1443 lines
36 KiB
Modula-2
1443 lines
36 KiB
Modula-2
/*QUAKED weapon_axe (0 .5 .8) (-16 -16 0) (16 16 32)
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{ model(":progs/g_axe.mdl"); }
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Axe.
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*/
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/*QUAKED weapon_shotgun (0 .5 .8) (-16 -16 0) (16 16 32)
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{ model(":progs/g_shotgn.mdl"); }
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Shotgun.
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*/
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/*QUAKED func_breakable (0 .5 .8) ? NO_MONSTERS
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A visible object that can be destroyed by shooting it. If it has a targetname, it will not be directly damageable.
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NO_MONSTERS: object ignores damage from monsters
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"health" Default 20
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"cnt" number of pieces of debris to spawn. default 6.
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"style" The style of the debris:
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0 = green metal (default)
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1 = red metal
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2 = concrete
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*/
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/*QUAKED func_explobox (0 .5 .8) ? START_OFF
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An exploding brush entity. Works just like misc_explobox.
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Keys:
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"health" Default 20
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"dmg" default 100
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*/
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/*QUAKED func_laser (0 .5 .8) ? START_OFF LASER_SOLID
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A togglable laser, hurts to touch, can be used to block players
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START_OFF: Laser starts off.
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LASER_SOLID: Laser blocks movement while turned on.
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Keys:
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"dmg" damage to do on touch. default 1
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"alpha" approximate alpha you want the laser drawn at. default 0.5. alpha will vary by 20% of this value.
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"message" message to display when activated
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"message2" message to display when deactivated
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*/
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/*QUAKED func_turret (0 .5 .8) ? START_OFF
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A rotating laser shooter that aims at the player in any horizontal direction. Has a capped rotation speed based on skill setting. When triggered, toggles between active and inactive states
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START_OFF spawns in the inactive state
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place in the level in the active/attacking position for proper lighting.
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"movedir" the offset from active position to the initial START_OFF position
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"movedir2" the offset from the active position to the deactivated position (after being previously active)
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"height" the position that laser originates, measured up from the very bottom of the model
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"angle" determines the initial turret direction (horizontal directions only)
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"speed" speed when moving to a new position
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"sounds" sounds to use when moving to a new position
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0) no sound
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1) stone
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2) base
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3) stone chain
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4) screechy metal
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*/
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/*QUAKED item_circuitboard (0 .5 .8) (-16 -16 -24) (16 16 32)
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collectible circuit board thing
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*/
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/*QUAKED light_fixture1 (0 1 0) (-8 -8 -8) (8 8 24)
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{
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model(":progs/fixture1.mdl");
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}
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wall-mounted light fixture.
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Default light value is 300
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Default style is 0
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Keys:
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"angle2" is the angle the model should be facing; set it to face away from the wall
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*/
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/*QUAKED light_beacon (0 1 0) (-8 -8 -36) (8 8 8) BLINKING
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{
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model(":progs/beacon.mdl");
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}
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floor-mounted flashing red beacon
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Default light value is 300
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Default style is 0
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Flags:
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"Blinking" if you want the beacon to blink (Set style to "16" to match the skin animation.)
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Keys:
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"angle2" is the angle the model should be facing; set it to face away from the wall
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*/
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/*QUAKED misc_flag (1 0 0) (-8 -8 -8) (8 8 8) NOT_ANIMATED BIG
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{
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model(":progs/flag.mdl");
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}
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A hanging banner, gently waving in the wind. Normal dimensions: 64 wide by 144 long.
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NOT_ANIMATED: Banner is not animated.
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BIG: Banner is twice as big: 128 wide by 288 long.
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*/
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/*QUAKED misc_sparks (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF SPARKS_BLUE SPARKS_PALE
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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 allong with each burst of sparks. Note: targeted lights should be set to START_OFF.
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SPARKS_BLUE: sparks are blue in color
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SPARKS_PALE: sparks are pale yellow in color
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Keys:
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"wait" is the average delay between bursts (variance is 1/2 wait). Default is 2.
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"cnt" is the average number of sparks in a burst (variance is 1/4 cnt). Default is 15.
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"sounds"
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0) no sound
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1) sparks
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*/
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/*QUAKED misc_smoke (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF
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Produces a jet of smoke/steam. If targeted, it will toggle between on or off.
