Guest User

RMQ mod entity def file

a guest
Jan 19th, 2012
127
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 97.85 KB | None | 0 0
  1. // R E M A K E Q U A K E P R O J E C T
  2.  
  3. // Entity definitions file, written by goldenboy
  4.  
  5.  
  6.  
  7. // AIR_
  8.  
  9.  
  10. /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
  11. Air bubbles
  12.  
  13. Often used to mark exits or secrets underwater.
  14. */
  15.  
  16.  
  17.  
  18. // AMBIENT_
  19.  
  20.  
  21. /*QUAKED ambient_light_buzz (.3 .1 .6) (-10 -10 -8) (10 10 8)
  22. Buzzing light sound
  23. */
  24.  
  25. /*QUAKED ambient_drip (.3 .1 .6) (-10 -10 -8) (10 10 8)
  26. Dripping sound
  27. */
  28.  
  29. /*QUAKED ambient_drone (.3 .1 .6) (-10 -10 -8) (10 10 8)
  30. Slipgate machinery droning
  31. sounds 1/2?
  32. */
  33.  
  34. /*QUAKED ambient_comp_hum (.3 .1 .6) (-10 -10 -8) (10 10 8)
  35. Bleeping computer consoles
  36. sounds 1/2/3?
  37. */
  38.  
  39. /*QUAKED ambient_flouro_buzz (.3 .1 .6) (-10 -10 -8) (10 10 8)
  40. Fluorescent light sound
  41. */
  42.  
  43. /*QUAKED ambient_suck_wind (.3 .1 .6) (-10 -10 -8) (10 10 8)
  44. Constant windtunnel/air vent blowing sound
  45. */
  46.  
  47. /*QUAKED ambient_swamp1 (.3 .1 .6) (-10 -10 -8) (10 10 8)
  48. Frogs and crickets
  49. */
  50.  
  51. /*QUAKED ambient_swamp2 (.3 .1 .6) (-10 -10 -8) (10 10 8)
  52. More frogs and crickets
  53. */
  54.  
  55. /*QUAKED ambient_hammer (.3 .1 .6) (-10 -10 -8) (10 10 8)
  56. Bang bang bang
  57. */
  58.  
  59. /*QUAKED ambient_machine (.3 .1 .6) (-10 -10 -8) (10 10 8)
  60. another buzz/drone
  61. */
  62.  
  63. /*QUAKED ambient_portal (.3 .1 .6) (-10 -10 -8) (10 10 8)
  64. ???
  65. */
  66.  
  67.  
  68.  
  69. // EVENT_
  70.  
  71.  
  72. /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
  73. Lightning setup used to kill Chthon
  74. */
  75.  
  76.  
  77.  
  78. // FUNC_
  79.  
  80.  
  81. /*QUAKED func_button (0 .5 .8) ? START_OFF ALWAYSTOUCH
  82. {
  83. choice "sounds"
  84. (
  85. (0,"steam metal")
  86. (1,"wooden clunk")
  87. (2,"metallic click")
  88. (3,"in-out")
  89. );
  90. }
  91. When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
  92.  
  93. "angle" move direction
  94. "lip" override the default 4 pixel lip remaining at end of move
  95. "speed" override the default 40 speed
  96. "wait" override the default 1 second wait (-1 = never return)
  97. "delay" waits # seconds before firing
  98. "health" if set, the button must be killed instead of touched
  99. "noise" push noise
  100. "noise1" return noise
  101. "noise2" disabled noise
  102. "event" message if used when disabled
  103. "message" centerprints message to activator
  104. "deathtype" custom death message
  105. "target" activate this entity when used
  106. "targetname" disable/enable buttons
  107. "sounds"
  108. 0) steam metal
  109. 1) wooden clunk
  110. 2) metallic click
  111. 3) in-out
  112. 4) custom, must set "noise" yourself
  113.  
  114. Spawnflags
  115.  
  116. "START_OFF" spanws in disabled state (must be triggered to be used)
  117. "ALWAYSTOUCH" touch to activate, even if health > 0
  118.  
  119. NOTES:
  120.  
  121. Setup is basically the same as func_button, but these work a little different...
  122.  
  123. When a another trigger/button "uses" these, they will toggle between enabled
  124. and disabled mode - you can not press a disabled button (it just plays its
  125. "disabled" sound). They can be disabled or enabled at any time, even
  126. while moving, but they will complete the move and return to the "up" position
  127. before enabling/disabling themselves in that case.
  128.  
  129. They can not be fired again until they''re "done" - they must be fully reset
  130. and enabled to be fired. The "active" texture frame (if it has texture frames)
  131. will only be displayed when the button is enabled, and fully in the "up"
  132. position (i.e. ready to be used).
  133. */
  134.  
  135. /*QUAKED func_switch (0 .5 .8) ? START_OFF ALWAYSTOUCH x x x x x x NOEASY NOMEDIUM NOHARD NODM
  136. A two-state toggle that can use an alternate set of brushes as its toggled
  137. state. You can "attach" a func_switch to a func_train.
  138.  
  139. "wait" return to original state after "wait" seconds (default is -1!)
  140. "angle" angle player must be facing in order to activate by touch
  141. "noise" push sound
  142. "noise1" optional reset sound (default "noise", "misc/null.wav" for silent return)
  143. "target" Activate this entity when used
  144. "event" Parent train
  145. "targetname" toggle switch remotely, or just for func_bspframe''s sake
  146. "lip" lip
  147. "delay" delay before trigger
  148.  
  149. A func_bspframe entity that targets a func_switch is used as the alternate model frame.
  150.  
  151. See Extras documentation.
  152. */
  153.  
  154. /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE BRONZE_KEY PLATINUM_KEY NOEASY NOMEDIUM NOHARD NODM
  155. {
  156. choice "sounds"
  157. (
  158. (0,"no sound")
  159. (1,"stone")
  160. (2,"base")
  161. (3,"stone chain")
  162. (4,"screechy metal")
  163. );
  164. }
  165. If two doors touch, they are assumed to be connected and operate as a unit.
  166. Key doors are always wait -1.
  167.  
  168. "start_open" door moves to its destination and operates in reverse
  169. the entity will be lighted in closed postion, but spawned in the open position
  170. "x" this flag has been removed
  171. "door_dont_link" even if doors touch they won''t be treated as a unit.
  172. "gold_key" gold key door (check worldspawn!)
  173. "silver_key" silver key door (worldspawn!)
  174. "toggle" wait in both the start and end states for a trigger event
  175. "bronze_key" bronze key door (worldspawn!)
  176. "platinum_key" platinum key door (worldspawn!)
  177. "message" touch message if it is a trigger door and hasn''t been fired yet
  178. "angle" the opening direction
  179. "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
  180. "target" all matching entities will be activated
  181. "killtarget" all matching entities will be removed when fired
  182. "health" door must be shot open
  183. "speed" movement speed (100 default)
  184. "wait" wait before returning (3 is default, -1 = never return)
  185. "delay" waits # seconds before firing matching targets
  186. "lip" lip remaining at end of move 2 is default
  187. "dmg" damage to inflict when blocked 2 is default
  188. "sounds" sound played, if 0 you can specify sounds manually
  189. "noise1" overrides the stopping sound if sounds 0
  190. "noise2" overrides the moving sound if sounds 0
  191. "continue_movesound" allows the move sound to continue, usually it is cut out as soon as the stop sound plays
  192. "deathtype" custom death message
  193. */
  194.  
  195. /*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
  196. {
  197. choice "sounds"
  198. (
  199. (1,"medieval")
  200. (2,"metal")
  201. (3,"base")
  202. );
  203. }
  204. HIPROTATE : Point entity needed to create a rotating door.
  205.  
  206. Place this on the center/axis of rotation, target a rotate_object and set "rotate" and "angles."
  207.  
  208. Example: "rotate" (0 1 -1) and "angles" (0 90 -180) would make the door rotate 90 degrees clockwise on the Y axis, and 180 degrees counterclockwise on the Z axis.
  209.  
  210. "stayopen" reopen after closing
  211. "target" the corresponding rotate_object
  212. "rotate" a value of the form (x y z)
  213. "angles" a value of the form (x y z)
  214. "dmg" damage when blocked, default 2
  215. "speed" time it takes to rotate
  216. "sounds" sound to be played
  217. */
  218.  
  219. /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x x x NOEASY NOMEDIUM NOHARD NODM
  220. {
  221. choice "sounds"
  222. (
  223. (1,"medieval")
  224. (2,"metal")
  225. (3,"base")
  226. );
  227. }
  228. Basic secret door. Slides back, then to the side. Angle determines direction.
  229. If a secret door has a targetname, it will only be opened by its button or trigger, not by damage.
  230.  
  231. "open_once" stays open when triggered
  232. "1st_left" 1st move is left of arrow
  233. "1st_down" 1st move is down from arrow
  234. "no_shoot" only opened by trigger
  235. "always_shoot" even if targeted, keep shootable
  236. "target" all matching targets will be used
  237. "killtarget" all matching entities will be removed
  238. "wait" # of seconds before coming back
  239. "delay" waits # seconds before firing its targets
  240. "t_width" override Width to move back (or height if going down)
  241. "t_length" override Length to move sideways
  242. "dmg" damage to inflict when blocked (2 default)
  243. "message" prints message when touched
  244. "sounds" sound played, default 3
  245. "deathtype" custom death message if player gets squished
  246. */
  247.  
  248. /*QUAKED func_train (0 .5 .8) ? START_ON ALLOWPAUSE ALLOWCHANGEDIR AUTOREVERSE BLOCKREVERSE STARTREVERSE
  249. {
  250. choice "sounds"
  251. (
  252. (0,"no sound")
  253. (1,"ratchet metal")
  254. );
  255. }
  256. Trains are moving platforms that players can ride.
  257. The targets origin specifies the min point of the train at each corner.
  258. The train spawns at the first target it is pointing at.
  259. If the train is the target of a button or trigger, it will not begin moving until activated.
  260.  
  261. "speed" Speed of the train (can be overridden by waypoints), default 100
  262. "dmg" amonut of damage to inflict when blocked
  263. "sounds" 1 = enables standard id sounds for noise and noise1
  264. "noise" Start/travel noise (can be overridden by waypoints)
  265. "noise1" Stop noise (can be overridden by waypoints)
  266. "noise4" Noise to make when changing directions (DON''T USE A LOOPED WAV!!)
  267. "noise5" Noise to make when trying to go wrong way at end of path (uses "noise1" if not set)
  268.  
  269. "target" First path_corner or start position
  270. "event" Start at this path_corner (since you MUST use the first waypoint as the "target" on a non-looped path)
  271. "targetname" can be triggered and/or targeted by child objects
  272.  
  273. Spawnflags:
  274.  
  275. "START_ON" Start the train immediately, even if targeted.
  276. "ALLOWPAUSE" Re-Triggering will pause/resume the train at any point along its path.
  277. "ALLOWCHANGEDIR" Lets a changedir trigger reverse the train''s direction at any time
  278.  
  279. "AUTOREVERSE" Train automatically reverses direction when it hits the last/first waypoint
  280. (only makes sense if last waypoint has no target). It will NOT auto-reverse on
  281. spawn if facing the wrong way (which is possible and valid).
  282.  
  283. "BLOCKREVERSE" Reverses train direction when blocked (after inflicting damage)
  284. Don''t use this on trains with non-looped paths without some way of getting it
  285. back to the forward direction (AUTOREVERSE or ALLOWCHANGEDIR). Else it''ll
  286. get stuck when it reaches the start point again.
  287.  
  288. "STARTREVERSE" Start in reverse
  289.  
  290. NOTES:
  291.  
  292. A train without a targetname will start immediately (doesn''t need "START_ON" to be set)
  293. but it can not be stopped, and can not have children objects.
  294.  
  295. If your waypoints are not looped (i.e. the last point doesn''t target the first), the train MUST
  296. target the first waypoint. Use the "event" target to have the train spanw at a different point
  297. along its path ("event" is ignored if it''s not on the same path.).
  298.  
  299. If you have a train on a non looped waypoint path, and AUTOREVERSE is not set, the train will stop
  300. at the last waypoint. If ALLOWCHANGEDIR is set, and the train gets a t_changerdir trigger, you will
  301. then be able to re-trigger movement in the reverse direction. Otherwise re-triggering will just
  302. produce the wrong-way sound.
  303. */
  304.  
  305. /*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
  306. {
  307. choice "sounds"
  308. (
  309. (0,"no sound")
  310. (1,"ratchet metal")
  311. );
  312. }
  313. HIPROTATE : Rotating func_train
  314.  
  315. Point entity needed to create a rotating train.
  316.  
  317. Place this on the center/axis of rotation, target a rotate_object and set "path" to the starting position.
  318.  
  319. "target" the corresponding rotate_object
  320. "path" the initial path_rotate
  321. "speed" movement speed, default 100
  322. "dmg" damage if blocked, default 0
  323. "sounds" sound to be played
  324. "noise" stopping sound
  325. "noise1" moving on sound
  326. "deathtype" custom death message
  327. */
  328.  
  329. /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  330. {
  331. choice "sounds"
  332. (
  333. (1,"base fast")
  334. (2,"chain slow")
  335. );
  336. }
  337. Vertically moving platform (lift.) Can be targeted to await activation.
  338.  
  339. Plats are always drawn in the extended position, so they will light correctly.
  340.  
  341. "plat_low_trigger" plat will only be triggered when in lowered position
  342. "speed" moving speed, default is 150
  343. "wait" time in seconds to wait before going back down
  344. "height" determines the amount the plat moves, instead of being implicitly determined by the model''s height.
  345. "sounds" sound played, default 2
  346. "deathtype" custom death message
  347. */
  348.  
  349. /*QUAKED func_wall (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  350. This is just a solid wall if not inhibitted. Changes its texture(s) to alternate ones (e.g. basebtn), if targetted.
