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  1. <?xml version="1.0"?>
  2. <!--
  3. Quake entity definitions for custom NetRadiant
  4. Tyrutils keys and entity descriptions added by MadGypsy
  5. Updated 12/10/2016 by ww
  6. -->
  7. <classes>
  8. <point name="air_bubbles" color="0 .5 .8" box="-8 -8 -8 8 8 8">
  9. Air bubbles. They disappear in Deathmatch.
  10. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  11. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  12. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  13. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  14. </point>
  15. <point name="ambient_light_buzz" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  16. Buzzing light.
  17. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  18. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  19. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  20. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  21. </point>
  22. <point name="ambient_drip" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  23. Dripping sound.
  24. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  25. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  26. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  27. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  28. </point>
  29. <point name="ambient_drone" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  30. Drone sound.
  31. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  32. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  33. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  34. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  35. </point>
  36. <point name="ambient_comp_hum" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  37. Computer sound.
  38. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  39. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  40. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  41. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  42. </point>
  43. <point name="ambient_flouro_buzz" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  44. Fluorescent light sound.
  45. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  46. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  47. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  48. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  49. </point>
  50. <point name="ambient_suck_wind" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  51. Wind sound.
  52. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  53. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  54. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  55. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  56. </point>
  57. <point name="ambient_swamp1" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  58. Swamp sound 1.
  59. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  60. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  61. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  62. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  63. </point>
  64. <point name="ambient_swamp2" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  65. Swamp sound 2.
  66. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  67. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  68. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  69. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  70. </point>
  71. <point name="ambient_thunder" color="0.3 0.1 0.6" box="-10 -10 -8 10 10 8">
  72. Thunder sound.
  73. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  74. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  75. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  76. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  77. </point>
  78. <point name="event_lightning" color="0 1 1" box="-16 -16 -16 16 16 16">
  79. Just for boss level. Used for killing Cthon.
  80. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  81. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  82. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  83. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  84. </point>
  85. <group name="func_bossgate" color="0 .5 .8">
  86. This bmodel appears unless players have all of the episode sigils. Used to close the floor in start.map (stairs to Shub).
  87. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  88. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  89. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  90. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  91. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  92. </group>
  93. <group name="func_button" color="0 .5 .8">
  94. 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.
  95.  
  96. Flags:
  97. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  98. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  99. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  100. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  101.  
  102. Keys:
  103. <direction key="angle" name="Move Direction">determines the opening direction</direction>
  104. <target key="target" name="Target"> all entities with a matching targetname will be used</target>
  105. <target key="killtarget" name="Kill Target">kills the target when fired</target>
  106. <real key="speed" name="Move Speed">default is 40</real>
  107. <real key="wait" name="Return Delay">default is 1 (-1 = never return) - does not apply to doors that open with a key</real>
  108. <real key="lip" name="Lip">override the default 4 pixel lip remaining at end of move</real>
  109. <boolean key="health" name="Shootable">if set, the button must be killed instead of touched</boolean>
  110. <integer key="sounds" name="Sounds">
  111. 0 = steam metal
  112. 1 = wooden clunk
  113. 2 = metallic click
  114. 3 = in-out</integer>
  115.  
  116. Tyrutils options:
  117. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  118. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  119. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  120. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  121. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  122. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  123. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  124. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  125. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  126. </group>
  127. <group name="func_door" color="0 .5 .8">
  128.  
  129. Flags:
  130. <flag key="START_OPEN" name="Start Open" bit="0">Causes the door to move to its destination when spawned, and operate in reverse.</flag>
  131. <flag key="DOOR_DONT_LINK" name="Don't Link" bit="2"/>If multiple doors touch, they are assumed to be connected and operate as a unit. Setting this spawnflags avoids the door being linked to others.
  132. <flag key="GOLD_KEY" name="Gold Key" bit="3"/>The door requires the gold key to open.
  133. <flag key="SILVER_KEY" name="Silver Key" bit="4"/>The door requires the silver key to open.
  134. <flag key="TOGGLE" name="Toggle" bit="5">Causes the door to wait in both the start and end states for a trigger event.</flag>
  135. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  136. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  137. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  138. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  139.  
  140. Keys:
  141. <string key="message" name="Message">is printed when the door is touched if it is a trigger door and it hasn't been fired yet</string>
  142. <direction key="angle" name="Opening Direction">determines the opening direction</direction>
  143. <targetname key="targetname" name="Targetname">if set, no touch field will be spawned and a remote button or trigger field activates the door.</targetname>
  144. <boolean key="health" name="Shootable">if set, door must be shot open</boolean>
  145. <real key="speed" name="Move Speed">movement speed (100 default)</real>
  146. <real key="wait" name="Return Delay">wait before returning (3 is default, -1 = never return)</real>
  147. <real key="lip" name="Lip">lip remaining at end of move. 8 is default</real>
  148. <real key="dmg" name="Damage Inflicted">damage to inflict when blocked. 2 is default</real>
  149. <integer key="sounds" name="Sounds">
  150. 0 = no sound
  151. 1 = stone
  152. 2 = base
  153. 3 = stone chain
  154. 4 = screechy metal</integer>
  155.  
  156. Tyrutils options:
  157. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  158. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  159. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  160. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  161. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  162. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  163. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  164. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  165. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  166. </group>
  167. <group name="func_door_secret" color="0 .5 .8">
  168. Basic secret door. Slides back, then to the side. Angle determines direction.
  169.  
  170. Flags:
  171. <flag key="open_once" name="Open Once" bit="0">stays open</flag>
  172. <flag key="1st_left" name="First Left" bit="1">1st move is left of arrow</flag>
  173. <flag key="1st_down" name="First Down" bit="2">1st move is down from arrow</flag>
  174. <flag key="no_shoot" name="Not Shootable" bit="3">only opened by trigger</flag>
  175. <flag key="always_shoot" name="Always Shootable" bit="4">even if targeted, keep shootable</flag>
  176. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  177. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  178. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  179. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  180.  
  181. Keys:
  182. <real key="wait" name="Return Delay"># of seconds before closing</real>
  183. <real key="t_width" name="First Distance">override Width to move back (or height if going down)</real>
  184. <real key="t_length" name="Second Distance">override Length to move sideways</real>
  185. <real key="dmg" name="Damage Inflicted">damage to inflict when blocked (2 default)</real>
  186. <targetname key="targetname" name="Targetname">If a secret door has a targetname, it will only be opened by a button or trigger, not by damage.</targetname>
  187. <integer key="sounds" name="Sounds">
  188. 1 = medieval
  189. 2 = metal
  190. 3 = base</integer>
  191.  
  192. Tyrutils options:
  193. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  194. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  195. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  196. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  197. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  198. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  199. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  200. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  201. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  202. </group>
  203. <group name="func_episodegate" color="0 .5 .8">
  204. This entity will appear if the player was possession of the corresponding item_sigil entity at the time the level was started (it won't appear if the player acquires the sigil while playing the current level).  It is expected that the player acquires an item_sigil after completing an episode and that the func_episodegate entity is placed in front of the trigger_changelevel entity that changes to the corresponding episode.  This way, the game will block access to the episodes that the player has already completed.
