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quakemapping/tb/games/Daikatana/Common.fgd
2019-12-30 17:23:05 +01:00

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//
// Daikatana game definition file (.fgd)
// Common entities
// for Trenchbroom
// last update: 6 Oct, 2018
// version: 1
//
// written by Dekonega / dekonega(at)windowslive.com
// email me with improvements and suggestions
//
//
// worldspawn
//
@SolidClass = worldspawn : "Only used for the world entity"
[
cinematic_intro(string) : "cinematic scene played when map loads"
loadscreen(string) : "loading screen"
palette(string) : "texture palette used"
ambient(integer) : "ambient light"
fog_value(integer) : "fog on-off/intensity"
fog_color(color255) : "rgb color of fog"
fog_start(integer) : "start of fog volume"
fog_end(integer) : "end of fog volume"
_color(color255) : "environmental color"
episode(choices) : "number of episode" : 1 =
[
1 : "Episode 1"
2 : "Episode 2"
3 : "Episode 3"
4 : "Episode 4"
]
mapname(string) : "name of the map"
musictrack(string) : "name of MP3 track to play when level starts"
sky(string) : "skybox name"
cloudname(string) : "name of cloud texture to use, no suffix"
cloudxdir(float) : "cloud x scroll value (-1 to 1, default 1.0)"
cloudydir(float) : "cloud y scroll value (-1 to 1, default 0.8)"
cloud1tile(integer) : "number of repeats of layer 1 cloud texture (default 8)"
cloud2tile(integer) : "number of repeats of layer 2 cloud texture (default 2)"
cloud1speed(integer) : "scrolling speed for layer 1 (default 1)"
cloud2speed(integer) : "scrolling speed for layer 2 (default 4)"
cloud2alpha(float) : "translucency of layer 2 (default 0.7, 0 means no layer 2)"
lightningfreq(float) : "min seconds between lightning flashes (default 0.25, 0 means no lightning)"
]
//
// Common properties
//
@BaseClass = Target
[
target(target_destination) : "Target"
]
@BaseClass = Targetname
[
targetname(target_source) : "Name"
]
@BaseClass = Sidekickflags
[
spawnflags(Flags) =
[
1 : "Superfly" : 0
2 : "Mikiko" : 0
]
]
@BaseClass = Appearflags
[
spawnflags(Flags) =
[
4096 : "Not in Easy (Ronin)" : 0
8192 : "Not in Normal (Samurai)" : 0
16384 : "Not in Hard (Shogun)" : 0
32768 : "Not in Deathmatch" : 0
]
]
@BaseClass = DecorationFlags
[
spawnflags(Flags) =
[
1: "DECO_EXPLODE" : 0
2: "NO_EXPLODE_NO_BREAK" : 0
4: "DECO_PUSHABLE" : 0
8: "WOOD_DEBRIS" : 0
16: "METAL_DEBRIS" : 0
32: "GLASS_DEBRIS" : 0
64: "GIB_DEBRIS" : 0
128: "ROTATE" : 0
256: "DECO_TRANSLUCENT" : 0
]
]
@BaseClass = PurifierShard
[
spawnflags(Flags) =
[
1: "x" : 0
2: "x" : 0
4: "USE_TARGETS" : 0
]
]
@BaseClass = AntidoteFlags
[
spawnflags(Flags) =
[
1: "x" : 0
2: "x" : 0
4: "USE_TARGETS" : 0
]
]
@BaseClass = KeyFlags
[
spawnflags(Flags) =
[
1: "USE_ONCE" : 0
2: "UNLOCK" : 0
4: "USE_TARGETS" : 0
]
sound(string): "sound played when the key is used"
]
@BaseClass base(Appearflags, Target, Sidekickflags) color(0 0.5 0.8) size(-16 -16 0, 16 16 32) = Ammo
[
team(string) : "Team"
]
@BaseClass color(0.5 0.5 0) size(-8 -8 -8, 8 8 8) = Animal
[
spawnflags(Flags) =
[
1: "WANDER" : 0
2: "PATHFOLLOW" : 0
]
]
@BaseClass base(Appearflags, Target, Sidekickflags) color(0 0.5 0.8) size(-20 -20 0, 20 20 32) = Weapons
[
team(string) : "Team"
]
@BaseClass base(Appearflags, Target, Targetname) = MonsterFlags
[
spawnflags(Flags) =
[
1 : "WANDER" : 0
2 : "PATHFOLLOW" : 0
4 : "NODE_WANDER" : 0
8 : "RANDOM_WANDER" : 0
16 : "IGNORE_PLAYER" : 0
32 : "SNIPE" : 0
64 : "DO_NOT_FLY" : 0
128 : "DO_NOT_MOVE" : 0
256 : "x" : 0
512 : "TAKE_COVER" : 0
1024 : "ALWAYS_GIB" : 0
]
spawnname(string): "classname of entity to throw out upon death."
sight(integer): "Range that the monster can see the player and will react."
speak(integer): "Range that the monster can speak to other monsters so they can help out."
