/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM If a monster targets a path_corner, they will move towards it. Once a monster hits a path_corner, they will move to the next targeted path_corner. You can set "pausetime" on a path_corner to enforce a delay before the monster moves to the next target. */ /*QUAKED item_shells (0 0 1) (0 0 0) (32 32 56) AMMO_BIG X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "maps/b_shell1.bsp" }, "maps/b_shell0.bsp" }} ); } Nox of 20 shells. AMMO_BIG is a box of 40 shells. */ /*QUAKED item_spikes (0 0 1) (0 0 0) (32 32 56) AMMO_BIG X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "maps/b_nail1.bsp" }, "maps/b_nail0.bsp" }} ); } Nox of 25 nails. AMMO_BIG is a box of 50 nails. */ /*QUAKED item_rockets (0 0 1) (0 0 0) (32 32 56) AMMO_BIG X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "maps/b_rock1.bsp" }, "maps/b_rock0.bsp" }} ); } Nox of 5 rockets. AMMO_BIG is a box of 10 rockets. */ /*QUAKED item_cells (0 0 1) (0 0 0) (32 32 56) AMMO_BIG X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "maps/b_batt1.bsp" }, "maps/b_batt0.bsp" }} ); } Nox of 6 cells. AMMO_BIG is a box of 12 cells. */ /*QUAKED item_armor1 (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path" : "progs/armor.mdl", "skin" : 0}); } Green armor. 100 points, saves 30% of damage. */ /*QUAKED item_armor2 (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path" : "progs/armor.mdl", "skin" : 1}); } Yellow armor. 150 points, saves 60% of damage. */ /*QUAKED item_armorInv (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path" : "progs/armor.mdl", "skin" : 2}); } Red armor. 200 points, saves 80% of damage. */ /*QUAKED item_backpack (0 0 1) (-16 -16 0) (16 16 56) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/backpack.mdl"); } Backpack pickup. Contains 40 shells, 50 nails, 10 rockets and 12 cells. Keys: items - set to one of a combination of the IT_SHOTGUN etc values to make the backpack contain weapons ammo_shells, ammo_nails, ammo_rockets, ammo_cells - set to override ammo defaults. set to -1 to not give ANY ammo of that type. teleport_time - time in seconds to respawn (default 120) Spawnflags: DONT_DROP - don't drop to floor on map load RESPAWN - respawn automatically */ /*QUAKED item_health (0 0 1) (0 0 0) (32 32 56) Rotten Megahealth X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "maps/b_bh10.bsp" }, spawnflags & 2 -> { "path" : "maps/b_bh100.bsp" }, "maps/b_bh25.bsp" }} ); } Health box. Normally gives 25 points. Rotten box heals 15 points. Megahealth will add 100 health, then start to rot the player back down to 100 health after 5 seconds. */ /*QUAKED item_key1 (0 0 1) (-16 -16 -24) (16 16 32) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/key_med.mdl"); } SILVER key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ /*QUAKED item_key2 (0 0 1) (-16 -16 -24) (16 16 32) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path" : "progs/key_med.mdl", "skin" : 1}); } GOLD key In order for keys to work you MUST set your maps worldtype to one of the following: 0: medieval 1: metal 2: base */ /*QUAKED item_sigil (0 0 1) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ( {{ spawnflags & 1 -> { "path" : "progs/end1.mdl" }, spawnflags & 2 -> { "path" : "progs/end2.mdl" }, spawnflags & 4 -> { "path" : "progs/end3.mdl" }, spawnflags & 8 -> { "path" : "progs/end4.mdl" }, "progs/end1.mdl" }} ); } End of episode rune. Use in conjuction with func_bossgate and func_episodegate. Spawnflag must be set to the appropriate episode. Episode 1 - Dimension of the Doomed - Rune of Earth Magic Episode 2 - The Realm of Black Magic - Rune of Black Magic Episode 3 - The Netherworld - Rune of Hell Magic Episode 4 - The Elder World - Run of Elder Magic */ /*QUAKED item_artifact_invulnerability (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/invulner.mdl"); } Pentagram of Protection Player is invulnerable for 30 seconds */ /*QUAKED item_artifact_envirosuit (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/suit.mdl"); } Biosuit Player takes no damage from water or slime for 30 seconds */ /*QUAKED item_artifact_invisibility (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/invisibl.mdl"); } Ring of Shadows Player is invisible for 30 seconds */ /*QUAKED item_artifact_super_damage (0 0 1) (-16 -16 -24) (16 16 32) X X X X DONT_DROP RESPAWN X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/quaddama.mdl"); } Quad Damage Player does 4x damage for 30 seconds */ /*QUAKED weapon_supershotgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_shot.mdl"); } Double-barrelled