  351. */
  352.  
  353. /*QUAKED func_nomantle (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  354. Players cannot mantle off of this surface.
  355. */
  356.  
  357. /*QUAKED func_grapplepoint (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  358. Grapple target. Works like func_wall but can be grappled onto.
  359. Can fire a .target just like a trigger can every time the player hooks on to it
  360. "wait" : Seconds between triggerings/sounds/messages, -1 makes the grapplepoint only fire once (-1 default)
  361. "noise" : Play this sound when the grapplepoint is hooked
  362. "message" : Send a centerprint to the player when the grapplepoint is hooked
  363. */
  364.  
  365. /*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
  366. HIPROTATE : Dirty hack to emulate collision detection on rotating objects.
  367.  
  368. "targetname" a func_rotate_* points here
  369. "visible" what it says
  370. "touch" cause damage when touched
  371. "nonblocking" makes the brush non-solid
  372. "dmg" damage when blocked
  373.  
  374. Used properly, the rotating object should be "filled" with these. Optimal shape depends on the axis of rotation, for example a door rotating around a vertical axis should be "filled" with a row of tall (vertical) movewalls. Each movewall moves around the axis of rotation, but does NOT rotate itself. This is how the stairstep effect is created. The movewalls lag slightly behind the rotating object, too.
  375.  
  376. Too many rotating objects are a good way to break MAX_MODELS and thus the protocol.
  377. */
  378.  
  379. /*QUAKED func_illusionary (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  380. A simple entity that looks solid but lets you walk through it. Does not block light.
  381. */
  382.  
  383. /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
  384. This bmodel will appear if the episode has already been completed, so players cannot reenter it.
  385. */
  386.  
  387. /*QUAKED func_bossgate (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  388. This bmodel appears unless players have all of the episode sigils.
  389. Used to close the floor in start.map (stairs to Shub).
  390. */
  391.  
  392. /*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
  393. HIPROTATE : Point entity needed to create a rotating entity.
  394.  
  395. Place this on the center/axis of rotation, target a rotate_object and set the "rotate" key.
  396.  
  397. Example: "rotate" (0 90 0) would make it rotate clockwise around the y axis at 90 degrees/second.
  398.  
  399. "toggle" makes the rotation toggleable
  400. "start_on" start out spinning
  401. "rotate" a value of the format (x, y, z)
  402. "targetname" optionally point a trigger here
  403. "target" the corresponding rotate_object
  404. "speed" spin-up and spin-down time
  405. "deathtype" custom death message
  406. */
  407.  
  408. /*QUAKED func_model (0 .5 .8) ? CORPSE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  409. Load an external model. If CORPSE, drops to floor.
  410.  
  411. "mdl" path to model
  412. "frame" frame to display
  413. "mangle" the usual stuff
  414. */
  415.  
  416. /*QUAKED func_nodraw (0 .5 .8) ? SHOW_GEOMETRY x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  417. Like func_wall, but is invisible by default, and has no think/use.
  418. */
  419.  
  420. /*QUAKED func_water (0 .5 .8) ? x x x x EASEUNDERCURRENT HEALING x x NOEASY NOMEDIUM NOHARD NODM
  421. Turns a brush into a liquid-mimic that can move up & down.
  422.  
  423. "watertype" -3 = water, -4 = slime, -5 = lava
  424. "height" number of units to move (negatve is down)
  425. "speed" speed moving to "height" position
  426. "speed2" speed returning to original position, "speed" if unset
  427. "wait" wait before returning (-1 = wait for trigger)
  428. "noise" sound played when the water moves (should be looped)
  429. "noise1" sound played when the water returns (should be looped)
  430. "noise2" sound played when the water stops moving
  431. "mangle" direction and speed of current
  432. "drag" drag on player when water is moving (from 0 to 100)
  433. "cshift" custom RGB+I colour shift (normally set by watertype)
  434. "healtype" 0 = standard, 1 = megahealth rot
  435. "healamount" amount of HP given each time a healing event occurs
  436. "healdelay" seconds between healing events
  437. "targetname" can be triggered (just keeps moving otherwise)
  438. "target" entity to activate after moving (at both positions)
  439.  
  440. See Extras documentation.
  441. */
  442.  
  443. /*QUAKED func_watertrain (0 .5 .8) ? START_ON ALLOWPAUSE ALLOWCHANGEDIR AUTOREVERSE EASEUNDERCURRENT STARTREVERSE x x NOEASY NOMEDIUM NOHARD NODM
  444. Turns a brush into a liquid-mimic that travels like a func_train. It can
  445. target an existing func_train to become a child of that train, or link
  446. directly with a chain of path_corner entities.
  447.  
  448. "watertype" -3 = water, -4 = slime, -5 = lava
  449. "speed" speed of the watertrain
  450. "noise" sound played when the water moves
  451. "noise1" sound played when the water stops moving
  452. "noise4" sound played when changing directions
  453. "noise5" sound played when trying to go wrong way at end of path
  454. "cshift" custom RGB+I colour shift (normally set by watertype)
  455. "mangle" direction and speed of current (if any)
  456. "drag" drag on player when water is moving (0 - 100)
  457. "target" entity to trigger after moving (top and bottom)
  458. "event" start at this waypoint
  459. "targetname" can be triggered
  460.  
  461. If a func_watertrain''s target is a func_train, the parent train controls
  462. all, movement and overrides train-specific spawnflags.
  463.  
  464. See Extras documentation.
  465. */
  466.  
  467. /*QUAKED func_ladder (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  468. Creates an invisible trigger area that the player can "climb" vertically.
  469.  
  470. "angle" direction the player must be facing in order to climb
  471. "targetname" activate ladder if is_waiting, or killtarget
  472. "is_waiting" if > 0, ladder must be triggered to become active (extend service ladder etc)
  473.  
  474. These work best when they are at least 8 units thick.
  475. The top of the func_ladder brush should be flush with the top of the ledge.
  476. It is a good idea to back these up with a solid brush or a clipping brush.
  477. Especially if using real geometry for the rungs. (i.e. to fill the gaps between
  478. the rungs).
  479.  
  480. See Extras documentation.
  481. */
  482.  
  483. /*QUAKED func_breakaway (0 .5 .8) ? HEAL BLEED NOTOUCH PIERCEABLE MONSTERONLY EXPLODEFX x x NOEASY NOMEDIUM NOHARD NODM
  484. This is a simple BSP model that goes away (or becomes its alternate frame)
  485. when killed. These can be used to mimic "gibbable" objects when combined with
  486. emitters, or on their own for small breakable panels.
  487.  
  488. "health" maximum health
  489. "frags" use alternate frame when "health" equals or is less than this
  490. "noise" sound to play when breaking
  491. "noise1" sound to play when taking damage
  492. "target" entity to fire when dying (f.ex. target an emitter to generate rubble)
  493. "targetname" can be targeted by a func_bspframe or for triggering remotely
  494. */
  495.  
  496. /*QUAKED func_pushable (0 .5 .8) ? KILLABLE EXPLOSIVE PULLABLE x x x x x NOEASY NOMEDIUM NOHARD NODM
  497. Turns a brush into a pushable.
  498.  
  499. Pushables are multipurpose gameplay elements; they can be pushed, drop down ledges, can be transported by lifts, act as movable grapple points, can be broken or exploded, and they can even be stacked.
  500.  
  501. NB: The pushable spawns an invisible helper, which is 1 unit bigger than the brush on all sides. The bottom line is this: Keep a 1 unit distance from walls when making a pushable. This goes for cube-shaped ones, like crates. A standard crate (64 units) will fit through a 66 unit wide gap, and glide in a 66 unit wide channel. Pushables can fall over edges, be stacked on one another, and are treated like a brush for all practical purposes, a lot like a func_wall.
  502.  
  503. "health" health if KILLABLE, default 25
  504. "dmg" amount of damage if EXPLOSIVE, default 160
  505. "noise" sound when pushed
  506. "noise1" sound when broken
  507. "speed" movement speed when pushed, defaults to 16
  508.  
  509. PULLABLE allows the player to pull the pushable with the grappling hook
  510. */
  511.  
  512. /*QUAKED func_explobsp (0 .5 .8) ? HEAL x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  513. Basically just like misc_explobox, but uses whatever geometry ya like. The
  514. explosion occurs at the exact center of the brushes, so keep that in mind.
  515.  
  516. "health" maximum health
  517. "dmg" amount of damage caused by explosion
  518. "noise" custom noise to make when destroyed - requires an engine that supports RMQ_TE_EXTENSIONS
  519. "target" activate this when exploding
  520. "targetname" can be targeted by a func_bspframe or for triggering remotely
  521. "deathtype" custom obituary message, eg " got too close to an explobox"
  522. */
  523.  
  524. /*QUAKED func_bspframe (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  525. A little hack to allow alternate bsp model "frames" for func_breakaway,
  526. func_explobsp and func_switch.
  527.  
  528. "target" the owner object
  529.  
  530. When used on solid objects (like func_explobsp) ensure these won''t stick into
  531. nearby players/monsters when the parent object switches frames (i.e. make this
  532. object smaller than the parent, or create a clip area encasing both object frames.)
  533. */
  534.  
  535. /*QUAKED func_togglewall (0 .5 .8) ? START_OFF
  536. Creates a invisible wall that can be toggled on and off.
  537.  
  538. START_OFF wall doesn''t block until triggered.
  539.  
  540. "noise" sound to play when wall is turned off
  541. "noise1" sound to play when wall is turned on
  542. "noise2" sound to play when wall is touched
  543. "dmg" damage when touched
  544. "wait" delay between each touch sound/damage
  545. */
  546.  
  547. /*QUAKED func_emitter (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON EMITSOLID REMOVEONTOUCH DIEAFTERANIM SPINPARTICLES STAGGERFRAMES KILLINFWATER USEEFFECTORS STARTSTOPPED
  548. Emits "particles" (.spr, .mdl or .bsp) from a fixed point.
  549.  
  550. "wait" delay between particle emissions (-1 is a single burst, then pause)
  551. "wait2" if set, delay is a random number between "wait" and "wait2" (unless
  552. "wait" is -1)
  553. "ppe" particles per emission (default is 1).
  554. "h1" set horizontal (yaw) direction (1 - 360)
  555. "h2" use random horizontal direction between "h1" and "h2"
  556. "v1" set vertical (pitch) direction (1 - 360, 270 = up, 90 = down)
  557. "v2" use a random vertical direction between "v1" and "v2"
  558. "avelocity" (x y z) emitter angle velocity (rotates after each emission!)
  559. "noise" sound played when spawning a new particle (use with caution)
  560. "target" attach the emitter to a func_train
  561. "targetname" can be triggered on/off
  562.  
  563. "scale" initial particle scale
  564. "alpha" initial particle alpha
  565. "scale_rate" particle scale-up rate, particle remains at a set scale if left at 0
  566. "alpha_rate" particle alpha fade rate, particle remains at a set alpha if left at 0
  567. "style" particle MOVETYPE: _BOUNCE (10), _TOSS (6), _FLY (5) or _NONE (0)
  568. "speed" set speed of the particles
  569. "speed2" makes speed a random number between "speed" and "speed2"
  570. "lspan" life span of particles in seconds
  571. "lspan2" makes life span a random number between "lspan" and "lspan2"
  572. "mdl" the sprite or model file to use as particles
  573. "frame" start frame (model/sprite frame)
  574. "nfrms" number of animation frames
  575. "frate" oerride the default 10fps (0.1) animation rate
  576. "gravity" alter gravity G = sv_gravity*self.gravity (NOTE: 0 or 1 is unaltered -
  577. use 0.001 for "zero G" or better yet, set "style" to MOVETYPE_FLY)
  578. "dmg" damage particles do when they hit something
  579. "effects" EF_MUZZLEFLASH (2), _DIMLIGHT (8), _BRIGHTLIGHT (4), or _BRIGHTFIELD (1)
  580. "noise1" sound played when particles hit something (use with caution!)
  581. "noise2" sound played when particles die (use with caution)
  582. "message" death message if player is killed by a particle
  583.  
  584. "weapon" if "dmg" is set (and positive) a particle acts like a projectile and
  585. spawns blood/sparks when doing damage or this TE_ effect when hitting
  586. the world. (from 0 - 11) TE_SPIKE, TE_SUPERSPIKE, TE_GUNSHOT,
  587. TE_EXPLOSION, TE_TAREXPLOSION, TE_LIGHTNING1, TE_LIGHTNING2,
  588. TE_WIZSPIKE, TE_KNIGHTSPIKE, TE_LIGHTNING3, TE_LAVASPLASH, TE_TELEPORT
  589. (use -1 for no effect, default is TE_SPIKE)
  590.  
  591. "mdl2" the sprite or model to become when life span expires (optional)
  592. "nfrms2" number of animation frames for "death" animations
  593. "frate2" override the default 10fps (0.1) animation rate for "death" model
  594.  
  595. See Extras documentation.
  596. */
  597.  
  598. /*QUAKED func_emitter_volume (0 .5 .8) ? START_ON EMITSOLID REMOVEONTOUCH DIEAFTERANIM SPINPARTICLES STAGGERFRAMES KILLINFWATER USEEFFECTORS STARTSTOPPED
  599. Emits "particles" (.spr, .mdl or .bsp) from a random spot within a brush volume.
  600.  
  601. "wait" delay between particle emissions (-1 is a single burst, then pause)
  602. "wait2" if set, delay is a random number between "wait" and "wait2" (unless
  603. "wait" is -1)
  604. "ppe" particles per emission (default is 1).
  605. "h1" set horizontal (yaw) direction (1 - 360)
  606. "h2" use random horizontal direction between "h1" and "h2"
  607. "v1" set vertical (pitch) direction (1 - 360, 270 = up, 90 = down)
  608. "v2" use a random vertical direction between "v1" and "v2"
  609. "avelocity" (x y z) emitter angle velocity (rotates after each emission!)