  205.  
  206. Flags:
  207. <flag key="E1" name="Episode 1" bit="0"/>
  208. <flag key="E2" name="Episode 2" bit="1"/>
  209. <flag key="E3" name="Episode 3" bit="2"/>
  210. <flag key="E4" name="Episode 4" bit="3"/>
  211. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  212. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  213. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  214. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  215.  
  216. Tyrutils options:
  217. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  218. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  219. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  220. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  221. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  222. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  223. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  224. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  225. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  226. </group>
  227. <group name="func_illusionary" color="0 .5 .8">
  228. A simple entity that looks solid but lets you walk through it. Does not block light.
  229.  
  230. Tyrutils options:
  231. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  232. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  233. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  234. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  235. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  236. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  237. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  238. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  239. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  240.  
  241. Flags:
  242. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  243. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  244. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  245. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  246. </group>
  247. <group name="func_wall" color="0 .5 .8">
  248. This is just a solid wall if not inhibitted. Changes its texture(s) to alternate ones (e.g. basebtn), if targetted.
  249.  
  250. Tyrutils options:
  251. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  252. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  253. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  254. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  255. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  256. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  257. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  258. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  259. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  260.  
  261. Flags:
  262. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  263. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  264. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  265. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  266. </group>
  267. <group name="func_train" color="0 .5 .8">
  268. Trains are moving platforms that players can ride. The target's origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at.Use path_corner as targets.
  269. If the train itself is the target of a button or trigger, it will not begin moving until activated.
  270.  
  271. Keys:
  272. <real key="speed" name="Move Speed">moving speed, default is 100</real>
  273. <real key="dmg" name="Damage Inflicted">damage, default is 2</real>
  274. <integer key="sounds" name="Sounds">
  275. 1 = ratchet metal
  276. </integer>
  277.  
  278. Tyrutils options:
  279. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  280. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  281. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  282. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  283. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  284. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  285. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  286. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  287. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  288.  
  289. Flags:
  290. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  291. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  292. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  293. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  294. </group>
  295. <group name="func_plat" color="0 .5 .8">
  296. Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat.
  297.  
  298. Flags:
  299. <flag key="PLAT_LOW_TRIGGER" name="Low Trigger" bit="0"/>
  300. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  301. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  302. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  303. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  304.  
  305. Keys:
  306. <real key="speed" name="Move Speed">moving speed, default is 150</real>
  307. <real key="height" name="Height">determines the amount the plat moves, instead of being implicitly determined by the model's height.</real>
  308. <integer key="sounds" name="Sounds">
  309. 1 = base fast
  310. 2 = chain slow</integer>
  311.  
  312. Tyrutils options:
  313. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  314. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  315. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  316. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  317. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  318. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  319. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  320. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  321. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  322. </group>
  323. <group name="func_detail" color="0 .5 .8">
  324. Detail brushes add visual details to the world, but do not block visibility. func_detail entities are merged into the worldspawn entity by the QBSP compiler and do not appear as separate entities in the compiled bsp. Non-standard entity - requires compiler support!
  325.  
  326. Tyrutils options:
  327. <real key="_lmscale" name="LM SCale">Generates an LMSHIFT bspx lump for use by a light util. Note that both scaled and unscaled lighting will normally be used.</real>
  328. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  329. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  330. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  331. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  332. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  333. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  334. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  335. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  336. </group>
  337. <group name="func_group" color="0 .5 .8">
  338. Detail brushes add visual details to the world, but do not block visibility. func_group entities are merged into the worldspawn entity by the QBSP compiler and do not appear as separate entities in the compiled bsp. Non-standard entitiy - requires compiler support!
  339.  
  340. Tyrutils options:
  341. <real key="_minlight" name="Minlight">Set the minimum light level for any surface of the brush model. Default 0.</real>
  342. <string key="_minlight_exclude" name="Minlight Exclude">Faces with the given texture are excluded from receiving minlight on this brush model.</string>
  343. <real3 key="_mincolor" name="Mincolor">Specify red(r), green(g) and blue(b) components for the colour of the minlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  344. <real key="_shadow" name="Shadow">If n is 1, this model will cast shadows on other models and itself (i.e. "_shadow" implies "_shadowself"). Note that this doesn't magically give Quake dynamic lighting powers, so the shadows will not move if the model moves. Default 0.</real>
  345. <real key="_shadowself" name="Shadowself">If n is 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0.</real>
  346. <real key="_dirt" name="Dirt">For brush models, -1 prevents dirtmapping on the brush model. Useful it the bmodel touches or sticks into the world, and you want to those ares from turning black. Default 0.</real>
  347. <real key="_phong" name="Phong">1 enables phong shading on this model with a default _phong_angle of 89 (softens columns etc).</real>
  348. <real key="_phong_angle" name="Phong Angle">Enables phong shading on faces of this model with a custom angle. Adjacent faces with normals this many degrees apart (or less) will be smoothed. Consider setting "_anglescale" to "1" on lights or worldspawn to make the effect of phong shading more visible. Use the "-phongdebug" command-line flag to save the interpolated normals to the lightmap for previewing (use "r_lightmap 1" or "gl_lightmaps 1" in your engine to preview.)</real>
  349. </group>
  350. <point name="info_null" color="0 0.5 0" box="-4 -4 -4 4 4 4">
  351. Invisible entity. Used as a positional target for spotlights, etc. Removes itself.
  352. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  353. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  354. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  355. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  356. </point>
  357. <point name="info_notnull" color="0 0.5 0" box="-4 -4 -4 4 4 4">
  358. Invisible entity. Used as a positional target for lightning.
  359. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  360. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  361. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  362. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  363. </point>
  364. <point name="info_intermission" color="1 0.5 0.5" box="-16 -16 -16 16 16 16">
  365. This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. Quake does a random pick if more than one exists. If no info_intermission entity is set, Quake uses the player start.
  366.  
  367. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  368. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  369. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  370. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  371.  
  372. Keys:
  373. <real3 key="mangle" name="Pitch Yaw Roll">set pitch roll yaw</real3>
  374. </point>
  375. <point name="info_player_start" model="progs/player.mdl" color="1 0 0" box="-16 -16 -24 16 16 32">
  376. The normal starting point for a level. Only one is allowed.
  377.  
  378. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  379. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  380. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  381. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  382.  
  383. Keys:
  384. <angle key="angle" name="Yaw Angle">viewing angle when spawning</angle>
  385. </point>
  386. <point name="info_player_deathmatch" model="progs/player.mdl" color="1 0 1" box="-16 -16 -24 16 16 32">
  387. Potential spawning position(s) for deathmatch games.
  388.  
  389. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  390. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  391. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  392. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  393.  
  394. Keys:
  395. <angle key="angle" name="Yaw Angle">viewing angle when spawning</angle>
  396. </point>
  397. <point name="info_player_coop" model="progs/player.mdl" color="1 0 1" box="-16 -16 -24 16 16 32">
  398. Potential spawning position(s) for coop games.
  399.  
