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- //
- // Remake Quake FGD by ijed
- // Based on id1 FGD by Autolocus
- // Includes AguirRe's light tool options,
- // colour coded entities and lots of fixes
- // last tweaked by rj - 21:46 23/05/2010
- // ijed Added 'is waiting' to the triggers
- // ijed I should start logging changes 13/03/2011
- // ijed Weapon updates - shredder and blaster
- // ijed Added PushCatcher
- // ijed lerpfog
- // ijed New Rotating's keys
- // ijed misc_model skins
- // ijed Trigger baseclass for triggered triggers
- // ijed Fixed backpack, added additional relay targets
- @Main =
- [
- Name: "Quake"
- Palette: "wc.pal"
- DefaultClass: "func_door"
- ]
- //====================================================================================
- // worldspawn
- //====================================================================================
- @SolidClass = worldspawn : "World entity"
- [
- message(string) : "Text on entering the world"
- worldtype(choices) : "Ambience" : 0 =
- [
- 0 : "Medieval"
- 1 : "Runic (metal)"
- 2 : "Present (base)"
- ]
- keyitem1(string) : "Custom Key 1"
- keyitem2(string) : "Custom Key 2"
- keyitem3(string) : "Custom Key 3"
- keyitem4(string) : "Custom Key 4"
- keyitem1_keep(choices) : "Keep Custom Key 1?" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- keyitem2_keep(choices) : "Keep Custom Key 2?" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- keyitem3_keep(choices) : "Keep Custom Key 3?" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- keyitem4_keep(choices) : "Keep Custom Key 4?" : 0 =
- [
- 0 : "No"
- 1 : "Yes"
- ]
- sounds(integer) : "CD track to play" : 1
- light(integer) : "Minlight"
- sky(string) : "skybox"
- fog(string) : "Fog Density Red Green Blue"
- _sunlight(integer) : "Sunlight"
- _sunlight3(integer) : "Ambient Sunlight"
- _sun_mangle(string) : "Sun Mangle (Yaw and Pitch)"
- pos1(integer) : "Roaming Min Extent"
- pos2(integer) : "Roaming Max Extent"
- ]
- //====================================================================================
- // base marker definitions
- //====================================================================================
- @baseclass = Appearflags [
- spawnflags(Flags) =
- [
- 256 : "Not in Easy" : 0
- 512 : "Not in Normal" : 0
- 1024 : "Not in Hard" : 0
- 2048 : "Not in Deathmatch" : 0
- ]
- ]
- @baseclass = Trigger [
- is_waiting(choices) : "Triggered" : 0 = //ijed
- [
- 0 : "False"
- 1 : "True"
- ]
- ]
- @baseclass = PickUp [
- spawnflags(flags) =
- [
- 32 : "Spawn silent" : 0
- 64 : "Spawned by trigger" : 0
- 128 : "Don't Drop" : 0
- ]
- ritem(integer) : "Respawn in SP"
- respawndelay(integer) : "(ritem only) Overrides respawn delay"
- respawncount(integer) : "(ritem only) Respawn limit"
- ]
- @baseclass = Targetname [ targetname(target_source) : "Name" ]
- @baseclass = Target [ target(target_destination) : "Target" ]
- @baseclass = DeathTarget [ death_target(target_destination) : "Death Target" ]
- @baseclass = SpawnTarget [ spawn_target(target_destination) : "Spawn Target" ]
- //====================================================================================
- // player starts, deathmatch, coop, teleport
- //====================================================================================
- @baseclass base(Appearflags) size(-16 -16 -32, 16 16 32) color(0 255 0) = PlayerClass
- [
- spawnflags(flags) =
- [
- 1 : "Strip all guns" : 0
- ]
- spawneffect(choices) : "Spawn effect" : 0 =
- [
- 0 : "Default"
- 1 : "Gib spray"
- 2 : "Rocket explosion"
- 3 : "Tarbaby explosion"
- ]
- items(integer) : "(Refer to DEF for flags) Additional starting weapons"
- items2(integer) : "(Refer to DEF) Additional starting weapon replacements"
- ammo_shells(integer) : "Additional shells"
- ammo_nails(integer) : "Additional nails"
- ammo_rockets(integer) : "Additional rockets"
- ammo_cells(integer) : "Additional cells"
- ]
- @PointClass base(PlayerClass, DeathTarget, SpawnTarget)= info_player_start : "Player 1 start" []
- @PointClass base(PlayerClass, SpawnTarget) color(0 192 0)= info_player_deathmatch : "Player deathmatch start" []
- @PointClass base(PlayerClass, SpawnTarget) color(128 255 128)= info_player_coop : "Player cooperative start" []
- @PointClass base(PlayerClass, DeathTarget, SpawnTarget)= info_player_start2 : "Player episode return point" []
- @PointClass base(PlayerClass, Targetname) color(0 128 0)= info_teleport_destination : "Teleport destination" []
- @PointClass base(PlayerClass, SpawnTarget) color(255 0 0)= info_player_redspawn : "CTF Red Team Spawn" []
- @PointClass base(PlayerClass, SpawnTarget) color(0 0 255)= info_player_bluespawn : "CTF Blue Team Spawn" []
- @PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
- @PointClass base(Targetname) = info_notnull : "info_notnull" []
- //====================================================================================
- // Supa, randomiser control entities
- //====================================================================================
- @baseclass = Randomiser [ group(string) : "Randomiser group" ] // added by rj
- @PointClass base(Randomiser) color(0 128 128) = info_location : "info_location (Randomiser location)" []
- @PointClass base(Appearflags, Randomiser) color(0 255 0) = info_groupleader : "info_groupleader (Random group control)"
- [
- groupcount(integer) : "How many objects to spawn"
- ]
- //====================================================================================
- // items
- //====================================================================================
- @baseclass size(0 0 0, 32 32 32) color(80 0 200) base(Target, Appearflags, PickUp, Randomiser) = Ammo
- [
- spawnflags(flags) =
- [
- 1 : "Large Box" : 0
- ]
- ]
- //Ammo
- @PointClass base(Ammo) = item_cells : "Thunderbolt ammo" []
- @PointClass base(Ammo) = item_rockets : "Rockets" []
