//============================================================================= // ENTITIES DEF file // // MOD : AD v1.70 - (Arcane Dimensions) // Date : 31st December 2017 // Author : Simon "Sock" OCallaghan // Website: www.simonoc.com // Editor : GTK Radiant 1.3+, Trenchbroom 1 & 2 // Notes : Has the latest compiler options (maybe not all) // //============================================================================= // //============================================================================= // // WORLDSPAWN // //============================================================================= /*QUAKED worldspawn (0 0 0) ? x Only used for the world. -------- KEYS -------- worldtype : World type 0 = medieval, 1 = metal, 2 = base wad : list of Wad Files used by compiler (; for seperation) message : Title of map sounds : CD Music track to play (4-11) light : Ambient light level (eg 5) sky : 6 sided cube for sky brushes (night_) _range : Scales brightness range of all lights (useful for dirt) _dist : Scales the fade distance of all lights by a factor of n _anglescale : Scaling factor for how much influence the angle of incidence _gamma : Adjust brightness of final lightmap _sunlight : Brightness of SUN (eg 100) _sunlight_color : Red/Green/Blue (0.78 0.86 1.00) _sunlight_mangle : Angle of sunlight (eg 0 -90 0) _sun_mangle : Duplicate version of sunlight_mangle _sunlight_penumbra : Penumbra width, in degrees, of sunlight _sunlight_dirt : 1 = enables dirt mapping on sun // Ambient bounce light (multiple suns in a dome) _sunlight2 : Second SUN (eg 100) _sunlight2_color : Red/Green/Blue (0.78 0.86 1.00) _sunlight2_dirt : 1 = enables dirt mapping on sun 2 _sunlight3 : Third SUN! (ask MFX) _dirt : 1 = enables dirtmapping (ambient occlusion) on all lights _dirtmode : Choose between ordered (def=0) and randomized (1) _dirtscale : Scale factor used in dirt calculations, def=1 _dirtgain : Exponent used in dirt calculation, def=1 _dirtdepth : Maximum depth of occlusion checking, def=128 _minlight_dirt : 1 enables dirtmapping (ambient occlusion) on minlight gravity : gravity of map (default = 800) fog : console command (Den/R/G/B - '0.05 0.3 0.3 0.3') fog_density : Global fog density (works with trigger_fog) fog_colour : Global fog colour (XYZ = RGB) fog_dpextra : extra DP fog parameters, default - '1 0 8192 1024 32' water_alpha : Water Alpha, default - 1.00 particlemax : Amount of ACTIVE particles per map no_item_offset : All ammo/heal items use central point rotation no_item_rotate : No random rotated for all items no_zaware : Switch OFF zaware monster attacks no_sgprojectile : Switches OFF ALL shotgun projectiles no_sgcasing : Switches OFF ALL shotgun casings no_liquiddmg : Switch OFF liquid (slime/lava) monster damage knight_defskin : Default skin (0-3) type for new knight model bodyflrcheck : All monster dead body check floor for gravity bodyfadeaway : All monster dead bodies fade away sprite_particles : Switch all custom particles to sprites (builtin excluded) no_bigprojectiles : Switches OFF large player projectiles size mapvar_update : Update map variables (Range X->Y=Z) upgrade_axe : Upgrade Axe -1=disable, 1=enable upgrade_ssg : Upgrade Super Shotgun -1=disable, 1=enable upgrade_lg : Upgrade Lightning Gun -1=disable, 1=enable give_weapons : Bit flag for which weapons to give to the player take_weapons : 1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG (excludes Axe) max_health : Update player health if below this value reset_health : Reset player health to this value (1-100) currentammo : =1 reset inventory, =0 minimum values ammo_shells : Setup starting shell quanity (reset/minimum) ammo_nails : Setup starting nails quanity (reset/minimum) ammo_rockets : Setup starting rockets quanity (reset/minimum) ammo_cells : Setup starting cells quanity (reset/minimum) armortype : Armour type to start with 1=Green, 2=Yellow, 3=Red armorvalue : Quantity of armour to reset player (100/150/200) */ //============================================================================= // // AMBIENT SOUNDS // //============================================================================= /*QUAKED ambient_custom_sound (0.5 0.1 0.8) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x Play a sound on a periodic basis -------- KEYS -------- targetname : trigger entity (works with entity state system) target : targets to trigger each time sound is played volume : volume of sound (default 1, capped at 1) noise : primary sound (ambience/windgust1a.wav) noise1 : stop sound (anbience/switch_6off.wav) noise2 : random sound (ambience/windgust1b.wav) wait : random time between sounds (default 20, =-1 no random element) delay : minimum time between sounds (default 2) waitmin : Starting time (waitmin + random() x waitmin, =-1 no delay) waitmin2: 1 = Will not silence any playing sound if switching off impulse : channel on which to play sound (0-7) (0 automatic is default) speed : attenuation -1=no attenuation, 1=normal (default), 2=idle, 3=static, 4=quiet -------- SPAWNFLAGS -------- PLAYONCE : When triggered plays once STARTOFF : Starts off and waits for trigger -------- NOTES -------- Play a sound on a periodic basis */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_loop (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x x x x x x x x Custom ambient (must be looped) sound, CANNOT toggle/switch state -------- KEYS -------- volume : volume of sound (default 1, capped at 1) noise : custom sound to play (looped) -------- SPAWNFLAGS -------- -------- NOTES -------- Custom ambient (must be looped) sound, CANNOT toggle/switch state */ //----------------------------------------------------------------------------- /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Computer sound. */ /*QUAKED ambient_drip (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Dripping sound. */ /*QUAKED ambient_drone (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Drone sound. (slipgate) */ /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Fluorescent light sound. */ /*QUAKED ambient_hum1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Teleporter Hum sound. */ /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Buzzing light. */ /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x ID Wind sound. */ /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Swamp sound 1. */ /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Swamp sound 2. */ /*QUAKED ambient_thunder (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x Thunder sound. */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_water (0.3 0.6 1.0) (-16 -16 -8) (16 16 8) x Play a LOOPED water sound -------- KEYS -------- volume : volume of sound (default 0.75) noise : custom sound to play (default = ambience/water1.wav) -------- SPAWNFLAGS -------- -------- NOTES -------- Play a LOOPED water sound */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_rain (0.0 0.0 1.0) (-16 -16 -8) (16 16 8) x Play a rain sound (always starts off, must be triggered) -------- KEYS -------- targetname : name of entity (once triggered will keep looping) count : Setup WAV file (1=long dripping, 2(default)=short downpour) volume : volume of sound (0.4=dripping, 0.5=downpour) speed : attenuation (dripping=2, downpour=1) wait : -1 Will loop with no pause (always set) delay : time of sound (6.9=dripping, 2.9=downpour) -------- SPAWNFLAGS -------- -------- NOTES -------- Play a rain sound (always starts off, must be triggered) */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_chime (0.9 0.9 0.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x Play a CHIME sound on a periodic basis -------- KEYS -------- targetname : trigger entity (works with entity state system) volume : volume of sound (default 1) speed : attenuation (default 2) wait : random time between sounds (default 10) delay : minimum time between sounds (default 10) waitmin : Starting time (default = 10 + random() x 10) -------- SPAWNFLAGS -------- PLAYONCE : When triggered plays once STARTOFF : Starts off and waits for trigger -------- NOTES -------- Play a CHIME sound on a periodic basis */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_rumble (0.4 0.4 0.4) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x Play a RUMBLE sound on a periodic basis -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Setup WAV file (-1=random, 1-3, 0=def 1) lefty : 1 = Pick an alternative sound to randomly pick from volume : volume of sound (default 0.5) wait : random time between sounds (default 20) delay : minimum time between sounds (default 20) waitmin : Starting time (default = 6 + random() x 6) -------- SPAWNFLAGS -------- PLAYONCE : When triggered plays once STARTOFF : Starts off and waits for trigger -------- NOTES -------- Play a RUMBLE sound on a periodic basis */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_wind (0.8 0.8 1.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x Play a WIND sound on a periodic basis -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Setup WAV file (-1=random, 1-6, 0=def 1) lefty : 1 = Pick an alternative sound to randomly pick from speed : attenuation (default 2) wait : random time between sounds (default 10) delay : minimum time between sounds (default 10) waitmin : Starting time (default = 4 + random() x 4) -------- SPAWNFLAGS -------- PLAYONCE : When triggered plays once STARTOFF : Starts off and waits for trigger -------- NOTES -------- Play a WIND sound on a periodic basis */ //----------------------------------------------------------------------------- /*QUAKED ambient_custom_wood (0.5 0.3 0.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x Play a WOOD sound on a periodic basis -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Setup WAV file (-1=random, 1-4, 0=def 1) lefty : 1 = Pick an alternative sound to randomly pick from speed : attenuation (default 2) wait : random time between sounds (default 20) delay : minimum time between sounds (default 20) waitmin : Starting time (default = 8 + random() x 8) -------- SPAWNFLAGS -------- PLAYONCE : When triggered plays once STARTOFF : Starts off and waits for trigger -------- NOTES -------- Play a WOOD sound on a periodic basis */ //============================================================================= // // INFO entities // //============================================================================= /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night { model(":progs/player.mdl"); } DEFAULT starting point for a player -------- KEYS -------- target : triggered target(s) when used as a client destination angle : Starting view angle -------- SPAWNFLAGS -------- -------- NOTES -------- DEFAULT starting point for a player */ //----------------------------------------------------------------------------- /*QUAKED info_player_start2 (0.9 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night { model(":progs/player.mdl"); } Starting point for players with runes or startspawn2 system -------- KEYS -------- target : triggered target(s) when used as a client destination angle : Starting view angle startspawn2 : Unique spawn location number matching a trigger_changelevel -------- SPAWNFLAGS -------- -------- NOTES -------- Starting point for players with runes or using the startspawn2 system The startspawn2 system lets players move between maps using exact location */ //----------------------------------------------------------------------------- /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/player.mdl"); } Starting position for coop games -------- KEYS -------- target : triggered target(s) when used as a client destination angle : Starting view angle -------- SPAWNFLAGS -------- STARTOFF : Starts off -------- NOTES -------- Starting position for coop games */ //----------------------------------------------------------------------------- /*QUAKED info_player_deathmatch (0 1 1) (-16 -16 -24) (16 16 24) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/player.mdl"); } Starting position for deathmatch games -------- KEYS -------- target : triggered target(s) when used as a client destination angle : Starting view angle -------- SPAWNFLAGS -------- STARTOFF : Starts off -------- NOTES -------- Starting position for deathmatch games */ //----------------------------------------------------------------------------- /*QUAKED info_teleport_destination (1 0.5 0.5) (-16 -16 -24) (16 16 24) x Destination marker for a teleporter -------- KEYS -------- targetname : link to trigger_teleport target : triggered target(s) when used as a client destination angles : Pitch Yaw Roll (viewing angle after teleporting) -------- SPAWNFLAGS -------- -------- NOTES -------- Destination marker for a teleporter */ //----------------------------------------------------------------------------- /*QUAKED info_skullwiz_destination (0.6 0 0.8) (-16 -16 -24) (16 16 40) x Teleport destination for skull wizard ONLY -------- KEYS -------- targetname : part of a chain group (required) target : next destination in the chain distance : Minimum distance enemy needs to be before spawning -------- SPAWNFLAGS -------- -------- NOTES -------- Teleport destination for skull wizard ONLY */ //----------------------------------------------------------------------------- /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) NO_INTERMIS SOLID x x x x x x Not_Easy Not_Normal Not_Hard Not_DM This is the camera point for the intermission -------- KEYS -------- target : triggered target(s) when used as a viewing camera mangle : Pitch Yaw Roll fog_density : fog density (Must be >0 to activate feature) fog_colour : fog colours (def=0.1 0.1 0.1) speed : fog time to change (def=2s) -------- SPAWNFLAGS -------- NO_INTERMIS : Will not display when proper intermission active SOLID : Intermission camera interacts with world -------- NOTES -------- mangle = up/down, angle, tilt left/right 'pitch yaw roll' up/left = negative value, down/right = positive value */ //----------------------------------------------------------------------------- /*QUAKED info_target (0.5 0.5 0.5) (-4 -4 -4) (4 4 4) x x x x Invisible target entity (not removed) -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Invisible target entity (not removed) */ //----------------------------------------------------------------------------- /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) x x x x Invisible entity -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Invisible entity. Used as a target for spotlights, etc. Removes itself. */ //----------------------------------------------------------------------------- //QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) x /*QUAKED info_notnull (0 0.5 0) ? x Invisible entity (not removed) -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Invisible entity (not removed) */ //============================================================================= // // ITEM entities // //============================================================================= /*QUAKED item_health (0.3 0.3 1) (-16 -16 0) (16 16 32) ROTTEN MEGA x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/health_25.mdl"); } 15, 25 or 100 Health -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) angle : = -1 Random rotation everytime spawned (default) skin_override : Override world type 1=Base Green, 2=Medieval Wood upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- ROTTEN : 15 health MEGA : MegaHealth +100 health, rot down to 100 RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Health box gives 15, 25 or 100 points depending on spawnflags. */ //----------------------------------------------------------------------------- /*QUAKED item_shells (0 .5 .8) (-16 -16 0) (16 16 32) BIG LID x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/ammo_shells0.mdl"); } 20 or 40 Shells -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) frame_box : special animation frame number for LID (1-7) skin_override : Override world type 1=Base Green, 2=Medieval Wood aflag : Ammo quantity override upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BIG : Double Ammo and different model LID : Extra LID model positioned with box RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- 20 or 40 Shells for the Shotgun (SG), SuperShotgun (SSG) and Riotgun (RG) */ //----------------------------------------------------------------------------- /*QUAKED item_spikes (0 .5 .8) (-16 -16 0) (16 16 32) BIG LID x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/ammo_nails0.mdl"); } 25 or 50 Spikes -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) frame_box : special animation frame number for LID (1-7) skin_override : Override world type 1=Base Green, 2=Medieval Wood aflag : Ammo quantity override upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BIG : Double Ammo and different model LID : Extra LID model positioned with box RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- 25 or 50 Spikes for the Perforator (NG) and Super Perforator (SNG) */ //----------------------------------------------------------------------------- /*QUAKED item_rockets (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/ammo_rockets0.mdl"); } 5 or 10 Rockets -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) frame_box : special animation frame number for box of ammo (1-7) skin_override : Override world type 1=Base Green, 2=Medieval Wood aflag : Ammo quantity override upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BIG : Double Ammo and different model RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- 5 or 10 Rockets for the Grenade (GL) or Rocket Launcher (RL) */ //----------------------------------------------------------------------------- /*QUAKED item_cells (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/ammo_battery0.mdl"); } 6 or 12 Medieval Battery -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) skin_override : Override world type 1=Base Green, 2=Medieval Wood aflag : Ammo quantity override upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BIG : Double Ammo and different model RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- 6 or 12 Medieval Battery (cells) for the Thunderbolt (LG) */ //----------------------------------------------------------------------------- /*QUAKED item_plasma (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/ammo_cells0.mdl"); } 6 or 12 Cells -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) frame_box : special animation frame number for box of ammo (1-7) skin_override : Override world type 1=Base Green, 2=Medieval Wood aflag : Ammo quantity override upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BIG : Double Ammo and different model RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- 6 or 12 Cells for the Thunderbolt (LG) */ //----------------------------------------------------------------------------- /*QUAKED item_armor1 (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/armour.mdl"); } Green Armour with 100 points of protection -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Green Armour with 100 points of protection */ //----------------------------------------------------------------------------- /*QUAKED item_armor2 (0 0.5 0.8) (-16 -16 0) (16 16 56) x BLUESKIN x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/armour.mdl"); } Yellow Armour with 150 points of protection -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- BLUESKIN : Displays a blue skin instead of yellow RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Yellow Armour with 150 points of protection */ //----------------------------------------------------------------------------- /*QUAKED item_armorInv (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/armour.mdl"); } Red Armour with 200 points of protection -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Red Armour with 200 points of protection */ //----------------------------------------------------------------------------- /*QUAKED item_key1 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_silver.mdl"); } SILVER key, changes based on worldtype on worldspawn -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- SILVER key, changes based on worldtype on worldspawn */ //----------------------------------------------------------------------------- /*QUAKED item_key2 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_gold.mdl"); } GOLD key, changes based on worldtype on worldspawn -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- GOLD key, changes