  400. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  401. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  402. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  403. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  404.  
  405. Keys:
  406. <angle key="angle" name="Yaw Angle">viewing angle when spawning</angle>
  407. </point>
  408. <point name="info_player_start2" model="progs/player.mdl" color="1 0 0" box="-16 -16 -24 16 16 32">
  409. Alternate starting point for a level if the player carries a sigil.
  410.  
  411. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  412. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  413. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  414. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  415.  
  416. Keys:
  417. <angle key="angle" name="Yaw Angle">viewing angle when spawning</angle>
  418. </point>
  419. <point name="info_teleport_destination" color="0.5 0.5 0.5" box="-8 -8 -8 8 8 32">
  420. This is the destination marker for a teleporter.
  421.  
  422. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  423. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  424. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  425. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  426.  
  427. Keys:
  428. <targetname key="targetname" name="Targetname">value used by teleporter</targetname>
  429. <angle key="angle" name="Yaw Angle">new view angle after teleporting</angle>
  430. </point>
  431. <point name="item_cells" model="md3/editor_batt1.md3" color="0 0 .5" box="0 0 0 32 32 56">
  432. 6 or 12 (big) ammo points (cells) for the Thunderbolt (Lightning Gun).
  433.  
  434. Flags:
  435. <flag key="big" name="Big" bit="0">gives 12 instead of 6</flag>
  436. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  437. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  438. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  439. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  440. </point>
  441. <point name="item_rockets" model="md3/editor_rocks0.md3" color="0 0 .5" box="0 0 0 32 32 56">
  442. 5 ammo points (rockets) for the Rocket/Grenade Launcher.
  443.  
  444. Flags:
  445. <flag key="big" name="Big" bit="0">gives 10 instead of 5</flag>
  446. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  447. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  448. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  449. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  450. </point>
  451. <point name="item_shells" model="md3/editor_shells1.md3" color="0 0 .5" box="0 0 0 32 32 56">
  452. 20 shells for both Shotgun and Super Shotgun.
  453.  
  454. Flags:
  455. <flag key="big" name="Big" bit="0">gives 40 instead of 20</flag>
  456. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  457. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  458. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  459. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  460. </point>
  461. <point name="item_spikes" model="md3/editor_nails1.md3" color="0 0 .5" box="0 0 0 32 32 56">
  462. 25 ammo points (spikes) for Perforator and Super Perforator.
  463.  
  464. Flags:
  465. <flag key="big" name="Big" bit="0">gives 50 instead of 25</flag>
  466. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  467. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  468. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  469. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  470. </point>
  471. <point name="item_health" model="md3/editor_h25.md3" color=".4 0 .1" box="0 0 0 32 32 56">
  472. Health box. Gives 25 points.
  473.  
  474. Flags:
  475. <flag key="rotten" name="Rotten" bit="0">gives 15 points</flag>
  476. <flag key="megahealth" name="Mega" bit="1">will add 100 health, then rot down to the maximum health limit, one point per second</flag>
  477. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  478. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  479. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  480. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  481. </point>
  482. <point name="item_artifact_envirosuit" model="progs/suit.mdl" color=".3 .7 0" box="-16 -16 -24 16 16 32">
  483. Player takes no damage from water or slime for 30 seconds.
  484. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  485. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  486. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  487. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  488. </point>
  489. <point name="item_artifact_invulnerability" model="progs/invulner.mdl" color=".6 0 .1" box="-16 -16 -24 16 16 32">
  490. Player is invulnerable for 30 seconds.
  491. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  492. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  493. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  494. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  495. </point>
  496. <point name="item_artifact_invisibility" model="progs/invisibl.mdl" color="1 .6 .1" box="-16 -16 -24 16 16 32">
  497. Player is invisible for 30 seconds.
  498. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  499. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  500. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  501. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  502. </point>
  503. <point name="item_artifact_super_damage" model="progs/quaddama.mdl" color=".3 .3 .7" box="-16 -16 -24 16 16 32">
  504. The next attack from the player will do 4x damage. Lasts 30 seconds.
  505. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  506. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  507. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  508. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  509. </point>
  510. <point name="item_armorInv" model="progs/armor.mdl" color=".6 0 .1" box="-16 -16 0 16 16 56">
  511. Red armor, gives 200 armor points.
  512. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  513. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  514. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  515. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  516. </point>
  517. <point name="item_armor2" model="progs/armor.mdl" color=".8 .6 .1" box="-16 -16 0 16 16 56">
  518. Yellow armor, gives 150 points.
  519. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  520. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  521. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  522. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  523. </point>
  524. <point name="item_armor1" model="progs/armor.mdl" color=".1 .6 .3" box="-16 -16 0 16 16 56">
  525. Green armor, gives 100 points.
  526. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  527. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  528. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  529. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  530. </point>
  531. <point name="item_key1" model="progs/m_s_key.mdl" color=".1 .1 .2" box="-16 -16 -24 16 16 32">
  532. SILVER key. In order for keys to work you MUST set your maps worldtype(see worldspawn).
  533. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  534. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  535. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  536. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  537. </point>
  538. <point name="item_key2" model="progs/m_g_key.mdl" color="1 .6 .1" box="-16 -16 -24 16 16 32">
  539. GOLD key. In order for keys to work you MUST set your maps worldtype (see worldspawn).
  540. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  541. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  542. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  543. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  544. </point>
  545. <point name="item_sigil" model="progs/w_g_key.mdl" color=".1 .2 .1" box="-16 -16 -24 16 16 32">
  546. End of episode sigil.  If the player is in possession of a sigil, then the next time the player changes levels, all func_episodegate entities for that episode will appear.  This is used to block access to slipgates that lead to episodes that the player has already completed.  If the player is in possession of the item_sigil for all four episodes, then the func_bossgate entity will NOT appear.  This is used to grant access to the final boss once the player has completed all episodes.
  547.  
  548. Flags:
  549. <flag key="E1" name="Episode 1" bit="0">This is the sigil for episode 1</flag>
  550. <flag key="E2" name="Episode 2" bit="1">This is the sigil for episode 2</flag>
  551. <flag key="E3" name="Episode 3" bit="2">This is the sigil for episode 3</flag>
  552. <flag key="E4" name="Episode 4" bit="3">This is the sigil for episode 4</flag>
  553. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  554. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  555. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  556. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  557. </point>
  558. <point name="light" color="0 1 0" box="-8 -8 -8 8 8 8">
  559. Light. If targeted, it will toggle between on and off.
  560.  
  561. Flags:
  562. <flag key="START_OFF" name="Start off" bit="0"/>
  563. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  564. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  565. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  566. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  567.  
  568. Keys:
  569. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  570. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  571. <integer key="delay" name="Delay">
  572. Select an attenuation formaula for the light:
  573. 0 => Linear attenuation (default)
  574. 1 => 1/x attenuation
  575. 2 => 1/(x^2) attenuation
  576. 3 => No attenuation (same brightness at any distance)
  577. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  578. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  579. </integer>
  580.  
