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Oblivion.c

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  1. /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
  2. speed default 150
  3.  
  4. Plats are always drawn in the extended position, so they will light correctly.
  5.  
  6. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
  7.  
  8. "speed" overrides default 200.
  9. "accel" overrides default 500
  10. "lip" overrides default 8 pixel lip
  11.  
  12. If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
  13.  
  14. Set "sounds" to one of the following:
  15. 1) base fast
  16. 2) chain slow
  17. */
  18.  
  19. /*QUAKED func_rotating (0 .5 .8) ? START_ON TOUCH_PAIN LOOP ANIMATED ANIMATED_FAST
  20. A generic rotating brush/set of brushes. Be sure to include an origin
  21. brush with the group and its origin will serve as the center of rotation
  22. for the entire entity. Use START_ON to have it rotating at level start.
  23. Use the LOOP flag in conjunction with mangle and partial rotation.
  24. See mangle field desc for more info.
  25.  
  26. "mangle" Takes x y z values, if set, does a partial move and stops.
  27. if LOOP flag is set, does rotation over and over every wait
  28. seconds. Uses "speed" instead of "speeds".
  29. "speeds" Takes x y z values and allows for seperate speed values on
  30. each axis.
  31. "durations" Used if mangle is set and overrides speed. Specifies the
  32. number of seconds for each axis to get from starting to
  33. ending point of partial rotation. Takes x y z values.
  34. "speed" determines how fast it moves; default value is 100.
  35. "duration" Used with partial rotation, specifies # of seconds to
  36. complete move. Overrides speed value.
  37. "dmg" Damage to inflict when blocked (2 default)
  38. "accel" Acceleration speed when activated, goes from stopped to speed
  39. "decel" Deceleration speed when deactivated, goes from speed to 0
  40. "wait" Used with mangle and loop to set wait between rotations
  41.  
  42. Good values for acceleration run from 20-100.
  43. Acceleration isn't used with partial rotation... for now.
  44.  
  45. */
  46.  
  47. /*QUAKED func_button (0 .5 .8) ?
  48. When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
  49.  
  50. "angle" determines the opening direction
  51. "target" all entities with a matching targetname will be used
  52. "speed" override the default 40 speed
  53. "wait" override the default 1 second wait (-1 = never return)
  54. "lip" override the default 4 pixel lip remaining at end of move
  55. "health" if set, the button must be killed instead of touched
  56. "sounds"
  57. 1) silent
  58. 2) steam metal
  59. 3) wooden clunk
  60. 4) metallic click
  61. 5) in-out
  62. */
  63.  
  64. /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
  65. TOGGLE wait in both the start and end states for a trigger event.
  66. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
  67. NOMONSTER monsters will not trigger this door
  68.  
  69. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
  70. "angle" determines the opening direction
  71. "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
  72. "health" if set, door must be shot open
  73. "speed" movement speed (100 default)
  74. "wait" wait before returning (3 default, -1 = never return)
  75. "lip" lip remaining at end of move (8 default)
  76. "dmg" damage to inflict when blocked (2 default)
  77. "sounds"
  78. 1) silent
  79. 2) light
  80. 3) medium
  81. 4) heavy
  82. */
  83.  
  84. /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
  85. TOGGLE causes the door to wait in both the start and end states for a trigger event.
  86.  
  87. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
  88. NOMONSTER monsters will not trigger this door
  89.  
  90. You need to have an origin brush as part of this entity. The center of that brush will be
  91. the point around which it is rotated. It will rotate around the Z axis by default. You can
  92. check either the X_AXIS or Y_AXIS box to change that.
  93.  
  94. "distance" is how many degrees the door will be rotated.
  95. "speed" determines how fast the door moves; default value is 100.
  96.  
  97. REVERSE will cause the door to rotate in the opposite direction.
  98.  
  99. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
  100. "angle" determines the opening direction
  101. "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
  102. "health" if set, door must be shot open
  103. "speed" movement speed (100 default)
  104. "wait" wait before returning (3 default, -1 = never return)
  105. "dmg" damage to inflict when blocked (2 default)
  106. "sounds"
  107. 1) silent
  108. 2) light
  109. 3) medium
  110. 4) heavy
  111. */
  112.  
  113. /*QUAKED func_water (0 .5 .8) ? START_OPEN
  114. func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
  115.  
  116. START_OPEN causes the water to move to its destination when spawned and operate in reverse.
  117.  
