worldspawn

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C++ Class hierarchy
CWorld
↳CBaseEntity
C++ world.cpp

worldspawn is an entity available in all GoldSrc GoldSrc games.

Key Values

WAD list (wad) <string> !FGD
Semicolon-delineated list of WAD file paths used by compile tools; generally handled by map editor automatically with no need to edit manually.
If a texture is not embedded in the BSP, the engine will search through this list to look for it, ignoring preceding file paths (and assuming it it's in the mod's root directory). Both forward slashes and backslashes are supported without any need to escape the backslashes, but forward slashes are preferred. Paths starting with a slash or drive letter are assumed by compile tools to be absolute paths, with all other paths being relative. VHLT and forks automatically strip the paths (leaving only the names of the required WADs) after compiling to preserve user privacy.
Icon-Bug.pngBug:Some compile tools will fail to load from absolute paths on Windows Windows if forward slashes are used and the drive letter is missing. For best results, use relative paths or include the drive letter.  [todo tested in ?]
Map Description / Title (message) <string> Obsolete
FGD leftover from Quake Quake I.
Technically exists in-game (as part of pev), but is unused in most games. Typically used for author credits. !FGD in Team Fortress Classic.
Environment map (skyname) <sky name>
Default Value: value of sv_skyname
The skybox to use, relative to gfx/env/. See Sky List.
CD track to play (sounds) <integer>
CD track number to play upon map load.
Icon-Bug.pngBug:Only works properly if game is using the valve directory. Otherwise, the music will start playing while the map is almost done loading, but will stop as soon as the map finishes loading.
PlacementTip.pngWorkaround: Put a trigger_cdaudio that encompasses info_player_start.
  (tested in: Steampipe, HL25)
Default light level (light) <integer> Obsolete
FGD leftover from Quake Quake, but it didn't do anything there either.
Default Wave Height (WaveHeight) <float>
Sets the wave height for liquids not part of an entity.
Tip.pngTip: Wave height can be set for func_water, func_door, and using the WaveHeight KV, and for other entities using the scale KV. For entities where the scale KV, divide the usual WaveHeight value by 8.
Waves on worldspawn are typically undesirable in Deathmatch Classic Deathmatch Classic, as it will cause vanilla-style teleporters to look un-Quake-like.
Max Viewable Distance (MaxRange) <float>
FGD default is 4096.
Level Fade In (startdark) <boolean>
Fades the map in.
Confirm:does this have the same bug as in Source?[Clarify]
Display Game Title (gametitle) <boolean>
Should the game's title appear on-screen when the map starts?
New Level Unit (newunit) <boolean>
Used to clear out savegame data of previous levels to keep the savegame size as small as possible. Only set it to Yes if the player cannot return to any previous levels.
  • 0 : No, keep current
  • 1 : Yes, clear previous levels
Map Team List (mapteams) <string>
Default Team (defaultteam) <boolean>
!FGD in Team Fortress Classic.
  • 0 : Fewest Players
  • 1 : First Team
Default CTF (defaultctf) <boolean> (only in Half-Life: Opposing Force)
  • 0 : "Not CTF map"
  • 1 : "CTF map"
Ambience / World Type (worldtype) <integer choices> (only in Deathmatch Classic) Obsolete
FGD leftover from Quake Quake I; not parsed by game.
In Quake, it was used to determine what sounds doors and keys used, what models keys use, and what the keys are called. As func_door's sound handling is completely revamped, and support for keys was removed, this KV would be unused even if it were parsed.
  • 0 : Medieval
  • 1 : Runic (metal)
  • 2 : Present (base)
For additional specifics, see QuakeWiki's page on worldspawn.
Game mode (no_arena) <boolean> (only in Ricochet)
  • 0 : Arena
  • 1 : Deathmatch
MAP format (mapversion) <integer> !FGD
Read by map editor and compile tools only. Indicates whether the UV coordinates in the MAP file are encoded as axial projection or Valve220.
  • < 220 - Axial Projection
  • ≥ 220 - Valve220

Spawnflags

Icon-Important.pngImportant: These flags are set via KVs; those KV should be used instead, as they will be prioritized.
Start Dark : [1] !FGD
Set via startdark KV.
Display Game Title : [2] !FGD
Set via gametitle KV.
Default Team : [4] !FGD
Set via defaultteam KV.