S W A T 3 M O D H Q |
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. |