  118. "angle" determines the opening direction (up or down only)
  119. "speed" movement speed (25 default)
  120. "wait" wait before returning (-1 default, -1 = TOGGLE)
  121. "lip" lip remaining at end of move (0 default)
  122. "sounds" (yes, these need to be changed)
  123. 0) no sound
  124. 1) water
  125. 2) lava
  126. */
  127.  
  128. /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS EXPLODABLE
  129. Trains are moving platforms that players can ride.
  130. The targets origin specifies the min point of the train at each corner.
  131. The train spawns at the first target it is pointing at.
  132. If the train is the target of a button or trigger, it will not begin moving until activated.
  133.  
  134. speed default 100
  135. dmg default 20 This is how much damage it does when it squishes stuff.
  136. count default 10 if EXPLODABLE Explosion damage is dmg * count
  137. wait default dmg*count + 40 Radius for explosion.
  138.  
  139. health defaults to 100 if EXPLODABLE
  140.  
  141. mass defaults to 75. This determines how much debris is emitted when
  142. it explodes. You get one large chunk per 100 of mass (up to 8) and
  143. one small chunk per 25 of mass (up to 16). So 800 gives the most.
  144.  
  145. noise looping sound to play when the train is in motion
  146.  
  147. */
  148.  
  149. /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
  150. */
  151.  
  152. /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
  153. "wait" base time between triggering all targets, default is 1
  154. "random" wait variance, default is 0
  155.  
  156. so, the basic time between firing is a random time between
  157. (wait - random) and (wait + random)
  158.  
  159. "delay" delay before first firing when turned on, default is 0
  160.  
  161. "pausetime" additional delay used only the very first time
  162. and only if spawned with START_ON
  163.  
  164. These can used but not touched.
  165. */
  166.  
  167. /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
  168. Conveyors are stationary brushes that move what's on them.
  169. The brush should be have a surface with at least one current content enabled.
  170. speed default 100
  171. */
  172.  
  173. /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
  174. A secret door. Slide back and then to the side.
  175.  
  176. open_once doors never closes
  177. 1st_left 1st move is left of arrow
  178. 1st_down 1st move is down from arrow
  179. always_shoot door is shootebale even if targeted
  180.  
  181. "angle" determines the direction
  182. "dmg" damage to inflic when blocked (default 2)
  183. "wait" how long to hold in the open position (default 5, -1 means hold)
  184. */
  185.  
  186. /*QUAKED func_killbox (1 0 0) ?
  187. Kills everything inside when fired, irrespective of protection.
  188. */
  189.  
  190. /*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
  191. */
  192.  
  193. /*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
  194. */
  195.  
  196. /*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
  197. */
  198.  
  199. /*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
  200. */
  201.  
  202. /*QUAKED item_power_screen (.3 .3 1) (-16 -16 -16) (16 16 16)
  203. */
  204.  
  205. /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
  206. */
  207.  
  208. /*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
  209. */
  210.  
  211. /*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
  212. */
  213.  
  214. /*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
  215. */
  216.  
  217. /*QUAKED weapon_plasma_rifle (.3 .3 1) (-16 -16 -16) (16 16 16)
  218. */
  219.  
  220. /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
  221. */
  222.  
  223. /*QUAKED ammo_mines (.3 .3 1) (-16 -16 -16) (16 16 16)
  224. */
  225.  
  226. /*QUAKED ammo_detpack (.3 .3 1) (-16 -16 -16) (16 16 16)
  227. */
  228.  
  229. /*QUAKED ammo_dod (.3 .3 1) (-16 -16 -16) (16 16 16)
  230. */
  231.  
  232. /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
  233. */
  234.  
  235. /*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
  236. */
  237.  
  238. /*QUAKED weapon_hellfury (.3 .3 1) (-16 -16 -16) (16 16 16)
  239. */
  240.  
  241. /*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
  242. */
  243.  
  244. /*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
  245. */
  246.  
  247. /*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
  248. */
  249.  
  250. /*QUAKED weapon_deatomizer (.3 .3 1) (-16 -16 -16) (16 16 16)
  251. */
  252.  
  253. /*QUAKED weapon_lasercannon (.3 .3 1) (-16 -16 -16) (16 16 16)
  254. */
  255.  
  256. /*QUAKED weapon_rtdu (.3 .3 1) (-16 -16 -16) (16 16 16)
  257. */
  258.  
  259. /*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
  260. */
  261.  
  262. /*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
  263. */
  264.  
  265. /*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
  266. */
  267.  