- @PointClass base(Ammo) = item_shells : "Shells" []
- @PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" []
- //Health Kit
- @PointClass size(0 0 0, 32 32 16) base(Target, Appearflags, PickUp, Randomiser) = item_health : "Health pak" // changed size, should position correctly now -rj
- [
- spawnflags(flags) =
- [
- 1 : "Rotten" : 0
- 2 : "Megahealth" : 0
- ]
- ]
- //CTF Items
- @PointClass size(-16 -16 0, 16 16 32) base(Target, Appearflags) color(255 0 0)= item_flag_red : "Red Flag" []
- @PointClass size(-16 -16 0, 16 16 32) base(Target, Appearflags) color(0 0 255)= item_flag_blue : "Blue Flag" []
- //RQ Pickups
- @PointClass size(-8 -8 0, 8 8 32) base(Target, Appearflags, PickUp, Randomiser) = item_stimpack : "Stimpack" []
- @PointClass size(-8 -8 0, 8 8 32) base(Target, Appearflags, PickUp, Randomiser) = item_armorshard : "Armour Shard" []
- @PointClass size(-16 -16 0, 16 16 56) base(Target, Appearflags, PickUp, Randomiser) = item_backpack : "Backpack"
- [
- ammo_shells(integer) : "Shells"
- ammo_nails(integer) : "Nails"
- ammo_rockets(integer) : "Rockets"
- ammo_cells(integer) : "Cells"
- armorvalue(integer) : "Armour"
- healamount(integer) : "Health"
- ]
- //Artifacts
- @PointClass base(Target, Appearflags, PickUp, Randomiser) = item_artifact_envirosuit : "Environmental protection suit" []
- @PointClass base(Target, Appearflags, PickUp, Randomiser) = item_artifact_super_damage : "Quad damage" []
- @PointClass base(Target, Appearflags, PickUp, Randomiser) = item_artifact_invulnerability : "Pentagram of Protection" []
- @PointClass base(Target, Appearflags, PickUp, Randomiser) = item_artifact_invisibility : "Ring of Shadows" []
- @PointClass base(Target, Appearflags, PickUp, Randomiser) = item_artifact_res : "Ressurection Artifact" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_armorInv : "200% armor (Red)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_armor2 : "150% armor (Yellow)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_armor1 : "100% armor (Green)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_key1 : "Silver key" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_key2 : "Gold key" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_key3 : "Bronze key" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_key4 : "Platinum key" []
- //Must register custom key in worldspawn
- //worldspawn: "keyitem1" "The Custom Key #1"
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_key : "Custom Key"
- [
- noise(string) : "Pickup Sound"
- deathtype(string) : "Model"
- skin(string) : "Skin"
- frame(integer) : "Frame"
- spawnflags(Flags) =
- [
- 1 : "Key Two" : 0
- 2 : "Key Three" : 0
- 4 : "Key Four" : 0
- ]
- ]
- @PointClass size(-16 -16 -24, 16 16 32) base(Target, Appearflags, PickUp, Randomiser) = item_sigil : "Sigil"
- [
- spawnflags(Flags) =
- [
- 1 : "Episode 1" : 1
- 2 : "Episode 2" : 0
- 4 : "Episode 3" : 0
- 8 : "Episode 4" : 0
- 16: "Fake Rune" : 0 // rj
- ]
- ]
- //====================================================================================
- // weapons
- //====================================================================================
- @baseclass size(-16 -16 0, 16 16 32) color(128 128 255) base(Target, Appearflags, PickUp, Randomiser) = Weapon []
- @PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" []
- @PointClass base(Weapon) = weapon_shredder : "Shredder" []
- @PointClass base(Weapon) = weapon_nailgun : "Nailgun" []
- @PointClass base(Weapon) = weapon_blaster : "Blaster" []
- @PointClass base(Weapon) = weapon_supernailgun : "Perforator" []
- @PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" []
- @PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" []
- @PointClass base(Weapon) = weapon_lightning : "Thunderbolt" []
- @PointClass base(Weapon) = weapon_railgun : "Cauteriser" []
- @PointClass base(Weapon) = item_grappling_hook : "grappling_hook" []
- //====================================================================================
- // Monsters
- //====================================================================================
- // (removed loads of duplicate flags already defined in baseclass - rj)
- @baseclass base(Appearflags, Target, Targetname, Randomiser) color(220 0 0) = Monster
- [
- monstergroup(string) : "Monster Group"
- should_roam(choices) : "Roaming" : -1 =
- [
- -1 : "False"
- 1 : "True"
- ]
- spawnflags(Flags) =
- [
- 1 : "Ambush" : 0
- 32 : "Stealth" : 0
- 64 : "Spawned" : 0
- 128 : "Alert" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : "Grunt"
- [
- spawnflags(Flags) =
- [
- 4 : "Nail Grunt" : 0
- 8 : "Axe Grunt" : 0
- ]
- ]
- @PointClass base(Monster) size(-32 -32 -24, 32 32 40) = monster_dog : "How much is that doggy lying in a pile of its own intestines?" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_rhynch : "Rhynch - netherworld face fucker" []
- @PointClass base(Monster) size(-16 -16 -16, 16 16 16) = monster_flyer : "Base Flyer"
- [
- spawnflags(Flags) =
- [
- 4 : "Passive" : 0
- 8 : "Aggressive" : 0
- ]
- ]
- @PointClass base(Monster) size(-24 -24 -24, 24 24 40) = monster_ogre : "Ogre"
- [
- spawnflags(Flags) =
- [
- 4 : "Nail Ogre" : 0
- 8 : "Berserker" : 0
- 16 : "Rocketeer" : 0
- ]
- ]
- @PointClass base(Monster) size(-24 -24 -24, 24 24 40) = monster_ogre_marksman : "Ogre Marksman"
- [
- spawnflags(Flags) =
- [
- 4 : "Nail Ogre" : 0
- 8 : "Berserker" : 0
- ]
- ]
- @PointClass base(Monster) size(-24 -24 -24, 24 24 40) = monster_xogre : "Elder Ogre" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_knight : "Knight"
- [
- spawnflags(Flags) =
- [
- 2 : "Praying / Crucified if Undead" : 0
- 4 : "Crossbow" : 0
- 8 : "Undead" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_hell_knight : "Hell Knight"
- [
- pose(choices) : "Inert Pose" : 0 =
- [
- 0 : "Praying"
- 1 : "Statue, Point at Sky"
- 2 : "Statue, Point Forward"
- 3 : "Statue, Stood"
- ]
