// // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Map name" worldtype(choices) : "Ambience" : 0 = [ 0 : "Medieval" 1 : "Metal/Runic" 2 : "Base" ] sounds(float) : "CD/music track to play" : "0" fog(string) : "Fog (density red green blue)" : "0 0 0 0" sky(string) : "Skybox (placed in gfx\env\" gravity(float) : "Map gravity" : 800 // // ericw-tools // _minlight(float) : "Minlight" : 0 _minlight_color(color) : "Minlight color" : "255 255 255" _dist(float) : "Scale fade distance" : 1 _range(float) : "Scale brightness range" : 0.5 _sunlight(float) : "Sunlight" : 0 _anglescale(float) : "Sunlight angle scale" : 0.5 _sunlight_mangle(vector) : "Sunlight angle" : "0 -90 0" _sunlight_penumbra(float) : "Sunlight penumbra width" : 0 _sunlight_color(color) : "Sunlight color" : "255 255 255" _sunlight2(float) : "Sunlight2" : 0 _sunlight_color2(color) : "Sunlight2 color" : "255 255 255" _sunlight3(float) : "Sunlight3" : 0 _sunlight_color3(color) : "Sunlight3 color" : "255 255 255" _dirt(choices) : "Dirtmapping" : 0 = [ 0 : "No dirtmapping (default)" 1 : "Dirtmapping enabled" ] _sunlight_dirt(choices) : "Sunlight dirtmapping" : 0 = [ -1 : "Sunlight dirtmapping disabled" 0 : "Inherit from _dirt value" 1 : "Sunlight dirtmapping enabled" ] _sunlight2_dirt(choices) : "Sunlight2 dirtmapping" : 0 = [ -1 : "Sunlight2 dirtmapping disabled" 0 : "Inherit from _dirt value (default)" 1 : "Sunlight2 dirtmapping enabled" ] _minlight_dirt(choices) : "Minlight dirtmapping" : 0 = [ -1 : "Minlight dirtmapping disabled" 0 : "Inherit from _dirt value (default)" 1 : "Minlight dirtmapping enabled" ] _dirtmode(choices) : "Dirtmapping mode" : 0 = [ 0 : "Ordered (default)" 1 : "Random" ] _dirtdepth(float) : "Dirtmapping depth" : 128 _dirtscale(float) : "Dirtmapping scale" : 1 _dirtgain(float) : "Dirtmapping gain" : 1 _dirtangle(float) : "Dirtmapping angle" : 88 _gamma(float) : "Gamma" : 1 _lightmap_scale(float) : "Lightmap scale" : 0 _bounce(choices) : "Bounce lighting" : 0 = [ 0 : "Disable bounce lights (default)" 1 : "Enable bounce lights" ] _bouncescale(float) : "Bounce lighting scale" : 1 _bouncecolorscale(choices) : "Bounce lighting color scale" : 0 = [ 0 : "Ignore map textures" 1 : "Multiply bounce lights by texture color" ] _bouncestyled(choices) : "Bounce styled lights" : 0 = [ 0 : "Do not bounce styled lights (default)" 1 : "Bounce styled lights" ] _spotlightautofalloff(choices) : "Spotlight auto falloff" : 0 = [ 0 : "Do not calculate auto falloff (default)" 1 : "Calculate from targeted info_null" ] ] // // base classes // @BaseClass = Appearflags [ spawnflags(Flags) = [ 256 : "Not in Easy" 512 : "Not in Normal" 1024 : "Not in Hard" 2048 : "Not in Deathmatch" 4096 : "Not in Co-op" 8192 : "Co-op only" ] ] @BaseClass = Targetname [ targetname(target_source) : "Targetname" ] @BaseClass = Target [ target(target_destination) : "Target" killtarget(target_destination) : "Killtarget" message(string) : "Message" delay(float) : "Delay" ] // // info entities // @BaseClass base(Appearflags) size(-16 -16 -24, 16 16 32) model({"path":"progs/player.mdl","frame":12}) color(0 128 0) = InfoPlayer [] @PointClass base(InfoPlayer) = info_player_start : "Player start" [] @PointClass base(InfoPlayer) = info_player_start2 : "Player episode return point" [] @PointClass base(InfoPlayer) = info_player_coop : "Player co-operative start" [] @PointClass