based on worldtype on worldspawn */ //----------------------------------------------------------------------------- /*QUAKED item_keyx (0 .5 .8) (-16 -16 -24) (16 16 32) CKEY1 CKEY2 CKEY3 CKEY4 RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_medieval.mdl"); } Custom key -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) mdl : model name to load/display (progs/model.mdl) netname : XXX Part of pickup string "You got the XXX" upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning message2 : particle emitter types = KEYSILVER, KEYGOLD, KEYRED, KEYGREEN, KEYPURPLE, KEYWHITE -------- SPAWNFLAGS -------- Ckey1 : Custom Key type 1 Ckey2 : Custom Key type 2 Ckey3 : Custom Key type 3 Ckey4 : Custom Key type 4 RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Custom key */ //----------------------------------------------------------------------------- /*QUAKED item_custom (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_base.mdl"); } Custom Pickup Item -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) mdl : model name to load/display (progs/model.mdl) netname : XXX Part of pickup string "You got the XXX" noise1 : Custom pickup sound (def=weapons/lock4.wav) pos1 : Pickup bounding box minimum (def=-16 -16 -24) pos2 : Pickup bounding box maximum (def=16 16 32) bodyfadeaway : Model will fade away on pickup upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning part_active : = 1 Enable particle burst on pickup part_ofs : Particle Origin Offset (def='0 0 0') part_tcount : Particle Quantity (def=20) part_life : Particle Life Time (def=2s) part_style : 1=yellow, 2=green, 3=red, 4=blue, 5=purple, 6=fire, 7=white part_movetype : 2=center, 3=up, 4=shockwave, 5=skull, 6=lost, 7=minotaur -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Custom Pickup Item */ //----------------------------------------------------------------------------- /*QUAKED item_sigil (0 0.5 0.8) (-16 -16 -24) (16 16 32) Ep1 Ep2 Ep3 Ep4 RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_rune1.mdl"); } End of episode sigil / rune -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- EP1 : Episode 1 Rune EP2 : Episode 2 Rune EP3 : Episode 3 Rune EP4 : Episode 4 Rune RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- End of episode sigil / rune */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_tomeofpower (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/key_tome.mdl"); } Custom event trigger -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : trigger targets to fire when item touched upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up noise : Custom pickup sound -------- SPAWNFLAGS -------- FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Custom event trigger */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_sharp_shooter (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_sharp.mdl"); } Reduces the bullet spread of all Shotguns -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : override duration of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Reduces the bullet spread of all Shotguns */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_nail_piercer (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_piercer.mdl"); } All nail attacks will travel through monsters -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : override duration of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- All nail attacks will travel through monsters */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_envirosuit (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_envsuit.mdl"); } Player takes no damage from water or slime for 30 seconds -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) exactskin : 0=Original, 1=Green, 2=Brown, 3=Aqua, 4=Blue upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : override duration of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Player takes no damage from water or slime for 30 seconds Immume from Wraith Healing Debuff but take small damage instead */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_wetsuit (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_wetsuit.mdl"); } Player takes no damage from water for 5 mins (300s) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) exactskin : 0=Original, 1=Green, 2=Brown, 3=Aqua, 4=Blue upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : override duration of artifact (default = 300s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Player takes no damage from water for 5 mins (300s) Immume from Wraith Healing Debuff but take small damage instead */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_invulnerability (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_pent.mdl"); } Player is invulnerable for 30 seconds -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : override duration of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Player is invulnerable for 30 seconds Immume from Wraith Healing Debuff */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_invisibility (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_invis.mdl"); } Player is invisible for 30 seconds -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : Duration override of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Player is invisible for 30 seconds */ //----------------------------------------------------------------------------- /*QUAKED item_artifact_super_damage (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/artifact_quad.mdl"); } The next attack from the player will do 4x damage -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count: Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning cnt : Duration override of artifact (default = 30s) -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- The next attack from the player will do 4x damage */ //----------------------------------------------------------------------------- /*QUAKED item_backpack (0 .5 .8) (-16 -16 0) (16 16 56) SHELLS NAILS ROCKETS CELLS RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/w_backpack.mdl"); } Backpack with random/exact amount of ammo -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) count : random amount of ammo to give (works with spawnflags) ammo_shells : exact amount of shells ammo_nails : exact amount of spikes ammo_rockets : exact amount of rockets ammo_cells : exact amount of cells armorvalue : armor shards (gives green armor if none present) armortype : 1 = random amount of armor shards (uses count) exactskin : 0=Original, 1=green, 2=blue, 3=red, 4=yellow, 5=swamp, 6=white, 7=pale upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up noise : pickup sound (def=items/backpack_ammo.wav) respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- SHELLS : ammo for SG / SSG / RG NAILS : ammo for NG / SNG ROCKETS : ammo for GL / RL CELLS : ammo for LG RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Backpack with random/exact amount of ammo */ //----------------------------------------------------------------------------- /*QUAKED item_backpack_armour (1 1 .25) (-16 -16 0) (16 16 56) GRN YEL RED x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/w_backpack.mdl"); } Backpack with random/exact amount of armour -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) armorvalue : armor (def=15) shards (gives green armor if none present) armortype : 1 = random amount of armor shards (uses count) exactskin : 0=Original, 1=green, 2=blue, 3=red, 4=yellow (def), 5=swamp, 6=white, 7=pale message : centerprint message when item is picked up noise : pickup sound (def=items/backpack_armour.wav) respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- GRN : Green armour type (green particle) YEL : Yellow armour type (yellow particle) RED : Red armour type (red particle) RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Backpack with random/exact amount of armour */ //============================================================================= // // WEAPON entities // //============================================================================= /*QUAKED weapon_upgrade_axe (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_shadaxe.mdl"); } Shadow Axe, extra dmg and gib zombies -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Shadow Axe, extra dmg and gib zombies */ //----------------------------------------------------------------------------- /*QUAKED weapon_upgrade_ssg (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_shot3.mdl"); } The Widowmaker Shotgun, extra dmg, triple shot -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- The Widowmaker Shotgun, extra dmg, triple shot */ //----------------------------------------------------------------------------- /*QUAKED weapon_upgrade_lg (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_plasma.mdl"); } The Plasma Gun, direct & splashdamage -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- The Plasma Gun, direct & splashdamage */ //----------------------------------------------------------------------------- /*QUAKED weapon_shotgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_shot1.mdl"); } Shotgun -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Shotgun */ //----------------------------------------------------------------------------- /*QUAKED weapon_supershotgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_shot2.mdl"); } Super Shotgun -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Super Shotgun */ //----------------------------------------------------------------------------- /*QUAKED weapon_nailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_nail.mdl"); } Perforator (Nailgun) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Perforator (Nailgun) */ //----------------------------------------------------------------------------- /*QUAKED weapon_supernailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_nail2.mdl"); } Super Perforator (Super Nailgun) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Super Perforator (Super Nailgun) */ //----------------------------------------------------------------------------- /*QUAKED weapon_grenadelauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_rock.mdl"); } Grenade Launcher -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Grenade Launcher */ //----------------------------------------------------------------------------- /*QUAKED weapon_rocketlauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_rock2.mdl"); } Rocket Launcher -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Rocket Launcher */ //----------------------------------------------------------------------------- /*QUAKED weapon_lightning (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM { model(":progs/g_light.mdl"); } Thunderbolt Cannon -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server upgrade_axe : = 1 will only spawn if axe upgrade active on server upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server message : centerprint message when item is picked up respawn_time : time to wait before respawning (=-1 instant) respawn_count : Total amount of times to respawn (counts down to zero) respawn_trig : = 1 Wait for trigger before respawning -------- SPAWNFLAGS -------- RESPAWN : Can respawn after being picked up FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger NOEFFECTS: No particle or effects active -------- NOTES -------- Thunderbolt Cannon */ //============================================================================= // // FUNCTIONS // //============================================================================= /*QUAKED func_button (0 .5 .8) ? x x x x x STARTDIS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Button (bmodel) with two states -------- KEYS -------- targetname : trigger entity (works with entity state system) target : name of target(s) to trigger at the start of the wait phase angle : determines the move direction, use "360" for angle 0 speed : Move Speed (def=40) wait : wait before returning (def=1, -1 = never return) lip : lip remaining at end of move. (def=4) health : Can be damaged instead of touched sounds : 0=steam metal, 1=wooden, 2=metallic, 3=in-out, 4=Silent, 5=Custom noise : custom sound - 1st movement noise1 : custom sound - 2nd movement ('buttons/switch21.wav') _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTDIS : Starts disabled and waits for trigger STARTOFF : Starts off and waits for trigger -------- NOTES -------- Button (bmodel) with two states */ //----------------------------------------------------------------------------- /*QUAKED func_door (0 .5 .8) ? STARTOPEN SPAWNTRIG DONTLINK GOLD SILVER TOGGLE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Door (bmodel) with 2 states -------- KEYS -------- targetname : = "" door automatically opens, != "" requires trigger to open if using entity state system set SPAWN_TRIG spawnflags to fix this problem target : name of target(s) to trigger at the start opening sequence angle : determines the opening direction, use "360" for angle 0 speed : movement speed (def=100) yaw_speed: return movement speed (def=self.speed) wait : wait before returning (def=3, -1 = never return) lip : lip remaining at end of move. (def=8) health : Can be damaged instead of touched dmg : damage to inflict when blocked. (def=2) message : centerprint message when touched (removed when opened) sounds : 0 = silent 1 = stone 2 = base 3 = stone chain 4 = screechy metal 5 = custom locksounds : 0 = talktalk 1 = short rattle, 2 = medium rattle, 3 = long rattle noise : custom sound - door locked sound (targetname+message) noise1 : custom sound - Moving/Open door (looping) noise2 : custom sound - Stop/Close door noise3 : custom sound - Silver/Gold key try lock noise4 : custom sound - Silver/Gold key OPEN customkey : custom key required to open door (1-4 supported values) message2 : custom key message (You need the custom key) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTOPEN : door opens in reverse state (moved to dest at spawn) SPAWNTRIG : Will spawn trigger around door even if targetname SETUP DONTLINK : Touching doors will not link into a single entity GOLD : Requires gold key to open SILVER : Requires silver key to open TOGGLE : Door waits in start and end states for a trigger STARTOFF : Starts off and waits for trigger -------- NOTES -------- Door (bmodel) with 2 states */ //----------------------------------------------------------------------------- /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A Door (bmodel) with 2 states and multiple stages -------- KEYS -------- targetname : = "" door opens with damage, != "" requires trigger to open if using entity state system set ALWAYS_SHOOT spawnflags to fix this problem target : name of target(s) to trigger at the start opening sequence angle : determines the opening direction, use "360" for angle 0 speed : movement speed (default = 50) yaw_speed : 2nd movement speed (default = speed) t_width : First Distance, override Width to move back (or height if going down) t_length : Second Distance, override Length to move sideways wait : wait before returning (default = 5) dmg : damage to inflict when blocked. (default = 2) message : centerprint message when touched (removed when opened) sounds : 1 = medieval 2 = metal 3 = base(def) 4 = Silent 5 = custom locksounds: 0 = talktalk 1 = short rattle, 2 = medium rattle, 3 = long rattle noise : custom sound - door locked sound (targetname+message) noise1 : custom sound - Open noise2 : custom sound - Opening (looping) noise3 : custom sound - Closed _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- ONCE_ONLY : Stays Open 1ST_LEFT : 1st move is left of arrow 1ST_DOWN : 1st move is down from arrow NO_SHOOT : only opened by trigger ALWAYS_SHOOT : Always Shootable, even if targeted STARTOFF : Starts off and waits for trigger -------- NOTES -------- A Door (bmodel) with 2 states and multiple stages */ //----------------------------------------------------------------------------- /*QUAKED func_plat (0 .5 .8) ? LOW_TRIGGER x MIN_TRIGGER START_LOWER START_OPEN STARTDIS STARTOFF x A Platform (bmodel) with 2 states -------- KEYS -------- targetname : = "" plat start low, != "" plat starts high and reqs trigger to work if using entity state system set START_LOWER spawnflags to fix this problem speed : moving speed (def=150) height : determines the distance to move, instead of bmodel bounds sounds : 1=Base, 0 or 2=Medieval (def), 4=Silent, 5=Custom sounds noise : custom sound - moving (looping) noise1 : custom sound - Stopped _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- LOW_TRIGGER : touch trigger will not keep the platform at the top, will reset MIN_TRIGGER : uses the min bounding box (instead of max) to calculate trigger START_LOWER : will start the platform lower regardless of targetname START_OPEN : Used for lighting issues, place at bottom position STARTDIS : Starts disabled and waits for trigger STARTOFF : Starts off and waits for trigger -------- NOTES -------- Platforms are always created in the upper position, so they can be lit better. If targetname is defined the func_plat starts high and is locked until triggered Once the func_plat has been triggered, it will become a normal platform. */ //----------------------------------------------------------------------------- /*QUAKED func_train (0 .5 .8) ? STARTON NONSOLID MODEL TOUCH x REVERSE STARTOFF x Bmodel platform moving around entity chain -------- KEYS -------- targetname : = "" start moving straight away != "" wait for trigger target : Name of first path_corner to start at (instant move) mdl : Specify a model for MODEL mode only (progs/object.mdl) speed : moving speed (def=100) dmg : block damage (def=2) sounds : 0=Silent, 1=Ratchet Metal, 5=Custom sounds noise : custom sound - stopped noise1 : custom sound - moving (looping) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTON : Start moving straight away if targetname is used NONSOLID : No collision or blocking functionality (uses bmodel) MODEL : Model with no collision (use mdl key, def=empty model) TOUCH : Nonsolid or model trains have touch damage (dmg) REVERSE : Start going backward through path_corner chain STARTOFF : Starts off and waits for trigger -------- NOTES -------- The target's origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. Use a chain of path_corners to specify which direction to travel */ //----------------------------------------------------------------------------- /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -24) (8 8 24) EXACT INSTANT REVERSE NOPAUSE x x x x Node based path routing system -------- KEYS -------- targetname : Name of current path corner corner_event : Name of target(s) to trigger when used/touched corner_route : Change path_corner route (1-3 routes, 4=exact, 5=random) corner_switch: Change spawnflags REVERSE (-1=NO, 1=YES, 2=Toggle) corner_pause : Change spawnflags NOPAUSE (-1=NO, 1=YES, 2=Toggle) corner_speed : Change the speed of target path_corner, for train use only state : Starting route (1=forward, 2=alt forward, 3=backward) target : Targetname of FORWARD route target2 : Alternative FORWARD route targetback : Override default BACKWARD route wait : fixed amount of time to pause at corner (=-1 stop) delay : random amount of time to pause at corner alpha : Override default for visual arrows (def=0.35) speed : Override default speed of func_train (def=100) -------- SPAWNFLAGS -------- EXACT : Exact route logic (def=random route choices) INSTANT : Move instantly to this corner if next destination REVERSE : Train direction is reversed for next corner NOPAUSE : Train does not pause on this path corner -------- NOTES -------- Node based path routing system */ //----------------------------------------------------------------------------- /*QUAKED func_wall (0 .5 .8) ? x AFRAME x x MODCHECK STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A SOLID bmodel with toggled animated texture -------- KEYS -------- targetname : trigger entity (works with entity state system) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- AFRAME : Start with the A frame animated texture MODCHECK : Will remove this entity if THIS mod is active STATIC : Turn entity into static upon spawn (frame 0) STARTOFF : Starts off and waits for trigger -------- NOTES -------- A SOLID bmodel with toggled animated texture */ //----------------------------------------------------------------------------- /*QUAKED func_illusionary (0 .5 .8) ? x AFRAME x x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A NON