// // Quake game definition file (.fgd) // for Jackhammer 1.0 and above // // written by autolycus / autolycus@planetquake.com // modified by XaeroX / support@hlfx.ru // // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Text on entering the world" worldtype(choices) : "Ambience" : 0 = [ 0 : "Medieval" 1 : "Metal (runic)" 2 : "Base" ] sounds(integer) : "CD track to play" : 0 light(integer) : "Ambient light" _sunlight(integer) : "Sunlight" _sun_mangle(string) : "Sun mangle (Yaw pitch roll)" reset_items(integer) : "Reset player items on map load" : 0 ] // // base marker definitions // @baseclass = Angle [ angle(integer) : "Direction" ] @baseclass = Appearflags [ spawnflags(Flags) = [ 256 : "Not on Easy" : 0 512 : "Not on Normal" : 0 1024 : "Not on Hard or Nightmare" : 0 2048 : "Not in Deathmatch" : 0 4096 : "Not in Coop" : 0 8192 : "Not in Single Player" : 0 32768 : "Not on Hard Only" : 0 65536 : "Not on Nightmare Only" : 0 ] ] ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //Modified by dumptruck_ds 2018/27/4 to include custents 6 features, Hipnotic sounds and Joshua Skelton's misc_model code//// // among other mods detailed in the progs_dump manual. ///// ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// @baseclass = Targetname [ targetname(target_source) : "Targetname" targetname2(target_source) : "Targetname2" targetname3(target_source) : "Targetname3" targetname4(target_source) : "Targetname4" ] @baseclass = Target [ target(target_destination) : "Target" target2(target_destination) : "Target2" target3(target_destination) : "Target3" target4(target_destination) : "Target4" killtarget(target_destination) : "Killtarget" killtarget2(target_destination) : "Killtarget2" ] @baseclass = OneTargetname[targetname(target_source) : "Targetname"] @baseclass = OneTarget[target(target_destination) : "Target"] // // player starts, deathmatch, coop, teleport // @baseclass base(Appearflags) flags(Angle) size(-16 -16 -24, 16 16 32) offset(0 0 24) color(0 255 0) = PlayerClass [] @PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [] @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" [] @PointClass base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] @PointClass = info_null : "info_null (spotlight target)" [ targetname(target_source) : "Name" ] @PointClass base(Appearflags, Target, Targetname) color(200 150 150) = info_notnull : "Wildcard entity" // dumptruck_ds [ use(string) : "self.use" think(string) : "self.think" nextthink(integer) : "nextthink" noise(string) : "noise" touch(string) : "self.touch" ] // // CTF stuff // @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_flag_team1 : "CTF: Red Team Flag" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_flag_team2 : "CTF: Blue Team Flag" [] @PointClass base(PlayerClass) = info_player_team1 : "CTF: Red team base start" [] @PointClass base(PlayerClass) = info_player_team2 : "CTF: Blue team base start" [] @PointClass base(Appearflags) = info_intermission : "Intermission camera" [] // // items // @baseclass base(Appearflags, Target, Targetname) = Item [ message(string) : "Message" target(string) : "Target" killtarget(string) : "Killtarget" delay(integer) : "Delay" ritem(integer) : "Respawn item?" respawndelay(integer) : "Respawn time" respawncount(integer) : "How many respawns?" ] @baseclass size(0 0 0, 32 32 56) color(80 0 200) base(Item) = Ammo [ spawnflags(flags) = [ 1 : "Large box" : 0 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Ammo) studio("maps/b_batt0.bsp") = item_cells : "Thunderbolt ammo" [] @PointClass base(Ammo) studio("maps/b_rock0.bsp") = item_rockets : "Rockets" [] @PointClass base(Ammo) studio("maps/b_shell0.bsp") = item_shells : "Shells" [] @PointClass base(Ammo) studio("maps/b_nail0.bsp") = item_spikes : "Perforator/Nailgun ammo" [] @PointClass size(-16 -16 0, 16 16 16) base(Appearflags) studio("maps/b_bh25.bsp") = item_health : "Health pack" [ spawnflags(flags) = [ 1 : "Rotten" : 0 2 : "Megahealth" : 0 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/suit.mdl") = item_artifact_envirosuit : "Environmental protection suit" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/quaddama.mdl") = item_artifact_super_damage : "Quad damage" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/invulner.mdl") = item_artifact_invulnerability : "Pentagram of Protection" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/invisibl.mdl") = item_artifact_invisibility : "Ring of Shadows" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") = item_armorInv : "Red armor (200%)" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") = item_armor2 : "Yellow armor (150%)" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") = item_armor1 : "Green armor (100%)" [ spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) studio("progs/w_s_key.mdl") = item_key1 : "Silver key" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) studio("progs/w_g_key.mdl") = item_key2 : "Gold key" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 ] ] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) studio("progs/end1.mdl") = item_sigil : "Sigil" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] // // weapons // @baseclass size(-16 -16 0, 16 16 56) color(0 0 200) base(Item, Appearflags) = Weapon [] //axe not used in this version //@PointClass base(Weapon) studio(progs/g_axe.mdl" }) = weapon_axe : "Axe" [spawnflags(flags) = //[ //32 : "Spawn silent" : 0 //64 : "Trigger Spawned" : 0 //128 : "Suspended in air" : 0 //16384 : "Respawn DM style" : 0 //]] @PointClass base(Weapon) studio("progs/g_shotty.mdl") = weapon_shotgun : "Shotgun" [spawnflags(flags) = [ 2 : "metlslime mdl (default)" 4 : "Slapmap mdl" 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_shot.mdl") = weapon_supershotgun : "Double-barrelled shotgun" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_nail.mdl") = weapon_nailgun : "Nailgun" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_nail2.mdl") = weapon_supernailgun : "Super nailgun" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade launcher" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket launcher" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] @PointClass base(Weapon) studio("progs/g_light.mdl") = weapon_lightning : "Thunderbolt" [spawnflags(flags) = [ 32 : "Spawn silent" : 0 64 : "Trigger Spawned" : 0 128 : "Suspended in air" : 0 16384 : "Respawn DM style" : 0 ] ] // // badasses // //dumptruck_ds start @baseclass base(Angle, Appearflags, Target, Targetname) color(220 0 0) offset(0 0 24) = Monster [ spawnflags(Flags) = [ 1 : "Ambush" : 0 8 : "Trigger Spawn" : 0 ] delay(choices) = [ 0: "No delay (Default)" 0.2 : "Second delay" 0.3 : "Second delay" 0.4 : "Second delay" 0.5 : "Second delay" 1 : "Second delay" ] wait(choices) = [ 0: "Teleport Effects (Default)" 1 : "Spawn Silently" ] spawn_angry(integer) health(integer) pain_target(string) pain_threshold(integer) sight_trigger(integer) ] //dumptruck_ds //@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/soldier.mdl") = monster_army : "Grunt Default health 30" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/soldier.mdl") = monster_army : "Grunt" [ keep_ammo(integer) : "Don't drop backpack" : 0 ] @PointClass base(Monster) size(-32 -32 -24, 32 32 40) studio("progs/dog.mdl") = monster_dog : "Nasty Doggie Default health 25" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/ogre.mdl") = monster_ogre : "Ogre Default health = 200" [ keep_ammo(integer) : "Don't drop backpack" : 0 ] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/ogre.mdl") = monster_ogre_marksman : "Ogre marksman Default health = 200 The monster_ogre_marksman entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will in-fight with regular ogres)." [ keep_ammo(integer) : "Don't drop backpack" : 0 ] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/knight.mdl") = monster_knight : "Knight Default heath = 75" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/hknight.mdl") = monster_hell_knight : "Hell Knight a.k.a. Death Knight Default health = 250" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/wizard.mdl") = monster_wizard : "Scrag a.k.a Wizard Default health = 80" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/demon.mdl") = monster_demon1 : "Fiend Default heath = 300" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/shambler.mdl") = monster_shambler : "Shambler Default health = 600" [] @PointClass base(Monster) size(-128 -128 -24, 128 128 256) studio("progs/boss.mdl") = monster_boss : "Chthon" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/enforcer.mdl") = monster_enforcer : "Enforcer Default health = 80" [ keep_ammo(integer) : "Don't drop backpack" : 0 ] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/shalrath.mdl") = monster_shalrath : "Vore a.k.a Shalrath Default health = 400" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 24) studio("progs/tarbaby.mdl") = monster_tarbaby : "Spawn Default health = 80" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 24) studio("progs/fish.mdl") = monster_fish : "Rotfish Default health = 25" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) studio("progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) studio("progs/zombie.mdl") = monster_zombie : "Zombie Default health = 60 If SPAWN_SLEEPING is used there must be a targetname set. The zombie will stand up when targeted. Crucified motionless zombies are silent and do not animate." //dumptruck_ds [ spawnflags(Flags) = [ 1 : "Crucified" : 0 2 : "Ambush" : 0 4 : "Crucified motionless" : 0 16 : "Spawn Sleeping" : 0 ] ] //start deadstuff entries -- dumptruck_ds @PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio("progs/demon.mdl") = monster_dead_demon : "Demon Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio("progs/shambler.mdl") = monster_dead_shambler : "Shambler Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) offset(0 0 24) studio("progs/soldier.mdl") = monster_dead_army : "Soldier Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 2 : "Face Up" : 0 ] ] @PointClass base(Appearflags) size(-32 -32 -24, 32 32 40) offset(0 0 24) studio("progs/dog.mdl") = monster_dead_dog : "Dog Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio("progs/enforcer.mdl") = monster_dead_enforcer : "Enforcer Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 2 : "Face Up" : 0 ] ] @PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio("progs/ogre.mdl") = monster_dead_ogre : "Ogre Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 2 : "Face Up" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio("progs/knight.mdl") = monster_dead_knight : "Knight Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 2 : "On Side" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio("progs/hknight.mdl") = monster_dead_hell_knight : "Hellknight Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio("progs/shalrath.mdl") = monster_dead_shalrath : "Shalrath Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio("progs/wizard.mdl") = monster_dead_wizard : "Scrag Corpse" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio("progs/player.mdl") = player_dead_axe: "Player Corpse Axe" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio("progs/player.mdl") = player_dead_on_side: "Player Corpse on Side" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio("progs/player.mdl") = player_dead_face_down: "Player Corpse Face Down" //dumptruck_ds [ targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_demon.mdl") = gib_head_demon : "Demon Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_dog.mdl") = gib_head_dog : "Dog Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_guard.mdl") = gib_head_army : "Grunt Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_hellkn.mdl") = gib_head_hell_knight : "Hellnight Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_knight.mdl") = gib_head_knight : "Knight Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_mega.mdl") = gib_head_enforcer : "Enforcer Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_ogre.mdl") = gib_head_ogre : "Orge Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_player.mdl") = gib_head_player : "Player Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_shal.mdl") = gib_head_shalrath : "Shalrath Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_shams.mdl") = gib_head_shambler : "Shambler Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/h_wizard.mdl") = gib_head_wizard : "Wizard