  581. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  582. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  583. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  584. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  585. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  586. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  587. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  588. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  589. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  590. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  591. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  592. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  593. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  594. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  595. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  596. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  597. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  598. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  599. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  600.  
  601. <integer key="style" name="Style">
  602. 0 = normal
  603. 1 = flicker (first variety)
  604. 2 = slow strong pulse
  605. 3 = candle (first variety)
  606. 4 = fast strobe
  607. 5 = gentle pulse
  608. 6 = flicker (second variety)
  609. 7 = candle (second variety)
  610. 8 = candle (third variety)
  611. 9 = slow strobe
  612. 10 = flourescent flicker
  613. 11 = slow pulse, not fading to black
  614.  
  615. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  616. </integer>
  617. </point>
  618. <point name="light_torch_small_walltorch" model="progs/flame.mdl" color="0 .5 0" box="-4 -4 -12 4 4 20">
  619. Short wall torch.
  620.  
  621. Flags:
  622. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  623. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  624. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  625. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  626.  
  627. Keys:
  628. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  629. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  630. <integer key="delay" name="Delay">
  631. Select an attenuation formaula for the light:
  632. 0 => Linear attenuation (default)
  633. 1 => 1/x attenuation
  634. 2 => 1/(x^2) attenuation
  635. 3 => No attenuation (same brightness at any distance)
  636. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  637. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  638. </integer>
  639. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  640. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  641. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  642. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  643. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  644. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  645. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  646. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  647. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  648. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  649. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  650. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  651. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  652. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  653. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  654. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  655. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  656. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  657. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  658.  
  659. <integer key="style" name="Style">
  660. 0 = normal
  661. 1 = flicker (first variety)
  662. 2 = slow strong pulse
  663. 3 = candle (first variety)
  664. 4 = fast strobe
  665. 5 = gentle pulse
  666. 6 = flicker (second variety)
  667. 7 = candle (second variety)
  668. 8 = candle (third variety)
  669. 9 = slow strobe
  670. 10 = flourescent flicker
  671. 11 = slow pulse, not fading to black
  672.  
  673. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  674. </integer>
  675. </point>
  676. <point name="light_flame_large_yellow" model="progs/flame2.mdl" color="0 1 0" box="-8 -8 -12 8 8 20">
  677. Large yellow flames.
  678.  
  679. Flags:
  680. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  681. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  682. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  683. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  684.  
  685. Keys:
  686. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  687. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  688. <integer key="delay" name="Delay">
  689. Select an attenuation formaula for the light:
  690. 0 => Linear attenuation (default)
  691. 1 => 1/x attenuation
  692. 2 => 1/(x^2) attenuation
  693. 3 => No attenuation (same brightness at any distance)
  694. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  695. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  696. </integer>
  697. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  698. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  699. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  700. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  701. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  702. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  703. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  704. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  705. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  706. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  707. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  708. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  709. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  710. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  711. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  712. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  713. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  714. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  715. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  716.  
  717. <integer key="style" name="Style">
  718. 0 = normal
  719. 1 = flicker (first variety)
  720. 2 = slow strong pulse
  721. 3 = candle (first variety)
  722. 4 = fast strobe
  723. 5 = gentle pulse
  724. 6 = flicker (second variety)
  725. 7 = candle (second variety)
  726. 8 = candle (third variety)
  727. 9 = slow strobe
  728. 10 = flourescent flicker
  729. 11 = slow pulse, not fading to black
  730.  
  731. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  732. </integer>
  733. </point>
  734. <point name="light_flame_small_yellow" model="progs/flame2.mdl" color="0 1 0" box="-4 -4 -12 4 4 20">
  735. Small yellow flames.
  736.  
  737. Flags:
  738. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  739. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  740. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  741. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  742.  
  743. Keys:
  744. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  745. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  746. <integer key="delay" name="Delay">
  747. Select an attenuation formaula for the light:
  748. 0 => Linear attenuation (default)
  749. 1 => 1/x attenuation
  750. 2 => 1/(x^2) attenuation
  751. 3 => No attenuation (same brightness at any distance)
  752. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  753. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  754. </integer>
  755. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  756. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  757. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  758. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  759. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  760. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  761. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  762. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  763. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  764. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  765. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  766. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  767. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  768. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  769. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  770. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  771. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  772. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  773. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  774.  
  775. <integer key="style" name="Style">
  776. 0 = normal
  777. 1 = flicker (first variety)
  778. 2 = slow strong pulse
  779. 3 = candle (first variety)
  780. 4 = fast strobe
  781. 5 = gentle pulse
  782. 6 = flicker (second variety)
  783. 7 = candle (second variety)
  784. 8 = candle (third variety)
  785. 9 = slow strobe
  786. 10 = flourescent flicker
  787. 11 = slow pulse, not fading to black
  788.  
  789. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  790. </integer>
  791. </point>
  792. <point name="light_flame_small_white"  model="progs/flame2.mdl" color="0 1 0" box="-4 -4 -12 4 4 20">
  793. Small white flames.
  794.  
  795. Flags:
  796. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  797. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  798. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  799. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  800.  
  801. Keys:
  802. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  803. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  804. <integer key="delay" name="Delay">
  805. Select an attenuation formaula for the light:
  806. 0 => Linear attenuation (default)
  807. 1 => 1/x attenuation
  808. 2 => 1/(x^2) attenuation
  809. 3 => No attenuation (same brightness at any distance)
  810. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  811. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  812. </integer>
  813. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  814. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  815. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  816. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  817. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  818. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  819. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  820. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  821. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  822. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  823. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  824. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  825. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  826. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  827. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  828. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  829. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  830. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  831. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  832.  
  833. <integer key="style" name="Style">
  834. 0 = normal
  835. 1 = flicker (first variety)
  836. 2 = slow strong pulse
  837. 3 = candle (first variety)
  838. 4 = fast strobe
  839. 5 = gentle pulse
  840. 6 = flicker (second variety)
  841. 7 = candle (second variety)
  842. 8 = candle (third variety)
  843. 9 = slow strobe
  844. 10 = flourescent flicker
  845. 11 = slow pulse, not fading to black
  846.  
  847. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  848. </integer>
  849. </point>
  850. <point name="light_fluoro" color="0 1 0" box="-8 -8 -8 8 8 8">
  851. Non-displayed light. Makes steady fluorescent humming sound.
  852.  
  853. Flags:
  854. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  855. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  856. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  857. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  858.  
  859. Keys:
  860. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  861. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  862. <integer key="delay" name="Delay">
  863. Select an attenuation formaula for the light:
  864. 0 => Linear attenuation (default)
  865. 1 => 1/x attenuation
  866. 2 => 1/(x^2) attenuation
  867. 3 => No attenuation (same brightness at any distance)
  868. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  869. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  870. </integer>
  871. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  872. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  873. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  874. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  875. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  876. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  877. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  878. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  879. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  880. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  881. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  882. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  883. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  884. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  885. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  886. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  887. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  888. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  889. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  890.  
