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- // R E M A K E Q U A K E P R O J E C T
- // Entity definitions file, written by goldenboy
- // AIR_
- /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
- Air bubbles
- Often used to mark exits or secrets underwater.
- */
- // AMBIENT_
- /*QUAKED ambient_light_buzz (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Buzzing light sound
- */
- /*QUAKED ambient_drip (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Dripping sound
- */
- /*QUAKED ambient_drone (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Slipgate machinery droning
- sounds 1/2?
- */
- /*QUAKED ambient_comp_hum (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Bleeping computer consoles
- sounds 1/2/3?
- */
- /*QUAKED ambient_flouro_buzz (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Fluorescent light sound
- */
- /*QUAKED ambient_suck_wind (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Constant windtunnel/air vent blowing sound
- */
- /*QUAKED ambient_swamp1 (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Frogs and crickets
- */
- /*QUAKED ambient_swamp2 (.3 .1 .6) (-10 -10 -8) (10 10 8)
- More frogs and crickets
- */
- /*QUAKED ambient_hammer (.3 .1 .6) (-10 -10 -8) (10 10 8)
- Bang bang bang
- */
- /*QUAKED ambient_machine (.3 .1 .6) (-10 -10 -8) (10 10 8)
- another buzz/drone
- */
- /*QUAKED ambient_portal (.3 .1 .6) (-10 -10 -8) (10 10 8)
- ???
- */
- // EVENT_
- /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
- Lightning setup used to kill Chthon
- */
- // FUNC_
- /*QUAKED func_button (0 .5 .8) ? START_OFF ALWAYSTOUCH
- {
- choice "sounds"
- (
- (0,"steam metal")
- (1,"wooden clunk")
- (2,"metallic click")
- (3,"in-out")
- );
- }
- 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.
- "angle" move direction
- "lip" override the default 4 pixel lip remaining at end of move
- "speed" override the default 40 speed
- "wait" override the default 1 second wait (-1 = never return)
- "delay" waits # seconds before firing
- "health" if set, the button must be killed instead of touched
- "noise" push noise
- "noise1" return noise
- "noise2" disabled noise
- "event" message if used when disabled
- "message" centerprints message to activator
- "deathtype" custom death message
- "target" activate this entity when used
- "targetname" disable/enable buttons
- "sounds"
- 0) steam metal
- 1) wooden clunk
- 2) metallic click
- 3) in-out
- 4) custom, must set "noise" yourself
- Spawnflags
- "START_OFF" spanws in disabled state (must be triggered to be used)
- "ALWAYSTOUCH" touch to activate, even if health > 0
- NOTES:
- Setup is basically the same as func_button, but these work a little different...
- When a another trigger/button "uses" these, they will toggle between enabled
- and disabled mode - you can not press a disabled button (it just plays its
- "disabled" sound). They can be disabled or enabled at any time, even
- while moving, but they will complete the move and return to the "up" position
- before enabling/disabling themselves in that case.
- They can not be fired again until they''re "done" - they must be fully reset
- and enabled to be fired. The "active" texture frame (if it has texture frames)
- will only be displayed when the button is enabled, and fully in the "up"
- position (i.e. ready to be used).
- */
- /*QUAKED func_switch (0 .5 .8) ? START_OFF ALWAYSTOUCH x x x x x x NOEASY NOMEDIUM NOHARD NODM
- A two-state toggle that can use an alternate set of brushes as its toggled
- state. You can "attach" a func_switch to a func_train.
- "wait" return to original state after "wait" seconds (default is -1!)
- "angle" angle player must be facing in order to activate by touch
- "noise" push sound
- "noise1" optional reset sound (default "noise", "misc/null.wav" for silent return)
- "target" Activate this entity when used
- "event" Parent train
- "targetname" toggle switch remotely, or just for func_bspframe''s sake
- "lip" lip
- "delay" delay before trigger
- A func_bspframe entity that targets a func_switch is used as the alternate model frame.
- See Extras documentation.
- */
- /*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
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"stone")
- (2,"base")
- (3,"stone chain")
- (4,"screechy metal")
- );
- }
- If two doors touch, they are assumed to be connected and operate as a unit.
- Key doors are always wait -1.
- "start_open" door moves to its destination and operates in reverse
- the entity will be lighted in closed postion, but spawned in the open position
- "x" this flag has been removed
- "door_dont_link" even if doors touch they won''t be treated as a unit.
- "gold_key" gold key door (check worldspawn!)
- "silver_key" silver key door (worldspawn!)
- "toggle" wait in both the start and end states for a trigger event
- "bronze_key" bronze key door (worldspawn!)
- "platinum_key" platinum key door (worldspawn!)
- "message" touch message if it is a trigger door and hasn''t been fired yet
- "angle" the opening direction
- "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
- "target" all matching entities will be activated
- "killtarget" all matching entities will be removed when fired
- "health" door must be shot open
- "speed" movement speed (100 default)
- "wait" wait before returning (3 is default, -1 = never return)
- "delay" waits # seconds before firing matching targets
- "lip" lip remaining at end of move 2 is default
- "dmg" damage to inflict when blocked 2 is default
- "sounds" sound played, if 0 you can specify sounds manually
- "noise1" overrides the stopping sound if sounds 0
- "noise2" overrides the moving sound if sounds 0
- "continue_movesound" allows the move sound to continue, usually it is cut out as soon as the stop sound plays
- "deathtype" custom death message
- */
- /*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
- {
- choice "sounds"
- (
- (1,"medieval")
- (2,"metal")
- (3,"base")
- );
- }
- HIPROTATE : Point entity needed to create a rotating door.
- Place this on the center/axis of rotation, target a rotate_object and set "rotate" and "angles."
- 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.
- "stayopen" reopen after closing
- "target" the corresponding rotate_object
- "rotate" a value of the form (x y z)
- "angles" a value of the form (x y z)
- "dmg" damage when blocked, default 2
- "speed" time it takes to rotate
- "sounds" sound to be played
- */
- /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x x x NOEASY NOMEDIUM NOHARD NODM
- {
- choice "sounds"
- (
- (1,"medieval")
- (2,"metal")
- (3,"base")
- );
- }
- Basic secret door. Slides back, then to the side. Angle determines direction.
- If a secret door has a targetname, it will only be opened by its button or trigger, not by damage.
- "open_once" stays open when triggered
- "1st_left" 1st move is left of arrow
- "1st_down" 1st move is down from arrow
- "no_shoot" only opened by trigger
- "always_shoot" even if targeted, keep shootable
- "target" all matching targets will be used
- "killtarget" all matching entities will be removed
- "wait" # of seconds before coming back
- "delay" waits # seconds before firing its targets
- "t_width" override Width to move back (or height if going down)
- "t_length" override Length to move sideways
- "dmg" damage to inflict when blocked (2 default)
- "message" prints message when touched
- "sounds" sound played, default 3
- "deathtype" custom death message if player gets squished
- */
- /*QUAKED func_train (0 .5 .8) ? START_ON ALLOWPAUSE ALLOWCHANGEDIR AUTOREVERSE BLOCKREVERSE STARTREVERSE
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"ratchet metal")
- );
- }
- Trains are moving platforms that players can ride.
- The targets origin specifies the min point of the train at each corner.
- The train spawns at the first target it is pointing at.
- If the train is the target of a button or trigger, it will not begin moving until activated.
- "speed" Speed of the train (can be overridden by waypoints), default 100
- "dmg" amonut of damage to inflict when blocked
- "sounds" 1 = enables standard id sounds for noise and noise1
- "noise" Start/travel noise (can be overridden by waypoints)
- "noise1" Stop noise (can be overridden by waypoints)
- "noise4" Noise to make when changing directions (DON''T USE A LOOPED WAV!!)
- "noise5" Noise to make when trying to go wrong way at end of path (uses "noise1" if not set)
- "target" First path_corner or start position
- "event" Start at this path_corner (since you MUST use the first waypoint as the "target" on a non-looped path)
- "targetname" can be triggered and/or targeted by child objects
- Spawnflags:
- "START_ON" Start the train immediately, even if targeted.
- "ALLOWPAUSE" Re-Triggering will pause/resume the train at any point along its path.
- "ALLOWCHANGEDIR" Lets a changedir trigger reverse the train''s direction at any time
- "AUTOREVERSE" Train automatically reverses direction when it hits the last/first waypoint
- (only makes sense if last waypoint has no target). It will NOT auto-reverse on
- spawn if facing the wrong way (which is possible and valid).
- "BLOCKREVERSE" Reverses train direction when blocked (after inflicting damage)
- Don''t use this on trains with non-looped paths without some way of getting it
- back to the forward direction (AUTOREVERSE or ALLOWCHANGEDIR). Else it''ll
- get stuck when it reaches the start point again.
- "STARTREVERSE" Start in reverse
- NOTES:
- A train without a targetname will start immediately (doesn''t need "START_ON" to be set)
- but it can not be stopped, and can not have children objects.
- If your waypoints are not looped (i.e. the last point doesn''t target the first), the train MUST
- target the first waypoint. Use the "event" target to have the train spanw at a different point
- along its path ("event" is ignored if it''s not on the same path.).
- If you have a train on a non looped waypoint path, and AUTOREVERSE is not set, the train will stop
- at the last waypoint. If ALLOWCHANGEDIR is set, and the train gets a t_changerdir trigger, you will
- then be able to re-trigger movement in the reverse direction. Otherwise re-triggering will just
- produce the wrong-way sound.
