Grimwar/Entities
Grimwar supplies 32 entity types for Vertex. Choose a type below for its placement, settings and defaults, VSig signals, and usage notes.
Read the reference
Place an entity from Vertex'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.
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.
Many entity inputs accept a string parameter and parse a number, colour, or other value from it. In VSig, pass an expression: push.set_speed(18). Multiple arguments use composite formatting, such as label.set_text("Wave {0}: {1}", wave, remaining). An input with no argument receives no parameter. A string output in the catalog does not guarantee a nonempty payload on every event.
Every concrete runtime entity has kill and killed. 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.
When a state type is listed, capture entity.state and restore it with entity.restore(saved_state). Reads require one matching entity. VSig explains refs, hierarchy matching, and !activator/!caller/!self.
Entity index
| Entity | Editor name | Placement | Use |
|---|---|---|---|
| env_ambient | Ambient | point | Play a base-game audio event or a custom sound. |
| env_explosion | Explosion | point | Apply radial damage and force, with an optional visual effect. |
| env_light | Light | point | Place a light and optionally control it with scripts or a built-in effect. |
| env_particle | Particle effect | point | Place a particle or VFX effect, with optional scripted playback. |
| env_screenshake | Screen Shake | point | Shake player cameras within a radius. |
| func_button | Button | point | Emit a pressed signal from native interaction or a script. |
| func_damageable | Damageable | volume | Give owned geometry health and a reversible broken state. |
| func_door | Door | volume | Move owned geometry between closed and open positions. |
| func_ladder | Ladder | volume | Create a two-sided climbable volume. |
| func_resupply | Resupply Locker | point | Refill health, magazines, and reserve ammunition for living players. |
| func_rotate | Rotate | volume | Rotate owned geometry as a door or a continuously moving object. |
| func_team_barrier | Team Barrier | volume | Allow selected teams through a barrier. |
| func_tracktrain | Track Train | volume | Move owned geometry along an authored path. |
| game_blitz_checkpoint | Blitz Checkpoint | point | Mark a named checkpoint along a Blitz tank route. |
| game_blitz_tank | Blitz Tank | volume | Create a Blitz escort objective with a path and checkpoints. |
| game_capture_flag | Capture Flag | volume | Create a flag in an Uplink capture graph. |
| game_capture_point | Capture Point | volume | Create a team capture objective. |
| info_label | Label | point | Display world-space text. |
| info_observer_point | Observer Point | point | Place a spectator or presentation camera. |
| info_player_spawn | Spawn Point | point | Choose where a team player spawns and faces. |
| info_stage_point | Stage Point | point | Place a postgame or staged player pose. |
| info_teleport_destination | Teleport Destination | point | Set the destination pose for a teleport trigger. |
| item_pickup | Pickup | point | Spawn a health, ammunition, or skull pickup. |
| logic_script | Logic Script | logic | Configure a reusable VSig module in the map. |
| trigger_gravewar_skull_deposit | Gravewar Skull Deposit | volume | Let Gravewar survivors bank carried skulls. |
| trigger_gravewar_upgrade_zone | Gravewar Upgrade Zone | volume | Open Gravewar upgrades for eligible players inside a volume. |
| trigger_hurt | Trigger Hurt | volume | Damage or heal accepted occupants at an interval. |
| trigger_multiple | Trigger | volume | Emit events as accepted objects enter, stay in, and leave a volume. |
| trigger_push | Trigger Push | volume | Accelerate occupants or give them a one-time velocity impulse. |
| trigger_spawn_zone | Spawn Zone | volume | Register participants inside a team spawn zone. |
| trigger_teleport | Trigger Teleport | volume | Move accepted occupants to a destination point. |
| trigger_water | Water | volume | Create a swimmable volume with a water surface. |
Common setup mistakes
- Set a trigger's team filters.
trigger_multipledefaults to None, which blocks participants. - Set each spawn's Team explicitly. A new
info_player_spawndefaults to Union. - Parent moving geometry under its entity. Use Path Points for Vertex trains and Blitz tanks.
- Check the entity's authority before adding a script handler. Ambient sound calls are client-side; gameplay triggers and movers are server-side.
- Give entities stable hierarchy names for VSig refs. Copying an object gives it a new internal identity.
Retired entities
game_crystal is no longer in the current SDK. Older maps that used it need an authored replacement suited to their game mode. Use func_damageable for a breakable object; it does not automatically recreate an old objective's rules.