- spawnflags(Flags) = [ 2 : "Inert" : 0 ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wizard : "Scrag" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_dweller : "Dweller" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_demon1 : "Fiend" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_shambler : "Shambler"
- [
- spawnflags(Flags) = [ 2 : "Sleeping" : 0 ]
- spawnflags(Flags) = [ 4 : "Dimensional" : 0 ]
- ]
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_lavaman : "Minithon"
- [
- spawnflags(Flags) = [ 2 : "Sleeping" : 0 ]
- ]
- @PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss : "Old Chthon"
- [
- spawnflags(Flags) = [ 1 : "" : 0 ]
- ]
- @PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss1 : "Chthon" []
- @PointClass base(Monster) size(-48 -48 -24, 48 48 96) = monster_boss2 : "The Wizard"
- [
- spawnflags(Flags) = [ 2 : "Inert" : 0 ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enforcer : "Enforcer"
- [
- spawnflags(Flags) =
- [
- 4 : "Hyperblaster" : 0
- 8 : "Hunter-Killers" : 0
- ]
- ]
- @PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_shalrath : "Shalrath"
- [
- caster_level(integer) : "Caster Level" : 0
- ]
- @PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_vomitus : "Vomitus"
- [
- ammo_shells(integer) : "Gibs Held" : 0
- ammo_grenades(integer) : "Grenades Held" : 0
- spawnflags(Flags) = [ 2 : "Sleeping" : 0 ]
- ]
- @PointClass base(Monster) size(32 32 48) = monster_tarbaby : "Tarbaby" []
- @PointClass base(Monster) size(32 32 32) = monster_fish : "Rotfish"
- [
- spawnflags(Flags) = [ 4 : "Small" : 0 ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_oldone : "Shub-Niggurath"
- [
- spawnflags(Flags) = [ 1 : "" : 0 ]
- ]
- @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_zombie : "Zombie"
- [
- pose(choices) : "Inert Pose" : 0 =
- [
- 0 : "Crucified, Classic"
- 1 : "Crucified, Spreadeagled"
- 2 : "Crucified, Floor"
- 3 : "Impaled, Back"
- ]
- spawnflags(Flags) =
- [
- 1 : "Inert" : 0
- 2 : "Spawn Dead" : 0
- 4 : "Spawn UnderGround" : 0
- ]
- ]
- @PointClass base(Monster) size(-16 -16 -0, 16 16 32) = monster_turret : "Turret"
- [
- spawnflags(Flags) =
- [
- 4 : "Double" : 0
- 8 : "Triple" : 0
- ]
- ]
- //====================================================================================
- // lights
- //====================================================================================
- @baseclass color(255 255 128)= Light
- [
- light(integer) : "Brightness" : 450
- wait(string) : "Fade distance factor" : "2" // added quotes for string -rj
- delay(choices) : "Attenuation" : 5 =
- [
- 0 : "Base Quake"
- 1 : "Wide Range"
- 2 : "Wide Range, Fast Falloff"
- 3 : "No Attenuation"
- 4 : "Local Minlight / Antilight"
- 5 : "Wide Range, Fast Falloff Capped"
- ]
- mangle(string) : "Spotlight Direction Yaw Pitch"
- angle(integer) : "Spotlight Cone"
- _softangle(string) : "Spotlight Inner Cone"
- _color(color1) : "RGB color"
- style(choices) : "Appearance" : 0 =
- [
- 0 : "Normal (Switchable)"
- 10: "Fluorescent flicker"
- 2 : "Slow, strong pulse"
- 11: "Slow pulse, noblack"
- 5 : "Gentle pulse"
- 1 : "Flicker A"
- 6 : "Flicker B"
- 3 : "Candle A"
- 7 : "Candle B"
- 8 : "Candle C"
- 4 : "Fast strobe"
- 9 : "Slow strobe"
- ]
- customstyle(string) : "Custom Style"
- mdl(string) : "Model"
- frame(string) : "Frame"
- spawnflags(Flags) = [ 1 : "Starts Off" : 0 ]
- ]
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light : "Invisible lightsource" []
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) = light_fluoro : "Fluorescent light" []
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) = light_fluorospark : "Sparking fluorescent light" []
- @PointClass size(-8 -8 -8, 8 8 8) base(Light) = light_globe : "Globe light" []
- @PointClass size(-8 -8 -8, 8 8 16) base(Light) = light_flame_large_yellow : "Large yellow flame" []
- @PointClass size(-8 -8 -16, 8 8 8) base(Light, Targetname) = light_flame_small_yellow : "Small yellow flame" []
- @PointClass size(-8 -8 -16, 8 8 8) base(Light, Targetname) = light_flame_small_white : "Small white flame" []
- @PointClass size(-8 -8 -24, 8 8 24) base(Light) = light_torch_small_walltorch : "Small walltorch" []
- @PointClass size(-16 -16 -20, 16 16 28) base(Light, Targetname) = light_flame_big : "Big Flame" []
- @PointClass size(-8 -8 -8, 8 8 16) base(Light, Targetname) = light_candle : "Candle" []
- @PointClass size(-8 -8 -8, 8 8 48) base(Light) = light_lantern : "Chain lantern" []
- @PointClass size(-12 -12 -16, 12 12 80) base(Light) = light_lantern_big : "Big chain lantern" []
- @PointClass size(-8 -8 -24, 8 8 8) base(Light) = light_lantern2 : "Nehahra lantern" []
- @PointClass size(-8 -8 -24, 8 8 8) base(Light) = light_lantern2_swinging : "Nehahra lantern (swinging)" []
- //====================================================================================
- // misc
- //====================================================================================
- @PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" []
- @PointClass base(Appearflags) = misc_fireball : "Fireball"
- [
- speed(integer) : "Speed" : 100
- ]
- @PointClass base(Appearflags) = misc_slimeball : "Slimeball"
- [
- speed(integer) : "Speed" : 100
- ]
- @PointClass base(Appearflags) size(0 0 2, 32 32 66) = misc_explobox : "Large nuclear container" []
- @PointClass base(Appearflags) size(0 0 2, 32 32 34) = misc_explobox2 : "Small nuclear container" []
- @PointClass base(Appearflags, Target, Targetname, Randomiser) size(-16 -16 -24, 16 16 40) = misc_npc : "NPC"
- [
- group(string) : "Randomiser group"
- monstergroup(string) : "Creature Group"
- preset(choices) : "Preset" : 0 =
- [
- 0 : "None"
- 1 : "NPC_GRUNT"
- 2 : "NPC_ENFORCER"
- 3 : "NPC_OGRE"
- 4 : "NPC_OGRENAIL"
- 5 : "NPC_PLAYER"
- ]
- mdl(string) : "Model"
- headgib_mdl(string) : "Head Model"
- netname(string) : "Netname"
- health(integer) : "Health"