base(InfoPlayer) = info_player_deathmatch : "Player deathmatch start" [] @PointClass base(InfoPlayer) = info_player_test : "Player start for developer mode" [] @PointClass size(-16 -16 0, 16 16 56) base(Targetname) = info_teleport_destination : "Teleporter destination" [] @PointClass base(Targetname) = info_null : "Positional target for spotlights, etc" [] @PointClass base(Appearflags) = info_intermission : "Intermission camera" [ mangle(string) : "Mangle (Pitch Yaw Roll)" ] // // items // @BaseClass base(Appearflags, Target) color(0 0 192) = Item [] // ammo @BaseClass base(Item) size(0 0 0, 32 32 56) = Ammo [ spawnflags(flags) = [ 1 : "Large Box" ] ] @PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_shell1.bsp", "maps/b_shell0.bsp"}}) = item_shells : "Shells" [] @PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_nail1.bsp", "maps/b_nail0.bsp"}}) = item_spikes : "Nails" [] @PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_rock1.bsp", "maps/b_rock0.bsp"}}) = item_rockets : "Rockets" [] @PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_batt1.bsp", "maps/b_batt0.bsp"}}) = item_cells : "Cells" [] // backpack @PointClass base(Item) size(-16 -16 0, 16 16 56) model("progs/backpack.mdl") = item_backpack : "Backpack" [ ammo_shells(float) : "Shells" : 40 ammo_nails(float) : "Nails" : 50 ammo_rockets(float) : "Rockets" : 10 ammo_cells(float) : "Cells" : 12 items(choices) : "Weapon" : 0 = [ 4096: "Axe" 1: "Shotgun" 2: "Double-barreled shotgun" 4: "Nailgun" 8: "Perforator" 16: "Grenade Launcher" 32: "Rocket Launcher" 64: "Thunderbolt" ] ] // health @PointClass base(Item) size(0 0 0, 32 32 56) model({{spawnflags & 1 -> "maps/b_bh10.bsp", spawnflags & 2 -> "maps/b_bh100.bsp", "maps/b_bh25.bsp"}}) = item_health : "Health Box (25 points)" [ spawnflags(flags) = [ 1 : "Rotten (15 points)" 2 : "Megahealth (100 points)" ] ] // powerups @BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Powerup [] @PointClass base(Powerup) model("progs/suit.mdl") = item_artifact_envirosuit : "Biosuit" [] @PointClass base(Powerup) model("progs/quaddama.mdl") = item_artifact_super_damage : "Quad Damage" [] @PointClass base(Powerup) model("progs/invulner.mdl") = item_artifact_invulnerability : "Pentagram of Protection" [] @PointClass base(Powerup) model("progs/invisibl.mdl") = item_artifact_invisibility : "Ring of Shadows" [] // armor @BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Armor [] @PointClass base(Armor) model("progs/armor.mdl") = item_armor1 : "Green Armor" [] @PointClass base(Armor) model({"path": "progs/armor.mdl", "skin": 1}) = item_armor2 : "Yellow Armor" [] @PointClass base(Armor) model({"path": "progs/armor.mdl", "skin": 2}) = item_armorInv : "Red Armor" [] // keys @BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Key [] @PointClass base(Key) model({"path": "progs/key_med.mdl", "skin": 0}) = item_key1 : "Silver Key" [] @PointClass base(Key) model({"path": "progs/key_med.mdl", "skin": 1}) = item_key2 : "Gold Key" [] @PointClass base(Key) model({{spawnflags & 2 -> "progs/end2.mdl", spawnflags & 4 -> "progs/end3.mdl", spawnflags & 8 -> "progs/end4.mdl", "progs/end1.mdl"}}) = item_sigil : "End of Episode Rune" [ spawnflags(Flags) = [ 1 : "Episode 1" 2 : "Episode 2" 4 : "Episode 3" 8 : "Episode 4" ] ] // // weapons // @BaseClass base(Item) size(-16 -16 0, 16 16 56) = Weapon [] @PointClass base(Weapon) model("progs/g_shot.mdl") = weapon_supershotgun : "Double-barrelled Shotgun" [] @PointClass base(Weapon) model("progs/g_nail.mdl") = weapon_nailgun : "Nailgun" [] @PointClass base(Weapon) model("progs/g_nail2.mdl") = weapon_supernailgun : "Perforator" [] @PointClass base(Weapon) model("progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade Launcher" [] @PointClass base(Weapon) model("progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket Launcher" [] @PointClass base(Weapon) model("progs/g_light.mdl") = weapon_lightning : "Thunderbolt" [] // // monsters // @BaseClass base(Appearflags, Targetname, Target) color(192 0 0) = Monster [ spawnflags(Flags) = [ 1 : "Ambush" 4 : "Teleport" ] ] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/soldier.mdl") = monster_army : "Grunt" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 40) model("progs/dog.mdl") = monster_dog : "Rottweiler" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/ogre.mdl") = monster_ogre : "Ogre" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/knight.mdl") = monster_knight : "Knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/hknight.mdl") = monster_hell_knight : "Death Knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/wizard.mdl") = monster_wizard : "Scrag" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/demon.mdl") = monster_demon1 : "Fiend" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/shambler.mdl") = monster_shambler : "Shambler" [] @PointClass base(Monster) size(-128 -128 -24, 128 128 256) model("progs/boss.mdl") = monster_boss : "Chthon" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/enforcer.mdl") = monster_enforcer : "Enforcer" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/shalrath.mdl") = monster_shalrath : "Vore" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/tarbaby.mdl") = monster_tarbaby : "Spawn" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 24) model("progs/fish.mdl") = monster_fish : "Rotfish" [] @PointClass base(Monster) size(-160 -128 -24, 160 128 256) model("progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({{spawnflags & 1 -> {"path":"progs/zombie.mdl", "frame":192}, "progs/zombie.mdl"}}) = monster_zombie : "Zombie" [ // stupid zombie flags spawnflags(Flags) = [ 1 : "Crucified" 2 : "Ambush" 4 : "Teleport" ] ] // // lights // @BaseClass color(192 192 32) = Light [ light(float) : "Light intensity" : 300 wait(float) : "Scale fade distance" : 1 delay(choices) : "Attenuation" : 0 = [ 0 : "Linear attenuation (default)" 1 : "1/x attenuation" 2 : "1/(x^2) attenuation" 3 : "No attenuation" 4 : "Local minlight" 5 : "1/(x^2) attenuation - variation" ] _falloff(float) : "Falloff distance" _color(color) : "Light color" target(target_destination) : "Spotlight target" mangle(string) : "Spotlight angle (Yaw Pitch Roll)" : "0 0 0" angle(float) : "Spotlight angle width" : 40 _softangle(float) : "Inner spotlight angle width" : 0 targetname(string) : "Targetname for a switchable light" style(choices) : "Animated light style" : 0 = [ 0 : "Normal" 1 : "Flicker A" 2 : "Slow, strong pulse" 3 : "Candle A" 4 : "Fast strobe" 6 : "Flicker B" 5 : "Gentle pulse" 7 : "Candle B" 8 : "Candle C" 9 : "Slow strobe" 10: "Fluorescent flicker" 11: "Slow pulse, noblack" 12: "Blink on/off" ] style2(choices) : "Switchable light animated