SOLID bmodel with texture toggle -------- KEYS -------- targetname : trigger entity (works with entity state system) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- AFRAME : Start with the A frame animated texture STATIC : Turn entity into static upon spawn (frame 0) STARTOFF : Starts off and waits for trigger -------- NOTES -------- A NON SOLID bmodel with texture toggle */ //----------------------------------------------------------------------------- /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM SOLID bmodel when player has SELECTED rune(s) -------- KEYS -------- targetname : trigger entity (works with entity state system) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- E1 : Episode 1 E2 : Episode 2 E3 : Episode 3 E4 : Episode 4 STARTOFF : Starts off and waits for trigger -------- NOTES -------- SOLID bmodel when player has SELECTED rune(s) */ //----------------------------------------------------------------------------- /*QUAKED func_bossgate (0 .5 .8) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A NON SOLID bmodel when player has ALL runes -------- KEYS -------- targetname : trigger entity (works with entity state system) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- A NON SOLID bmodel when player has ALL runes */ //----------------------------------------------------------------------------- /*QUAKED func_laser (0 .5 .8) ? x SOLID NODMG x x x STARTOFF x A togglable laser, hurts to touch, can be used to block players -------- KEYS -------- targetname : trigger entity (works with entity state system) message : message to display when switched ON message2 : message to display when switched OFF wait : -1 = will display the switching state messages only once dmg : damage to do on touch. default 1 per 0.1s alpha : alpha value will vary +/- 20% (def=0.5) sounds : 1=laser, 2=power, 4=silent, 5=custom noise1 : switched ON sound noise2 : switched OFF sound spr_frame : 1=Yellow, 2=Green, 4=Red, 8=Blue, 16=Purple, 32=Fire, 64=White angle : Direction of particles to move (def=-2 down) part_limit : Maximum active quantity of particles (def=25) part_life : Lifetime of particle (def=2s) part_velrand: Random movement of particles (def='4 4 4') part_vol : Size of area to spawn particles in (def=bmodel) wakeup_dist : Distance to wakeup particle emitter (def=768) spawn_base : Minimum time frame to spawn particles (def=0.1s) spawn_rand : Random time amount to add to spawning times (def=0.1s) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- SOLID : Will block anything NODMG : Touch damage disabled STARTOFF : Requires trigger to activate -------- NOTES -------- A togglable laser, hurts to touch, can be used to block players */ //----------------------------------------------------------------------------- /*QUAKED func_explobox (0 0.5 0.8) ? x x x x x x STARTOFF x Exploding box (bmodel) -------- KEYS -------- target : trigger events when box explodes noise : Explosion sound (def=weapons/r_exp3.wav) health : Amount of health before exploding (def=15) dmg : Override radius damage (def=160) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Exploding box (bmodel) */ //----------------------------------------------------------------------------- /*QUAKED func_skill (0 .5 .8) ? STARTOPEN x x x x START_OFF x This is a special bmodel that changes texture based on current skill level Will keep checking skill level until triggered (based on door QC code) -------- KEYS -------- targetname : trigger entity (works with entity state system) style : Skill Level - 0 = easy, 1 = normal, 2 = hard, 3 = nightmare message2 : Override message to display when bmodel is touched/damaged target : Particle emitters to switch on/off target2 : target(s) to fire when touched/damaged health : Can be damaged instead of touched angle : movement direction for trigger event speed : movement speed (100 default) lip : lip remaining at end of move (8 default) noise1 : Custom sound - Stop moving (doors/drclos4.wav) noise2 : Custom sound - Start/Loop moving (doors/stndr1.wav) noise3 : Custom sound - Touching (plats/medplat2.wav) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTOPEN : bmodel works in reverse state (moved to dest at spawn) STARTOFF : Starts off and waits for trigger -------- NOTES -------- Visual skill selection/update function */ //----------------------------------------------------------------------------- /*QUAKED func_bob (0 .5 .8) ? x x NONSOLID x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A SOLID bmodel that gently moves back and forth -------- KEYS -------- targetname : trigger entity (works with entity state system) angle : direction movement, use "360" for angle 0 height : direction intensity (def=4) count : direction cycle timer (def=2s, minimum=1s) waitmin : Speed up scale (def=1) 1+=non linear waitmin2 : Slow down scale (def=0.75) delay : Starting time delay (def=0, -1=random) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- NONSOLID : Bmodel is non solid (only func_bob) STARTOFF : Starts off and waits for trigger -------- NOTES -------- A SOLID bmodel that gently moves back and forth */ //============================================================================= // // TRIGGERS // //============================================================================= /*QUAKED trigger_once (0.5 0 0.5) ? NOTOUCH x DEVMODE INVIEW MODCHECK MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Variable sized bmodel that uses once -------- KEYS -------- targetname : trigger entity (works with entity state system) target : trigger all these targets upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server upgrade_axe : = 1 will only trigger if axe upgrade active on server upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server health : Can be damaged instead of touched wait : Always -1 delay : delay before firing (after being triggered) angle : Facing Direction for trigger to work, use "360" for angle 0. sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered message : message to display when triggered t_length : Inview distance (less than) to activate trigger -------- SPAWNFLAGS -------- NOTOUCH : can only be triggered via other entities DEVMODE : Will only trigger if developer mode active INVIEW : Player has to be infront and look at trigger (>30 & <60) MODCHECK : Will remove this entity if THIS mod is active MONSTERS : can be touched/triggered by monsters STARTOFF : Requires trigger to activate -------- NOTES -------- Variable sized bmodel that uses once */ //----------------------------------------------------------------------------- /*QUAKED trigger_multiple (0.5 0 0.5) ? NOTOUCH x DEVMODE x MODCHECK MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Variable sized bmodel that uses multiple times ------- KEYS -------- targetname : trigger entity (works with entity state system) target : trigger all these targets upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server upgrade_axe : = 1 will only trigger if axe upgrade active on server upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server health : Can be damaged instead of touched wait : time between re-triggering delay : delay before firing (after being triggered) angle : Facing Direction for trigger to work, use "360" for angle 0. sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered message : message to display when triggered -------- SPAWNFLAGS -------- NOTOUCH : can only be triggered via other entities DEVMODE : Will only trigger if developer mode active MODCHECK : Will remove this entity if THIS mod is active MONSTERS : can be touched/triggered by monsters STARTOFF : Requires trigger to activate ------- NOTES -------- Variable sized bmodel that uses multiple times */ //----------------------------------------------------------------------------- /*QUAKED trigger_secret (.5 0 .5) ? NOTOUCH NOMSG x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Update map secret counter ------- KEYS -------- targetname : trigger entity (works with entity state system) target : name of target(s) to trigger upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server upgrade_axe : = 1 will only trigger if axe upgrade active on server upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server health : Can be damaged instead of touched wait : Always -1 angle : Facing Direction for trigger to work, use 360 for angle 0. sounds : 1=Secret(def),2=talk,3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered message : message to display when triggered -------- SPAWNFLAGS -------- NOTOUCH : can only be triggered via other entities NOMSG : Remove/Block any trigger secret message STARTOFF : Requires trigger to activate ------- NOTES -------- Update map secret counter */ //----------------------------------------------------------------------------- /*QUAKED trigger_relay (0.5 0 0.5) (-8 -8 -8) (8 8 8) x RANDOM x x x STARTDIS x x Not_Easy Not_Normal Not_Hard Triggers target(s) with custom sounds and messages -------- KEYS -------- targetname : trigger entity target : targets to trigger when relay is activated target2 : secondary targets to trigger when activated upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server upgrade_axe : = 1 will only trigger if axe upgrade active on server upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server wait : -1 = will only fire targets once delay : delay before firing (after being triggered) cnt : random amount of time to add to delay waitmin : % random chance between target/target2 sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered message : message to display when triggered -------- SPAWNFLAGS -------- RANDOM : Will randomly select between target/target2 STARTDIS : Will start disabled, will req trigger_entitystate_on to enable -------- NOTES -------- This fixed size trigger cannot be touched, it can only be fired by other events. Can contain killtargets, targets, delays, and messages. */ //----------------------------------------------------------------------------- /*QUAKED trigger_counter (0.5 0 0.1) (-8 -8 -8) (8 8 8) NOMESSAGE x x x EXACTNO STARTDIS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A counter which triggers target(s) when complete -------- KEYS -------- targetname : trigger entity (works with entity state system) target : trigger target(s) when complete message2 : message to display when complete (ignores NOMESSAGE spawnflag) count : number of triggers needed to fire own target, (def=2) delay : time delay to fire final trigger event sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when complete -------- SPAWNFLAGS -------- NOMESSAGE : disables count display EXACTNO : display exact number when counting down STARTDIS : Starts disabled and waits for trigger STARTOFF : Requires trigger to activate -------- NOTES -------- A counter which triggers target(s) when complete */ //----------------------------------------------------------------------------- /*QUAKED trigger_engine (0 0 1) (-8 -8 -16) (8 8 16) FITZ DP FTE x RAIN SNOW x x Triggers target(s) when certain engine active -------- KEYS -------- targetname : trigger entity target : targets to trigger when relay is activated wait : -1 = will only fire targets once delay : delay before firing (after being triggered) cnt : random amount of time to add to delay -------- SPAWNFLAGS -------- FITZ : Only trigger for Fitz engines (default type) DP : Only trigger for DP engine FTE : Only trigger for FTE/QSS engines RAIN : Check for rain effect being active SNOW : Check for snow effect being active -------- NOTES -------- Triggers target(s) when certain engine active */ //----------------------------------------------------------------------------- /*QUAKED trigger_giveitems (0.5 0 0.5) ? NOTOUCH x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Variable sized bmodel used to give items to player The target items only work if delay spawned spawnflag is set The pickup sound can be turned off by adding sounds=4 to item The target items will not respawn or work more than once -------- KEYS -------- targetname : trigger entity (works with entity state system) target : Points to all items to give to the player wait : (def) -1 = will only fire targets once angle : Facing Direction for trigger to work, use "360" for angle 0. sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered message : message to display when triggered -------- SPAWNFLAGS -------- NOTOUCH : can only be triggered via other entities STARTOFF : Requires trigger to activate -------- NOTES -------- Variable sized bmodel used to give items to activator The target items only work if delay spawned spawnflag is set The pickup sound can be turned off by adding sounds=4 to item The target items will not respawn or work more than once */ //----------------------------------------------------------------------------- /*QUAKED trigger_teleport (0.5 0 0.5) ? PLAYER_ONLY SILENT STARTON x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Teleport player/monsters to target location -------- KEYS -------- targetname : trigger entity (works with entity state system) target : Points to info_teleport_destination entity wait : -1 = trigger once condition (def=0) speed : forward momentum speed after teleporting (def=300) volume : teleporter hum sound volume (def=0.5) noise : custom sound to play when active (must be looped, def=hum1.wav) waitmin : the length of the custom sound (def=3.622 for hum1.wav) -------- SPAWNFLAGS -------- PLAYER_ONLY : Can only be used by players (nothing else) SILENT : No teleporter hum sound regardless of state STARTON : Will start active regardless of targetname setting STARTOFF : Starts off and waits for trigger -------- NOTES -------- Teleport player/monsters to target location if targetname is setup, the teleporter requires a trigger to activate This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_push (0.5 0 0.5) ? PUSH_ONCE SILENT NOMONSTER x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Push the Player/Monsters and Grenade/Eggs! -------- KEYS -------- targetname : trigger entity (works with entity state system) target : target entity for custom direction angle : direction of push (-2 is down, -1 up) angles : Pitch Yaw Roll (up/down, angle, tilt left/right) speed : Speed of push direction (def=1000) -------- SPAWNFLAGS -------- PUSH_ONCE : trigger_once functionality SILENT : No wind sound for player NOMONSTER : Monsters cannot be pushed by this trigger STARTOFF : Starts off and waits for trigger -------- NOTES -------- Push the Player/Monsters, player/ogre grenades and minion eggs! This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_fog (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Trigger change global fog to new value over time -------- KEYS -------- targetname : trigger entity (works with entity state system) target : name of target(s) to trigger speed : time (secs) to fade from current to new (-1 = instant, 2s = default) wait : time between re-triggering (def=2s, -1=once) angle : Facing Direction for trigger to work, use "360" for angle 0. fog_density : new fog density (def=0.5, -1=debug mode) fog_colour : new fog colours (def=0.1 0.1 0.1) -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Trigger change global fog to new value over time */ //----------------------------------------------------------------------------- /*QUAKED trigger_ladder (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Invisible brush based ladder (jump key to climb) -------- KEYS -------- targetname : trigger entity (works with entity state system) angle : direction player must be facing to climb ladder (required) waitmin : time between climb sound (def = depends on sound type) speed : velocity speed to climb ladder (def=160) sounds : 1=metal, 2=wood, 3=rope, 4=silent, 5=custom (def=wood) noise1-4 : custom sounds to play when climbing ladder -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Invisible brush based ladder (jump key to climb) This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_hurt (.5 .5 .5) ? x BUBBLES MONSTER_ONLY x MODCHECK FALLING STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Will hurt any touching entity -------- KEYS -------- targetname : trigger entity (works with entity state system) dmg : damage from contact with trigger (def=5) wait : time between pain contact (def=1s) angle : Facing Direction for trigger to work, use "360" for angle 0. speed : used by falling spawnflag for velocity check (def=300) height : Maximum travel distance up for bubbles (default trigger size) count : total amount of active bubbles at once (default 5) style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2) yaw_speed : spawning rate (def=0.5) for bubbles (speed + random() x speed) -------- SPAWNFLAGS -------- BUBBLES : Spawn bubbles within trigger volume when active MONSTER_ONLY : Will only affect monsters MODCHECK : Will remove this entity if THIS mod is active FALLING : Only hurts if the player is falling (speed=velocity) STARTOFF : Starts off and waits for trigger -------- NOTES -------- Will hurt any touching entity that can take damage This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_heal (.5 .5 .5) ? x BUBBLES x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Heals any player who touches this trigger -------- KEYS -------- targetname : trigger entity (works with entity state system) target : trigger once when players stands in trigger (start cycle) target2 : trigger once when healing expires (finish cycle) wait : time between healing (default 1s) healamount : amount to heal each time touched (default 10) max_health : total amount to heal (default 50, -1=no limit) sounds : 1=heal_15, 2=heal_25, 3=heal_100, 4=respawn, 5=custom (default 1) noise : Custom sound for healing lip : All messages are silent to the player (heal/expire) 1=block heal 2=block all message : centerprints when players stands in trigger message2 : centerprints when healing function has expired height : Maximum travel distance up for bubbles (default trigger size) count : total amount of active bubbles at once (default 5) style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2) yaw_speed : spawning rate (def=0.5) for bubbles (speed + random() x speed) -------- SPAWNFLAGS -------- BUBBLES : Spawn bubbles within trigger volume when active STARTOFF : Starts off and waits for trigger -------- NOTES -------- Heals any player who touches this trigger, can be triggered on/off and produces bubbles within the bounding box of the trigger when spawnflag enabled */ //----------------------------------------------------------------------------- /*QUAKED trigger_touchsound (.5 .5 .5) ? x x WORLDGEO DRAIN x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Plays sounds when touched by the player ------- KEYS -------- targetname : trigger entity (works with entity state system) sounds : 1=Water (def) 2=Slime 3=Lava 4=silent 5=custom noise : Custom trigger touch sound noise1 : Custom trigger exit sound noise2 : Custom draining sound speed : Time (def=1.5s) to drain liquid yaw_speed : Vertical drain speed (def=0.05) super_time : Time delay playing drain sound water_alpha: Alpha value for liquid (override worldspawn) -------- SPAWNFLAGS -------- WORLDGEO : Drawn bmodel (not just a trigger) DRAIN : Drain effect when trigger_disabled STARTOFF : Requires trigger to activate ------- NOTES -------- Plays sounds when touched by the player */ //----------------------------------------------------------------------------- /*QUAKED trigger_changelevel (0.5 0 0.5) ? NO_INTERMIS RESETINV SECSPAWN x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Finish current map, show intermission screen and loads next -------- KEYS -------- targetname : trigger entity (works with entity state system) target : name of target(s) to trigger before intermission map : The name of next map (e.g. e1m1) default=same map startspawn2 : Special unique number (1-7) which must match info_player_start2 -------- SPAWNFLAGS -------- NO_INTERMIS : No Intermission screen RESETINV : Reset player inventory to default (Shotgun+Shells) SECSPAWN : Start at second info_player spawn STARTOFF : Starts off and waits for trigger -------- NOTES -------- Finish current map, show intermission screen and loads next This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_setskill (0.5 0 0.5) ? NOTOUCH x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Sets player skill level (via console) -------- KEYS -------- targetname : trigger entity (works with entity state system) health : Can be damaged