  891. <integer key="style" name="Style">
  892. 0 = normal
  893. 1 = flicker (first variety)
  894. 2 = slow strong pulse
  895. 3 = candle (first variety)
  896. 4 = fast strobe
  897. 5 = gentle pulse
  898. 6 = flicker (second variety)
  899. 7 = candle (second variety)
  900. 8 = candle (third variety)
  901. 9 = slow strobe
  902. 10 = flourescent flicker
  903. 11 = slow pulse, not fading to black
  904.  
  905. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  906. </integer>
  907. </point>
  908. <point name="light_fluorospark" color="0 1 0" box="-8 -8 -8 8 8 8">
  909. Non-displayed light. Makes sparking, broken fluorescent sound.
  910.  
  911. Flags:
  912. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  913. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  914. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  915. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  916.  
  917. Keys:
  918. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  919. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  920. <integer key="delay" name="Delay">
  921. Select an attenuation formaula for the light:
  922. 0 => Linear attenuation (default)
  923. 1 => 1/x attenuation
  924. 2 => 1/(x^2) attenuation
  925. 3 => No attenuation (same brightness at any distance)
  926. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  927. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  928. </integer>
  929. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  930. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  931. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  932. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  933. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  934. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  935. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  936. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  937. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  938. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  939. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  940. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  941. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  942. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  943. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  944. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  945. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  946. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  947. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  948.  
  949. <integer key="style" name="Style">
  950. 0 = normal
  951. 1 = flicker (first variety)
  952. 2 = slow strong pulse
  953. 3 = candle (first variety)
  954. 4 = fast strobe
  955. 5 = gentle pulse
  956. 6 = flicker (second variety)
  957. 7 = candle (second variety)
  958. 8 = candle (third variety)
  959. 9 = slow strobe
  960. 10 = flourescent flicker
  961. 11 = slow pulse, not fading to black
  962.  
  963. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  964. </integer>
  965. </point>
  966. <point name="light_globe" color="0 1 0" box="-8 -8 -8 8 8 8">
  967. Flags:
  968. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  969. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  970. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  971. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  972.  
  973. Keys:
  974. <integer key="light" name="Brightness">Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300.</integer>
  975. <real key="wait" name="Wait">Scale the fade distance of the light by "n". Values of n less than 1 make the light fade more quickly with distance, and values greater than 1 make the light fade more slowly (and thus reach further). Default 1.</real>
  976. <integer key="delay" name="Delay">
  977. Select an attenuation formaula for the light:
  978. 0 => Linear attenuation (default)
  979. 1 => 1/x attenuation
  980. 2 => 1/(x^2) attenuation
  981. 3 => No attenuation (same brightness at any distance)
  982. 4 => "local minlight" - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity.
  983. 5 => 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that "delay 2" has near the source.
  984. </integer>
  985. <real3 key="_color" name="Color">Specify red(r), green(g) and blue(b) components for the colour of the light. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  986. <target key="target" name="Target">Turns the light into a spotlight, with the direction of light being towards another entity with it's "targetname" key set to "name".</target>
  987. <real3 key="mangle" name="Mangle">Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Often easier than the "target" method.</real3>
  988. <angle key="angle" name="Angle">Specifies the angle in degrees for a spotlight cone. Default 40.</angle>
  989. <angle key="_softangle" name="Softangle">Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled).</angle>
  990. <targetname key="targetname" name="Targetname">Turns the light into a switchable light, toggled by another entity targeting it's name.</targetname>
  991. <real key="_anglescale" name="Anglescale">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  992. <real key="_anglesense" name="Anglesense">Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5.</real>
  993. <real key="_dirtscale" name="Dirtscale">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  994. <real key="_dirtgain" name="Dirtgain">Override the global "_dirtscale" or "_dirtgain" settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section.</real>
  995. <integer key="_dirt" name="Dirt">Overrides the worldspawn setting of "_dirt" for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting.</integer>
  996. <integer key="_deviance" name="Deviance">Split up the light into a sphere of randomly positioned lights within radius "n" (in world units). Useful to give shadows a wider penumbra. "_samples" specifies the number of lights in the sphere. The "light" value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights.</integer>
  997. <integer key="_samples" name="Samples">Number of lights to use for "_deviance". Default 16 (only used if "_deviance" is set).</integer>
  998. <string key="_surface" name="Surface">Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces.</string>
  999. <integer key="_surface_offset" name="Surface Offset">Controls the offset lights are placed above surfaces for "_surface". Default 2.</integer>
  1000. <integer key="_surface_spotlight" name="Surface Spotlight">For a surface light template (i.e. a light with "_surface" set), setting this to "1" makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets "mangle" on each of the generated lights.</integer>
  1001. <string key="_project_texture" name="Project Texture">Specifies that a light should project this texture. The texture must be used in the map somewhere.</string>
  1002. <real key="_project_fov" name="Project FOV">Specifies the fov angle for a texture projection.</real>
  1003. <real3 key="_project_mangle" name="Project Mangle">Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle).</real3>
  1004.  
  1005. <integer key="style" name="Style">
  1006. 0 = normal
  1007. 1 = flicker (first variety)
  1008. 2 = slow strong pulse
  1009. 3 = candle (first variety)
  1010. 4 = fast strobe
  1011. 5 = gentle pulse
  1012. 6 = flicker (second variety)
  1013. 7 = candle (second variety)
  1014. 8 = candle (third variety)
  1015. 9 = slow strobe
  1016. 10 = flourescent flicker
  1017. 11 = slow pulse, not fading to black
  1018.  
  1019. styles 32-62 are assigned by the light program for switchable lights. 0 is default
  1020. </integer>
  1021. </point>
  1022. <point name="misc_noisemaker" color="1 0.5 0" box="-10 -10 -10 10 10 10">
  1023. For optimization testing, starts a lot of sounds.
  1024. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1025. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1026. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1027. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1028. </point>
  1029. <point name="monster_enforcer" model="progs/enforcer.mdl" color="1 0 0" box="-16 -16 -24 16 16 40">
  1030. Enforcer, 80 health points.
  1031.  
  1032. Flags:
  1033. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1034. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1035. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1036. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1037. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1038. </point>
  1039. <point name="monster_hell_knight" model="progs/hknight.mdl" color="1 0 0" box="-16 -16 -24 16 16 40">
  1040. Hell Knight, 250 health points.
  1041.  
  1042. Flags:
  1043. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1044. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1045. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1046. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1047. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1048. </point>
  1049. <point name="monster_army" model="progs/soldier.mdl" color="1 0 0" box="-16 -16 -24 16 16 40">
  1050. Grunt, 30 health points.
  1051.  
  1052. Flags:
  1053. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1054. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1055. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1056. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1057. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1058. </point>
  1059. <point name="monster_dog" model="progs/dog.mdl" color="1 0 0" box="-32 -32 -24 32 32 40">
  1060. Dog (Rottweiler), 25 health points.
  1061.  
  1062. Flags:
  1063. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1064. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1065. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1066. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1067. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1068. </point>
  1069. <point name="monster_ogre" model="progs/ogre.mdl" color="1 0 0" box="-32 -32 -24 32 32 64">
  1070. Ogre, 200 health points.
  1071.  
