4. Template entities
MESS contains a small library of so-called 'template entities'. These let you manage complex entity setups with just a single entity.
For example, a common trick for triggering a random target involves an env_beam
surrounded by multiple func_buttons
. Instead of placing all these entities manually, you can place a single mtl_trigger_random
, and let MESS generate the beam and buttons for you when you compile your map.
Generic template entities
- mtl_env_model -- for placing small prop models.
- mtl_trigger_area -- triggers specific targets when a player enters, stays in or leaves an area.
-
mtl_trigger_counter -- a multi-target variant of
game_counter
. Also has a clock mode. - mtl_trigger_periodic -- triggers its target periodically.
- mtl_trigger_random -- triggers a random target. Also has a continuous mode.
-
mtl_trigger_sequence -- an advanced variant of
multi_manager
. Supports looping. - mtl_trigger_switch -- an entity that can trigger one target when turned on, and another when turned off
Counter-Strike template entities
- cs_trigger_roundstart -- for triggering a target when a new round starts.
Quake template entities
-
q1_brush_text -- generates brush-based text, using Makkon's
techdc
font textures