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Keys:
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"wait" is the delay between puffs. Default is 0.1
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"movedir" is a vector representing the initial velocity in X Y Z values. Default is "0 0 250" (up)
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"movedir2" is a vector representing the wind in X Y Z values. Default is "0 0 0"
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"dmg" is the amount of damage each puff gives on contact. Default is 0
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"sounds"
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0) no sound
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1) steam hiss
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*/
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/*QUAKED misc_splash (0 .5 .8) (-8 -8 -8) (8 8 8)
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Produces a continuous particle splash for waterfalls
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"color" color of particles. 0 through 15, corresponds to a row of the quake palette. (default 0)
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"movedir" average movement vector of particles (default 0 0 4)
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"wait" time between particle generation cycles. (default 0.1)
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"volume" density of particles. (default 10)
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*/
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/*QUAKED trigger_ladder (.5 .5 .5) ?
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invisible ladder entity. when player is touching this entity, he can climb by pushing 'jump'
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Keys:
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"angle" the direction player must be facing to climb ladder
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*/
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/*QUAKED monster_centurion (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
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{ model(":progs/cent.mdl"); }
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Centurion, 150 health points.
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AMBUSH: monster will only wake up on really seeing the player, not another monster getting angry.
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*/
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/*QUAKED monster_dreadnaught (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
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{ model(":progs/dread.mdl"); }
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Dreadnaught, 150 health points.
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AMBUSH: dreadnaught will only wake up on really seeing the player, not another monster getting angry.
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*/
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/*QUAKED monster_floyd (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH ROLLING ASLEEP x x x SPAWN_TRIGGERED SPAWN_SILENT
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{ model({ "path": ":progs/floyd.mdl", "skin": 0, "frame": 1 }); }
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Automaton, 200 health points.
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AMBUSH: floyd will only wake up on really seeing the player, not another monster getting angry.
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ROLLING: floyd is on his back and helpless. explodes after taking 75 damage.
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ASLEEP: floyd will not respond to anything unless he is shot or his targetname is triggered.
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*/
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/*QUAKED ambient_general (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Plays any looped sound
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Keys:
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"noise" is the wav file to play
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"volume" default 0.5
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"speed" attenuation, default 3
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*/
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/*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as the point of rotation for rotatable objects.
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*/
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/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
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Used to emulate collision on rotating objects.
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VISIBLE causes brush to be displayed.
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TOUCH specifies whether to cause damage when touched by player.
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NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is set.
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"dmg" specifies the damage to cause when touched or blocked.
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*/
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/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
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Creates a door that rotates between two positions around a point of
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rotation each time it's triggered.
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STAYOPEN tells the door to reopen after closing. This prevents a trigger-
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once door from closing again when it's blocked.
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"dmg" specifies the damage to cause when blocked. Defaults to 2. Negative numbers indicate no damage.
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"speed" specifies how the time it takes to rotate
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"sounds"
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1) medieval (default)
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2) metal
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3) base
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4) screechy metal
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*/
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/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
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Creates an entity that continually rotates. Can be toggled on and
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off if targeted.
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TOGGLE = allows the rotation to be toggled on/off
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START_ON = wether the entity is spinning when spawned. If TOGGLE is 0, entity can be turned on, but not off.
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If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
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"rotate" is the rate to rotate.
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"target" is the center of rotation.
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"speed" is how long the entity takes to go from standing still to full speed and vice-versa.
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*/
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/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
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In path_rotate, set speed to be the new speed of the train after it reaches
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the path change. If speed is -1, the train will warp directly to the next
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path change after the specified wait time. If MOVETIME is set on the
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path_rotate, the train to interprets "speed" as the length of time to
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take moving from one corner to another.
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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Both "noise" and "noise1" defaults depend upon "sounds" variable and
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can be overridden by the "noise" and "noise1" variable in path_rotate.
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Also in path_rotate, if STOP is set, the train will wait until it is
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retriggered before moving on to the next goal.
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Trains are moving platforms that players can ride.
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"path" specifies the first path_rotate and is the starting position.
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If the train is the target of a button or trigger, it will not begin moving until activated.