Shotgun */ /*QUAKED weapon_nailgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_nail.mdl"); } Nailgun */ /*QUAKED weapon_supernailgun (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_nail2.mdl"); } Perforator */ /*QUAKED weapon_grenadelauncher (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_rock.mdl"); } Grenade Launcher */ /*QUAKED weapon_rocketlauncher (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_rock2.mdl"); } Rocket Launcher */ /*QUAKED weapon_lightning (0 0 1) (-16 -16 0) (16 16 56) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/g_light.mdl"); } Thunderbolt */ /*QUAKED ambient_custom (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Customisable ambient sound. Keys: "noise" - Ambient sound to play. "volume" - Set the volume of the sound. Range 0-1. Default 0.5. "distance" - Set the attenuation of the ambient sound: 0 - static (default, usual for ambient sounds) 1 - idle (usually used for monster idle sounds) 2 - normal (normal attenuation) 3 - none (no attenuation, audible throughout entire map) */ /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient computer hum. */ /*QUAKED ambient_drip (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient water drip. */ /*QUAKED ambient_drone (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient drone. */ /*QUAKED ambient_fire (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient fire crackling. */ /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient flourescent light buzzing. */ /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient light buzz. */ /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient sucking wind. */ /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient swamp - 1st variation. */ /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient swamp - 2nd variation. */ /*QUAKED ambient_teleport (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient teleporter hum. */ /*QUAKED ambient_thunder (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient thunder. */ /*QUAKED ambient_water (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient water. */ /*QUAKED ambient_wind (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Ambient wind. */ /*QUAKED func_wall (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Simple solid bmodel Keys: "targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j */ /*QUAKED func_illusionary (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM A simple bmodel that looks solid but lets the player walk through it Keys: "targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j */ /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM This bmodel will only appear if the episode has already been completed. Keys: "targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j Spawnflags: E1, E2, E3, E4 */ /*QUAKED func_bossgate (0 .5 .8) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM This bmodel appears unless the player has all of the episode runes. Keys: "targetname" - if triggered, the bmodel will toggle its frame/animation sequence from +0 -> +9 to +a -> +j */ /*QUAKED func_breakable (0 .5 .8) ? EXPLODE NO_EXPLOSION_SPRITE NO_EXPLOSION_SOUND SPAWN_SMOKE X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Breakable brush model Spawnflags: EXPLODE - will explode upon destruction. Set the dmg key to the force of the explosion. You can set dmg to 0 for just the explosion effects. NO_EXPLOSION_SPRITE - don't show explosion sprite. NO_EXPLOSION_SOUND - don't make explosion sound or light. SPAWN_SMOKE - will spawn some additional smoke upon destuction Keys: "style" "n" Preset style, 1=base crates, 2=stone/brick Sets debris model, particle color and sounds automatically If mdl1-3, noise or colour are set they will override the preset "mdl1", "mdl2", "mdl3" "name" custom models for debris chunks "color" "n" particle color for damage, range 0-254 (from palette) "noise1", "noise2" "name" custom sound for break / damage "health" "n" damage required to destroy. default 30. "targetname" "name" if set, the breakable must be triggered to destroy it "count" "n" number of pieces of debris to spawn. default 8. "angle" "n" If set, overrides the direction debris moves in. Use -1 and -2 for up/down. Use 360 for a yaw of 0. "dmg" "n" Amount of explosive damage to deal. Default 60. */ /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) testing air bubbles */ /*QUAKED func_button (0 .5 .8) ? START_OFF X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM A button that can either