Head" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/gib1.mdl") = gib_misc_1 : "Gib 1" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/gib2.mdl") = gib_misc_2 : "Gib 2" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio("progs/gib3.mdl") = gib_misc_3 : "Gib 3" //dumptruck_ds [ angles(integer) targetname(string) spawnflags(Flags) = [ 0 : "Non-Solid (defaut)" : 0 1 : "Solid" : 0 ] ] // end of deadstuff -- dumptruck_ds // // lights // @BaseClass = Light [ light(float) : "Light intensity" : 300 wait(float) : "Scale fade distance" : 1 delay(choices) : "Attenuation" : 0 = [ 0 : "Linear attenuation (default)" 1 : "1/x attenuation" 2 : "1/(x^2) attenuation" 3 : "No attenuation" 4 : "Local minlight" 5 : "1/(x^2) attenuation - variation" ] _falloff(float) : "Falloff distance" : 0 _color(color255) : "Light color" target(target_destination) : "Spotlight target" mangle(string) : "Spotlight angle (Yaw Pitch Roll)" : "0 0 0" angle(float) : "Spotlight angle width" : 40 _softangle(float) : "Inner spotlight angle width" : 0 targetname(string) : "Targetname for a switchable light" style(choices) : "Animated light style" : 0 = [ 0 : "Normal" 1 : "Flicker A" 2 : "Slow, strong pulse" 3 : "Candle A" 4 : "Fast strobe" 6 : "Flicker B" 5 : "Gentle pulse" 7 : "Candle B" 8 : "Candle C" 9 : "Slow strobe" 10: "Fluorescent flicker" 11: "Slow pulse, noblack" 12: "Blink on/off" ] style2(choices) : "Switchable light animated style" : 0 = [ 0 : "Normal" 1 : "Flicker A" 2 : "Slow, strong pulse" 3 : "Candle A" 4 : "Fast strobe" 6 : "Flicker B" 5 : "Gentle pulse" 7 : "Candle B" 8 : "Candle C" 9 : "Slow strobe" 10: "Fluorescent flicker" 11: "Slow pulse, noblack" 12: "Blink on/off" ] _anglescale(float) : "Light angle scale" : 0.5 _dirt(choices) : "Light dirtmapping" : 0 = [ -1 : "Disable dirtmapping" 0 : "Inherit from worldspawn _dirt" 1 : "Dirtmapping enabled" ] _dirtscale(float) : "Light dirtmapping scale" : 1 _dirtgain(float) : "Light dirtmapping gain" : 1 _deviance(float) : "Light sphere radius" : 0 _samples(float) : "Light sphere samples" : 16 _surface(string) : "Surface light texturename" _surface_offset(float) : "Surface light offset" : 2 _surface_spotlight(choices) : "Surface light spotlight" : 0 = [ 0 : "Not a spotlight" 1 : "Spotlight" ] _project_texture(string) : "Project texturename" _project_mangle(string) : "Project texture angle (yaw pitch roll)" : "0 0 0" _project_fov(float) : "Project texture fov" : 90 _bouncescale(float) : "Bounce lighting scale" : 1 _sun(float) : "Turn light into a sunlight" : 0 ] @BaseClass base(Light) = ToggleLight [ spawnflags(Flags) = [ 1 : "Start off" 2 : "Fade in/out" ] ] @BaseClass base(Light) = TorchLight [ spawnflags(Flags) = [ 1 : "No sound" ] ] @PointClass base(ToggleLight) = light : "Invisible lightsource" [] @PointClass base(ToggleLight) = light_fluoro : "Invisible lightsource, with fluorescent hum" [] @PointClass base(ToggleLight) = light_fluorospark : "Invisible lightsource, with broken sparking fluorescent sound" [] @PointClass base(Light) = light_globe : "Globe sprite light" [] @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) studio(progs/flame2.mdl") = light_flame_large_yellow : "Large yellow flame" [ // spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) studio(progs/candle.mdl") = //dumptruck_ds light_candle : "Candle" [ // spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio(progs/flame2.mdl") = light_flame_small_yellow : "Small yellow flame" [ // spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio(progs/flame2.mdl") = light_flame_small_white : "Small white flame" [ // spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio("progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" [] // @PointClass size(-4 -4 -12, 4 4 16) base(TorchLight) studio("progs/flame2.mdl") = light_flame_small_yellow : "Small yellow flame" [] // @PointClass size(-10 -10 -12, 12 12 18) base(TorchLight) studio("progs/flame2.mdl") = light_flame_large_yellow : "Large yellow flame" [] // @PointClass size(-4 -4 -16, 4 4 22) base(TorchLight) studio("progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" [] // @PointClass size(-8 -8 -48, 8 8 24) base(TorchLight) studio("progs/flame3.mdl") = light_torch_small_walltorch : "Large walltorch" [] // // // // lights // // // //dumptruck_ds // @baseclass color(255 255 40) = Light [ // light(integer) : "Brightness" : 300 // wait(integer) : "Fade distance multiplier" : 1 // delay(choices) : "Attenuation" = // [ // 0 : "Linear falloff (Default)" // 1 : "Inverse distance falloff" // 2 : "Inverse distance squared" // 3 : "No falloff" // 4 : "Local minlight" // 5 : "Inverse distance squared B" // ] // mangle(string) : "Spotlight angle" // style(Choices) : "Appearance" : 0 = // [ // 0 : "Normal" // 10: "Fluorescent flicker" // 2 : "Slow, strong pulse" // 11: "Slow pulse, noblack" // 5 : "Gentle pulse" // 1 : "Flicker A" // 6 : "Flicker B" // 3 : "Candle A" // 7 : "Candle B" // 8 : "Candle C" // 4 : "Fast strobe" // 9 : "Slow strobe" // ] // ] // //dumptruck_ds end // @PointClass size(-8 -8 -8, 8 8 8) flags(Light) base(Targetname, Target, Light) iconsprite("sprites/light.spr") = // light : "Invisible lightsource" // [ // spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] // ] // @PointClass size(-8 -8 -8, 8 8 8) flags(Light) base(Targetname, Light) iconsprite("sprites/light.spr") = // light_fluoro : "Fluorescent light" // [ // spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] // ] // @PointClass size(-8 -8 -8, 8 8 8) flags(Light) base(Targetname, Light) iconsprite("sprites/light.spr") = // light_fluorospark : "Sparking fluorescent light" // [ // spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] // ] // @PointClass size(-8 -8 -8, 8 8 8) flags(Light) base(Targetname, Light) sprite("progs/s_light.spr") = // light_globe : "Globe light" [] // @PointClass size(-10 -10 -12, 12 12 18) offset(0 0 12) base(Targetname, Light) studio("progs/flame2.mdl") sequence(1) = // light_flame_large_yellow : "Large yellow flame" [] // @PointClass size(-10 -10 -12, 12 12 18) offset(0 0 12) base(Targetname, Light) studio("progs/flame2.mdl") sequence(0) = // light_flame_small_yellow : "Small yellow flame" // [ // spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] // ] // @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) studio("progs/candle.mdl") = //dumptruck_ds // light_candle : "Candle" // [ // spawnflags(Flags) = [ 1 : "Start off" : 0 ] // ] // @PointClass size(-10 -10 -12, 12 12 18) offset(0 0 12) base(Targetname, Light) studio("progs/flame2.mdl") sequence(0) = // light_flame_small_white : "Small white flame" // [ // spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] // ] // @PointClass size(-10 -10 -20, 10 10 20) offset(0 0 20) base(Targetname, Light) studio("progs/flame.mdl") = // light_torch_small_walltorch : "Small walltorch" [] // // misc // @PointClass base(Appearflags) = air_bubbles : "Air bubbles" [] @PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" [] @PointClass base(Appearflags) = misc_fireball : "Small fireball" [ speed(integer) : "Speed" : 40 ] @PointClass studio("maps/b_explob.bsp") = misc_explobox : "Large nuclear container" [] @PointClass studio("maps/b_exbox2.bsp") = misc_explobox2 : "Small nuclear container" [] @PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_spikeshooter : "Triggered shooter - use trigger_multiple to activate" //modified by dumptruck_ds adding Angle and Targetname to baseclass [ spawnflags(Flags) = [ 1 : "Spike" : 0 2 : "Laser" : 0 4 : "Lavaball" : 0 8 : "Rocket" : 0 16 : "Voreball" : 0 32 : "Grenade" : 0 64 : "Gibs" : 0 128 : "Silent" : 0 ] ] @PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_shooter : "Continuous shooter" //modified by dumptruck_ds adding Angle & Targetname to baseclass [ nextthink(integer) : "Delay before first spike" wait(integer) : "Delay between firing" : 1 spawnflags(Flags) = [ 1 : "Spike" : 0 2 : "Laser" : 0 4 : "Lavaball" : 0 8 : "Rocket" : 0 16 : "Voreball" : 0 32 : "Grenade" : 0 64 : "Gibs" : 0 128 : "Silent" : 0 ] ] @PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_switched_shooter : "Continuous shooter can be toggled when targeted, start on or off" //modified by dumptruck_ds adding Angle & Targetname to baseclass [ nextthink(integer) : "Delay before first spike" wait(integer) : "Delay between firing" : 1 state(integer) : "0 initially off, 1 initially on" : 0 spawnflags(Flags) = [ 1 : "Spike" : 0 2 : "Laser" : 0 4 : "Lavaball" : 0 8 : "Rocket" : 0 16 : "Voreball" : 0 32 : "Grenade" : 0 64 : "Gibs" : 0 128 : "Silent" : 0 ] ] @PointClass base(Appearflags, Targetname) size(16 16 24) color(255 128 0) = trigger_shake : "Earthquake Earthquake trigger - shakes players in its radius when active. Strength of tremor is greatest at the centre. dmg = Strength at center (default is 120) wait = Duration of shake (default is 1) count = Effect radius (defalt is 200) noise = Sound file to play when starting to shake noise1 = Sound file to play when stopping targetname = Must be triggered" [ dmg(integer) : "Strength at center (default is 120)" wait(integer) : "Duration of shake (default is 1)" count(integer) : "Effect radius (defalt is 200)" noise(string) : "Noise to play when starting to shake" noise1(string) : "Noise to play when stopping" targetname(string) : "Must be triggered" spawnflags(Flags) = [ 1 : "View Only" : 0 ] ] @SolidClass base(Appearflags) = trigger_ladder : "Invisible ladder entity. When player is touching this entity, she can climb by pushing jump." [ angle(integer) : "the direction player must be facing to climb ladder" ] @SolidClass base(Appearflags) = trigger_void : "Use this for a 'void' area. Removes monsters, gibs, ammo, etc... also kills player" [ spawnflags(Flags) = [ 1 : "No Effect on Monsters" : 0 2 : "No Effect on Players" : 0 ] ] @PointClass base(Appearflags, Targetname) size(16 16 24) color(206 18 18) = meat_shower : "Triggerable Gib Effect style = 0 is regular gib effect, 1 is more violent fly_sound = 0 is silent, 1 plays randomized gib sounds targetname = Must be triggered" [ style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 1 : "Large" ] fly_sound(integer) : "Play gib sound effects" : 0 ] @PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 200 300) = ltrail_start : "Starting point of a lightning trail. See the manual for set up steps. Set currentammo key to amount of damage you want the lightning to do. Default is 25. Set frags key to amount of time before next item is triggered. Default is 0.3 seconds. Set weapon key to amount of time to be firing the lightning. Default is 0.3 seconds. Set sounds key to 1 for silence Default is 0 Does not work with ltrail_relay (it will still make noise.) Set the Toggle spawnflag if you want the lightning shooter to continuously fire until triggered again. Set the Start On spawnflag to have the lightning shooter start on (DO NOT USE WITH TOGGLE)" [ spawnflags(Flags) = [ 1 : "Toggle" : 0 2 : "Start On" : 0 ] currentammo(integer) : "Damage" : 0 frags(integer) : "Time before next trigger" : 0.3 weapon(integer) : "Duration of each strike" : 0.3 sounds(integer) : "Set to 1 for silence (?)" : 0 ] @PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 150 200) = ltrail_end : "Ending point of a lightning trail. Does not fire any lightning. Set frags to amount of time before next item is triggered. Default is 0.3 seconds. " [ frags(integer) : "Time before next trigger" : 0.3 ] @PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 150 300) = ltrail_relay : "Relay point of a lightning trail. Set currentammo to amount of damage you want the lightning to do. Default is 25. Set frags to amount of time before next item is triggered. Default is 0.3 seconds. Set weapon to amount of time to be firing the lightning. Default is 0.3 seconds. " [ currentammo(integer) : "Damage" : 0 frags(integer) : "Time before next trigger" : 0.3 weapon(integer) : "Duration of each strike" : 0.3 ] @SolidClass = func_group : "Group of brushes for in-editor use" [] @SolidClass = func_detail : "Group of brushes for certain compilers " [] //dumptruck_ds end // // ambient sounds // @PointClass = ambient_drip : "Dripping sound" [] @PointClass = ambient_drone : "Engine/machinery sound" [] @PointClass = ambient_comp_hum : "Computer background sounds" [] @PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" [] @PointClass = ambient_light_buzz : "Buzzing sound from light" [] @PointClass = ambient_suck_wind : "Wind sound" [] @PointClass = ambient_swamp1 : "Frogs croaking" [] @PointClass = ambient_swamp2 : "Frogs croaking B" [] @PointClass = ambient_thunder : "Random Thunder sound" [] @PointClass = ambient_water1 : "Swirling Water Sound" [] @PointClass = ambient_wind2 : "Sky Wind Sound" [] // // moving things // @baseclass base(Appearflags, Targetname, Target) = Door [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 1 = [ 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" ] wait(choices) : "Delay before close" : 4 = [ -1 : "Stays open" ] lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 ] @SolidClass base(Angle, Appearflags, Targetname, Target) = func_door : "Basic door" [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "Silent" 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" ] wait(string) : "Wait before close" : "3" lip(integer) : "Lip" : 8 dmg(integer) : "Damage inflicted when blocked" : 2 message(string) : "Message if touched" health(integer) : "Health (shootable)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Gold Key required" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 ] ] @SolidClass base(Appearflags, Targetname, Target) = func_door_secret : "Secret door" [ angle(integer) : "Direction of second move" t_width(integer) : "First move length" t_length(integer) : "Second move length" dmg(integer) : "Damage when blocked" : 2 wait(string) : "Wait before close" : "2" sounds(choices) : "Sounds" : 3 = [ 1: "Medieval" 2: "Metal" 3: "Base" ] message(string) : "Message" spawnflags(flags) = [ 1 : "Open once" : 0 2 : "Move left first" : 0 4 : "Move down first" : 0 8 : "Not shootable" : 0 16 : "Always shootable" : 0 ] ] //@SolidClass base(Appearflags, Targetname) = func_breakable : "An object that can be broken apart by shooting or being axed." //[ spawnflags(Flags) = // [ // 1 : "No monster damage" : 0 // 2 : "Explode" : 0 // ] //] @SolidClass base(Appearflags, Targetname) = func_wall : "Wall, starts animation when triggered (if supporting texture)" [] @SolidClass base(Appearflags, Targetname) = func_explobox : "An exploding brush entity. Works just like misc_explobox. Keys: health default 20 dmg default 100" [ health(integer) : "Health" : 20 dmg(integer) : "Damage" : 100 ] @SolidClass base(Appearflags, Targetname) = func_togglewall : "Creates a invisible wall that can be toggled on and off. START_OFF wall doesn't block until triggered. noise is the sound to play when wall is turned off. noise1 is the sound to play when wall is blocking. dmg is the amount of damage to cause when touched." [ noise(string) : "Power off sound" noise1(string) : "Sound when touched" dmg(integer) : "Amount of damage when touched" : 0 spawnflags(flags) = [ 1 : "Start Off" : 0 ] ] @SolidClass base(Appearflags, Targetname) = func_particlefield : "Creates a brief particle flash roughly the size of the defining brush each time it is triggered. USE_COUNT when the activator is a func_counter, the field will only activate when count is equal to cnt. Same as using a func_oncount to trigger. cnt is the count to activate on when USE_COUNT is set. color is the color of the particles. Default is 192 (yellow). count is the density of the particles. Default is 2. noise is the sound to play when triggered. Do not use a looping sound here. dmg is the amount of damage to cause when touched." [ cnt(integer) : "Number to activate" : 0 color(integer) : "Palette index for color" : 192 count(integer) : "Density of particles" : 2 dmg(integer) : "Amount of damage when touched" : 0 spawnflags(flags) = [ 1 : "Use Count" : 0 ] ] @SolidClass base(Appearflags, OneTargetname) = func_bob : "A SOLID bmodel that gently moves back and forth." [ angle(integer) : "direction movement, use 360 for angle 0" : 0 height(integer) : "direction intensity" : 8 count(integer) : "direction cycle timer minimum = 1" : 2 waitmin(integer) : "Speed up scale default = 1, 1+ =non linear" : 1 waitmin2(integer) : "Slow down scale default = 0.75" delay(integer) : "Starting time delay defualt = 0, -1 = random" style(integer) : "If set to 1, starts off and waits for trigger" _dirt(integer) : "-1 = will be excluded from dirtmapping" _minlight(integer) : "Minimum light level for any surface of the brush model" _mincolor(integer) : "Minimum light color for any surface (default = '1 1 1' RGB)" _shadow(integer) : "Will cast shadows on other models and itself" _shadowself(integer) : "Will cast shadows on itself" spawnflags(flags) = [ 2 : "BOB_COLLISION" : 2 4 : "BOB_NONSOLID" : 0 ] ] @PointClass base(Appearflags, OneTargetname) size(16 16 16) color(255 128 0) = misc_bob : "A model that gently moves back and forth." [ angle(integer) : "direction movement, use 360 for angle 0" : 0 height(integer) : "direction intensity" : 8 count(integer) : "direction cycle timer minimum = 1" : 2 waitmin(integer) : "Speed up scale default = 1, 1+ =non linear" : 1 waitmin2(integer) : "Slow down scale default = 0.75" delay(integer) : "Starting time delay defualt = 0, -1 = random" style(integer) : "If set to 1, starts off and waits for trigger" style(integer) : "If set to 1, starts off and waits for trigger" mdl(string) : "Path to mdl file" spawnflags(flags) = [ 2 : "BOB_COLLISION (default)" : 2 4 : "BOB_NONSOLID" : 0 ] ] @PointClass base(Appearflags, Targetname, Target) size(16 16 16) color(255 200 0) = misc_sparks : "Produces a burst of yellow sparks at random intervals. If targeted, it will toggle between on or off. If it targets a light, that light will flash along with each burst of sparks. Note: targeted lights should be set to START_OFF. Set sounds key to 1 for built-in spark sound effect or target a play_sound_triggered for a custom sound." [ wait(integer) : "is the average delay between bursts (variance is 1/2 wait). Default is 2." cnt(integer) : "is the average number of sparks in a burst (variance is 1/4 cnt). Default is 15." sounds(integer) : "set to 1 for built-in spark sound effect. Default is 0 - silent." spawnflags(flags) = [ 2 : "SPARKS_BLUE" : 0 4 : "SPARKS_PALE" : 0 ] ] @PointClass base(Appearflags, Targetname) size(16 16 16) color(0 200 200) = misc_particles : "Produces a continuous particle splash for waterfalls and other effects." [ color(integer) : "color of particles. 