]
//
// Debugging
//
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -24, 16 16 32) = viewthing : "For debugging level - dont use" []
@PointClass base(Appearflags) color(1 0.5 0) size(-16 -16 -16, 16 16 16) = view_rotate : "For debugging level - dont use" []
//
// Lights
//
@BaseClass = LightStyleFX
[
style(choices) : "Number of style to use, between 0-63" : 0 =
[
0: "Normal"
1: "Flicker #1"
6: "Flicker #2"
2: "Slow Strong Pulse"
3: "Candle #1"
7: "Candle #2"
8: "Candle #3"
4: "Fast Strobe"
5: "Gentle Pulse #1"
9: "Slow Strobe"
10: "Fluorescent Flicker"
11: "Slow pulse, no black"
12: "12 - 63 Custom"
]
]
@PointClass base(Appearflags, LightStyleFX, Target, Targetname) color(0 1 0) size(-8 -8 -8, 8 8 8) = light : "Light"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0
2 : "Flare" : 0
]
light(integer) : "Intensity of light" : 300
_cone(integer) : "Size of light (spotlight) default: 10"
lightstyle(string) : "String to define lightstyle"
]
@PointClass base(Appearflags) color(0.9 0.9 0.9) size(-8 -8 -8, 8 8 8) = light_flare : "Light (Flare)"
[
spawnflags(Flags) =
[
1 : "Start Off" : 0
]
model(string) : "Sprite model name"
scale(float) : "Sprite model scale" : 1.0
]
@PointClass base(Appearflags, LightStyleFX) color(0 1 0) size(-8 -8 -8, 8 8 8) = light_walltorch : "Light (Walltorch)"
[
spawnflags(Flags) =
[
1 : "Start On" : 0
]
lightstyle(string) : "string to define lightstyle"
]
@BaseClass base(Appearflags) color(0 1 0) size(-8 -8 -28, 8 8 8) = EpisodeLight []
@PointClass base(EpisodeLight) = light_e1 : "Light (Episode 1)"
[
scale(string) : "Amount to scale (%f %f %f)"
]
@PointClass base(EpisodeLight) = light_e2 : "Light (Episode 2)"
[
spawnflags(Flags) =
[
1 : "D2_TORCH1" : 0
2 : "D2_TORCH1B" : 0
4 : "D2_TORCH2" : 0
8 : "D2_TORCH3" : 0
]
scale(string) : "Amount to scale (%f %f %f)"
]
@PointClass base(EpisodeLight) = light_e3 : "Light (Episode 3)"
[
spawnflags(Flags) =
[
1 : "D3_FIRESHELF" : 0
2 : "D3_CANDLE" : 0
4 : "D3_FLAMHOLD" : 0
]
scale(string) : "Amount to scale (%f %f %f)"
]
@PointClass base(EpisodeLight) = light_e4 : "Light (Episode 4)"
[
spawnflags(Flags) =
[
1 : "D4_BARREL1" : 0
]
scale(string) : "Amount to scale (%f %f %f)"
]
@PointClass base(Appearflags, LightStyleFX) color(0 1 0) size(-8 -8 -8, 8 8 8) = light_strobe : "Light (Strobe)"
[
spawnflags(Flags) =
[
1 : "START_ON" : 0
]
lightstyle(string) : "string to define lightstyle"
]
//
// Effects
//
@SolidClass base(Appearflags) color(0 1 0) = effect_fog : "Fog Effect - Duh, fog." []
@SolidClass base(Appearflags) color(1 1 1) = effect_snow : "Snow Effect"
[
spawnflags(Flags) =
[
1 : "FALL_STRAIGHT" : 0
]
height(integer) : "distance the snow/rain is supposed to fall"
]
@SolidClass base(Appearflags) color(0 0.5 0.8) = effect_rain : "Rain Effect"
[
spawnflags(Flags) =
[
1 : "NORTH" : 0
2 : "SOUTH" : 0
4 : "EAST" : 0
8 : "WEST" : 0
]
height(integer) : "distance the snow/rain is supposed to fall"
]
@PointClass base(Appearflags, Target, Targetname) color(1 1 1) size(-8 -8 -8, 8 8 8) = effect_lightning : "Lightning Effect"
[
spawnflags(Flags) =
[
1 : "START_ON" : 0
2 : "CYCLE" : 0
4 : "GROUND_STRIKES" : 0
8 : "RANDOM_DELAY" : 0
16 : "SPAWN_LIGHT" : 0
32 : "NO_CLIENTS" : 0
64 : "TRACE_DMG" : 0
128 : "STRIKE_ONCE" : 0
256 : "NO_SPARKS" : 0
512 : "CONSTANT" : 0
1024 : "SCORCH" : 0
]
delay(float) : "time between strikes (default 2.0)" : 2.0
dmg(float) : "damage if a PLAYER gets hit (default 0.0) based on duration (default 0.5<meaning 5x dmg)" : 0.5
scale(float) : "set the scale of the lightning model (default 4.0)" : 4.0
chance(float) : "pct chance a player will be hit (default 0.10)" : 0.10
modulation(float) : "% of modulation to apply to lightning. Scalar value."
_color(color255) : "Color of lightning. (Use 'k')"
gndchance(float) : "if GROUND STRIKES is checked, chance for ground hit (default 0.20)" : 0.20
duration(float) : "Period of time that lightning will exist during its strike.(scalar)"
sound(string) : "wave file to play when lightning strikes (random if > 1 defined)"
sound1(string) : "wave file to play when lightning strikes (random if > 1 defined)"
sound2(string) : "wave file to play when lightning strikes (random if > 1 defined)"
sound3(string) : "wave file to play when lightning strikes (random if > 1 defined)"
]
@SolidClass base(Appearflags) color(1 0.6 0.3) = effect_steam : "Steam Effect"
[
spawnflags(flags) =
[
1 : "RANDOM_DELAY" : 0
2 : "START_ON" : 0
4 : "JET_ONCE" : 0
8 : "FREEZE_SPRAY" : 0
]
delay(float) : "time between jets (default 6.0)" : 6.0
duration(float) : "length of time to spray (default 2.0)" : 2.0
vector(vector) : "direction/distance to jet steam"
damage(float) : "damage if a PLAYER gets hit (default 0.0)" : 0.0
scale(float) : "set the scale of the steam sprite (default 1.0)" : 1.0
sound(string) : "sound played while steam is jetting"
]
//
// Specialised Effects
//
@PointClass base(Appearflags, Target, Targetname) color(.65 0.65 0.15) size(-8 -8 -8, 8 8 8) = sfx_complex_particle : "Complex Particle Effect"
[
spawnflags(flags) =
[
1 : "P_SIMPLE" : 0
2 : "P_TRIANGLE" : 0
4 : "P_RAIN" : 0
8 : "P_SMOKE" : 0
16 : "P_FLARE" : 0
32 : "P_DEBRIS" : 0
64 : "P_SOFTROUND" : 0
128 : "P_BUBBLE" : 0
256 : "TOGGLE_EMIT" : 0
512 : "RANDOM_EMIT" : 0
1024 : "START_OFF" : 0
2048 : "TOGGLE" : 0
]
count(integer): "Number of particles to spray" : 1
spread(integer): "Degrees of Conic spread for the particle stream (360 = a sphere)" : 1
velocity(float): "How fast the particles move"
emission(integer): "Emission rate on a per frame basis (!<1 anything <1 will = 1)"
emissiontime(integer): "Amount of frames particle Emission occurs"
scale(float): "The size of the particles (!< 0.01f !>200.0f)"
delta_alpha(float): "The decay rate of the particle's life time"
alpha_level(float): "The initial state of the Alpha level"
gravity(float): "How much gravity to apply to particles." : 0
gravitydir(string): "Name of target that gravity will be applied towards." : "down"
stoptime(integer): "Time for the SFX Particle generator to spit out particles before it completely shuts down"
radius(integer): "Radius spread for spawning particles"
_color(color255): "Particle color"
]
//
// Misc
//
@BaseClass base(Appearflags, Target, Targetname) color(1 0 0) size(-16 -16 -24, 16 16 32) = HealthStations []
@PointClass base(HealthStations) = misc_hosportal : "Hosportal"
[
spawnflags(flags) =
[
1 : "ALLOW_HEALTH" : 0
]
style(choices): "Hosportal style" : 1 =
[
0 : "large (with walls)"
1 : "medium (no walls)"
2 : "small (monitor)"
]
health(integer): "health of entity (0 if indestructable)"
max_juice(integer): "max amount of health to restore before depleted (100)"
]
@PointClass base(HealthStations) = misc_fountain : "Greek health fountain." []
@PointClass base(HealthStations) = misc_drugbox : "Crate of drugs. Restores health." []
@PointClass base(HealthStations) = misc_healthtree : "Healing fruit tree."