be pushed or shot. When a button is activated, it moves the distance of its size, in the direction of its angle, leaving a "lip" at the end of the move. Alternatively, you can specify a set "distance" to move. When the move is completed, it triggers all of its targets, waits some time, then returns to its original position where it can be pushed or shot again. Spawnflags: START_OFF - the button starts in a disabled state, and it must be triggered to enable it. Once enabled, it acts like any other button. Keys: "target" - entities with a matching targetname will be triggered. "killtarget" - entities with a matching targetname will be removed. "targetname" - if triggered, the button will fire, unless it's already in motion or switched off. if switched off, it will enable itself. "message" - message to print to player on activation. "delay" - button will wait some time before triggering its targets. "angle" - direction of movement. use -1 for up and -2 for down. "speed" - speed of movement. default 40. "wait" - wait before returning. default 1 second. use -1 to never return. "lip" - number of units to leave at end of the move. default 4. "distance" - manually specify the distance to move, ignoring the size and lip "health" - if set, the button must be shot rather than pushed. "sounds" - -1) custom sound 0) steam metal 1) wooden clunk 2) metallic click 3) in-out "noise" - custom sound to use for button activation */ /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). Key doors are allways wait -1. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "sounds" 0) no sound 1) stone 2) base 3) stone chain 4) screechy metal */ /*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot Basic secret door. Slides back, then to the side. Angle determines direction. wait = # of seconds before coming back 1st_left = 1st move is left of arrow 1st_down = 1st move is down from arrow always_shoot = even if targeted, keep shootable t_width = override WIDTH to move back (or height if going down) t_length = override LENGTH to move sideways "dmg" damage to inflict when blocked (2 default) If a secret door has a targetname, it will only be opened by it's botton or trigger, not by damage. "sounds" 1) medieval 2) metal 3) base */ /*QUAKED info_null (.5 .5 .5) (-8 -8 -8) (8 8 8) Used as a positional target for spotlights, etc. */ /*QUAKED info_intermission (1 0.5 0.5) (-8 -8 -8) (8 8 8) This is the camera point for the intermission. Use mangle instead of angle, so you can set pitch and roll as well as yaw. */ /*QUAKED info_player_start (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } The normal starting point for a level. */ /*QUAKED info_player_start2 (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Used as the return point from an episode. Players will spawn here if they have any runes. */ /*QUAKED info_player_test (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } For debugging only. If developer mode is active, player will always spawn here. */ /*QUAKED info_player_deathmatch (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Spawning position for deathmatch games. */ /*QUAKED info_player_coop (0 .5 0) (-16 -16 -24) (16 16 32) { model ({"path" : "progs/player.mdl", "frame" : 12}); } Spawning position for coop games. */ /*QUAKED info_teleport_destination (.5 .5 .5) (-16 -16 0) (16 16 56) This is the destination marker for a teleporter. It should have a "targetname" field with the same value as a trigger_teleport "target" field. Set "angle" to the direction the player should face when arriving at the destination. */ /*QUAKED light (1 1 0) (-8 -8 -8) (8 8 8) START_OFF FADE NO_SOUND Non-displayed light Please see your compiling utility documentation for full details, this entry only describes things controlled by the QuakeC. ========== Keys ========== "targetname" "name" Turns the light into a switchable light. You must target it to toggle it. "speed" "n" If the light is switchable and FADE_IN_OUT is set, the speed at which the light transitions from off to on and vice versa. Default 0.1. "style" "n" Set the animated light style. Default 0. 