  268. /*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
  269. */
  270.  
  271. /*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
  272. */
  273.  
  274. /*QUAKED ammo_rifleplasma (.3 .3 1) (-16 -16 -16) (16 16 16)
  275. */
  276.  
  277. /*QUAKED item_quad (.3 .3 1) (-16 -16 -16) (16 16 16)
  278. */
  279.  
  280. /*QUAKED item_invulnerability (.3 .3 1) (-16 -16 -16) (16 16 16)
  281. */
  282.  
  283. /*QUAKED item_silencer (.3 .3 1) (-16 -16 -16) (16 16 16)
  284. */
  285.  
  286. /*QUAKED item_breather (.3 .3 1) (-16 -16 -16) (16 16 16)
  287. */
  288.  
  289. /*QUAKED item_enviro (.3 .3 1) (-16 -16 -16) (16 16 16)
  290. */
  291.  
  292. /*QUAKED item_ancient_head (.3 .3 1) (-16 -16 -16) (16 16 16)
  293. Special item that gives +2 to maximum health
  294. */
  295.  
  296. /*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
  297. gives +1 to maximum health
  298. */
  299.  
  300. /*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
  301. */
  302.  
  303. /*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
  304. */
  305.  
  306. /*QUAKED key_data_cd (0 .5 .8) (-16 -16 -16) (16 16 16)
  307. key for computer centers
  308. */
  309.  
  310. /*QUAKED key_power_cube (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH
  311. warehouse circuits
  312. */
  313.  
  314. /*QUAKED key_pyramid (0 .5 .8) (-16 -16 -16) (16 16 16)
  315. key for the entrance of jail3
  316. */
  317.  
  318. /*QUAKED key_data_spinner (0 .5 .8) (-16 -16 -16) (16 16 16)
  319. key for the city computer
  320. */
  321.  
  322. /*QUAKED key_pass (0 .5 .8) (-16 -16 -16) (16 16 16)
  323. security pass for the security level
  324. */
  325.  
  326. /*QUAKED key_blue_key (0 .5 .8) (-16 -16 -16) (16 16 16)
  327. normal door key - blue
  328. */
  329.  
  330. /*QUAKED key_red_key (0 .5 .8) (-16 -16 -16) (16 16 16)
  331. normal door key - red
  332. */
  333.  
  334. /*QUAKED key_commander_head (0 .5 .8) (-16 -16 -16) (16 16 16)
  335. tank commander's head
  336. */
  337.  
  338. /*QUAKED key_airstrike_target (0 .5 .8) (-16 -16 -16) (16 16 16)
  339. tank commander's head
  340. */
  341.  
  342. /*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
  343. */
  344.  
  345. /*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
  346. */
  347.  
  348. /*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
  349. */
  350.  
  351. /*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
  352. */
  353.  
  354. /*QUAKED func_group (0 0 0) ?
  355. Used to group brushes together just for editor convenience.
  356. */
  357.  
  358. /*QUAKED func_areaportal (0 0 0) ?
  359.  
  360. This is a non-visible object that divides the world into
  361. areas that are seperated when this portal is not activated.
  362. Usually enclosed in the middle of a door.
  363. */
  364.  
  365. /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
  366. This is a point entity used by trains and monsters to
  367. facilitate movement between waypoints.
  368.  
  369. target next path corner
  370. pathtarget gets used when an entity that has this path_corner targeted
  371. touches it
  372. speed speed to move until a path corner has a new speed or
  373. duration defined. default 100.
  374. duration Number of seconds to take to move to next path_corner.
  375. Does not carry between path_corners. Overrides speed
  376. but no default.
  377. speeds Takes x y z values for rotation with rotate_train.
  378. rotate takes x y z values to be used for partial rotation
  379. on rotate_trains. Overrides speeds.
  380. */
  381.  
  382. /*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
  383. Makes this the target of a monster and it will head here
  384. when first activated before going after the activator. If
  385. hold is selected, it will stay here.
  386. */
  387.  
  388. /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
  389. Just for the debugging level. Don't use
  390. */
  391.  
  392. /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
  393. Used as a positional target for spotlights, etc.
  394. */
  395.  
  396. /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
  397. Used as a positional target for lightning.
  398. */
  399.  
  400. /*QUAKED info_teleport_dest (1 0 0) (-16 -16 -24) (16 16 32)
  401. Point teleporters at these.
  402. */
  403.  