[
max_fruit(choices): "max # of fruits on tree (5)" : 5 =
[
1: "1 fruit"
2: "2 fruits"
3: "3 fruits"
4: "4 fruits"
5: "5 fruits"
]
recharge_rate(integer): "recharge time (seconds) for tree"
]
@PointClass base(Appearflags) color(1 0.5 0) size(-8 -8 -8, 8 8 8) = misc_lavaball_drop : "Lavaball drop" []
@PointClass base(Appearflags, Target) color(1 0.5 0) size(-8 -8 -8, 8 8 8) = misc_lavaball_toss : "Lavaball toss"
[
// target(string) : "can be triggered"
mintime(float) : "minimum time between tosses (default = 4.0 seconds)" : 4.0
maxtime(float) : "maximum time between tosses (default = 12.0 seconds)" : 12.0
damage(integer) : "damage to do when an hitting something"
upmin(integer) : "minimum upward velocity (default = 200)" : 200
upmax(integer) : "maximum upward velocity (default = 800)" : 800
]
//
// Functions
//
@SolidClass base(Appearflags, Targetname) color(0 0.5 0.8) = func_areaportal : "Area portal" []
@SolidClass base(Appearflags) color(0 0.5 0.8) = func_group : "Group" []
@PointClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) size(-4 -4 -4, 4 4 4) = func_gib : "Gib Generator"
[
spawnflags(Flags) =
[
1: "GIB_ROBOTIC" : 0
2: "GIB_BONE" : 0
4: "NO_BLOOD" : 0
8: "START_ON" : 0
16: "NO_TOGGLE" : 0
]
COUNT(integer): "Number of gibs to throw out per think cycle"
SPREAD(integer): "Degrees of Conic spread for the particle stream"
VELOCITY(float): "How fast the gibs move"
SCALE(float): "The size of the gibs"
STOPTIME(integer): "Time for the gib generator to spit out gibs before it toggles itself off."
MIN(integer): "Min range for sound."
MAX(integer): "Max range for sound."
VOLUME(float): "Volume for sound."
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_door : "Door"
[
spawnflags(Flags) =
[
1: "START_OPEN" : 0
2: "REVERSE" : 0
4: "DOOR_DONT_LINK" : 0
8: "TOGGLE" : 0
16: "AUTO_OPEN" : 0
32: "USE_TO_CLOSE" : 0
64: "CONTINUOUS" : 0
128: "LOOP_DOOR_SOUNDS" : 0
256: "STRUGGLE" : 0
512: "FORCEMOVE" : 0
]
message(string): "printed when the door is touched"
angle(integer): "determines the opening direction"
keyname(string): "if set, the player must have the specified item in their inventory"
health(integer): "if set, door must be shot open"
speed(integer): "movement speed" : 100
wait(integer): "time to wait before returning" : 3
lip(integer): "amount of door visible remaining at end of move" : 8
dmg(integer): "damage to inflict when blocked" : 2
sound_opening(string): "name of the sound to play during opening, ie. doors/creek.wav"
sound_open_finish(string): "name of the sound to play when opening completes, ie. doors/slam.wav"
sound_closing(string): "name of the sound to play when closing starts, ie. doors/creek.wav"
sound_close_finish(string): "name of the sound to play when closing completes, ie. doors/slam.wav"
cinescript(string): "name of the cinematic script to run"
aiscript(string): "name of the AI script to run"
]
@SolidClass base(Appearflags, Targetname) color(0 0.5 0.8) = func_plat : "Platform"
[
spawnflags(Flags) =
[
1 : "PLAT_START_UP" : 0
2 : "X" : 0
4 : "X" : 0
8 : "PLAT_TOGGLE" : 0
]
message(string): "printed when the door is touched if it is a trigger door and it hasn't been fired yet"
angle(integer): "determines the opening direction"
health(integer): "if set, door must be shot open"
speed(integer): "movement speed (100 default)" : 100
wait(integer): "time to wait before returning (3 default, -1 = never return)" : 3
height(integer): "number of units to move the platform up from spawn position. If height is not specified, then the movement distance is determined based on the vertical size of the platform."
dmg(integer): "damage to inflict when blocked (2 default)" : 2
sound_up(string): "name of the sound to play when going up, ie. doors/creek.wav"
sound_top(string): "name of the sound to play when plat hits top, ie. doors/slam.wav"
sound_down(string): "name of the sound to play when going down, ie. doors/creek.wav"
sound_bottom(string): "name of the sound to play when plat hits bottom, ie. doors/slam.wav"
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
]
@SolidClass base(Appearflags, Targetname) color(0 0.5 0.8) = func_door_rotate : "Rotating door"
[
spawnflags(Flags) =
[
1: "START_OPEN" : 0
2: "REVERSE" : 0
4: "DOOR_DONT_LINK" : 0
8: "TOGGLE" : 0
16: "AUTO_OPEN" : 0
32: "USE_TO_CLOSE" : 0
64: "CONTINUOUS" : 0
128: "X_AXIS" : 0
256: "Y_AXIS" : 0
512: "SWING" : 0
1024: "STRUGGLE" : 0
2048: "ROTATE_LOOP_SOUNDS" : 0
]
distance(integer): "is how many degrees the door will be rotated."
speed(integer): "determines how fast the door moves; default value is 100." : 100
message(string): "is printed when the door is touched if it is a trigger door and it hasn't been fired yet."