- npcmovetype(choices) : "Movetype" : 0 =
- [
- -1 : "Walk"
- 0 : "Preset / Walk"
- 1 : "Swim"
- 2 : "Fly"
- ]
- deathdrop_type(choices) : "Death Drop" : 0 =
- [
- 0 : "None / Preset"
- 1 : "DROPS_ARMOURSHARD"
- 2 : "DROPS_AMMO_SHELLS"
- 3 : "DROPS_AMMO_NAILS"
- 4 : "DROPS_AMMO_ROCKETS"
- 5 : "DROPS_AMMO_CELLS"
- ]
- hullsize(choices) : "Size" : 0 =
- [
- 0 : "Human"
- 1 : "Shambler"
- ]
- skin(integer) : "Skin (-1 to force default)"
- should_roam(choices) : "Roaming" : -1 =
- [
- -1 : "False"
- 1 : "True"
- ]
- always_infight(choices) : "Always Infight" : -1 =
- [
- -1 : "False"
- 1 : "True"
- ]
- snd_sight(string) : "Alert Sound"
- snd_idle(string) : "Idle Sound"
- snd_pain1(string) : "Pain 1 Sound"
- snd_pain2(string) : "Pain 2 Sound"
- snd_pain3(string) : "Pain 3 Sound"
- snd_pain4(string) : "Pain 4 Sound"
- snd_die1(string) : "Death 1 Sound"
- snd_die2(string) : "Death 2 Sound"
- snd_die3(string) : "Death 3 Sound"
- snd_die4(string) : "Death 4 Sound"
- snd_atk_melee(string) : "Melee Sound"
- snd_atk_ranged(string) : "Ranged Sound"
- snd_atk_melee_start(string) : "Melee Start Sound"
- snd_atk_ranged_start(string) : "Ranged Start Sound"
- snd_npc_speech1(string) : "Speech 1 Sound"
- snd_npc_speech2(string) : "Speech 2 Sound"
- snd_npc_speech3(string) : "Speech 3 Sound"
- snd_npc_speech4(string) : "Speech 4 Sound"
- snd_npc_fight1(string) : "Fight 1 Sound"
- snd_npc_fight1(string) : "Fight 2 Sound"
- snd_npc_fight1(string) : "Fight 3 Sound"
- snd_npc_fight1(string) : "Fight 4 Sound"
- snd_npc_idle1(string) : "Idle 1 Sound"
- snd_npc_idle1(string) : "Idle 2 Sound"
- snd_npc_idle1(string) : "Idle 3 Sound"
- snd_npc_idle1(string) : "Idle 4 Sound"
- anim_stand_begin(integer) : "Stand Start Frame" : 0
- anim_stand_end(integer) : "Stand End Frame" : 0
- anim_walk_begin(integer) : "Walk Start Frame" : 0
- anim_walk_end(integer) : "Walk End Frame" : 0
- anim_run_begin(integer) : "Run Start Frame" : 0
- anim_run_end(integer) : "Run End Frame" : 0
- anim_painshort_begin(integer) : "Painshort Start Frame" : 0
- anim_painshort_end(integer) : "Painshort End Frame" : 0
- anim_painlong1_begin(integer) : "Painlong1 Start Frame" : 0
- anim_painlong1_end(integer) : "Painlong1 End Frame" : 0
- anim_painlong2_begin(integer) : "Painlong2 Start Frame" : 0
- anim_painlong2_end(integer) : "Painlong2 End Frame" : 0
- anim_painlong3_begin(integer) : "Painlong3 Start Frame" : 0
- anim_painlong3_end(integer) : "Painlong3 End Frame" : 0
- anim_die1_begin(integer) : "Die1 Start Frame" : 0
- anim_die1_end(integer) : "Die1 End Frame" : 0
- anim_die2_begin(integer) : "Die2 Start Frame" : 0
- anim_die2_end(integer) : "Die2 End Frame" : 0
- anim_die3_begin(integer) : "Die3 Start Frame" : 0
- anim_die3_end(integer) : "Die3 End Frame" : 0
- anim_die4_begin(integer) : "Die4 Start Frame" : 0
- anim_die4_end(integer) : "Die4 End Frame" : 0
- anim_melee_begin(integer) : "Melee Start Frame" : 0
- anim_melee_end(integer) : "Melee End Frame" : 0
- anim_ranged_begin(integer) : "Ranged Start Frame" : 0
- anim_ranged_end(integer) : "Ranged End Frame" : 0
- atk_ranged_type(choices) : "Ranged Attack Type" : 0 =
- [
- -1: "Force none"
- 0 : "None / Preset"
- 1 : "Shotgun"
- 2 : "Nails"
- 3 : "Nail Spread"
- 4 : "Laser"
- 5 : "Grenade"
- ]
- atk_ranged_shots(integer) : "Ranged Attack Shots" : 0
- atk_melee_type(choices) : "Melee Attack Type" : 0 =
- [
- -1: "Force none"
- 0 : "None / Preset"
- 1 : "Generic Sword"
- 2 : "Chainsaw"
- ]
- atk_melee_shots(integer) : "Melee Attack Shots" : 0
- spawnflags(Flags) =
- [
- 2 : "Good" : 0
- 4 : "Neutral" : 0
- 8 : "Ghostly" : 0
- 16 : "Repeat Speech" : 0
- ]
- ]
- @PointClass base(Appearflags, Target, Targetname, Randomiser) size(-16 -16 -24, 16 16 40) = misc_npc_worldcraft : "NPC wrapper"
- [
- group(string) : "Randomiser group"
- monstergroup(string) : "Creature Group"
- preset(choices) : "Preset" : 0 =
- [
- 0 : "None"
- 1 : "NPC_GRUNT"
- 2 : "NPC_ENFORCER"
- 3 : "NPC_OGRE"
- 4 : "NPC_OGRENAIL"
- 5 : "NPC_PLAYER"
- ]
- ]
- @PointClass base(Appearflags) color(220 255 0)= info_intermission : "Intermission Camera"
- [
- mangle(string) : "mangle (pitch yaw roll)"
- ]
- @PointClass base(Appearflags) color(220 255 0)= info_command : "execute a console command"
- [
- message(string) : "the command you want executed, like r_wateralpha 0.5"
- ]
- @PointClass base(Appearflags, Target, Targetname) color(220 255 0)= info_camera : "Targetable Camera"
- [
- mangle(string) : "mangle (pitch yaw roll)"
- wait(integer) : "Duration"
- message(string) : "Message"
- speed(integer) : "Travel time in seconds"
- spawnflags(Flags) =
- [
- 1 : "No Skip" : 0
- 2 : "Transitional" : 0
- ]
- ]
- @PointClass = func_model : "Model" [] //This version is obsolete
- @PointClass = misc_model : "Model"
- [
- mdl(string) : "Model"
- frame(string) : "Frame"
- mangle(string) : "Mangle"
- skin(integer) : "Skin" : 0
- ]
- //====================================================================================
- // Traps
- //====================================================================================
- @baseclass base(Appearflags, Target, Targetname, Randomiser) color(255 255 0) = Trap []
- @PointClass base(Trap) size(-16 -16 -16, 16 16 16) = trap_spikemine : "Spike Mine" []
- @PointClass base(Trap) = trap_spikeshooter : "Triggered Shooter"
- [
- spawnflags(Flags) =
- [
- 1 : "Superspike" : 0
- 2 : "Laser" : 0
- 4 : "Grenade" : 0
- 8 : "Rocket" : 0
- ]
- ]
- @PointClass base(Trap) = trap_shooter : "Continuous shooter"
- [
- wait(string) : "Time between shots" : "1.0"
- nextthink(string) : "Delay before first"
- spawnflags(Flags) =
- [
- 1 : "Superspike" : 0
- 2 : "Laser" : 0
- 4 : "Grenade" : 0
- 8 : "Rocket" : 0
- ]
- ]
- @PointClass base(Trap) = trap_maggot : "Flesh Grub" []
- @PointClass base(Trap) = trap_maggot_swarm : "Flesh Grub Spawner" []
- @PointClass base(Trap) = trap_swarm : "THEY ARE COMING!"