  404. /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
  405. Non-displayed light.
  406. Default light value is 300.
  407. Default style is 0.
  408. If targeted, will toggle between on and off.
  409. Default _cone value is 10 (used to set size of light for spotlights)
  410. */
  411.  
  412. /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
  413. This is just a solid wall if not inhibited
  414.  
  415. TRIGGER_SPAWN the wall will not be present until triggered
  416. it will then blink in to existance; it will
  417. kill anything that was in it's way
  418.  
  419. TOGGLE only valid for TRIGGER_SPAWN walls
  420. this allows the wall to be turned on and off
  421.  
  422. START_ON only valid for TRIGGER_SPAWN walls
  423. the wall will initially be present
  424. */
  425.  
  426. /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
  427. This is solid bmodel that will fall if it's support it removed.
  428. */
  429.  
  430. /*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST
  431. Any brush that you want to explode or break apart.
  432.  
  433.  
  434. If targeted it will not be shootable.
  435.  
  436. health default 100
  437. dmg default 0 Base damage for explosion
  438. count default 1 Explosion damage is dmg * count. For compatibility with func_train
  439. wait default dmg*count+40 Radius for explosion.
  440.  
  441. mass defaults to 75. This determines how much debris is emitted when
  442. it explodes. You get one large chunk per 100 of mass (up to 8) and
  443. one small chunk per 25 of mass (up to 16). So 800 gives the most.
  444. */
  445.  
  446. /*QUAKED misc_explobox (0 .5 .8) (-16 -16 0) (16 16 40)
  447. Large exploding box. You can override its mass (100),
  448. health (80), and dmg (150).
  449. */
  450.  
  451. /*QUAKED misc_blackhole (1 .5 0) (-8 -8 -8) (8 8 8)
  452. */
  453.  
  454. /*QUAKED misc_eastertank (1 .5 0) (-32 -32 -16) (32 32 32)
  455. */
  456.  
  457. /*QUAKED misc_easterchick (1 .5 0) (-32 -32 0) (32 32 32)
  458. */
  459.  
  460. /*QUAKED misc_easterchick2 (1 .5 0) (-32 -32 0) (32 32 32)
  461. */
  462.  
  463. /*QUAKED misc_camera (1 0 0 ) (-8 -8 -8) (8 8 8) FREEZE
  464. Cutscene camera type thing.
  465.  
  466. FREEZE: freezes player's movement when viewing through camera
  467.  
  468. "angles" - sets the starting view dir, target overrides this
  469. "wait" - time to view through this camera. Overridden if the
  470. camera encounters a path_corner with delay -1. A
  471. wait of -1 means the camera stays on indefinitely. Default
  472. is 3.
  473. "speed" - speed to move until reset by a path_corner
  474. "target" - entity to stay focused on
  475. "pathtarget" - this allows the camera to move
  476. */
  477.  
  478. /*QUAKED misc_camera_target (1 0 0 ) (-8 -8 -8) (8 8 8)
  479. Target for cutscene misc_camera.
  480.  
  481. "speed" - speed to move until reset by a path_corner
  482. "target" - entity to stay focused on
  483. */
  484.  
  485. /*QUAKED monster_commander_body (1 .5 0) (-32 -32 0) (32 32 48)
  486. Not really a monster, this is the Tank Commander's decapitated body.
  487. There should be a item_commander_head that has this as it's target.
  488. */
  489.  
  490. /*QUAKED misc_banner (1 .5 0) (-4 -4 -4) (4 4 4)
  491. The origin is the bottom of the banner.
  492. The banner is 128 tall.
  493. */
  494.  
  495. /*QUAKED misc_deadsoldier (1 .5 0) (-16 -16 0) (16 16 16) ON_BACK ON_STOMACH BACK_DECAP FETAL_POS SIT_DECAP IMPALED
  496. This is the dead player model. Comes in 6 exciting different poses!
  497. */
  498.  
  499. /*QUAKED misc_viper (1 .5 0) (-16 -16 0) (16 16 32)
  500. This is the Viper for the flyby bombing.
  501. It is trigger_spawned, so you must have something use it for it to show up.
  502. There must be a path for it to follow once it is activated.
  503.  
  504. "speed" How fast the Viper should fly
  505. */
  506.  
  507. /*QUAKED misc_bigviper (1 .5 0) (-176 -120 -24) (176 120 72)
  508. This is a large stationary viper as seen in Paul's intro
  509. */
  510.  
  511. /*QUAKED misc_viper_bomb (1 0 0) (-8 -8 -8) (8 8 8)
  512. "dmg" how much boom should the bomb make?