- */
- /*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"ratchet metal")
- );
- }
- HIPROTATE : Rotating func_train
- Point entity needed to create a rotating train.
- Place this on the center/axis of rotation, target a rotate_object and set "path" to the starting position.
- "target" the corresponding rotate_object
- "path" the initial path_rotate
- "speed" movement speed, default 100
- "dmg" damage if blocked, default 0
- "sounds" sound to be played
- "noise" stopping sound
- "noise1" moving on sound
- "deathtype" custom death message
- */
- /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- {
- choice "sounds"
- (
- (1,"base fast")
- (2,"chain slow")
- );
- }
- Vertically moving platform (lift.) Can be targeted to await activation.
- Plats are always drawn in the extended position, so they will light correctly.
- "plat_low_trigger" plat will only be triggered when in lowered position
- "speed" moving speed, default is 150
- "wait" time in seconds to wait before going back down
- "height" determines the amount the plat moves, instead of being implicitly determined by the model''s height.
- "sounds" sound played, default 2
- "deathtype" custom death message
- */
- /*QUAKED func_wall (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- This is just a solid wall if not inhibitted. Changes its texture(s) to alternate ones (e.g. basebtn), if targetted.
- */
- /*QUAKED func_nomantle (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Players cannot mantle off of this surface.
- */
- /*QUAKED func_grapplepoint (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Grapple target. Works like func_wall but can be grappled onto.
- Can fire a .target just like a trigger can every time the player hooks on to it
- "wait" : Seconds between triggerings/sounds/messages, -1 makes the grapplepoint only fire once (-1 default)
- "noise" : Play this sound when the grapplepoint is hooked
- "message" : Send a centerprint to the player when the grapplepoint is hooked
- */
- /*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
- HIPROTATE : Dirty hack to emulate collision detection on rotating objects.
- "targetname" a func_rotate_* points here
- "visible" what it says
- "touch" cause damage when touched
- "nonblocking" makes the brush non-solid
- "dmg" damage when blocked
- 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.
- Too many rotating objects are a good way to break MAX_MODELS and thus the protocol.
- */
- /*QUAKED func_illusionary (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- A simple entity that looks solid but lets you walk through it. Does not block light.
- */
- /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
- This bmodel will appear if the episode has already been completed, so players cannot reenter it.
- */
- /*QUAKED func_bossgate (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- This bmodel appears unless players have all of the episode sigils.
- Used to close the floor in start.map (stairs to Shub).
- */
- /*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
- HIPROTATE : Point entity needed to create a rotating entity.
- Place this on the center/axis of rotation, target a rotate_object and set the "rotate" key.
- Example: "rotate" (0 90 0) would make it rotate clockwise around the y axis at 90 degrees/second.
- "toggle" makes the rotation toggleable
- "start_on" start out spinning
- "rotate" a value of the format (x, y, z)
- "targetname" optionally point a trigger here
- "target" the corresponding rotate_object
- "speed" spin-up and spin-down time
- "deathtype" custom death message
- */
- /*QUAKED func_model (0 .5 .8) ? CORPSE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Load an external model. If CORPSE, drops to floor.
- "mdl" path to model
- "frame" frame to display
- "mangle" the usual stuff
- */
- /*QUAKED func_nodraw (0 .5 .8) ? SHOW_GEOMETRY x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Like func_wall, but is invisible by default, and has no think/use.
- */
- /*QUAKED func_water (0 .5 .8) ? x x x x EASEUNDERCURRENT HEALING x x NOEASY NOMEDIUM NOHARD NODM
- Turns a brush into a liquid-mimic that can move up & down.
- "watertype" -3 = water, -4 = slime, -5 = lava
- "height" number of units to move (negatve is down)
- "speed" speed moving to "height" position
- "speed2" speed returning to original position, "speed" if unset
- "wait" wait before returning (-1 = wait for trigger)
- "noise" sound played when the water moves (should be looped)
- "noise1" sound played when the water returns (should be looped)
- "noise2" sound played when the water stops moving
- "mangle" direction and speed of current
- "drag" drag on player when water is moving (from 0 to 100)
- "cshift" custom RGB+I colour shift (normally set by watertype)
- "healtype" 0 = standard, 1 = megahealth rot
- "healamount" amount of HP given each time a healing event occurs
- "healdelay" seconds between healing events
- "targetname" can be triggered (just keeps moving otherwise)
- "target" entity to activate after moving (at both positions)
- See Extras documentation.
- */
- /*QUAKED func_watertrain (0 .5 .8) ? START_ON ALLOWPAUSE ALLOWCHANGEDIR AUTOREVERSE EASEUNDERCURRENT STARTREVERSE x x NOEASY NOMEDIUM NOHARD NODM
- Turns a brush into a liquid-mimic that travels like a func_train. It can
- target an existing func_train to become a child of that train, or link
- directly with a chain of path_corner entities.
- "watertype" -3 = water, -4 = slime, -5 = lava
- "speed" speed of the watertrain
- "noise" sound played when the water moves
- "noise1" sound played when the water stops moving
- "noise4" sound played when changing directions
- "noise5" sound played when trying to go wrong way at end of path
- "cshift" custom RGB+I colour shift (normally set by watertype)
- "mangle" direction and speed of current (if any)
- "drag" drag on player when water is moving (0 - 100)
- "target" entity to trigger after moving (top and bottom)
- "event" start at this waypoint
- "targetname" can be triggered
- If a func_watertrain''s target is a func_train, the parent train controls
- all, movement and overrides train-specific spawnflags.
- See Extras documentation.
- */
- /*QUAKED func_ladder (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Creates an invisible trigger area that the player can "climb" vertically.
- "angle" direction the player must be facing in order to climb
- "targetname" activate ladder if is_waiting, or killtarget
- "is_waiting" if > 0, ladder must be triggered to become active (extend service ladder etc)
- These work best when they are at least 8 units thick.
- The top of the func_ladder brush should be flush with the top of the ledge.
- It is a good idea to back these up with a solid brush or a clipping brush.
- Especially if using real geometry for the rungs. (i.e. to fill the gaps between
- the rungs).
- See Extras documentation.
- */
- /*QUAKED func_breakaway (0 .5 .8) ? HEAL BLEED NOTOUCH PIERCEABLE MONSTERONLY EXPLODEFX x x NOEASY NOMEDIUM NOHARD NODM
- This is a simple BSP model that goes away (or becomes its alternate frame)
- when killed. These can be used to mimic "gibbable" objects when combined with
- emitters, or on their own for small breakable panels.
- "health" maximum health
- "frags" use alternate frame when "health" equals or is less than this
- "noise" sound to play when breaking
- "noise1" sound to play when taking damage
- "target" entity to fire when dying (f.ex. target an emitter to generate rubble)
- "targetname" can be targeted by a func_bspframe or for triggering remotely
- */
- /*QUAKED func_pushable (0 .5 .8) ? KILLABLE EXPLOSIVE PULLABLE x x x x x NOEASY NOMEDIUM NOHARD NODM
- Turns a brush into a pushable.
- 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.
- 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.
- "health" health if KILLABLE, default 25
- "dmg" amount of damage if EXPLOSIVE, default 160
- "noise" sound when pushed
- "noise1" sound when broken
- "speed" movement speed when pushed, defaults to 16
- PULLABLE allows the player to pull the pushable with the grappling hook
- */
- /*QUAKED func_explobsp (0 .5 .8) ? HEAL x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Basically just like misc_explobox, but uses whatever geometry ya like. The
- explosion occurs at the exact center of the brushes, so keep that in mind.
- "health" maximum health
- "dmg" amount of damage caused by explosion
- "noise" custom noise to make when destroyed - requires an engine that supports RMQ_TE_EXTENSIONS
- "target" activate this when exploding
- "targetname" can be targeted by a func_bspframe or for triggering remotely
- "deathtype" custom obituary message, eg " got too close to an explobox"
- */
- /*QUAKED func_bspframe (0 .5 .8) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- A little hack to allow alternate bsp model "frames" for func_breakaway,
- func_explobsp and func_switch.
- "target" the owner object
- When used on solid objects (like func_explobsp) ensure these won''t stick into
- nearby players/monsters when the parent object switches frames (i.e. make this
- object smaller than the parent, or create a clip area encasing both object frames.)
- */
- /*QUAKED func_togglewall (0 .5 .8) ? START_OFF
- Creates a invisible wall that can be toggled on and off.
- START_OFF wall doesn''t block until triggered.
- "noise" sound to play when wall is turned off
- "noise1" sound to play when wall is turned on
- "noise2" sound to play when wall is touched
- "dmg" damage when touched
- "wait" delay between each touch sound/damage
- */
- /*QUAKED func_emitter (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON EMITSOLID REMOVEONTOUCH DIEAFTERANIM SPINPARTICLES STAGGERFRAMES KILLINFWATER USEEFFECTORS STARTSTOPPED
- Emits "particles" (.spr, .mdl or .bsp) from a fixed point.
- "wait" delay between particle emissions (-1 is a single burst, then pause)
- "wait2" if set, delay is a random number between "wait" and "wait2" (unless
- "wait" is -1)
- "ppe" particles per emission (default is 1).
- "h1" set horizontal (yaw) direction (1 - 360)
- "h2" use random horizontal direction between "h1" and "h2"
- "v1" set vertical (pitch) direction (1 - 360, 270 = up, 90 = down)
- "v2" use a random vertical direction between "v1" and "v2"
- "avelocity" (x y z) emitter angle velocity (rotates after each emission!)