  1072. Flags:
  1073. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1074. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1075. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1076. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1077. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1078. </point>
  1079. <point name="monster_knight" model="progs/knight.mdl" color="1 0 0" box="-16 -16 -24 16 16 40">
  1080. Knight, 75 health points.
  1081.  
  1082. Flags:
  1083. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1084. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1085. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1086. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1087. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1088. </point>
  1089. <point name="monster_zombie" model="progs/zombie.mdl" color="1 0 0" box="-16 -16 -24 16 16 32">
  1090. Zombie, 60 health points. If crucified, stick the bounding box 12 pixels back into a wall to look right.
  1091.  
  1092. Flags:
  1093. <flag key="crucified" name="Crucified" bit="0">:-)</flag>
  1094. <flag key="ambush" name="Ambush" bit="1">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1095. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1096. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1097. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1098. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1099. </point>
  1100. <point name="monster_wizard" model="progs/wizard.mdl" color="1 0 0" box="-16 -16 -24 16 16 40">
  1101. Scrag (Wizard), 80 health points.
  1102.  
  1103. Flags:
  1104. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1105. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1106. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1107. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1108. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1109. </point>
  1110. <point name="monster_demon1" model="progs/demon.mdl" color="1 0 0" box="-32 -32 -24 32 32 64">
  1111. Fiend (Demon), 300 health points.
  1112.  
  1113. Flags:
  1114. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1115. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1116. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1117. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1118. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1119. </point>
  1120. <point name="monster_oldone" model="progs/oldone.mdl" color="1 0 0" box="-16 -16 -24 16 16 32">
  1121. Shub-Niggurath, 40000 health points. Only killable by teleport frag.
  1122.  
  1123. Flags:
  1124. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1125. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1126. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1127. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1128. </point>
  1129. <point name="monster_shambler" model="progs/shambler.mdl" color="1 0 0" box="-32 -32 -24 32 32 64">
  1130. Shambler, 600 health points. Rockets only have half damage when hitting the Shambler.
  1131.  
  1132. Flags:
  1133. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1134. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1135. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1136. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1137. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1138. </point>
  1139. <point name="monster_shalrath" model="progs/shalrath.mdl" color="1 0 0" box="-32 -32 -24 32 32 64">
  1140. Vore (Shalrath), 400 health points.
  1141.  
  1142. Flags:
  1143. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1144. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1145. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1146. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1147. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1148. </point>
  1149. <point name="monster_boss" model="progs/boss.mdl" color="1 0 0" box="-128 -128 -24 128 128 256">
  1150. Chthon (Boss of Shareware Quake). Only event_lightning can kill him.
  1151.  
  1152. Flags:
  1153. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1154. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1155. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1156. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1157. </point>
  1158. <point name="monster_tarbaby" model="progs/tarbaby.mdl" color="1 0 0" box="-16 -16 -24 16 16 24">
  1159. Spawn (Tarbaby), 80 health points.
  1160.  
  1161. Flags:
  1162. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1163. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1164. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1165. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1166. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1167. </point>
  1168. <point name="monster_fish" model="progs/fish.mdl" color="1 0 0" box="-16 -16 -24 16 16 24">
  1169. Rotfish, 25 health points.
  1170.  
  1171. Flags:
  1172. <flag key="ambush" name="Ambush" bit="0">the monster will only wake up on really seeing the player, not another monster getting angry</flag>
  1173. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1174. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1175. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1176. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1177. </point>
  1178. <point name="misc_teleporttrain" model="progs/teleport.mdl" color="0 .5 .8" box="-8 -8 -8 8 8 8">
  1179. This is used for the final boss. Flying ball needed to teleport kill Shub-Niggurath.
  1180.  
  1181. Flags:
  1182. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1183. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1184. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1185. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1186. </point>
  1187. <point name="misc_fireball" model="progs/lavaball.mdl" color=".6 .2 0" box="-8 -8 -8 8 8 8">
  1188. Lava Ball.
  1189.  
  1190. Flags:
  1191. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1192. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1193. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1194. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1195.  
  1196. Keys:
  1197. <real key="speed" name="Speed">speed of ball, default is 100</real>
  1198. </point>
  1199. <point name="misc_explobox" model="md3/editor_explo1.md3"  color="0 .5 .8" box="0 0 0 32 32 64">
  1200. Exploding box.
  1201. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1202. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1203. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1204. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1205. </point>
  1206. <point name="misc_explobox2" model="md3/editor_explo2.md3" color="0 .5 .8" box="0 0 0 32 32 32">
  1207. Smaller exploding box.
  1208. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1209. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1210. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1211. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1212. </point>
  1213. <point name="path_corner" color="0.5 0.3 0" box="-8 -8 -8 8 8 8">
  1214. Monsters will continue walking towards the next target corner. Also used by func_train.
  1215. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1216. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1217. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1218. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1219. </point>
  1220. <point name="trap_spikeshooter" color="0 .5 .8" box="-8 -8 -8 8 8 8">
  1221. When triggered, fires a spike in the direction determined by angle.
  1222.  
  1223. Flags:
  1224. <flag key="superspike" name="Super Spike" bit="0">fires large spikes</flag>
  1225. <flag key="laser" name="Laser" bit="1">fires laser</flag>
  1226. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1227. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1228. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1229. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1230.  
  1231. Keys:
  1232. <angle key="angle" name="Yaw Angle">angle to fire</angle>
  1233. </point>
  1234. <point name="trap_shooter" color="0 .5 .8" box="-8 -8 -8 8 8 8">
  1235. Continuously fires spikes.
  1236.  
  1237. Flags:
  1238. <flag key="superspike" name="Super Spike" bit="0">fires large spikes</flag>
  1239. <flag key="laser" name="Laser" bit="1">fires laser</flag>
  1240. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1241. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1242. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1243. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1244.  
  1245. Keys:
  1246. <angle key="angle" name="Yaw Angle">angle to fire</angle>
  1247. <real key="wait" name="Firing Delay">time between spikes (1.0 default)</real>
  1248. <real key="nextthink" name="Start Delay">delay before firing first spike, so multiple shooters can be staggered</real>
  1249. </point>
  1250. <group name="trigger_teleport" color="0.5 0.0 0.5">
  1251. Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set the "target" field, and create an object with a "targetname" field that matches.
  1252.  
  1253. Flags:
  1254. <flag key="PLAYER_ONLY" name="Player Only" bit="0">only players will teleport</flag>
  1255. <flag key="SILENT" name="Silent" bit="1">silences teleporting</flag>
  1256. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1257. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1258. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1259. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1260.  
  1261. Keys:
  1262. <target key="target" name="Target">name of info_teleport_destination</target>
  1263. </group>
  1264. <group name="trigger_changelevel" color="0.5 0.5 0.5">
  1265. 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.
  1266.  
  1267. Keys:
  1268. <string key="map" name="Next Map">set to name of next map (e.g. e1m1) if no map is set, the current map will be restarted</string>
  1269.  
