activate when the door is closed.
Target when locked and tried   A target (usually a trigger) to activate when the door is tried when locked.
Target when breached   A target (usually a trigger) to activate when the door is breached.
Max rotation angle (0 to 180)   The maximum amount the door will rotate to open or close (in degrees).

Flags

Flag Name  Default Value  Description
Start open Activate to have the door open at level start.
Start locked Activate to have the door locked at level start.
Not semtexable Activate to keep the door closed even after a breach with explosives. 
Open CCW Activate to force the door to open counter-clockwise.
See-through Activate if characters can see through the door (i.e. a chain-link fence gate)
Exterior Activate if this is an exterior door. This does not mean it is an exit from the map, merely a door on the outside of a building.
Trigger only Activate if the door is to only trigger another event and not open.
Threat beyond Activate to have characters treat the area beyond the door as a threat.

 

 

Fan

This entity will turn the geometry selected into a rotating fan. To create the axis of rotation, use an origin brush.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Collide with Actors Yes Select "Yes" to make this object solid.
Rotation Axis   Leave blank and use an origin brush instead.
Initial State Running Select the initial state of the fan.
Spin in degrees/sec 200 The spin speed of the fan in degrees/sec.
Time to spin up   How long it takes for the fan to spin up to speed.
Time to spin down   How long it takes for the fan to wind down to a stop.

Flags

No flags.

 

func_portal

Portals are a fundamental concept of SWAT3 map making. They are the only way, besides solid geometry, to close off cells from one another. They must be placed in such a way that they fill any gaps between cells that are not closed off by solid geometry.

Parameters

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

Flags

No flags.

 

func_solidref

A special piece of solid geometry. This is the entity to use if you wish to create panes of glass, water, and other special geometry.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Contents Solid Select the type of contents.
Cast Shadows Yes Select "No" if this is an invisible object.
Receive Shadows Yes Select "No" if this is an invisible or self-illuminated object.
Light Backsides No Select "Yes" if this is a self-illuminated object.
Smoothing Angle (0-179)   Degree to which smoothing will be attempted.
Smoothing Dir/Light   Name of light source used to smooth the object.
Smoothing ambient(0-1)   Amount that the backside of the object is lit.

Flags

Flag Name  Default Value  Description
Weaker clip   Activate if you wish this object to refrain from clipping solid geometry.
No skybox cull   Activate if this object is in a skybox only cell and you wish it to render.
No player clip   Activate if you wish to avoid collision with characters.

 

 

Launcher

Use this to turn an entity into a missile launcher that suspects can use. For an example, check out the SAM launchers in the Water Treatment Plant mission.

Parameters

Parameter Name  Default Value  Description
Name A descriptive name for the entity.
Skin Name The model name for the launcher.

Flags

No flags.

 

Mover

A mover is an entity that will move characters or entities that are touching it. An example is an escalator.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Movement Speed   The speed of the mover when running.
State

Forward

The current state of the mover: Forward, Stopped, or Reverse

Flags

Flag Name  Default Value  Description
Fix Speed   Set to active to auto-calculate the texture speed necessary for movement. Usually want it on.
Trigger Reverse   Activate to allow a trigger to reverse the direction of this mover.

 

 

Rain

This entity creates rain in the cell that it is placed in.

Parameters

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

Flags

No flags.

 

SecurityCam

This turns a geometric object into an automatic rotating security camera. It can have a light attached to it.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   A target to point at.
Yaw range   The range in degrees that the camera will yaw.
Yaw speed   The speed in degrees/sec that the camera will yaw.
Pitch range   The range in degrees that the camera will pitch.
Pitch speed   The speed in degrees/sec that the camera will pitch.
Wander hold time   The amount of time in seconds that the camera will hold when wandering.
Spotlight color   The color of the spotlight that the camera emits.
Corona

None

If desired, choose a corona that shines around the camera.
Light cone   The distance that the cone of light from the camera is emitted.