0 through 15, corresponds to a row of the quake palette. (default 0)" movedir(integer) : "average movement vector of particles (default 0 0 4)" wait(integer) : "time between particle generation cycles. (default 0.1)" volume(integer) : "density of particles. (default 10)" spawnflags(flags) = [ 1 : "START_OFF" : 0 ] ] @PointClass base(Appearflags, Targetname) size(16 16 16) color(0 200 225) = misc_particlespray : "Shoots particles either when triggered, or contiuously when not triggered by anything." [ color(integer) : "is the palette color of the particles. (default 47)" movedir(integer) : "is the vector distance that the particles will travel before disappearing. (in x y z)" delay(integer) : "is the delay between each triggering (default 0.1)" duration(integer) : "is the amount of time that the it will continue to release particles so that it can release a long stream of particles with only one triggering" count(integer) : "is the number of particles to make each time (default 15)" noise(string) : "is the name of the wav file to play when triggered" ] @PointClass base(Appearflags, Target, Targetname) size(16 16 16) color(0 255 255) = misc_particle_stream : "A particle stream! It appears when triggered. This entity is one end of the stream, target another entity as the other end-point. I used the info_notnull, but you should be able to target anything even monsters. dmg 1st Color - Use if you want a single color stream cnt 2nd Color - Mixes particles of both colors noise Sound to play when triggered NOTE: To have a continuous stream use a func_counter as the target, then set the misc_particle_stream as the target of the func_counter, finally set the Looping spawnflag on the counter" [ target(target_source) : "End-point of the stream" dmg(integer) : "1st Color" : 0 cnt(integer) : "2nd Color" : 0 noise(string) : "Path of sound when triggered" ] @SolidClass base(Angle, Appearflags, Targetname, Target) = func_button : "Button" //modified by dumptruck_ds to add Target [ speed(integer) : "Speed" : 40 lip(integer) : "Lip" : 4 //target(target_source) : "Target" //modified by dumptruck_ds health(integer) : "Health (shootable)" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(string) : "Wait before reset" : "1" delay(string) : "Delay before trigger" message(string) : "Message" ] @SolidClass base(Angle, Appearflags, Targetname, Target) = func_elvtr_button : "Button for use with func_new_plat" //modified by dumptruck_ds to add Target [ spawnflags(Flags) = [ 1 : "Down Button" : 0 ] speed(integer) : "Speed" : 40 lip(integer) : "Lip" : 4 //target(target_source) : "Target" //modified by dumptruck_ds health(integer) : "Health (shootable)" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(integer) : "Wait before reset" : "1" delay(integer) : "Delay before trigger" message(string) : "Message" ] @SolidClass base(Appearflags, Targetname) = func_train : "Moving platform RETRIGGER: stop at each path_corner and don't resume until triggered again (ignores wait time) Set Sounds to 3 for custom sounds with noise4 as the movement and noise3 for stop sound" [ spawnflags(Flags) = [ 1 : "RETRIGGER (wait at path_corners)" : 0 ] sounds(choices) : "Sound" : 1 = [ 0: "Silent" 1: "Ratchet Metal" 2: "Base" 3: "Custom (set path in noise3, noise4)" ] speed(integer) : "Speed (units per second)" : 64 target(target_source) : "Target to start at" dmg(integer) : "Damage on block" : 2 noise3(string) : "Custom start noise" noise4(string) : "Custom movement noise" ] @PointClass base(Appearflags, Targetname) size(16 16 16) color(0 255 255) = path_corner : "Waypoint for platforms and monsters" [ target(target_source) : "Next target" wait(integer) : "Wait" : 0 ] @SolidClass base(Appearflags, Targetname) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1 : "Low trigger volume" : 0 ] speed(integer) : "Speed" : 150 height(integer) : "Travel altitude (can be negative)" : 0 sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Base fast" 2: "Chain Slow" ] ] @SolidClass base(Appearflags, Targetname) = func_new_plat : "Enhanced Plat" //dumptruck_ds from Rogue DOE Mission Pack [ spawnflags(Flags) = [ 1 : "Plat Start at Top" : 0 2 : "Plat Toggle" : 0 4 : "Elevator" : 0 8 : "Elevator Start at Top" : 0 16 : "Plat2" : 0 //32 : "Plat2 Bottom" : 0 ] speed(integer) : "Speed" : 150 height(integer) : "Travel altitude (can be negative)" : 0 health(integer) : "Seconds to wait at bottom if using Start at Top": 5 delay(integer) : "Seconds to wait if using Plat2" : 3 wait(integer) : "Seconds to retrigger Elevator" : 0 sounds(choices) : "Sound" : 1 = [ 1: "Base fast" 2: "Chain Slow" ] ] @SolidClass = func_dm_only : "Deathmatch teleporter" [] @SolidClass = func_illusionary : "Solids can be walked through" [] @SolidClass base(Appearflags) = func_episodegate : "Episode Gate" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] @SolidClass = func_bossgate : "Boss gate" [] // // triggers // @baseclass base(Appearflags, Target, Targetname) = Trigger [ sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message" ] @SolidClass base(Appearflags) = trigger_changelevel : "Trigger: Change level" [ map(string) : "Next map" //target(target_destination) : "Target" spawnflags(flags) = [ 1: "No intermission" : 0 8: "Start Off" : 0 16: "Use info_player_start2" : 0 ] ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ health(integer) : "Health (shootable)" is_waiting(choices) : "Trigger" : 0 = [ 0 : "Default" 1 : "Wait for Trigger" ] ] @SolidClass base(Trigger) = trigger_setgravity : "Trigger: sets the gravity of a player or monsters gravity = what to set the players gravity to - 0 (default) normal gravity - 1 no gravity - 2 almost no gravity - ... - 101 normal gravity - 102 slightly higher gravity - ... - 1000 very high gravity " [ spawnflags(flags) = [ 8: "Start Off (can be toggled)" : 0 ] gravity(integer) : "Gravity : Normal (Default)" : 0 ] @SolidClass base(Trigger) = trigger_usekey : "Trigger: Requires a Key NOTE: You must select a Key spawnflag" //dumptruck_ds added from Hipnotic Mission Pack [ message(string) : "Health (shootable)" spawnflags(flags) = [ 8 : "Silver Key Required" : 8 16 : "Gold Key Required" : 8 ] ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(string) : "Wait before reset" : "0.2" health(integer) : "Health (shootable)" spawnflags(flags) = [ 1: "Not touchable" : 