- "noise" sound played when spawning a new particle (use with caution)
- "target" attach the emitter to a func_train
- "targetname" can be triggered on/off
- "scale" initial particle scale
- "alpha" initial particle alpha
- "scale_rate" particle scale-up rate, particle remains at a set scale if left at 0
- "alpha_rate" particle alpha fade rate, particle remains at a set alpha if left at 0
- "style" particle MOVETYPE: _BOUNCE (10), _TOSS (6), _FLY (5) or _NONE (0)
- "speed" set speed of the particles
- "speed2" makes speed a random number between "speed" and "speed2"
- "lspan" life span of particles in seconds
- "lspan2" makes life span a random number between "lspan" and "lspan2"
- "mdl" the sprite or model file to use as particles
- "frame" start frame (model/sprite frame)
- "nfrms" number of animation frames
- "frate" oerride the default 10fps (0.1) animation rate
- "gravity" alter gravity G = sv_gravity*self.gravity (NOTE: 0 or 1 is unaltered -
- use 0.001 for "zero G" or better yet, set "style" to MOVETYPE_FLY)
- "dmg" damage particles do when they hit something
- "effects" EF_MUZZLEFLASH (2), _DIMLIGHT (8), _BRIGHTLIGHT (4), or _BRIGHTFIELD (1)
- "noise1" sound played when particles hit something (use with caution!)
- "noise2" sound played when particles die (use with caution)
- "message" death message if player is killed by a particle
- "weapon" if "dmg" is set (and positive) a particle acts like a projectile and
- spawns blood/sparks when doing damage or this TE_ effect when hitting
- the world. (from 0 - 11) TE_SPIKE, TE_SUPERSPIKE, TE_GUNSHOT,
- TE_EXPLOSION, TE_TAREXPLOSION, TE_LIGHTNING1, TE_LIGHTNING2,
- TE_WIZSPIKE, TE_KNIGHTSPIKE, TE_LIGHTNING3, TE_LAVASPLASH, TE_TELEPORT
- (use -1 for no effect, default is TE_SPIKE)
- "mdl2" the sprite or model to become when life span expires (optional)
- "nfrms2" number of animation frames for "death" animations
- "frate2" override the default 10fps (0.1) animation rate for "death" model
- See Extras documentation.
- */
- /*QUAKED func_emitter_volume (0 .5 .8) ? START_ON EMITSOLID REMOVEONTOUCH DIEAFTERANIM SPINPARTICLES STAGGERFRAMES KILLINFWATER USEEFFECTORS STARTSTOPPED
- Emits "particles" (.spr, .mdl or .bsp) from a random spot within a brush volume.
- "wait" delay between particle emissions (-1 is a single burst, then pause)
- "wait2" if set, delay is a random number between "wait" and "wait2" (unless
- "wait" is -1)
- "ppe" particles per emission (default is 1).
- "h1" set horizontal (yaw) direction (1 - 360)
- "h2" use random horizontal direction between "h1" and "h2"
- "v1" set vertical (pitch) direction (1 - 360, 270 = up, 90 = down)
- "v2" use a random vertical direction between "v1" and "v2"
- "avelocity" (x y z) emitter angle velocity (rotates after each emission!)
- "noise" sound played when spawning a new particle (use with caution)
- "target" attach the emitter to a func_train
- "targetname" can be triggered on/off
- "scale" initial particle scale
- "alpha" initial particle alpha
- "scale_rate" particle scale-up rate, particle remains at a set scale if left at 0
- "alpha_rate" particle alpha fade rate, particle remains at a set alpha if left at 0
- "style" particle MOVETYPE: _BOUNCE (10), _TOSS (6), _FLY (5) or _NONE (0)
- "speed" set speed of the particles
- "speed2" makes speed a random number between "speed" and "speed2"
- "lspan" life span of particles in seconds
- "lspan2" makes life span a random number between "lspan" and "lspan2"
- "mdl" the sprite or model file to use as particles
- "frame" start frame (model/sprite frame)
- "nfrms" number of animation frames
- "frate" oerride the default 10fps (0.1) animation rate
- "gravity" alter gravity G = sv_gravity*self.gravity (NOTE: 0 or 1 is unaltered -
- use 0.001 for "zero G" or better yet, set "style" to MOVETYPE_FLY)
- "dmg" damage particles do when they hit something
- "effects" EF_MUZZLEFLASH (2), _DIMLIGHT (8), _BRIGHTLIGHT (4), or _BRIGHTFIELD (1)
- "noise1" sound played when particles hit something (use with caution!)
- "noise2" sound played when particles die (use with caution)
- "message" death message if player is killed by a particle
- "weapon" if "dmg" is set (and positive) a particle acts like a projectile and
- spawns blood/sparks when doing damage or this TE_ effect when hitting
- the world. (from 0 - 11) TE_SPIKE, TE_SUPERSPIKE, TE_GUNSHOT,
- TE_EXPLOSION, TE_TAREXPLOSION, TE_LIGHTNING1, TE_LIGHTNING2,
- TE_WIZSPIKE, TE_KNIGHTSPIKE, TE_LIGHTNING3, TE_LAVASPLASH, TE_TELEPORT
- (use -1 for no effect, default is TE_SPIKE)
- "mdl2" the sprite or model to become when life span expires (optional)
- "nfrms2" number of animation frames for "death" animations
- "frate2" override the default 10fps (0.1) animation rate for "death" model
- See Extras documentation.
- */
- /*QUAKED func_move_light (0 .5 .8) (-8 -8 -8) (8 8 8) LIGHT_START_OFF LIGHT_BRIGHT LIGHT_FLASH LIGHT_FIELD
- This entity is a moving entity that can use any model and any lighting
- effect. Its movement is exactly like that of a func_train, so refer to
- that entity to see how to control its movement. It uses the dim light
- effect by default, and the model "s_null.spr" by default, which is an empty
- sprite so that that it has no appearance.
- LIGHT_START_OFF use no lighting effects.
- LIGHT_BRIGHT use a bright light effect.
- LIGHT_FLASH use a flashing light effect, flash every "delay" seconds.
- LIGHT_FIELD use a dot field effect, works with any of the lighting effects.
- "delay" time in seconds between each flash. Default is 0.2.
- "model" model to use, default is "progs/s_null.spr".
- "noise" the stop sound.
- "noise1" the moving sound.
- */
- /*QUAKED func_group (.9 .9 .9) ?
- For Quest
- 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.
- Note that for Quake1 mapping, leaving any func_groups in the maps will produce compiling errors.
- -------- NOTES --------
- The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.
- */
- /*QUAKED func_hordespawn (0 .5 .8) (-8 -8 -8) (8 8 8)
- Continuously spawns monsters when triggered.
- "spawnfunction" something like monster_army
- "spawnclassname" Classname of the spawned monster, like monster_army
- "count" number of monsters to spawn, default 3
- "wait" time between spawnings, default 0.3
- */
- /*QUAKED func_rain (0 .5 .8) ?
- This is an invisible area like a trigger, which rain falls inside of.
- Keys:
- "velocity"
- falling direction (should be something like '0 0 -700', use the X and Y velocity for wind)
- "cnt"
- sets color of rain (default 12 - white)
- "count"
- adjusts rain density, this many particles fall every second, experiment to see the effects (default is based on area size)
- */
- /*QUAKED func_snow (0 .5 .8) ?
- This is an invisible area like a trigger, which snow falls inside of.
- Keys:
- "velocity"
- falling direction (should be something like '0 0 -300', use the X and Y velocity for wind)
- "cnt"
- sets color of rain (default 12 - white)
- "count"
- adjusts snow density, this many particles fall every second, experiment to see the effects (default is based on area size)
- */
- // FX_
- /*QUAKED fx_ambientsound (.3 .1 .6) (-10 -10 -8) (10 10 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Plays any sound as a true ambient sound. Waits for trigger if it has a targetname.
- "noise" path to soundfile
- "volume" volume, try 0.7
- "distance" attenuation
- "targetname" Can be triggered (only on, not off)
- 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)
- Distance expects a number! ATTN_NONE=0, ATTN_NORM=1, ATTN_IDLE=2, ATTN_STATIC=3.
- */
- /*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
- Generic sound player.
- "noise" path to soundfile
- "noise1" stop sound
- "count" number of repeats, -1 = infinite
- "pausetime" delay between replays
- "cnt" random seed, multiplied by random() and added to pausetime
- "volume" volume, try 0.7
- "distance" attenuation
- "targetname" Can be triggered
- See Extras documentation.
- Apparently "count" and "pausetime" must be set.
- Distance expects a number! ATTN_NONE=0, ATTN_NORM=1, ATTN_IDLE=2, ATTN_STATIC=3.
- */
- /*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
- Single, continuous drip. Can toggle on/off with multiple triggers.
- "wait" A seed for the frequency of the drips, 0 is pretty quick
- "targetname" Can be triggered
- See Extras documentation.
- */
- /*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
- Throws sparks randomly 360 deg. around the origin in the horizontal axis.
- Can toggle on/off with multiple triggers.
- "wait" A seed for the frequency of the sparks, 0 is pretty quick
- "targetname" Can be triggered
- Like fx_drip, these are much simpler to set up than func_emitter entities but
- the latter can give much more control over direction, spread, and frequency.