  1270. Flags:
  1271. <flag key="NO_INTERMISSION" name="No Intermission" bit="0"/>
  1272. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1273. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1274. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1275. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1276. </group>
  1277. <group name="trigger_setskill" color="0.5 0.0 0.5">
  1278. Sets skill level to the value of "message". Only used on start map.
  1279.  
  1280. Keys:
  1281. <integer key="message" name="Skill Level">
  1282. sets skill level
  1283. 0 = easy
  1284. 1 = normal
  1285. 2 = hard
  1286. 3 = nightmare</integer>
  1287.  
  1288. Flags:
  1289. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1290. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1291. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1292. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1293. </group>
  1294. <point name="trigger_counter" color="0.5 0.0 0.5" box="-8 -8 -8 8 8 8">
  1295. Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc. when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of its targets and remove itself.
  1296. It's a once-only trigger (i.e. Wait is always -1).
  1297.  
  1298. Flags:
  1299. <flag key="nomessage" name="Not Easy" bit="0">disables count display</flag>
  1300. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1301. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1302. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1303. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1304.  
  1305. Keys:
  1306. <integer key="count" name="Count">number of triggers needed to fire own target, default is 2</integer>
  1307. <target key="target" name="Target">target entity</target>
  1308. <targetname key="targetname" name="Targetname"/>
  1309. </point>
  1310. <group name="trigger_once" color="0.5 0.0 0.5">
  1311. Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". If notouch is set, the trigger is only fired by other entities, not by touching.
  1312. Wait is always -1.
  1313.  
  1314. Flags:
  1315. <flag key="notouch" name="No Touch" bit="0">only triggered by other entities, not by touching</flag>
  1316. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1317. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1318. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1319. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1320.  
  1321. Keys:
  1322. <boolean key="health" name="Shootable">can be shot to activate</boolean>
  1323. <angle key="angle" name="Facing Direction">if set, the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0.</angle>
  1324. <integer key="sounds" name="Sounds">
  1325. 1 = secret
  1326. 2 = beep beep
  1327. 3 = large switch</integer>
  1328. <string key="message" name="Message">message text</string>
  1329. <real key="delay" name="Delay">delay before firing (after being triggered)</real>
  1330. </group>
  1331. <group name="trigger_multiple" color="0.5 0.0 0.5">
  1332. Variable sized repeatable trigger. Must be targeted at one or more entities.
  1333.  
  1334. Flags:
  1335. <flag key="notouch" name="No Touch" bit="0">only triggered by other entities, not by touching</flag>
  1336. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1337. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1338. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1339. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1340.  
  1341. Keys:
  1342. <boolean key="health" name="Shootable">activated by shooting</boolean>
  1343. <angle key="angle" name="Facing Direction">the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0.</angle>
  1344. <integer key="sounds" name="Sounds">
  1345. 1 = secret
  1346. 2 = beep beep
  1347. 3 = large switch</integer>
  1348. <string key="message" name="Message">message text</string>
  1349. <real key="delay" name="Delay">delay before firing (after being triggered)</real>
  1350. <real key="wait" name="Repeat Delay">delay between triggerings default is 0.2</real>
  1351. </group>
  1352. <group name="trigger_onlyregistered" color="0.5 0.0 0.5">
  1353. Only fires if playing the registered version, otherwise prints the message.
  1354.  
  1355. Flags:
  1356. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1357. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1358. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1359. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1360.  
  1361. Keys:
  1362. <string key="message" name="Message">message to print when playing the shareware version.</string>
  1363. </group>
  1364. <group name="trigger_secret" color="0.5 0.0 0.5">
  1365. Secret counter trigger.
  1366.  
  1367. Flags:
  1368. <flag key="notouch" name="No Touch" bit="0">only triggered by other entities, not by touching</flag>
  1369. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1370. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1371. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1372. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1373.  
  1374. Keys:
  1375. <string key="message" name="Message">message to display when triggered</string>
  1376. <integer key="sounds" name="Sounds">
  1377. 1 = secret
  1378. 2 = beep beep
  1379. </integer>
  1380. </group>
  1381. <group name="trigger_monsterjump" color="0.5 0.0 0.5">
  1382. Walking monsters that touch this will jump in the direction of the trigger's angle.
  1383.  
  1384. Flags:
  1385. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1386. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1387. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1388. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1389.  
  1390. Keys:
  1391. <angle key="angle" name="Direction">angle towards the monster jumps</angle>
  1392. <real key="speed" name="Speed">the speed thrown forward. default is 200</real>
  1393. <real key="height" name="Height">the speed thrown upwards. default is 200</real>
  1394. </group>
  1395. <point name="trigger_relay" color="0.5 0.0 0.5" box="-8 -8 -8 8 8 8">
  1396. This fixed size trigger cannot be touched, it can only be fired by other events.
  1397.  
  1398. Flags:
  1399. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1400. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1401. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1402. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1403.  
  1404. Keys:
  1405. <boolean key="killtarget" name="Remove Target">removes target</boolean>
  1406. <target key="target" name="Target">fires target when triggered</target>
  1407. <real key="delay" name="Delay">delay before firing (after being triggered)</real>
  1408. <string key="message" name="Message">displayed when fired</string>
  1409. </point>
  1410. <group name="trigger_hurt" color="0.5 0.0 0.5">
  1411. Any object touching this will be hurt.
  1412.  
  1413. Flags:
  1414. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1415. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1416. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1417. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1418.  
  1419. Keys:
  1420. <real key="dmg" name="Damage Inflicted">sets damage, default is 5</real>
  1421. <string key="message" name="Message">message text</string>
  1422. </group>
  1423. <group name="trigger_push" color="0.5 0.0 0.5">
  1424. Pushes the player and Grenades.
  1425.  
  1426. Flags:
  1427. <flag key="push_once" name="Push Once" bit="0">removes itself after firing</flag>
  1428. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1429. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1430. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1431. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1432.  
  1433. Keys:
  1434. <direction key="angle" name="Direction">direction of push (-2 is down, -1 up)</direction>
  1435. <real key="speed" name="Speed">speed of push, default is 1000</real>
  1436. </group>
  1437. <point name="viewthing" color="0 .5 .8" box="-8 -8 -8 8 8 8">
  1438. A player model will be spawned at the position of this entity.
  1439.  
  1440. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1441. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1442. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1443. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1444. </point>
  1445. <point name="weapon_supershotgun" model="progs/g_shot.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1446. Super Shotgun.
  1447. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1448. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1449. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1450. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1451. </point>
  1452. <point name="weapon_nailgun" model="progs/g_nail.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1453. Perforator (Nailgun).
  1454. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1455. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1456. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1457. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1458. </point>
  1459. <point name="weapon_supernailgun" model="progs/g_nail2.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1460. Super Perforator (Super Nailgun).
  1461. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1462. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1463. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1464. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1465. </point>
  1466. <point name="weapon_grenadelauncher" model="progs/g_rock.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1467. Grenade Launcher.
  1468. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1469. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1470. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1471. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1472. </point>
  1473. <point name="weapon_rocketlauncher" model="progs/g_rock2.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1474. Rocket Launcher.