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The func_rotate_train entity is the center of rotation of all objects targeted by it.
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If "deathtype" is set with a string, this is the message that will appear when a player is killed by the train.
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speed default 100
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dmg default 0
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sounds
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1) ratchet metal
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*/
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/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
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Path for rotate_train.
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ROTATION tells train to rotate at rate specified by "rotate". Use '0 0 0' to stop rotation.
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ANGLES tells train to rotate to the angles specified by "angles" while traveling to this path_rotate. Use values < 0 or > 360 to guarantee that it turns in a certain direction. Having this flag set automatically clears any rotation.
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STOP tells the train to stop and wait to be retriggered.
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NO_ROTATE tells the train to stop rotating when waiting to be triggered.
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DAMAGE tells the train to cause damage based on "dmg".
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MOVETIME tells the train to interpret "speed" as the length of time to take moving from one corner to another.
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SET_DAMAGE tells the train to set all targets damage to "dmg"
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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"event" is a target to trigger when train arrives at path_rotate.
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*/
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/*QUAKED rotate_object (0 .5 .8) ?
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This defines an object to be rotated. Used as the target of func_rotate_door.
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*/
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
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Air bubbles. They disappear
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in Deathmatch.
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*/
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/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Buzzing light. Sound.
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*/
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/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Dripping sound.
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*/
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/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Drone sound.
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*/
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/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Computer sound.
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*/
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/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Fluorescent light sound.
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*/
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/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Wind sound.
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*/
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/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Swamp sound 1.
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*/
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/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Swamp sound 2.
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*/
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/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
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Thunder sound.
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*/
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/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
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Just for boss level. Used for
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killing Cthon.
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*/
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/*QUAKED func_bossgate (0 .5 .8) ?
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This bmodel appears unless players
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have all of the episode sigils.
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Used to close the floor in start.map
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(stairs to Shub).
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*/
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/*QUAKED func_button (0 .5 .8) ?
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When a button is touched, it moves
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some distance in the direction of
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it's angle, triggers all of it's targets,
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waits some time, then returns to
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it's original position where it can be
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triggered again.
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Keys:
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"angle"
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determines the opening direction
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"target"
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all entities with a matching
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targetname will be used
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"killtarget"
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kills matching targets when fired
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"speed"
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default is 40
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"delay"
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waits # seconds before firing
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"wait"
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default is 1 (-1 = never return)
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"lip"
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override the default 4 pixel lip
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remaining at end of move
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"health"
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if set, the button must be killed
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instead of touched
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"message"
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centerprints message to activator
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"sounds"
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0 = steam metal
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1 = wooden clunk
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2 = metallic click
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3 = in-out
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*/
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/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
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If two doors touch, they are
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assumed to be connected and
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operate as a unit.
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Key doors are always wait -1.
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Flags:
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"start_open"
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causes the door to move to its
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destination and operate in
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reverse. used to close areas
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when triggered.
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the entity will be lighted in
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closed postion, but spawned
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in the open position.
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"x"
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this flag has been removed
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"door_dont_link"
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even if doors touch they won't
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be treated as a unit.
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"gold_key"
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you need the gold key to open
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this door (check worldspawn!)
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"silver_key"
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you need the silver key to
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open this door (worldspawn!)
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"toggle"
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causes the door to wait in both
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the start and end states for a
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trigger event
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Keys:
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"message"
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is printed when the door is touched
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if it is a trigger door and it hasn't
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been fired yet
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"angle"
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determines the opening direction
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"targetname"
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if set, no touch field will be
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spawned and a remote button or
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trigger field activates the door.
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"target"
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all matching entities will be used
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"killtarget"
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all matching entities will be
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removed when fired
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"health"
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if set, door must be shot open
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"speed"
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movement speed (100 default)
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"wait"
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wait before returning (3 is default,
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-1 = never return)
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"delay"
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waits # seconds before firing
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matching targets
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"lip"
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lip remaining at end of move
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8 is default
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"dmg"
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damage to inflict when blocked
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2 is default
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"sounds"
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0 = no sound
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1 = stone
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2 = base
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3 = stone chain
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4 = screechy metal
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*/
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/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
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Basic secret door. Slides back,
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then to the side. Angle determines
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direction.
