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	<title>Grimwar/Entities - Revision history</title>
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	<updated>2026-10-21T20:39:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<title>DocumentationBot: Version 1</title>
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		<updated>2026-10-01T04:13:05Z</updated>

		<summary type="html">&lt;p&gt;Version 1&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{GameNav}}&lt;br /&gt;
&lt;br /&gt;
Grimwar supplies 32 entity types for Vertex. Choose a type below for its placement, settings and defaults, VSig signals, and usage notes.&lt;br /&gt;
&lt;br /&gt;
== Read the reference ==&lt;br /&gt;
&lt;br /&gt;
Place an entity from Vertex&amp;#039;s creation controls and edit it in the inspector. Point entities use a position and direction. Bounds entities define oriented volumes. Brush entities own the geometry beneath them in the hierarchy. Properties with metre units remain in metres even when the map uses inch-based geometry units.&lt;br /&gt;
&lt;br /&gt;
Settings are the values authored into the map. Inputs are actions you call; outputs are events you listen to. Runtime properties and state snapshots describe a running entity. A server contract controls game state; a client contract controls local presentation. Use the correct VSig handler authority.&lt;br /&gt;
&lt;br /&gt;
Many entity inputs accept a string parameter and parse a number, colour, or other value from it. In VSig, pass an expression: &amp;lt;code&amp;gt;push.set_speed(18)&amp;lt;/code&amp;gt;. Multiple arguments use composite formatting, such as &amp;lt;code&amp;gt;label.set_text(&amp;quot;Wave {0}: {1}&amp;quot;, wave, remaining)&amp;lt;/code&amp;gt;. An input with no argument receives no parameter. A string output in the catalog does not guarantee a nonempty payload on every event.&lt;br /&gt;
&lt;br /&gt;
Every concrete runtime entity has &amp;lt;code&amp;gt;kill&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;killed&amp;lt;/code&amp;gt;. Kill permanently removes that instance until the map reloads. Operational entities also have enable, disable, toggle, enabled, disabled, and is_enabled. Doors and continuous movers use their own motion controls; toggle does not mean the same thing for every entity.&lt;br /&gt;
&lt;br /&gt;
When a state type is listed, capture &amp;lt;code&amp;gt;entity.state&amp;lt;/code&amp;gt; and restore it with &amp;lt;code&amp;gt;entity.restore(saved_state)&amp;lt;/code&amp;gt;. Reads require one matching entity. [[Grimwar/VSig|VSig]] explains refs, hierarchy matching, and &amp;lt;code&amp;gt;!activator&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;!caller&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;!self&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Entity index ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
! Entity !! Editor name !! Placement !! Use&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;env_ambient&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|env_ambient}} [[Grimwar/Entities/env_ambient|env_ambient]] || Ambient || point || Play a base-game audio event or a custom sound.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;env_explosion&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|env_explosion}} [[Grimwar/Entities/env_explosion|env_explosion]] || Explosion || point || Apply radial damage and force, with an optional visual effect.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;env_light&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|env_light}} [[Grimwar/Entities/env_light|env_light]] || Light || point || Place a light and optionally control it with scripts or a built-in effect.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;env_particle&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|env_particle}} [[Grimwar/Entities/env_particle|env_particle]] || Particle effect || point || Place a particle or VFX effect, with optional scripted playback.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;env_screenshake&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|env_screenshake}} [[Grimwar/Entities/env_screenshake|env_screenshake]] || Screen Shake || point || Shake player cameras within a radius.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_button&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_button}} [[Grimwar/Entities/func_button|func_button]] || Button || point || Emit a pressed signal from native interaction or a script.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_damageable&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_damageable}} [[Grimwar/Entities/func_damageable|func_damageable]] || Damageable || volume || Give owned geometry health and a reversible broken state.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_door&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_door}} [[Grimwar/Entities/func_door|func_door]] || Door || volume || Move owned geometry between closed and open positions.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_ladder&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_ladder}} [[Grimwar/Entities/func_ladder|func_ladder]] || Ladder || volume || Create a two-sided climbable volume.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_resupply&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_resupply}} [[Grimwar/Entities/func_resupply|func_resupply]] || Resupply Locker || point || Refill health, magazines, and reserve ammunition for living players.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_rotate&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_rotate}} [[Grimwar/Entities/func_rotate|func_rotate]] || Rotate || volume || Rotate owned geometry as a door or a continuously moving object.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_team_barrier&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_team_barrier}} [[Grimwar/Entities/func_team_barrier|func_team_barrier]] || Team Barrier || volume || Allow selected teams through a barrier.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;func_tracktrain&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|func_tracktrain}} [[Grimwar/Entities/func_tracktrain|func_tracktrain]] || Track Train || volume || Move owned geometry along an authored path.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;game_blitz_checkpoint&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|game_blitz_checkpoint}} [[Grimwar/Entities/game_blitz_checkpoint|game_blitz_checkpoint]] || Blitz Checkpoint || point || Mark a named checkpoint along a Blitz tank route.