health(integer): "if set, door must be shot open"
wait(integer): "wait before returning (3 default, -1 = never return)" : 3
damage(integer): "damage to inflict when blocked (2 default)" : 2
sound_opening(string): "name of the sound to play during opening, ie. doors/creek.wav"
sound_open_finish(string): "name of the sound to play when opening completes, ie. doors/slam.wav"
sound_closing(string): "name of the sound to play when closing starts, ie. doors/creek.wav"
sound_close_finish(string): "name of the sound to play when closing completes, ie. doors/slam.wav"
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
boing(integer): "0 = ignore (default), 1 = simulate bouncing physics" : 0
accelerate(integer): "0 = ignore (default), 1 = accelerate rotation from 0 to speed" : 0
mass(integer): "0 = ignore (default), valid range is 1 = mass of player to 10. NOTE: dust and spawnquake are generated based on mass." : 0
dust(integer): "0 = ignore (default), 1 = create a dust cloud when the brush stops" : 0
spawnquake(integer): "0 = ignore (default), 1 = spawn a small quake when the brush stops" : 0
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_rotate : "Rotate"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "REVERSE" : 0
4: "X_AXIS" : 0
8: "Y_AXIS" : 0
]
speed(integer): "determines how fast it moves; default value is 100." : 100
dmg(integer): "damage to inflict when blocked (2 default)." : 2
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_wall : "Wall"
[
spawnflags(Flags) =
[
1: "TRIGGER_SPAWN" : 0
2: "TOGGLE" : 0
4: "START_ON" : 0
8: "ANIMATED" : 0
16: "ANIMATED_FAST" : 0
32: "NOT_SOLID" : 0
64: "CTF_WALL_ONLY" : 0
]
killtarget(string): "the targetname of the entity to remove when triggered"
cinescript(string): "name of the cinematic script to run when toggled"
aiscript(string): "name of the AI script to run when toggled"
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_button : "Button"
[
spawnflags(Flags) =
[
1: "PUSH_TOUCH" : 0
2: "STRUGGLE" : 0
]
killtarget(string): "the targetname of the entity to remove when triggered"
keyname(string): "if set, the player must have the specified item in their inventory i.e. 'item_crypt_key'"
sound_use(string): "the sound to play when the button is used (defaults to none)"
sound_return(string): "the sound to play when the button returns (defaults to none)"
speed(integer): "rate of travel when button moves"
wait(float): "seconds to wait befor returning to useable (-1 = never return) (default 1.0)" : 1.0
angle(integer): "direction of travel"
lip(integer): "amount of button left sticking out after being pushed (default 4)" : 4
health(integer): "when > 0 the button must be killed in order to fire"
cinescript(string): "name of the cinematic script to run"
aiscript(string): "name of the AI script to run"
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_multi_button : "Multi button"
[
spawnflags(Flags) =
[
1: "PUSH_TOUCH" : 0
2: "CYCLE" : 0
]
killtarget(string): "the targetname of the entity to remove when triggered"
sound_use(string): "the sound to play when the button is used (defaults to none)"
sound_return(string): "the sound to play when the button returns (defaults to none)"
speed(integer): "rate of travel when button moves"
wait(integer): "seconds to wait befor returning to useable (-1 = never return)"
angle(integer): "direction of travel"
health(integer): "when > 0 the button must be killed in order to fire"
distance(integer): "distance button travels on each push"
count(integer): "number of positions this button has"
]
@PointClass base(Appearflags) color(0.5 0.3 0) size(-8 -8 -8, 8 8 8) = path_corner_train : "Tran path corner"
[
spawnflags(Flags) =
[
1: "X_AXIS" : 0
2: "Y_AXIS" : 0
4: "Z_AXIS" : 0
8: "TRIGWAIT" : 0
16: "x" : 0
32: "TELEPORT" : 0
64: "x" : 0
128: "x" : 0
]
killtarget(string): "the targetname of the entity to remove when this path_corner is reached"
speed(integer): "rate of travel from this path_corner to the next"
wait(integer): "seconds to wait after the actions on this path_corner are complete"
sound(string): "sound to play at this path corner"
x_distance(integer): "distance in degrees to rotate around x axis"
y_distance(integer): "distance in degrees to rotate around y axis"
z_distance(integer): "distance in degrees to rotate around z axis"
x_speed(integer): "speed to rotate along x axis in degrees per second"
y_speed(integer): "speed to rotate along y axis in degrees per second"
z_speed(integer): "speed to rotate along z axis in degrees per second"
health(integer): "if health is set, the train will wait at this path corner until it is killed."
pathtarget(string): "target to trigger when this path_corner is reached"
cinescript(string): "name of the cinematic script to run"
aiscript(string): "name of the AI script to run"
]
@SolidClass base(Appearflags, Targetname) color(0 0.5 0.8) = func_door_secret : "Secret door"
[
spawnflags(Flags) =
[
1: "OPEN_ONCE" : 0
2: "1ST_LEFT" : 0
4: "1ST_DOWN" : 0
8: "NO_SHOOT" : 0
16: "YES_SHOOT" : 0
]
message(string): "printed when the door is touched if it is a trigger door and it hasn't been fired yet"
angle(integer): "determines the opening direction"
health(integer): "if set, door must be shot open"
speed(integer): "movement speed (100 default)" : 100
wait(integer): "time to wait before returning (3 default, -1 = never return)" : 3
dmg(integer): "damage to inflict when blocked (2 default)" : 2
lip(integer): "lip"
sound_opening(string): "name of the sound to play during opening, ie. doors/creek.wav"
sound_open_finish(string): "name of the sound to play when opening completes, ie. doors/slam.wav"
sound_closing(string): "name of the sound to play when closing starts, ie. doors/creek.wav"
sound_close_finish(string): "name of the sound to play when closing completes, ie. doors/slam.wav"
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_wall_explode : "Exploding wall"
[
spawnflags(Flags) =
[
1: "ROCK_CHUNKS" : 0
2: "WOOD_CHUNKS" : 0
4: "EXTRA_CHUNKS" : 0
8: "EXTRA_VELOCITY" : 0
16: "NO_CHUNKS" : 0
32: "NO_SOUND" : 0
64: "METAL_CHUNKS" : 0
128: "NO_EXPLOSIONS" : 0
]
killtarget(string): "the targetname of the entity to remove when triggered"
health(integer): "ummm... this would be the health of the wall, if it is 0 then the wall can only be exploded by targetting it"
message(string): "this prints out when wall go boom"
model_1(string): "the specific pathname of the first model to throw when killed if model_1 is set then spawnflags ROCK_CHUNKS and WOOD_CHUNKS are overridden"
model_2(string): "the pathname of the second model"
model_3(string): "I wouldn't bet on it, but this is probably the name of the 3rd model"
group(string): "you can add a name here and group func_wall_explodes.. use triggerindex to specify priority of which one blows up first "
triggerindex(integer): "the lower the index, the higher it's priority (i.e. it blows up 1st func_wall_explodes with the same triggerindex blow up randomly"
mindamage(integer): "minimum damage it takes to destroy this wall. Any damage less than mindamage will be healed instantly so wall cannot be warn down."
]
@SolidClass base(Appearflags, Target) color(0 0.5 0.8) = func_debris : "Debris"
[
spawnflags(Flags) =
[
1: "GO_TO_ACTIVATOR" : 0
2: "NO_ROTATE" : 0
4: "MOMENTUM_DAMAGE" : 0
8: "NO_ROTATION_ADJUST" : 0
16: "DROP_ONLY" : 0
32: "QUARTER_SIZE" : 0
]
fly_sound(string): "sound to play while the entity flies through the air"
hit_sound(string): "sound to play when the entity hits something"
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
damage(integer): "amount of damage to do when hitting another object if MOMENTUM_DAMAGE is selected,"
]
@SolidClass base(Appearflags, Target) color(0 0.5 0.8) = func_debris_visible : "Visible debris"
[
spawnflags(Flags) =
[
1: "GO_TO_ACTIVATOR" : 0
2: "NO_ROTATE" : 0
4: "MOMENTUM_DAMAGE" : 0
8: "NO_ROTATION_ADJUST" : 0
16: "DROP_ONLY" : 0
32: "QUARTER_SIZE" : 0
]
fly_sound(string): "sound to play while the entity flies through the air"
hit_sound(string): "sound to play when the entity hits something"
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
damage(integer): "amount of damage to do when hitting another object"
]
@PointClass base(Appearflags) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = func_dynalight : "Dynamic light"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "SPOTLIGHT" : 0
4: "LIGHTFLARE" : 0
8: "X_AXIS" : 0
16: "Y_AXIS" : 0
32: "Z_AXIS" : 0
64: "REVERSE" : 0
]
length(integer): "length of the light beam... default is 2048" : 2048
light(integer): "light brightness value"
radius(integer): "radius of starting point, end radius is based on length default SPOTLIGHT color is white.. click color checkboxes to change colors"
_color(color255): "use the color selection dialog to select the color of the light"
]
@SolidClass base(Appearflags, Target) color(0 0.5 0.8) = func_explosive : "Explosive"
[
spawnflags(Flags) =
[
1: "TRIGGER_SPAWN" : 0
2: "ANIMATED" : 0
4: "ANIMATED_FAST" : 0
8: "STONE" : 0
16: "WOOD" : 0
32: "METAL" : 0
64: "NO_CHUNKS" : 0
128: "NO_SOUND" : 0
256: "NO_EXPLOSION" : 0
512: "NOT_SOLID" : 0
]
damage(integer): "radius explosion of that amount, at center of brush"
health(integer): "defaults to 100." : 100
delay(float): "defaults to 1.0 to randomize the emission of debris chunks. The higher the number the longer it will take some chunks to chunk out." : 1.0
count(integer): "defaults to 10. This determines how many chunks are emitted. 10 = maximum of 10 chunks but is random so could be 5-10, no less than 5." : 10
rndcount(integer): "defaults to 0. Random number of debris entities plus the count." : 0
scale(float): "This is the scale factor of the chunks. 1.0 is current Size." : 1.0
vectortarget(integer): "Sets the vector for the initial direction. It will be random in a 180 degree spread."