0 NORMAL 1 FLICKER (first variety) 2 SLOW STRONG PULSE 3 CANDLE (first variety) 4 FAST STROBE 5 GENTLE PULSE 1 6 FLICKER (second variety) 7 CANDLE (second variety) 8 CANDLE (third variety) 9 SLOW STROBE (fourth variety) 10 FLUORESCENT FLICKER 11 SLOW PULSE NOT FADE TO BLACK 12 BLINK OFF / ON (can be synced with animated textures, e.g. +0light, +1light, +alight) "style2" "n" Set the animated light style for a switchable light. This is because "style" will be set by your compiling utility to a value in the range 32+, so we need to tell the QuakeC what actual style to use. ========== Spawnflags ========== START_OFF - switchable lights only - light is switched off at map start - default is on FADE - switchable lights only - light fades in and out when switched. you can't combine this with an animated style. */ /*QUAKED light_fluoro (1 1 0) (-8 -8 -8) (8 8 8) START_OFF FADE NO_SOUND Non-displayed light Makes steady fluorescent humming sound */ /*QUAKED light_fluorospark (1 1 0) (-8 -8 -8) (8 8 8) START_OFF FADE NO_SOUND Non-displayed light Makes sparking, broken fluorescent sound */ /*QUAKED light_globe (1 1 0) (-8 -8 -8) (8 8 8) START_OFF FADE NO_SOUND Sprite globe light */ /*QUAKED light_torch_small_walltorch (1 1 0) (-4 -4 -16) (4 4 32) START_OFF FADE NO_SOUND { model ("progs/flame.mdl"); } Short wall torch Makes crackling fire noise unless NO_SOUND is set */ /*QUAKED light_torch_long_walltorch (1 1 0) (-8 -8 -48) (8 8 24) START_OFF FADE NO_SOUND { model ("progs/flame3.mdl"); } Long wall torch Makes crackling fire noise unless NO_SOUND is set */ /*QUAKED light_flame_small_yellow (1 1 0) (-4 -4 -12) (4 4 16) START_OFF FADE NO_SOUND { model ("progs/flame2.mdl"); } Small yellow flame Makes crackling fire noise unless NO_SOUND is set */ /*QUAKED light_flame_large_yellow (1 1 0) (-8 -8 -12) (8 8 40) START_OFF FADE NO_SOUND { model ( { "path" : "progs/flame2.mdl", "frame" : 1 } ); } Large yellow flame Makes crackling fire noise unless NO_SOUND is set */ /*QUAKED light_flame_sprite (1 1 0) (-16 -16 0) (16 16 40) START_OFF FADE NO_SOUND Large yellow flame sprite Makes crackling fire noise See the "light" entity for a full description */ /*QUAKED misc_model (0 0 1) (-16 -16 -16) (16 16 16) SOLID X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path" : mdl, "skin" : skin, "frame": frame}); } Custom map object. Non-solid by default. Keys: "mdl" "name" - model to load, e.g. "progs/grenade.mdl" "pos1", "pos2" "vector" - bounding box size. if not defined it will default to '-16 -16 -16', '16 16 16' "skin" "n" - model or sprite skin "frame" "n" - model or sprite frame Spawnflags: SOLID - Model is solid */ /*QUAKED misc_demon_dead (1 0 0) (-32 -32 -24) (32 32 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/demon.mdl","frame":53}); } Dead Fiend */ /*QUAKED misc_demon_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_demon.mdl"); } Fiend Head */ /*QUAKED misc_dog_dead_1 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/dog.mdl","frame":16}); } Dead dog */ /*QUAKED misc_dog_dead_2 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/dog.mdl","frame":25}); } Dead dog */ /*QUAKED misc_dog_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_dog.mdl"); } dog Head */ /*QUAKED misc_enforcer_dead_1 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/enforcer.mdl","frame":54}); } Dead Enforcer */ /*QUAKED misc_enforcer_dead_2 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/enforcer.mdl","frame":65}); } Dead Enforcer */ /*QUAKED misc_enforcer_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_mega.mdl"); } Enforcer Head */ /*QUAKED misc_fish_dead (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/fish.mdl","frame":38}); } Dead Fish */ /*QUAKED misc_hknight_dead_1 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/hknight.mdl","frame":53}); } Dead Death Knight */ /*QUAKED misc_hknight_dead_2 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/hknight.mdl","frame":62}); } Dead Death Knight */ /*QUAKED misc_hknight_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_hellkn.mdl"); } Death Knight Head */ /*QUAKED misc_knight_dead_1 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/knight.mdl","frame":85}); } Dead Knight */ /*QUAKED misc_knight_dead_2 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/knight.mdl","frame":96}); } Dead Knight */ /*QUAKED misc_knight_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_knight.mdl"); } Knight Head */ /*QUAKED misc_ogre_dead_1 (1 0 0) (-32 -32 -24) (32 32 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/ogre.mdl","frame":125}); } Dead Ogre */ /*QUAKED misc_ogre_dead_2 (1 0 0) (-32 -32 -24) (32 32 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/ogre.mdl","frame":135}); } Dead Ogre */ /*QUAKED misc_ogre_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_ogre.mdl"); } Ogre Head */ /*QUAKED misc_shalrath_dead (1 0 0) (-32 -32 -24) (32 32 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/shalrath.mdl","frame":22}); } Dead Vore */ /*QUAKED misc_shalrath_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_shal.mdl"); } Vore Head */ /*QUAKED misc_shambler_dead (1 0 0) (-32 -32 -24) (32 32 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/shambler.mdl","frame":93}); } Dead Shambler */ /*QUAKED misc_shambler_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_shams.mdl"); } Shambler Head */ /*QUAKED misc_soldier_dead_1 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/soldier.mdl","frame":28}); } Dead Grunt */ /*QUAKED misc_soldier_dead_2 (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/soldier.mdl","frame":28}); } Dead Grunt */ /*QUAKED misc_soldier_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_guard.mdl"); } Grunt Head */ /*QUAKED misc_wizard_dead (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/wizard.mdl","frame":53}); } Dead Scrag */ /*QUAKED misc_wizard_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_wizard.mdl"); } Scrag Head */ /*QUAKED misc_zombie_dead (1 0 0) (-16 -16 -24) (16 16 0) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ({"path":"progs/zombie.mdl","frame":172}); } Dead Zombie */ /*QUAKED misc_zombie_head (1 0 0) (-16 -16 0) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/h_zombie.mdl"); } Zombie Head */ /*QUAKED func_plat (0 .5 .8) ? LOW_TRIGGER X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM A platform that moves vertically up and down. Plats are always drawn in the map editor in the "up" position, so they will light correctly. They are then moved to the down position on map load. Plats spawn a trigger field that cause the plat to rise when a player touches it. By default this trigger field spans the entire height of the plat. The plat will stay in the up position as long as the player is touching the trigger and will fall again when they step off. The plat will move a distance of its "height" minus any "lip". If the plat has a "targetname", it will start disabled in the up position until it is triggered, when it will lower and behave like a normal plat. Spawnflags: LOW_TRIGGER - the plat trigger field is spawned only at the bottom of the plat. Keys: "dmg" - damage to deal if blocked. default 1. "speed" - speed of movement. default 150. "lip" - amount of height to leave at end of move. this should usually be the height of the component of your plat that a player can step upon. default 8. "height" - override the movement distance, which by default is calculated from the height of the actual brush minus any lip. "wait" - time to wait at top before returning. default 3. "sounds" - -1) custom, see below 0) chain slow 1) base fast 2) chain slow (default) 3) base alternative "noise" - sound to play at start of plat movement. tip: can contain looped segments. "noise1" - sound to play at end of plat movement. */ /*QUAKED func_train (0 .5 .8) ? Trains are moving platforms that players can ride. Must target a series of 'path_corner' entities. The targets origin specifies the min point of the train at each corner. It will always position itself on its first target at map load. If a targetname is set, it must be triggered to start moving, otherwise it will start immediately. speed default 100 dmg default 2 sounds -1) custom, set "noise" and "noise1" 0) none 1) ratchet metal */ /*QUAKED misc_teleporttrain (.5 .5 .5) (-16 -16 -16) (16 16 16) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("progs/teleport.mdl"); } Floating teleporter target for final boss level. Must target a series of 'path_corner' entities. It will always position itself on its first target at map load. If a targetname is set, it must be triggered to start moving, otherwise it will start immediately. speed default 100 */ /*QUAKED misc_explobox (1 .5 0) (0 0 0) (32 32 64) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("maps/b_explob.bsp"); } Large explosive box If "targetname" is set, cannot be shot and must be triggered. Keys: "targetname" - if set, cannot be shot and must be triggered. "health" - override default health of 20. "dmg" - override default damage of 160. */ /*QUAKED misc_explobox2 (1 .5 0) (0 0 0) (32 32 32) X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model("maps/b_exbox2.bsp"); } Small explosive box Keys: "targetname" - if set, cannot be shot and must be triggered. "health" - override default health of 20. "dmg" - override default damage of 160. */ /*QUAKED func_explosive (1 .5 0) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Brush that explodes when shot or triggered Keys: "targetname" - if set, cannot be shot and must be