0 ] is_waiting(choices) : "Trigger" : 0 = [ 0 : "Default" 1 : "Wait for Trigger" ] ] @SolidClass base(OneTarget, OneTargetname) = trigger_onlyregistered : "only Triggers only if game is registered (registered == 1)" [ spawnflags(flags) = [ 1: "Not touchable" : 0 ] ] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Appearflags, OneTarget, Targetname) = trigger_teleport : "Trigger: Teleporter NOTE: To use is_waiting function, use targetname2 only." [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] is_waiting(choices) : "Trigger" : 0 = [ 0 : "Default" 1 : "Wait for Trigger" ] ] // need updates: @SolidClass = trigger_setskill : "Trigger set skill" [ message(choices) : "Skill to change to" : 1 = [ 0 : "Easy" 1 : "Medium" 2 : "Hard" 3 : "Nightmare!" ] ] @SolidClass base(Appearflags) = trigger_take_weapon : "Trigger: Remove shotgun on touch. Place at info_player_start for an axe only spawn. Make sure and add a weapon_shotgun to your map!" [] @PointClass base(Targetname, Trigger) = trigger_relay : "Trigger relay" [] @SolidClass base(Angle, Appearflags, OneTargetname) = trigger_monsterjump : "Trigger: Monster jump" [ speed(integer) : "Jump Speed" : 200 height(integer) : "Jump Height" : 200 spawnflags(flags) = [ 8: "Start Off (toggles)" : 0 ] //dumptruck_ds ] @PointClass base(Appearflags, Target, Targetname) = trigger_counter : "Trigger: Counter" [ spawnflags(flags) = [ 1: "No Message" : 0 ] count(integer) : "Count before trigger" : 2 delay (integer) : "Delay" message(string) : "Message" ] @SolidClass base(Angle, Appearflags, Targetname) = trigger_push : "Trigger: Push" [ spawnflags(flags) = [ 1: "Push once" : 0 ] speed(integer) : "Speed" : 1000 ] @SolidClass base(Angle, Appearflags, Targetname) = trigger_push_custom : "Trigger: Push (Custom): Can be toggled on and off, use a custom sound (noise) and be made silent. NOTE: Set BOTH Custom Noise spawnflag and the Noise key/value. Custom sounds should not be looped." [ spawnflags(flags) = [ 1: "Push once" : 0 8: "Start Off" : 0 16: "Silent" : 0 32: "Custom Noise" : 0 ] speed(integer) : "Speed" : 1000 noise(string) : "Custom Sound" ] @SolidClass base(Appearflags, OneTargetname) = trigger_hurt : "Trigger: Hurt" [ dmg(integer) : "Damage per second" : 5 ] @PointClass size(16 16 16) = misc_noisemaker : "Debug entity: continuously plays enforcer sounds" [] @PointClass size(16 16 16) = viewthing : "Debug entity: fake player model" [] /////////////////////////////////////////////////////////// //dumptruck’s additions via Joshua Skelton’s Quake Tools/// /////////////////////////////////////////////////////////// @PointClass size(32 32 16) color(255 128 0) /*studio("path" : mdl})*/ = misc_model : "A point entity for displaying models. A frame range can be given to animate the model. mdl: The model to display. Can be of type mdl, bsp, or spr. frame: Single frame to display. Can also be used to offset the animation. first_frame: The starting frame of the animation. last_frame: The last frame of the animation. speed: The frames per second of animation. Divide 1 by the fps for this value. angles: pitch roll yaw (up/down, angle, tilt left/right) NOTE: set angle value to 0 if using angles key to rotate mdls" [ mdl(string) : "Model Selection (ex progs/model.mdl)" frame(integer) first_frame(integer) last_frame(integer) speed(integer) : "Speed" : 10 angles(integer) : "set 'angle' to 0 if this is used" ] /////////////////////////////////////////////////////////////////////// // dumptrucks's additions: Hipnotic Sound Player via TB2 Quoth2.fgd//// /////////////////////////////////////////////////////////////////////// @PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_lavasplash : "When triggered, play the lavasplash effect and sound from E1M7. You can set the noise key to a custom sound." [ noise(float) : "Path to custom sound" ] @PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_explosion : "When triggered, play an explosion. Causes damage." [ ] @PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_tbabyexplode : "When triggered, play the Spawn death explosion. Causes damage." [ ] @PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = tele_fog : "When triggered, tele_fog shows the teleport particle effects and sound. Use this when killtargeting an entity if the player can see it happen." [ ] @PointClass base(Appearflags) size(16 16 24) color(206 18 18) = FireAmbient : "This is a simple looping sound from the torches. Use this if you are using custom fire sprites or models. " [ ] @PointClass base(Targetname, Appearflags) size (16 16 24) color(30 150 35) = play_sound : "Hipnotic sound player Plays a one off sound on a periodic basis. Do NOT use looped sounds with this entity. For looped sounds use ambient_general. volume: how loud (1 is default full volume) noise: sound to play wait: random time between sounds (default 20) delay: minimum delay between sounds (default 2) impulse: sound channel 0-7 (0 automatic is default) speed: attenuation factor NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)" [ noise(string) : "Sound file to play" speed(choices) : "Attenuation of sound" : 1 = [ -1 : "No attenuation (heard everywhere)" 1 : "Normal" 2 : "Idle" 3 : "Static" ] volume(integer) : "Volume (0 - 1)" : 1 impulse(integer) : "Channel (0 - 7) Automatic" : 0 wait(integer) : "Random time between sounds" : 20 delay(integer) : "Minimum time between sounds" : 2 ] @PointClass base(Targetname, Appearflags) size (16 16 24) color(30 200 35) = play_sound_triggered : "Custom sound trigger toggle (spawnflags): stopped when triggered again volume: how loud (1 default full volume) noise: sound to play impulse: sound channel 0-7 (0 automatic is default) speed: attenuation factor NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)" [ spawnflags(flags) = [1 : "Toggle" : 0] noise(string) : "Sound file to play" speed(choices) : "Attenuation of sound" : 1 = [ -1 : "No attenuation (heard everywhere)" 1 : "Normal" 2 : "Idle" 3 : "Static" ] volume(integer) : "Volume (0 - 1)" : 1 impulse(integer) : "Channel (0 - 7) Automatic" : 0 //wait(integer) : "Wait before retrigger" : 0 //Quoth2 ] @PointClass base (Appearflags) size (16 14 24) color (30 225 35) = ambient_general : "Custom Ambient Sound Only use looped