- */
- /*QUAKED fx_beam (0 .5 .8) (-8 -8 -8) (8 8 8)
- draws a constant lightning beam between it and target, plays no sound
- "targetname" can be triggered
- "target" an info_notnull
- */
- /*QUAKED fx_explosion (0 .5 .8) (-8 -8 -8) (8 8 8) BIG TARBABY
- explodes when triggered
- "targetname" can be triggered
- "wait" time until explosion
- */
- // INFO_
- /*QUAKED info_player_start (1 0 0) (-16 -16 -32) (16 16 32) STRIPGUNS
- { model(":progs/player.mdl"); }
- The normal starting point for a level. Only one is allowed, and every map should contain one.
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "death_target" spawned player will fire this target on death
- "spawn_target" fire this target every time a player spawns here
- "items" Additional weapons given on spawn, add all desired item values together for the final items value:
- Don't forget to give additional starting ammo!
- 2 : "Super Shotgun"
- 4 : "Nailgun"
- 8 : "Super Nailgun"
- 16 : "Grenade Launcher"
- 32 : "Rocket Launcher"
- 64 : "Lightning Gun"
- 128 : "Cauteriser"
- "items2" Additional weapon replacements given on spawn, add all desired items values together as per .items
- 1 : "Old Axe"
- "ammo_shells" Additional starting shells
- "ammo_nails" Additional starting nails
- "ammo_rockets" Additional starting rockets
- "ammo_cells" Additional starting cells
- */
- /*QUAKED info_player_coop (1 0 1) (-16 -16 -32) (16 16 32)
- { model(":progs/player.mdl"); }
- Potential spawning position(s) for coop games.
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "spawn_target" fire this target every time a player spawns here
- "items" Additional weapons given on spawn, add all desired item values together for the final items value:
- Don't forget to give additional starting ammo!
- 2 : "Super Shotgun"
- 4 : "Nailgun"
- 8 : "Super Nailgun"
- 16 : "Grenade Launcher"
- 32 : "Rocket Launcher"
- 64 : "Lightning Gun"
- 128 : "Cauteriser"
- "ammo_shells" Additional starting shells
- "ammo_nails" Additional starting nails
- "ammo_rockets" Additional starting rockets
- "ammo_cells" Additional starting cells
- */
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -32) (16 16 32)
- { model(":progs/player.mdl"); }
- Potential spawning position(s) for deathmatch games.
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "spawn_target" fire this target every time a player spawns here
- "items" Additional weapons given on spawn, add all desired item values together for the final items value:
- Don't forget to give additional starting ammo!
- 2 : "Super Shotgun"
- 4 : "Nailgun"
- 8 : "Super Nailgun"
- 16 : "Grenade Launcher"
- 32 : "Rocket Launcher"
- 64 : "Lightning Gun"
- 128 : "Cauteriser"
- "ammo_shells" Additional starting shells
- "ammo_nails" Additional starting nails
- "ammo_rockets" Additional starting rockets
- "ammo_cells" Additional starting cells
- */
- /*QUAKED info_player_redspawn (1 0 1) (-16 -16 -32) (16 16 32)
- { model(":progs/player.mdl"); }
- CTF spawnpoint, RED team
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "spawn_target" fire this target every time a player spawns here
- "items" Additional weapons given on spawn, add all desired item values together for the final items value:
- Don't forget to give additional starting ammo!
- 2 : "Super Shotgun"
- 4 : "Nailgun"
- 8 : "Super Nailgun"
- 16 : "Grenade Launcher"
- 32 : "Rocket Launcher"
- 64 : "Lightning Gun"
- 128 : "Cauteriser"
- "ammo_shells" Additional starting shells
- "ammo_nails" Additional starting nails
- "ammo_rockets" Additional starting rockets
- "ammo_cells" Additional starting cells
- */
- /*QUAKED info_player_bluespawn (1 0 1) (-16 -16 -32) (16 16 32)
- { model(":progs/player.mdl"); }
- CTF spawnpoint, BLUE team
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "spawn_target" fire this target every time a player spawns here
- "items" Additional weapons given on spawn, add all desired item values together for the final items value:
- Don't forget to give additional starting ammo!
- 2 : "Super Shotgun"
- 4 : "Nailgun"
- 8 : "Super Nailgun"
- 16 : "Grenade Launcher"
- 32 : "Rocket Launcher"
- 64 : "Lightning Gun"
- 128 : "Cauteriser"
- "ammo_shells" Additional starting shells
- "ammo_nails" Additional starting nails
- "ammo_rockets" Additional starting rockets
- "ammo_cells" Additional starting cells
- */
- /*QUAKED info_player_start2 (1 0 0) (-16 -16 -32) (16 16 32)
- { model(":progs/player.mdl"); }
- Only used on start map for the return point from an episode.
- "angle" viewing angle when spawning
- "spawneffect" 0 : "None"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- "death_target" spawned player will fire this target on death
- "spawn_target" fire this target every time a player spawns here
- */
- /*QUAKED info_null (0 .5 0) (-4 -4 -4) (4 4 4)
- Invisible entity. Used as a positional target for spotlights, etc. Removes itself.
- */
- /*QUAKED info_notnull (0 .5 0) (-4 -4 -4) (4 4 4)
- Used as a positional target for lightning.
- */
- /*QUAKED info_rotate (0 .5 0) (-4 -4 -4) (4 4 4)
- HIPROTATE : Used to mark the center/axis of rotation of a rotating object.
- "targetname" A rotate_object points here.
- */
- /*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 -32) (16 16 32)
- Used as the destination point for a teleporter.
- "angle" view angle after teleporting
- */
- /*QUAKED info_intermission (1 .5 .5) (-16 -16 -16) (16 16 16)
- This is the camera point for the intermission.
- Use mangle instead of angle, so you can set pitch or roll as well as yaw: 'pitch yaw roll'
- If there is more than one info_intermission in the map, Quake will randomly pick one.
- If no info_intermission entity is in the map, Quake uses the player start.
- "mangle" set 'pitch yaw roll'
- */
- /*QUAKED info_camera (1 .5 .5) (-16 -16 -16) (16 16 16) NOABORT TRANSITIONAL
- Makes the player''s view go to this spot when triggered. Will not trigger monsters.
- Player will automatically return to his old position when wait time is up.
- Camera view can be cancelled by pressing FIRE unless spawnflag 1 is set.
- TRANSITIONAL: When switching to this camera, lerp origin and angles over "speed" seconds from the last camera to here.
- "target" fire this target or switch to this camera when finished
- "targetname" can be triggered
- "mangle" 'pitch yaw roll' camera view angle
- "wait" amount of seconds for player to wait at camera
- "message" print this string when the client switches to this camera
- "noise" sound to play when switching to cam mode, default none
- "noise1" sound to play when switching back, default none
- "speed" (TRANSITIONAL only) how many seconds to take to transition to this camera, default 1s
- */
- /*QUAKED info_location (1 0.8 0) (-16 -16 -8) (16 16 8)
- A possible location for random groups.
- Set origin and angle. Removed when no longer needed.
- "group" Which group it belongs to
- */
- /*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
- Controlling entity for a random group.
- Entity is removed soon after the map is loaded, so don''t rely on its presistance for any entity hacks.
- "group" Which group it controls
- "groupcount" How many objects from the group to use
- */
- /*QUAKED info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Stuffs a command into the console to allow map designers
- to set server variables.
- "message" is the command to send to the console.
- */
- // ITEM_
- /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- Pack of cells.
- "big" Big version
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- Pack of rockets.
- "big" Big version
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- Pack of shotgun shells.
- "big" Big version
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- Pack of nails.
- "big" Big version
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- The big health pack (25 points.)
- "rotten" The small health pack (15 points.) Randomized in Remake!
- "megahealth" The megahealth.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_stimpack (.3 .3 1) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/stimpack.mdl"); }
- Stimpack. Adds 2 health.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_armorshard (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/armorshard.mdl"); }
- Armor shard. Adds 2 armor.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_armorInv (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/armor.mdl"); }
- The red armor.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_armor2 (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/armor.mdl"); }
- The yellow armor.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED item_armor1 (0 .5 .8) (-12 -12 -24) (12 12 24) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/armor.mdl"); }
- The green armor.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- { model(":progs/suit.mdl"); }
- The environmental suit.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- { model(":progs/quaddama.mdl"); }
- The quad damage.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- { model(":progs/invulner.mdl"); }
- The pent.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- { model(":progs/invisibl.mdl"); }
- The ring of shadows.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- { model(":progs/res.mdl"); }
- The resurrection artifact.
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*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
- Simply gives player the grappling hook.
- "group" Which randomiser group it belongs to
- */
- /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/keymed.mdl"); }
- The silver key. Remember to set "worldtype" in worldspawn.
- "group" Which randomiser group it belongs to
- */
- /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/keymed.mdl"); }
- The gold key. Remember to set "worldtype" in worldspawn.
- "group" Which randomiser group it belongs to
- */
- /*QUAKED item_key3 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/keymed.mdl"); }
- The bronze key. Remember to set "worldtype" in worldspawn.
- "group" Which randomiser group it belongs to
- */
- /*QUAKED item_key4 (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x SILENT SPAWNED x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/keymed.mdl"); }
- The platinum key. Remember to set "worldtype" in worldspawn.