- [
- noise(string) : "Swarm Alert Sound"
- duration(integer) : "Duration to Create" : 5
- wait(integer) : "Time to Live" : 4
- monstergroup(string) : "Swarm Group"
- skin(integer) : "Skin"
- cnt(integer) : "Maximum Activations" : 0
- spawnflags(Flags) =
- [
- 1 : "Static" : 0
- ]
- ]
- //====================================================================================
- // Sounds
- //====================================================================================
- @baseclass base(Appearflags) color(255 128 0) = Sound []
- @PointClass base(Sound)= ambient_drip : "Dripping sound" []
- @PointClass base(Sound)= ambient_drone : "Engine/machinery sound" []
- @PointClass base(Sound)= ambient_comp_hum : "Computer background sounds" []
- @PointClass base(Sound)= ambient_flouro_buzz : "Fluorescent buzzing sound" []
- @PointClass base(Sound)= ambient_light_buzz : "Buzzing sound from light" []
- @PointClass base(Sound)= ambient_suck_wind : "Wind sound" []
- @PointClass base(Sound)= ambient_swamp1 : "Frogs croaking" []
- @PointClass base(Sound)= ambient_swamp2 : "Frogs croaking B" []
- @PointClass base(Sound)= ambient_hammer : "Hammer" []
- @PointClass base(Sound)= ambient_machine : "Machine" []
- @PointClass base(Sound)= ambient_portal : "Portal" []
- @PointClass base(Sound)= fx_ambientsound : "Ambient Sound"
- [
- targetname(target_source) : "Name"
- noise(string) : "Sound"
- volume(string) : "Volume"
- distance(choices) : "Attenuation" : 0 =
- [
- 0 : "Play Globally"
- 1 : "Large Radius"
- 2 : "Medium Radius"
- 3 : "Normal Radius"
- ]
- ]
- @PointClass base(Sound)= fx_sound : "Sound"
- [
- spawnflags(Flags) =
- [
- 1 : "Start On" : 0
- ]
- targetname(target_source) : "Name"
- noise(string) : "Sound"
- noise1(string) : "Stop Sound"
- volume(string) : "Volume"
- distance(choices) : "Attenuation" : 0 = //changed from string -rj
- [
- 0 : "Play Globally"
- 1 : "Large Radius"
- 2 : "Medium Radius"
- 3 : "Normal Radius"
- ]
- count(choices) : "Times to Play" : 1 =
- [
- -1 : "Infinite Loop"
- ]
- pausetime(string) : "Time Before Replay"
- cnt(string) : "Random Replay Time"
- ]
- //====================================================================================
- // Preset Special Effects
- //====================================================================================
- @baseclass base(Appearflags) color(0 255 255) = Vfx []
- @PointClass base(Vfx) = air_bubbles : "Air bubbles" []
- @PointClass base(Vfx)= fx_explosion : "Explosion"
- [
- targetname(target_source) : "Name"
- wait(string) : "Delay Before Explosion"
- spawnflags(Flags) =
- [
- 1 : "Big Explosion" : 0
- 2 : "TarBaby Explosion" : 0
- ]
- ]
- @PointClass base(Vfx)= fx_drip : "Drip"
- [
- spawnflags(Flags) =
- [
- 1 : "Start On" : 0
- 2 : "Silent" : 0
- ]
- targetname(target_source) : "Name"
- wait(string) : "Frequency" : "0" // changed integer to string -rj
- ]
- @PointClass base(Vfx)= fx_spark : "Spark"
- [
- spawnflags(Flags) =
- [
- 1 : "Start On" : 0
- 2 : "Silent" : 0
- ]
- targetname(target_source) : "Name"
- wait(string) : "Frequency" : "0" // as above
- ]
- @PointClass base(Vfx)= fx_beam : "Continual Lightning Bolt"
- [
- targetname(target_source) : "Name"
- target(target_destination) : "Info_NotNull Target"
- ]
- //====================================================================================
- // moving things
- //====================================================================================
- @BaseClass base(Appearflags, Targetname, Target) = Door
- [
- wait(choices) : "Wait before close" : 3 =
- [
- -1: "Stays open"
- ]
- dmg(integer) : "Damage when blocked" : 2
- sounds(choices) : "Sounds" : 0 = // changed default -rj
- [
- 0 : "No sound"
- 1 : "Stone"
- 2 : "Base"
- 3 : "Stone Chain"
- 4 : "Screechy Metal"
- ]
- speed(integer) : "Speed" : 100
- health(integer) : "Health (shoot open)"
- ]
- @SolidClass base(Door) = func_door : "Door"
- [
- spawnflags(Flags) =
- [
- 1 : "start open" : 0
- 4 : "dont link" : 0
- 8 : "gold key" : 0
- 16 : "silver key" : 0
- 32 : "toggle" : 0
- 64 : "bronze key" : 0
- 128 : "platinum key" : 0
- ]
- message(string) : "Touch message"
- lip(integer) : "Lip" : 8
- ]
- @PointClass base(Door) = func_door_model : "Door Model"
- [
- mdl(string) : "Model"
- ]
- @SolidClass base(Door) = rotate_door : "RMQ Rotating door"
- [
- linkname(string) : "makes doors operate as a unit"
- target(target_destination) : "an info_null that marks the center of rotation"
- noise2(string) : "Move sound"
- noise1(string) : "Stop sound"
- distance(integer) : "Opening angle" : 75
- lip(integer) : "Lip" : 8
- message(string) : "Message if triggered"
- spawnflags(flags) =
- [
- 1 : "Starts Open" : 0
- 2 : "Door Reverse" : 0
- 4 : "Don't link" : 0
- 8 : "Gold Key required" : 0
- 16: "Silver Key required" : 0
- 32: "Toggle" : 0
- 64: "Door X Axis" : 0
- 128: "Door Y Axis" : 0
- ]
- ]
- @SolidClass base(Door) = func_door_secret : "Secret Door"
- [
- spawnflags(Flags) =
- [
- 1 : "open once" : 0
- 2 : "1st left" : 0
- 4 : "1st down" : 0
- 8 : "no shoot" : 0
- 16 : "always shoot" : 0
- ]
- t_width(integer) : "Movement width"
- t_length(integer) : "Movement length"
- ]
- @SolidClass base(Appearflags, Targetname) = func_pushable : "Pushable Object"
- [
- target(string) : "Pushcatcher to Activate"
- health(integer) : "Health"
- dmg(integer) : "Explosion Damage" : 160
- noise(string) : "Push Noise"
- noise1(string) : "Break Noise"
- speed(integer) : "Speed" : 16
- spawnflags(Flags) =
- [
- 1 : "Killable" : 0
- 2 : "Explosive" : 0
- 4 : "Pullable" : 0
- ]
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_grapplepoint : "Grapplepoint"
- [
- wait(integer) : "Wait before reset, -1 only triggers/sounds/messages on first grapple"
- noise(string) : "Hook sound"
- message(string) : "Hook message"
- ]
- @SolidClass base(Appearflags, Targetname) = func_nodraw : "Invisible Wall"
- [
- spawnflags(Flags) = [ 1 : "Show Geometry" : 0 ]
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_button : "Button"
- [
- spawnflags(Flags) =
- [
- 1 : "Start Off" : 0
- 2 : "Always Touch" : 0
- ]
- speed(integer) : "Speed" : 5
- health(integer) : "Health (shootable if > 0)"
- noise(string) : "Push Sound"
- noise1(string) : "Return Sound"
- noise2(string) : "Disabled Sound"
- event(string) : "Disabled Message"
- wait(choices) : "Delay before reset" : 3 =
- [
- -1: "Stays pressed"
- ]
- delay(integer) : "Delay before trigger"
- lip(integer) : "Lip" : 4
- message(string) : "Message"
- sounds(choices) : "Sounds (legacy)" = // to avoid errors -rj
- [
- 0 : "Steam metal"
- 1 : "Wooden clunk"
- 2 : "Metallic clink"
- 3 : "In-out"
- ]
- ]
- @SolidClass base(Appearflags, Targetname) = rotate_continuous : "RMQ : Constantly rotating bmodel"
- [
- spawnflags(Flags) =
- [
- 2 : "Reverse" : 0
- 4 : "Z Axis" : 0
- 8 : "X Axis" : 0
- 64 : "Nonsolid" : 0
- ]
- target(target_destination) : "Center of Rotation (info_notnull)"
- speed(integer) : "Speed"
- delay(integer) : "De/Acceleration Time"
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_switch : "Lift Switch"
- [
- wait(choices) : "Delay before reset" : -1 =
- [
- -1: "Stays pressed"
- ]
- noise(string) : "Push Sound"
- noise1(string) : "Return Sound"
- event(string) : "Parent Train" // wonders if target_destination would work instead of string..