style" : 0 = [ 0 : "Normal" 1 : "Flicker A" 2 : "Slow, strong pulse" 3 : "Candle A" 4 : "Fast strobe" 6 : "Flicker B" 5 : "Gentle pulse" 7 : "Candle B" 8 : "Candle C" 9 : "Slow strobe" 10: "Fluorescent flicker" 11: "Slow pulse, noblack" 12: "Blink on/off" ] _anglescale(float) : "Light angle scale" : 0.5 _dirt(choices) : "Light dirtmapping" : 0 = [ -1 : "Disable dirtmapping" 0 : "Inherit from worldspawn _dirt" 1 : "Dirtmapping enabled" ] _dirtscale(float) : "Light dirtmapping scale" : 1 _dirtgain(float) : "Light dirtmapping gain" : 1 _deviance(float) : "Light sphere radius" : 0 _samples(float) : "Light sphere samples" : 16 _surface(string) : "Surface light texturename" _surface_offset(float) : "Surface light offset" : 2 _surface_spotlight(choices) : "Surface light spotlight" : 0 = [ 0 : "Not a spotlight" 1 : "Spotlight" ] _project_texture(string) : "Project texturename" _project_mangle(string) : "Project texture angle (yaw pitch roll)" : "0 0 0" _project_fov(float) : "Project texture fov" : 90 _bouncescale(float) : "Bounce lighting scale" : 1 _sun(float) : "Turn light into a sunlight" : 0 ] @BaseClass base(Light) = ToggleLight [ spawnflags(Flags) = [ 1 : "Start off" 2 : "Fade in/out" ] ] @BaseClass base(Light) = TorchLight [ spawnflags(Flags) = [ 1 : "No sound" ] ] @PointClass base(ToggleLight) = light : "Invisible lightsource" [] @PointClass base(ToggleLight) = light_fluoro : "Invisible lightsource, with fluorescent hum" [] @PointClass base(ToggleLight) = light_fluorospark : "Invisible lightsource, with broken sparking fluorescent sound" [] @PointClass base(Light) = light_globe : "Globe sprite light" [] @PointClass size(-4 -4 -12, 4 4 16) base(TorchLight) model("progs/flame2.mdl") = light_flame_small_yellow : "Small yellow flame" [] @PointClass size(-10 -10 -12, 12 12 18) base(TorchLight) model({"path":"progs/flame2.mdl","frame":1}) = light_flame_large_yellow : "Large yellow flame" [] @PointClass size(-4 -4 -16, 4 4 22) base(TorchLight) model("progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" [] @PointClass size(-8 -8 -48, 8 8 24) base(TorchLight) model("progs/flame3.mdl") = light_torch_long_walltorch : "Large walltorch" [] // // Misc // // air bubbles @PointClass base(Appearflags) color (0 255 255) = air_bubbles : "Air bubbles" [] // boss lightning @PointClass base(Appearflags, Targetname) color(0 255 255) = event_lightning : "Boss lightning" [] // misc_model @PointClass base(Appearflags) model({"path":mdl,"skin":skin,"frame":frame}) = misc_model : "Decorative model" [ mdl(string) : "Model" frame(float) : "Pose" skin(float) : "Skin" pos1(string) : "Bounding Box Mins" : "-16 -16 -16" pos2(string) : "Bounding Box Maxs" : "16 16 16" spawnflags(Flags) = [ 1 : "Solid" ] ] @PointClass model({"path":"progs/shambler.mdl",frame:"93"}) size(-32 -32 -24, 32 32 0) = misc_shambler_dead : "Dead Shambler" [] @PointClass model("progs/h_shams.mdl") size(-16 -16 0, 16 16 16) = misc_shambler_head : "Shambler Head" [] @PointClass model({"path":"progs/soldier.mdl",frame:"17"}) size(-16 -16 -24, 16 16 0) = misc_soldier_dead_1 : "Dead Soldier" [] @PointClass model({"path":"progs/soldier.mdl",frame:"28"}) size(-16 -16 -24, 16 16 0) = misc_soldier_dead_2 : "Dead Soldier" [] @PointClass model("progs/h_guard.mdl") size(-16 -16 0, 16 16 16) = misc_soldier_head : "Soldier Head" [] @PointClass