- "group" Which randomiser group it belongs to
- */
- /*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
- User definable extended key. Can use a .mdl or be a brush model (like a func_wall etc).
- This keyitem''s name must be set in worldspawn (!!!) like this:
- "keyitem 1" "beast key"
- Set the corresponding spawnflag here (leave blank for keyitem1).
- Set the same spawnflag on the trigger_lock that expects this keyitem.
- You can have up to 4 keyitems defined like this.
- Keys can migrate between levels, so a clever mapper can make secret keys that
- can unlock an obvious area in a succeeding map.
- (Just make sure you set the name!)
- In game, you can see collected keyitems by using "impulse 87".
- "noise" sound to play on pickup, defaults to misc/medkey.wav
- "deathtype" name of the .mdl to use, unless this is a brush model
- "skin" sets the skin if using .mdl file, skin 0 is the first
- "view_ofs" 'x y z' height adjustment for non-rotational models, try '0 0 24'.
- "target" as usual
- */
- /*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
- { model(":progs/keymed.mdl"); }
- CTF flag - RED
- */
- /*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
- { model(":progs/keymed.mdl"); }
- CTF flag - BLUE
- */
- /*QUAKED item_backpack (0 .5 .8) (-16 -16 0) (16 16 56) x x x x x SILENT SPAWNED DONTDROP NOEASY NOMEDIUM NOHARD NODM
- Backpack full of whatever the mapper desires
- ammo_shells: Shells
- ammo_nails: Nails
- ammo_rockets: Rockets
- ammo_cells: Cells
- armorvalue: Armor. Added to current armor class, or Green otherwise.
- healamount: Health. Will go above maximum health.
- You can include an item with .items and .netname, but please don''t...
- */
- /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
- {
- model(":progs/end1.mdl");
- default("spawnflags","1");
- }
- One of the 4 runes. You MUST set one of the spawnflags.
- "group" Which randomiser group it belongs to
- */
- // LIGHT_
- /*QUAKED _light_style
- {
- choice "style"
- (
- (0,"normal")
- (1,"flicker (first variety)")
- (2,"slow strong pulse")
- (3,"candle (first variety)")
- (4,"fast strobe")
- (5,"gentle pulse 1")
- (6,"flicker (second variety)")
- (7,"candle (second variety)")
- (8,"candle (third variety)")
- (9,"slow strobe (fourth variety)")
- (10,"fluorescent flicker")
- (11,"slow pulse not fade to black")
- );
- }
- */
- /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- {
- base("_light_style");
- }
- Non-displayed light. If targeted, it will toggle between on or off.
- "start_off" remains off until triggered
- "light" sets brightness, 300 is default
- "style" Default is 0. Styles 32-62 are assigned by the light program for switchable lights.
- "target" Point this at an info_null to make this a spotlight.
- "angle" width of the spotlight''s cone.
- "mangle" yaw, pitch !! spotlight direction
- "_color" light colour, R G B 111 is white
- "_softangle" width of inner cone of spotlight, default 0
- */
- /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
- {
- base("_light_style");
- model(":progs/flame2.mdl");
- }
- Large yellow flames.
- "light" sets brightness
- "style" 0 is default
- */
- /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- {
- base("_light_style");
- model(":progs/flame2.mdl");
- }
- Small yellow flames.
- "start_off" remains off until triggered
- "light" sets brightness
- "style" 0 is default
- */
- /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
- {
- base("_light_style");
- model(":progs/flame2.mdl");
- }
- Small white flames.
- "start_off" remains off until triggered
- "light" sets brightness
- "style" 0 is default
- */
- /*QUAKED light_flame_big (0 .5 0) (-16 -16 -16) (16 16 24)
- {
- base("_light_style");
- model(":progs/flamebig.mdl");
- }
- Big flame.
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
- {
- base("_light_style");
- model(":progs/flame.mdl");
- }
- Short wall torch.
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_candle (0 .5 0) (-8 -8 -8) (8 8 16)
- {
- base("_light_style");
- model(":progs/flamecan.mdl");
- }
- Candle.
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_candle_tall (0 .5 0) (-8 -8 -8) (8 8 16)
- {
- base("_light_style");
- model(":progs/candle_tall.mdl");
- }
- Candle, tall - altar candle
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_candle_small (0 .5 0) (-8 -8 -8) (8 8 16)
- {
- base("_light_style");
- model(":progs/candle_small.mdl");
- }
- Candle, small
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_candle_thick (0 .5 0) (-8 -8 -8) (8 8 16)
- {
- base("_light_style");
- model(":progs/candle_thick.mdl");
- }
- Candle, thick
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_lantern (0 .5 0) (-8 -8 -8) (8 8 48)
- {
- base("_light_style");
- model(":progs/lantern.mdl");
- }
- Small lantern. Place 36 units down from surface.
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_lantern_big (0 .5 0) (-12 -12 -16) (12 12 80)
- {
- base("_light_style");
- model(":progs/lantern1.mdl");
- }
- Big lantern. Place 72 units down from surface.
- "light" sets brightness, 200 is default
- "style" 0 is default
- */
- /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- {
- base("_light_style");
- }
- Non-displayed light. Makes steady fluorescent humming sound.
- "start_off" remains off until triggered
- "light" sets brightness, 300 is default
- "style" 0 is default
- */
- /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
- {
- base("_light_style");
- }
- Non-displayed light. Makes sparking, broken fluorescent sound.
- "light" sets brightness, 300 is default
- "style" 10 is default
- */
- /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
- {
- base("_light_style");
- }
- Sphere globe light (sprite).
- "light" sets brightness, 300 is default
- "style" 0 is default
- */
- // MISC_
- /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
- Exploding box.
- */
- /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
- Smaller exploding box.
- */
- /*QUAKED misc_model (0 .5 .8) ? CORPSE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Load an external model. If CORPSE, drops to floor.
- "mdl" path to model
- "frame" frame to display
- "mangle" pitch yaw roll. NOT x y z
- */
- /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/teleport.mdl"); }
- Needed to telefrag end boss.
- */
- /*QUAKED misc_fireball (1 .6 0) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Lava ball.
- "speed" speed of ball, default is 100
- */
- /*QUAKED misc_slimeball (1 .6 0) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Slime ball.
- "speed" speed of ball, default is 100
- */
- /*QUAKED misc_noisemaker (1.0 0.5 0.0) (-10 -10 -10) (10 10 10)
- For optimzation testing, starts a lot of sounds.
- */
- /*QUAKED misc_victim (.5 .5 .5) (-16 -16 -32) (16 16 32) ?
- Injured marine, will talk and fire trigger when touched.
- Cycles the sounds you assign to him.
- Frames:
- 0 - lying on back with chainsaw
- 2 - I forgot
- 4 - slumped over
- 7 - lying on the side
- Skins:
- 0 - standard marine skin
- "frame" Model frame number (frames are numbered from 0 onwards)
- "skin" Skin
- "noise" Sound file to play
- "noise2" Another sound, optional
- "noise3" Third sound, optional
- */
- /*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
- { model(":progs/fish.mdl"); }
- NPC.