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Flags:
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"open_once"
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stays open when triggered
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"1st_left"
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1st move is left of arrow
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"1st_down"
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1st move is down from arrow
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"no_shoot"
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only opened by trigger
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"always_shoot"
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even if targeted, keep shootable
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Keys:
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"target"
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all matching targets will be used
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"killtarget"
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all matching entities will be
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removed
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"wait"
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# of seconds before coming back
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"delay"
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waits # seconds before firing
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its targets
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"t_width"
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override Width to move back
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(or height if going down)
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"t_length"
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override Length to move sideways
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"dmg"
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damage to inflict when blocked
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(2 default)
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"message"
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prints message when touched
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If a secret door has a targetname,
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it will only be opened by it's button
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or trigger, not by damage.
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"sounds"
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1 = medieval
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2 = metal
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3 = base
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*/
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/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
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This bmodel will appear if the
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episode has already been
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completed, so players can't
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reenter it.
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*/
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/*QUAKED func_illusionary (0 .5 .8) ?
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A simple entity that looks solid
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but lets you walk through it.
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Does not block light.
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*/
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/*QUAKED func_wall (0 .5 .8) ?
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This is just a solid wall if not
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inhibitted.
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Changes its texture(s) to alternate
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ones (e.g. basebtn), if targetted.
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*/
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/*QUAKED func_train (0 .5 .8) ? RETRIGGER
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Trains are moving platforms that
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players can ride. The target's origin
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specifies the min point of the train
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at each corner. The train spawns
|
|
at the first target it is pointing at.
|
|
|
|
Use path_corner as targets.
|
|
|
|
To stop a train entity, make the
|
|
the last path_corner Wait -1.
|
|
|
|
If the train itself is the target of a
|
|
button or trigger, it will not begin
|
|
moving until activated.
|
|
|
|
Flags:
|
|
|
|
RETRIGGER: stop at each path_corner and don't resume until triggered again (ignores wait time)
|
|
|
|
Keys:
|
|
"speed"
|
|
moving speed, default is 100
|
|
"dmg"
|
|
damage, default is 2
|
|
"sounds"
|
|
1 = ratchet metal
|
|
2 = base
|
|
*/
|
|
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
|
|
Plats are always drawn in the
|
|
extended position, so they will
|
|
light correctly.
|
|
|
|
If the plat is the target of another
|
|
trigger or button, it will start out
|
|
disabled in the extended position
|
|
until it is triggered, when it will lower
|
|
and become a normal plat.
|
|
|
|
Flags:
|
|
"plat_low_trigger"
|
|
plat will only be triggered when in
|
|
lowered position
|
|
|
|
Keys:
|
|
"speed"
|
|
moving speed, default is 150
|
|
"height"
|
|
determines the amount the plat
|
|
moves, instead of being implicitly
|
|
determined by the model's height.
|
|
"sounds"
|
|
1 = base fast
|
|
2 = chain slow
|
|
*/
|
|
/*QUAKED func_dm_only (.0 .0 1.0) ?
|
|
A teleporter that only appears in
|
|
deathmatch.
|
|
*/
|
|
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Invisible entity. Used as a positional
|
|
target for spotlights, etc.
|
|
Removes itself.
|
|
*/
|
|
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
|
Invisible entity. Used as a positional
|
|
target for lightning.
|
|
*/
|
|
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
|
|
This is the camera point for the
|
|
intermission. Use mangle instead
|
|
of angle, so you can set pitch or roll
|
|
as well as yaw. 'pitch yaw roll'
|
|
Quake does a random pick if more
|
|
than one exists.
|
|
If no info_intermission entity is set,
|
|
Quake uses the player start.
|
|
|
|
Keys:
|
|
"mangle"
|
|
set 'pitch yaw roll'
|
|
*/
|
|
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
|
|
{ model(":progs/player.mdl"); }
|
|
The normal starting point for a level.
|
|
Only one is allowed.
|
|
|
|
Keys:
|
|
"angle"
|
|
viewing angle when spawning
|
|
*/
|
|
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
|
|
{ model(":progs/player.mdl"); }
|
|
Potential spawning position(s) for
|
|
deathmatch games.
