A standard FE entity script generally follows a structure that defines the entity's behavior, movement, and visual effects like screen shaking or light flickering.

: To mimic the original game, scripts often include a FlickerLights table that defines how long the lights should blink before the entity appears.

: Entities move through states such as "waiting," "spawning," "charging," and "despawning".

: For entities like Ambush or A-60, the script uses a Cycles configuration to determine how many times the entity rebounds through rooms. Example Script Template (Lua)

: The script calls a "Creator" utility (often hosted on GitHub) to build the entity model and set its base properties like Speed , DelayTime , and CanKill .