  513. */
  514.  
  515. /*QUAKED misc_strogg_ship (1 .5 0) (-16 -16 0) (16 16 32)
  516. This is a Storgg ship for the flybys.
  517. It is trigger_spawned, so you must have something use it for it to show up.
  518. There must be a path for it to follow once it is activated.
  519.  
  520. "speed" How fast it should fly
  521. */
  522.  
  523. /*QUAKED misc_satellite_dish (1 .5 0) (-64 -64 0) (64 64 128)
  524. */
  525.  
  526. /*QUAKED light_mine1 (0 1 0) (-2 -2 -12) (2 2 12)
  527. */
  528.  
  529. /*QUAKED light_mine2 (0 1 0) (-2 -2 -12) (2 2 12)
  530. */
  531.  
  532. /*QUAKED misc_gib_arm (1 0 0) (-8 -8 -8) (8 8 8)
  533. Intended for use with the target_spawner
  534. */
  535.  
  536. /*QUAKED misc_gib_leg (1 0 0) (-8 -8 -8) (8 8 8)
  537. Intended for use with the target_spawner
  538. */
  539.  
  540. /*QUAKED misc_gib_head (1 0 0) (-8 -8 -8) (8 8 8)
  541. Intended for use with the target_spawner
  542. */
  543.  
  544. /*QUAKED target_character (0 0 1) ?
  545. used with target_string (must be on same "team")
  546. "count" is position in the string (starts at 1)
  547. */
  548.  
  549. /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
  550. */
  551.  
  552. /*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
  553. target a target_string with this
  554.  
  555. The default is to be a time of day clock
  556.  
  557. TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
  558. If START_OFF, this entity must be used before it starts
  559.  
  560. "style" 0 "xx"
  561. 1 "xx:xx"
  562. 2 "xx:xx:xx"
  563. */
  564.  
  565. /*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
  566. Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
  567. */
  568.  
  569. /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
  570. Point teleporters at these.
  571. */
  572.  
  573. /*QUAKED func_rotate_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
  574. Rotate trains are like standard trains but can rotate as well.
  575. The targets origin specifies the ORIGIN of the train at each corner.
  576. The train spawns at the first target it is pointing at.
  577. If the train is the target of a button or trigger, it will not begin
  578. moving until activated.
  579.  
  580. speed default 100
  581. dmg default 2
  582. target first path_corner to move to
  583. targetname if targetted, then does not start until triggered
  584. speed initial speed (may be overridden by next path_corner)
  585. duration time in seconds to travel to each path corner (or until
  586. overridden by duration on path_corner)
  587. speeds gives x y z speeds to rotate on specified axes
  588. rotate gives x y z angles to rotate for partial rotation,
  589. if defined, used in conjunction with duration or speed.
  590.  
  591. The train always takes the values of the NEXT corner for its moves.
  592. For example, if you get to/start at a corner, and the next corner
  593. you go to has a rotate 0 90 0, then the train will rotate 90 degrees
  594. on the y (z in the editor) axis from the current point until that one.
  595.  
  596. noise looping sound to play when the train is in motion
  597.  
  598. */
  599.  
  600. /*QUAKED worldspawn (0 0 0) ?
  601.  
  602. Only used for the world.
  603. "sky" environment map name
  604. "skyaxis" vector axis for rotating sky
  605. "skyrotate" speed of rotation in degrees/second
  606. "sounds" music cd track number
  607. "gravity" 800 is default gravity
  608. "message" text to print at user logon
  609. */
  610.  
  611. /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8)
  612. Fire an origin based temp entity event to the clients.
  613. "style" type byte
  614. */
  615.  
  616. /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
  617. "noise" wav file to play
  618. "attenuation"
  619. -1 = none, send to whole level
  620. 1 = normal fighting sounds
  621. 2 = idle sound level
  622. 3 = ambient sound level
  623. "volume" 0.0 to 1.0
  624.  
  625. Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
  626.  
  627. Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
  628. Multiple identical looping sounds will just increase volume without any speed cost.
  629. */
  630.  
  631. /*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1
  632. When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars.
  633. */
  634.  
  635. /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8)
  636. Counts a secret found.
  637. These are single use targets.
  638. */
  639.  
  640. /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8)
  641. Counts a goal completed.
  642. These are single use targets.
  643. */
  644.  
  645. /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
  646. Spawns an explosion temporary entity when used.
  647.  