|
|
|
|
Keys:
|
|
"angle"
|
|
viewing angle when spawning
|
|
*/
|
|
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
|
|
{ model(":progs/player.mdl"); }
|
|
Potential spawning position(s) for
|
|
coop games.
|
|
|
|
Keys:
|
|
"angle"
|
|
viewing angle when spawning
|
|
*/
|
|
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
|
|
{ model(":progs/player.mdl"); }
|
|
Only used on start map for the
|
|
return point from an episode.
|
|
|
|
Keys:
|
|
"angle"
|
|
viewing angle when spawning
|
|
*/
|
|
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
|
|
This is the destination marker for a
|
|
teleporter.
|
|
|
|
Keys:
|
|
"targetname"
|
|
value used by teleporter
|
|
"angle"
|
|
new view angle after teleporting
|
|
*/
|
|
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
{
|
|
model({{ spawnflags == 1 -> ":maps/b_batt1.bsp", ":maps/b_batt0.bsp" }});
|
|
}
|
|
6 ammo points (cells) for the
|
|
Thunderbolt (Lightning).
|
|
|
|
Flags:
|
|
"big"
|
|
gives 12 instead of 6
|
|
*/
|
|
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
{
|
|
model({{ spawnflags == 1 -> ":maps/b_rock1.bsp", ":maps/b_rock0.bsp" }});
|
|
}
|
|
5 ammo points (rockets) for the
|
|
Rocket/Grenade Launcher.
|
|
|
|
Flags:
|
|
"big"
|
|
gives 10 instead of 5
|
|
*/
|
|
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
{
|
|
model({{ spawnflags == 1 -> ":maps/b_shell1.bsp", ":maps/b_shell0.bsp" }});
|
|
}
|
|
20 shells for both Shotgun and
|
|
SuperShotgun.
|
|
|
|
Flags:
|
|
"big"
|
|
gives 40 instead of 20
|
|
*/
|
|
/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG
|
|
{
|
|
model({{ spawnflags == 1 -> ":maps/b_nail1.bsp", ":maps/b_nail0.bsp" }});
|
|
}
|
|
25 ammo points (spikes) for
|
|
Perforator and Super Perforator.
|
|
|
|
Flags:
|
|
"big"
|
|
gives 50 instead of 25
|
|
*/
|
|
/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH
|
|
{
|
|
model({{ spawnflags == 2 -> ":maps/b_bh100.bsp", spawnflags == 1 -> ":maps/b_bh10.bsp", ":maps/b_bh25.bsp" }});
|
|
}
|
|
Health box. Normally gives 25 points.
|
|
|
|
Flags:
|
|
"rotten"
|
|
gives 5-10 points
|
|
"megahealth"
|
|
will add 100 health, then rot you
|
|
down to your maximum health limit,
|
|
one point per second
|
|
*/
|
|
/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/suit.mdl"); }
|
|
Player takes no damage from water
|
|
or slime for 30 seconds.
|
|
*/
|
|
/*QUAKED item_artifact_super_damage (0.5 0.0 0.0) (-8 -8 -8) (8 8 24)
|
|
{ model(":progs/quaddama.mdl"); }
|
|
Quad Damage. Lasts 30 seconds.
|
|
*/
|
|
/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/invulner.mdl"); }
|
|
Player is invulnerable for 30 seconds.
|
|
*/
|
|
/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/invisibl.mdl"); }
|
|
Player is invisible for 30 seconds.
|
|
*/
|
|
/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
The next attack from the player will
|
|
do 4x damage. Lasts 30 seconds.
|
|
*/
|
|
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model({ "path": ":progs/armor.mdl", "skin": 2 }); }
|
|
Red armor, gives 200 armor points.
|
|
*/
|
|
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model({ "path": ":progs/armor.mdl", "skin": 1 }); }
|
|
Yellow armor, gives 150 points.
|
|
*/
|
|
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/armor.mdl"); }
|
|
Green armor, gives 100 points.
|
|
*/
|
|
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/w_s_key.mdl"); }
|
|
SILVER key.
|
|
|
|
In order for keys to work you
|
|
MUST set your maps worldtype
|
|
(see worldspawn).
|
|
*/
|
|
/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/w_g_key.mdl"); }
|
|
GOLD key.
|
|
|
|
In order for keys to work you
|
|
MUST set your maps worldtype
|
|
(see worldspawn).