Flags

Flag Name  Default Value  Description
No light   Activate to turn the camera's light off.
No tracking   Activate to turn the camera's tracking feature off.
No wandering   Activate to turn the camera's wandering feature off.
Silent   Activate to force the camera to be silent.
Start off   Activate to have the camera deactivated at level start.

 

 

SlidingDoor

This entity turns a piece of geometry into a door which will slide from one origin point to another. Sliding doors must have an Origin1(Slide FROM) & an Origin2 (Slide TO) to function properly.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Thickness 2 The thickness of the door.
Movement Speed 45 How fast the door will open/close.
Start opening sound   Sound name to play when the door begins to open.
Sound while opening   Sound name to play when the door is opening.
Done opening sound   Sound name to play when the door is finished opening.
Slam open sound (Dynamic mode)   Sound name to play when the door slams open in dynamic mode.
Start closing sound   Sound name to play when the door starts to close.
Sound while closing   Sound name to play when the door is closing.
Stop closing sound   Sound name to play when the door is finished closing.
Slam closed sound (dynamic mode)   Sound name to play when the door slams shut in dynamic mode.
Sound when door can't be opened   Sound name to play when the door cannot be opened.
Door-specific semtex effect   Visual effect name to play when the door is breached by explosives.
Paired door name   The name of another door to open along with this door, if necessary.
Base name for sounds   Fill in a prefix to a group of sounds, and SWAT3 will automatically fill in the other sounds.
Target when opened   A target (usually a trigger) to activate when the door is opened.
Target when closed   A target (usually a trigger) to activate when the door is closed.
Target when locked and tried   A target (usually a trigger) to activate when the door is tried when locked.
Target when breached   A target (usually a trigger) to activate when the door is breached.
Lip   The distance from the pull point that the door stops.

Flags

Flag Name  Default Value  Description
Start open Activate to have the door open at level start.
Start locked Activate to have the door locked at level start.
Not semtexable Activate to keep the door closed even after a breach with explosives. 
Open CCW Activate to force the door to open counter-clockwise.
See-through Activate if characters can see through the door (i.e. a chain-link fence gate)
Exterior Activate if this is an exterior door. This does not mean it is an exit from the map, merely a door on the outside of a building.
Trigger only Activate if the door is to only trigger another event and not open.
Threat beyond Activate to have characters treat the area beyond the door as a threat.

 

 

SwingDoor

This entity creates a door which swings when touched by a character. It is not used, but will instead move when a character moves up against it. For an example, see the cafeteria kitchen area in the Convention Center mission.

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Thickness   The thickness of the door.
Min angle (-180 to 0)   The minimum angle the door will swing in one direction.
Max angle (0 to 180)   The maximum angle the door will swing in the opposite direction.
Speed 90 The speed at which the door will swing.
Dampening .5 or less The amount of dampening (mass) that the door will exhibit when returning to original position. 1 or greater will stop it from returning.
Swing sound   The sound played when the door is swinging.

Flags

No flags.

 

Trigger

This is a geometric object that, when touched, will trip a trigger that can be tied to other objects.

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

Flag Name  Default Value  Description
Player touch   Activate if the player touching the entity trips the trigger.
Officer touch   Activate if any of the team members touching the entity trips the trigger.
Badguy touch   Active if any suspects touching the entity trips the trigger.
When shot   Activate if shooting this entity trips the trigger.
When used   Activate if using this entity trips the trigger.
Use toolkit   Activate if using the toolkit on this entity trips the trigger.
Bad Guy Target   Leave blank.
Civilian Touch   Active if any civilians touching the entity trips the trigger.
Hostage Touch   Active if any hostages touching the entity trips the trigger.
Bomb/Missile   Active if you wish suspects to trip this trigger.
Exit   Activate if this trigger is an exit from the map.