  610. "noise" sound played when spawning a new particle (use with caution)
  611. "target" attach the emitter to a func_train
  612. "targetname" can be triggered on/off
  613.  
  614. "scale" initial particle scale
  615. "alpha" initial particle alpha
  616. "scale_rate" particle scale-up rate, particle remains at a set scale if left at 0
  617. "alpha_rate" particle alpha fade rate, particle remains at a set alpha if left at 0
  618. "style" particle MOVETYPE: _BOUNCE (10), _TOSS (6), _FLY (5) or _NONE (0)
  619. "speed" set speed of the particles
  620. "speed2" makes speed a random number between "speed" and "speed2"
  621. "lspan" life span of particles in seconds
  622. "lspan2" makes life span a random number between "lspan" and "lspan2"
  623. "mdl" the sprite or model file to use as particles
  624. "frame" start frame (model/sprite frame)
  625. "nfrms" number of animation frames
  626. "frate" oerride the default 10fps (0.1) animation rate
  627. "gravity" alter gravity G = sv_gravity*self.gravity (NOTE: 0 or 1 is unaltered -
  628. use 0.001 for "zero G" or better yet, set "style" to MOVETYPE_FLY)
  629. "dmg" damage particles do when they hit something
  630. "effects" EF_MUZZLEFLASH (2), _DIMLIGHT (8), _BRIGHTLIGHT (4), or _BRIGHTFIELD (1)
  631. "noise1" sound played when particles hit something (use with caution!)
  632. "noise2" sound played when particles die (use with caution)
  633. "message" death message if player is killed by a particle
  634.  
  635. "weapon" if "dmg" is set (and positive) a particle acts like a projectile and
  636. spawns blood/sparks when doing damage or this TE_ effect when hitting
  637. the world. (from 0 - 11) TE_SPIKE, TE_SUPERSPIKE, TE_GUNSHOT,
  638. TE_EXPLOSION, TE_TAREXPLOSION, TE_LIGHTNING1, TE_LIGHTNING2,
  639. TE_WIZSPIKE, TE_KNIGHTSPIKE, TE_LIGHTNING3, TE_LAVASPLASH, TE_TELEPORT
  640. (use -1 for no effect, default is TE_SPIKE)
  641.  
  642. "mdl2" the sprite or model to become when life span expires (optional)
  643. "nfrms2" number of animation frames for "death" animations
  644. "frate2" override the default 10fps (0.1) animation rate for "death" model
  645.  
  646. See Extras documentation.
  647. */
  648.  
  649. /*QUAKED func_move_light (0 .5 .8) (-8 -8 -8) (8 8 8) LIGHT_START_OFF LIGHT_BRIGHT LIGHT_FLASH LIGHT_FIELD
  650. This entity is a moving entity that can use any model and any lighting
  651. effect. Its movement is exactly like that of a func_train, so refer to
  652. that entity to see how to control its movement. It uses the dim light
  653. effect by default, and the model "s_null.spr" by default, which is an empty
  654. sprite so that that it has no appearance.
  655.  
  656. LIGHT_START_OFF use no lighting effects.
  657. LIGHT_BRIGHT use a bright light effect.
  658. LIGHT_FLASH use a flashing light effect, flash every "delay" seconds.
  659. LIGHT_FIELD use a dot field effect, works with any of the lighting effects.
  660.  
  661. "delay" time in seconds between each flash. Default is 0.2.
  662. "model" model to use, default is "progs/s_null.spr".
  663. "noise" the stop sound.
  664. "noise1" the moving sound.
  665. */
  666.  
  667. /*QUAKED func_group (.9 .9 .9) ?
  668. For Quest
  669.  
  670. This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.
  671. Note that for Quake1 mapping, leaving any func_groups in the maps will produce compiling errors.
  672. -------- NOTES --------
  673. The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.
  674. */
  675.  
  676. /*QUAKED func_hordespawn (0 .5 .8) (-8 -8 -8) (8 8 8)
  677. Continuously spawns monsters when triggered.
  678.  
  679. "spawnfunction" something like monster_army
  680. "spawnclassname" Classname of the spawned monster, like monster_army
  681. "count" number of monsters to spawn, default 3
  682. "wait" time between spawnings, default 0.3
  683. */
  684.  
  685. /*QUAKED func_rain (0 .5 .8) ?
  686. This is an invisible area like a trigger, which rain falls inside of.
  687.  
  688. Keys:
  689. "velocity"
  690. falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
  691. "cnt"
  692. sets color of rain (default 12 - white)
  693. "count"
  694. adjusts rain density, this many particles fall every second, experiment to see the effects (default is based on area size)
  695. */
  696.  
  697. /*QUAKED func_snow (0 .5 .8) ?
  698. This is an invisible area like a trigger, which snow falls inside of.
  699.  
  700. Keys:
  701. "velocity"
  702. falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
  703. "cnt"
  704. sets color of rain (default 12 - white)
  705. "count"
  706. adjusts snow density, this many particles fall every second, experiment to see the effects (default is based on area size)
  707. */
  708.  
  709.  
  710.  
  711. // FX_
  712.  
  713.  
  714. /*QUAKED fx_ambientsound (.3 .1 .6) (-10 -10 -8) (10 10 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  715. Plays any sound as a true ambient sound. Waits for trigger if it has a targetname.
  716.  
  717. "noise" path to soundfile
  718. "volume" volume, try 0.7
  719. "distance" attenuation
  720. "targetname" Can be triggered (only on, not off)
  721.  
  722. Noise must be a looped .wav. To create one, it is enough to set ONE cue point using a sound editor, usually at the start of the file. (Referenzpunkt)
  723. Distance expects a number! ATTN_NONE=0, ATTN_NORM=1, ATTN_IDLE=2, ATTN_STATIC=3.
  724. */
  725.  
  726. /*QUAKED fx_sound (.3 .1 .6) (-10 -10 -8) (10 10 8) START_ON x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  727. Generic sound player.
  728.  
  729. "noise" path to soundfile
  730. "noise1" stop sound
  731. "count" number of repeats, -1 = infinite
  732. "pausetime" delay between replays
  733. "cnt" random seed, multiplied by random() and added to pausetime
  734. "volume" volume, try 0.7
  735. "distance" attenuation
  736. "targetname" Can be triggered
  737.  
  738. See Extras documentation.
  739.  
  740. Apparently "count" and "pausetime" must be set.
  741. Distance expects a number! ATTN_NONE=0, ATTN_NORM=1, ATTN_IDLE=2, ATTN_STATIC=3.
  742. */
  743.  
  744. /*QUAKED fx_drip (.3 .1 .6) (-10 -10 -8) (10 10 8) START_ON SILENT x x x x x x NOEASY NOMEDIUM NOHARD NODM
  745. Single, continuous drip. Can toggle on/off with multiple triggers.
  746.  
  747. "wait" A seed for the frequency of the drips, 0 is pretty quick
  748. "targetname" Can be triggered
  749.  
  750. See Extras documentation.
  751. */
  752.  
  753. /*QUAKED fx_spark (.3 .1 .6) (-10 -10 -8) (10 10 8) START_ON SILENT x x x x x x NOEASY NOMEDIUM NOHARD NODM
  754. Throws sparks randomly 360 deg. around the origin in the horizontal axis.
  755. Can toggle on/off with multiple triggers.
  756.  
  757. "wait" A seed for the frequency of the sparks, 0 is pretty quick
  758. "targetname" Can be triggered
  759.  
  760. Like fx_drip, these are much simpler to set up than func_emitter entities but
  761. the latter can give much more control over direction, spread, and frequency.
  762. */
  763.  
  764. /*QUAKED fx_beam (0 .5 .8) (-8 -8 -8) (8 8 8)
  765. draws a constant lightning beam between it and target, plays no sound
  766.  
  767. "targetname" can be triggered
  768. "target" an info_notnull
  769. */
  770.  
  771. /*QUAKED fx_explosion (0 .5 .8) (-8 -8 -8) (8 8 8) BIG TARBABY
  772. explodes when triggered
  773.  
  774. "targetname" can be triggered
  775. "wait" time until explosion
  776. */
  777.  
  778.  
  779.  
  780.  
  781.  
  782. // INFO_
  783.  
  784.  
  785. /*QUAKED info_player_start (1 0 0) (-16 -16 -32) (16 16 32) STRIPGUNS
  786. { model(":progs/player.mdl"); }
  787. The normal starting point for a level. Only one is allowed, and every map should contain one.
  788.  
  789. "angle" viewing angle when spawning
  790. "spawneffect" 0 : "None"
  791. 1 : "Gib spray"
  792. 2 : "Rocket explosion"
  793. 3 : "Tarbaby explosion"
  794. "death_target" spawned player will fire this target on death
  795. "spawn_target" fire this target every time a player spawns here
  796. "items" Additional weapons given on spawn, add all desired item values together for the final items value:
  797. Don't forget to give additional starting ammo!
  798. 2 : "Super Shotgun"
  799. 4 : "Nailgun"
  800. 8 : "Super Nailgun"
  801. 16 : "Grenade Launcher"
  802. 32 : "Rocket Launcher"
  803. 64 : "Lightning Gun"
  804. 128 : "Cauteriser"
  805. "items2" Additional weapon replacements given on spawn, add all desired items values together as per .items
  806. 1 : "Old Axe"
  807. "ammo_shells" Additional starting shells
  808. "ammo_nails" Additional starting nails
  809. "ammo_rockets" Additional starting rockets
  810. "ammo_cells" Additional starting cells
  811. */
  812.  
  813. /*QUAKED info_player_coop (1 0 1) (-16 -16 -32) (16 16 32)
  814. { model(":progs/player.mdl"); }
  815. Potential spawning position(s) for coop games.
  816.  
  817. "angle" viewing angle when spawning
  818. "spawneffect" 0 : "None"
  819. 1 : "Gib spray"
  820. 2 : "Rocket explosion"
  821. 3 : "Tarbaby explosion"
  822. "spawn_target" fire this target every time a player spawns here
  823. "items" Additional weapons given on spawn, add all desired item values together for the final items value:
  824. Don't forget to give additional starting ammo!
  825. 2 : "Super Shotgun"
  826. 4 : "Nailgun"
  827. 8 : "Super Nailgun"
  828. 16 : "Grenade Launcher"
  829. 32 : "Rocket Launcher"
  830. 64 : "Lightning Gun"
  831. 128 : "Cauteriser"
  832. "ammo_shells" Additional starting shells
  833. "ammo_nails" Additional starting nails
  834. "ammo_rockets" Additional starting rockets
  835. "ammo_cells" Additional starting cells
  836. */
  837.  
  838. /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -32) (16 16 32)
  839. { model(":progs/player.mdl"); }
  840. Potential spawning position(s) for deathmatch games.
  841.  
  842. "angle" viewing angle when spawning
  843. "spawneffect" 0 : "None"
  844. 1 : "Gib spray"
  845. 2 : "Rocket explosion"
  846. 3 : "Tarbaby explosion"
  847. "spawn_target" fire this target every time a player spawns here
  848. "items" Additional weapons given on spawn, add all desired item values together for the final items value:
  849. Don't forget to give additional starting ammo!
  850. 2 : "Super Shotgun"
  851. 4 : "Nailgun"
  852. 8 : "Super Nailgun"
  853. 16 : "Grenade Launcher"
  854. 32 : "Rocket Launcher"
  855. 64 : "Lightning Gun"
  856. 128 : "Cauteriser"
  857. "ammo_shells" Additional starting shells
  858. "ammo_nails" Additional starting nails
  859. "ammo_rockets" Additional starting rockets
  860. "ammo_cells" Additional starting cells
  861. */
  862.  
  863. /*QUAKED info_player_redspawn (1 0 1) (-16 -16 -32) (16 16 32)
  864. { model(":progs/player.mdl"); }
  865. CTF spawnpoint, RED team
  866.  
  867. "angle" viewing angle when spawning
  868. "spawneffect" 0 : "None"
  869. 1 : "Gib spray"
  870. 2 : "Rocket explosion"
  871. 3 : "Tarbaby explosion"
  872. "spawn_target" fire this target every time a player spawns here
  873. "items" Additional weapons given on spawn, add all desired item values together for the final items value:
  874. Don't forget to give additional starting ammo!
  875. 2 : "Super Shotgun"
  876. 4 : "Nailgun"
  877. 8 : "Super Nailgun"
  878. 16 : "Grenade Launcher"
  879. 32 : "Rocket Launcher"
  880. 64 : "Lightning Gun"
  881. 128 : "Cauteriser"
  882. "ammo_shells" Additional starting shells
  883. "ammo_nails" Additional starting nails
  884. "ammo_rockets" Additional starting rockets
  885. "ammo_cells" Additional starting cells
  886. */
  887.  
  888. /*QUAKED info_player_bluespawn (1 0 1) (-16 -16 -32) (16 16 32)
  889. { model(":progs/player.mdl"); }
  890. CTF spawnpoint, BLUE team
  891.  
  892. "angle" viewing angle when spawning
  893. "spawneffect" 0 : "None"
  894. 1 : "Gib spray"
  895. 2 : "Rocket explosion"
  896. 3 : "Tarbaby explosion"
  897. "spawn_target" fire this target every time a player spawns here
  898. "items" Additional weapons given on spawn, add all desired item values together for the final items value:
  899. Don't forget to give additional starting ammo!
  900. 2 : "Super Shotgun"
  901. 4 : "Nailgun"
  902. 8 : "Super Nailgun"
  903. 16 : "Grenade Launcher"
  904. 32 : "Rocket Launcher"
  905. 64 : "Lightning Gun"
  906. 128 : "Cauteriser"
  907. "ammo_shells" Additional starting shells
  908. "ammo_nails" Additional starting nails
  909. "ammo_rockets" Additional starting rockets
  910. "ammo_cells" Additional starting cells
  911. */
  912.  