- delay(integer) : "Delay before trigger"
- lip(integer) : "Lip" : 4
- ]
- @SolidClass base(Appearflags, Targetname) = func_train : "Moving platform" // removed targetname, already baseclassed -rj
- [
- sounds(choices) : "Sound" : 1 =
- [
- 0: "None"
- 1: "Ratchet Metal"
- ]
- speed(integer) : "Speed (units per second)" : 100
- target(target_source) : "First stop target"
- dmg(integer) : "Damage on crush" : 2
- ]
- @PointClass base(Targetname, Target) size(16 16 16) = path_corner : "Moving Platform Position" // added bases -rj
- [
- speed(choices) : "Speed" : 100 =
- [
- -1: "Warp"
- ]
- speed2(choices) : "Reverse Speed" : 100 =
- [
- -1: "Warp"
- ]
- wait(choices) : "Wait" : 0 =
- [
- -1: "Warp"
- ]
- wait(choices) : "Reverse Wait" : 0 =
- [
- -1: "Warp"
- ]
- noise(string) : "Move Sound"
- noise1(string) : "Override Sound"
- noise2(string) : "Reverse Override Sound"
- noise3(string) : "Reverse Override Sound2"
- noise4(string) : "Override Sound2"
- event(string) : "Activate"
- event2(string) : "Activate Reverse"
- ]
- @SolidClass base(Appearflags, Targetname) = func_plat : "Elevator"
- [
- spawnflags(Flags) =
- [
- 1 : "low trigger" : 0
- ]
- height(integer) : "Travel altitude"
- speed(integer) : "Speed" : 150
- sounds(choices) : "Sound group" : 1 =
- [
- 0: "None"
- 1: "Base fast"
- 2: "Chain Slow"
- ]
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_water : "Water"
- [
- spawnflags(Flags) =
- [
- 16 : "Ease Under Current" : 0
- ]
- watertype(choices) : "Water Type" : -3 =
- [
- -3: "Water"
- -4: "Slime"
- -5: "Lava"
- ]
- height(integer) : "Vertical Movement Distance" : 0
- speed(integer) : "Movement Speed" : 0
- speed2(integer) : "Return Movement Speed" : 0
- wait(choices) : "Wait before close" : 3 =
- [
- -1: "Stays open"
- ]
- noise(string) : "Move Sound"
- noise1(string) : "Return Move Sound"
- noise2(string) : "Stop Move Sound"
- mangle(string) : "Current Direction and Speed"
- drag(integer) : "Drag (100-0)" : 0
- cshift(string) : "Colour change RGB+I"
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_watertrain : "Water Train" //added bases -rj
- [
- spawnflags(Flags) =
- [
- 1 : "Start On" : 0
- 2 : "Allow Pause" : 0
- 4 : "Allow Dir Change" : 0
- 8 : "AutoReverse" : 0
- 16 : "Ease Under Current" : 0
- 32 : "Start Reverse" : 0
- ]
- watertype(choices) : "Water Type" : 3 =
- [
- 3: "Water"
- 4: "Slime"
- 5: "Lava"
- ]
- height(integer) : "Movement Distance" : 0
- speed(integer) : "Movement Speed" : 0
- speed2(integer) : "Return Movement Speed" : 0
- noise(string) : "Move Sound"
- noise1(string) : "Stop Move Sound"
- noise4(string) : "Reverse Move Sound (no loop)"
- noise5(string) : "Blocked Move Sound"
- mangle(string) : "Current Direction and Speed"
- drag(integer) : "Drag (100-0)" : 0
- cshift(string) : "Colour change RGB+I"
- event(string) : "Start Waypoint"
- ]
- //====================================================================================
- // non-moving things! -rj
- //====================================================================================
- @SolidClass base(Appearflags, Targetname) = func_wall : "Wall"
- [
- alpha(integer) : "Alpha" : 1
- fullbright(choices) : "Fullbright" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- ]
- spawnflags(Flags) =
- [
- 1 : "Random Remove" : 0
- ]
- ]
- //ijed
- @SolidClass base(Appearflags) = func_detail : "Detail Element" []
- @SolidClass base(Appearflags, Targetname) = func_nomantle : "Wallkick Blocker"
- [
- alpha(integer) : "Alpha" : 1
- fullbright(choices) : "Fullbright" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- ]
- ]
- @SolidClass base(Appearflags) = func_illusionary : "Solids can be walked through" []
- @SolidClass = func_episodegate : "Episode Gate"
- [
- spawnflags(Flags) =
- [
- 1 : "Episode 1" : 1
- 2 : "Episode 2" : 0
- 4 : "Episode 3" : 0
- 8 : "Episode 4" : 0
- ]
- ]
- @SolidClass = func_bossgate : "Boss gate" []
- //====================================================================================
- // triggers
- //====================================================================================
- // (added lots of baseclasses here)
- @SolidClass base(Appearflags, Targetname, Target, Trigger) color(64 0 64)= trigger_changelevel : "Level change trigger"
- [
- spawnflags(flags) =
- [
- 1 : "No Intermission" : 0
- ]
- map(string) : "Map name"
- ]
- @SolidClass base(Appearflags, Targetname, Trigger) color(64 0 64)= trigger_checkpoint : "Autosave Trigger" []
- @SolidClass base(Appearflags, Targetname, Target, Trigger) = trigger_once : "Single trigger"
- [
- spawnflags(flags) =
- [
- 1 : "No touch" : 0
- ]
- killtarget(string) : "KillTarget"
- message(string) : "Message"
- health(integer) : "Health"
- sounds(choices) : "Sounds" : 0 = // changed default -rj
- [
- 0 : "none"
- 1 : "secret"
- 2 : "beep beep"
- 3 : "large switch"
- ]
- delay(string) : "Delay before trigger"
- ]
- @SolidClass base(trigger_once) = trigger_multiple : "Multiple Trigger"
- [
- wait(string) : "Wait before reset"
- ]
- //works with item_key
- @SolidClass base(trigger_once) = trigger_lock : "Advanced Lock Trigger"
- [
- noise(string) : "Locked Sound"
- noise1(string) : "Unlock Sound"
- spawnflags(Flags) =
- [
- 1 : "Key Two" : 0
- 2 : "Key Three" : 0
- 4 : "Key Four" : 0
- ]
- ]
- @SolidClass base(trigger_multiple) = trigger_onlyregistered : "Registered trigger" []
- @SolidClass base(Appearflags, Targetname, Trigger) color(128 0 128)= trigger_secret : "Trigger secret"
