Sven Co-op

Sven Co-op

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Entmod Console Command Guide
Von Ntzrael
This is a list of all current entmod commands, for your in-game viewing pleasure.

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Main Commands
Command
Description
weapon_entmover
Draws the entmover weapon that gives you a more precise, and in some cases, easier method of moving entities. Left click will move items, while right click will delete them.
entmod_noclip <1/0>
Gives yourself noclip. 1 is on, 0 is off.
e_use
Makes the entity you're looking at perform the default task when used, such as making a door open.
e_god <1/0>
Gives or removes godmode on the entity being looked at. 1 is on, 0 if off.
+copyent
Copies an entity that follows you like +grabent. It is best if this command is bound to a key.
-copyent
Lets go of the entitiy being copied. If you bind +copyent to a key, this is automatically ran when you let go of the key
e_undo
Undoes a grab or delete action.
e_render <mode> [amt] [fx] [red#] [green#] [blue#]
Changes how an entity renders, allowing the usage of special effects and different colors. See the Useful and Fun Commands section for usage help.
e_drop
Drops an entity to the ground
e_rotate [x] [y] [z]
Rotates an entity on the x, y, or z axis the specified amount of degrees
e_rotate_x
Rotates an entity on the x axis 15 degrees
e_rotate_y
Rotates an entity on the y axis 15 degrees
e_rotate_z
Rotates an entity on the z axis 15 degrees
e_add <parameters>
Adds an entity with specified keys and values. Check out the Fun and Useful Commands section for an example.
e_kill [entity] [range]
Kills/destroys the entity being looked at. Optionally, you can specify an entity type and a range to kill.
e_classname <classname>
Sets the classname of the entity being looked at. Useful to turn doors into walls so that they won't move.

(e_classname func_wall)
grabtype <entity> [range]
Grabs a certain entity at a specified range (default 250). Useful for grabbing a sprite or func_illusionary.
stopgrab
Used to stop moving an entity grabbed with grabtype.
show[x]or[y]or[z]
Creates a temporary line in the chosen direction, such as the x axis with showx.
e_stack <amount> <offset x> <offset y> <offset z>
Creates a certain amount of entities each offseted from the last the specified amount.
mm_grab
Selects an entity to be mass moved
mm_start
Starts the mass move process once all entities have been grabbed.
mm_end
Drops all entites being mass moved. Also used for entities that are green and follow you when loaded.
e_search
Searches for entities within 100 cells of your location.
entmod_create <entity> [1/0]
Creates an entity of a certain type in front of you. Input 1 to override the precache warning.
entmod_quickmake <entity>
Makes an entity of a certain type at your location
entmod_spawn <entity> <offset x> <offset y> <offset z>
Makes an entity of a certain type at your location off set by a certain amount
entmod_spawn2 <entity> <x> <y> <z>
Makes an entity at a certain location
Teleporters and Trains
Teleporter Commands:

Command
Description
e_telestart <name>
Creates a teleporter entrance that leads to the exit with the matching name
e_teleend <name>
Creates a teleporter exit that comes from the entrance with a matching name
e_teledelete <name>
Deletes the teleporter entrances and exit with the name specified


Train Commands:

Command
Description
t_select <name>
Starts the train creation process with the specified train name
t_start
Starts laying the path after selecting the train entity. The path will be laid where you move.
t_end <speed>
Ends the path laying process and creates the train entity with the speed specified
t_go
Sets the train just created in motion
Saving and Loading
Command
Description
es_start <name>
Starts the entity saving process with the name specified.
es_grab
Adds the entity to the save list
es_graball <classname>
Adds everything of a specific classname to the save list.
es_ungrab
Removes the last entity added from the save list.
es_save <0/1>
Saves all entities grabbed. If follow (the variable after the command) is set to 1 then the entity save will follow you when loaded. If it's zero it will load in the exact spot it was saved in.
es_list
Lists all entity saves for the current map. Not available on Linux versions of Ent Mod.
es_listall
Lists all entity saves on the server. Not available on Linux versions of Ent Mod.
es_load <name>
Loads the specified entity save. Saves can only be loaded on the map they were saved on.
Other Commands
Command
Description
setinfo "_entpass" "PASSWORD"
Gives you entmod access and allows you to use the commands in this guide, password is dependent on what the server administrator set for your SteamID.
entmod_keys
Lists the keys and values assigned to the entity being looked at
entmod_lookingat
Gives information about the entity being looked at
entmod_worldcopy <angle x> <angle y> <angle z> <origin x> <origin y> <origin z> <angle movement x> <anglemovement y> <anglemovement y>
Copies the map world model. Try not to use this, it will quickly get out of hand.
+grabent
Starts moving an entity. The entity follows you while you have a key bound to this held down. The entmover will do this for you.
-grabent
Lets go of the entity being grabbed. If you bind +grabent to a key, this is automatically ran when you let go of the key. The Entmover should do this for you.
Useful and Fun Commands
Creating a custom monster:

e_add monster_(MONSTER):origin:%HERE%:is_player_ally:1:displayname:(NAME)

This will add a monster with the display name and type of your choice, replace (NAME) with it's name (e.g Mr.Johnson) and (MONSTER) with the monster type (e.g babygarg) remove the is_player_ally:1 and it will obviously not be a player ally.