  648. "delay" wait this long before going off
  649. "dmg" how much radius damage should be done, defaults to 0
  650. */
  651.  
  652. /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
  653. Changes level to "map" when fired
  654. */
  655.  
  656. /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
  657. Creates a particle splash effect when used.
  658.  
  659. Set "sounds" to one of the following:
  660. 1) sparks
  661. 2) blue water
  662. 3) brown water
  663. 4) slime
  664. 5) lava
  665. 6) blood
  666.  
  667. "count" how many pixels in the splash
  668. "dmg" if set, does a radius damage at this location when it splashes
  669. useful for lava/sparks
  670. */
  671.  
  672. /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8)
  673. Set target to the type of entity you want spawned.
  674. Useful for spawning monsters and gibs in the factory levels.
  675.  
  676. For monsters:
  677. Set direction to the facing you want it to have.
  678.  
  679. For gibs:
  680. Set direction if you want it moving and
  681. speed how fast it should be moving otherwise it
  682. will just be dropped
  683. */
  684.  
  685. /*QUAKED target_blaster (1 0 0) (-8 -8 -8) (8 8 8) NOTRAIL NOEFFECTS
  686. Fires a blaster bolt in the set direction when triggered.
  687.  
  688. dmg default is 15
  689. speed default is 1000
  690. */
  691.  
  692. /*QUAKED target_railgun (1 0 0) (-8 -8 -8) (8 8 8)
  693. Fires a railgun shot in set direction when triggered
  694.  
  695. dmg default is 150
  696. */
  697.  
  698. /*QUAKED target_rocket (1 0 0) (-8 -8 -8) (8 8 8)
  699. Fires a rocket in the set direction
  700.  
  701. dmg default is 100 + (int)(random() * 20.0);
  702. count radius damage - default 120
  703. delay damage radius - how far out the radius damage applies
  704. speed default is 650
  705. */
  706.  
  707. /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
  708. Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
  709. */
  710.  
  711. /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
  712. Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
  713. killtarget also work.
  714.  
  715. "delay" delay before using targets if the trigger has been activated (default 1)
  716. */
  717.  
  718. /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT THIN
  719. When triggered, fires a laser. You can either set a target
  720. or a direction.
  721. */
  722.  
  723. /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
  724. speed How many seconds the ramping will take
  725. message two letters; starting lightlevel and ending lightlevel
  726. */
  727.  
  728. /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
  729. When triggered, this initiates a level-wide earthquake.
  730. All players and monsters are affected.
  731. "speed" severity of the quake (default:200)
  732. "count" duration of the quake (default:5)
  733. */
  734.  
  735. /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
  736. Variable sized repeatable trigger. Must be targeted at one or more entities.
  737. If "delay" is set, the trigger waits some time after activating before firing.
  738. "wait" : Seconds between triggerings. (.2 default)
  739. sounds
  740. 1) secret
  741. 2) beep beep
  742. 3) large switch
  743. 4)
  744. set "message" to text string
  745. */
  746.  
  747. /*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
  748. Triggers once, then removes itself.
  749. You must set the key "target" to the name of another object in the level that has a matching "targetname".
  750.  
  751. If TRIGGERED, this trigger must be triggered before it is live.
  752.  
  753. sounds
  754. 1) secret
  755. 2) beep beep
  756. 3) large switch
  757. 4)
  758.  
  759. "message" string to be displayed when triggered
  760. */
  761.  
  762. /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
  763. This fixed size trigger cannot be touched, it can only be fired by other events.
  764. */
  765.  
  766. /*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8)
  767. A relay trigger that only fires it's targets if player has the proper key.
  768. Use "item" to specify the required key, for example "key_data_cd"
  769. */
  770.  
  771. /*QUAKED trigger_counter (.5 .5 .5) ? nomessage
  772. Acts as an intermediary for an action that takes multiple inputs.
  773.  
  774. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
  775.  
  776. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
  777. */
  778.  
  779. /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
  780. This trigger will always fire. It is activated by the world.
  781. */
  782.  
  783. /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF
  784. Pushes the player
  785. "speed" defaults to 1000
  786. */
  787.  
  788. /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
  789. Any entity that touches this will be hurt.
  790.  
  791. It does dmg points of damage each server frame
  792.  
  793. SILENT supresses playing the sound
  794. SLOW changes the damage rate to once per second
  795. NO_PROTECTION *nothing* stops the damage
  796.  
  797. "dmg" default 5 (whole numbers only)
  798.  
  799. */
  800.  