speed(float): "is a scaled value. 1.0 is normal speed." : 1.0
gravity(float): "Gravity to apply to debris. Default is 1.0.(normal)" : 1.0
cinescript(string): "name of the cinematic script to run"
aiscript(string): "name of the AI script to run"
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_water : "Water"
[
spawnflags(Flags) =
[
1: "START_OPEN" : 0
2: "x" : 0
4: "x" : 0
8: "x" : 0
16: "x" : 0
32: "x" : 0
64: "x" : 0
128: "x" : 0
256: "x" : 0
512: "FORCEMOVE" : 0
]
angle(choices): "determines the opening direction (up or down only)" : -1 =
[
-1: "Up"
-2: "Down"
]
speed(integer): "movement speed (25 default)" : 25
wait(integer): "wait before returning (-1 default, -1 = TOGGLE)" : -1
lip(integer): "lip remaining at end of move (0 default)" : 0
sound_opening(string): "name of the sound to play when rising"
sound_open_finish(string): "name of the sound to play when at the top"
sound_closing(string): "name of the sound to play when receeding"
sound_close_finish(string): "name of the sound to play when empty"
]
@PointClass base(Appearflags, Target, Targetname) color(0.3 0.1 0.6) size(-8 -8 -8, 8 8 8) = func_timer : "Timer"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "USE_ONCE" : 0
]
wait(integer): "base time between triggering all targets, default is 1" : 1
random(integer): "wait variance, default is 0 so, the basic time between firing is a random time between (wait - random) and (wait + random)"
delay(integer): "delay before first firing when turned on, default is 0" : 0
pausetime(integer): "additional delay used only the very first time and only if spawned with START_ON"
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_event_generator : "Event generator"
[
spawnflags(Flags) =
[
1: "TRIGGER_ONCE" : 0
2: "TRIGGER_TOUCHABLE" : 0
4: "ALLOW_MONSTERS" : 0
]
sound(string): "Sound to play when triggered."
]
@SolidClass base(Appearflags, Target) color(0 0.5 0.8) = func_monitor : "Monitor"
[
fov(integer): "the field of view when looking through this camera"
delay(integer): "Amount of time to delay before showing the monitor display."
wait(integer): "Amount of time to wait before allowing the user to esc from display."
]
@SolidClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) = func_train : "Train"
[
spawnflags(Flags) =
[
1: "x" : 0
2: "x" : 0
4: "x" : 0
8: "x" : 0
16: "x" : 0
32: "x" : 0
64: "FORCEMOVE" : 0
128: "START_ON" : 0
]
killtarget(string): "the targetname of the entity to remove when triggered"
]
//
// Triggers
//
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_console : "Console"
[
spawnflags(Flags) =
[
1: "USE_ONCE" : 0
]
message(string): "the command to send to the console when triggered."
]
@PointClass base(Appearflags, Target, Targetname) color(1 1 0) size(-8 -8 -8, 8 8 8) = target_attractor : "Attractor"
[
triggerindex(integer): "the lower the index, the higher it's priority (i.e. it attracts 1st)."
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_changemusic : "Change music"
[
path(string): "path to mp3 to play relative to data/music. ( include the extension )."
volume(float): "the volume to play the mp3 at ( 0 - 1 )."
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_superfly_spawn : "Superfly spawn" []
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_mikiko_spawn : "Mikiko spawn" []
@SolidClass base() color(0.5 0.5 0.5) = trigger_script: "Script"
[
spawnflags(Flags) =
[
1: "MULTIPLE" : 0
2: "NOTOUCH" : 0
4: "SUPERFLY_REQUIRED" : 0
8: "MIKIKO_REQUIRED" : 0
]
wait(float): "time to wait between retriggering (default = 2.0 seconds)" : 2.0
delay(float): "delay after triggering before script runs ** doesn't work with touch triggers ** (default = 0.0 seconds)" : 0.0
cinescript(string): "name of the cinematic script to run"
aiscript(string): "name of the AI script to run"
scriptname(string): "name of script to run"
]
@SolidClass color(0.5 0.5 0.5) = trigger_remove_inventory_item : "Remove item from inventory"
[
item(string): "the name of the item to remove from the inventory of the entity that touches the trigger ( e.g. weapon_daikatana )"
]
@SolidClass color(0.5 0.5 0.5) = trigger_change_sfx : "Change SFX"
[
spawnflags(Flags) =
[
1: "NORMAL" : 0
2: "PRESET1" : 0
4: "PRESET2" : 0
8: "PRESET3" : 0
16: "PRESET4" : 0
]
fxstyle(string): "the effect style to be activated"
wait(integer): "the number of seconds to wait until triggering"
reverb(integer): "Reverb"
volume(integer): "default 100" : 100
]
@SolidClass color(0.5 0.5 0.5) = trigger_secret : "Secret"
[
sound(string): "name of sound to play upon firing"
message(string): "message to display upon last triggering"
]
@SolidClass base(Appearflags, Target, Targetname) color(0.5 0.5 0.5) = trigger_sidekick : "Sidekick trigger"
[
toggle(choices): "Toggle - 0 = off, 1 = on" : 0 =
[
0: "Disabled"
1: "Enabled"
]
sidekick(string): "Choose a sidekick to activate ('Mikiko' or 'Superfly')": "Superfly"
sound(string): "name of sound to play upon triggering"
message(string): "message to display upon last triggering"
]
@SolidClass base(Appearflags, Target, Targetname) color(0.5 0.5 0.5) = trigger_multiple : "Multiple trigger"
[
spawnflags(Flags) =
[
1: "NOTOUCH" : 0
2: "ALLOW_MONSTERS" : 0
4: "ALLOW_SIDEKICKS" : 0
]
health(integer): "if set the trigger must be killed to activate"
delay(integer): "time to wait after activation before firing target"
wait(float): "time to wait between retriggering (default = 0.2 seconds)" : 0.2