  913. /*QUAKED info_player_start2 (1 0 0) (-16 -16 -32) (16 16 32)
  914. { model(":progs/player.mdl"); }
  915. Only used on start map for the return point from an episode.
  916.  
  917. "angle" viewing angle when spawning
  918. "spawneffect" 0 : "None"
  919. 1 : "Gib spray"
  920. 2 : "Rocket explosion"
  921. 3 : "Tarbaby explosion"
  922. "death_target" spawned player will fire this target on death
  923. "spawn_target" fire this target every time a player spawns here
  924. */
  925.  
  926. /*QUAKED info_null (0 .5 0) (-4 -4 -4) (4 4 4)
  927. Invisible entity. Used as a positional target for spotlights, etc. Removes itself.
  928. */
  929.  
  930. /*QUAKED info_notnull (0 .5 0) (-4 -4 -4) (4 4 4)
  931. Used as a positional target for lightning.
  932. */
  933.  
  934. /*QUAKED info_rotate (0 .5 0) (-4 -4 -4) (4 4 4)
  935. HIPROTATE : Used to mark the center/axis of rotation of a rotating object.
  936.  
  937. "targetname" A rotate_object points here.
  938. */
  939.  
  940. /*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -32) (16 16 32)
  941. Used as the destination point for a teleporter.
  942.  
  943. "angle" view angle after teleporting
  944. */
  945.  
  946. /*QUAKED info_intermission (1 .5 .5) (-16 -16 -16) (16 16 16)
  947. This is the camera point for the intermission.
  948. Use mangle instead of angle, so you can set pitch or roll as well as yaw: 'pitch yaw roll'
  949. If there is more than one info_intermission in the map, Quake will randomly pick one.
  950. If no info_intermission entity is in the map, Quake uses the player start.
  951.  
  952. "mangle" set 'pitch yaw roll'
  953. */
  954.  
  955. /*QUAKED info_camera (1 .5 .5) (-16 -16 -16) (16 16 16) NOABORT TRANSITIONAL
  956. Makes the player''s view go to this spot when triggered. Will not trigger monsters.
  957. Player will automatically return to his old position when wait time is up.
  958. Camera view can be cancelled by pressing FIRE unless spawnflag 1 is set.
  959.  
  960. TRANSITIONAL: When switching to this camera, lerp origin and angles over "speed" seconds from the last camera to here.
  961.  
  962. "target" fire this target or switch to this camera when finished
  963. "targetname" can be triggered
  964. "mangle" 'pitch yaw roll' camera view angle
  965. "wait" amount of seconds for player to wait at camera
  966. "message" print this string when the client switches to this camera
  967. "noise" sound to play when switching to cam mode, default none
  968. "noise1" sound to play when switching back, default none
  969. "speed" (TRANSITIONAL only) how many seconds to take to transition to this camera, default 1s
  970. */
  971.  
  972. /*QUAKED info_location (1 0.8 0) (-16 -16 -8) (16 16 8)
  973. A possible location for random groups.
  974. Set origin and angle. Removed when no longer needed.
  975.  
  976. "group" Which group it belongs to
  977. */
  978.  
  979. /*QUAKED info_groupleader (1 0.8 0) (-8 -8 -16) (8 8 16) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  980.  
  981. Controlling entity for a random group.
  982. Entity is removed soon after the map is loaded, so don''t rely on its presistance for any entity hacks.
  983.  
  984. "group" Which group it controls
  985. "groupcount" How many objects from the group to use
  986. */
  987.  
  988. /*QUAKED info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
  989. Stuffs a command into the console to allow map designers
  990. to set server variables.
  991.  
  992. "message" is the command to send to the console.
  993. */
  994.  
  995.  
  996.  
  997. // ITEM_
  998.  
  999.  
  1000. /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1001. Pack of cells.
  1002.  
  1003. "big" Big version
  1004. "group" Which randomiser group it belongs to
  1005. "ritem" Respawn the item in SP if set
  1006. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1007. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1008. */
  1009.  
  1010. /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1011. Pack of rockets.
  1012.  
  1013. "big" Big version
  1014. "group" Which randomiser group it belongs to
  1015. "ritem" Respawn the item in SP if set
  1016. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1017. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1018. */
  1019.  
  1020. /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1021. Pack of shotgun shells.
  1022.  
  1023. "big" Big version
  1024. "group" Which randomiser group it belongs to
  1025. "ritem" Respawn the item in SP if set
  1026. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1027. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1028. */
  1029.  
  1030. /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1031. Pack of nails.
  1032.  
  1033. "big" Big version
  1034. "group" Which randomiser group it belongs to
  1035. "ritem" Respawn the item in SP if set
  1036. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1037. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1038. */
  1039.  
  1040. /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1041. The big health pack (25 points.)
  1042.  
  1043. "rotten" The small health pack (15 points.) Randomized in Remake!
  1044. "megahealth" The megahealth.
  1045. "group" Which randomiser group it belongs to
  1046. "ritem" Respawn the item in SP if set
  1047. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1048. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1049. */
  1050.  
  1051. /*QUAKED item_stimpack (.3 .3 1) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1052. { model(":progs/stimpack.mdl"); }
  1053. Stimpack. Adds 2 health.
  1054.  
  1055. "group" Which randomiser group it belongs to
  1056. "ritem" Respawn the item in SP if set
  1057. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1058. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1059. */
  1060.  
  1061. /*QUAKED item_armorshard (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1062. { model(":progs/armorshard.mdl"); }
  1063. Armor shard. Adds 2 armor.
  1064.  
  1065. "group" Which randomiser group it belongs to
  1066. "ritem" Respawn the item in SP if set
  1067. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1068. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1069. */
  1070.  
  1071. /*QUAKED item_armorInv (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1072. { model(":progs/armor.mdl"); }
  1073. The red armor.
  1074.  
  1075. "group" Which randomiser group it belongs to
  1076. "ritem" Respawn the item in SP if set
  1077. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1078. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1079. */
  1080.  
  1081. /*QUAKED item_armor2 (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1082. { model(":progs/armor.mdl"); }
  1083. The yellow armor.
  1084.  
  1085. "group" Which randomiser group it belongs to
  1086. "ritem" Respawn the item in SP if set
  1087. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1088. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1089. */
  1090.  
  1091. /*QUAKED item_armor1 (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1092. { model(":progs/armor.mdl"); }
  1093. The green armor.
  1094.  
  1095. "group" Which randomiser group it belongs to
  1096. "ritem" Respawn the item in SP if set
  1097. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1098. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1099. */
  1100.  
  1101. /*QUAKED item_artifact_envirosuit (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1102. { model(":progs/suit.mdl"); }
  1103. The environmental suit.
  1104.  
  1105. "group" Which randomiser group it belongs to
  1106. "ritem" Respawn the item in SP if set
  1107. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1108. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1109. */
  1110.  
  1111. /*QUAKED item_artifact_super_damage (0 .5 .8) (-24 -4 -24) (24 4 24) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
  1112. { model(":progs/quaddama.mdl"); }
  1113. The quad damage.
  1114.  
  1115. "group" Which randomiser group it belongs to
  1116. "ritem" Respawn the item in SP if set
  1117. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1118. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1119. */
  1120.  
  1121. /*QUAKED item_artifact_invulnerability (0 .5 .8) (-24 -4 -24) (24 4 24) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
  1122. { model(":progs/invulner.mdl"); }
  1123. The pent.
  1124.  
  1125. "group" Which randomiser group it belongs to
  1126. "ritem" Respawn the item in SP if set
  1127. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1128. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1129. */
  1130.  
  1131. /*QUAKED item_artifact_invisibility (0 .5 .8) (-12 -12 -12) (12 12 12) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
  1132. { model(":progs/invisibl.mdl"); }
  1133. The ring of shadows.
  1134.  
  1135. "group" Which randomiser group it belongs to
  1136. "ritem" Respawn the item in SP if set
  1137. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1138. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1139. */
  1140.  
  1141. /*QUAKED item_artifact_res (0 .5 .8) (-12 -12 -12) (12 12 12) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
  1142. { model(":progs/res.mdl"); }
  1143. The resurrection artifact.
  1144.  
  1145. "group" Which randomiser group it belongs to
  1146. "ritem" Respawn the item in SP if set
  1147. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  1148. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  1149. */
  1150.  
  1151. /*QUAKED item_grappling_hook (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1152.  
  1153. Simply gives player the grappling hook.
  1154.  
  1155. "group" Which randomiser group it belongs to
  1156. */
  1157.  
  1158. /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1159. { model(":progs/keymed.mdl"); }
  1160. The silver key. Remember to set "worldtype" in worldspawn.
  1161.  
  1162. "group" Which randomiser group it belongs to
  1163. */
  1164.  
  1165. /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1166. { model(":progs/keymed.mdl"); }
  1167. The gold key. Remember to set "worldtype" in worldspawn.
  1168.  
  1169. "group" Which randomiser group it belongs to
  1170. */
  1171.  
  1172. /*QUAKED item_key3 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1173. { model(":progs/keymed.mdl"); }
  1174. The bronze key. Remember to set "worldtype" in worldspawn.
  1175.  
  1176. "group" Which randomiser group it belongs to
  1177. */
  1178.  
  1179. /*QUAKED item_key4 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1180. { model(":progs/keymed.mdl"); }
  1181. The platinum key. Remember to set "worldtype" in worldspawn.
  1182.  
  1183. "group" Which randomiser group it belongs to
  1184. */
  1185.  
  1186. /*QUAKED item_key (0 .5 .8) (-16 -16 -24) (16 16 32) KEYITEM_2 KEYITEM_3 KEYITEM_4 x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
  1187. User definable extended key. Can use a .mdl or be a brush model (like a func_wall etc).
  1188.  
  1189. This keyitem''s name must be set in worldspawn (!!!) like this:
  1190.  
  1191. "keyitem 1" "beast key"
  1192.  
  1193. Set the corresponding spawnflag here (leave blank for keyitem1).
  1194. Set the same spawnflag on the trigger_lock that expects this keyitem.
  1195. You can have up to 4 keyitems defined like this.
  1196.  
  1197. Keys can migrate between levels, so a clever mapper can make secret keys that
  1198. can unlock an obvious area in a succeeding map.
  1199. (Just make sure you set the name!)
  1200.  
  1201. In game, you can see collected keyitems by using "impulse 87".
  1202.  
  1203. "noise" sound to play on pickup, defaults to misc/medkey.wav
  1204. "deathtype" name of the .mdl to use, unless this is a brush model
  1205. "skin" sets the skin if using .mdl file, skin 0 is the first
  1206. "view_ofs" 'x y z' height adjustment for non-rotational models, try '0 0 24'.
  1207. "target" as usual
  1208. */
  1209.  
  1210. /*QUAKED item_flag_red (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1211. { model(":progs/keymed.mdl"); }
  1212. CTF flag - RED
  1213. */
  1214.  
  1215. /*QUAKED item_flag_blue (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1216. { model(":progs/keymed.mdl"); }
  1217. CTF flag - BLUE
  1218. */
  1219.  
  1220. /*QUAKED item_backpack (0 .5 .8) (-16 -16 0) (16 16 56) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
  1221. Backpack full of whatever the mapper desires
  1222.  
  1223. ammo_shells: Shells
  1224. ammo_nails: Nails
  1225. ammo_rockets: Rockets
  1226. ammo_cells: Cells
  1227. armorvalue: Armor. Added to current armor class, or Green otherwise.
  1228. healamount: Health. Will go above maximum health.
  1229.  
  1230. You can include an item with .items and .netname, but please don''t...
  1231. */
  1232.  
  1233. /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
  1234. {
  1235. model(":progs/end1.mdl");
  1236. default("spawnflags","1");
  1237. }
  1238. One of the 4 runes. You MUST set one of the spawnflags.
  1239.  
  1240. "group" Which randomiser group it belongs to
  1241. */
  1242.  
  1243.  
  1244.  
  1245. // LIGHT_
  1246.  
  1247.  
  1248. /*QUAKED _light_style
  1249. {
  1250. choice "style"
  1251. (
  1252. (0,"normal")
  1253. (1,"flicker (first variety)")
  1254. (2,"slow strong pulse")
  1255. (3,"candle (first variety)")
  1256. (4,"fast strobe")
  1257. (5,"gentle pulse 1")
  1258. (6,"flicker (second variety)")
  1259. (7,"candle (second variety)")
  1260. (8,"candle (third variety)")
  1261. (9,"slow strobe (fourth variety)")
  1262. (10,"fluorescent flicker")
  1263. (11,"slow pulse not fade to black")
  1264. );
  1265. }
  1266. */
  1267.  
  1268. /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  1269. {
  1270. base("_light_style");
  1271. }
  1272. Non-displayed light. If targeted, it will toggle between on or off.
  1273.  
  1274. "start_off" remains off until triggered
  1275. "light" sets brightness, 300 is default
  1276. "style" Default is 0. Styles 32-62 are assigned by the light program for switchable lights.
  1277. "target" Point this at an info_null to make this a spotlight.
  1278. "angle" width of the spotlight''s cone.
  1279. "mangle" yaw, pitch !! spotlight direction
  1280. "_color" light colour, R G B 111 is white
  1281. "_softangle" width of inner cone of spotlight, default 0
  1282. */
  1283.  
  1284. /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
  1285. {
  1286. base("_light_style");
  1287. model(":progs/flame2.mdl");
  1288. }
  1289. Large yellow flames.
  1290.  
  1291. "light" sets brightness
  1292. "style" 0 is default
  1293. */
  1294.  
  1295. /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  1296. {
  1297. base("_light_style");
  1298. model(":progs/flame2.mdl");
  1299. }
  1300. Small yellow flames.
  1301.  