instead of touched wait : time between re-triggering (def=0.2s, -1=once) angle : Facing Direction for trigger to work, use "360" for angle 0. message : Skill Level - 0 = easy, 1 = normal, 2 = hard, 3 = nightmare -------- SPAWNFLAGS -------- NOTOUCH : can only be triggered via other entities STARTOFF : Starts off and waits for trigger -------- NOTES -------- Sets player skill level (via console) */ //----------------------------------------------------------------------------- /*QUAKED trigger_rune (0.5 0 0.5) ? R1 R2 R3 R4 x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A Trigger that fires once if the player has certain runes -------- KEYS -------- targetname : trigger entity (works with entity state system) health : Can be damaged instead of touched angle : Facing Direction for trigger to work, use "360" for angle 0. target : trigger to fire if player has MIXTURE of runes noise1 : trigger to fire if player has rune 1 noise2 : trigger to fire if player has rune 2 noise3 : trigger to fire if player has rune 3 noise4 : trigger to fire if player has rune 4 wait : = -1 Only trigger once if the player has runes -------- SPAWNFLAGS -------- R1 : Rune 1 R2 : Rune 2 R3 : Rune 3 R4 : Rune 4 STARTOFF : Starts off and waits for trigger -------- NOTES -------- There are two ways this trigger can be used, a single check for multiple runes using target key OR individual triggers for runes using noise 1-4 keys This trigger is designed to work once when rune conditions are met */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterjump (.5 .5 .5) ? x FLYING SWIMMING x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Push monsters in a certain direction -------- KEYS -------- targetname : trigger entity (works with entity state system) target : target entity for custom direction wait : -1 = trigger_once functionality angle : direction of push (-2 is down, -1 up) speed : the speed thrown forward (def 200) height : the speed thrown upwards (def 200) noise1 : specify classname that CAN use this trigger (noise1=monster_dog) -------- SPAWNFLAGS -------- FLYING : Will affect flying monsters SWIMMING : Will affect swimming monsters STARTOFF : Starts off and waits for trigger -------- NOTES -------- Push monsters in a certain direction This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_drolejump (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Will only work for ENRAGED Droles -------- KEYS -------- targetname : trigger entity (works with entity state system) target : target entity for custom direction wait : -1 = trigger_once functionality angle : direction of push (-2 is down, -1 up) speed : the speed thrown forward (def 200) height : the speed thrown upwards (def 200) -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Will only work for ENRAGED Droles */ //----------------------------------------------------------------------------- /*QUAKED trigger_nomonjump (.5 .5 .5) ? Use trigger_monsternojump instead! -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Use trigger_monsternojump instead! */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsternojump (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Stop monsters from using jump attack -------- KEYS -------- targetname : trigger entity (works with entity state system) wait : -1 = trigger_once functionality delay : time to delay jump attack by (def=0.5s) waitmin: Re-trigger timer to stop touch flooding (def=0.1s) noise1 : specify classname that CAN use this trigger (noise1=monster_dog) -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Stop monsters from using jump attack */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterdrop (0 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Drop monster(s) to floor -------- KEYS -------- targetname : trigger entity (works with entity state system) wait : -1 = trigger_once functionality height : the speed thrown upwards (def 50) -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Drop monster(s) to floor */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterturret (0.5 0.3 0) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Temporarily turn a monster into a turret -------- KEYS -------- targetname : trigger entity (works with entity state system) wait : -1 = Only trigger a monster turret function once count : random chance to pause; constant = -1, def = 0.25, range = 0 - 1 noise1 : only works with this type of monster (monster_ogre) -------- SPAWNFLAGS -------- STARTOFF : Starts off and waits for trigger -------- NOTES -------- Temporarily turn a monster into a turret This entity cannot be damaged and is always touchable once activated */ //----------------------------------------------------------------------------- /*QUAKED trigger_monstermovespeed (0.5 0 0.5) (-8 -8 -16) (8 8 16) x Toggle the monster move speed state -------- KEYS -------- targetname : trigger entity (works with entity state system) target : this points to the monster(s) to affect state : -1 = No movement, 0 = Toggle, 1 = Free movement wait : -1 = trigger once only -------- SPAWNFLAGS -------- -------- NOTES -------- Toggle the monster move speed state */ //----------------------------------------------------------------------------- /*QUAKED trigger_itemrespawnupd (0.5 0 0.5) (-8 -8 -16) (8 8 16) x x x x RESPAWN x x x Change the state of respawn flag on items -------- KEYS -------- targetname : trigger entity target : this points to the item to affect -------- SPAWNFLAGS -------- RESPAWN : Value of respawn flag to copy to item -------- NOTES -------- Change the state of respawn flag on items Useful for switching off respawning items after arena fight is over */ //----------------------------------------------------------------------------- /*QUAKED trigger_clientmsg (0.5 0.5 0) (-8 -8 -16) (8 8 16) x Centerprints a message to all clients -------- KEYS -------- targetname : trigger entity message : Text to center print sounds : 1=Secret,2=talk,3=switch,4=silent(def),5=custom,6=secret2 noise : custom sound to play when triggered -------- SPAWNFLAGS -------- -------- NOTES -------- Centerprints a message to all clients */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterkill (0.5 0 0.5) (-8 -8 -16) (8 8 16) x x x x DEATH x x x Remove monster(s) from the map -------- KEYS -------- targetname : Name of this trigger entity target : Name of monster(s) to remove/stop -------- SPAWNFLAGS -------- DEATH : kill monsters via death function -------- NOTES -------- Remove monster(s) from the map */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterattack (0.5 0 0.5) (-8 -8 -16) (8 8 16) x Force a monster to attack a certain target -------- KEYS -------- targetname : Name of this trigger entity target : Name of monster to affect target2 : Name of entity to attack -------- SPAWNFLAGS -------- -------- NOTES -------- Force a monster to attack a certain target */ //----------------------------------------------------------------------------- /*QUAKED trigger_void (.5 0 .5) ? NO_CLIENT NO_MONSTER NO_AMMO NO_EGG NO_GIB NO_ITEM STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Garbage collector for bottom of skyboxes ------- KEYS -------- targetname : trigger entity (works with entity state system) -------- SPAWNFLAGS -------- NO_CLIENT : Ignore clients (anything flagged as a client) NO_MONSTER : Ignore monsters (anything flagged as a monster) NO_AMMO : Ignore ammo types (all ammo projectile types) NO_EGG : Ignore minion eggs (affects shalrath, wraiths) NO_TEMP : Ignore temporary ents (gibs, sparks, smoke) NO_ITEM : Ignore items (weapons,armor,keys,runes,powerups) STARTOFF : Requires trigger to activate ------- NOTES -------- Garbage collector for bottom of skyboxes */ //====================================================================== /*QUAKED trigger_entitystate_on (.7 .5 1) (-8 -8 -16) (8 8 16) x Switch the target(s) entity state ON -------- KEYS -------- target : target entities to switch on target2 : more target(s) to affect -------- SPAWNFLAGS -------- -------- NOTES -------- Switch the target(s) entity state ON */ //----------------------------------------------------------------------------- /*QUAKED trigger_entitystate_off (.7 .5 1) (-8 -8 -16) (8 8 16) x Switch the target(s) entity state OFF -------- KEYS -------- target : target entities to switch off target2 : more target(s) to affect -------- SPAWNFLAGS -------- -------- NOTES -------- Switch the target(s) entity state OFF */ //----------------------------------------------------------------------------- /*QUAKED trigger_entitystate_disable (.7 .5 1) (-8 -8 -16) (8 8 16) x Switch the target(s) entity state DISABLE -------- KEYS -------- target : target entities to switch disable target2 : more target(s) to affect -------- SPAWNFLAGS -------- -------- NOTES -------- Switch the target(s) entity state DISABLE */ //----------------------------------------------------------------------------- /*QUAKED trigger_entitystate_reset (.7 .5 1) (-8 -8 -16) (8 8 16) x Switch the target(s) entity state RESET -------- KEYS -------- target : target entities to switch disable target2 : more target(s) to affect -------- SPAWNFLAGS -------- -------- NOTES -------- Switch the target(s) entity state RESET */ //----------------------------------------------------------------------------- /*QUAKED trigger_entitystate_aframe (.7 .5 0.8) (-8 -8 -16) (8 8 16) x Switch the target(s) AFRAME state -------- KEYS -------- target : target entities to switch disable target2 : more target(s) to affect state : 0 or 1 frame state (0=0-x, 1=A) -------- SPAWNFLAGS -------- -------- NOTES -------- Switch the target(s) AFRAME state */ //====================================================================== /*QUAKED trigger_mapvar_query (.5 .9 0.8) (-8 -8 -16) (8 8 16) x Trigger target(s) based on mapvar -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Map Variable to check (range checks) target : Map variable == 1 fire these target(s) target2 : Map variable == 0 fire these target(s) noise : aframe switchable object wait : -1 = trigger once -------- SPAWNFLAGS -------- -------- NOTES -------- Trigger target(s) based on mapvar */ //----------------------------------------------------------------------------- /*QUAKED trigger_mapvar_update (.7 .7 1) (-8 -8 -16) (8 8 16) x Update the value of mapvar -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Map Variable to check (range checks) cnt : Value (0/1) target : Map variable == 1 fire these target(s) target2 : Map variable == 0 fire these target(s) noise : aframe switchable object wait : -1 = trigger once -------- SPAWNFLAGS -------- -------- NOTES -------- Update the value of mapvar */ //----------------------------------------------------------------------------- /*QUAKED trigger_mapvar_toggle (.5 .7 1) (-8 -8 -16) (8 8 16) x Toggle the value of mapvar -------- KEYS -------- targetname : trigger entity (works with entity state system) count : Map Variable to check (range checks) target : Map variable == 1 fire these target(s) target2 : Map variable == 0 fire these target(s) noise : aframe switchable object wait : -1 = trigger once -------- SPAWNFLAGS -------- -------- NOTES -------- Toggle the value of mapvar */ //----------------------------------------------------------------------------- /*QUAKED trigger_mapvar_multiple (0.5 0 0.5) ? x x x x x MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Touch trigger target(s) based on mapvar ------- KEYS -------- targetname : trigger entity (works with entity state system) count : Map Variable to check (range checks) target : Map variable == 1 fire these target(s) message : Map variable == 1 message to display target2 : Map variable == 0 fire these target(s) message2: Map variable == 0 message to display health : Can be damaged instead of touched wait : time between re-triggering delay : delay before firing (after being triggered) angle : Facing Direction for trigger to work, use "360" for angle 0. sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2 noise : custom sound to play when triggered -------- SPAWNFLAGS -------- MONSTER : can be touched/triggered by monsters STARTOFF : Requires trigger to activate ------- NOTES -------- Touch trigger target(s) based on mapvar */ //============================================================================= // // MISC entities // //============================================================================= /*QUAKED misc_particle (0 0.5 0.75) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A particle emitter which can be turned on/off (use function) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : destination of effect (self -> target) target2 : name of a particle template message : Particle style string (upper case) leave blank for custom ALTAR, ARMOR1, ARMOR2, ARMOR3, BOOK, ELECTRIC, FCIRCLE, FLAMES, FLAMEL, JUMPPAD, KEYGOLD, KEYSILVER, KEYRED, KEYGREEN, KEYPURPLE, KEYWHITE, MEGAH, PENT, PORTAL, QUAD, SIGIL, SRING, SUIT, SKILL, BSKILL, GSKILL, PSKILL -------- SPAWNFLAGS -------- STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- A particle emitter which can be turned on/off (use function) */ //----------------------------------------------------------------------------- /*QUAKED misc_particle_burst (0 0.5 0.75) (-8 -8 -8) (8 8 8) x A particle emitter that fires a burst -------- KEYS -------- targetname : Trigger Particle Emitter part_ofs : Particle Origin Offset (def='0 0 0') part_tcount : Particle Quantity (def=20) part_life : Particle Life Time (def=2s) part_style : 1=yellow, 2=green, 3=red, 4=blue, 5=purple, 6=fire, 7=white part_movetype : 2=center, 3=up, 4=shockwave, 5=skull, 6=lost, 7=minotaur -------- SPAWNFLAGS -------- -------- NOTES -------- A particle emitter that fires a burst */ //----------------------------------------------------------------------------- /*QUAKED misc_particletemplate (0 0.5 0.75) (-8 -8 -8) (8 8 8) x A particle emitter template -------- KEYS -------- targetname : target name reference for misc_particle entities spr_name1 : sprite name (def=progs/s_bubble_blue1.spr) spr_name2 : sprite name (def=progs/s_bubble_wht.spr) spr_name3 : sprite name (def=progs/s_dotmed_grey.spr) part_movetype: Movetype of particle (def=8, check defs.qc) part_limit : Maximum amount of particles to emit at once (def=25) part_life : Life time (seconds) particle is active (def=1) part_ofs : Offset from emitter (def='0 0 0' XYZ vector) part_veltype : Velocity type 0=Vol, 1=circle, 2=randcircle, 3=Spiral, 5=Explosion(def) part_velbase : Base velocity (always this direction) part_vel : Velocity direction (can be linear or crandom addition) part_velrand : Extra random velocity (designed for volume velocity) part_velrot : Velocity rotation (Y axis only) part_vol : Spawning volume around emitter (XYZ vector) wakeup_dist : Wake up distance for particle emitter (def=1024) wakeup_timer : How often to check distance time (def=1) spawn_base : Spawn rate time - base value (def=0.1) spawn_rand : Spawn rate time - random adjustment (def=0) dpp_name : DP particle effect name in effectinfo.txt file (def="") dpp_wait : DP particle re-trigger timer (def=0.1) dpp_rnd : DP particle random multiplier for time (def=0) dpp_vel : Direction of DP particles to move towards (XYZ) -------- SPAWNFLAGS -------- -------- NOTES -------- A particle emitter template */ //----------------------------------------------------------------------------- /*QUAKED misc_builtineffects (0 .5 .8) (-8 -8 -8) (8 8 8) x Spawns a builtin particle effect, will toggle if active -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : destination of effect (self -> target) wait : time between firing of effect (def=0) delay : random time between firing of effect (def=0s) sounds : = 4 silent (no default additional sounds) count : type of effect to fire 0=TE_SPIKE (def), 1=TE_SUPERSPIKE, 2=TE_GUNSHOT, 3=TE_EXPLOSION (sprites), 4=TE_TAREXPLOSION (purple ver) 5=TE_LIGHTNING1 (Shambler ver), 6=TE_LIGHTNING2 (Player ver) 7=TE_WIZSPIKE, 8=TE_KNIGHTSPIKE, 9=TE_LIGHTNING3 (boss ver) 10=TE_LAVASPLASH (boss wakeup), 11=TE_TELEPORT (sparkles) -------- SPAWNFLAGS -------- -------- NOTES -------- Spawns a builtin particle effect, will toggle if active Always starts off, requires triggers to activate */ //----------------------------------------------------------------------------- /*QUAKED misc_weather (0 0.5 0.75) ? x x x SNOW x x STARTOFF x A particle emitter which produces weather effects -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) count : Quantity of particles for volume pos1 : Colour range of particles (Min/Max/0) pos2 : Wind direction (X/Y) Speed (Z) speed : Random wind direction timer (-1=disable) -------- SPAWNFLAGS -------- SNOW : White wispy flakes falling (def=rain) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- A particle emitter which produces weather effects */ //----------------------------------------------------------------------------- /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x SLIME STARTOFF x Lava Balls, with damage on impact -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) speed : vertical speed (default 1000) dmg : impact damage (default 5) delay : base time between spawning fireballs (default 3) wait : random time default 5 (= time + self.delay + (random() x self.wait) ) -------- SPAWNFLAGS -------- SLIME : Green slime version (smoke trail) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Lava Balls, with damage on impact */ //----------------------------------------------------------------------------- /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM sprite based bubble that floats upward -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2) -------- SPAWNFLAGS -------- STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- sprite based bubble that floats upward */ //----------------------------------------------------------------------------- /*QUAKED misc_drip (0 .5 .8) (-8 -8 -8) (8 8 8) x SILENT x x BLOOD SLIME STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Falling water drip with splash and sound -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) wait : random time between drips (=random() + self.wait) -------- SPAWNFLAGS -------- BLOOD : Blood red drips SLIME : Slime green drips SILENT : Don't make any drip sound (good for multiple drips) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Falling water drip with splash and sound */ //----------------------------------------------------------------------------- /*QUAKED misc_smoke (.5 .5 .75) (-8 -8 -8) (8 8 192) x NODPMDL NODPFX NOQSMDL x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Smoke model (DP only smoke particles) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for custom direction angles : 'pitch roll yaw' up/down, angle, tilt left/right exactskin : 0=Gunsmoke, 1=Soot, 2=Steam, 3=Toxin, 4=Plague, 5=Incense, 6=Lithium, 7=Flames alpha : alpha value for model (def=0.65) wait : time between generation of smoke particles (def=0.1, min=0.01) delay : random amount of time delay ( time = wait + delay x random() ) height : Percentage of velocity distance travelled (def=1, range=0-1+) -------- SPAWNFLAGS -------- NODPMDL : Do not draw smoke model in DP engine NODPFX : Do not draw DP smoke particle effect NOQSMDL : Do not draw smoke model in QS/Fitz engine STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Smoke model, DP only smoke particles (wait/delay/height DP only) angles = 'pitch roll yaw' up/down, angle, tilt left/right up/left = negative value, down/right = positive value */ //----------------------------------------------------------------------------- /*QUAKED misc_spark (.5 .75 .5) (-8 -8 -8) (8 8 8) x BLUE PALE RED x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Produces a burst of sparks at random intervals -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : If target is a light, will be switched on/off in sync wait : time delay between bursts Def=2, spark once=-1 cnt : number of sparks in burst (0.5 + random() x 0.5) Def=16 angle : direction of sparks to follow, use "360" for 0 fixangle: 1 = Random Y axis direction of sparks speed : velocity speed of sparks (def=40) height : random velocity modifier (def=+/-20) sounds : 1=sparks, 4=silent, 5=custom noise : custom sound for sparks -------- SPAWNFLAGS -------- BLUE : sparks are blue in colour (def=yellow) PALE : sparks are pale yellow in colour (def=yellow) RED : sparks are red in colour (def=yellow) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Produces a burst of sparks at random intervals