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Documentation: restore enttools docs from old engine wiki
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Documentation/entity-tools.md
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Documentation/entity-tools.md
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# There are few new commands availiable in xash3d fork:
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## Commands:
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### ent_create
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Create entity with specified classname and key/values
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`ent_create <classname> <key> <value> <key> <value> ...`
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for example:
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`ent_create monster_zombie targetname zomb1`
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after creating entity, ent_last_xxx cvars are set to new entity and ent_last_cb called, look at ent_getvars description
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### ent_fire
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Make some actions on entity
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`ent_fire <pattern> <command> <args>`
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Availiavle commands:
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* Set fields (Only set entity field, does not call any functions):
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* health
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* gravity
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* movetype
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* solid
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* rendermode
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* rendercolor (vector)
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* renderfx
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* renderamt
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* hullmin (vector)
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* hullmax (vector)
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* Actions
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* rename: set entity targetname
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* settarget: set entity target (only targetnames)
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* setmodel: set entity model (does not update)
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* set: set key/value by server library
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* See game FGD to get list.
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* command takes two arguments
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* touch: touch entity by current player.
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* use: use entity by current player.
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* movehere: place entity in player fov.
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* drop2floor: place entity to nearest floor surface
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* moveup: move entity to 25 units up
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* moveup (value): move by y axis relatively to specified value
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* Flags (Set/clear specified flag bit, arg is bit number):
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* setflag
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* clearflag
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* setspawnflag
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* clearspawnflag
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### ent_info
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Print information about entity by identificator
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`ent_info <identificator>`
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### ent_getvars
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Set client cvars containing entity information (useful for [[Scripting]]) and call ent_last_cb
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`ent_getvars <identificator>`
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These cvars are set:
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```
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ent_last_name
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ent_last_num
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ent_last_inst
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ent_last_origin
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ent_last_class
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```
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### ent_list
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Print short information about antities, filtered by pattern
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`ent_list <pattern>`
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## Syntax description
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### \<identificator\>
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* !cross: entity under aim
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* Instance code: !\<number\>_\<seria\l>
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* set by ent_getvars command
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* Entity index
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* targetname pattern
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### \<pattern\>
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Pattern is like identificator, but may filter many entities by classname
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### (vector)
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used by ent_fire command. vector means three float values, entered without quotes
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### key/value
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All entities parameters may be set by specifiing key and value strings.
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Originally, this mechanizm is used in map/bsp format, but it can be used in enttools too.
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Keys and values are passed to server library and processed by entity keyvalue function, setting edict and entity owns parameters.
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If value contains spaces, it must be put in quotes:
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`ent_fire !cross set origin "0 0 0"`
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## Using with scripting
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ent_create and ent_getvars commands are setting cvars on client
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It can be used with ent_last_cb alias that is executed after setting cvars.
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Simple example:
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```
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ent_create weapon_c4
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alias ent_last_cb "ent_fire \$ent_last_inst use"
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```
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Use weapon_c4 after creating it.
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Note that you cannot use many dfferent callbacks at the same time.
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You can set entity name by by pattern and create special script, contatning all callbacks.
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Example:
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example.cfg
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```
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alias ent_last_cb exec entity_cb.cfg
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ent create \<class\> targetname my_ent1_$name
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ent_create \<class\> targetname my_ent2_$name
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```
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entity_cb.cfg
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```
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if $ent_last_name == my_ent1_$name
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:(ent1 actions)
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if $ent_last_name == my_ent2_$name
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:(ent2 actions)
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```
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Note that scripting cannot be blocking. You cannot wait for server answer and continue. But you can use small scripts, connected with ent_last_cb command. The best usage is user interaction. You can add touch buttons to screen or call user command menu actions by callbacks.
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## Server side
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To enable entity tools on server, set sv_enttools_enable to 1
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To change maximum number of entities, touched by ent_fire, change sv_enttools_maxfire to required number.
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To enable actions on players, set sv_enttools_players to 1.
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To enable entity tools for player by nickname, set sv_enttools_godplayer to nickname. Useful to temporary enable from rcon.
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To prevent crash on some actions, set host_mapdesign_fatal to 0
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