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_sidekick_teleport : "Teleport sidekick"
[
spawnflags(Flags) =
[
1: "TELEPORT_AND_STAY" : 0
2: "TELEPORT_AND_COME_TO_OWNER" : 0
4: "MULTIUSE" : 0
]
sound(string): "name of sound to play upon triggering"
animation(string): "animtion to play when triggered"
wait(integer): "seconds between activations if MULTIUSE flag is set"
x(integer): "x location of for the sidekicks to move when triggered"
y(integer): "y location of for the sidekicks to move when triggered"
z(integer): "z location of for the sidekicks to move when triggered"
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_sidekick_stop : "Stop sidekick"
[
sound(string): "name of sound to play upon triggering"
animation(string): "animtion to play when triggered"
x(integer): "x location of for the sidekicks to move when triggered"
y(integer): "y location of for the sidekicks to move when triggered"
z(integer): "z location of for the sidekicks to move when triggered"
]
@SolidClass base(Appearflags, Target) color(0.5 0.5 0.5) = trigger_changelevel : "Change level"
[
spawnflags(Flags) =
[
1: "INTERMISSION" : 0
2: "REQUIRES_SUPERFLY" : 0
4: "REQUIRES_MIKIKO" : 0
8: "THE_END" : 0
16: "KEEP_SIDEKICKS" : 0
]
sound(string): "name of sound to play upon firing"
map(string): "the name of the map to go to"
cinematic(string): "name of cinematic to play before exiting"
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_counter : "Counter"
[
spawnflags(Flags) =
[
1: "NO_MESSAGE" : 0
2: "NO_TOUCH" : 0
4: "INCLUDE_MONSTERS" : 0
]
count(integer): "number of times to trigger before firing"
sound(string): "name of sound to play upon firing"
message(string): "message to display upon last triggering"
]
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_push : "Push trigger"
[
spawnflags(Flags) =
[
1: "PUSH_ONCE" : 0
2: "ALLOW_TOGGLE" : 0
4: "START_DISABLED" : 0
]
speed(integer): "the velocity to give the object (default 1000)" : 1000
sound(string): "the wave to play when triggered"
message(string): "text message to display when triggered"
]
@SolidClass base(Appearflags, Target, Targetname) color(0.5 0.5 0.5) = trigger_teleport : "Teleport trigger"
[
spawnflags(Flags) =
[
1: "PLAYER_ONLY" : 0
2: "NO_FLASH" : 0
4: "NO_ANGLE_ADJUST" : 0
]
sound(string): "name of sound to play upon firing, if not specified, then no sound will be played"
fog_value(integer): "sets fog_value to this when a teleporter is used"
killtarget(string): "the targetname of the entity to remove when triggered"
message(string): "text message to display when triggered"
]
@SolidClass base(Appearflags, Targetname) color(0.5 0.5 0.5) = trigger_once : "triggers once, then removes itself"
[
spawnflags(Flags) =
[
1: "NOTOUCH" : 0
2: "ALLOW_MONSTERS" : 0
4: "ALLOW_SIDEKICKS" : 0
]
health(integer): "if set the trigger must be killed to activate"
delay(integer): "time to wait after activation before firing target"
wait(float): "time to wait between retriggering (default = 0.2 seconds)" : 0.2
sound(string): "name of sound to play upon firing"
killtarget(string): "the targetname of the entity to remove when triggered"
message(string): "text message to display when triggered"
]
@SolidClass base(Appearflags, Target, Targetname) color(0.5 0.5 0.5) = trigger_toggle : "triggers once, then when you exit resets itself to be triggered again"
[
spawnflags(Flags) =
[
1: "USE_ON_EXIT" : 0
2: "ALLOW_MONSTERS" : 0
4: "ALLOW_SIDEKICKS" : 0
8: "SIDEKICKS_ONLY" : 0
]
]
@PointClass base(Appearflags, Targetname, Target) color(0.5 0.5 0.5) size(-8 -8 -8, 8 8 8) = trigger_relay : "Relay trigger"
[
sound(string): "name of sound to play upon firing"
delay(integer): "delay"
killtarget(string): "the targetname of the entity to remove when triggered"
message(string): "text message to display when triggered"
]
@PointClass base(Appearflags, Targetname, Target) color(0.5 0.5 0.5) size(-8 -8 -8, 8 8 8) = trigger_changetarget : "Change target trigger"
[
spawnflags(Flags) =
[
1: "USE_ONCE" : 0
]
newtarget(string): "new target for the targetted entity"
]
@SolidClass base(Appearflags, Target, Targetname) color(0.5 0.5 0.5) = trigger_hurt : "Hurt trigger"
[
spawnflags(Flags) =
[
1: "ALLOW_TOGGLE" : 0
2: "START_DISABLED" : 0
4: "FLOWTHRU_DMG" : 0
]
message(string): "text message to display when triggered"
sound(string): "name of sound to play upon firing"
dmg(integer): "the amount of damage the trigger will do to an object"
wait(integer): "the number of seconds between triggerings and"
]
//
// Targets
//
@BaseClass = TargetTriggers
[
spawnflags(Flags) =
[
1: "TARGET_1" : 0
2: "TARGET_2" : 0
4: "TARGET_3" : 0
8: "TARGET_4" : 0
16: "TARGET_5" : 0
32: "TARGET_6" : 0
64: "TARGET_7" : 0
128: "TARGET_8" : 0
]
]
@PointClass base(Appearflags, TargetTriggers) color(0.5 0.5 0.5) size(-8 -8 -8, 8 8 8) = target_crosslevel_target : "Crosslevel Target" []
@PointClass base(Appearflags, TargetTriggers) color(0.5 0.5 0.5) size(-8 -8 -8, 8 8 8) = target_crosslevel_trigger : "Crosslevel Trigger" []
@PointClass base(Appearflags, Target) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = target_laser : "Laser"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "RED" : 0
4: "GREEN" : 0
8: "BLUE" : 0
16: "YELLOW" : 0
32: "LIGHTRED" : 0
64: "WIDE_BEAM" : 0
]
angle(integer): "direction of laser"
sound(string): "the looping sound a laser will play when activated."