If targeting a light, it must start switched off (lights spawnflag=1) */ //----------------------------------------------------------------------------- /*QUAKED misc_shake (.5 .5 .9) (-16 -16 -8) (16 16 8) x VIEWONLY x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Shake players view and/or velocity around center of entity -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) count : radius of shake (def = 200) wait : duration of shake (def = 2s) dmg : strength at center (def = 200) sounds : 1=loud rumble (no default) noise1 : noise to play when starting to shake noise2 : noise to play when stopping -------- SPAWNFLAGS -------- VIEWONLY : Shakes the view, but player movement is not affected -------- NOTES -------- Shake players view and/or velocity around center of entity Always starts off, requires triggers to activate */ //----------------------------------------------------------------------------- /*QUAKED misc_gtkmodel (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION MOVEMENT x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM MDL files that can be setup with specific frame/skin and animate groups -------- KEYS -------- mdl : specify model to load, full path (progs/misc_candle1.mdl) targetname : toggle state (use trigger ent for exact state) angles : 'pitch yaw roll' up/down, angle, tilt left/right ideal_yaw : = 1 Setup model with random Y axis rotation pos1 : used for selection of frame(s) has several setups X=0, Y=0, Z=exact frame number X->Y, Z=0 Randomly pick a frame from the X,Y range X->Y, Z=-1 Animate between the X,Y range, can forward or backward setup pos2 : used for the selection of skin(s) has several setups X=0, Y=0, Z=exact skin number X->Y, Z=0 Randomly pick a skin from the X,Y range -------- SPAWNFLAGS -------- COLLISION : model bbox collision enabled MOVEMENT : model can be moved around like an item STATIC : Turn entity into static upon spawn (frame 0) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- MDL files that can be setup with specific frame/skin and animate groups */ //----------------------------------------------------------------------------- /*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION MOVEMENT x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM MDL files that can be setup with specific frame/skin and animate groups -------- KEYS -------- mdl : specify model to load, full path (progs/candle.mdl) targetname : toggle state (use trigger ent for exact state) angle : facing angle (-1 = random position) angles : 'pitch yaw roll' up/down, angle, tilt left/right ideal_yaw : = 1 Setup model with random Y axis rotation pos1 : used for selection of frame(s) has several setups X=0, Y=0, Z=exact frame number X->Y, Z=0 Randomly pick a frame from the X,Y range X->Y, Z=-1 Animate between the X,Y range, can forward or backward setup pos2 : used for the selection of skin(s) has several setups X=0, Y=0, Z=exact skin number X->Y, Z=0 Randomly pick a skin from the X,Y range -------- SPAWNFLAGS -------- COLLISION : model bbox collision enabled MOVEMENT : model can be moved around like an item STATIC : Turn entity into static upon spawn (frame 0) STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- MDL files that can be setup with specific frame/skin and animate groups */ //----------------------------------------------------------------------------- /*QUAKED misc_player (1 .5 .25) (-16 -16 -24) (16 16 32) BACK DOWN1 WALL DOWN2 DOWN3 SIDE STARTOFF x Dead Player MDL for poses -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) angle : facing angle (-1 = random position) fixangle : 1=Use misc_player.mdl instead (less hassle) frame : body pose (49=on back, 67-69=against wall, 60/84/93=face down, 102=on side) exactskin : -1= Random, 0-1 Original, 2-3 Green, 4-5 Yellow, 6-7 Red -------- SPAWNFLAGS -------- BACK : 49=On back DOWN1 : 60=Face Down WALL : 69=Against wall DOWN2 : 84=Face Down DOWN3 : 93=Face Down SIDE : 102=On Side STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Dead Player MDL for poses */ //----------------------------------------------------------------------------- /*QUAKED misc_demon (1 .5 .25) (-32 -32 -24) (32 32 64) x x x x x x STARTOFF x Dead demon/fiend for poses -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) angle : facing angle (-1 = random position) frame : body pose (53=on back - def) exactskin : -1= Random, 0= Original, 1= Green -------- SPAWNFLAGS -------- STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Dead demon/fiend for poses */ //----------------------------------------------------------------------------- /*QUAKED misc_dknight (0.75 0.25 0) (-16 -16 -24) (16 16 40) x x x x x x STARTOFF x Dead Death Knight for poses -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) angle : facing angle (-1 = random position) frame : body pose (223=on front, 237-243=on back - def) -------- SPAWNFLAGS -------- STARTOFF : Always Starts off and waits for trigger -------- NOTES -------- Dead Death Knight for poses */ //----------------------------------------------------------------------------- /*QUAKED misc_explobox (0 0.5 0.8) (-16 -16 0) (16 16 64) x x x x x FLOAT STARTOFF { model(":progs/explode_box1.mdl"); } Large exploding box -------- KEYS -------- target : trigger events when box explodes skin_override : 0=original, 1=rubicon2, 2=plasma, 3=toxic, 4-5=wood noise : Explosion sound (def=weapons/r_exp3.wav) health : Amount of health before exploding (def=15) dmg : Override radius damage (def=160) -------- SPAWNFLAGS -------- FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger -------- NOTES -------- Large exploding box */ //----------------------------------------------------------------------------- /*QUAKED misc_explobox2 (0 0.5 0.8) (-16 -16 0) (16 16 32) x x x x x FLOAT STARTOFF { model(":progs/explode_box2.mdl"); } Small exploding box -------- KEYS -------- target : trigger events when box explodes skin_override : 0=original, 1=rubicon2, 2=plasma, 3=toxic, 4-5=wood noise : Explosion sound (def=weapons/r_exp3.wav) health : Amount of health before exploding (def=15) dmg : Override radius damage (def=160) -------- SPAWNFLAGS -------- FLOAT : No drop to floor test STARTOFF : Starts off and waits for trigger -------- NOTES -------- Small exploding box */ //----------------------------------------------------------------------------- /*QUAKED misc_breakable_pot1 (1 .5 .25) (-16 -16 -24) (16 16 24) STARTOFF NODAMAGE EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE { model(":progs/misc_pot1.mdl"); } Breakable ceramic Pot 1 with handles -------- KEYS -------- target : Additional targets to fire when model breaks mangle : Override model orientation (Pitch Yaw Roll) health : amount of damage to take before breaking (def 1) count : minimum quantity to spawn (def 4) cnt : random quantity to spawn (def 4) final qty = count + random(cnt) dmg : explosive radius damage (emits from center of func object) pos1 : x=start particle colour, y=random range, z=quantity brkvelbase : Base amount for velocity of broken parts (def "50 50 100") brkveladd : Random additions for velocity of broken parts (def "100 100 150") brkavel : Amount of breaking object angle velocity (def 200) brkfade : Fade time before rubble fades away (def 4+random()x4) angles : direction to throw rubble (override default = impact direction) brkgravity : will change the gravity for rubble, useful for underwater -------- SPAWNFLAGS -------- STARTOFF : Will wait for trigger to spawn NODAMAGE : Cannot be damaged or shot, trigger only EXPLOSION : trigger sprite/particle explosion SILENT : No initial breakage sound DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage) NOMONSTER : monsters cannot damage this breakable and/or spawning rubble will not damage monsters NOSOUND : Spawning rubble has no impact sounds NOROTATE : Spawning rubble has No Y rotation -------- NOTES -------- Breakable ceramic Pot 1 with handles */ //----------------------------------------------------------------------------- /*QUAKED misc_textbook (0 .5 .5) (-16 -16 -8) (16 16 8) NOMODEL PLINTH1 PLINTH2 STORY COLLISION ANGLEONLY STARTOFF NOEFFECTS Not_Easy Not_Normal Not_Hard Not_DM Display custom text messages -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : trigger event when book is opened (only works once) target2 : name of story controller (only works with spawnflag) angle : facing angle for model or direction player must be standing v_angle : The viewing angle the book is active (def=30,60,0) exactskin : skin number for book type (1-8, Brown1/2,Green1/2,Blue1/2,Red1/2) randomskin : Pick a random skin, range = 1-randomskin pos1 : Touch trigger minimin size (def=-48 -48 -32) pos2 : Touch trigger maximum size (def=48 48 32) message : header message message2 : Body Text 1 (need to add linefeeds) message3 : Body Text 2 (displayed after message2) message4 : Body Text 3 (displayed after message3) -------- SPAWNFLAGS -------- NOMODEL : Will not use book model + particles PLINTH1 : Setup book on top of plinth1 model PLINTH2 : Setup book on top of plinth2 model STORY : Book is part of a story (use target2) COLLISION : Use bounding box collision for plinth ANGLEONLY : Will only work when standing infront of entity (angle key) STARTOFF : Starts off and waits for trigger NOEFFECTS : No particle or effects active -------- NOTES -------- Display custom text messages */ //----------------------------------------------------------------------------- /*QUAKED misc_textstory (0 0.5 1.0) (-16 -16 -8) (16 16 8) x Text Book Story Chapters -------- KEYS -------- targetname : name of current chapter target : name of next chapter message : header message message2 : Body Text 1 (need to add linefeeds) message3 : Body Text 2 (displayed after message2) message4 : Body Text 3 (displayed after message3) -------- SPAWNFLAGS -------- -------- NOTES -------- Text Book Story Chapters */ //----------------------------------------------------------------------------- /*QUAKED misc_textstoryctrl (0 0.1 1.0) (-16 -16 -8) (16 16 8) x Text Book Story Controller -------- KEYS -------- targetname : name of controller for story target : name of first chapter -------- SPAWNFLAGS -------- -------- NOTES -------- Text Book Story Controller */ //----------------------------------------------------------------------------- /*QUAKED misc_targetdummy (0 .5 .5) (-32 -32 -24) (32 32 64) KNIGHT WIZARD OGRE HELL_KNIGHT ZOMBIE DEMON SHALRATH SHAMBLER Target practice dummy ------- KEYS -------- noise1 : Targetnumber tracking weapon used noise2 : Targetnumber tracking enemy distance noise3 : Targetnumber tracking damage noise4 : Targetnumber tracking % efficency wait : Impact marker removal time (def=2) -------- SPAWNFLAGS -------- KNIGHT : Knight model WIZARD : Wizard model OGRE : Ogre model HELL_KNIGHT : Hell Knight model ZOMBIE : Zombie model DEMON : Demon model SHALRATH : Shalrath model SHAMBLER : Shambler model ------- NOTES -------- Target practice dummy */ //----------------------------------------------------------------------------- /*QUAKED misc_targetnumber (.5 .5 0) (-4 -4 -8) (4 4 8) x target number to display ingame ------- KEYS -------- targetname : required for numbers to updated pos1 : X= top digit quantity, Y=Lower digit quantity -------- SPAWNFLAGS -------- ------- NOTES -------- target number to display ingame */ //----------------------------------------------------------------------------- /*QUAKED misc_bob (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM A MODEL that gently moves back and forth -------- KEYS -------- targetname : trigger entity (works with entity state system) mdl : model to move back and forth (progs/key_runic.mdl) angle : direction movement, use "360" for angle 0 height : direction intensity (def=4) count : direction cycle timer (def=2s, minimum=1s) waitmin : Speed up scale (def=1) 1+=non linear waitmin2 : Slow down scale (def=0.75) delay : Starting time delay (def=0, -1=random) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- COLLISION : model bbox collision enabled STARTOFF : Starts off and waits for trigger -------- NOTES -------- A MODEL that gently moves back and forth */ //============================================================================= // // TRAP entities // //============================================================================= /*QUAKED trap_spikeshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) SNG LASER WIZARD HELLK x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM When triggered, fires a SPIKE in the direction determined by angle -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for custom direction angle : direction for projectile to follow, use "360" for angle 0 wait : time between projectiles (def=1s) delay : random time between projectile (def=0s) speed : Change projectile speed (def/sng=500, laser=600, wiz=500, hell=300) -------- SPAWNFLAGS -------- SNG : shoots large spike (SNG damage) LASER : shoots laser (Enforcer damage) WIZARD : shoots acid spike (Wizard damage) HELLK : shoots fire spike (Hell Knight damage) TOGGLE : Trigger will toggle the shooter on/off instead TRACK : Will update target entity origin before firing -------- NOTES -------- When triggered, fires a SPIKE in the direction determined by angle Use TOGGLE spawnflag and trigger to enable continuous mode */ //----------------------------------------------------------------------------- /*QUAKED trap_grenadeshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LARGE x x x x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM When triggered, fires a GRENADE in the direction determined by angle -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for custom direction angle : direction for projectile to follow, use "360" for angle 0 wait : time between projectiles (def=1s) delay : random time between projectile (def=0s) speed : Change projectile speed (def=500, large=600) -------- SPAWNFLAGS -------- LARGE : shoots high damage grenade (Player damage, def=ogre) TOGGLE : Trigger will toggle the shooter on/off instead TRACK : Will update target entity origin before firing -------- NOTES -------- When triggered, fires a GRENADE in the direction determined by angle Use TOGGLE spawnflag and trigger to enable continuous mode */ //----------------------------------------------------------------------------- /*QUAKED trap_rocketshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LAVA FIRE JIM x x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM When triggered, fires a ROCKET in the direction determined by angle -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for custom direction angle : direction for projectile to follow, use "360" for angle 0 wait : time between projectiles (def=1s) delay : random time between projectile (def=0s) speed : Change projectile speed (def=1000, lava=300, fire=500) -------- SPAWNFLAGS -------- LAVABALL : shoots Chthon lava ball (Player damage) FIREBALL : shoots Gargoyle fire ball (low damage) JIM FLYER: shoots Jim rocket (low damage) TOGGLE : Trigger will toggle the shooter on/off instead TRACK : Will update target entity origin before firing -------- NOTES -------- When triggered, fires a ROCKET in the direction determined by angle Use TOGGLE spawnflag and trigger to enable continuous mode */ //----------------------------------------------------------------------------- /*QUAKED trap_lightningshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LARGE x x DUST PART TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM When triggered, fires a LIGHTNING at the target entity (can be blocked) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for destination (required) wait : time between projectiles (def=1s) delay : random time between projectile (def=0s) volume : Lightning hit sound volume (def=0.75) dmg : Damage from lightning strike (def=15, large=30) pos1 : Random XYZ wobble to source position pos2 : Random XYZ wobble to target position -------- SPAWNFLAGS -------- LARGE : Cthton Boss Lightning DUST : Produce dust/smoke at point of impact PARTICLE: Produce particles at point of impact TOGGLE : Trigger will toggle the shooter on/off instead TRACK : Will update target entity origin before firing -------- NOTES -------- When triggered, fires a LIGHTNING at the target entity (can be blocked) Use TOGGLE spawnflag and trigger to enable continuous mode */ //----------------------------------------------------------------------------- /*QUAKED trap_gasshooter (0 .5 .8) (-8 -8 -8) (8 8 8) STEAM FIRE POISON x SILENT TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM When triggered, fires a gas particle in the direction determined by angle -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : targeting entity used for custom direction angle : direction for stream to follow, use "360" for angle 0 wait : time between particles (def=0.05s) speed : velocity speed (def=200) waitmin: auto switch off timer (def=0.5s) dmg : damage from contact with particles (def=1) -------- SPAWNFLAGS -------- STEAM : White hot clouds of steam (default) FIRE : Will add burning debuff to player POISON : Will add poison debuff to player SILENT : No on/off sound, its silent! TOGGLE : Trigger will toggle the shooter on/off instead TRACK : Will update target entity origin before firing -------- NOTES -------- When triggered, fires a gas particle in the direction determined by angle Use TOGGLE spawnflag and trigger to enable continuous mode */ //----------------------------------------------------------------------------- /*QUAKED trap_gasleak (0 .5 .8) (-8 -8 -8) (8 8 8) x Not used anymore, use trap_gasshooter instead */ //----------------------------------------------------------------------------- /*QUAKED trap_pendlong (0.5 0.75 0) (-8 -192 -24) (8 0 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Long (192 units) Pendulum (From Rogue mission pack) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) dmg : Damage to do for each contact, def=5 waitmin : Damage throttle to touch function, def=0.5s wait : amount of time (seconds) before starting swinging. def=0 -------- SPAWNFLAGS -------- REVERSE : Starts at frame 12 instead 0 ONESWING : Will do a single swing (back + forth) when triggered STARTOFF : Starts off and waits for trigger -------- NOTES -------- Long (192 units) Pendulum (From Rogue mission pack) */ //----------------------------------------------------------------------------- /*QUAKED trap_pendlongx (0.5 0.75 0) (-192 -8 -24) (0 8 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Long (192 units) Pendulum working on X axis only -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) dmg : Damage to do for each contact, def=5 waitmin : Damage throttle to touch function, def=0.5s wait : amount of time (seconds) before starting swinging. def=0 -------- SPAWNFLAGS -------- REVERSE : Starts at frame 12 instead 0 ONESWING : Will do a single swing (back + forth) when triggered STARTOFF : Starts off and waits for trigger -------- NOTES -------- Long (192 units) Pendulum working on X axis only */ //----------------------------------------------------------------------------- /*QUAKED trap_pendshort (0.5 0.75 0) (-8 -128 -24) (8 0 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Short (128 units) Pendulum -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) dmg : Damage to do for each contact, def=5 waitmin : Damage throttle to touch function, def=0.5s wait : amount of time (seconds) before starting swinging. def=0 -------- SPAWNFLAGS -------- REVERSE : Starts at frame 12 instead 0 ONESWING : Will do a single swing (back + forth) when triggered STARTOFF : Starts off and waits for trigger -------- NOTES -------- Short (128 units) Pendulum */ //----------------------------------------------------------------------------- /*QUAKED trap_pendshortx (0.5 0.75 0) (-128 -8 -24) (0 8 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Short (128 units) Pendulum working on X axis only -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : Name of first path_corner to start at (instant move) dmg : Damage to do for each contact, def=5 waitmin : Damage throttle to touch function, def=0.5s wait : amount of time (seconds) before starting swinging. def=0 -------- SPAWNFLAGS -------- REVERSE : Starts at frame 12 instead 0 ONESWING : Will do a single swing (back + forth) when triggered STARTOFF : Starts off and waits for trigger -------- NOTES -------- Short (128 units) Pendulum working on X axis only */ //----------------------------------------------------------------------------- /*QUAKED