  801. /*QUAKED trigger_gravity (.5 .5 .5) ?
  802. Changes the touching entites gravity to
  803. the value of "gravity". 1.0 is standard
  804. gravity for the level.
  805. */
  806.  
  807. /*QUAKED trigger_monsterjump (.5 .5 .5) ?
  808. Walking monsters that touch this will jump in the direction of the trigger's angle
  809. "speed" default to 200, the speed thrown forward
  810. "height" default to 200, the speed thrown upwards
  811. */
  812.  
  813. /*QUAKED trigger_teleport (.5 .5 .5) ? NOMONSTER NOPLAYER START_OFF NOEFFECTS NOTOUCH
  814.  
  815. must have a "target" that points to misc_teleporter_dest or info_teleport_dest
  816.  
  817. NOMONSTER - doesn't teleports monsters
  818. NOPLAYER - doesn't teleport the player
  819. START_OFF - starts disabled, makes it so when targetted, it becomes enabled.
  820. ignored if NOTOUCH is set
  821. NOEFFECTS - no effects or noise or anything
  822. NOTOUCH - only teleports when targetted
  823.  
  824. */
  825.  
  826. /*QUAKED trigger_misc_camera (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
  827. Variable sized repeatable trigger for activating a misc_camera.
  828. Must be targeted at ONLY ONE misc_camera.
  829. "wait" - this is how long the targetted camera will stay on (unless its
  830. path_corners make it turn off earlier). If wait is -1, the camera
  831. will stay on indefinitely. Default wait is to use misc_camera's wait.
  832. "delay" - this is how long the trigger will wait before reactivating itself. Default
  833. is 1.0. NOTE: This allows the trigger to trigger a camera that's still on.
  834. "target" - this is the camera to target
  835. "pathtarget" - this is the targetname of the entity the camera should track.
  836. The default is the entity that activated the trigger.
  837. "message" - guess
  838.  
  839. HINT: If you fill a room with a trigger_misc_camera, then set the delay to .1 and the
  840. wait to .2, then as long as the player is in the room, the camera will stay on. Then
  841. as soon as the player leaves the room, the camera will turn off.
  842.  
  843. sounds
  844. 1) secret
  845. 2) beep beep
  846. 3) large switch
  847. 4)
  848. */
  849.  
  850. /*QUAKED turret_breach (0 0 0) ?
  851. This portion of the turret can change both pitch and yaw.
  852. The model should be made with a flat pitch.
  853. It (and the associated base) need to be oriented towards 0.
  854. Use "angle" to set the starting angle.
  855.  
  856. "speed" default 50
  857. "dmg" default 10
  858. "angle" point this forward
  859. "target" point this at an info_notnull at the muzzle tip
  860. "minpitch" min acceptable pitch angle : default -30
  861. "maxpitch" max acceptable pitch angle : default 30
  862. "minyaw" min acceptable yaw angle : default 0
  863. "maxyaw" max acceptable yaw angle : default 360
  864. */
  865.  
  866. /*QUAKED turret_base (0 0 0) ?
  867. This portion of the turret changes yaw only.
  868. MUST be teamed with a turret_breach.
  869. */
  870.  
  871. /*QUAKED turret_driver (1 .5 0) (-16 -16 -24) (16 16 32)
  872. Must NOT be on the team with the rest of the turret parts.it must target the turret_breach.
  873. */
  874.  
  875. /*QUAKED misc_actor (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse x START_ON WIMPY
  876. */
  877.  
  878. /*QUAKED target_actor (.5 .3 0) (-8 -8 -8) (8 8 8) JUMP SHOOT ATTACK x HOLD BRUTAL
  879. JUMP jump in set direction upon reaching this target
  880. SHOOT take a single shot at the pathtarget
  881. ATTACK attack pathtarget until it or actor is dead
  882.  
  883. "target" next target_actor
  884. "pathtarget" target of any action to be taken at this point
  885. "wait" amount of time actor should pause at this point
  886. "message" actor will "say" this to the player
  887.  
  888. for JUMP only:
  889. "speed" speed thrown forward (default 200)
  890. "height" speed thrown upwards (default 200)
  891. */
  892.  
  893. /*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  894. */
  895.  
  896. /*QUAKED monster_boss2 (1 .5 0) (-56 -56 0) (56 56 80) Ambush Trigger_Spawn Sight
  897. */
  898.  
  899. /*QUAKED monster_boss3_stand (1 .5 0) (-32 -32 0) (32 32 90)
  900.  