]
@PointClass base(Appearflags) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = target_earthquake : "Earthquake"
[
speed(integer): "severity/speed of quake"
count(integer): "length/duration of quake in seconds"
damage(integer): "damage amount per frame"
radius(integer): "radius quake effects"
mins(float): "mins attenuation start point from earthquake spawn point(for sound)(default 2000.0f)"
maxs(float): "maxs attenuation end point from earthquake spawn point(end of sound)(default 2024.0f)"
]
@PointClass base(Appearflags) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = target_spotlight : "Spotlight"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "RED" : 0
4: "GREEN" : 0
8: "BLUE" : 0
16: "YELLOW" : 0
32: "LIGHTRED" : 0
]
length(integer): "length of the light beam.. default is 2048" : 2048
radius(integer): "radius of starting point, end radius is based on length"
_color(color255): "default color is white.. click color checkboxes to change colors"
]
@PointClass base(Appearflags) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = target_lightramp : "Lightramp"
[
spawnflags(Flags) =
[
1: "TOGGLE" : 0
]
speed(integer): "How many seconds the ramping will take"
message(string): "two letters; starting lightlevel and ending lightlevel"
]
@PointClass base(Appearflags) color(0 1 1) size(-8 -8 -24, 8 8 8) = target_monster_spawn : "Monster spawn"
[
spawnflags(Flags) =
[
1 : "WANDER" : 0
2 : "PATHFOLLOW" : 0
4 : "NODE_WANDER" : 0
8 : "RANDOM_WANDER" : 0
16 : "IGNORE_PLAYER" : 0
32 : "SNIPE" : 0
64 : "DO_NOT_FLY" : 0
128 : "DO_NOT_MOVE" : 0
256 : "x" : 0
512 : "TAKE_COVER" : 0
1024 : "ALWAYS_GIB" : 0
]
monsterclass(string): "exact classname of monster to spawn"
sound(string): "wave file to play when the monster is spawned"
aistate(string): "AI state (see list) for monster to immediately do"
]
@PointClass base(Appearflags, Target, Targetname) color(0 1 0.5) size(-8 -8 -8, 8 8 8) = target_speaker : "Speaker"
[
spawnflags(Flags) =
[
1: "LOOPED_ON" : 0
2: "LOOPED_OFF" : 0
4: "RELIABLE" : 0
8: "NON_DIRECTIONAL" : 0
16: "START_OFF" : 0
]
sound(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound1(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound2(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound3(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound4(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound5(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
sound6(string): "wav file to play, where # represents 1-6 multiple wav files activate random play mode"
delay(integer): "0 default - seconds between random play" : 0
mindelay(integer): "0 default - minimum seconds between random playings" : 0
volume(float): "0.0 to 1.0"
min(integer): "0 to 2040 - minimum distance (volume full)"
max(integer): "0 to 8160 - maximum distance (volume none)"
]
@PointClass base(Appearflags, Target, Targetname) color(0 0.5 0.8) size(-8 -8 -8, 8 8 8) = target_effect : "Effect"
[
spawnflags(Flags) =
[
1: "START_ON" : 0
2: "TARGET_EFFECT_BEAMS" : 0
4: "TARGET_EFFECT_RANDOM" : 0
8: "TARGET_EFFECT_BEAMS_SMOKE" : 0
]
gravity(choices): "gravity type" : 1 =
[
0: "FALL"
1: "RISE (default)"
2: "FLOAT"
]
type(choices): "particle type": 5 =
[
0: "SIMPLE"
1: "SNOW"
2: "RAIN"
3: "BLOOD"
4: "BUBBLE"
5: "SMOKE (default)"
6: "SPARKS"
7: "BIG SPARKS"
8: "POISON"
9: "BLUE SPARKS"
10: "ICE"
]
angle(integer): "determines the direction the particles will go"
_color(color255): "color of the particles"
speed(integer): "speed of particles (default=5)" : 5
count(integer): "number of particles to create (default=10) (max=64)" : 10
length(integer): "length in seconds to spawn particles (default = 1 frame)" : 1
frametime(float): "length of time between particle spawns (default=0.10)" : 0.10
sound(string): "wave file to play when the particles are spawned"
]
//
// Decorations
//
@PointClass base(Appearflags, Target, Targetname) color(1 0 0) size(-8 -8 -32, 8 8 32) = deco_custom : "Custom decoration"
[
spawnflags(Flags) =
[
1: "DECO_EXPLODE" : 0
2: "NO_EXPLODE_NO_BREAK" : 0
4: "DECO_PUSHABLE" : 0
8: "WOOD_DEBRIS" : 0
16: "METAL_DEBRIS" : 0
32: "GLASS_DEBRIS" : 0
64: "GIB_DEBRIS" : 0
128: "ROTATE" : 0
256: "DECO_TRANSLUCENT" : 0
]
exploding(choices): "0 or 1" : 0 =
[
0: "False"
1: "True"
]
damage(integer): "damage applied when exploding. Default is 15." : 15
scale(float): "Scale of deco. Default 1.0." : 1.0
model(string): "filename of .dkm model, e.g. models/e1/a_c4.dkm"
mass(float): "default 1.0" : 1.0
frame(integer): "allows you to specify the starting frame for the model."
x_speed(integer): "speed to rotate along x axis in degrees per second"
y_speed(integer): "speed to rotate along y axis in degrees per second"
z_speed(integer): "speed to rotate along z axis in degrees per second"
alpha(float): "range 0.0-1.0. Only used if TRANSLUCENT is flagged"
spawnname(string): "classname of entity to throw out upon death"
movetype(string): "none, toss, bounce, float" : "none"
solidtype(string): "bbox, not" : "bbox"
gibtype(string): "wood, metal, glass, gibs, default is non-gibbable" : "non-gibbable"
hitpoints(integer): "default 20" : 20
mins(string): "bbox lower bounds, e.g. -8, -8, -32"
maxs(string): "bbox upper bounds, eg.g. 8, 8, 32"
animseq(integer): "allows you to specifies an animation sequence for the model this overrides the frame key.. valid sequences are 0-4 DEFAULT is 0": 0
seq0-seq4(string): "frames or frame sequences of animation use '-' for a set of frames use '~' to loop the frames"
]
//
// Information
//
@BaseClass base(Appearflags, Targetname) color(1 0 0) size(-16 -16 -24, 16 16 32) = PlayerClass []
@BaseClass base(Appearflags, Targetname) color(1 0 0) size(-8 -8 -8, 8 8 8) = CameraClass []
@BaseClass base(Appearflags, Targetname) color(0.5 0.5 0.5) size(-8 -8 -8, 8 8 8) = TeleportClass []
@BaseClass = PlayerWeaponOverride
[
spawnflags(Flags) =
[
1: "OVERRIDE_WEAPONS" : 0
2: "WEAPON_1" : 0
4: "WEAPON_2" : 0
8: "WEAPON_3" : 0
16: "WEAPON_4" : 0
32: "WEAPON_5" : 0
64: "WEAPON_6" : 0
128: "WEAPON_7" : 0
]
]
@BaseClass = SidekickIdle
[
spawnflags(Flags) =
[
1: "IDLE" : 0
]
]
@PointClass base(TeleportClass) = info_teleport_destination : "Teleport Destination - Point teleporters at this. Duh." []
@PointClass base(CameraClass) = info_camera : "Camera" []
@PointClass base(CameraClass) = info_null : "Null point" []
@PointClass base(CameraClass) = info_not_null : "Not null point" []
@PointClass base(CameraClass) = info_player_intermission : "Intermission camera point."
[
angles(string) : "pitch yaw roll"
]
@PointClass base(PlayerClass) = info_player_start : "Location player starts in single play."