trap_sawbladey (0 .5 .8) (-4 -32 -32) (4 32 32) STARTON x x x x REVERSE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Rotating Saw Blade on Y axis only -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : Name of first path_corner to start at (instant move) speed : Speed to follow path, def=100 yaw_speed : Rotation speed for Saw Blade (def=180) dmg : Damage to do for each contact, def=4 waitmin : Damage throttle for ON touch function, def=0.1s height : Damage throttle for OFF touch function, def=1s lip : Deceleration time; def=2s, =-1 instant stop sounds : 0=Silent, 1=Woodmill, 5=Custom sounds noise : custom sound - stopped noise1 : custom sound - moving (looping) -------- SPAWNFLAGS -------- STARTON : Start moving straight away if targetname is used REVERSE : Start going backward through path_corner chain STARTOFF : Starts off and waits for trigger -------- NOTES -------- Rotating Saw Blade on Y axis only */ //----------------------------------------------------------------------------- /*QUAKED trap_sawbladex (0 .5 .8) (-32 -4 -32) (32 4 32) STARTON x x x x REVERSE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Rotating Saw Blade on X axis only -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) target : Name of first path_corner to start at (instant move) speed : Speed to follow path, def=100 yaw_speed : Rotation speed for Saw Blade (def=180) dmg : Damage to do for each contact, def=4 waitmin : Damage throttle for ON touch function, def=0.1s height : Damage throttle for OFF touch function, def=1s lip : Deceleration time; def=2s, =-1 instant stop sounds : 0=Silent, 1=Woodmill, 5=Custom sounds noise : custom sound - stopped noise1 : custom sound - moving (looping) -------- SPAWNFLAGS -------- STARTON : Start moving straight away if targetname is used REVERSE : Start going backward through path_corner chain STARTOFF : Starts off and waits for trigger -------- NOTES -------- Rotating Saw Blade on X axis only */ //============================================================================= // // LIGHT entities // //============================================================================= /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF x x x x x x x Non-displayed light -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default style : 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger -------- NOTES -------- Non-displayed light. If targeted, it will toggle between on or off */ //----------------------------------------------------------------------------- /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND x x x x x x Non-displayed light. Makes steady fluorescent humming sound -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger NO_SOUND : No ambient sound -------- NOTES -------- Non-displayed light. Makes steady fluorescent humming sound */ //----------------------------------------------------------------------------- /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) x NO_SOUND x x x x x x Non-displayed light. Makes sparking, broken fluorescent sound -------- KEYS -------- light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- NO_SOUND : No ambient sound -------- NOTES -------- Non-displayed light. Makes sparking, broken fluorescent sound */ //----------------------------------------------------------------------------- /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF x NO_STATIC x x x X x { model(":progs/s_light.spr"); } Sphere globe light (sprite) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger NO_STATIC : Will not turn into static entity -------- NOTES -------- Sphere globe light (sprite) */ //----------------------------------------------------------------------------- /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES { model(":progs/flame.mdl"); } Short wall torch -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger NO_SOUND : No ambient sound NO_STATIC : Will not turn into static entity NOEFFECTS : No particle or effects active -------- NOTES -------- Short wall torch */ //----------------------------------------------------------------------------- /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES { model(":progs/flame2.mdl"); } Small yellow flames -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger NO_SOUND : No ambient sound NO_STATIC : Will not turn into static entity NOEFFECTS : No particle or effects active -------- NOTES -------- Small yellow flames. */ //----------------------------------------------------------------------------- /*QUAKED light_flame_large_yellow (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES { model(":progs/flame2.mdl"); } Large yellow flame -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger NO_SOUND : No ambient sound NO_STATIC : Will not turn into static entity NOEFFECTS : No particle or effects active -------- NOTES -------- Large yellow flame */ //----------------------------------------------------------------------------- /*QUAKED light_candle (0 1 0) (-4 -4 -16) (4 4 16) LIGHTOFF FLAMEOFF x SHADOWS x STATIC x x { model(":progs/misc_candle1.mdl"); } Wide variety of Candles (from Rogue Software) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) angle : 0=random angle, 1-360=specific height : size of candle 1=short, 2=medium, 3=regular, -1=random t_width : width of candle 1=regular, 2=fat, 3=thin, -1=random lip : Moves model down to ground plane (default = 16) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger FLAMEOFF : The candle is displayed off (no flame) SHADOWS : Turn on shadows in DP engine STATIC : Turn entity into static upon spawn (frame 0) -------- NOTES -------- Wide variety of Candles (from Rogue Software) */ //----------------------------------------------------------------------------- /*QUAKED light_postlight (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x { model(":progs/misc_lightpost.mdl"); } light post (from Quoth) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger -------- NOTES -------- light post (from Quoth) */ //----------------------------------------------------------------------------- /*QUAKED light_tubelight (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x { model(":progs/misc_lighttube.mdl"); } light Tube (from Quoth) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger -------- NOTES -------- light Tube (from Quoth) */ //----------------------------------------------------------------------------- /*QUAKED light_fixture1 (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x { model(":progs/misc_fixture1.mdl"); } light Fixture (from Rubicon) -------- KEYS -------- targetname : toggle state (use trigger ent for exact state) light : sets brightness, 300 is default fixangle : angle the model should be facing; set it to face away from the wall _color : Light color - R/G/B (def='1 1 1') wait : Fade distance multiplier (def=1) delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient mangle : Spotlight direction angle : Spotlight cone angle (def=40) _dirt : Dirt map (override) _dirtscale : Dirt scale (override) _deviance : Deviance _samples : No. of Deviance lights (def=16) _surface : Surface light texture name _surface_offset : Surface light offset (def=2) _softangle : Spotlight soft angle (def=0) _anglescale : Light angle scale (def=0.5) -------- SPAWNFLAGS -------- LIGHTOFF : Starts off and waits for trigger -------- NOTES -------- light Fixture (from Rubicon) */ //----------------------------------------------------------------------------- /*QUAKED light_flame_small_white (0 1 0) (-8 -8 -8) (8 8 8) x Not used anymore */ //============================================================================= // // HIPNOTIC/RITUAL ROTATION STUFF // //============================================================================= /*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4) x center point for rotatable objects -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- center point for rotatable objects Removes self 5s after spawning */ //----------------------------------------------------------------------------- /*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE STARTON Basic rotating object -------- KEYS -------- target : points to center of rotation entity rotate : The rate of rotation in degrees speed : time taken to go from zero to full speed and vice-versa -------- SPAWNFLAGS -------- TOGGLE : allows the rotation to be toggled on/off STARTON : whether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off. -------- NOTES -------- Basic rotating object */ //----------------------------------------------------------------------------- /*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE Corner Path for rotate_train -------- KEYS -------- event : is a target to trigger when train arrives at path_rotate noise : contains the name of the sound to play when train stops noise1 : contains the name of the sound to play when train moves speed : set speed to be the new speed of the train after it reaches the path change. If speed is -1, the train will warp directly to the next path change after the specified wait time. If MOVETIME is set on the path_rotate, the train to interprets "speed" as the length of time to take moving from one corner to another. -------- SPAWNFLAGS -------- ROTATION : Rotate train at rate specified by 'rotate', use '0 0 0' to stop ANGLES : Rotate to the angles specified by 'angles' while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation STOP : stop train and wait to be retriggered NO_ROTATE : stop train rotating when waiting to be triggered DAMAGE : Cause damage based on 'dmg' MOVETIME : Interpret 'speed' as the length of time to take moving SET_DAMAGE : Set all targets damage to 'dmg' -------- NOTES -------- Corner Path for rotate_train */ //----------------------------------------------------------------------------- /*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8) x Trains are moving platforms that players can ride -------- KEYS -------- path : Starts at'path_rotate' position speed : travel speed (def=100) dmg : blocking damage (def=0) sounds : 0=Silent 1=ratchet metal noise : sound to play when train stops noise1 : sound to play when train moves -------- SPAWNFLAGS -------- -------- NOTES -------- Trains are moving platforms that players can ride If the train is the target of a button or trigger, it will for trigger The func_rotate_train entity is the center of rotation of all objects targeted by it. */ //----------------------------------------------------------------------------- /*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING Emulate collision on rotating objects -------- KEYS -------- dmg : damage to cause when touched or blocked _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- VISIBLE : Causes brush to be displayed TOUCH : Cause damage when touched by player NONBLOCKING : makes the brush non-solid, This is useless if VISIBLE is set -------- NOTES -------- Emulate collision on rotating objects */ //----------------------------------------------------------------------------- /*QUAKED rotate_object (0 .5 .8) ? Defines a bmodel object to be rotated -------- KEYS -------- targetname : name of bmodel object target : rotating point entities to link too _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- -------- NOTES -------- Defines a bmodel object to be rotated Used as the target of func_rotate_door */ //----------------------------------------------------------------------------- /*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN Rotating door moving around a point of rotation -------- KEYS -------- target : Points to the rotate_object bmodel entity target2 : Move on spawn to this entity (info_rotate) location dmg : Damage caused when blocked (def=2) negative numbers =no damage speed : Time taken to rotate open/close sounds : 1=medieval 2=metal 3=base 4=silent (def=1) -------- SPAWNFLAGS -------- STAYOPEN : Reopen after closing, stops a once only door from closing if blocked -------- NOTES -------- Rotating door moving around a point of rotation */ //============================================================================= // // BREAKABLES // //============================================================================= /*QUAKED func_breakable (0 .5 .8) ? STARTOFF NODAMAGE EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE Not_Easy Not_Normal Not_Hard Not_DM Spawn breakable objects from a bmodel -------- KEYS -------- target : targets to fire when breakable is dead/used (only used once) target2 : Additional trigger function (need target to be defined as well) style : pre-defined sound/model types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 6=ceramic, 10=custom brksound : Initial breaking sound type (override style default) brkimpsound : Impact sound type (override style default) brkobjects : Breakable object model type (10-15=rocks, 20-22=woods, 30-32=glass, 40-42=metals, 50-54=brick, 60=ceramic) noise : Initial breaking sound (unique sound file) noise1 : Custom Rubble Impact sounds (unique sound files, must have 1 defined) noise2 : Custom Rubble Impact sound 2 noise3 : Custom Rubble Impact sound 3 noise4 : Custom Rubble Impact sound 4 brkobj1 : Custom Rubble bmodel objects (unique models, must have 1 defined) brkobj2 : Custom Rubble bmodel objects 2 brkobj3 : Custom Rubble bmodel objects 3 brkobj4 : Custom Rubble bmodel objects 4 health : amount of damage to take before breaking (def 1) count : minimum quantity to spawn (def 4) cnt : random quantity to spawn (def 4) =-1 no random qty dmg : explosive radius damage (emits from center of func object) pos1 : x=start particle colour, y=random range, z=quantity brkvelbase : Base amount for velocity of broken parts (def "50 50 100") brkveladd : Random additions for velocity of broken parts (def "100 100 150") brkavel : Amount of breaking object angle velocity (def 200) brkfade : Fade time before rubble fades away (def 4+random()x4) brkmondmg : Damage multiplier for monster damage against breakable angles : direction to throw rubble (override default = impact direction) brkgravity : Change the gravity for rubble, useful for underwater (Value = 0-1) brktrigjump : Trigger if damaged by jumping monster attack brktrigmissile : Trigger if damaged by rocket/grenade/shalball/radiusdmg brktrignoplayer: No player/clients can damage this breakable brkdelaydamage : Time pause before enabling damage on this breakable _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- STARTOFF : Will wait for trigger to spawn NODAMAGE : Cannot be damaged or shot, trigger only EXPLOSION : trigger sprite/particle explosion SILENT : No initial breakage sound DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage) NOMONSTER : Monsters cannot damage this breakable and/or spawning rubble will not damage monsters NOSOUND : Spawning rubble has no impact sounds NOROTATE : Spawning rubble has No Y rotation -------- NOTES -------- Spawn breakable ojects from a bmodel */ //----------------------------------------------------------------------------- /*QUAKED func_breakable_spawner (0.5 .5 .8) (-8 -8 -8) (8 8 8) x x EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE Not_Easy Not_Normal Not_Hard Not_DM Spawn breakable objects from a single point -------- KEYS -------- target : targets to fire when breakable is dead/used (only used once) target2 : Additional trigger function (need target to be defined as well) style : pre-defined sound/model types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 6=ceramic, 10=custom brksound : Initial breaking sound type (override style default) brkimpsound : Impact sound type (override style default) brkobjects : Breakable object model type (10-15=rocks, 20-22=woods, 30-32=glass, 40-42=metals, 50-54=brick, 60=ceramic) noise : Initial breaking sound (unique sound file) noise1 : Custom Rubble Impact sounds (unique sound files, must have 1 defined) noise2 : Custom Rubble Impact sound 2 noise3 : Custom Rubble Impact sound 3 noise4 : Custom Rubble Impact sound 4 brkobj1 : Custom Rubble bmodel objects (unique models, must have 1 defined) brkobj2 : Custom Rubble bmodel objects 2 brkobj3 : Custom Rubble bmodel objects 3 brkobj4 : Custom Rubble bmodel objects 4 health : amount of damage to take before breaking (def 1) count : minimum quantity to spawn (def 4) cnt : random quantity to spawn (def 4) =-1 no random qty dmg : explosive radius damage (emits from center of func object) pos1 : x=start particle colour, y=random range, z=quantity brkvelbase : Base amount for velocity of broken parts (def "50 50 100") brkveladd : Random additions for velocity of broken parts (def "100 100 150") brkavel : Amount of breaking object angle velocity (def 200) brkfade : Fade time before rubble fades away (def 4+random()x4) angles : direction to throw rubble (override default = impact direction) brktrigjump : Trigger if damaged by jumping monster attack brktrigmissile : Trigger if damaged by rocket/grenade/shalball/radiusdmg brkgravity : Change the gravity for rubble, useful for underwater (Value = 0-1) brkvol : Spawning volume vector for breakable point entity _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- EXPLOSION : trigger sprite/particle explosion SILENT : No initial breakage sound DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage) NOMONSTER : Spawning rubble will not damage monsters NOSOUND : Spawning rubble has no impact sounds NOROTATE : Spawning rubble has No Y rotation -------- NOTES -------- Spawn breakable ojects from a single point */ //----------------------------------------------------------------------------- /*QUAKED func_breakable_wall (0 .5 .8) ? START_ON SOLID FADEOUT x x x x x Not_Easy Not_Normal Not_Hard Not_DM Switchable bmodel for breakable setups with optional collision -------- KEYS -------- targetname : trigger entity (works with entity state system) wait : set to -1 for trigger once condition (def=0) waitmin : random time to wait before fading out _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself -------- SPAWNFLAGS -------- START_ON : Will spawn visible and wait for trigger SOLID : Will block player/monster movement FADEOUT : Will fade out after a certain amount of time if visible! -------- NOTES -------- Switchable bmodel for breakable setups with optional collision */ //----------------------------------------------------------------------------- /*QUAKED func_pushable (0 .5 .8) ? x DAMAGE x NOFLRCHECK FLOATING NOMONSTER STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM Moveable brushwork (pushable) -------- KEYS -------- targetname : trigger entity (works with entity state system) target : targets to fire when pushable is dead (only used once) style : sound move/impact types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 10=custom noise1 : Custom move sound 1 (style=10) noise2 : Custom move sound 2 noise3 : Custom move sound 3 bleedcolour: Impact particle colour (starting point on palette) target2 : points to a func_breakable_spawner to trigger on death message : Message to display when touched by player wait : Delay for showing touch message to player health : damage taken before death death_dmg : will explode on death (reqs health) speed : pushing speed (def = 1) waitmin : length of pushable sounds (def=0.5s) waitmin2 : Alpha value to fade block down to when pushing -------- SPAWNFLAGS -------- DAMAGE : Pushable can be damaged or destroyed NOFLRCHECK: No floor below check for extra velocity FLOATING : Pushable starts off floating (until touched) NOMONSTER : Cannot be damaged by monsters STARTOFF : Starts off and waits for trigger -------- NOTES -------- Moveable brushwork (pushable) */ //----------------------------------------------------------------------------- /*QUAKED trigger_monsterbreak (.8 .5 .8) (-8 -8 -8) (8 8 8) NODELAY WAKEANIM x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Trigger (once) breakable and monster together -------- KEYS -------- targetname : trigger entity (works with entity state system) target : points to func_breakable (single target) target2 : points to a monster (single target) wait : time before breakable is triggered (def 0.2) -------- SPAWNFLAGS -------- NODELAY : No delay between monster and breakable trigger WAKEANIM : Will do special wakeup animation when triggered -------- NOTES -------- Trigger (once) breakable and monster together */ //----------------------------------------------------------------------------- /*QUAKED trigger_explode (.8 .5 .5) (-4 -4 -4) (4 4 4) x NOPARTICLES