TempEnt 

Usage:
/TempEnt (options) entity

Description:
       This command will create the temporary entity named by entity with the options names. Options differ between Temp entities. You may use a name for entity, but it must be in the SYS_TEMPENT list with the corresponding number. Names used in this documentation are consistent with the SYS_TEMPENT list in "qlad-base.cfg" that is distributed with QLAD.

Jump To:
Global
0: TE_BeamPoints Creates a beam between two points
1: TE_BeamEntPoint Creates a beam between the primary entity (see global options) and a point
2: TE_GunShot Creates a particle effect plus a ricochet sound
3: TE_Explosion Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically
4: TE_TarExplosion Creates the Quake 'tar' explosion
5: TE_Smoke Creates a rising alphablend sprite at 30 pps
6: TE_Tracer Creates a tracer effect from one point to another
7: TE_Lightning Simplified options for TE_BeamEnts - Lightning effect
8: TE_BeamEnts Creates a beam between the primary entity (see global options) and another entity
9: TE_Sparks Creates eight random tracers with gravity, and a ricochet sprite
10: TE_LavaSplash Creates the Quake 1 lavasplash effect
11: TE_Teleport Creates the Quake 1 teleport effect
12: TE_Explosion2 Quake1 Colormapped particle explosion with sound
14: TE_Implosion Creates an implosion effect, tracers moving to a point
15: TE_SpriteTrail Creates a trail of moving glow sprites
17: TE_Sprite Creates an additive sprite, played 1 cycle
18: TE_BeamSprite Creates a beam with a sprite at the end
22: TE_BeamFollow Creates a line of decaying beam segments that follow the entity
23: TE_GlowSprite Creates a glow sprite
24: TE_BeamRing Connect a beam ring between the primary entity and another entity
25: TE_Streak_Splash Creates an oriented shower of tracers
27: TE_DLight Creates a light effect
28: TE_ELight Creates a light effect attached to an entity. Requires an entity.
119: TE_Projectile Creates a projectile moving along a path. It will collide with objects. If a primary entity is specified, it will not collide with that entity.

Global Options:

Option Range Default Description
msg 0-9 0 Sets the type of message the temp entity is transmitted in. If this is a word, the word will be replaced with the value in the SYS_TE_MSG list, which is in qlad-base.cfg as follows (this is also the HL SDK in common/const.h):

  • 0 - MSG_BROADCAST - Unreliable message to everyone
  • 1 - MSG_ONE - Reliable message to one
  • 2 - MSG_ALL - Reliable message to everyone
  • 3 - MSG_INIT - Write to the init string
  • 4 - MSG_PVS - Message to Entities in PVS of origin
  • 5 - MSG_PAS - Message to Entities in PAS of origin
  • 6 - MSG_PVS_R - Reliable message to Entities in PVS of origin
  • 7 - MSG_PAS_R - Reliable message to Entities in PAS of origin
  • 8 - MSG_ONE_UNRELIABLE - Unreliable message to one
  • 9 - MSG_SPEC - Message to all spectator proxies
  • ent userid Primary player Sets the primary entity this temp entity is attached to. This has different effects depending on which temp entity is used.

    0: TE_BeamPoints: Creates a beam between two points
    Options:

    Option Range Default Description
    Start X Y Z (coords) Origin of primary entity, or 0 0 0 Starting point of the beam
    End X Y Z (coords) Origin of primary entity, or 0 0 0 Ending point of the beam
    Sprite sprite path sprites/laserbeam.spr The sprite to use in the beam
    FrameStart 0-255 0 The frame to start with in the sprite
    FrameRate 0-255 0 The frame rate to show the sprite at, in 0.1s (10 = 1 fps)
    Life 0-255 50 The length of time the beam shall remain, in 0.1s (50 = 5 seconds)
    Width 0-255 10 The width of the beam in 0.1s
    Noise 0-255 10 The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s
    Color R G B 255 255 255 The color of the beam, this pulls from the SYS_COLOR list
    Brightness 0-255 127 The brightness of the beam
    Scroll 0-255 0 The scroll speed of the beam, in 0.1s. (??)

    1: TE_BeamEntPoint: Creates a beam between the primary entity (see global options) and a point
    Options:

    Option Range Default Description
    End X Y Z (coords) 0 0 0 Ending point of the beam
    Sprite sprite path sprites/laserbeam.spr The sprite to use in the beam
    FrameStart 0-255 0 The frame to start with in the sprite
    FrameRate 0-255 0 The frame rate to show the sprite at, in 0.1s (10 = 1 fps)
    Life 0-255 50 The length of time the beam shall remain, in 0.1s (50 = 5 seconds)
    Width 0-255 10 The width of the beam in 0.1s
    Noise 0-255 10 The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s
    Color R G B 255 255 255 The color of the beam, this pulls from the SYS_COLOR list
    Brightness 0-255 127 The brightness of the beam
    Scroll 0-255 0 The scroll speed of the beam, in 0.1s. (??)