  1302. "start_off" remains off until triggered
  1303. "light" sets brightness
  1304. "style" 0 is default
  1305. */
  1306.  
  1307. /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
  1308. {
  1309. base("_light_style");
  1310. model(":progs/flame2.mdl");
  1311. }
  1312. Small white flames.
  1313.  
  1314. "start_off" remains off until triggered
  1315. "light" sets brightness
  1316. "style" 0 is default
  1317. */
  1318.  
  1319. /*QUAKED light_flame_big (0 .5 0) (-16 -16 -16) (16 16 24)
  1320. {
  1321. base("_light_style");
  1322. model(":progs/flamebig.mdl");
  1323. }
  1324. Big flame.
  1325.  
  1326. "light" sets brightness, 200 is default
  1327. "style" 0 is default
  1328. */
  1329.  
  1330. /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
  1331. {
  1332. base("_light_style");
  1333. model(":progs/flame.mdl");
  1334. }
  1335. Short wall torch.
  1336.  
  1337. "light" sets brightness, 200 is default
  1338. "style" 0 is default
  1339. */
  1340.  
  1341. /*QUAKED light_candle (0 .5 0) (-8 -8 -8) (8 8 16)
  1342. {
  1343. base("_light_style");
  1344. model(":progs/flamecan.mdl");
  1345. }
  1346. Candle.
  1347.  
  1348. "light" sets brightness, 200 is default
  1349. "style" 0 is default
  1350. */
  1351.  
  1352. /*QUAKED light_candle_tall (0 .5 0) (-8 -8 -8) (8 8 16)
  1353. {
  1354. base("_light_style");
  1355. model(":progs/candle_tall.mdl");
  1356. }
  1357. Candle, tall - altar candle
  1358.  
  1359. "light" sets brightness, 200 is default
  1360. "style" 0 is default
  1361. */
  1362.  
  1363. /*QUAKED light_candle_small (0 .5 0) (-8 -8 -8) (8 8 16)
  1364. {
  1365. base("_light_style");
  1366. model(":progs/candle_small.mdl");
  1367. }
  1368. Candle, small
  1369.  
  1370. "light" sets brightness, 200 is default
  1371. "style" 0 is default
  1372. */
  1373.  
  1374. /*QUAKED light_candle_thick (0 .5 0) (-8 -8 -8) (8 8 16)
  1375. {
  1376. base("_light_style");
  1377. model(":progs/candle_thick.mdl");
  1378. }
  1379. Candle, thick
  1380.  
  1381. "light" sets brightness, 200 is default
  1382. "style" 0 is default
  1383. */
  1384.  
  1385. /*QUAKED light_lantern (0 .5 0) (-8 -8 -8) (8 8 48)
  1386. {
  1387. base("_light_style");
  1388. model(":progs/lantern.mdl");
  1389. }
  1390. Small lantern. Place 36 units down from surface.
  1391.  
  1392. "light" sets brightness, 200 is default
  1393. "style" 0 is default
  1394. */
  1395.  
  1396. /*QUAKED light_lantern_big (0 .5 0) (-12 -12 -16) (12 12 80)
  1397. {
  1398. base("_light_style");
  1399. model(":progs/lantern1.mdl");
  1400. }
  1401. Big lantern. Place 72 units down from surface.
  1402.  
  1403. "light" sets brightness, 200 is default
  1404. "style" 0 is default
  1405. */
  1406.  
  1407. /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  1408. {
  1409. base("_light_style");
  1410. }
  1411. Non-displayed light. Makes steady fluorescent humming sound.
  1412.  
  1413. "start_off" remains off until triggered
  1414. "light" sets brightness, 300 is default
  1415. "style" 0 is default
  1416. */
  1417.  
  1418. /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
  1419. {
  1420. base("_light_style");
  1421. }
  1422. Non-displayed light. Makes sparking, broken fluorescent sound.
  1423.  
  1424. "light" sets brightness, 300 is default
  1425. "style" 10 is default
  1426. */
  1427.  
  1428. /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
  1429. {
  1430. base("_light_style");
  1431. }
  1432. Sphere globe light (sprite).
  1433.  
  1434. "light" sets brightness, 300 is default
  1435. "style" 0 is default
  1436. */
  1437.  
  1438.  
  1439.  
  1440. // MISC_
  1441.  
  1442.  
  1443. /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
  1444. Exploding box.
  1445. */
  1446.  
  1447. /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
  1448. Smaller exploding box.
  1449. */
  1450.  
  1451. /*QUAKED misc_model (0 .5 .8) ? CORPSE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1452. Load an external model. If CORPSE, drops to floor.
  1453.  
  1454. "mdl" path to model
  1455. "frame" frame to display
  1456. "mangle" pitch yaw roll. NOT x y z
  1457. */
  1458.  
  1459. /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1460. { model(":progs/teleport.mdl"); }
  1461. Needed to telefrag end boss.
  1462. */
  1463.  
  1464. /*QUAKED misc_fireball (1 .6 0) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1465. Lava ball.
  1466.  
  1467. "speed" speed of ball, default is 100
  1468. */
  1469.  
  1470. /*QUAKED misc_slimeball (1 .6 0) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1471. Slime ball.
  1472.  
  1473. "speed" speed of ball, default is 100
  1474. */
  1475.  
  1476. /*QUAKED misc_noisemaker (1.0 0.5 0.0) (-10 -10 -10) (10 10 10)
  1477. For optimzation testing, starts a lot of sounds.
  1478. */
  1479.  
  1480. /*QUAKED misc_victim (.5 .5 .5) (-16 -16 -32) (16 16 32) ?
  1481. Injured marine, will talk and fire trigger when touched.
  1482.  
  1483. Cycles the sounds you assign to him.
  1484.  
  1485. Frames:
  1486.  
  1487. 0 - lying on back with chainsaw
  1488. 2 - I forgot
  1489. 4 - slumped over
  1490. 7 - lying on the side
  1491.  
  1492. Skins:
  1493.  
  1494. 0 - standard marine skin
  1495.  
  1496. "frame" Model frame number (frames are numbered from 0 onwards)
  1497. "skin" Skin
  1498. "noise" Sound file to play
  1499. "noise2" Another sound, optional
  1500. "noise3" Third sound, optional
  1501. */
  1502.  
  1503. /*QUAKED misc_npc (1.0 0.0 0.0) (-16 -16 -24) (16 16 24) AMBUSH GOOD NEUTRAL GHOSTLY REPEATSPEECH SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1504. { model(":progs/fish.mdl"); }
  1505.  
  1506. NPC.
  1507.  
  1508. "group" Which randomiser group it belongs to
  1509.  
  1510. "preset" 0 : "None"
  1511. 1 : "NPC_GRUNT"
  1512. 2 : "NPC_ENFORCER"
  1513. 3 : "NPC_OGRE"
  1514. 4 : "NPC_OGRENAIL"
  1515. 5 : "NPC_PLAYER"
  1516.  
  1517. "mdl" "Model"
  1518. "headgib_mdl" "Head Model"
  1519. "netname" "Netname"
  1520. "health" "Health"
  1521.  
  1522. "npcmovetype" -1 : "Walk"
  1523. 0 : "Preset / Walk"
  1524. 1 : "Swim"
  1525. 2 : "Fly"
  1526.  
  1527. "deathdrop_type" 0 : "None / Preset"
  1528. 1 : "DROPS_ARMOURSHARD"
  1529. 2 : "DROPS_AMMO_SHELLS"
  1530. 3 : "DROPS_AMMO_NAILS"
  1531. 4 : "DROPS_AMMO_ROCKETS"
  1532. 5 : "DROPS_AMMO_CELLS"
  1533.  
  1534. "hullsize" 0 : "Human"
  1535. 1 : "Shambler"
  1536.  
  1537. "skin" skin, -1 to force default
  1538.  
  1539. "should_roam" -1 : "False"
  1540. 1 : "True"
  1541.  
  1542. "always_infight" -1 : "False"
  1543. 1 : "True"
  1544.  
  1545. "snd_sight" "Alert Sound"
  1546. "snd_idle" "Idle Sound"
  1547. "snd_pain1" "Pain 1 Sound"
  1548. "snd_pain2" "Pain 2 Sound"
  1549. "snd_pain3" "Pain 3 Sound"
  1550. "snd_pain4" "Pain 4 Sound"
  1551. "snd_die1" "Death 1 Sound"
  1552. "snd_die2" "Death 2 Sound"
  1553. "snd_die3" "Death 3 Sound"
  1554. "snd_die4" "Death 4 Sound"
  1555. "snd_atk_melee" "Melee Sound"
  1556. "snd_atk_ranged" "Ranged Sound"
  1557. "snd_atk_melee_start" "Melee Start Sound"
  1558. "snd_atk_ranged_start" "Ranged Start Sound"
  1559.  
  1560. "snd_npc_speech1" "Speech 1 Sound"
  1561. "snd_npc_speech2" "Speech 2 Sound"
  1562. "snd_npc_speech3" "Speech 3 Sound"
  1563. "snd_npc_speech4" "Speech 4 Sound"
  1564. "snd_npc_fight1" "Fight 1 Sound"
  1565. "snd_npc_fight1" "Fight 2 Sound"
  1566. "snd_npc_fight1" "Fight 3 Sound"
  1567. "snd_npc_fight1" "Fight 4 Sound"
  1568. "snd_npc_idle1" "Idle 1 Sound"
  1569. "snd_npc_idle1" "Idle 2 Sound"
  1570. "snd_npc_idle1" "Idle 3 Sound"
  1571. "snd_npc_idle1" "Idle 4 Sound"
  1572.  
  1573. "anim_stand_begin" "Stand Start Frame"
  1574. "anim_stand_end" "Stand End Frame"
  1575. "anim_walk_begin" "Walk Start Frame"
  1576. "anim_walk_end" "Walk End Frame"
  1577. "anim_run_begin" "Run Start Frame"
  1578. "anim_run_end" "Run End Frame"
  1579. "anim_painshort_begin" "Painshort Start Frame"
  1580. "anim_painshort_end" "Painshort End Frame"
  1581.  
  1582. "anim_painlong1_begin" "Painlong1 Start Frame"
  1583. "anim_painlong1_end" "Painlong1 End Frame"
  1584. "anim_painlong2_begin" "Painlong2 Start Frame"
  1585. "anim_painlong2_end" "Painlong2 End Frame"
  1586. "anim_painlong3_begin" "Painlong3 Start Frame"
  1587. "anim_painlong3_end" "Painlong3 End Frame"
  1588.  
  1589. "anim_die1_begin" "Die1 Start Frame"
  1590. "anim_die1_end" "Die1 End Frame"
  1591. "anim_die2_begin" "Die2 Start Frame"
  1592. "anim_die2_end" "Die2 End Frame"
  1593. "anim_die3_begin" "Die3 Start Frame"
  1594. "anim_die3_end" "Die3 End Frame"
  1595. "anim_die4_begin" "Die4 Start Frame"
  1596. "anim_die4_end" "Die4 End Frame"
  1597.  
  1598. "anim_melee_begin" "Melee Start Frame"
  1599. "anim_melee_end" "Melee End Frame"
  1600. "anim_ranged_begin" "Ranged Start Frame"
  1601. "anim_ranged_end" "Ranged End Frame"
  1602.  
  1603. "atk_ranged_type" -1: "Force none"
  1604. 0 : "None / Preset"
  1605. 1 : "Shotgun"
  1606. 2 : "Nails"
  1607. 3 : "Nail Spread"
  1608. 4 : "Laser"
  1609. 5 : "Grenade"
  1610.  
  1611. "atk_ranged_shots" "Ranged Attack Shots"
  1612.  
  1613. "atk_melee_type" -1: "Force none"
  1614. 0 : "None / Preset"
  1615. 1 : "Generic Sword"
  1616. 2 : "Chainsaw"
  1617.  
  1618. "atk_melee_shots" "Melee Attack Shots"
  1619. */
  1620.  
  1621. /*QUAKED misc_crystal (0 .5 .8) (-16 -16 -24) (16 16 32)
  1622. e1m6rq rotating crystal, apparently a type of energy conductor ;-P
  1623.  
  1624. targetname can be triggered to appear
  1625. */
  1626.  
  1627. /*QUAKED misc_neonshub (0 .5 .8) (-16 -16 -24) (16 16 32)
  1628. pink hologram / sensor image of old Shub
  1629.  
  1630. targetname can be triggered to appear
  1631. */
  1632.  
  1633.  
  1634.  
  1635. // MONSTER_
  1636.  
  1637.  
  1638. /*QUAKED monster_fish (1.0 0.0 0.0) (-16 -16 -24) (16 16 24) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1639. { model(":progs/fish.mdl"); }
  1640.  
  1641. Fish.
  1642.  
  1643. "should_roam" 1 = roaming on
  1644. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1645. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1646. "group" Which randomiser group it belongs to
  1647. */
  1648.  
  1649. /*QUAKED monster_dog (1.0 0.0 0.0) (-32 -32 -24) (32 32 40) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1650. { model(":progs/dog.mdl"); }
  1651.  
  1652. Dog.
  1653.  
  1654. "should_roam" 1 = roaming on
  1655. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1656. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1657. "group" Which randomiser group it belongs to
  1658. */
  1659.  
  1660. /*QUAKED monster_flyer (1.0 0.0 0.0) (-32 -32 -24) (32 32 40) AMBUSH x PASSIVE AGGRESSIVE x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1661. { model(":progs/flyer.mdl"); }
  1662.  
  1663. Flyer.
  1664.  
  1665. "should_roam" 1 = roaming on
  1666. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1667. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1668. "group" Which randomiser group it belongs to
  1669. */
  1670.  
  1671. /*QUAKED monster_army (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH x NAILGRUNT AXEGRUNT x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1672. { model(":progs/soldier.mdl"); }
  1673.  