|
|
*/
|
|
/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
|
|
{
|
|
model(":progs/end1.mdl");
|
|
default("spawnflags","1");
|
|
}
|
|
End of episode sigil.
|
|
|
|
Flags:
|
|
sets episode
|
|
*/
|
|
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
|
~ 3
|
|
Non-displayed light. If targeted, it
|
|
will toggle between on or off.
|
|
|
|
Flags:
|
|
"start_off"
|
|
starts off until triggered
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness, 300 is default
|
|
"style"
|
|
0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
|
|
styles 32-62 are assigned by the
|
|
light program for switchable lights
|
|
0 is default
|
|
"target"
|
|
makes this light a spot light. This should
|
|
entity to be an entity for the spot line to
|
|
point at (usually a info_null)
|
|
"angle"
|
|
angle of the cone of the light from the spotlight
|
|
*/
|
|
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
|
|
{
|
|
model(":progs/flame.mdl");
|
|
}
|
|
~ 3
|
|
Short wall torch.
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness, 200 is default
|
|
"style"
|
|
0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
|
|
styles 32-62 are assigned by the
|
|
light program for switchable lights
|
|
0 is default
|
|
*/
|
|
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
|
|
{
|
|
model(":progs/flame2.mdl");
|
|
}
|
|
~ 3
|
|
Large yellow flames.
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness
|
|
*/
|
|
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
|
{
|
|
model(":progs/flame2.mdl");
|
|
}
|
|
~ 3
|
|
Small yellow flames.
|
|
|
|
Flags:
|
|
"start_off"
|
|
starts off until triggered
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness
|
|
*/
|
|
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
|
|
{
|
|
model(":progs/flame2.mdl");
|
|
}
|
|
~ 3
|
|
Small white flames.
|
|
|
|
Flags:
|
|
"start_off"
|
|
starts off until triggered
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness
|
|
*/
|
|
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
|
|
~ 3
|
|
Non-displayed light. Makes steady
|
|
fluorescent humming sound.
|
|
|
|
Flags:
|
|
"start_off"
|
|
starts off until triggered
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness, 300 is default
|
|
"style"
|
|
0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
|
|
styles 32-62 are assigned by the
|
|
light program for switchable lights
|
|
0 is default
|
|
*/
|
|
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
|
|
~ 3
|
|
Non-displayed light. Makes
|
|
sparking, broken fluorescent
|
|
sound.
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness, 300 is default
|
|
"style"
|
|
0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
|
|
styles 32-62 are assigned by the
|
|
light program for switchable lights
|
|
10 is default
|
|
*/
|
|
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
|
|
~ 3
|
|
Sphere globe light (sprite).
|
|
|
|
Keys:
|
|
"light"
|
|
sets brightness, 300 is default
|
|
"style"
|
|
0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
|
|
styles 32-62 are assigned by the
|
|
light program for switchable lights
|
|
0 is default
|
|
*/
|
|
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
|
|
For optimization testing, starts
|
|
a lot of sounds. Not very useful.
|
|
*/
|
|
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/enforcer.mdl"); }
|
|
Enforcer, 80 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/hknight.mdl"); }
|
|
Hell Knight, 250 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/soldier.mdl"); }
|
|
Grunt, 30 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/dog.mdl"); }
|
|
Dog (Rottweiler), 25 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/ogre.mdl"); }
|
|
Ogre, 200 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/knight.mdl"); }
|
|
Knight, 75 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) CRUCIFIED AMBUSH x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/zombie.mdl"); }
|
|
Zombie, 60 health points.
|
|
If crucified, stick the bounding
|
|
box 12 pixels back into a wall to
|
|
look right.
|
|
|
|
Flags:
|
|
"crucified"
|
|
:-)
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/wizard.mdl"); }
|
|
Scrag (Wizard), 80 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/demon.mdl"); }
|
|
Fiend (Demon), 300 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
|
|
{ model(":progs/oldone.mdl"); }
|
|
Shub-Niggurath, 40000 health points.
|
|
Most likely killed by teleport frag.
|
|
*/
|
|
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/shambler.mdl"); }
|
|
Shambler, 600 health points.