  1475. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1476. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1477. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1478. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1479. </point>
  1480. <point name="weapon_lightning" model="progs/g_light.mdl" color="0 0 .5" box="-16 -16 0 16 16 56">
  1481. Thunderbolt (Lightning Gun).
  1482. <flag key="NOT_EASY" name="Not Easy" bit="8"/>
  1483. <flag key="NOT_NORMAL" name="Not Hard" bit="9"/>
  1484. <flag key="NOT_HARD" name="Not Normal" bit="10"/>
  1485. <flag key="NOT_DM" name="Not Deathmatch" bit="11"/>
  1486. </point>
  1487.  
  1488. <list name="typeIndex">
  1489.   <item name="..." value=""/>
  1490.   <item name="medieval" value="0"/>
  1491.   <item name="metal" value="1"/>
  1492.   <item name="base" value="2"/>
  1493. </list>
  1494.  
  1495. <group name="worldspawn" color="0 0 0">
  1496. World entity. Should be only one per MAP.
  1497.  
  1498. Keys:
  1499. <string key="wad" name="Wad File">which texture wad to use</string>
  1500. <string key="message" name="Message">sets the title of the map</string>
  1501. <typeIndex key="worldtype" name="World Type" value="">MUST be set when using keys!
  1502.    0 : medieval
  1503.    1 : metal
  1504.    2 : base
  1505.    </typeIndex>
  1506. <integer key="sounds" name="Music Track">CD track to play</integer>
  1507.  
  1508. <integer key="light" name="Light">Set a global minimum light level of "n" across the whole map. This is an easy way to eliminate completely dark areas of the level, however you may lose some contrast as a result, so use with care. Default 0.</integer>
  1509. <real key="_dist" name="Distance">Scales the fade distance of all lights by a factor of n. If n greater than 1 lights fade more quickly with distance and if n less than 1, lights fade more slowly with distance and light reaches further.</real>
  1510. <real key="_range" name="Range">Scales the brightness range of all lights without affecting their fade discance. Values of n greater than 0.5 makes lights brighter and n less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the "light" and "wait" attributes.</real>
  1511.  
  1512. <boolean key="_bounce" name="Bounce">enables bounce (bounced radiosity lighting).</boolean>
  1513. <real key="_bouncescale" name="Bounce Scale">Scales brightness of bounce lighting, default 1.</real>
  1514. <real key="_bouncecolorscale" name="Bounce Color Scale">Weight for bounce lighting to use texture colors from the map: 0=ignore map textures (default), 1=multiply bounce light color by texture color.</real>
  1515.  
  1516. <real key="_anglescale" name="Anglescale">Set the scaling of sunlight brightness due to the angle of incidence with a surface (more detailed explanation in the "_anglescale" of any light entity).</real>
  1517. <real key="_anglesense" name="Anglesense">Set the scaling of sunlight brightness due to the angle of incidence with a surface (more detailed explanation in the "_anglescale" of any light entity).</real>
  1518. <integer key="_sunlight" name="Sunlight">Set the brightness of the sunlight coming from an unseen sun in the sky. Sky brushes (or more accurately bsp leafs with sky contents) will emit sunlight at an angle specified by the "_sun_mangle" key. Default 0.</integer>
  1519. <real3 key="_sunlight_mangle" name="Sunlight Mangle">Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0").</real3>
  1520. <real3 key="_sun_mangle" name="Sun Mangle">Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, so use any value (e.g. 0). Default is straight down ("0 -90 0").</real3>
  1521. <integer key="_sunlight_prenumbra" name="Sunlight Prenumbra">Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight. Default is 0.</integer>
  1522. <real3 key="_sunlight_color" name="Sunlight Color">Specify red(r), green(g) and blue(b) components for the colour of the sunlight. RGB component values are between 0 and 255 (between 0 and 1 is also accepted). Default is white light ("255 255 255").</real3>
  1523. <integer key="_sunlight2" name="Sunlight 2">Set the brightness of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas. Default 0.</integer>
  1524. <real3 key="_sunlight_color2" name="Sunlight Color2">Specifies the colour of _sunlight2, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
  1525. <real3 key="_sunlight2_color" name="Sunlight2 Color">Specifies the colour of _sunlight2, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
  1526. <integer key="_sunlight3" name="Sunlight 3">Same as "_sunlight2", but for the bottom hemisphere (i.e. ambient light, coming from below the horizon). Combine "_sunlight2" and "_sunlight3" to have light coming equally from all directions, e.g. for levels floating in the clouds. Default 0.</integer>
  1527. <real3 key="_sunlight_color3" name="Sunlight Color3">Specifies the colour of _sunlight3, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
  1528. <real3 key="_sunlight3_color" name="Sunlight3 Color">Specifies the colour of _sunlight3, same format as "_sunlight_color". Default is white light ("255 255 255").</real3>
  1529.  
  1530. <boolean key="_dirt" name="Dirt">1 enables dirtmapping (ambient occlusion) on all lights, borrowed from q3map2. This adds shadows to corners and crevices. You can override the global setting for specific lights with the "_dirt" light entitiy key or "_sunlight_dirt", "_sunlight2_dirt", and "_minlight_dirt" worldspawn keys. Default is no dirtmapping (-1).</boolean>
  1531. <integer key="_sunlight_dirt" name="Sunlight Dirt">1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable (making it illuminate the dirtmapping shadows). Default is to use the value of "_dirt".</integer>
  1532. <integer key="_sunlight2_dirt" name="Sunlight2 Dirt">1 enables dirtmapping (ambient occlusion) on sunlight2, -1 to disable. Default is to use the value of "_dirt"</integer>
  1533. <integer key="_minlight_dirt" name="Minlight Dirt">1 enables dirtmapping (ambient occlusion) on minlight, -1 to disable. Default is to use the value of "_dirt".</integer>
  1534. <integer key="_dirtmode" name="Dirt Mode">Choose between ordered (0, default) and randomized (1) dirtmapping.</integer>
  1535. <real key="_dirtdepth" name="Dirt Depth">Maximum depth of occlusion checking for dirtmapping, default 128.</real>
  1536. <real key="_dirtscale" name="Dirt Scale">Scale factor used in dirt calculations, default 1. Lower values (e.g. 0.5) make the dirt fainter, 2.0 would create much darker shadows.</real>
  1537. <real key="_dirtgain" name="Dirt Gain">Exponent used in dirt calculation, default 1. Lower values (e.g. 0.5) make the shadows darker and stretch further away from corners.</real>
  1538. <integer key="_dirtangle" name="Dirt Angle">Cone angle in degrees for occlusion testing, default 88. Allowed range 1-90. Lower values can avoid unwanted dirt on arches, pipe interiors, etc.</integer>
  1539.  
  1540. <real key="_gamma" name="Gamma">Adjust brightness of final lightmap. Default 1, >1 is brighter, less than 1 is darker.</real>
  1541. <real key="_lightmap_scale" name="Lightmap Scale">Forces all surfaces+submodels to use this specific lightmap scale. Removes "LMSHIFT" field.</real>
  1542. </group>
  1543. </classes>
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