Multiplayer Entities

Overview

Multiplayer entities are used to set up the game rules within a multiplayer level. The multiplayer entities can be found in the Create Object → Legacy Entities → Multiplayer.

AmmoCrateMP

Property

Description

audioSignal


Enabled

Specifies if this Ammo crate is enabled or not.

GroupId

Deprecated

ModelOverride

Override the default model (*.cgf) specified in the script here.

NumUsagesPerPlayer

How many times a player can use the Ammo Crate.

teamId

Setting this to 0 = teams are ignored.

Usable

See Common Entity Parameters.

UseMessage

See Common Entity Parameters.

FragGrenades

Specify the amount of Frag grenades to supply when used.

GiveClips

Specify the amount of Magazines to supply when used.

RefillWeaponAmmo

Refill with the currently selected weapons ammo.

RefillWithCurrentGrenades

Rather than just giving frags.

AssaultIntel

Property

Description

ControlHeight


ControlOffsetZ


ControlRadius


DebugDraw


ModelOverride


teamName


BTBBombBase

Property

Description

Model


ModelSubObject


Radius


BTBBombSite

Property

Description

Model


ModelSubObject


Radius


teamName


Damage


Decal


DecalScale


Effect


EffectScale


Pressure


Radius


Direction


CTFBase

Property

Description

ModelOverride


ModelSubObject


Radius


teamName


CameraPoint

Property

Description

Enabled


PitchLimits


YawLimits


DangerousRigidBody

Property

Description

CanTriggerAreas

See BasicEntity.

CurrentlyDealingDamage

If true the entity will start in a state where it deals damage on contact, otherwise it must first be activated using the ‘MakeDangerous’ event in Flowgraph.

DamagesPlayerOnCollisionSP

If true the entity will deal damage on contact with the player (in single player only).

DamageToDeal

Amount of damage to deal.

DmgFactorWhenCollidingAI

See BasicEntity.

DoesFriendlyFireDamage

Deprecated

ExcludeCover

See BasicEntity.

Faction

See Common Entity Parameters.

HeavyObject

See Common Entity Parameters.

InteractLargeObject

See Common Entity Parameters.

MissionCritical

See BasicEntity.

Model

Defines the model to be used.

Pickable

See Common Entity Parameters.

Serialize

See Common Entity Parameters.

SmartObjectClass

See Common Entity Parameters.

TimeBetweenHits

Delay (in seconds) after dealing damage before entity can deal more damage.

Usable

See Common Entity Parameters.

UseMessage

See Common Entity Parameters.

UsedAsDynamicObstacle

See RigidBodyEX.

Health


Invulnerable

See Common Entity Parameters.

MaxHealth

See Common Entity Parameters.

OnlyEnemyFire

See Common Entity Parameters.

MultiplayerOptions


Networked

See Common Entity Parameters.

ActivateOnDamage

If true physics will activate when damage is received.

CanBreakOthers

See Common Entity Parameters.

EnvironmentalWeapon

Property

Description

classification


collisionDamageScale


damageable


explosionMinDamageToDestroy


idleKillTime


initialHealth


InitiallyRooted


ModelOverride


Pickable

See Common Entity Parameters.

RagdollPostMeleeImpactSpeed


RagdollPostThrowImpactSpeed


RootedAngleMax


RootedAngleMin


shieldsFromExplosionConeAngle


szGrabAnimTagOverride


szMFXLibrary


szRootedGrabAnimTagOverride


szUseMessage


States


ExtractionPoint

Property

Description

ModelOverride


OpenRange


Radius


ExtractionWeaponSpawn

Property

Description

ModelOverride


Radius


ForbiddenArea

Property

Description

DamagePerSecond

Specifies the amount of damage per second taken by the player when he is inside the forbidden area.

DamageType


Delay

Specifies the delay in seconds until the player takes damage inside the forbidden area.

Enabled

Specifies if the forbidden area is enabled or not.

InfiniteFall


overrideTimerLength


ResetsObjects


Reversed

Specifies if the player takes damage inside or outside of the area (inside {{ reversed false, outside }} reversed true).

ShowWarning

Specifies if a warning message is displayed on the HUD when a player enters a forbidden area. (If a delay is set, there will be also a countdown in this message).

teamName

Specifies to which team the ForbiddenArea belongs (Team US {{ black, Team NK }} tan, neutral = leave field free) The opposite team will take damage when a teamname is set. If no teamname is set, every player will take damage.

MultiplayerOptions


Networked

See Common Entity Parameters.

SpawnGroup

Property

Description

Default

Specifies if this Spawn Group is the default spawnpoint or not. Players would initially spawn there.

Enabled

Specifies if this Spawn Group is enabled or not.

Model

Specifies the model used for the Spawn Group.

teamName

Specifies to which team the Spawn Group belongs on game start (Team US {{ black, Team NK }} tan, neutral = leave field free).

SpectatorPoint

Property

Description

Enabled

Specifies if the spectator point is enabled or not.

TagNamePoint

Property

Description

Enabled

TeamRandomSoundVolume

This entity is similar to the RandomSoundVolume entity, in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.

Property

Description

DiscRadius

Defines the size of circle around the player at which distance the sound gets spawned.

Enabled

When set, the object will be enabled on level startup.

IgnoreCulling

When set, the sound will not be affected by visarea attenuation.

IgnoreObstruction

When set, sound will pass through geometric objects.

LogBattleValue

When set, the script will output debug information about the current battle noise level to the console.

MaxWaitTime

Defines the maximal time to wait before re-triggering the sound.

MinWaitTime

Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime.

RandomPosition

When set, each new spawned sound is randomly placed on the discs defined with DiscRadius. The location of the script is used otherwise.

SensitiveToBattle

When set, the battle noise around the player is passed to the sound event. If this event has a "battle" parameter.

TeamSound1 - TeamSound4

Name

Sound to play for this team.

teamName

Name of this team.

TeamSoundSpot

This entity is similar to the SoundSpot entity in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.

Property

Description

Enabled

When set, the object will be enabled on level startup.

IgnoreCulling

When set, the sound will not be affected by visarea attenuation.

IgnoreObstruction

When set, sound will pass through geometric objects.

MaxWaitTime

Defines the maximal time to wait before re-triggering the sound.

MinWaitTime

Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime.

Once

When set, the sound spot will only play once.

Play

When set, the entity will play on level startup.

PlayOnX


PlayOnY


PlayOnZ


PlayRandom


Radius


TeamSound1 - TeamSound4

Name

Sound to play for this team.

teamName

The name of the team.