triggered. "health" - override default health of 20. "dmg" - override default damage of 160. */ /*QUAKED misc_fireball (1 .5 0) (-8 -8 -8) (8 8 8) SOUNDS X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM { model ("progs/lavaball.mdl"); } Flying lava balls Keys: speed - set the vertical speed of fireballs. default 1000. wait - delay between fireballs (with some randomness). default 3 seconds. count - number of fireballs to launch. default 1. dmg - damage dealt by fireballs. default 20. targetname - if set, must be triggered to activate. Spawnflags: SOUNDS - if set, fireballs will make a whooshing sound when launched. */ /*QUAKED trap_spikeshooter (1 .5 0) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER Fires projectiles when triggered. Keys: "angle" - direction of movement Spawnflags: If no spawnflag is set, shoots regular nails. SUPERSPIKE - fire supernails LASER - fire enforcer lasers */ /*QUAKED trap_shooter (1 .5 0) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER Continuously fires projectiles. Keys: "angle" - direction of movement "wait" - time between shots "nextthink" - delay on first shot, so shooters can be staggered. Spawnflags: If no spawnflag is set, shoots regular nails. SUPERSPIKE - fire supernails LASER - fire enforcer lasers */ /*QUAKED trigger_multiple (.5 .5 .5) ? NOTOUCH X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Variable sized repeatable trigger. Keys: "target" - entities to trigger upon firing "killtarget" - entities to remove upon firing "message" - will be printed to player upon activation "delay" - will wait after activation before firing "health" - if set, trigger must be killed to activate "wait" - time between triggers. default 0.2 "sounds" - 0) none 1) secret 2) beep beep 3) large switch "angle" - player must be facing this direction to activate the trigger. 0 is assumed to mean no restriction, so use 360 for an angle of 0. Spawnflags: If NOTOUCH is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay. */ /*QUAKED trigger_once (.5 .5 .5) ? NOTOUCH X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Variable sized trigger. Triggers once, then removes itself. Keys: "target" - entities to trigger upon firing "killtarget" - entities to remove upon firing "message" - will be printed to player upon activation "delay" - will wait after activation before firing "health" - if set, trigger must be killed to activate "wait" - time between triggers. default 0.2 "sounds" - 0) none 1) secret 2) beep beep 3) large switch "angle" - player must be facing this direction to activate the trigger. 0 is assumed to mean no restriction, so use 360 for an angle of 0. Spawnflags: If NOTOUCH is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay. */ /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. It can contain targets, killtargets, delays, and messages. */ /*QUAKED trigger_secret (.5 .5 .5) ? NOTOUCH X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Variable sized secret counter trigger. Triggers once, then removes itself. Keys: "target" - entities to trigger upon firing "killtarget" - entities to remove upon firing "message" - will be printed to player upon activation. default "You found a secret area!" "delay" - will wait after activation before firing "health" - if set, trigger must be killed to activate "sounds" - 1) secret (default) 2) beep beep 3) large switch "angle" - player must be facing this direction to activate the trigger. 0 is assumed to mean no restriction, so use 360 for an angle of 0. Spawnflags: If NOTOUCH is set, the trigger is only fired by other entities, not by touching. NOTOUCH has been obsoleted by trigger_relay. */ /*QUAKED trigger_counter (.5 .5 .5) ? NOMESSAGE X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Acts as an intermediary for an action that takes multiple inputs - cannot be interacted with directly. It will print "Only X more to go.." when triggered and "Sequence completed!" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. Spawnflags: NOMESSAGE - don't display any messages */ /*QUAKED trigger_setskill (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Trigger that sets "skill" to the value of "message". */ /*QUAKED trigger_onlyregistered (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Only fires if playing the registered version, otherwise prints the message. */ /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM When the player touches this trigger, they get sent to the map listed in the "map" key. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display the end of level stats. */ /*QUAKED trigger_hurt (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM A trigger that damages anything alive that touches it. Keys: dmg - damage to deal. default 5. wait - time in seconds between causing damage. default 1 */ /*QUAKED trigger_void (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM A variable sized trigger designed for "void" areas that removes items, projectiles and monsters touching it. Always kills the player regardless of pentagram or armor. */ /*QUAKED trigger_ladder (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Invisible ladder trigger. When the player is touching this trigger, they can climb by holding jump. If "angle" is set, the player must face that direction to climb the ladder. An angle of 0 is assumed to mean no direction, so use an angle of 360 instead. */ /*QUAKED trigger_monsterjump (.5 .5 .5) ? X X X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Walking monsters that touch this will jump at a set "speed" and "height" according to "angle" Keys: "angle" - angle to fling monsters "speed" - defaults to 200, the speed thrown forward "height" - defaults to 200, the speed thrown upwards "netname" - only monsters with this classname will be affected, e.g. "monster_shambler" */ /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE NO_SOUND X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Pushes the player in the direction of "angle" at "speed" and makes the flying wind sound. Note that "speed" will be multiplied by a factor of 10, so 30 = 300 Use an "angle" of 360 for 0, -1 for up and -2 for down. Set "noise" for a custom sound Set PUSH_ONCE to remove after first use. Set NO_SOUND to make silent. */ /*QUAKED trigger_teleport (.5 .5 .5) ? PLAYER_ONLY SILENT X X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD NOT_IN_DM Variable sized trigger that teleports players and monsters to a destination marker. "target" must be set to an info_teleport_destination with a matching "targetname" field. If the trigger_teleport has a "targetname", it will only teleport entities once it has been triggered. This is used in id1 for teleporting monsters - this has been obsoleted by the MONSTER_TELEPORT flag. Spawnflags: PLAYER_ONLY - just players, not monsters SILENT - don't spawn ambient teleporter noise */ /*QUAKED worldspawn (0 0 0) ? The world entity. Keys: "message" "name" - Map name "sounds" "n" - CD / Music track to play "worldtype" "n": 0 - medieval, 1 - metal, 2 - base */ /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush { model ("progs/ogre.mdl"); } Ogre. */ /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush { model ("progs/demon.mdl"); } Fiend. */ /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush { model ("progs/shambler.mdl"); } Shambler. */ /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush { model ("progs/knight.mdl"); } Knight. */ /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush { model ("progs/soldier.mdl"); } Grunt. */ /*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush { model ("progs/wizard.mdl"); } Scrag. */ /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush { model ("progs/dog.mdl"); } Rottweiler. */ /*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) CRUCIFIED AMBUSH TELEPORT X X X X X NOT_IN_EASY NOT_IN_NORMAL NOT_IN_HARD { model ( {{ spawnflags & 2 -> { "path" : "progs/zombie.mdl", "frame" : 192 }, "progs/zombie.mdl" }} ); } Zombie. */ /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) { model ("progs/boss.mdl"); } Chthon, for Boss levels. Must be triggered to activate. */ /*QUAKED event_lightning (0 1 1) (-8 -8 -8) (8 8 8) Triggerable lightning event for Chthon only. You must have two func_door's in the level which both contain a target of "lightning" (not targetname!) */ /*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush { model ("progs/tarbaby.mdl"); } Spawn. */ /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush { model ("progs/hknight.mdl"); } Death knight. */ /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush { model ("progs/fish.mdl"); } Rotfish. */ /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush { model ({ "path" : "progs/shalrath.mdl", "frame": 23 }); } Vore. */ /*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH { model ("progs/enforcer.mdl"); } Enforcer. Grunt, Mark Two. Grunts who are surlier and beefier than the rest get outfitted in combat armor and built-in blasters. */ /*QUAKED monster_oldone (1 0 0) (-160 -128 -24) (128 128 256) { model ("progs/oldone.mdl"); } Shub-Niggurath. */