[
spawnflags(Flags) =
[
1: "NO_OFFSET" : 0
]
]
@PointClass base(PlayerClass, SidekickIdle) = info_mikiko_start : "Location Mikiko starts in single play." []
@PointClass base(PlayerClass, SidekickIdle) = info_superfly_start : "Location Superfly starts in single play." []
@PointClass base(PlayerClass, SidekickIdle) = info_mikikofly_start : "Location mikikofly starts in single play." []
@PointClass base(PlayerClass, PlayerWeaponOverride) color(1 0 1) = info_player_deathmatch : "Location player starts in deathmatch." []
@PointClass base(PlayerClass, PlayerWeaponOverride) color(1 0 1) = info_player_coop : "Location player starts in coop." []
@PointClass base(PlayerClass, PlayerWeaponOverride) = info_player_team1 : "Location player on team 1 starts." []
@PointClass base(PlayerClass, PlayerWeaponOverride) color(0 0 1) = info_player_team2 : "Location player on team 2 starts." []
//
// Sound
//
@PointClass base(Appearflags, Target, Targetname) color(1 0 1) size(-8 -8 -8, 8 8 8) = sound_ambient : "Ambient Sound"
[
spawnflags(Flags) =
[
1: "x" : 0
2: "x" : 0
4: "x" : 0
8: "NON_DIRECTIONAL" : 0
]
sound(string): "path to ambient sound (ie. ambience/sound.wav.)"
]
//
// Node
//
@PointClass base(Appearflags, Target, Targetname) color(0.5 0.5 1) size(-8 -8 -8, 8 8 8) = node_node : "Node"
[
number(integer): "the number of this node"
link(integer): "the number of the node linked to (can be up to four link fields)"
]
//
// Monsters
//
@PointClass base(Appearflags, Target, Targetname) color(0.5 0.3 0) size(-8 -8 -8, 8 8 8) = monster_path_corner : "A path corner for a monster to travel along"
[
target1(string): "Target 1"
target2(string): "Target 2"
target3(string): "Target 3"
target4(string): "Target 4"
pathtarget(string): "target of entity that will get called upon hitting this pathcorner. This is a one shot deal."
aiscript(string): "name of the script to play when a monster hits this pathcorner node."
]
//
// Animals
//
@PointClass base(Animal) model({ "path": "models/global/d4_gull.dkm" }) = e_seagull : "Seagull" []
@PointClass base(Animal) model({ "path": "models/global/e_goldfish.dkm" }) = fish_goldfish : "Goldfish" []
@PointClass base(Animal) model({ "path": "models/global/e_greyfish.dkm" }) = fish_grayfish : "Grayfish" []
@PointClass base(Animal) model({ "path": "models/global/e_guppy.dkm" }) = fish_guppy1 : "Guppy 1" []
@PointClass base(Animal) model({ "path": "models/global/e_guppy2.dkm" }) = fish_guppy2 : " Guppy 2" []
@PointClass base(Animal) color(0.5 0.5 0) size(-40 -40 -40, 40 40 40) model({ "path": "models/global/dopefish.dkm" }) = fish_dopefish : "Dopefish" []
//
// Items
//
@BaseClass base(Appearflags, Target, Sidekickflags) color(0 0.5 0.8) size(-16 -16 -24, 16 16 8) = HealthItems
[
team(string) : "Team"
]
@BaseClass base(Appearflags, Target) = ShieldItems
[
team(string) : "Team"
]
@PointClass base(HealthItems) model({ "path": "models/global/a_gsoul.dkm" }) = item_goldensoul : "Maxes health to twice vitality." []
@PointClass base(HealthItems) model({ "path": "models/e1/a1_hlth.dkm" }) = item_health_25 : "Gives 25 health" []
@PointClass base(HealthItems) model({ "path": "models/e1/a1_hlth2.dkm" }) = item_health_50 : "Gives 50 health" []
@PointClass base(ShieldItems) color(0 0.5 0.8) size(-16 -16 -16, 16 16 24) model({ "path": "models/global/a_mshield.dkm" }) = item_megashield : "Gives 400 armor." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_invincibility.dkm" }) = item_invincibility : "30 seconds of invulnerability." []
@PointClass base(Appearflags) color(0.3 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_savegem.dkm" }) = item_savegem : "Save gems are stored in the inventory, and used to save games." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -24, 16 16 8) model({ "path": "models/global/a_wraithorb.dkm" }) = item_wraithorb : "20% translucency, unlessed stopped, in which case the player is completely invisible. Lasts 60 seconds." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_pwrb.dkm" }) = item_power_boost : "30 second boost to attack power." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_atkb.dkm" }) = item_attack_boost : "30 second boost to attack speed." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_spdb.dkm" }) = item_speed_boost : "30 second boost to movement speed." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_acrb.dkm" }) = item_acro_boost : "30 second boost to jump height." []
@PointClass base(Appearflags) color(0 0.5 0.8) size(-16 -16 -16, 16 16 16) model({ "path": "models/global/a_vtlb.dkm" }) = item_vita_boost : "30 second boost to vitality." []
@SolidClass base(Appearflags) color(0.5 0.5 0.5) = trigger_capture : "Specifies a capture area for ctf/deathtag."
[
spawnflags(Flags) =
[
1: "TEAM1" : 0
2: "TEAM2" : 0
]
POINTS(integer): "Number of points awarded for a capture."
]
@BaseClass = NPCAnyDirection
[
spawnflags(Flags) =
[
1: "ANY_DIR" : 0
]
sfly_msg(string): "message for superfly to say when hitting this trigger"
miko_msg(string): "message for mikiko to say when hitting this trigger"
]
@PointClass base(Appearflags) color(0.5 0.5 0.5) size(-16 -16 -24, 16 16 32) = NPCteleport_dest : "NPC Teleport Destination Area" []
@SolidClass base(Appearflags, NPCAnyDirection) color(0.5 0.5 0.5) = NPCtrigger_waithere : "Makes superfly and/or Mikiko stop and wait until a new goal is"
[
angle(integer): "the angle the NPC must be moving to activate the trigger, +/- 45 degrees."
]
@SolidClass base(Appearflags, NPCAnyDirection) color(0.5 0.5 0.5) = NPCtrigger_stopwaithere : "Only clients can trigger this. It will inform all waiting NPCs"
[
angle(integer): "the angle the CLIENT must be moving to activate the trigger, +/- 45 degrees."
]
@SolidClass base(Appearflags, NPCAnyDirection) color(0.5 0.5 0.5) = NPCtrigger_teleport : "Only clients can trigger this. It will teleport all NPCs owned"
[
angle(integer): "the angle the CLIENT must be moving to activate the trigger, +/- 45 degrees."
sfly_target(string): "targetname of entity Superfly will teleport to"
miko_target(string): "targetname of entity Mikiko will teleport to"
]
@PointClass color(0.8 0 0) size(-8 -8 -8, 8 8 8) = item_flag_team1 : "Team 1 Flag"
[
FLAGCOLOR(choices): "Default is red" : 1 =
[
1 : "red"
2 : "blue"
3 : "chrome"
4 : "metal"
5 : "green"
6 : "orange"
7 : "purple"
8 : "yellow"
]
]
@PointClass color(0 0 0.8) size(-8 -8 -8, 8 8 8) = item_flag_team2 : "Team 2 Flag"
[
FLAGCOLOR(choices): "Default is blue" : 2 =
[
1 : "red"
2 : "blue"
3 : "chrome"
4 : "metal"
5 : "green"
6 : "orange"
7 : "purple"
8 : "yellow"
]
]