- "group" Which randomiser group it belongs to
- "preset" 0 : "None"
- 1 : "NPC_GRUNT"
- 2 : "NPC_ENFORCER"
- 3 : "NPC_OGRE"
- 4 : "NPC_OGRENAIL"
- 5 : "NPC_PLAYER"
- "mdl" "Model"
- "headgib_mdl" "Head Model"
- "netname" "Netname"
- "health" "Health"
- "npcmovetype" -1 : "Walk"
- 0 : "Preset / Walk"
- 1 : "Swim"
- 2 : "Fly"
- "deathdrop_type" 0 : "None / Preset"
- 1 : "DROPS_ARMOURSHARD"
- 2 : "DROPS_AMMO_SHELLS"
- 3 : "DROPS_AMMO_NAILS"
- 4 : "DROPS_AMMO_ROCKETS"
- 5 : "DROPS_AMMO_CELLS"
- "hullsize" 0 : "Human"
- 1 : "Shambler"
- "skin" skin, -1 to force default
- "should_roam" -1 : "False"
- 1 : "True"
- "always_infight" -1 : "False"
- 1 : "True"
- "snd_sight" "Alert Sound"
- "snd_idle" "Idle Sound"
- "snd_pain1" "Pain 1 Sound"
- "snd_pain2" "Pain 2 Sound"
- "snd_pain3" "Pain 3 Sound"
- "snd_pain4" "Pain 4 Sound"
- "snd_die1" "Death 1 Sound"
- "snd_die2" "Death 2 Sound"
- "snd_die3" "Death 3 Sound"
- "snd_die4" "Death 4 Sound"
- "snd_atk_melee" "Melee Sound"
- "snd_atk_ranged" "Ranged Sound"
- "snd_atk_melee_start" "Melee Start Sound"
- "snd_atk_ranged_start" "Ranged Start Sound"
- "snd_npc_speech1" "Speech 1 Sound"
- "snd_npc_speech2" "Speech 2 Sound"
- "snd_npc_speech3" "Speech 3 Sound"
- "snd_npc_speech4" "Speech 4 Sound"
- "snd_npc_fight1" "Fight 1 Sound"
- "snd_npc_fight1" "Fight 2 Sound"
- "snd_npc_fight1" "Fight 3 Sound"
- "snd_npc_fight1" "Fight 4 Sound"
- "snd_npc_idle1" "Idle 1 Sound"
- "snd_npc_idle1" "Idle 2 Sound"
- "snd_npc_idle1" "Idle 3 Sound"
- "snd_npc_idle1" "Idle 4 Sound"
- "anim_stand_begin" "Stand Start Frame"
- "anim_stand_end" "Stand End Frame"
- "anim_walk_begin" "Walk Start Frame"
- "anim_walk_end" "Walk End Frame"
- "anim_run_begin" "Run Start Frame"
- "anim_run_end" "Run End Frame"
- "anim_painshort_begin" "Painshort Start Frame"
- "anim_painshort_end" "Painshort End Frame"
- "anim_painlong1_begin" "Painlong1 Start Frame"
- "anim_painlong1_end" "Painlong1 End Frame"
- "anim_painlong2_begin" "Painlong2 Start Frame"
- "anim_painlong2_end" "Painlong2 End Frame"
- "anim_painlong3_begin" "Painlong3 Start Frame"
- "anim_painlong3_end" "Painlong3 End Frame"
- "anim_die1_begin" "Die1 Start Frame"
- "anim_die1_end" "Die1 End Frame"
- "anim_die2_begin" "Die2 Start Frame"
- "anim_die2_end" "Die2 End Frame"
- "anim_die3_begin" "Die3 Start Frame"
- "anim_die3_end" "Die3 End Frame"
- "anim_die4_begin" "Die4 Start Frame"
- "anim_die4_end" "Die4 End Frame"
- "anim_melee_begin" "Melee Start Frame"
- "anim_melee_end" "Melee End Frame"
- "anim_ranged_begin" "Ranged Start Frame"
- "anim_ranged_end" "Ranged End Frame"
- "atk_ranged_type" -1: "Force none"
- 0 : "None / Preset"
- 1 : "Shotgun"
- 2 : "Nails"
- 3 : "Nail Spread"
- 4 : "Laser"
- 5 : "Grenade"
- "atk_ranged_shots" "Ranged Attack Shots"
- "atk_melee_type" -1: "Force none"
- 0 : "None / Preset"
- 1 : "Generic Sword"
- 2 : "Chainsaw"
- "atk_melee_shots" "Melee Attack Shots"
- */
- /*QUAKED misc_crystal (0 .5 .8) (-16 -16 -24) (16 16 32)
- e1m6rq rotating crystal, apparently a type of energy conductor ;-P
- targetname can be triggered to appear
- */
- /*QUAKED misc_neonshub (0 .5 .8) (-16 -16 -24) (16 16 32)
- pink hologram / sensor image of old Shub
- targetname can be triggered to appear
- */
- // MONSTER_
- /*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
- { model(":progs/fish.mdl"); }
- Fish.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/dog.mdl"); }
- Dog.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/flyer.mdl"); }
- Flyer.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/soldier.mdl"); }
- Grunt.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/enforcer.mdl"); }
- Enforcer.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/knight.mdl"); }
- Knight.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/hknight.mdl"); }
- Deathknight.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/ogre.mdl"); }
- Ogre.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/xogre.mdl"); }
- Old Ogre / Shield Ogre.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/ogre.mdl"); }
- Ogre marksman (same as ogre, but infights).
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/demon.mdl"); }
- Fiend.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/wizard.mdl"); }
- Scrag.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/serpent.mdl"); }
- Serpent.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/zombie.mdl"); }
- Zombie.
- If crucified, stick the bounding box 12 pixels back into a wall to look right.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/vomitus.mdl"); }
- Vomitus.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/shalrath.mdl"); }
- Vore.
- "should_roam" 1 = roaming on
- "caster_level" higher level = more dangerous spells
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/proto.mdl"); }
- Proto-Shalrath (QTest).
- "should_roam" 1 = roaming on
- "caster_level" higher level = more dangerous spells
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/shambler.mdl"); }
- Shambler.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/tarbaby.mdl"); }
- Spawn.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/dragon1.mdl"); }
- Small dragon. 200 HP.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "skin" 0 = red, 1 = green, 2 = blue, 3 = white
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/dragon1.mdl"); }
- Classic size dragon (between small and medium). 450 HP.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "skin" 0 = red, 1 = green, 2 = blue, 3 = white
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/dragon1.mdl"); }
- 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.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "skin" 0 = red, 1 = green, 2 = blue, 3 = white
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/dragon1.mdl"); }
- Large dragon. 1800 HP.
- "should_roam" 1 = roaming on
- "monstergroup" Will not infight with others in this group. If angered, will alert the whole group.
- "statue" if 1, makes a SPAWNED monster visible even before triggered, ie creates a statue.
- "skin" 0 = red, 1 = green, 2 = blue, 3 = white
- "group" Which randomiser group it belongs to
- */
- /*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
- { model(":progs/lavaman.mdl"); }
- Mini Chthon (lavaman).
- SLEEPING means he must be triggered to rise up from the (lava, whatever).
- "targetname" wake this guy up when SLEEPING.
- */
- /*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
- { model(":progs/boss.mdl"); }
- Old Chthon. NB: This guy is killable in Remake.
- */
- /*QUAKED monster_boss1 (1 0 0) (-32 -32 -24) (32 32 256) Ambush Sleeping Retreat
- RMQ Chthon - boss 1 of 4.
- "target" Fire this target after losing the first fifth of health
- "target2" Fire this target after losing the second fifth of health
- "target3" Fire this target after losing the third fifth of health
- "target4" Fire this target after losing the fourth fifth of health
- */
- /*QUAKED monster_oldone (1.0 0.0 0.0) (-16 -16 -24) (16 16 32)
- { model(":progs/oldone.mdl"); }
- Shub-Niggurath.
- */
- // NOCLASS
- /*QUAKED noclass (0.0 0.0 0.0) (-8 -8 -8) (8 8 8)
- prints a warning message when spawned
- */
- // PATH_
- /*QUAKED path_corner (0 1 1) (-8 -8 -8) (8 8 8)
- Used as patrol points for monsters or func_trains.
- func_train is "dumb" on its own, these entities really control the train.
- Used for func_watertrain as well.
- "speed" Forward speed from this waypoint to the next (-1 is warp to next waypoint)
- "wait" Time to pause at this waypoint when moving forward (-1 is wait for re-trigger, 0 is no pause)
- "noise" Override train''s start/travel noise from this waypoint to the next when moving forward
- "noise1" Override train''s stop noise at this waypoint when moving forward (or between this waypoint and the next)
- "event" Targetname of entity to fire when the train hits this point when moving forward
- "speed2" Reverse speed from this waypoint to the previous in (-1 is warp to previous)
- "wait2" Time to pause at this waypoint when moving in reverse (-1 is wait for re-trigger, 0 is no pause)
- "noise2" Override train''s start/travel noise from this waypoint to the previous when moving in reverse
- "noise3" Override train''s stop noise at this waypoint when moving in reverse (or between this waypoint to the previous)
- "event2" Targetname of entity to fire when the train hits this point when moving in reverse
- "targetname" This waypoint''s name
- "target" Name of the next waypoint
- "ignore_block" makes the train ignore being blocked and just proceed - reverse oubliette in e1m3rq uses this
- NOTES:
- Always use unique sets of path_corners for func_train and func_watertrain.
- (This may break some exotic maps, gb)
- The waypoints are linked with one another and can only work with one train at a time.
- Speed propagates from waypoint to waypoint (if it''s not set, the last speed is used).
- The first waypoint can also simply use the train''s "speed" if set.
- If the reverse speed/event are not set, the forward direction speed/event are used.
- Reverse sounds default to the train''s sounds if they are not set. (This only matters
- for trains that can go in reverse of course).
- */
- /*QUAKED path_rotate (0 1 1) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
- HIPROTATE : Path_corner equivalent for a rotating train.
- The train''s rotation is set at every path_rotate instead of the func_rotate_train.
- 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.
- "rotation" a value of the form (x y z)
- "angles" a value of the form (x y z)
- "stop" stop here and wait to be retriggered
- "no_rotate" Stop rotating while waiting to be triggered
- "damage" Cause damage based on train''s "dmg"
- "set_damage" Set all targets'' damage to "dmg"
- "movetime" Interpret "speed" as the time to take for moving to the next corner
- "speed" train''s new speed, -1 warps to next corner
- "wait" time to pause before moving on
- "noise" overrides train''s stopping sound
- "noise1" overrides train''s moving on sound
- "event" a target to trigger when train arrives here
- */
- /*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
- These are used as the path entities for the func_move_light entity.
- They can also be used for moving or stationary models, as they do not need
- to be lighted.
- LP_OFF Turn off any lighting effects including the dot field.
- LP_DIM Set the ligh type to a dim light.
- LP_BRIGHT Set the light type to a bright light.
- LP_FLASH Set the light type to a strobe flashing every "delay" seconds.
- LP_FIELD Turn on the dot field. Can be used with any of the lighting types.
- LP_SET_MODEL Sets the model to "model" when the entity gets here.
- "model" model to use when LP_SET_MODEL is set. Default "progs/s_null.spr".
- "speed" makes the train move on to the next corner at this rate.
- "duration" time to reach the next corner in, overrides speed variable.
- "event" target name of the entity to trigger when the train gets here.
- "message" message to display when the event is triggered.
- */
- // ROTATE
- /*QUAKED rotate_door (0 .5 .8) ? START_OPEN DOOR_REVERSE DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE DOOR_X_AXIS DOOR_Y_AXIS
- RMQ : Rotating door, half-life style.