 

 

Trigger_Device

This entity resembles a "Trigger" entity, but there is an important distinction. Using the toolkit on this entity may yield a different result than simply using it. An example is a bomb that is detonated by using it, but disarmed by using the toolkit on it instead.

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.
Toolkit Target   The trigger to target if the toolkit is used on the object.

Flags

Flag Name  Default Value  Description
Player touch   Activate if the player touching the entity trips the trigger.
Officer touch   Activate if any of the team members touching the entity trips the trigger.
Badguy touch   Active if any suspects touching the entity trips the trigger.
When shot   Activate if shooting this entity trips the trigger.
When used   Activate if using this entity trips the trigger.
Use toolkit   Activate if using the toolkit on this entity trips the trigger.
Bad Guy Target   Leave blank.
Civilian Touch   Activate if any civilians touching the entity trips the trigger.
Hostage Touch   Activate if any hostages touching the entity trips the trigger.
Bomb/Missile   Activate if you wish suspects to trip this trigger.
Exit   Activate if this trigger is an exit from the map.

 

 

Trigger_Random

The Trigger_Random entity resembles the Trigger entity, but has the added functionality of a random second call to a different trigger than the first. In this way, a trigger can call one of two possible events. An example would be a malfunctioning device that either opened a door or exploded when activated.

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.
Secondary target   The target trigger to trip if the secondary function is called.
% chance of using   The percent chance that the secondary function will be used.
Group name   Leave blank.
Randomize At startup Choose when the randomization factor should be calculated.

Flags

Flag Name  Default Value  Description
Player touch   Activate if the player touching the entity trips the trigger.
Officer touch   Activate if any of the team members touching the entity trips the trigger.
Badguy touch   Active if any suspects touching the entity trips the trigger.
When shot   Activate if shooting this entity trips the trigger.
When used   Activate if using this entity trips the trigger.
Use toolkit   Activate if using the toolkit on this entity trips the trigger.
Bad Guy Target   Leave blank.
Civilian Touch   Active if any civilians touching the entity trips the trigger.
Hostage Touch   Active if any hostages touching the entity trips the trigger.
Bomb/Missile   Active if you wish suspects to trip this trigger.
Exit   Activate if this trigger is an exit from the map.

 

 

Trigger_Switch

The Trigger_Switch entity resembles the Trigger entity, but has the added functionality of possessing two modes of operation, off and on. An example would be a light switch.

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.
Off target   The target trigger to trip if the switch is turned off.
Initial switch state Off The initial state of the switch: off or on.

Flags

Flag Name  Default Value  Description
Player touch   Activate if the player touching the entity trips the trigger.
Officer touch   Activate if any of the team members touching the entity trips the trigger.
Badguy touch   Active if any suspects touching the entity trips the trigger.
When shot   Activate if shooting this entity trips the trigger.
When used   Activate if using this entity trips the trigger.
Use toolkit   Activate if using the toolkit on this entity trips the trigger.
Bad Guy Target   Leave blank.
Civilian Touch   Active if any civilians touching the entity trips the trigger.
Hostage Touch   Active if any hostages touching the entity trips the trigger.
Bomb/Missile   Active if you wish suspects to trip this trigger.
Exit   Activate if this trigger is an exit from the map.

 

 

Zapper

The Zapper is an entity that will "Zap" the player if it comes within it's field of view. They can be turned off and on. For an example, check out the Shooting House in SWAT3's standard mission mode. You can't miss it, it's represented by a green dot!

Parameters

Parameter Name  Default Value  Description
Name   Descriptive name for the entity.
Target   Leave blank.
Health Loss   How much health is lost by a zap from this object.
Delay before Firing   The delay in seconds before this zapper will fire.
Delay before Resetting   The delay in seconds after firing that this zapper will be ready to fire again.
Field of View   The field of view (in degrees) of this zapper.

Flags

Flag Name  Default Value  Description
Start off   Activate if this zapper is to be deactivated at level start.