  901. Just stands and cycles in one place until targeted, then teleports away.
  902. */
  903.  
  904. /*QUAKED monster_jorg (1 .5 0) (-80 -80 0) (90 90 140) Ambush Trigger_Spawn Sight
  905. */
  906.  
  907. /*QUAKED monster_makron (1 .5 0) (-30 -30 0) (30 30 90) Ambush Trigger_Spawn Sight
  908. */
  909.  
  910. /*QUAKED monster_brain (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  911. */
  912.  
  913. /*QUAKED monster_chick (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  914. */
  915.  
  916. /*QUAKED monster_flipper (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
  917. */
  918.  
  919. /*QUAKED monster_floater (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
  920. */
  921.  
  922. /*QUAKED monster_flyer (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
  923. */
  924.  
  925. /*QUAKED monster_gladiator (1 .5 0) (-32 -32 -24) (32 32 64) Ambush Trigger_Spawn Sight Corpse
  926. */
  927.  
  928. /*QUAKED monster_gunner (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  929. */
  930.  
  931. /*QUAKED monster_hover (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  932. */
  933.  
  934. /*QUAKED monster_infantry (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  935. */
  936.  
  937. /*QUAKED misc_insane (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn CRAWL Corpse CRUCIFIED STAND_GROUND ALWAYS_STAND
  938. */
  939.  
  940. /*QUAKED monster_medic (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  941. */
  942.  
  943. /*QUAKED monster_mutant (1 .5 0) (-32 -32 -24) (32 32 32) Ambush Trigger_Spawn Sight Corpse
  944. */
  945.  
  946. /*QUAKED monster_parasite (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  947. */
  948.  
  949. /*QUAKED monster_soldier_light (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  950. */
  951.  
  952. /*QUAKED monster_soldier (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  953. */
  954.  
  955. /*QUAKED monster_soldier_ss (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  956. */
  957.  
  958. /*QUAKED monster_soldier_deatom (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight Corpse
  959. */
  960.  
  961. /*QUAKED monster_supertank (1 .5 0) (-64 -64 0) (64 64 72) Ambush Trigger_Spawn Sight
  962. */
  963.  
  964. /*QUAKED monster_tank (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight Corpse
  965. */
  966.  
  967. /*QUAKED monster_tank_commander (1 .5 0) (-32 -32 -16) (32 32 72) Ambush Trigger_Spawn Sight Corpse
  968. */
  969.  
  970. /*QUAKED monster_kigrax (1 .5 0) (-20 -20 -32) (20 20 12) Ambush Trigger_Spawn Sight Corpse
  971. */
  972.  
  973. /*QUAKED monster_badass (1 .5 0) (-45 -48 -64) (38 48 30) Ambush Trigger_Spawn Sight Corpse
  974. */
  975.  
  976. /*QUAKED monster_spider (1 .5 0) (-32 -32 -35) (32 32 32) Ambush Trigger_Spawn Sight Corpse
  977. */
  978.  
  979. /*QUAKED monster_cyborg (1 .5 0) (-16 -16 -38) (32 32 27) Ambush Trigger_Spawn Sight Corpse
  980. */
  981.  
  982. /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
  983. The normal starting point for a level.
  984. */
  985.  
  986. /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
  987. potential spawning position for deathmatch games
  988. */
  989.  
  990. /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 32)
  991. potential spawning position for coop games
  992. */
  993.  
  994. /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
  995. The deathmatch intermission point will be at one of these
  996. Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
  997. */
  998.  
  999. /*QUAKED misc_screenfader (0 0 1) (-8 -8 -8) (8 8 8) START_ON
  1000. fades the player's screen from the first color to the second color over count seconds.
  1001. colors are text strings of the form "r.r g.g b.b a.a". They should be floating point
  1002. values between 0 and 1. This is the same as the scale of 0 to 255 most people are used to.
  1003. r,g, and b are self-explanatory. a is the "alpha" component. That is, how opaque/transparent
  1004. the color is. 0 is completely transparent, 1 is completely opaque. So to fade a screen
  1005. from normal to black, you'd do
  1006. target "0.0 0.0 0.0 0.0"
  1007. pathtarget "0.0 0.0 0.0 1.0"
  1008.  
  1009. pathtarget color 1
  1010. deathtarget color 2
  1011. count # of seconds
  1012. target object to trigger when this finishes (good for triggering another misc_screenfader
  1013. or a trigger_changelevel
  1014.  
  1015. */
  1016.  
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