- [
- sounds(choices) : "Sounds" : 1 =
- [
- 0 : "none"
- 1 : "secret"
- 2 : "beep beep"
- ]
- message(string) : "Message"
- spawnflags(flags) =
- [
- 1 : "No Touch" : 0
- ]
- ]
- @SolidClass base(Appearflags, Targetname, Target, Trigger) color(255 128 255)= trigger_teleport : "Trigger teleport"
- [
- spawnflags(flags) =
- [
- 1 : "player only" : 0
- 2 : "silent" : 0
- 4 : "static" : 0
- 8 : "no flash" : 0
- ]
- ]
- @SolidClass base(Appearflags, Targetname, Target) color(255 128 255)= trigger_command : "Trigger console command"
- [
- message(string) : "Message"
- ]
- @SolidClass base(Appearflags, Targetname, Target, Trigger) = trigger_pushcatcher : "Weight Style Trigger for Pushables Only"
- [
- enemyname(string) : "Activating Pushable"
- message(string) : "Message"
- sounds(choices) : "Sounds" : 0 = // changed default -rj
- [
- 0 : "none"
- 1 : "secret"
- 2 : "beep beep"
- 3 : "large switch"
- ]
- delay(string) : "Delay before trigger"
- ]
- @SolidClass base(Appearflags, Targetname) color(255 128 255)= func_ladder : "Ladder" []
- @SolidClass base(Appearflags) = func_bspframe : "Can be Combined with Breakaway, which should switch to this model --> To be replaced with something less shitty later on"
- [
- target(target_destination) : "Owner Entity"
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_breakaway : "Breakaway"
- [
- spawnflags(flags) =
- [
- 1 : "Heal" : 0
- 2 : "Bleed" : 0
- 4 : "No Break on Touch" : 0
- 8 : "Pierceable" : 0
- 16 : "Monsters Only" : 0
- 32 : "Explosion FX" : 0
- ]
- fullbright(choices) : "Fullbright" : 0 =
- [
- 0 : "Off"
- 1 : "On"
- ]
- wait(choices) : "Delay Before Break" : 0 =
- [
- -1 : "Semi-Random"
- ]
- alpha(integer) : "Alpha" : 1
- health(integer) : "Health"
- frags(string) : "Broken Texture"
- noise(string) : "Death Sound"
- noise1(string) : "Hurt Sound"
- DebrisCount(integer) : "Debris Count" : 0
- DebrisModel1(string) : "Debris #1"
- DebrisModel2(string) : "Debris #2"
- DebrisModel3(string) : "Debris #3"
- ]
- @SolidClass base(Appearflags, Targetname, Target) = func_explobsp : "Breakaway"
- [
- spawnflags(flags) = [ 1 : "Heal" : 0 ]
- health(integer) : "Health"
- dmg(integer) : "Damage"
- noise(string) : "Custom sound (requires RMQ_TE_EXTENSIONS)"
- deathtype(string) : "Custom obituary"
- ]
- @PointClass base(Appearflags, Target, Targetname) = misc_teleporttrain : "Spiked ball teleporter" [] // added targetname -rj
- @SolidClass base(Appearflags, Targetname) = trigger_setskill : "Set skill level"
- [
- message(choices) : "Skill level" : 1 =
- [
- 0 : "Easy"
- 1 : "Medium"
- 2 : "Hard"
- 3 : "Nightmare!"
- ]
- ]
- @PointClass base(trigger_once) = trigger_relay : "Relay"
- [
- target2(string) : "Target 2"
- target3(string) : "Target 3"
- target4(string) : "Target 4"
- target5(string) : "Target 5"
- target6(string) : "Target 6"
- spawnflags(flags) =
- [
- 1 : "Abort if all players are dead" : 0
- 2 : "Pick a random target to fire" : 0
- ]
- ]
- @PointClass base(Appearflags, Targetname) = trigger_lerpfog : "Fog Interpolator"
- [
- lerpfog_density_current(string) : "Starting Density"
- lerpfog_density_goal(string) : "Ending Density"
- lerpfog_current(string) : "Starting Colour"
- lerpfog_goal(string) : "Ending Colour"
- lerpfog_speed(string) : "Speed Factor" : "1"
- ]
- @SolidClass base(Appearflags) color(255 128 255)= trigger_monsterjump : "Monster hopper"
- [
- speed(integer) : "Speed thrown forward" : 200
- height(integer) : "Speed thrown upwards" : 200
- spawnflags(flags) =
- [
- 1 : "Only Enraged" : 0
- 2 : "Only Melee" : 0
- 4 : "No Pain" : 0
- 8 : "Staggered Jumps" : 0
- ]
- ]
- @PointClass base(trigger_once) = trigger_counter : "Counter" // this was in twice for some reason -rj
- [
- spawnflags(flags) = [ 1 : "No message" : 0 ]
- count(integer) : "Count before activation" : 1
- ]
- @SolidClass base(Appearflags, Target) color(255 0 0) = trigger_chat : "Trigger Chat" // changed to solidclass -rj
- [
- netname(string) : "Name of Sender"
- message(string) : "Message"
- delay(integer) : "Delay Before Target"
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 0 0) = trigger_chat_relay : "Trigger Chat Relay"
- [
- netname(string) : "Name of Sender"
- message(string) : "Message"
- delay(integer) : "Delay Before Target"
- ]
- @PointClass base(Appearflags, Targetname) color(0 255 255) = trigger_shake : "QUAKE"
- [
- dmg(integer) : "Strength" : 120
- wait(integer) : "Lifespan" : 1
- count(integer) : "Radius" : 200
- noise(string) : "Noise"
- noise1(string) : "Stop Noise"
- ]
- @PointClass base(Appearflags, Targetname) = trigger_enemy : "Angertarget"
- [
- target(target_destination) : "Monster to anger"
- enemyname(string) : "Override Enemy Targetname"
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 128 255)= trigger_changedir : "Change Direction"
- [
- delay(integer) : "Delay before trigger" : 0
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 128 255)= trigger_forward : "Trigger Forward"
- [
- delay(integer) : "Delay before trigger" : 0
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 128 255)= trigger_reverse : "Trigger Reverse"
- [
- delay(integer) : "Delay before trigger" : 0
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 128 255)= trigger_stop : "Stop"
- [
- delay(integer) : "Delay before trigger" : 0
- ]
- @PointClass base(Appearflags, Target, Targetname) color(255 128 255)= trigger_go : "GO!"
