Multiplayer entities are used to set up the game rules within a multiplayer level. The multiplayer entities can be found in the Create Object → Legacy Entities → Multiplayer.
| Property | Description | 
|---|---|
| audioSignal | |
| Enabled | Specifies if this Ammo crate is enabled or not. | 
| GroupId | Deprecated | 
| ModelOverride | Override the default model (*.cgf) specified in the script here. | 
| NumUsagesPerPlayer | How many times a player can use the Ammo Crate. | 
| teamId | Setting this to 0 = teams are ignored. | 
| Usable | |
| UseMessage | |
| FragGrenades | Specify the amount of Frag grenades to supply when used. | 
| GiveClips | Specify the amount of Magazines to supply when used. | 
| RefillWeaponAmmo | Refill with the currently selected weapons ammo. | 
| RefillWithCurrentGrenades | Rather than just giving frags. | 
| Property | Description | 
|---|---|
| ControlHeight | |
| ControlOffsetZ | |
| ControlRadius | |
| DebugDraw | |
| ModelOverride | |
| teamName | 
| Property | Description | 
|---|---|
| Model | |
| ModelSubObject | |
| Radius | 
| Property | Description | 
|---|---|
| Model | |
| ModelSubObject | |
| Radius | |
| teamName | |
| Damage | |
| Decal | |
| DecalScale | |
| Effect | |
| EffectScale | |
| Pressure | |
| Radius | |
| Direction | 
| Property | Description | 
|---|---|
| ModelOverride | |
| ModelSubObject | |
| Radius | |
| teamName | 
| Property | Description | 
|---|---|
| Enabled | |
| PitchLimits | |
| YawLimits | 
| Property | Description | 
|---|---|
| CanTriggerAreas | See BasicEntity. | 
| CurrentlyDealingDamage | If true the entity will start in a state where it deals damage on contact, otherwise it must first be activated using the ‘MakeDangerous’ event in Flowgraph. | 
| DamagesPlayerOnCollisionSP | If true the entity will deal damage on contact with the player (in single player only). | 
| DamageToDeal | Amount of damage to deal. | 
| DmgFactorWhenCollidingAI | See BasicEntity. | 
| DoesFriendlyFireDamage | Deprecated | 
| ExcludeCover | See BasicEntity. | 
| Faction | |
| HeavyObject | |
| InteractLargeObject | |
| MissionCritical | See BasicEntity. | 
| Model | Defines the model to be used. | 
| Pickable | |
| Serialize | |
| SmartObjectClass | |
| TimeBetweenHits | Delay (in seconds) after dealing damage before entity can deal more damage. | 
| Usable | |
| UseMessage | |
| UsedAsDynamicObstacle | See RigidBodyEX. | 
| Health | |
| Invulnerable | |
| MaxHealth | |
| OnlyEnemyFire | |
| MultiplayerOptions | |
| Networked | |
| ActivateOnDamage | If true physics will activate when damage is received. | 
| CanBreakOthers | 
| Property | Description | 
|---|---|
| classification | |
| collisionDamageScale | |
| damageable | |
| explosionMinDamageToDestroy | |
| idleKillTime | |
| initialHealth | |
| InitiallyRooted | |
| ModelOverride | |
| Pickable | |
| RagdollPostMeleeImpactSpeed | |
| RagdollPostThrowImpactSpeed | |
| RootedAngleMax | |
| RootedAngleMin | |
| shieldsFromExplosionConeAngle | |
| szGrabAnimTagOverride | |
| szMFXLibrary | |
| szRootedGrabAnimTagOverride | |
| szUseMessage | |
| States | 
| Property | Description | 
|---|---|
| ModelOverride | |
| OpenRange | |
| Radius | 
| Property | Description | 
|---|---|
| ModelOverride | |
| Radius | 
| Property | Description | 
|---|---|
| DamagePerSecond | Specifies the amount of damage per second taken by the player when he is inside the forbidden area. | 
| DamageType | |
| Delay | Specifies the delay in seconds until the player takes damage inside the forbidden area. | 
| Enabled | Specifies if the forbidden area is enabled or not. | 
| InfiniteFall | |
| overrideTimerLength | |
| ResetsObjects | |
| Reversed | Specifies if the player takes damage inside or outside of the area (inside {{ reversed false, outside }} reversed true). | 
| ShowWarning | Specifies if a warning message is displayed on the HUD when a player enters a forbidden area. (If a delay is set, there will be also a countdown in this message). | 
| teamName | Specifies to which team the ForbiddenArea belongs (Team US {{ black, Team NK }} tan, neutral = leave field free) The opposite team will take damage when a teamname is set. If no teamname is set, every player will take damage. | 
| MultiplayerOptions | |
| Networked | 
| Property | Description | 
|---|---|
| Default | Specifies if this Spawn Group is the default spawnpoint or not. Players would initially spawn there. | 
| Enabled | Specifies if this Spawn Group is enabled or not. | 
| Model | Specifies the model used for the Spawn Group. | 
| teamName | Specifies to which team the Spawn Group belongs on game start (Team US {{ black, Team NK }} tan, neutral = leave field free). | 
| Property | Description | 
|---|---|
| Enabled | Specifies if the spectator point is enabled or not. | 
| Property | Description | 
|---|---|
| Enabled | 
This entity is similar to the RandomSoundVolume entity, in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.
| Property | Description | 
|---|---|
| DiscRadius | Defines the size of circle around the player at which distance the sound gets spawned. | 
| Enabled | When set, the object will be enabled on level startup. | 
| IgnoreCulling | When set, the sound will not be affected by visarea attenuation. | 
| IgnoreObstruction | When set, sound will pass through geometric objects. | 
| LogBattleValue | When set, the script will output debug information about the current battle noise level to the console. | 
| MaxWaitTime | Defines the maximal time to wait before re-triggering the sound. | 
| MinWaitTime | Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime. | 
| RandomPosition | When set, each new spawned sound is randomly placed on the discs defined with DiscRadius. The location of the script is used otherwise. | 
| SensitiveToBattle | When set, the battle noise around the player is passed to the sound event. If this event has a "battle" parameter. | 
| TeamSound1 - TeamSound4 | |
| Name | Sound to play for this team. | 
| teamName | Name of this team. | 
This entity is similar to the SoundSpot entity in the Sound Entities (deprecated) page, except that it will play a different sound, according to which team owns the entity in a multiplayer game.
| Property | Description | 
|---|---|
| Enabled | When set, the object will be enabled on level startup. | 
| IgnoreCulling | When set, the sound will not be affected by visarea attenuation. | 
| IgnoreObstruction | When set, sound will pass through geometric objects. | 
| MaxWaitTime | Defines the maximal time to wait before re-triggering the sound. | 
| MinWaitTime | Defines the minimal time to wait before re-triggering the sound. Must be smaller than MaxWaitTime. | 
| Once | When set, the sound spot will only play once. | 
| Play | When set, the entity will play on level startup. | 
| PlayOnX | |
| PlayOnY | |
| PlayOnZ | |
| PlayRandom | |
| Radius | |
| TeamSound1 - TeamSound4 | |
| Name | Sound to play for this team. | 
| teamName | The name of the team. |