    2: TE_GunShot: Creates a particle effect plus a ricochet sound
    Option:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the gunshot effect

    3: TE_Explosion: Creates an additive sprite, 2 dynamic lights, flickering particles, explosion sound, and moves the sprite vertically
    Options:

    Option Range Default Description
    sprite sprite path sprites/zerogxplode.spr The additive sprite to use in the explosion
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the explosion effect
    scale 0-255 1 The scale of the sprite in the explosion, in 0.1s
    FrameRate 0-255 0 The frame rate to show the sprite at
    Flags 0-255 0 Sets flags for the explosion, you may OR these together:

  • 0: Default Half-Life explosion
  • 1: Sprite will be drawn opaque
  • 2: Do not render the dynamic lights
  • 4: Do not play the explosion sound
  • 8: Do not draw the particles
  • 4: TE_TarExplosion: Creates the Quake 'tar' explosion
    Option:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect

    5: TE_Smoke: Creates a rising alphablend sprite at 30 pps
    Options:

    Option Range Default Description
    sprite sprite path sprites/steam1.spr The alphablend sprite to use for smoke
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the smoke effect
    scale 0-255 1 The scale of the smoke, in 0.1s
    FrameRate 0-255 0 The frame rate to show the sprite at

    6: TE_Tracer: Creates a tracer effect from one point to another
    Options:

    Option Range Default Description
    Start X Y Z (coords) Origin of primary entity, or 0 0 0 Starting point of the tracer
    End X Y Z (coords) Origin of primary entity, or 0 0 0 Ending point of the tracer

    7: TE_Lightning: Simplified options for TE_BeamEnts - Lightning effect
    Options:

    Option Range Default Description
    Start X Y Z (coords) Origin of primary entity, or 0 0 0 Starting point of the lightning
    End X Y Z (coords) Origin of primary entity, or 0 0 0 Ending point of the lightning
    Sprite sprite path sprites/laserbeam.spr The sprite to use in the lightning
    Life 0-255 50 The length of time the lightning shall remain, in 0.1s (50 = 5 seconds)
    Width 0-255 10 The width of the lightning in 0.1s
    Amplitude 0-255 10 The noise amplitude of the lightning, this controls how much it distorts, again in 0.1s

    8: TE_BeamEnts: Creates a beam between the primary entity (see global options) and another entity
    Options:

    Option Range Default Description
    ent2 UserID Secondary player Ending point of the beam
    Sprite sprite path sprites/laserbeam.spr The sprite to use in the beam
    FrameStart 0-255 0 The frame to start with in the sprite
    FrameRate 0-255 0 The frame rate to show the sprite at, in 0.1s (10 = 1 fps)
    Life 0-255 50 The length of time the beam shall remain, in 0.1s (50 = 5 seconds)
    Width 0-255 10 The width of the beam in 0.1s
    Noise 0-255 10 The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s
    Color R G B 255 255 255 The color of the beam, this pulls from the SYS_COLOR list
    Brightness 0-255 127 The brightness of the beam
    Scroll 0-255 0 The scroll speed of the beam, in 0.1s. (??)

    9: TE_Sparks: Creates eight random tracers with gravity, and a ricochet sprite
    Option:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect

    10: TE_LavaSplash: Creates the Quake 1 lavasplash effect
    Option:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect

    11: TE_Teleport: Creates the Quake 1 teleport effect
    Option:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect

    12: TE_Explosion2: Quake1 Colormapped particle explosion with sound
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect
    StartColor 0-255 50 The starting color of the colors in the explosion
    NumColors 0-255 10 The number of colors in the explosion

    14: TE_Implosion: Creates an implosion effect, tracers moving to a point
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect
    Radius 0-255 10 The Radius of the implosion
    Count 0-255 10 Number of tracers in the implosion
    Life 0-255 100 Life of the implosion (in 0.1s)

    15: TE_SpriteTrail: Creates a trail of moving glow sprites
    Options:

    Option Range Default Description
    Start X Y Z (coords) Primary player origin, or 0 0 0 Starting point of the sprite trail
    End X Y Z (coords) Primary player origin, or 0 0 0 Ending point of the sprite trail
    Sprite sprite path sprites/laserbeam.spr The sprite to use for the trail
    Life 0-255 50 The length of time the sprites shall remain, in 0.1s (50 = 5 seconds)
    Count 0-255 3 The number of sprites to show
    Scale 0-255 2 The scale of the sprite, in 0.1s
    Velocity 0-255 10 The velocity towards the end point, in 10s
    Random 0-255 10 The randomness of the sprites towards the end point

    17: TE_Sprite: Creates an additive sprite, played 1 cycle
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the sprite
    Sprite sprite path sprites/laserbeam.spr The additive sprite to use
    Scale 0-255 1 The scale of the sprite
    Brightness 0-255 127 The brightness of the sprite

    18: TE_BeamSprite: Creates a beam with a sprite at the end
    Options:

    Option Range Default Description
    Start X Y Z (coords) Origin of primary entity, or 0 0 0 Starting position of the beam
    End X Y Z (coords) Origin of primary entity, or 0 0 0 Ending position of the beam
    Sprite sprite path sprites/laserbeam.spr The sprite to use for the beam
    EndSprite sprite path sprites/laserbeam.spr The sprite to show at the end of the beam

    22: TE_BeamFollow: Creates a line of decaying beam segments that follow the entity
    Options:

    Option Range Default Description
    Sprite sprite path sprites/laserbeam.spr The sprite to use for the beam segments
    Life 0-255 100 How long the beam will last (in 0.1s), if 0 or 255, may make it last forever
    Width 0-255 10 The width of the beam segments, in 0.1s
    Color 0-255 0-255 0-255 255 255 255 Sets the color of the sprite. If this is a word, the word will be replaced with the value in the SYS_COLOR list, if it exists.
    Brightness 0-255 127 The brightness of the sprite

    23: TE_GlowSprite: Creates a glow sprite
    Options:

    Option Range Default Description
    Sprite sprite path sprites/laserbeam.spr The glow sprite to use
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the sprite
    Scale 0-255 10 The scale of the sprite
    Size 0-255 10 The size of the sprite
    Brightness 0-255 127 The brightness of the sprite

    24: TE_BeamRing: Connect a beam ring between the primary entity and another entity
    Options:

    Option Range Default Description
    ent2 UserID Secondary player Ending point of the beam ring
    Sprite sprite path sprites/laserbeam.spr The sprite to use in the beam
    FrameStart 0-255 0 The frame to start with in the sprite
    FrameRate 0-255 0 The frame rate to show the sprite at, in 0.1s (10 = 1 fps)
    Life 0-255 50 The length of time the beam shall remain, in 0.1s (50 = 5 seconds)
    Width 0-255 10 The width of the beam in 0.1s
    Noise 0-255 10 The noise amplitude of the beam, this controls how much the beam distorts, again in 0.1s
    Color R G B 255 255 255 The color of the beam, this pulls from the SYS_COLOR list
    Brightness 0-255 127 The brightness of the beam
    Scroll 0-255 0 The scroll speed of the beam, in 0.1s. (??)

    25: TE_Streak_Splash: Creates an oriented shower of tracers
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Position of the effect
    Dir X Y Z (vector) 0 0 -10 The vector to move the tracers in
    Color 0-255 50 The color byte of the tracers
    Count 0-65535 10 The number of tracers
    Speed 0-65535 50 The speed of the tracers
    Random 0-65535 127 The randomness in the vectors for the tracers

    27: TE_DLight: Creates a light effect
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity, or 0 0 0 Center of the light
    Radius 0-255 20 The radius of the light
    Color R G B 255 255 255 The color of the light, this pulls from the SYS_COLOR list
    Life 0-255 10 How long the light will last, in 10s
    Decay 0-255 1 The rate the light will decay

    28: TE_ELight: Creates a light effect attached to an entity. Requires an entity.
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity Starting point of the light
    Radius 0-255 20 The radius of the light
    Color R G B 255 255 255 The color of the light, this pulls from the SYS_COLOR list
    Life 0-255 10 How long the light will last, in 10s
    Decay 0-255 1 The rate the light will decay

    119: TE_Projectile: Creates a projectile moving along a path. It will collide with objects. If a primary entity is specified, it will not collide with that entity.
    Options:

    Option Range Default Description
    Pos X Y Z (coords) Origin of primary entity or 0 0 0 Starting point of the projectile
    Velocity X Y Z (vector) 0 0 -10 The vector the projectile will move along
    model Model or Sprite name sprites/laserbeam.spr The actual projectile model or sprite
    Life 0-255 10 How many seconds the projectile will live