- [
- delay(integer) : "Delay before trigger" : 0
- ]
- @SolidClass base(Appearflags) color(255 0 0)= trigger_hurt : "Hurt trigger"
- [
- dmg(integer) : "Damage" : 5
- ]
- @SolidClass base(Appearflags) color(255 128 255)= trigger_push : "Push trigger"
- [
- spawnflags(flags) = [ 1 : "Push once" : 0 ]
- speed(integer) : "Speed of push" : 40
- ]
- //====================================================================================
- // Emitters
- //====================================================================================
- @PointClass base(Appearflags, Targetname, Vfx) = func_emitter : "Emitter" // added bases -rj
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Solid Particles" : 0
- 4 : "Die on Touch" : 0
- 8 : "Die After Anim" : 0
- 16 : "Spin Particles" : 0
- 32 : "Stagger Frames" : 0
- 64 : "Die in Water" : 0
- 128 : "Use Effectors" : 0
- 256 : "Trigger to Rotate" : 0
- ]
- wait(choices) : "Delay Between Emissions" : 1 =
- [
- -1 : "burst"
- ]
- wait2(integer) : "Random Delay Value2"
- ppe(integer) : "Particles Per Emission"
- scale(integer) : "Particle Scale"
- alpha(integer) : "Particle Alpha"
- scale_rate(integer) : "Particle scale-up rate"
- alpha_rate(integer) : "Particle alpha fade rate"
- h1(integer) : "Horizontal Angle"
- h2(integer) : "Horizontal Angle2"
- v1(integer) : "Vertical Angle"
- v2(integer) : "Vertical Angle2"
- avelocity(string) : "Emitter Angle"
- noise(string) : "Emission Sound"
- noise1(string) : "Hit Sound"
- noise2(string) : "Death Sound"
- target(target_destination) : "Target (attach)"
- style(choices) : "Movement Type" : 0 =
- [
- 0 : "None"
- 5 : "Fly"
- 6 : "Toss"
- 10 : "Bounce"
- ]
- speed(integer) : "Particle Speed"
- speed2(integer) : "Particle Speed2"
- lspan(integer) : "Lifespan"
- lspan2(integer) : "Lifespan2"
- mdl(string) : "Model"
- mdl2(string) : "Death Model"
- frame(integer) : "Start Frame"
- nfrms(integer) : "Number of Frames"
- nfrms2(integer) : "Number of Death Frames"
- frate(string) : "Framerate"
- frate2(string) : "Death Framerate"
- gravity(integer) : "Gravity" // removed phantom capital G -rj
- dmg(integer) : "Damage"
- effects(choices) : "VFX" : 0 =
- [
- 1 : "Brightfield"
- 2 : "Muzzleflash"
- 4 : "Brightlight"
- 8 : "DimLight"
- ]
- message(string) : "Player Death Message" // not mesage
- weapon(choices) : "Weapon VFX" : -1 = // seemed to be duplicate extra options in here from 'effects', assuming error -rj
- [
- -1 : "None"
- 0 : "TE_SPIKE"
- 1 : "TE_SUPERSPIKE"
- 2 : "TE_GUNSHOT"
- 3 : "TE_EXPLOSION"
- 4 : "TE_TAREXPLOSION"
- 5 : "TE_LIGHTNING1"
- 6 : "TE_LIGHTNING2"
- 7 : "TE_WIZSPIKE"
- 8 : "TE_KNIGHTSPIKE"
- 9 : "TE_LIGHTNING3"
- 10 : "TE_LAVASPLASH"
- 11 : "TE_TELEPORT"
- ]
- ]
- @SolidClass base(Appearflags, Targetname, Vfx) = func_emitter_volume : "Volumetric Emitter" // added bases -rj
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Solid Particles" : 0
- 4 : "Die on Touch" : 0
- 8 : "Die After Anim" : 0
- 16 : "Spin Particles" : 0
- 32 : "Stagger Frames" : 0
- 64 : "Die in Water" : 0
- 128 : "Use Effectors" : 0
- 256 : "No Rotation until Triggered" : 0
- ]
- wait(choices) : "Delay Between Emissions" : 1 =
- [
- -1 : "burst"
- ]
- wait2(integer) : "Random Delay Value2"
- ppe(integer) : "Particles Per Emission"
- scale(integer) : "Particle Scale"
- alpha(integer) : "Particle Alpha"
- scale_rate(integer) : "Particle scale-up rate"
- alpha_rate(integer) : "Particle alpha fade rate"
- h1(integer) : "Horizontal Angle"
- h2(integer) : "Horizontal Angle2"
- v1(integer) : "Vertical Angle"
- v2(integer) : "Vertical Angle2"
- avelocity(string) : "Emitter Angle"
- noise(string) : "Emission Sound"
- noise1(string) : "Hit Sound"
- noise2(string) : "Death Sound"
- target(target_destination) : "Target (attach)"
- style(choices) : "Movement Type" : 0 =
- [
- 0 : "None"
- 5 : "Fly"
- 6 : "Toss"
- 10 : "Bounce"
- ]
- speed(integer) : "Particle Speed"
- speed2(integer) : "Particle Speed2"
- lspan(integer) : "Lifespan"
- lspan2(integer) : "Lifespan2"
- mdl(string) : "Model"
- mdl2(string) : "Death Model"
- frame(integer) : "Start Frame"
- nfrms(integer) : "Number of Frames"
- nfrms2(integer) : "Number of Death Frames"
- frate(string) : "Framerate"
- frate2(string) : "Death Framerate"
- gravity(integer) : "Gravity" // capital g again :(
- dmg(integer) : "Damage"
- effects(choices) : "VFX" : 0 =
- [
- 1 : "Brightfield"
- 2 : "Muzzleflash"
- 4 : "Brightlight"
- 8 : "DimLight"
- ]
- message(string) : "Player Death Message" // ss
- weapon(choices) : "Weapon VFX" : -1 = // removed dupes again, see above -rj
- [
- -1 : "None"
- 0 : "TE_SPIKE"
- 1 : "TE_SUPERSPIKE"
- 2 : "TE_GUNSHOT"
- 3 : "TE_EXPLOSION"
- 4 : "TE_TAREXPLOSION"
- 5 : "TE_LIGHTNING1"
- 6 : "TE_LIGHTNING2"
- 7 : "TE_WIZSPIKE"
- 8 : "TE_KNIGHTSPIKE"
- 9 : "TE_LIGHTNING3"
- 10 : "TE_LAVASPLASH"
- 11 : "TE_TELEPORT"
- ]
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_destroy : "Particle Killer"
- [
- count(integer) : "% killed"
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_push : "Particle Pusher"
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 16 : "Tangental" : 0
- ]
- mangle(string) : "XYZ Speed"
- count(integer) : "% pushed"
- cnt(integer) : "% reduction Orig Velocity"
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_turbulence : "Particle Turbulence"
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Not X" : 0
- 4 : "Not Y" : 0
- 8 : "Not Z" : 0
- 16 : "Tangental" : 0
- ]
- speed(integer) : "Speed"
- cnt(integer) : "% reduction Orig Velocity"
- count(integer) : "% Affected"
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_gravity : "Particle Gravitas"
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 2 : "Absolute" : 0
- ]
- gravity(integer) : "Added Gravity"
- count(integer) : "% affected"
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_attract : "Particle Attractor"
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- 16 : "Tangental" : 0
- ]
- speed(integer) : "Speed"
- cnt(integer) : "% reduction Orig Velocity"
- count(integer) : "% Affected"
- ]
- @SolidClass base(Vfx, Targetname) = t_effector_attract : "Particle Frictionator"
- [
- spawnflags(flags) =
- [
- 1 : "Start On" : 0
- ]
- speed(integer) : "% Friction"
- count(integer) : "% Affected"
- ]
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