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Grimwar/Entities

From Vellocet Developer Community

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_multiple defaults to None, which blocks participants.
  • Set each spawn's Team explicitly. A new info_player_spawn defaults 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.