List of Base Defense entities: Difference between revisions
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Note:This list contains only FGD entities.
(Created page with "Category:Entities by game__NOTOC__Category:Entity lists This is a list of all Base Defense entities that can be placed through {{hammer|4}} or {{jack|4}}. {{note|T...") |
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{{cleanup|update, maked with old fgd version}} | |||
[[Category:Entities by game]]__NOTOC__[[Category:Entity lists]] | [[Category:Entities by game]]__NOTOC__[[Category:Entity lists]] | ||
This is a list of all [[Base Defense]] entities that can be placed through {{hammer|4}} or {{jack|4}}. | This is a list of all [[Base Defense]] entities that can be placed through {{hammer|4}} or {{jack|4}}. |
Latest revision as of 08:40, 13 March 2024

This article or section needs to be cleaned up to conform to a higher standard of quality because:
update, maked with old fgd version
For help, see the VDC Editing Help and Wikipedia cleanup process. Also, remember to check for any notes left by the tagger at this article's talk page.This is a list of all Base Defense entities that can be placed through Hammer or
J.A.C.K..

aiscripted_*
ambient_*
ammo_*
- ammo_357
- ammo_9mmAR
- ammo_9mmbox
- ammo_9mmclip
- ammo_ARgrenades
- ammo_buckshot
- ammo_crossbow
- ammo_gaussclip
- ammo_rpgclip
button_*
cycler_*
env_*
- env_beam
- env_beverage
- env_blood
- env_bubbles
- env_explosion
- env_fade
- env_funnel
- env_global
- env_glow
- env_laser
- env_message
- env_render
- env_shake
- env_shooter
- env_sound
- env_spark
- env_sprite
func_*
- func_breakable
- func_button
- func_conveyor
- func_door
- func_door_rotating
- func_friction
- func_guntarget
- func_healthcharger
- func_illusionary
- func_ladder
- func_monsterclip
- func_mortar_field
- func_pendulum
- func_plat
- func_platrot
- func_pushable
- func_recharge
- func_rotating
- func_rot_button
- func_tankcontrols
- func_tank
- func_tanklaser
- func_tankmortar
- func_tankrocket
- func_trackautochange
- func_trackchange
- func_tracktrain
- func_traincontrols
- func_train
- func_wall
- func_wall_toggle
- func_water
game_*
- game_counter
- game_counter_set
- game_end
- game_player_equip
- game_player_hurt
- game_player_team
- game_score
- game_shop
- game_team_master
- game_team_set
- game_text
- game_zone_player
info_*
- info_bigmomma
- info_intermission
- info_landmark
- info_node_air
- info_node
- info_null
- info_player_coop
- info_player_deathmatch
- info_player_start
- info_target
- info_teleport_destination
item_*
light_*
momentary_*
monster_*
- monster_alien_controller
- monster_alien_grunt
- monster_alien_slave
- monster_apache
- monster_babycrab
- monster_barnacle
- monster_barney_dead
- monster_barney
- monster_bigmomma
- monster_bloater
- monster_bullchicken
- monster_cockroach
- monster_flyer_flock
- monster_furniture
- monster_gargantua
- monster_generic
- monster_gman
- monster_grunt_repel
- monster_handgrenade
- monster_headcrab
- monster_hevsuit_dead
- monster_hgrunt_dead
- monster_houndeye
- monster_human_assassin
- monster_human_grunt
- monster_ichthyosaur
- monster_leech
- monster_miniturret
- monster_nihilanth
- monster_osprey
- monster_rat
- monster_satchelcharge
- monster_scientist_dead
- monster_scientist
- monster_sentry
- monster_sitting_scientist
- monster_snark
- monster_tentacle
- monster_tripmine
- monster_turret
- monster_zombie
multi_*
path_*
player_*
prop_*
scripted_*
target_*
trigger_*
- trigger_auto
- trigger_autosave
- trigger_camera
- trigger_cdaudio
- trigger_changelevel
- trigger_changetarget
- trigger_counter
- trigger_endsection
- trigger_gravity
- trigger_hurt
- trigger_monsterjump
- trigger_multiple
- trigger_once
- trigger_push
- trigger_relay
- trigger_teleport
- trigger_transition
weapon_*
- weapon_357
- weapon_9mmAR
- weapon_9mmhandgun
- weapon_crossbow
- weapon_crowbar
- weapon_egon
- weapon_gauss
- weapon_handgrenade
- weapon_hornetgun
- weapon_rpg
- weapon_satchel
- weapon_shotgun
- weapon_snark
- weapon_tripmine