=-WARNING-=
If you try and spawn a monster not precached in the entmap you're using - the game may crash.

e_add monster_(MONSTER):model:models/(MODEL).mdl:origin:%HERE%:

This will add a monster with the model of another monster - replace monster with the monster type and MODEL with a model (e.g can)

=-WARNING-=
If you try and spawn some monsters with models not precached by the map- the game will crash.
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Using keyvalue names as triggers and buttons:

ON BUTTON entmod_keyvalue target (NAME) (then copy it and delete the old one)
ON DOOR entmod_keyvalue targetname (NAME)

This will make a button that opens a door.

e_add env_explosion:origin:%HERE%:iMagnitude:300:targetname:boom:spawnflags:2

This will add an explosion with the name of boom - use entmod_keyvalue target boom (you can change that, of course) on a door and it will trigger the explosion when the door is opened and closed - this also works for buttons.
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Other useful commands:

"e_classname func_rotating;entmod_keyvalue speed 500;entmod_keyvalue spawnflags17;+copyent;e_kill"

This will make the item you're looking at rotate automatically.
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e_render cvars:

Modes:
0: Normal
1: TransColor (makes an entity the color specified in r g b)
2: TransTexture (amt sets the transparent on the entity 0 is invisible 255 is fully opaque and any number in between can be used)
3: Glow (makes a non-brush entity glow the color in R g b)
4: TransAlpha (makes blue parts of the texture on the entity transparent)
5: TransAdd (Gives the entity a brighter transparent effect)
FX:
0: None
1: Pulse Slow
2: Pulse Fast
3: Pulse Slow Wide
4: Pulse Fast Wide
5: Fade Slow
6: Fade Fast
7: Solid Slow
8: Solid Fast
9: Strobe Slow
10: Strobe Fast
11: Strobe Faster
12: Flicker Slow
13: Flicker Fast
14: No Dissipation
15: Distort
16: Hologram
17: Dead Player (not recommended)
18: Explode (sprites)
19: Glow Shell
20: Clamp Min Scale (sprites)
Plugins
Useful plugins that can augment the entmod experience, plus the commands to use them!

Angelscript Plugins-
Entity Creator[forums.svencoop.com]

Command
Description
.ec_spawnent [classname] [health] [friendly] [model] [weapon] [body] [head]
Creates an entity with set parameters where you're aiming. Example: ".ec_spawnent monster_zombie 500 1 models/scientist.mdl" This creates a zombie with the scientist model. Reminder that it is not necessary to include all arguments as the script will work with what it has been supplied with, but if you need to reach arguments further down the line and might, for example, not want to set the model. Use 0 to denote no change.
.ec_spawnatme [classname] [health] [friendly] [model] [weapon] [body] [head]
Creates an entity with set parameters on top of you. Noclip recommended for this command.
.ec_precachething [path to modelfile]
Adds a modelfile to be precached when next map is loaded. Make sure there are no typos in the model path, or it will crash your game!
5 Kommentare
kookos 12. Okt. 2019 um 1:13 
kookos 12. Okt. 2019 um 0:45 
links

https://ufile.io/xbtfp2a1

https://filebin.net/g9da95dqbc5v6yte/advanced_ent-manual.txt?t=rc1bo1ht

https://gofile.io/?c=flDr9o

https://file.io/ylA4mI

NOTICE -> websites mentioned in manual are dead + its long time i made this also theres many new entities in svencoop atm meaning more new commands and other stuff sven coop was 3.0 when i made this manual first add more if you know or figure more out.

Regards Kookos
Kio- 9. Feb. 2016 um 13:34 
The key "dmg" can be set on any weapons you spawn to set custom damage for the weapon.

Example - overkill M249:

e_add weapon_m249:origin:%HERE%:dmg:9001
TTBNC 7. Feb. 2016 um 23:18 
holy shit, this is an old addon back tol ife?! damn! I remember editing it so far to make rapid-fire snipers!
Ntzrael  [Autor] 2. Feb. 2016 um 16:01 
If you've got any, post your monster creation commands! I'd love to see what interesting boss monsters or personal guards people can come up with.