model({"path":"progs/zombie.mdl",frame:"172"}) size(-16 -16 -24, 16 16 0) = misc_zombie_dead : "Dead Zombie" [] @PointClass model("progs/h_zombie.mdl") size(-16 -16 0, 16 16 16) = misc_zombie_head : "Zombie Head" [] @PointClass model({"path":"progs/wizard.mdl",frame:"53"}) size(-16 -16 -24, 16 16 0) = misc_wizard_dead : "Dead Scrag" [] @PointClass model("progs/h_wizard.mdl") size(-16 -16 0, 16 16 16) = misc_wizard_head : "Scrag Head" [] @PointClass base(Appearflags) size(-16 -16 -16, 16 16 16) model("progs/teleport.mdl") = misc_teleporttrain : "Teleport train" [ target(target_destination) : "Target" targetname(target_source) : "Targetname" ] // // traps // @BaseClass color (255 0 255) = Trap [] @PointClass base(Trap, Appearflags) model("progs/lavaball.mdl") = misc_fireball : "Lava balls" [ speed(float) : "Speed of lava balls" : 1000 wait(float) : "Delay between lava ball launches" : 3 count(float) : "Number of lava balls to launch" : 1 dmg(float) : "Damage dealt by lava balls" : 20 ] @PointClass base(Trap, Appearflags) size(0 0 0, 32 32 32) model("maps/b_exbox2.bsp") = misc_explobox2 : "Small explosive box" [] @PointClass base(Trap, Appearflags) size(0 0 0, 32 32 64) model("maps/b_explob.bsp") = misc_explobox : "Large explosive box" [] @PointClass base(Trap, Targetname) = trap_spikeshooter : "Triggered shooter" [ spawnflags(Flags) = [ 1 : "Superspike" 2 : "Laser" ] ] @PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" [] // // ambient sounds // @BaseClass color(128 0 128) = Ambient [] @PointClass base(Ambient) = ambient_comp_hum : "Computer humming and beeps" [] @PointClass base(Ambient) = ambient_drip : "Water dripping" [] @PointClass base(Ambient) = ambient_drone : "Drone" [] @PointClass base(Ambient) = ambient_fire : "Crackling fire" [] @PointClass base(Ambient) = ambient_flouro_buzz : "Broken sparking fluorescent light" [] @PointClass base(Ambient) = ambient_light_buzz : "Fluorescent light hum" [] @PointClass base(Ambient) = ambient_suck_wind : "Sucking wind" [] @PointClass base(Ambient) = ambient_swamp1 : "Swamp 1" [] @PointClass base(Ambient) = ambient_swamp2 : "Swamp 2" [] @PointClass base(Ambient) = ambient_teleport : "Teleporter hum" [] @PointClass base(Ambient) = ambient_thunder : "Thunder" [] @PointClass base(Ambient) = ambient_water : "Water" [] @PointClass base(Ambient) = ambient_wind : "Wind" [] // // brush models // @baseclass = BrushModel [ // ericw-tools light _minlight(float) : "Minlight" : 0 _minlight_exclude(string) : "Minlight exclude texture name" _mincolor(color255) : "Minlight color" : "255 255 255" _shadow(choices) : "Shadow" : 0 = [ 0 : "Do not cast shadows (default)" 1 : "Cast shadows" ] _shadowself(choices) : "Shadow self only" : 0 = [ 0 : "Do not shadow self only (default)" 1 : "Shadow self only" ] _shadowworldonly(choices) : "Shadow world only" : 0 = [ 0 : "Do not shadow world only (default)" 1 : "Shadow world only" ] _switchableshadow(choices) : "Switchable shadow" : 0 = [ 0 : "No switchable shadow (default)" 1 : "Switchable shadow" ] _dirt(choices) : "Dirtmapping" : 0 = [ -1 : "Disable dirtmapping" 0 : "Inherit from worldspawn (default)" ] _phong(choices) : "Phong shading" : 0 = [ 0 : "Disable phong shading (default)" 1 : "Enable phong shading" ] _phong_angle(float) : "Phong shading angle" : 89 _phong_angle_concave(float) : "Phone shading angle for concave joints" : 0 _lightignore(choices) : "Minlight only" : 0 = [ 0 : "Do not ignore light (default)" 1 : "Receive minlight only" ] // ericw-tools qbsp _lmscale(float) : "Lightmap scale" : 0 _mirrorinside(choices) : "Mirror inside faces" : 0 = [ 0 : "Do not mirror inside faces (default)" 1 : "Mirror inside faces" ] ] @baseclass = DetailModel [ // ericw-tools light _minlight(float) : "Minlight" : 0 _mincolor(color255) : "Minlight color" : "255 255 255" _shadow(choices) : "Shadow" : 0 = [ -1 : "Do not cast shadows" 0 : "Cast shadows (default)" ] _dirt(choices) : "Dirtmapping" : 0 = [ -1 : "Disable dirtmapping" 0 : "Inherit from worldspawn (default)" ] _phong(choices) : "Phong shading" : 0 = [ 0 : "Disable phong shading (default)" 1 : "Enable phong shading" ] _phong_angle(float) : "Phong shading angle" : 89 _phong_angle_concave(float) : "Phone shading angle for concave joints" : 0 // ericw-tools qbsp _lmscale(float) : "Lightmap scale" : 0 _mirrorinside(choices) : "Mirror inside faces" : 0 = [ 0 : "Do not mirror inside faces (default)" 1 : "Mirror inside faces" ] ] @SolidClass base(Appearflags, Targetname, Target, BrushModel) = func_door : "Door" [ spawnflags(flags) = [ 1 : "Start Open" 4 : "Don't Link" 8 : "Gold Key needed" 16: "Silver Key needed" 32: "Toggle" ] speed(float) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 1: "Stone" 2: "Base" 3: "Stone Chain" 4: "Screechy Metal" ] wait(choices) : "Delay before close" : 3 = [ -1 : "Stays open" ] lip(float) : "Lip remaining at end of move" : 8 dmg(float) : "Damage inflicted when blocked" : 2 health(float) : "Health (shoot open)" : 0 ] @SolidClass base(Appearflags, Targetname, BrushModel) = func_door_secret : "Secret door" [ spawnflags(flags) = [ 1 : "Open once only" 2 : "Moves left first" 4 : "Moves down first" 8 : "Not shootable" 16 : "Always shootable" ] speed(float) : "Speed" : 50 t_width(float) : "First move length" t_length(float) : "Second move length" dmg(float) : "Damage when blocked" : 2 wait(choices) : "Delay before close" : 5 = [ -1 : "Stay open" ] sounds(choices) : "Sounds" : 3 = [ 1: "Medieval" 2: "Metal" 3: "Base" ] ] @SolidClass base(Appearflags, Targetname, Target, BrushModel) = func_breakable : "Breakable Brush Model" [ spawnflags(flags) = [ 1 : "Explode on destruction" 2 : "No explosion sprite" 4 : "No explosion sound" 8 : "Spawn smoke on destruction" ] style(choices) : "Preset Style" : 0 = [ 1 : "Base Crate" 2 : "Stone" ] mdl1(string) : "Debris Model 1" mdl2(string) : "Debris Model 2" mdl3(string) : "Debris Model 3" color(float) : "Particle Color (0-254, from palette)" noise1(string) : "Damage / bounce sound" noise2(string) : "Destruction sound" health(float) : "Damage required to destroy" : 30 count(float) : "Amount of debris to spawn" : 8 angle(float) : "Direction of debris movement" : 0 dmg(float) : "If explosive, damage to deal" ] @SolidClass base(Targetname, Appearflags, BrushModel) = func_wall : "Wall" [] @SolidClass = func_illusionary : "Non-solid wall" [] @SolidClass base(Target, Targetname, BrushModel) = func_button : "Button" [ speed(float) : "Speed" : 40 lip(float) : "Lip" : 4 health(float) : "Health" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(float) : "Delay before reset" : 1 ] @SolidClass base(Targetname, BrushModel) = func_train : "Moving platform" [ sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] speed(float) : "Speed" : 