  1674. Grunt.
  1675.  
  1676. "should_roam" 1 = roaming on
  1677. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1678. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1679. "group" Which randomiser group it belongs to
  1680. */
  1681.  
  1682. /*QUAKED monster_enforcer (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH x HYPER HK x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1683. { model(":progs/enforcer.mdl"); }
  1684.  
  1685. Enforcer.
  1686.  
  1687. "should_roam" 1 = roaming on
  1688. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1689. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1690. "group" Which randomiser group it belongs to
  1691. */
  1692.  
  1693. /*QUAKED monster_knight (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH PRAY CROSSBOW UNDEAD x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1694. { model(":progs/knight.mdl"); }
  1695.  
  1696. Knight.
  1697.  
  1698. "should_roam" 1 = roaming on
  1699. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1700. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1701. "group" Which randomiser group it belongs to
  1702. */
  1703.  
  1704. /*QUAKED monster_hell_knight (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1705. { model(":progs/hknight.mdl"); }
  1706.  
  1707. Deathknight.
  1708.  
  1709. "should_roam" 1 = roaming on
  1710. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1711. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1712. "group" Which randomiser group it belongs to
  1713. */
  1714.  
  1715. /*QUAKED monster_ogre (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH x NAILOGRE BERSERK ROCKET SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1716. { model(":progs/ogre.mdl"); }
  1717.  
  1718. Ogre.
  1719.  
  1720. "should_roam" 1 = roaming on
  1721. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1722. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1723. "group" Which randomiser group it belongs to
  1724. */
  1725.  
  1726. /*QUAKED monster_oldogre (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1727. { model(":progs/xogre.mdl"); }
  1728.  
  1729. Old Ogre / Shield Ogre.
  1730.  
  1731. "should_roam" 1 = roaming on
  1732. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1733. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1734. "group" Which randomiser group it belongs to
  1735. */
  1736.  
  1737. /*QUAKED monster_ogre_marksman (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1738. { model(":progs/ogre.mdl"); }
  1739.  
  1740. Ogre marksman (same as ogre, but infights).
  1741.  
  1742. "should_roam" 1 = roaming on
  1743. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1744. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1745. "group" Which randomiser group it belongs to
  1746. */
  1747.  
  1748. /*QUAKED monster_demon1 (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1749. { model(":progs/demon.mdl"); }
  1750.  
  1751. Fiend.
  1752.  
  1753. "should_roam" 1 = roaming on
  1754. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1755. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1756. "group" Which randomiser group it belongs to
  1757. */
  1758.  
  1759. /*QUAKED monster_wizard (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1760. { model(":progs/wizard.mdl"); }
  1761.  
  1762. Scrag.
  1763.  
  1764. "should_roam" 1 = roaming on
  1765. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1766. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1767. "group" Which randomiser group it belongs to
  1768. */
  1769.  
  1770. /*QUAKED monster_serpent (1.0 0.0 0.0) (-16 -16 -24) (16 16 40) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1771. { model(":progs/serpent.mdl"); }
  1772.  
  1773. Serpent.
  1774.  
  1775. "should_roam" 1 = roaming on
  1776. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1777. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1778. "group" Which randomiser group it belongs to
  1779. */
  1780.  
  1781. /*QUAKED monster_zombie (1.0 0.0 0.0) (-16 -16 -24) (16 16 32) CRUCIFIED SLEEPING x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1782. { model(":progs/zombie.mdl"); }
  1783.  
  1784. Zombie.
  1785. If crucified, stick the bounding box 12 pixels back into a wall to look right.
  1786.  
  1787. "should_roam" 1 = roaming on
  1788. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1789. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1790. "group" Which randomiser group it belongs to
  1791. */
  1792.  
  1793. /*QUAKED monster_vomitus (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH SLEEPING x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1794. { model(":progs/vomitus.mdl"); }
  1795.  
  1796. Vomitus.
  1797.  
  1798. "should_roam" 1 = roaming on
  1799. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1800. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1801. "group" Which randomiser group it belongs to
  1802. */
  1803.  
  1804. /*QUAKED monster_shalrath (1.0 0.0 0.0) (-32 -32 -24) (32 32 48) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1805. { model(":progs/shalrath.mdl"); }
  1806.  
  1807. Vore.
  1808.  
  1809. "should_roam" 1 = roaming on
  1810. "caster_level" higher level = more dangerous spells
  1811. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1812. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1813. "group" Which randomiser group it belongs to
  1814. */
  1815.  
  1816. /*QUAKED monster_proto (1.0 0.0 0.0) (-32 -32 -24) (32 32 48) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1817. { model(":progs/proto.mdl"); }
  1818.  
  1819. Proto-Shalrath (QTest).
  1820.  
  1821. "should_roam" 1 = roaming on
  1822. "caster_level" higher level = more dangerous spells
  1823. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1824. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1825. "group" Which randomiser group it belongs to
  1826. */
  1827.  
  1828. /*QUAKED monster_shambler (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH SLEEPING x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1829. { model(":progs/shambler.mdl"); }
  1830.  
  1831. Shambler.
  1832.  
  1833. "should_roam" 1 = roaming on
  1834. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1835. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1836. "group" Which randomiser group it belongs to
  1837. */
  1838.  
  1839. /*QUAKED monster_tarbaby (1.0 0.0 0.0) (-16 -16 -24) (16 16 24) AMBUSH x x x x SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1840. { model(":progs/tarbaby.mdl"); }
  1841.  
  1842. Spawn.
  1843.  
  1844. "should_roam" 1 = roaming on
  1845. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1846. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1847. "group" Which randomiser group it belongs to
  1848. */
  1849.  
  1850. /*QUAKED monster_dragon_small (1.0 0.0 0.0) (-32 -32 -24) (32 32 32) AMBUSH PACIFIST FAST SLOW FLAT SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1851. { model(":progs/dragon1.mdl"); }
  1852.  
  1853. Small dragon. 200 HP.
  1854.  
  1855. "should_roam" 1 = roaming on
  1856. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1857. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1858. "skin" 0 = red, 1 = green, 2 = blue, 3 = white
  1859. "group" Which randomiser group it belongs to
  1860. */
  1861.  
  1862. /*QUAKED monster_dragon_classic (1.0 0.0 0.0) (-48 -48 -24) (48 48 48) AMBUSH PACIFIST FAST SLOW FLAT SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1863. { model(":progs/dragon1.mdl"); }
  1864.  
  1865. Classic size dragon (between small and medium). 450 HP.
  1866.  
  1867. "should_roam" 1 = roaming on
  1868. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1869. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1870. "skin" 0 = red, 1 = green, 2 = blue, 3 = white
  1871. "group" Which randomiser group it belongs to
  1872. */
  1873.  
  1874. /*QUAKED monster_dragon (1.0 0.0 0.0) (-64 -64 -24) (64 64 64) AMBUSH PACIFIST FAST SLOW FLAT SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1875. { model(":progs/dragon1.mdl"); }
  1876.  
  1877. Medium size dragon. 800 HP. Spawnflag 4 = fast (stronger, more agile), 16 = slow (the opposite), 32 = flat (cannot fly up or down). If both 4 and 16 are active, "intelligence" varies with skill level.
  1878.  
  1879. "should_roam" 1 = roaming on
  1880. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1881. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1882. "skin" 0 = red, 1 = green, 2 = blue, 3 = white
  1883. "group" Which randomiser group it belongs to
  1884. */
  1885.  
  1886. /*QUAKED monster_dragon_large (1.0 0.0 0.0) (-96 -96 -24) (96 96 96) AMBUSH PACIFIST FAST SLOW FLAT SILENT SPAWNED ALERT NOEASY NOMEDIUM NOHARD NODM
  1887. { model(":progs/dragon1.mdl"); }
  1888.  
  1889. Large dragon. 1800 HP.
  1890.  
  1891. "should_roam" 1 = roaming on
  1892. "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
  1893. "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
  1894. "skin" 0 = red, 1 = green, 2 = blue, 3 = white
  1895. "group" Which randomiser group it belongs to
  1896. */
  1897.  
  1898. /*QUAKED monster_lavaman (1.0 0.0 0.0) (-32 -32 -24) (32 32 64) AMBUSH SLEEPING x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1899. { model(":progs/lavaman.mdl"); }
  1900.  
  1901. Mini Chthon (lavaman).
  1902.  
  1903. SLEEPING means he must be triggered to rise up from the (lava, whatever).
  1904.  
  1905. "targetname" wake this guy up when SLEEPING.
  1906. */
  1907.  
  1908. /*QUAKED monster_boss (1.0 0.0 0.0) (-128 -128 -24) (128 128 256) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  1909. { model(":progs/boss.mdl"); }
  1910.  
  1911. Old Chthon. NB: This guy is killable in Remake.
  1912. */
  1913.  
  1914. /*QUAKED monster_boss1 (1 0 0) (-32 -32 -24) (32 32 256) Ambush Sleeping Retreat
  1915.  
  1916. RMQ Chthon - boss 1 of 4.
  1917.  
  1918. "target" Fire this target after losing the first fifth of health
  1919. "target2" Fire this target after losing the second fifth of health
  1920. "target3" Fire this target after losing the third fifth of health
  1921. "target4" Fire this target after losing the fourth fifth of health
  1922. */
  1923.  
  1924. /*QUAKED monster_oldone (1.0 0.0 0.0) (-16 -16 -24) (16 16 32)
  1925. { model(":progs/oldone.mdl"); }
  1926.  
  1927. Shub-Niggurath.
  1928. */
  1929.  
  1930.  
  1931.  
  1932. // NOCLASS
  1933.  
  1934.  
  1935. /*QUAKED noclass (0.0 0.0 0.0) (-8 -8 -8) (8 8 8)
  1936. prints a warning message when spawned
  1937. */
  1938.  
  1939.  
  1940.  
  1941. // PATH_
  1942.  
  1943.  
  1944. /*QUAKED path_corner (0 1 1) (-8 -8 -8) (8 8 8)
  1945. Used as patrol points for monsters or func_trains.
  1946.  
  1947. func_train is "dumb" on its own, these entities really control the train.
  1948. Used for func_watertrain as well.
  1949.  
  1950. "speed" Forward speed from this waypoint to the next (-1 is warp to next waypoint)
  1951. "wait" Time to pause at this waypoint when moving forward (-1 is wait for re-trigger, 0 is no pause)
  1952.  
  1953. "noise" Override train''s start/travel noise from this waypoint to the next when moving forward
  1954.  
  1955. "noise1" Override train''s stop noise at this waypoint when moving forward (or between this waypoint and the next)
  1956.  
  1957. "event" Targetname of entity to fire when the train hits this point when moving forward
  1958.  
  1959. "speed2" Reverse speed from this waypoint to the previous in (-1 is warp to previous)
  1960. "wait2" Time to pause at this waypoint when moving in reverse (-1 is wait for re-trigger, 0 is no pause)
  1961.  
  1962. "noise2" Override train''s start/travel noise from this waypoint to the previous when moving in reverse
  1963.  
  1964. "noise3" Override train''s stop noise at this waypoint when moving in reverse (or between this waypoint to the previous)
  1965.  
  1966. "event2" Targetname of entity to fire when the train hits this point when moving in reverse
  1967.  
  1968. "targetname" This waypoint''s name
  1969. "target" Name of the next waypoint
  1970.  
  1971. "ignore_block" makes the train ignore being blocked and just proceed - reverse oubliette in e1m3rq uses this
  1972.  
  1973. NOTES:
  1974.  
  1975. Always use unique sets of path_corners for func_train and func_watertrain.
  1976. (This may break some exotic maps, gb)
  1977.  
  1978. The waypoints are linked with one another and can only work with one train at a time.
  1979.  
  1980. Speed propagates from waypoint to waypoint (if it''s not set, the last speed is used).
  1981. The first waypoint can also simply use the train''s "speed" if set.
  1982.  
  1983. If the reverse speed/event are not set, the forward direction speed/event are used.
  1984. Reverse sounds default to the train''s sounds if they are not set. (This only matters
  1985. for trains that can go in reverse of course).
  1986. */
  1987.  
  1988. /*QUAKED path_rotate (0 1 1) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
  1989. HIPROTATE : Path_corner equivalent for a rotating train.
  1990.  
  1991. The train''s rotation is set at every path_rotate instead of the func_rotate_train.
  1992.  
  1993. Example: "rotation" (1 0 0) and "angles" (90 0 0) would make the train rotate 90 degrees clockwise on the x axis while travelling here.
  1994.  
  1995. "rotation" a value of the form (x y z)
  1996. "angles" a value of the form (x y z)
  1997. "stop" stop here and wait to be retriggered
  1998. "no_rotate" Stop rotating while waiting to be triggered
  1999. "damage" Cause damage based on train''s "dmg"
  2000. "set_damage" Set all targets'' damage to "dmg"
  2001. "movetime" Interpret "speed" as the time to take for moving to the next corner
  2002. "speed" train''s new speed, -1 warps to next corner
  2003. "wait" time to pause before moving on
  2004. "noise" overrides train''s stopping sound
  2005. "noise1" overrides train''s moving on sound
  2006. "event" a target to trigger when train arrives here
  2007. */
  2008.  
  2009. /*QUAKED path_light (0 1 1) (-8 -8 -8) (8 8 8) LP_OFF LP_DIM LP_BRIGHT LP_FLASH LP_FIELD LP_SET_MODEL
  2010. These are used as the path entities for the func_move_light entity.
  2011. They can also be used for moving or stationary models, as they do not need
  2012. to be lighted.
  2013.  
  2014. LP_OFF Turn off any lighting effects including the dot field.
  2015. LP_DIM Set the ligh type to a dim light.
  2016. LP_BRIGHT Set the light type to a bright light.
  2017. LP_FLASH Set the light type to a strobe flashing every "delay" seconds.
  2018. LP_FIELD Turn on the dot field. Can be used with any of the lighting types.
  2019. LP_SET_MODEL Sets the model to "model" when the entity gets here.
  2020.  