DUST x x x x x Not_Easy Not_Normal Not_Hard Not_DM Triggered entity producing damage + sprite explosion -------- KEYS -------- targetname : trigger entity (works with entity state system) dmg : explosive radius damage (def=40, -1=no damage) delay : time delay to explosion (def=0s) noise : string name for explosion sound (def=weapons/r_exp3b.wav) wait : re-trigger explosions (def=-1 trigger once) style : 0=Explosion, 1=Plasma, 2=Poison, 3=Electric, 4=Burst (Smoke/Flame/Poison) height : 0/1=Small(Def), 2=Medium, 3=Large, -1=Random count : Random amount of dust particles to spawn (1-x) pos1 : Dust velocity X=Random, Y=UpBase, Z=UpRnd -------- SPAWNFLAGS -------- NOPARTICLES : No old school particle explosion DUST : Dust particle explosion (use angle for direction) -------- NOTES -------- Triggered entity producing damage + sprite explosion */ //============================================================================= // // MONSTERS // //----------------------------------------------------------------------------- /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dog.mdl"); } Dog (Rottweiler), 25 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Dog (Rottweiler), 25 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_eel (0.25 0 1) (-16 -16 -24) (16 16 24) AMBUSH x LIQBLOCK NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_eel.mdl"); } Eel, 35 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LIQBLOCK: Liquid surfaces block wakeup/sight lines NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF: Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Eel, 35 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_fish (0.25 0 1) (-16 -16 -24) (16 16 24) AMBUSH SMALL LIQBLOCK NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_fish.mdl"); } Rotfish, 25 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster SMALL : Smaller version, less HP LIQBLOCK: Liquid surfaces block wakeup/sight lines NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF: Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Rotfish, 25 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_lostsoul (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_lostsoul.mdl"); } Lost Soul, 30 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Lost Soul, 30 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_scorpion (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH x STINGER NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_scorpion.mdl"); } Scorpion, 80/120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STINGER : Works like the Black crab from HL2 with a poison debuff NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Scorpion, 80/120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_spider (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_spiderb.mdl"); } Spider, 30/75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LARGE : Large green spitting variety ONCEILING : Start on ceiling above, waiting ... NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Spider, 30/75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_voreling (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_voreling.mdl"); } Voreling, 30/60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LARGE : Large purple spitting variety ONCEILING : Start on ceiling above, waiting ... NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Voreling, 30/60 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_swampling (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_swampling.mdl"); } Swampling, 30/60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LARGE : Large dark green spitting variety ONCEILING : Start on ceiling above, waiting ... NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Swampling, 30/60 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_soldier.mdl"); } Soldier, 30 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Soldier, 30 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_army_rocket (1 .35 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_soldier.mdl"); } Rocket Soldier, 45 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Rocket Soldier, 45 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_army_grenade (0 1 .35) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_soldier.mdl"); } Grenade Soldier, 60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Grenade Soldier, 60 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_army_plasma (1 0 .35) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_soldier.mdl"); } Plasma Soldier, 75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Plasma Soldier, 75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_dguard (1 0 0.25) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dguard.mdl"); } Death Guard, 35 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Death Guard, 35 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_zombie (0.5 1 0.5) (-16 -16 -24) (16 16 32) Crucified Ambush OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_zombie.mdl"); } Zombie, 60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released aflag : 1 = Forward, 2 = Backward - Starting position on floor -------- SPAWNFLAGS -------- Crucified : If crucified, stick the bounding box 12 pixels back into a wall to look right. AMBUSH : the monster will only wake up on seeing the player, not by another monster ONFLOOR : Spawn the zombie on the floor (angles = position) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Zombie, 60 health points. If crucified, stick the bounding box 12 pixels back into a wall to look right. */ //----------------------------------------------------------------------------- /*QUAKED monster_mummy (0.25 1 0.5) (-16 -16 -24) (16 16 32) Ambush x OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_zombie.mdl"); } Poison Zombie, 60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster ONFLOOR : Spawn the zombie on the floor (angles = position) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Poison Zombie, 60 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_boil (0.5 1 0.5) (-16 -16 -24) (16 16 32) Ambush Hanging Hobbled NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_tarbaby.mdl"); } Exploding Boil, 75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released wait : time between random squirts of blood (def = wait + rnd x wait) t_width : Trigger radius for detecting a player (def = 80 / 120) death_dmg : Explosive radius damage on death (def = 60) poisonous : Green blood, gibs and poison debuff attack with radius damage -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster HANGING : Hanging on wall upside down by spikes HOBBLED : Hobbled on the floor, random A/B position NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Exploding Boil, 75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_zombiek (0.75 1 0.5) (-16 -16 -24) (16 16 32) Ambush x OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_zombiek.mdl"); } Zombie Knight, 60 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released aflag : 1 = Forward, 2 = Backward - Starting position on floor -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster ONFLOOR : Spawn the zombie on the floor (angles = position) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Zombie Knight, 60 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_enforcer (.25 .5 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_enforcer.mdl"); } Enforcer, 80 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Enforcer, 80 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_defender (.5 1 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_enforcer.mdl"); } Defender, 100 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Defender, 100 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_pyro (.75 0 .75) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_pyro.mdl"); } Pyro, 100 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Pyro, 100 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_fumigator (.75 0.5 .75) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_fumigator.mdl"); } Fumigator, 100 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Fumigator, 100 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_jim (.75 0 .75) (-16 -16 -24) (16 16 24) AMBUSH x ROCKET NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_jim.mdl"); } Fast moving flying robot, 50/100 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster ROCKET : Fires rockets instead of lasers and has lower HP NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Fast moving flying robot, 50/100 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_eliminator (0 1 .5) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_enforcer.mdl"); } Eliminator, 120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Eliminator, 120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_centurion (0 1 .5) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_centurion.mdl"); } Centurion, 120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Centurion, 120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_skullwiz (0.5 0 1) (-16 -16 -24) (16 16 40) AMBUSH GUARDIAN MINION NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_skullwiz.mdl"); } Skull Wizard, 120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released bodyphased : Spawn phased out and wait to see player bodystatic : Prevents skull wizard from teleporting height : Maximum Z distance to search for teleport destination distmin : Minimum XY distance to search for teleport destination destmax : Maximum XY distance to search for teleport destination -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster GUARDIAN : special version to guard the runes of power MINION : spawn minions (lost souls) to attack the player NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Skull Wizard, 120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_skullwizminion (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_lostsoul.mdl"); } Lost Soul Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Lost Soul Minion, used for precache only */ //----------------------------------------------------------------------------- /*QUAKED monster_dcrossbow (0 0.5 1) (-16 -16 -24) (16 16 32) AMBUSH SNIPER TRACKING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dcrossbow.mdl"); } Crossbow Knight, 75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster SNIPER : no max range limitations for enemies (sniper mode) TRACKING : Enable tracking for the firing of bolts (really hard) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Crossbow Knight, 75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 32) AMBUSH STATUE NOTFROZEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_knight.mdl"); } Knight, 75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released frame: statue frame to be frozen in. (default 44) -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STATUE : Stone statue until triggered NOTFROZEN : Will start active (works with statue spawnflag) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Knight, 75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_wizard (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH x ABOVE NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/wizard.mdl"); } Scrag (Wizard), 80 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster ABOVE : Will try to keep above enemy and maintain some distance NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Scrag (Wizard), 80 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x LESSJUMP NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/tarbaby.mdl"); } Spawn (Tarbaby), 80 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released death_dmg : Damage on Death (def=120) poisonous : 0=Jump attack (default, 1=Poison attack) exactskin : 0-1=Blue, 2-3=Green1, 4-5=Green2, 6-7=Green3 -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LESSJUMP : Does not jump round so much, linked to skill level NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Spawn (Tarbaby), 80 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_gargoyle (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH STATUE PERCH NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_gargoyle.mdl"); } Gargoyle, 120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STATUE : Stone statue until triggered (always starts in a perched position) PERCH : Start in a sitting down, place 44 units out from perching edge, 4 units higher NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Gargoyle, 120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_gaunt (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH x PERCH NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_gaunt.mdl"); } Gaunt, 120 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster PERCH : Start in a sitting down NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Gaunt, 120 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_ogre (0.5 0.5 0) (-32 -32 -24) (32 32 64) AMBUSH NAIL GREEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/ogre.mdl"); } Ogre, 200 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NAIL : Fires 4 nails in a random pattern GREEN : Green leather armour and +HP NOSIGHT: No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Ogre, 200 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_ogre_fishing (0.5 0.5 0) (-32 -32 -24) (32 32 64) x x GREEN x x NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/ogre.mdl"); } Fishing Ogre, 150/350 health points. -------- KEYS -------- targetname : monster/trigger name target2 : Wakeup trigger when attacked by the player (trigger once) deathtarget : entity to trigger upon death (useful if target field already in use) nomonstercount : will not be included in any monster count functionality no_liquiddmg : Blocks all liquid (slime/lava) damage checks bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) -------- SPAWNFLAGS -------- GREEN : Green leather armour and +HP NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn -------- NOTES -------- Fishing Ogre, 150/350 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_ogre_fishing_ghost (0.7 0.5 0) (-32 -32 -24) (32 32 64) x x x x x NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/ogre.mdl"); } Ghost Fishing Ogre, No health points and cannot be woken up. -------- KEYS -------- targetname : monster/trigger name -------- SPAWNFLAGS -------- NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn -------- NOTES -------- Ghost Fishing Ogre, No health points and cannot be woken up. */ //----------------------------------------------------------------------------- /*QUAKED monster_hogre (0.5 0.75 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hogre.mdl"); } Ogre, 200 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster METAL : Chain mail metal armour and +HP NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Ogre, 200 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_hogremac (0.5 0.5 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hogremac.mdl"); } Ogre, 200 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster METAL : Chain mail metal armour and +HP NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Ogre, 200 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH STATUE NOTFROZEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hknight.mdl"); } Hell Knight, 250 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released frame: statue frame to be frozen in. (default 73) -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STATUE : Stone statue until triggered NOTFROZEN : Will start active (works with statue spawnflag) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Hell Knight, 250 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_hell_pointknight (0.75 0.5 0) (-16 -16 -24) (16 16 40) AMBUSH STATUE x NOSIGHT NOIDLE NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hknight.mdl"); } Special Electricity Pointing Hell Knight -------- KEYS -------- targetname : monster/trigger name target : target for electricity target2 : trigger to fire when electricity stopped pos1 : XYZ offset to start lightning (uses v_forward/v_right/v_up) pos2 : XYZ random offset to start lightning (uses v_forward/v_right/v_up) pos3 : Animation lightning frame set (Start/Finish/Direction) t_length : random wobble to electricity target origin (0=def 5) dmg : amount of contact damage with electricity (0=def 5) health : Override default health settings deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STATUE : Stone statue skin NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn -------- NOTES -------- Special Electricity Pointing Hell Knight */ //----------------------------------------------------------------------------- /*QUAKED monster_dknight (0.75 0.25 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dknight.mdl"); } Death Knight, 250 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Death Knight, 250 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_dknightghost (0.75 0.25 0) (-16 -16 -24) (16 16 40) x { model(":progs/mon_dknight.mdl"); } Special ghost Death Knight -------- KEYS -------- targetname : monster/trigger name target : path_corner to walk towards deathtarget : trigger to fire when ghost is finished -------- SPAWNFLAGS -------- -------- NOTES -------- Special ghost Death Knight */ //----------------------------------------------------------------------------- /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_demon.mdl"); } Fiend (Demon), 300 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released poisonous : Green skin + Poison debuff attack on melee claws -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Fiend (Demon), 300 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_hogreham (0.5 1 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_hogreham.mdl"); } Ogre, 300 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster METAL : Full plate metal armour and +HP NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Ogre, 300 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_dfury (0.75 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dfury.mdl"); } Fury Knight, 400 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Fury Knight, 400 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_dsergeant (0 0.25 1) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dsergeant.mdl"); } Death Sergeant, 400 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Death Sergeant, 400 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_wraith (0.8 0 0.2) (-32 -32 -24) (32 32 64) AMBUSH SCORPIONS SPIDERS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_wraith.mdl"); } Wraith, 350 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster SCORPIONS : spawn minions (scorpions) to attack the player SPIDERS : spawn minions (spiders) to attack the player NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Wraith, 350 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_wraithminion (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_spiderb.mdl"); } Spider Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Spider Minion, used for precache only */ //----------------------------------------------------------------------------- /*QUAKED monster_wraithminion2 (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_scorpion.mdl"); } Scorpion Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Scorpion Minion, used for precache only */ //----------------------------------------------------------------------------- /*QUAKED monster_shalrath (1 0 0.5) (-32 -32 -24) (32 32 64) AMBUSH x MINIONS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_shalrath.mdl"); } Vore (Shalrath), 400 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster MINION : spawn minions (vorelings) to attack the player NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Vore (Shalrath), 400 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_shalrathminion (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_voreling.mdl"); } Voreling Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Voreling Minion, used for precache only */ //----------------------------------------------------------------------------- /*QUAKED monster_drole (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_drole.mdl"); } Drole, 500 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Drole, 500 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_minotaur (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x MINIONS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_minotaur.mdl"); } Minotaur, 500 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster MINION : spawn minions (gargoyle) to attack the player NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Minotaur, 500 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_golem (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH STATUE MELEEONLY NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_golem.mdl"); } Golem, 500 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released frame: statue frame to be frozen in. (default 48) -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster STATUE : Stone statue until triggered (default = Always ON) MELEEONLY : Melee and Stomp only attacks, no rockstorm range NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Golem, 500 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_minotaurminion (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_gargoyle.mdl"); } Gargoyle Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Gargoyle Minion, used for precache only */ //----------------------------------------------------------------------------- /*QUAKED monster_freddie (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH LASER x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_freddie.mdl"); } Freddie, 500 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster LASER : Fires laser bolts instead of metal (glowing red) nails NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Freddie, 500 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_seeker (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x SHIELD NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_seeker.mdl"); } Seeker, 500 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Fired when the shield is turned off (trigger_once) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released state : start with one arm removed 1=Left, 2=Right -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster SHIELD : Start with shield ON and waits for trigger NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Seeker, 500 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/shambler.mdl"); } Shambler, 600 health points. Rockets only have half damage when hitting the Shambler. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released poisonous : Green skin + Poison debuff attack on melee claws -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Shambler, 600 health points. Rockets only have half damage when hitting the Shambler. */ //============================================================================= // MINI Bosses //============================================================================= /*QUAKED monster_boglord (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH STRONG x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_boglord.mdl"); } Lord of the Bog, 1200 Health Points -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death target2 : tether point to keep close too angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player STRONG : More Health and Skin 2 NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Lord of the Bog, 1200 Health Points */ //----------------------------------------------------------------------------- /*QUAKED monster_nour (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH BOSS x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_bossnour.mdl"); } Nouronihar, 1200 Health Points -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death (delayed till explosion) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality tethertarget : target of tether entity (path_corner) (BOSS Only) noise : Intro burst trigger (breakables?) (BOSS Only) noise1 : Wave 1 entities to trigger (BOSS Only) noise2 : Wave 2 entities to trigger (BOSS Only) noise3 : Wave 3 entities to trigger (BOSS Only) -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player BOSS : Version with waves and minion spawns NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Nouronihar, 1200 Health Points */ //----------------------------------------------------------------------------- /*QUAKED monster_nourminion (1 0 0) (-16 -16 -24) (16 16 16) x { model(":progs/mon_wizard.mdl"); } Wizard Minion, used for precache only -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Wizard Minion, used for precache only */ //============================================================================= // SPECIAL BOSS SETUPS //============================================================================= /*QUAKED monster_boss (1 0 0) (-80 -80 -24) (80 80 256) x { model(":progs/mon_bosschthon.mdl"); } Chthon (Boss of Shareware Quake) -------- KEYS -------- targetname : monster/trigger name -------- SPAWNFLAGS -------- -------- NOTES -------- Chthon (Boss of Shareware Quake) */ //----------------------------------------------------------------------------- /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) x Just for boss level. Used for killing Cthon. -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Just for boss level. Used for killing Cthon. */ //============================================================================= /*QUAKED monster_firetopboss (1 0.25 0.25) (-80 -80 -24) (80 80 256) x { model(":progs/mon_bosschthon.mdl"); } Chthon (Special version for Firetop Mountain) -------- KEYS -------- targetname : monster/trigger name -------- SPAWNFLAGS -------- -------- NOTES -------- Chthon (Special version for Firetop Mountain) */ //============================================================================= /*QUAKED monster_chthon (1 0 0) (-80 -80 -24) (80 80 256) x RED GREEN { model(":progs/mon_bosschthon.mdl"); } Chthon (Custom version) -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death bosswave : Total boss waves (1-5) bosswaveqty : Health each wave resist_shells : Shell ammo resistance (0-1) resist_nails : Nail ammo resistance (0-1) resist_rockets : Rocket ammo reistance (0-1) resist_cells : Cell ammo resistance (0-1) pos1 : Attack1 Speed Base/Skill/- (250 50 0) pos2 : Attack1 Damage Base/Rnd/Splash (100 20 120) pos3 : Attack2 Forward/Vertical/Damage (300 500 40) dest2 : Attack2 Spawn location (0 0 96) noise1 : Wave 1 trigger entities noise2 : Wave 2 trigger entities noise3 : Wave 3 trigger entities noise4 : Wave 4 trigger entities deathtype : Death message for the client (optional) -------- SPAWNFLAGS -------- RED : New red skin with plenty of upward lighting+shadow GREEN : Green skin + slime balls instead of lava -------- NOTES -------- Chthon (Custom version) */ //============================================================================= /*QUAKED monster_eidolon (1 0 0) (-32 -32 -24) (32 32 128) x { model(":progs/mon_bosseidolon.mdl"); } Boss starts behind shield -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death (delayed till explosion) noise1 : Wave 1 (monster_eidolon_wavetrig) entity noise2 : Wave 2 (monster_eidolon_wavetrig) entity noise3 : Wave 3 (monster_eidolon_wavetrig) entity noise4 : Wave 4 (monster_eidolon_wavetrig) entity -------- SPAWNFLAGS -------- -------- NOTES -------- Boss starts behind shield */ //----------------------------------------------------------------------------- /*QUAKED monster_eidolon_wavetrig (0.75 0.25 1) (-40 -40 -4) (40 40 4) x Target for boss lightning wave event -------- KEYS -------- targetname : name of wave event (links to noise key on boss) target : trigger name of adds to spawn target2 : trigger name of crystal event -------- SPAWNFLAGS -------- -------- NOTES -------- Target for boss lightning wave event */ //============================================================================= /*QUAKED monster_icegolem (1 0 0) (-32 -32 -24) (32 32 128) x { model(":progs/mon_bossicegolem.mdl"); } Frozen Guardian in a Cave -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death (delayed to fade away) tethertarget : target of tether entity (path_corner) tetherrange : circular range around tether point (def=400) noise1 : Wave 1 entities to trigger noise2 : Wave 2 entities to trigger noise3 : Wave 3 entities to trigger noise4 : Wave 4 entities to trigger brkobj1: Ceiling rubble bmodel (maps/ad_brk/rock01.bsp) brkobj2: Ceiling rubble bmodel (maps/ad_brk/rock02.bsp) dest1 : Rubble colour range (base/qty) dest2 : Rubble emitter offset downward (X/Y/Z def=0 0 16) brkvol : Rubble emitter size (X/Y/Z def=160 160 8) brkvelbase : Rubble base velocity (def=0 0 50) brkveladd : Rubble add velocity (def=100 100 100) brkfade : Rubble fade timeout (def=4) -------- SPAWNFLAGS -------- -------- NOTES -------- Frozen Guardian in a Cave */ //----------------------------------------------------------------------------- /*QUAKED monster_icegolem_wavetrig (0.75 0.25 1) (-32 -32 -8) (32 32 8) x Target for boss column smash wave event -------- KEYS -------- targetname : name of wave event (links to noise key on boss) target : trigger name of adds to spawn noise1 : trigger name of column 1 noise2 : trigger name of column 2 -------- SPAWNFLAGS -------- -------- NOTES -------- Target for boss column smash wave event */ //============================================================================= /*QUAKED monster_oldone (1 0 0) (-128 -128 -24) (128 128 192) x { model(":progs/oldone.mdl"); } Shub-Niggurath, 40000 health points -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- Shub-Niggurath, 40000 health points */ //============================================================================= /*QUAKED monster_shub (1 0 0) (-128 -128 -24) (128 128 192) x DMGTRIG { model(":progs/oldone.mdl"); } Shub-Niggurath (Custom version) -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death bosswave : Total boss waves (1-5) bosswaveqty : Health each wave resist_shells : Shell ammo resistance (0-1) resist_nails : Nail ammo resistance (0-1) resist_rockets : Rocket ammo reistance (0-1) resist_cells : Cell ammo resistance (0-1) pos1 : Attack 1 Speed Base/Skill/- (200 20 0) pos2 : Attack 1 Damage Base/Rnd/Splash (0 0 40) pos3 : Attack 2 Speed/-/Damage (300 500 40) dest1 : Attack 1 Spawn location (0 0 128) dest2 : Attack 2 Spawn location (0 0 128) noise1 : Wave 1 trigger entities noise2 : Wave 2 trigger entities noise3 : Wave 3 trigger entities noise4 : Wave 4 trigger entities deathtype : Death message for the client (optional) -------- SPAWNFLAGS -------- DMGTRIG : Will start attacking if damaged -------- NOTES -------- Shub-Niggurath (Custom version) */ //============================================================================= /*QUAKED monster_shubupsd (1 0 0) (-128 -128 -192) (128 128 24) x DMGTRIG { model(":progs/oldone.mdl"); } Shub-Niggurath (Up Side Down Custom version) -------- KEYS -------- targetname : monster/trigger name target : trigger to fire on death bosswave : Total boss waves (1-5) bosswaveqty : Health each wave resist_shells : Shell ammo resistance (0-1) resist_nails : Nail ammo resistance (0-1) resist_rockets : Rocket ammo reistance (0-1) resist_cells : Cell ammo resistance (0-1) pos1 : Attack 1 Speed Base/Skill/- (200 20 0) pos2 : Attack 1 Damage Base/Rnd/Splash (0 0 40) pos3 : Attack 2 Speed/-/Damage (600 0 40) dest1 : Attack 1 Spawn location (0 0 128) dest2 : Attack 2 Spawn location (0 0 128) noise1 : Wave 1 trigger entities noise2 : Wave 2 trigger entities noise3 : Wave 3 trigger entities noise4 : Wave 4 trigger entities deathtype : Death message for the client (optional) -------- SPAWNFLAGS -------- DMGTRIG : Will start attacking if damaged -------- NOTES -------- Shub-Niggurath (Up Side Down Custom version) */ //----------------------------------------------------------------------------- /*QUAKED misc_teleporttrain (0 0.5 0.8) (-8 -8 -8) (8 8 8) x This is used for the final boss ONLY Flying ball needed to teleport kill Shub-Niggurath -------- KEYS -------- -------- SPAWNFLAGS -------- -------- NOTES -------- This is used for the final boss ONLY Flying ball needed to teleport kill Shub-Niggurath Originallu used bmodel train functions, setup to work like the shalrath homing missile */ //============================================================================= // Extra Quoth MOD monsters (requires assets from Quoth, QC Only) //============================================================================= /*QUAKED monster_death_guard (1 0 0.25) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dguardq.mdl"); } Death Guard (Quoth), 125 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Death Guard (Quoth), 125 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_death_lord (0.75 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_dlord.mdl"); } Death Lord, 400 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Death Lord, 400 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_sentinel (.75 0 .75) (-16 -16 -24) (16 16 24) AMBUSH x NAILS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/mon_sentinel.mdl"); } Slow moving sentrylike flying robot, 75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NAILS : Fires red hot nails instead of lasers NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Slow moving sentrylike flying robot, 75 health points. */ //============================================================================= // SPECIAL XMAS MOD (requires xmas mod pack) //============================================================================= /*QUAKED monster_xmas_elf (0.5 0.75 0) (-16 -16 -24) (16 16 16) AMBUSH MAGIC x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/xmas/mon_elf.mdl"); } Xmas Raindeer, 30/75 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster MAGIC : Magic range attack, HP+ NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF: Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Xmas Elf, 30/75 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_xmas_snowman (0.5 0.75 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/xmas/mon_snowman.mdl"); } Xmas Snowman, 125 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released death_dmg : Explosive damage on death -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF : Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Xmas Snowman, 125 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_xmas_raindeer (0.5 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH DEAD x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/xmas/mon_raindeer.mdl"); } Xmas Raindeer, 200 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released death_dmg : Explosive damage on death -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster DEAD : Sacrifice/Dead body version NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF: Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Xmas Raindeer, 200 health points. */ //----------------------------------------------------------------------------- /*QUAKED monster_xmas_santa (0.5 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH GOOD x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM { model(":progs/xmas/mon_santa.mdl"); } Xmas Santa, 1200 health points. -------- KEYS -------- targetname : monster/trigger name target : Starting position or path_corner to walk towards (always define) target2 : Additional trigger function (need target to be defined as well) angrytarget : something (monster/player) to get angry at once spawned deathtarget : entity to trigger upon death (useful if target field already in use) health : Override default health settings exactskin : Override default skin selection of 0 (no error checking) upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server upgrade_axe : 1 = will only spawn if axe upgrade active on server upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server nomonstercount : will not be included in any monster count functionality infightextra : Damage multiplier for infighting damage pain_ignore : 1 = Ignore pain when hit by other monsters noinfighting : Will not react to any infighting (it can look stupid) no_liquiddmg : Blocks all liquid (slime/lava) damage checks no_zaware : All Z Aware projectiles will be disabled bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive gibondeath : 1 = always explode in a shower of gibs on death bodyfadeaway : Time (secs) before body/head will fade away (default=0) movespeed : -1 = no movement(turret), =0/1 free movement (default) turrethealth : = 0.0->1.0; % of HP when monster turret is released turrettarget : Target(s) to fire when turret % HP is released -------- SPAWNFLAGS -------- AMBUSH : the monster will only wake up on seeing the player, not by another monster GOOD : Good version of Santa (touch trigger to rescue) NOSIGHT : No sight sound NOIDLE : No idle sound NOGFX : No spawn effect or sound when triggered STARTOFF: Trigger Spawn ANGRY : Trigger Spawn angry at the player -------- NOTES -------- Xmas Santa, 1200 health points. */ //============================================================================= // EDITOR entities only //============================================================================= /*QUAKED func_group (0 .5 .8) ? x x x x x x x x Editor entity only -------- KEYS -------- _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself _phong : Will merge lightmap vertex normals (smooth lightmap edges) -------- NOTES -------- Editor entity only */ //----------------------------------------------------------------------------- /*QUAKED func_detail (.5 .5 .5) ? x x x x x x x x Brushwork that does not seal the map or is structural (Compiler entity only) -------- KEYS -------- _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself _phong : Will merge lightmap vertex normals (smooth lightmap edges) -------- NOTES -------- Brushwork that does not seal the map or is structural (Compiler entity only) */ //----------------------------------------------------------------------------- /*QUAKED func_detail_illusionary (.5 .5 .5) ? x x x x x x x x Merges brushwork into world geo WITHOUT collision. (Compiler entity only) -------- KEYS -------- _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _phong : Will merge lightmap vertex normals (smooth lightmap edges) -------- NOTES -------- Merges brushwork into world geo WITHOUT collision. (Compiler entity only) */ //----------------------------------------------------------------------------- /*QUAKED func_detail_wall (.5 .5 .5) ? x x x x x x x x Merges brushwork into world geo with collision. (Compiler entity only) -------- KEYS -------- _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _phong : Will merge lightmap vertex normals (smooth lightmap edges) -------- NOTES -------- Merges brushwork into world geo with collision. (Compiler entity only) */ //----------------------------------------------------------------------------- /*QUAKED misc_external_map (1 .25 .25) (-8 -8 -8) (8 8 8) x x x x x x x x Merges brushwork into world geo. (Compiler entity only) Only brushwork in the worldspawn of imported map is used, everything else is ignored -------- KEYS -------- _external_map : filename/path of external map to import _external_map_classname : entity class to turn object into (func_detail) _external_map_angle : final entity angle orientation (X axis) _external_map_scale : final entity scale (def='1 1 1' XYZ axis) _dirt : -1 = will be excluded from dirtmapping _minlight : Minimum light level for any surface of the brush model _mincolor : Minimum light color for any surface (def='1 1 1' RGB) _shadow : Will cast shadows on other models and itself _shadowself : Will cast shadows on itself _phong : Will merge lightmap vertex normals (smooth lightmap edges) -------- NOTES -------- Merges brushwork into world geo. (Compiler entity only) Only brushwork in the worldspawn of imported map is used, everything else is ignored */ //============================================================================= // Testing/debug entities only (should not be active in finished maps) //============================================================================= /*QUAKED item_weapon (0 0 0) (-8 -8 -8) (8 8 8) x */ /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) x */ /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) x */ /*QUAKED test_fodder (0 0.5 0.8) ? x */ /*QUAKED test_goaway (0 0.5 0.8) ? x */ /*QUAKED test_spawn (0 0 0) (-8 -8 -8) (8 8 8) x */ /*QUAKED test_teleport (0 0.5 0.8) ? x */ /*QUAKED testplayerstart (0.1 0.1 0.1) (-8 -8 -8) (8 8 8) x */ /*QUAKED viewthing (0.1 0.1 0.1) (-8 -8 -8) (8 8 8) x */ /*QUAKED trigger_onlyregistered (0.5 0 0.5) ? x Not Used anymore */