- Map compiler must support rotating bmodels (hmap2 for example).
- Must be targetted at an info_null which sits in the center of rotation.
- Rotating doors must be linked manually by setting an identical "linkname" on doors.
- TOGGLE causes the door to wait in both the start and end states for a trigger event.
- 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).
- Key doors are always wait -1.
- "target" an info_null which is used to mark the center of rotation
- "linkname" identical linknames will make doors work as a unit
- "message" is printed when the door is touched if it is a trigger door and it hasn''t been fired yet
- "distance" amount in degrees to rotate
- "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
- "health" if set, door must be shot open
- "speed" movement speed (100 default)
- "wait" wait before returning (3 default, -1 = never return)
- "lip" lip remaining at end of move (8 default)
- "dmg" damage to inflict when blocked (2 default)
- "noise1" overrides the stopping sound if sounds 0
- "noise2" overrides the moving sound if sounds 0
- "sounds"
- 0) no sound
- 1) stone
- 2) base
- 3) stone chain
- 4) screechy metal
- */
- /*QUAKED rotate_continuous (0 .5 .8) ? x REVERSE Z_AXIS X_AXIS x x NONSOLID
- RMQ : Constantly rotating bmodel.
- Map compiler must support rotating bmodels (hmap2 for example)
- Must be targetted at an info_null which sits in the center of rotation.
- "delay" time to accelerate/decelerate
- "speed" rotation speed (100 default)
- "target" must target an info_null, which marks the center of rotation
- */
- /*QUAKED rotate_continuous_model (0 .5 .8) (-4 -4 -4) (4 4 4) x REVERSE Z_AXIS X_AXIS x x NONSOLID
- rotate_continuous with an external model
- Map compiler must support rotating bmodels (hmap2 for example)
- Must be targetted at an info_null which sits in the center of rotation.
- "delay" time to accelerate/decelerate
- "speed" rotation speed (100 default)
- "target" must target an info_null, which marks the center of rotation
- */
- /*QUAKED rotate_object (0 .5 .8) ?
- HIPROTATE : This defines a rotating object, door or train.
- Needs collision detection by func_movewalls.
- Rotate_objects don''t block a monsters line of sight, but a func_movewall does.
- 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.
- 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.
- 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.
- "targetname" A func_rotate_* points here
- "target" the corresponding info_rotate
- */
- // T_EFFECTOR
- /*QUAKED t_effector_destroy (0 .5 .8) ? START_ON x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Kills particles that touch it.
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- /*QUAKED t_effector_push (0 .5 .8) ? START_ON x x x TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
- Pushes particles in a new direction.
- "mangle" x y z speed
- "cnt" percentage of original particle velocity to diminish
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- /*QUAKED t_effector_turbulence (0 .5 .8) ? START_ON NOT_X NOT_Y NOT_Z TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
- Pushes particles at random speeds in all directions (can exlude certain axii).
- "speed" max amount of turbulence
- "cnt" percentage of original particle velocity to diminish
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- /*QUAKED t_effector_gravity (0 .5 .8) ? START_ON ABSOLUTE x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Modifies particle gravity.
- "gravity" add this to current gravity, unless "ABSOLUTE" is set
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- /*QUAKED t_effector_attract (0 .5 .8) ? START_ON x x x TANGENTIAL x x x NOEASY NOMEDIUM NOHARD NODM
- Particles touching this trigger are attracted to its centre. Can also repel
- particles with negative strength. This works best with particles that have a
- low gravity setting or are MOVETYPE_FLY.
- "speed" strength of the attraction
- "cnt" percentage of original particle velocity to diminish
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- /*QUAKED t_effector_friction (0 .5 .8) ? START_ON x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Applies friction to particles, slowing them down (or speeding them up!).
- "speed" amount of friction (100 = dead stop, negative speeds up)
- "count" percentage of particles affected (1-99, default 100)
- "targetname" can be enabled/disabled
- */
- // TEST_
- /*QUAKED test_fodder (0.0 0.5 0.8) ?
- beating guy
- */
- /*QUAKED test_teleport (0.0 0.5 0.8) ?
- Teleporter testing
- */
- // TRAP_
- /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER GRENADE ROCKET QUARREL x x x NOEASY NOMEDIUM NOHARD NODM
- When triggered, shoots one spike
- "superspike" fires larger spikes
- "laser" fires lasers
- "quarrel" fires crossbow bolts
- "dmg" damage (works for normal nails only atm)
- "angle" direction (-1 = up, -2 = down)
- */
- /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER GRENADE ROCKET QUARREL x x x NOEASY NOMEDIUM NOHARD NODM
- Continuously shoots spikes
- "superspike" fires larger spikes
- "laser" fires lasers
- "quarrel" fires crossbow bolts
- "dmg" damage (works for normal nails only atm)
- "angle" direction (-1 = up, -2 = down)
- "wait" time between spikes, default 1
- "nextthink" delay before firing first spike
- */
- /*QUAKED trap_spikemine (0 .5 .8) (-16 -16 -16) (16 16 16) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/spikemine.mdl"); }
- Spike mine
- */
- /*QUAKED trap_swarm (0 .5 .8) (-8 -8 -8) (8 8 8) STATIONARY
- If triggered, spawns 10 bees per second for "duration" seconds.
- Default time to live for a bee is 4 seconds, thus max. swarm size is 40.
- "noise" swarm alert sound
- "duration" how long to spawn bees in s (10 bees per second)
- "wait" time to live for individual bees, default 4 / 2 if STATIONARY
- "monstergroup" swarms with identical monstergroup will merge!
- "skin" skin of this swarm''s bees (swarm.mdl)
- */
- // TRIGGER_
- /*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"secret")
- (2,"beep beep")
- (3,"large switch")
- (4,"custom")
- );
- }
- Variable sized trigger. Triggers once then removes itself.
- Same as trigger_multiple, but Wait is always -1.
- "health" any number, must be killed to fire
- "angle" only fire when someone is facing in this direction
- "sounds" sound to play when activated
- "message" text to print when activated
- "delay" delay before firing
- "target" targets to fire
- "killtarget" targets to remove when fired
- "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
- */
- /*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"secret")
- (2,"beep beep")
- (3,"large switch")
- (4,"custom")
- );
- }
- Variable sized repeatable trigger.
- "angle" only fire when someone is facing in this direction
- "sounds" sound to play when activated
- "message" text to print when activated
- "delay" delay before firing
- "wait" time between triggerings (should be > 0)
- "target" targets to fire
- "killtarget" targets to remove when fired
- "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
- */
- /*QUAKED trigger_secret (.5 .5 .5) ? NOTOUCH x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- {
- choice "sounds"
- (
- (0,"no sound")
- (1,"secret")
- (2,"beep beep")
- (3,"large switch")
- (4,"custom")
- );
- }
- Secret counter trigger.
- "sounds" sound to play when activated, default 1
- "message" text to print when activated
- "delay" delay before firing
- "targetname" can be triggered
- "killtarget" targets to remove when fired
- */
- /*QUAKED trigger_counter (.5 .5 .5) (-8 -8 -8) (8 8 8) NOMESSAGE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- After this has been triggered "count" times, it will fire all of its targets and then remove itself.
- It''s a once-only trigger (i.e. Wait is always -1).
- "count" number of triggers needed to fire, default 2
- "message" something like "sequence completed"
- "delay" time in seconds before firing targets
- "target" targets to fire
- "killtarget" targets to remove when fired
- */
- /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) ONLYLIVING RANDOM
- Fixed size trigger. Can only be fired by other entities, not by touching.
- If ONLYLIVING is set, the relay will not fire if all players are dead
- If RANDOM is set, only one target will be fired
- "message" text to print when activated
- "delay" delay before firing
- "target" targets to fire
- "killtarget" targets to remove when fired
- */
- /*QUAKED trigger_relay2 (.5 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Like trigger_relay, but allows you to fire two unique targets
- (or the same target twice, useful for starting and stopping emitters at
- regular intervals).
- "message" text to print when firing target #1
- "delay" delay before firing target #1
- "target" name of target #1
- "killtarget" entity to remove after "delay" time
- "wait" delay before firing target #2
- "event" name of target #2
- "message2" text to print when firing target #2
- "killtarget2" entity to remove after "wait" time
- "targetname" must be triggered by another entity
- See Extras documentation.
- */
- /*QUAKED trigger_chat (.5 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- A little hack to print a "chat" message in a single player game.
- Removed after usage.
- "angle" angle the player must be facing to trigger
- "netname" name of the (fake) sender
- "message" the chat message
- "delay" delay before activating target
- "target" entity to activate after delay (setup a chat relay)
- */
- /*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
- Like trigger_chat, but must be remotely triggered.
- Removed after usage.
- "netname" name of the (fake) sender
- "message" the chat message
- "delay" delay before activating target
- "target" entity to activate after delay (setup a chat relay)
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT STATIC NOFLASH x x x x NOEASY NOMEDIUM NOHARD NODM
- Any object touching this will be transported to the corresponding info_teleport_destination entity.
- "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
- */
- /*QUAKED trigger_changelevel (.5 .5 .5) ? NO_INTERMISSION x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- When the player touches this, he gets sent to the map listed in the "map" variable.
- The view will go to the info_intermission spot and display stats.
- "map" next map (eg. e1m1), if unset restart current map
- "is_waiting" if set to 1 this trigger will do nothing until activated by another trigger
- */
- /*QUAKED trigger_shake (.5 .5 .5) ? VIEWONLY x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Earthquake trigger - shakes players in its radius when active.