sounds with this entity. NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)" [ noise(string) : "Sound file to play" speed(choices) : "Attenuation of sound" : 1 = [ -1 : "No attenuation (heard everywhere)" 1 : "Normal" 2 : "Idle" 3 : "Static" ] volume(integer) : "Volume (0 - 1)" : 1 ] @SolidClass base(Appearflags, OneTargetname) = func_fall : "A brush that drops and fades away when touched. Gibs monsters who touch it. Can be targeted by triggers etc. noise = sound to play when triggered wait = wait this long before falling" [ noise(string) : "Sound to play when fall starts" wait(integer) : "Wait this long before falling" spawnflags(flags) = [ 1 : "Don't Fade" : 0 ] ] @SolidClass base(Target, Targetname, Appearflags) = func_breakable : "Breakable - See manual for full details Defaults to built-in .mdl file with 3 styles, cnt is number of pieces of debris to spawn (built-in only) Or use spawnflag 4 and break_template1-4 to set path of custom .mdl or .bsp models. brk_object_count1-4 sets the number of pieces of each break_template when using custom .mdl or bsp models. If noise1 is not set it will default to blob/hit1.wav (Spawn monster hit sound) Use spawnflag 2 for an explosion, dmg is amount of damage inflicted" [ spawnflags(flags) = [ 1 : "No Monster Damage" : 0 : "Only the player can break" 2 : "Explosion" : 0 : "Produces explosion effect and sound" 4 : "Use custom mdls or bsp models" : 0 : "Uses models specified in break_template1, 2, etc" ] noise1(string) : "Break noise (MUST be set)" style(choices) : "Built-in debris style" : 0 = [ 0 : "Green Metal (default)" 1 : "Red Metal" 2 : "Concrete" ] cnt(integer) : "Number of pieces of debris to spawn" : 5 health(integer) : "Health of breakable" : 20 dmg(integer) : "Amount of Explosive Damage" : 20 break_template1(string) : "Template 1 model path, e.g. maps/break/brk.bsp or progs/brick.mdl" break_template2(string) : "Template 2 model path, e.g. maps/break/brk.bsp or progs/brick.mdl" break_template3(string) : "Template 3 model path, e.g. maps/break/brk.bsp or progs/brick.mdl" break_template4(string) : "Template 4 model path, e.g. maps/break/brk.bsp or progs/brick.mdl" break_template5(string) : "Template 5 model path, e.g. maps/break/brk.bsp or progs/brick.mdl" brk_obj_count1(integer) : "Template 1 spawn count" brk_obj_count2(integer) : "Template 2 spawn count" brk_obj_count3(integer) : "Template 3 spawn count" brk_obj_count4(integer) : "Template 4 spawn count" brk_obj_count5(integer) : "Template 5 spawn count" ] @PointClass size(16 14 24) color(255 128 0) base(Targetname, Target, Appearflags) = func_counter : "Activation Counter TOGGLE causes the counter to switch between an on and off state each time the counter is triggered. LOOP causes the counter to repeat infinitely. The count resets to zero after reaching the value in count. STEP causes the counter to only increment when triggered. Effectively, this turns the counter into a relay with counting abilities. RESET causes the counter to reset to 0 when restarted. RANDOM causes the counter to generate random values in the range 1 to count at the specified interval. FINISHCOUNT causes the counter to continue counting until it reaches count before shutting down even after being set to an off state. START_ON causes the counter to be on when the level starts. count specifies how many times to repeat the event. If LOOP is set, it specifies how high to count before resetting to zero. Default is 10. wait the length of time between each trigger event. Default is 1 second. delay how much time to wait before firing after being switched on." [ spawnflags(flags) = [ 1 : "Togglable" : 0 2 : "Looping" : 1 4 : "Step" : 0 8 : "Reset" : 0 16 : "Random" : 0 32 : "Finishcount" : 0 64 : "Start On" : 1 ] count(integer) : "Repeat event #" : 10 wait(string) : "Sec. between each triggering" : "1" delay(string) : "Delay before first trigger" ] @PointClass size(16 14 24) color(255 175 0) base(Targetname, Target) = func_oncount : "Target for func_counter" [ count(integer) : "Repeat event #" : 1 delay(string) : "Delay before first trigger" ] // // Hipnotic Rotation Geometry // @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" [] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_entity : "Creates rotating entity" [ spawnflags(flags) = [ 1 : "Toggle" : 0 2 : "Start on" : 0 ] deathtype(string) : "Kill Message" rotate(string) : "Rate of rotation (x y z)" target(string) : "Center of rotation" speed(string) : "Speed (0 to full) time" ] @PointClass base(Targetname, Target) = path_rotate : "path_rotate" [ spawnflags(flags) = [ 1 : "Rotation" : 0 2 : "Angles" : 0 4 : "Stop" : 0 8 : "No Rotate" : 0 16 : "Damage" : 0 32 : "Move Time" : 0 64 : "Set Damage" : 0 ] rotate(string) : "Rotation (x y z)" angles(string) : "Angles (x y z)" noise(string) : "Wait Noise" noise1(string) : "Move Noise" wait(integer) : "Wait Time" event(string) : "Event Target" message(string) : "Event Message" dmg(integer) : "Damage" speed(integer) : "Move Time(if flaged) or Speed" ] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_train : "Moving platform" [ noise1(string) : "Train move noise" noise(string) : "Train stop noise" path(string) : "First path_rotate" deathtype(string) : "Kill Message" speed(integer) : "Speed" : 100 dmg(integer) : "Damage" : 0 sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] ] @SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_door : "Create rotating door" [ spawnflags(flags) = [ 1 : "Stay open" : 0 ] dmg(integer) : "Damage" : 2 speed(integer) : "Time to rotate" : 10 angles(string) : "Angles (x y z)" rotate(string) : "Rotate (x y z)" sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Medieval (default)" 2: "Metal" 3: "Base" 4: "Silent" ] ] //@PointClass size(0 0 0, 32 32 32) base(Target) = func_clock : "Clock Hand" //[ //event(string) : "Target event (at 12pm)" //cnt(integer) : "Start time" //count(integer) : "Seconds per rotation" : 60 //] // // Miscellaneous Geometry // @SolidClass base(Targetname) = func_movewall : "Emulate collision on rotating brushes" [ spawnflags(flags) = [ 1 : "Visible" : 1 2 : "Damage on touch" : 0 4 : "Non-Solid" : 0 ] dmg(integer) : "Damage" ] ////////////////////// // end dumptruck_ds // //////////////////////