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;game_blitz_tank&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|game_blitz_tank}} [[Grimwar/Entities/game_blitz_tank|game_blitz_tank]] || Blitz Tank || volume || Create a Blitz escort objective with a path and checkpoints.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;game_capture_flag&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|game_capture_flag}} [[Grimwar/Entities/game_capture_flag|game_capture_flag]] || Capture Flag || volume || Create a flag in an Uplink capture graph.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;game_capture_point&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|game_capture_point}} [[Grimwar/Entities/game_capture_point|game_capture_point]] || Capture Point || volume || Create a team capture objective.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;info_label&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|info_label}} [[Grimwar/Entities/info_label|info_label]] || Label || point || Display world-space text.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;info_observer_point&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|info_observer_point}} [[Grimwar/Entities/info_observer_point|info_observer_point]] || Observer Point || point || Place a spectator or presentation camera.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;info_player_spawn&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|info_player_spawn}} [[Grimwar/Entities/info_player_spawn|info_player_spawn]] || Spawn Point || point || Choose where a team player spawns and faces.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;info_stage_point&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|info_stage_point}} [[Grimwar/Entities/info_stage_point|info_stage_point]] || Stage Point || point || Place a postgame or staged player pose.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;info_teleport_destination&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|info_teleport_destination}} [[Grimwar/Entities/info_teleport_destination|info_teleport_destination]] || Teleport Destination || point || Set the destination pose for a teleport trigger.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;item_pickup&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|item_pickup}} [[Grimwar/Entities/item_pickup|item_pickup]] || Pickup || point || Spawn a health, ammunition, or skull pickup.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;logic_script&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|logic_script}} [[Grimwar/Entities/logic_script|logic_script]] || Logic Script || logic || Configure a reusable VSig module in the map.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_gravewar_skull_deposit&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_gravewar_skull_deposit}} [[Grimwar/Entities/trigger_gravewar_skull_deposit|trigger_gravewar_skull_deposit]] || Gravewar Skull Deposit || volume || Let Gravewar survivors bank carried skulls.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_gravewar_upgrade_zone&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_gravewar_upgrade_zone}} [[Grimwar/Entities/trigger_gravewar_upgrade_zone|trigger_gravewar_upgrade_zone]] || Gravewar Upgrade Zone || volume || Open Gravewar upgrades for eligible players inside a volume.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_hurt&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_hurt}} [[Grimwar/Entities/trigger_hurt|trigger_hurt]] || Trigger Hurt || volume || Damage or heal accepted occupants at an interval.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_multiple&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_multiple}} [[Grimwar/Entities/trigger_multiple|trigger_multiple]] || Trigger || volume || Emit events as accepted objects enter, stay in, and leave a volume.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_push&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_push}} [[Grimwar/Entities/trigger_push|trigger_push]] || Trigger Push || volume || Accelerate occupants or give them a one-time velocity impulse.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_spawn_zone&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_spawn_zone}} [[Grimwar/Entities/trigger_spawn_zone|trigger_spawn_zone]] || Spawn Zone || volume || Register participants inside a team spawn zone.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_teleport&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_teleport}} [[Grimwar/Entities/trigger_teleport|trigger_teleport]] || Trigger Teleport || volume || Move accepted occupants to a destination point.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;trigger_water&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|trigger_water}} [[Grimwar/Entities/trigger_water|trigger_water]] || Water || volume || Create a swimmable volume with a water surface.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Common setup mistakes ==&lt;br /&gt;
&lt;br /&gt;
* Set a trigger&amp;#039;s team filters. &amp;lt;code&amp;gt;trigger_multiple&amp;lt;/code&amp;gt; defaults to None, which blocks participants.&lt;br /&gt;
* Set each spawn&amp;#039;s Team explicitly. A new &amp;lt;code&amp;gt;info_player_spawn&amp;lt;/code&amp;gt; defaults to Union.&lt;br /&gt;
* Parent moving geometry under its entity. Use Path Points for Vertex trains and Blitz tanks.&lt;br /&gt;
* Check the entity&amp;#039;s authority before adding a script handler. Ambient sound calls are client-side; gameplay triggers and movers are server-side.&lt;br /&gt;
* Give entities stable hierarchy names for VSig refs. Copying an object gives it a new internal identity.&lt;br /&gt;
&lt;br /&gt;
== Retired entities ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;game_crystal&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;{{Entity icon|game_crystal}} &amp;lt;code&amp;gt;game_crystal&amp;lt;/code&amp;gt; is no longer in the current SDK. Older maps that used it need an authored replacement suited to their game mode. Use &amp;lt;code&amp;gt;func_damageable&amp;lt;/code&amp;gt; for a breakable object; it does not automatically recreate an old objective&amp;#039;s rules.&lt;br /&gt;
&lt;br /&gt;
[[Category:Grimwar]] [[Category:Grimwar entities]] [[Category:Mapping]]&lt;/div&gt;</summary>
		<author><name>DocumentationBot</name></author>
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