100 target(target_source) : "Target" dmg(float) : "Damage" : 2 ] @PointClass base(Targetname) size(16 16 16) = path_corner : "Next stop for a monster or train" [ target(target_source) : "Target" wait(float) : "Wait" : 0 ] @SolidClass base(Targetname, BrushModel) = func_plat : "Platform" [ spawnflags(Flags) = [ 1 : "Low trigger" : 0 ] speed(float) : "Speed" : 150 height(float) : "Travel height" : 0 sounds(choices) : "Sound" : 2 = [ 1: "Base" 2: "Medieval" ] dmg(float) : "Block damage" : 1 ] @SolidClass base(BrushModel) = func_episodegate : "Episode Gate" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] @SolidClass base(BrushModel) = func_bossgate : "Boss gate" [] // // triggers // @BaseClass color(255 255 255) base(Target, Targetname) = Trigger [ sounds(choices) : "Sounds " : 0 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" ] ] @SolidClass= trigger_changelevel : "Trigger: Change level" [ map(string) : "Next map" target(target_destination) : "Target" spawnflags(flags) = [ 1: "No Intermission" ] ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ health(float) : "Health" spawnflags(flags) = [ 1: "No Touch" ] ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(choices) : "Wait before reset" : 4 = [ -1 : "Never reset" ] health(float) : "Health" spawnflags(flags) = [ 1: "No Touch" ] ] @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" [] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ sounds(choices) : "Sound style" : 1 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" ] spawnflags(flags) = [ 1: "No Touch" ] ] @SolidClass base(Target, Targetname) = trigger_teleport : "Trigger: Teleport" [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] ] @SolidClass = trigger_setskill : "Trigger: Set Skill" [ message(choices) : "Skill to change to" : 1 = [ 0 : "Easy" 1 : "Medium" 2 : "Hard" 3 : "Nightmare!" ] ] @PointClass base(Trigger) = trigger_relay : "Trigger: relay" [] @SolidClass base(Targetname) = trigger_monsterjump : "Trigger: Monster Jump" [ speed(float) : "Jump Speed" : 200 height(float) : "Jump Height" : 200 ] @PointClass base(Target, Targetname) = trigger_counter : "Trigger: Counter" [ spawnflags(flags) = [ 1: "No Message" ] count(float) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_push : "Trigger: Push" [ spawnflags(flags) = [ 1: "Once Only" ] speed(float) : "Speed" : 1000 ] @SolidClass = trigger_hurt : "Trigger: Hurt" [ dmg(float) : "Damage" : 5 ] @SolidClass = trigger_ladder : "Trigger: Ladder" [ angle(float) : "Player facing direction - use 360 for a yaw of 0" : 0 ] // // ericw-tools // @PointClass = misc_external_map : "External map prefab" [ _external_map(string) : "Path" _external_map_classname(string) : "Classname" _external_map_angles(string) : "Angles" _external_map_angle(float) : "Yaw Angle" _external_map_scale(float) : "Scale" ] @SolidClass base(DetailModel) = func_group : "Brush group" [] @SolidClass base(DetailModel) = func_detail : "Detail brush" [] @SolidClass base(DetailModel) = func_detail_illusionary : "Non-solid detail brush" [] @SolidClass base(DetailModel) = func_detail_wall : "Detail brush that doesn't split world faces" [] @SolidClass base(DetailModel) = func_detail_fence : "Detail brush that doesn't split or clip world faces" [] @SolidClass base(DetailModel) = func_illusionary_visblocker : "Non-solid brush that blocks vis" []