  2021. "model" model to use when LP_SET_MODEL is set. Default "progs/s_null.spr".
  2022. "speed" makes the train move on to the next corner at this rate.
  2023. "duration" time to reach the next corner in, overrides speed variable.
  2024. "event" target name of the entity to trigger when the train gets here.
  2025. "message" message to display when the event is triggered.
  2026. */
  2027.  
  2028.  
  2029.  
  2030. // ROTATE
  2031.  
  2032.  
  2033. /*QUAKED rotate_door (0 .5 .8) ? START_OPEN DOOR_REVERSE DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE DOOR_X_AXIS DOOR_Y_AXIS
  2034. RMQ : Rotating door, half-life style.
  2035.  
  2036. Map compiler must support rotating bmodels (hmap2 for example).
  2037. Must be targetted at an info_null which sits in the center of rotation.
  2038.  
  2039. Rotating doors must be linked manually by setting an identical "linkname" on doors.
  2040.  
  2041. TOGGLE causes the door to wait in both the start and end states for a trigger event.
  2042.  
  2043. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
  2044.  
  2045. Key doors are always wait -1.
  2046.  
  2047. "target" an info_null which is used to mark the center of rotation
  2048. "linkname" identical linknames will make doors work as a unit
  2049. "message" is printed when the door is touched if it is a trigger door and it hasn''t been fired yet
  2050. "distance" amount in degrees to rotate
  2051. "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
  2052. "health" if set, door must be shot open
  2053. "speed" movement speed (100 default)
  2054. "wait" wait before returning (3 default, -1 = never return)
  2055. "lip" lip remaining at end of move (8 default)
  2056. "dmg" damage to inflict when blocked (2 default)
  2057. "noise1" overrides the stopping sound if sounds 0
  2058. "noise2" overrides the moving sound if sounds 0
  2059. "sounds"
  2060. 0) no sound
  2061. 1) stone
  2062. 2) base
  2063. 3) stone chain
  2064. 4) screechy metal
  2065. */
  2066.  
  2067. /*QUAKED rotate_continuous (0 .5 .8) ? x REVERSE Z_AXIS X_AXIS x x NONSOLID
  2068. RMQ : Constantly rotating bmodel.
  2069.  
  2070. Map compiler must support rotating bmodels (hmap2 for example)
  2071. Must be targetted at an info_null which sits in the center of rotation.
  2072.  
  2073. "delay" time to accelerate/decelerate
  2074. "speed" rotation speed (100 default)
  2075. "target" must target an info_null, which marks the center of rotation
  2076. */
  2077.  
  2078. /*QUAKED rotate_continuous_model (0 .5 .8) (-4 -4 -4) (4 4 4) x REVERSE Z_AXIS X_AXIS x x NONSOLID
  2079. rotate_continuous with an external model
  2080.  
  2081. Map compiler must support rotating bmodels (hmap2 for example)
  2082. Must be targetted at an info_null which sits in the center of rotation.
  2083.  
  2084. "delay" time to accelerate/decelerate
  2085. "speed" rotation speed (100 default)
  2086. "target" must target an info_null, which marks the center of rotation
  2087. */
  2088.  
  2089. /*QUAKED rotate_object (0 .5 .8) ?
  2090. HIPROTATE : This defines a rotating object, door or train.
  2091.  
  2092. Needs collision detection by func_movewalls.
  2093.  
  2094. Rotate_objects don''t block a monsters line of sight, but a func_movewall does.
  2095.  
  2096. Rotate_objects are textured in a quite bizarre manner. In order for them to have an origin that can be used in Quake, QBSP moves them together with their respective info_rotate so it is situated smack on the center of the level: (0 0 0) The rotate_objects are textured from there, so when they are moved back to their original position in game, the textures will appear misaligned.
  2097. To compensate you either have to use a flat texture on them so any misalignments aren''t visible, or you have to move them to the center of the level yourself, texture them there and then move them back again yourself.
  2098.  
  2099. Func_movewalls don''t move 100% exactly after the rotate_object; they lag slightly behind, creating a staircase effect. Adjust their thickness/placement to compensate.
  2100.  
  2101. "targetname" A func_rotate_* points here
  2102. "target" the corresponding info_rotate
  2103. */
  2104.  
  2105.  
  2106.  
  2107. // T_EFFECTOR
  2108.  
  2109.  
  2110. /*QUAKED t_effector_destroy (0 .5 .8) ? START_ON x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2111. Kills particles that touch it.
  2112.  
  2113. "count" percentage of particles affected (1-99, default 100)
  2114. "targetname" can be enabled/disabled
  2115. */
  2116.  
  2117. /*QUAKED t_effector_push (0 .5 .8) ? START_ON x x x TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
  2118. Pushes particles in a new direction.
  2119.  
  2120. "mangle" x y z speed
  2121. "cnt" percentage of original particle velocity to diminish
  2122. "count" percentage of particles affected (1-99, default 100)
  2123. "targetname" can be enabled/disabled
  2124. */
  2125.  
  2126. /*QUAKED t_effector_turbulence (0 .5 .8) ? START_ON NOT_X NOT_Y NOT_Z TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
  2127. Pushes particles at random speeds in all directions (can exlude certain axii).
  2128.  
  2129. "speed" max amount of turbulence
  2130. "cnt" percentage of original particle velocity to diminish
  2131. "count" percentage of particles affected (1-99, default 100)
  2132. "targetname" can be enabled/disabled
  2133. */
  2134.  
  2135. /*QUAKED t_effector_gravity (0 .5 .8) ? START_ON ABSOLUTE x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2136. Modifies particle gravity.
  2137.  
  2138. "gravity" add this to current gravity, unless "ABSOLUTE" is set
  2139. "count" percentage of particles affected (1-99, default 100)
  2140. "targetname" can be enabled/disabled
  2141. */
  2142.  
  2143. /*QUAKED t_effector_attract (0 .5 .8) ? START_ON x x x TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
  2144. Particles touching this trigger are attracted to its centre. Can also repel
  2145. particles with negative strength. This works best with particles that have a
  2146. low gravity setting or are MOVETYPE_FLY.
  2147.  
  2148. "speed" strength of the attraction
  2149. "cnt" percentage of original particle velocity to diminish
  2150. "count" percentage of particles affected (1-99, default 100)
  2151. "targetname" can be enabled/disabled
  2152. */
  2153.  
  2154. /*QUAKED t_effector_friction (0 .5 .8) ? START_ON x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2155. Applies friction to particles, slowing them down (or speeding them up!).
  2156.  
  2157. "speed" amount of friction (100 = dead stop, negative speeds up)
  2158. "count" percentage of particles affected (1-99, default 100)
  2159. "targetname" can be enabled/disabled
  2160. */
  2161.  
  2162.  
  2163.  
  2164. // TEST_
  2165.  
  2166.  
  2167. /*QUAKED test_fodder (0.0 0.5 0.8) ?
  2168. beating guy
  2169. */
  2170.  
  2171. /*QUAKED test_teleport (0.0 0.5 0.8) ?
  2172. Teleporter testing
  2173. */
  2174.  
  2175.  
  2176.  
  2177. // TRAP_
  2178.  
  2179.  
  2180. /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER GRENADE ROCKET QUARREL x x x NOEASY NOMEDIUM NOHARD NODM
  2181. When triggered, shoots one spike
  2182.  
  2183. "superspike" fires larger spikes
  2184. "laser" fires lasers
  2185. "quarrel" fires crossbow bolts
  2186. "dmg" damage (works for normal nails only atm)
  2187. "angle" direction (-1 = up, -2 = down)
  2188. */
  2189.  
  2190. /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER GRENADE ROCKET QUARREL x x x NOEASY NOMEDIUM NOHARD NODM
  2191. Continuously shoots spikes
  2192.  
  2193. "superspike" fires larger spikes
  2194. "laser" fires lasers
  2195. "quarrel" fires crossbow bolts
  2196. "dmg" damage (works for normal nails only atm)
  2197. "angle" direction (-1 = up, -2 = down)
  2198. "wait" time between spikes, default 1
  2199. "nextthink" delay before firing first spike
  2200. */
  2201.  
  2202. /*QUAKED trap_spikemine (0 .5 .8) (-16 -16 -16) (16 16 16) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2203. { model(":progs/spikemine.mdl"); }
  2204. Spike mine
  2205. */
  2206.  
  2207. /*QUAKED trap_swarm (0 .5 .8) (-8 -8 -8) (8 8 8) STATIONARY
  2208. If triggered, spawns 10 bees per second for "duration" seconds.
  2209. Default time to live for a bee is 4 seconds, thus max. swarm size is 40.
  2210.  
  2211. "noise" swarm alert sound
  2212. "duration" how long to spawn bees in s (10 bees per second)
  2213. "wait" time to live for individual bees, default 4 / 2 if STATIONARY
  2214. "monstergroup" swarms with identical monstergroup will merge!
  2215. "skin" skin of this swarm''s bees (swarm.mdl)
  2216. */
  2217.  
  2218.  
  2219.  
  2220. // TRIGGER_
  2221.  
  2222.  
  2223. /*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2224. {
  2225. choice "sounds"
  2226. (
  2227. (0,"no sound")
  2228. (1,"secret")
  2229. (2,"beep beep")
  2230. (3,"large switch")
  2231. (4,"custom")
  2232. );
  2233. }
  2234. Variable sized trigger. Triggers once then removes itself.
  2235.  
  2236. Same as trigger_multiple, but Wait is always -1.
  2237.  
  2238. "health" any number, must be killed to fire
  2239. "angle" only fire when someone is facing in this direction
  2240. "sounds" sound to play when activated
  2241. "message" text to print when activated
  2242. "delay" delay before firing
  2243. "target" targets to fire
  2244. "killtarget" targets to remove when fired
  2245. "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
  2246. */
  2247.  
  2248. /*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2249. {
  2250. choice "sounds"
  2251. (
  2252. (0,"no sound")
  2253. (1,"secret")
  2254. (2,"beep beep")
  2255. (3,"large switch")
  2256. (4,"custom")
  2257. );
  2258. }
  2259. Variable sized repeatable trigger.
  2260.  
  2261. "angle" only fire when someone is facing in this direction
  2262. "sounds" sound to play when activated
  2263. "message" text to print when activated
  2264. "delay" delay before firing
  2265. "wait" time between triggerings (should be > 0)
  2266. "target" targets to fire
  2267. "killtarget" targets to remove when fired
  2268. "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
  2269. */
  2270.  
  2271. /*QUAKED trigger_secret (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2272. {
  2273. choice "sounds"
  2274. (
  2275. (0,"no sound")
  2276. (1,"secret")
  2277. (2,"beep beep")
  2278. (3,"large switch")
  2279. (4,"custom")
  2280. );
  2281. }
  2282. Secret counter trigger.
  2283.  
  2284. "sounds" sound to play when activated, default 1
  2285. "message" text to print when activated
  2286. "delay" delay before firing
  2287. "targetname" can be triggered
  2288. "killtarget" targets to remove when fired
  2289. */
  2290.  
  2291. /*QUAKED trigger_counter (.5 .5 .5) (-8 -8 -8) (8 8 8) NOMESSAGE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2292. After this has been triggered "count" times, it will fire all of its targets and then remove itself.
  2293.  
  2294. It''s a once-only trigger (i.e. Wait is always -1).
  2295.  
  2296. "count" number of triggers needed to fire, default 2
  2297. "message" something like "sequence completed"
  2298. "delay" time in seconds before firing targets
  2299. "target" targets to fire
  2300. "killtarget" targets to remove when fired
  2301. */
  2302.  
  2303. /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) ONLYLIVING RANDOM
  2304. Fixed size trigger. Can only be fired by other entities, not by touching.
  2305.  
  2306. If ONLYLIVING is set, the relay will not fire if all players are dead
  2307. If RANDOM is set, only one target will be fired
  2308.  
  2309. "message" text to print when activated
  2310. "delay" delay before firing
  2311. "target" targets to fire
  2312. "killtarget" targets to remove when fired
  2313. */
  2314.  
  2315. /*QUAKED trigger_relay2 (.5 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2316. Like trigger_relay, but allows you to fire two unique targets
  2317. (or the same target twice, useful for starting and stopping emitters at
  2318. regular intervals).
  2319.  
  2320. "message" text to print when firing target #1
  2321. "delay" delay before firing target #1
  2322. "target" name of target #1
  2323. "killtarget" entity to remove after "delay" time
  2324.  
  2325. "wait" delay before firing target #2
  2326. "event" name of target #2
  2327. "message2" text to print when firing target #2
  2328. "killtarget2" entity to remove after "wait" time
  2329.  
  2330. "targetname" must be triggered by another entity
  2331.  
  2332. See Extras documentation.
  2333. */
  2334.  
  2335. /*QUAKED trigger_chat (.5 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2336. A little hack to print a "chat" message in a single player game.
  2337. Removed after usage.
  2338.  
  2339. "angle" angle the player must be facing to trigger
  2340. "netname" name of the (fake) sender
  2341. "message" the chat message
  2342. "delay" delay before activating target
  2343. "target" entity to activate after delay (setup a chat relay)
  2344. */
  2345.  
  2346. /*QUAKED trigger_chat_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2347. Like trigger_chat, but must be remotely triggered.
  2348. Removed after usage.
  2349.  
  2350. "netname" name of the (fake) sender
  2351. "message" the chat message
  2352. "delay" delay before activating target
  2353. "target" entity to activate after delay (setup a chat relay)
  2354. "targetname" must be triggered by another entity
  2355. */
  2356.  