- Strength of tremor is greatest at the centre.
- "dmg" strength at center (default is 120)
- "wait" duration of shake (default is 1)
- "count" affect radius (defalt is 200)
- "noise" sound played when starting to shake
- "noise1" sound played when stopping
- "targetname" must be triggered
- */
- /*QUAKED trigger_monsterjump (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Tosses walking monsters forward and upward.
- "angle" direction the monster is thrown in
- "speed" monster forward speed, default 200
- "height" monster upward speed, default 200
- */
- /*QUAKED trigger_enemy (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Hack to get a monster''s attention (for "scripted" events).
- "target" the monster(s) to anger
- "enemyname" If present, the monster will get angry at this targetname instead
- and set the activator as their .oldenemy
- "targetname" must be triggered
- Monsters will basically just turn and shoot at this ent until they get another
- enemy (i.e. they''re shot by something else). They will shoot in the direction
- of this ent regardless if they can "see" it, or if it''s blocked by the world,
- or by another monster. (Can be carefully setup to start infighting).
- */
- /*QUAKED trigger_hurt (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Any object touching this suffers damage, i.e. health loss.
- "dmg" damage, default 5
- "wait" basically how fast you lose health
- */
- /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Used for wind tunnels and water currents.
- Can push the player and grenades.
- "push_once" removes itself after firing
- "speed" speed of push, default 1000
- "angle" direction of push (-2 is down, -1 up)
- */
- /*QUAKED trigger_changedir (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Causes func_train and func_watertrain to change directions if
- ALLOWCHANGEDIR is set, or reverses the spin of func_emitter and
- func_emitter_volume. If the target is moving, it continues in opposite
- direction, if the target is stopped, it will move in opposite direction on the
- next movement trigger.
- "delay" delay before triggering
- "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_forward (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Causes func_train or func_watertrain to move forward. It automatically
- changes direction if going the wrong way. Direction changes are made regardless
- if ALLOWCHANGEDIR is set or not. It will also cause func_emitter and func_emitter_volume
- with avelocity to spin in the forward direction. This trigger will start motion
- if the target is stopped, but will never stop it.
- "delay" delay before triggering
- "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_reverse (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Causes func_train or func_watertrain to move in reverse. It automatically
- changes direction if going the wrong way. Direction changes are made regardless
- if ALLOWCHANGEDIR is set or not. It will also cause func_emitter and
- func_emitter_volume with avelocity to spin in the reverse direction. This
- trigger will start motion if the target is stopped, but will never stop it.
- "delay" delay before triggering
- "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_stop (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Causes func_train and func_watertrain to stop, or func_emitter and
- func_emitter_volume with avelocity to stop rotating. If the target is already
- stopped, this trigger is ignored.
- "delay" delay before triggering
- "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_go (.5 .5 .5) ? x x x x x x x x NOEASY NOMEDIUM NOHARD NODM
- Causes func_train and func_watertrain to start moving, or func_emitter and
- func_emitter_volume with avelocity to start rotating. If the target is already
- moving, this trigger is ignored.
- "delay" delay before triggering
- "target" a func_train, func_watertrain, func_emitter or func_emitter_volume
- "targetname" must be triggered by another entity
- */
- /*QUAKED trigger_setskill (0.5 0.5 0.5) ?
- sets skill level to the value of "message".
- "message" skill level (0-3)
- */
- /*QUAKED trigger_lock (.5 .5 .5) ? KEYITEM_2 KEYITEM_3 KEYITEM_4 x x x x x NOEASY NOMEDIUM NOHARD NODM
- Like trigger_once, but only fires if player has the corresponding item_key.
- Only accepts key_item1 through key_item4. Must be touched (no health).
- Spawnflags determine which keyitem is needed (see item_key).
- Make sure the name is set in worldspawn (keyitem).
- "noise" locked sound
- "noise1" activation sound
- "message" Unlocking message (doesn''t mix well with trigger_counter)
- "deathtype" Custom requirement message, if unset prints "You need (keyitem)"
- */
- /*QUAKED trigger_combo (.5 .5 .5) (-8 -8 -8) (8 8 8) BIT1 BIT2 BIT3 BIT4
- This trigger requires a certain combination of targetname triggerings
- to make it use its targets. The required combination is set using the spawnflags.
- BIT1 - BIT4 these spawnflags are used to set the combination
- required to make it use its targets. Each of the spawnflag bits corrosponds
- to the similarly numbered targetname. As an example, setting BIT1 and BIT3
- require that its targetname and targetname3 be triggered for the correct
- combination. Up to four different names can be used in the combo triggering.
- "noise" is the sound to play when the correct combination is entered.
- "noise1" name to trigger when activated by its targetname.
- "noise2" name to trigger when activated by its targetname2.
- "noise3" name to trigger when activated by its targetname3.
- "noise4" name to trigger when activated by its targetname4.
- TODO: clean this up
- */
- /*QUAKED trigger_sequence (.5 .5 .5) (-8 -8 -8) (8 8 8) SEQ_FAILRESET SEQ_MULTIPLE
- This trigger requires an ordered sequence of triggering in order to
- make it use its targets. This sequential order is determined by the targetnames,
- which must be used in order (targetname, targetname2, etc.) and any number
- of them can be used, so you can have sequences from one to four triggerings.
- SEQ_FAILRESET makes the sequence reset back to the beginning if
- the proper sequence of triggerings is broken.
- SEQ_MULTIPLE allows the sequence trigger to be used multiple
- times. If not set, the trigger will remove itself after the first time
- the sequence is properly entered.
- "targetname" the first name that must be triggered in the sequence.
- "targetname2" the second name that must be triggered in the sequence.
- "targetname3" the third name that must be triggered in the sequence.
- "targetname4" the fourth name that must be triggered in the sequence.
- "noise" the sound to play when the sequence is completed.
- "noise1" the sound to play when a correct triggering is made in the sequence.
- "noise2" the sound to play when the sequence is broken.
- "event" the name to trigger if the sequence if broken.
- */
- /*QUAKED trigger_command (0.3 0.1 0.6) ?
- When triggered, stuffs a command into the console to allow map
- designers to set server variables.
- "message" is the command to send to the console.
- */
- /*QUAKED trigger_void (.5 .5 .5) ?
- Use this for a void area. Removes monsters, gibs, ammo, etc... also kills player.
- */
- /*QUAKED trigger_checkpoint (.5 .5 .5) ?
- Single use trigger, saves checkpoint.sav on touch and the player will automatically load that save on death
- */
- /*QUAKED trigger_pushcatcher (.5 .5 .5) ?
- Triggers when a pushable is placed within it. Can be retriggered multiple times
- or will remove itself after the first trigger, depending on the wait setting.
- You must set the key "target" to the name of another object in the level that
- has a matching "targetname".
- "enemyname" : if set, this trigger can only be triggered by a pushable with a 'target' key that matches the trigger's enemyname
- if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
- sounds
- 1) secret
- 2) beep beep
- 3) large switch
- "message" : display this string on activation
- "wait" : Seconds between triggerings, -1 will make the trigger only trigger once (-1 default)
- "is_waiting" : If set to 1, this trigger will do nothing until another trigger activates it
- */
- // VIEWTHING
- /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
- { model(":progs/player.mdl"); }
- Just for the debugging level. Don''t use
- */
- // WEAPON_
- /*QUAKED weapon_axe (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_axe.mdl"); }
- Axe
- "group" Which randomiser group it belongs to
- */
- /*QUAKED weapon_chainsaw (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_saw.mdl"); }
- Chainsaw
- "group" Which randomiser group it belongs to
- */
- /*QUAKED weapon_shotgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_gun.mdl"); }
- Shotgun
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_impacthammer (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_shot.mdl"); }
- Impact Hammer / Ram
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_shot.mdl"); }
- Double barrel shotgun
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_nail.mdl"); }
- Nailgun
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_nail2.mdl"); }
- Supernailgun
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_rock.mdl"); }
- Grenade launcher
- Half damage against shamblers
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_rock2.mdl"); }
- Rocket launcher
- Half damage against shamblers
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_light.mdl"); }
- Shaft (lightning gun)
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- /*QUAKED weapon_railgun (0 .5 .8) (-16 -16 0) (16 16 32) x x x x x SPAWNED SILENT x NOEASY NOMEDIUM NOHARD NODM
- { model(":progs/g_caut.mdl"); }
- Cauteriser (Quakey rail gun)
- "group" Which randomiser group it belongs to
- "ritem" Respawn the item in SP if set
- "respawndelay" If 'ritem' is set, overrides the respawn delay of the item in SP
- "respawncount" If 'ritem' is set, sets a limit to the number of respawns in SP
- */
- // WORLDSPAWN
- /*QUAKED worldspawn (0 0 0) ?
- {
- choice "worldtype"
- (
- (0,"medieval")
- (1,"metal")
- (2,"base")
- );
- }
- Only used for the world entity. Should be only one per map.
- "wad" which texture wad to use
- "message" title of the map etc.
- "worldtype" style of world, affects keys
- "sounds" CD track to play
- "light" default light level
- "gravity" gravity, default 800
- "keyitem1_keep" set to 1 to let the player keep this key on use
- "keyitem2_keep" ""
- "keyitem3_keep" ""
- "keyitem4_keep" ""
- */
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