  2357. /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT STATIC NOFLASH x x x x NOEASY NOMEDIUM NOHARD NODM
  2358. Any object touching this will be transported to the corresponding info_teleport_destination entity.
  2359. "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
  2360. */
  2361.  
  2362. /*QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2363. When the player touches this, he gets sent to the map listed in the "map" variable.
  2364. The view will go to the info_intermission spot and display stats.
  2365.  
  2366. "map" next map (eg. e1m1), if unset restart current map
  2367. "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
  2368. */
  2369.  
  2370. /*QUAKED trigger_shake (.5 .5 .5) ? VIEWONLY x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2371. Earthquake trigger - shakes players in its radius when active.
  2372. Strength of tremor is greatest at the centre.
  2373.  
  2374. "dmg" strength at center (default is 120)
  2375. "wait" duration of shake (default is 1)
  2376. "count" affect radius (defalt is 200)
  2377. "noise" sound played when starting to shake
  2378. "noise1" sound played when stopping
  2379. "targetname" must be triggered
  2380. */
  2381.  
  2382. /*QUAKED trigger_monsterjump (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2383. Tosses walking monsters forward and upward.
  2384.  
  2385. "angle" direction the monster is thrown in
  2386. "speed" monster forward speed, default 200
  2387. "height" monster upward speed, default 200
  2388. */
  2389.  
  2390. /*QUAKED trigger_enemy (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2391. Hack to get a monster''s attention (for "scripted" events).
  2392.  
  2393. "target" the monster(s) to anger
  2394. "enemyname" If present, the monster will get angry at this targetname instead
  2395. and set the activator as their .oldenemy
  2396. "targetname" must be triggered
  2397.  
  2398. Monsters will basically just turn and shoot at this ent until they get another
  2399. enemy (i.e. they''re shot by something else). They will shoot in the direction
  2400. of this ent regardless if they can "see" it, or if it''s blocked by the world,
  2401. or by another monster. (Can be carefully setup to start infighting).
  2402. */
  2403.  
  2404. /*QUAKED trigger_hurt (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2405. Any object touching this suffers damage, i.e. health loss.
  2406.  
  2407. "dmg" damage, default 5
  2408. "wait" basically how fast you lose health
  2409. */
  2410.  
  2411. /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2412. Used for wind tunnels and water currents.
  2413.  
  2414. Can push the player and grenades.
  2415.  
  2416. "push_once" removes itself after firing
  2417. "speed" speed of push, default 1000
  2418. "angle" direction of push (-2 is down, -1 up)
  2419. */
  2420.  
  2421. /*QUAKED trigger_changedir (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2422. Causes func_train and func_watertrain to change directions if
  2423. ALLOWCHANGEDIR is set, or reverses the spin of func_emitter and
  2424. func_emitter_volume. If the target is moving, it continues in opposite
  2425. direction, if the target is stopped, it will move in opposite direction on the
  2426. next movement trigger.
  2427.  
  2428. "delay" delay before triggering
  2429. "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
  2430. "targetname" must be triggered by another entity
  2431. */
  2432.  
  2433. /*QUAKED trigger_forward (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2434. Causes func_train or func_watertrain to move forward. It automatically
  2435. changes direction if going the wrong way. Direction changes are made regardless
  2436. if ALLOWCHANGEDIR is set or not. It will also cause func_emitter and func_emitter_volume
  2437. with avelocity to spin in the forward direction. This trigger will start motion
  2438. if the target is stopped, but will never stop it.
  2439.  
  2440. "delay" delay before triggering
  2441. "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
  2442. "targetname" must be triggered by another entity
  2443. */
  2444.  
  2445. /*QUAKED trigger_reverse (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2446. Causes func_train or func_watertrain to move in reverse. It automatically
  2447. changes direction if going the wrong way. Direction changes are made regardless
  2448. if ALLOWCHANGEDIR is set or not. It will also cause func_emitter and
  2449. func_emitter_volume with avelocity to spin in the reverse direction. This
  2450. trigger will start motion if the target is stopped, but will never stop it.
  2451.  
  2452. "delay" delay before triggering
  2453. "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
  2454. "targetname" must be triggered by another entity
  2455. */
  2456.  
  2457. /*QUAKED trigger_stop (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2458. Causes func_train and func_watertrain to stop, or func_emitter and
  2459. func_emitter_volume with avelocity to stop rotating. If the target is already
  2460. stopped, this trigger is ignored.
  2461.  
  2462. "delay" delay before triggering
  2463. "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
  2464. "targetname" must be triggered by another entity
  2465. */
  2466.  
  2467. /*QUAKED trigger_go (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
  2468. Causes func_train and func_watertrain to start moving, or func_emitter and
  2469. func_emitter_volume with avelocity to start rotating. If the target is already
  2470. moving, this trigger is ignored.
  2471.  
  2472. "delay" delay before triggering
  2473. "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
  2474. "targetname" must be triggered by another entity
  2475. */
  2476.  
  2477. /*QUAKED trigger_setskill (0.5 0.5 0.5) ?
  2478. sets skill level to the value of "message".
  2479.  
  2480. "message" skill level (0-3)
  2481. */
  2482.  
  2483. /*QUAKED trigger_lock (.5 .5 .5) ? KEYITEM_2 KEYITEM_3 KEYITEM_4 x x x x x NOEASY NOMEDIUM NOHARD NODM
  2484. Like trigger_once, but only fires if player has the corresponding item_key.
  2485. Only accepts key_item1 through key_item4. Must be touched (no health).
  2486.  
  2487. Spawnflags determine which keyitem is needed (see item_key).
  2488. Make sure the name is set in worldspawn (keyitem).
  2489.  
  2490. "noise" locked sound
  2491. "noise1" activation sound
  2492. "message" Unlocking message (doesn''t mix well with trigger_counter)
  2493. "deathtype" Custom requirement message, if unset prints "You need (keyitem)"
  2494. */
  2495.  
  2496. /*QUAKED trigger_combo (.5 .5 .5) (-8 -8 -8) (8 8 8) BIT1 BIT2 BIT3 BIT4
  2497. This trigger requires a certain combination of targetname triggerings
  2498. to make it use its targets. The required combination is set using the spawnflags.
  2499.  
  2500. BIT1 - BIT4 these spawnflags are used to set the combination
  2501. required to make it use its targets. Each of the spawnflag bits corrosponds
  2502. to the similarly numbered targetname. As an example, setting BIT1 and BIT3
  2503. require that its targetname and targetname3 be triggered for the correct
  2504. combination. Up to four different names can be used in the combo triggering.
  2505.  
  2506. "noise" is the sound to play when the correct combination is entered.
  2507. "noise1" name to trigger when activated by its targetname.
  2508. "noise2" name to trigger when activated by its targetname2.
  2509. "noise3" name to trigger when activated by its targetname3.
  2510. "noise4" name to trigger when activated by its targetname4.
  2511.  
  2512. TODO: clean this up
  2513. */
  2514.  
  2515. /*QUAKED trigger_sequence (.5 .5 .5) (-8 -8 -8) (8 8 8) SEQ_FAILRESET SEQ_MULTIPLE
  2516. This trigger requires an ordered sequence of triggering in order to
  2517. make it use its targets. This sequential order is determined by the targetnames,
  2518. which must be used in order (targetname, targetname2, etc.) and any number
  2519. of them can be used, so you can have sequences from one to four triggerings.
  2520.  
  2521. SEQ_FAILRESET makes the sequence reset back to the beginning if
  2522. the proper sequence of triggerings is broken.
  2523.  
  2524. SEQ_MULTIPLE allows the sequence trigger to be used multiple
  2525. times. If not set, the trigger will remove itself after the first time
  2526. the sequence is properly entered.
  2527.  
  2528. "targetname" the first name that must be triggered in the sequence.
  2529. "targetname2" the second name that must be triggered in the sequence.
  2530. "targetname3" the third name that must be triggered in the sequence.
  2531. "targetname4" the fourth name that must be triggered in the sequence.
  2532. "noise" the sound to play when the sequence is completed.
  2533. "noise1" the sound to play when a correct triggering is made in the sequence.
  2534. "noise2" the sound to play when the sequence is broken.
  2535. "event" the name to trigger if the sequence if broken.
  2536. */
  2537.  
  2538. /*QUAKED trigger_command (0.3 0.1 0.6) ?
  2539. When triggered, stuffs a command into the console to allow map
  2540. designers to set server variables.
  2541.  
  2542. "message" is the command to send to the console.
  2543. */
  2544.  
  2545. /*QUAKED trigger_void (.5 .5 .5) ?
  2546. Use this for a void area. Removes monsters, gibs, ammo, etc... also kills player.
  2547. */
  2548.  
  2549. /*QUAKED trigger_checkpoint (.5 .5 .5) ?
  2550. Single use trigger, saves checkpoint.sav on touch and the player will automatically load that save on death
  2551. */
  2552.  
  2553. /*QUAKED trigger_pushcatcher (.5 .5 .5) ?
  2554. Triggers when a pushable is placed within it. Can be retriggered multiple times
  2555. or will remove itself after the first trigger, depending on the wait setting.
  2556. You must set the key "target" to the name of another object in the level that
  2557. has a matching "targetname".
  2558. "enemyname" : if set, this trigger can only be triggered by a pushable with a 'target' key that matches the trigger's enemyname
  2559. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
  2560. sounds
  2561. 1) secret
  2562. 2) beep beep
  2563. 3) large switch
  2564. "message" : display this string on activation
  2565. "wait" : Seconds between triggerings, -1 will make the trigger only trigger once (-1 default)
  2566. "is_waiting" : If set to 1, this trigger will do nothing until another trigger activates it
  2567. */
  2568.  
  2569.  
  2570.  
  2571.  
  2572. // VIEWTHING
  2573.  
  2574.  
  2575. /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
  2576. { model(":progs/player.mdl"); }
  2577.  
  2578. Just for the debugging level. Don''t use
  2579. */
  2580.  
  2581.  
  2582.  
  2583. // WEAPON_
  2584.  
  2585. /*QUAKED weapon_axe (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2586. { model(":progs/g_axe.mdl"); }
  2587. Axe
  2588.  
  2589. "group" Which randomiser group it belongs to
  2590. */
  2591.  
  2592. /*QUAKED weapon_chainsaw (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2593. { model(":progs/g_saw.mdl"); }
  2594. Chainsaw
  2595.  
  2596. "group" Which randomiser group it belongs to
  2597. */
  2598.  
  2599. /*QUAKED weapon_shotgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2600. { model(":progs/g_gun.mdl"); }
  2601. Shotgun
  2602.  
  2603. "group" Which randomiser group it belongs to
  2604. "ritem" Respawn the item in SP if set
  2605. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2606. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2607. */
  2608.  
  2609. /*QUAKED weapon_impacthammer (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2610. { model(":progs/g_shot.mdl"); }
  2611. Impact Hammer / Ram
  2612.  
  2613. "group" Which randomiser group it belongs to
  2614. "ritem" Respawn the item in SP if set
  2615. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2616. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2617. */
  2618.  
  2619. /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2620. { model(":progs/g_shot.mdl"); }
  2621. Double barrel shotgun
  2622.  
  2623. "group" Which randomiser group it belongs to
  2624. "ritem" Respawn the item in SP if set
  2625. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2626. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2627. */
  2628.  
  2629. /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2630. { model(":progs/g_nail.mdl"); }
  2631. Nailgun
  2632.  
  2633. "group" Which randomiser group it belongs to
  2634. "ritem" Respawn the item in SP if set
  2635. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2636. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2637. */
  2638.  
  2639. /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2640. { model(":progs/g_nail2.mdl"); }
  2641. Supernailgun
  2642.  
  2643. "group" Which randomiser group it belongs to
  2644. "ritem" Respawn the item in SP if set
  2645. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2646. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2647. */
  2648.  
  2649. /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2650. { model(":progs/g_rock.mdl"); }
  2651. Grenade launcher
  2652.  
  2653. Half damage against shamblers
  2654.  
  2655. "group" Which randomiser group it belongs to
  2656. "ritem" Respawn the item in SP if set
  2657. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2658. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2659. */
  2660.  
  2661. /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2662. { model(":progs/g_rock2.mdl"); }
  2663. Rocket launcher
  2664.  
  2665. Half damage against shamblers
  2666.  
  2667. "group" Which randomiser group it belongs to
  2668. "ritem" Respawn the item in SP if set
  2669. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2670. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2671. */
  2672.  
  2673. /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2674. { model(":progs/g_light.mdl"); }
  2675. Shaft (lightning gun)
  2676.  
  2677. "group" Which randomiser group it belongs to
  2678. "ritem" Respawn the item in SP if set
  2679. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2680. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2681. */
  2682.  
  2683. /*QUAKED weapon_railgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
  2684. { model(":progs/g_caut.mdl"); }
  2685. Cauteriser (Quakey rail gun)
  2686.  
  2687. "group" Which randomiser group it belongs to
  2688. "ritem" Respawn the item in SP if set
  2689. "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
  2690. "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
  2691. */
  2692.  
  2693.  
  2694. // WORLDSPAWN
  2695.  
  2696.  
  2697. /*QUAKED worldspawn (0 0 0) ?
  2698. {
  2699. choice "worldtype"
  2700. (
  2701. (0,"medieval")
  2702. (1,"metal")
  2703. (2,"base")
  2704. );
  2705. }
  2706. Only used for the world entity. Should be only one per map.
  2707.  
  2708. "wad" which texture wad to use
  2709. "message" title of the map etc.
  2710. "worldtype" style of world, affects keys
  2711. "sounds" CD track to play
  2712. "light" default light level
  2713. "gravity" gravity, default 800
  2714. "keyitem1_keep" set to 1 to let the player keep this key on use
  2715. "keyitem2_keep" ""
  2716. "keyitem3_keep" ""
  2717. "keyitem4_keep" ""
  2718. */
Advertisement
Add Comment
Please, Sign In to add comment