|
|
Rockets only have half damage
|
|
when hitting the Shambler.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/shalrath.mdl"); }
|
|
Vore (Shalrath), 400 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
|
|
{ model(":progs/boss.mdl"); }
|
|
Cthon (Boss of Shareware Quake)
|
|
Only event_lightning can kill him.
|
|
*/
|
|
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/tarbaby.mdl"); }
|
|
Spawn (Tarbaby), 80 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x x x x SPAWN_TRIGGERED SPAWN_SILENT
|
|
{ model(":progs/fish.mdl"); }
|
|
Rotfish, 25 health points.
|
|
|
|
Flags:
|
|
"ambush"
|
|
the monster will only wake up on
|
|
really seeing the player, not another
|
|
monster getting angry
|
|
*/
|
|
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
{ model(":progs/teleport.mdl"); }
|
|
This is used for the final boss.
|
|
Flying ball needed to teleport
|
|
kill Shub-Niggurath.
|
|
*/
|
|
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
Lava Ball.
|
|
|
|
Keys:
|
|
"speed"
|
|
speed of ball, default is 1000
|
|
-- actually about 100
|
|
*/
|
|
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
|
|
{
|
|
model(":maps/b_explob.bsp");
|
|
}
|
|
Exploding box.
|
|
*/
|
|
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
|
|
{
|
|
model(":maps/b_exbox2.bsp");
|
|
}
|
|
Smaller exploding box.
|
|
*/
|
|
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
|
|
Prints a warning message and its
|
|
position (to console) when spawned.
|
|
Removes itself after doing this.
|
|
*/
|
|
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
|
|
Monsters will continue walking
|
|
towards the next target corner.
|
|
Also used by func_train.
|
|
*/
|
|
/*QUAKED test_teleport (0 .5 .8) ?
|
|
Teleporter testing. For
|
|
testing only. Don't use it.
|
|
*/
|
|
/*QUAKED test_fodder (0 .5 .8) ?
|
|
Beating guy? For testing
|
|
only. Never used in Quake.
|
|
Don't use it.
|
|
*/
|
|
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
|
|
When triggered, fires a spike in
|
|
the direction determined by angle.
|
|
|
|
Flags:
|
|
"superspike"
|
|
fires large spikes
|
|
"laser"
|
|
fires laser
|
|
|
|
Keys:
|
|
"angle"
|
|
angle to fire
|
|
*/
|
|
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
|
|
Continuously fires spikes.
|
|
|
|
Flags:
|
|
"superspike"
|
|
fires large spikes
|
|
"laser"
|
|
fires laser
|
|
|
|
Keys:
|
|
"angle"
|
|
angle to fire
|
|
"wait"
|
|
time between spikes (1.0 default)
|
|
"nextthink"
|
|
delay before firing first spike,
|
|
so multiple shooters can be
|
|
stagered
|
|
*/
|
|
/*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT
|
|
Any object touching this will be
|
|
transported to the corresponding
|
|
info_teleport_destination entity.
|
|
|
|
Flags:
|
|
"player_only"
|
|
only players will teleport
|
|
"silent"
|
|
silences teleporting
|
|
*/
|
|
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
|
|
When the player touches this, he
|
|
gets sent to the map listed in the
|
|
"map" variable. The view will go to
|
|
the info_intermission spot and
|
|
display stats.
|
|
|
|
Keys:
|
|
"map"
|
|
set to name of next map
|
|
(e.g. e1m1) if no map is set,
|
|
the current map will be restartet
|
|
|
|
Flags:
|
|
"no_intermission"
|
|
bypasses intermission screen
|
|
*/
|
|
/*QUAKED trigger_setskill (0.5 0.0 0.5) ?
|
|
Sets skill level to the value of
|
|
"message". Only used on start
|
|
map.
|
|
|
|
Keys:
|
|
"message"
|
|
sets skill level
|
|
0 = easy
|
|
1 = normal
|
|
2 = hard
|
|
3 = nightmare
|
|
*/
|
|
/*QUAKED trigger_counter (0.5 0.0 0.5) (-8 -8 -8) (8 8 8) NOMESSAGE
|
|
Acts as an intermediary for an action
|
|
that takes multiple inputs.
|
|
If nomessage is not set, it will
|
|
print "1 more.. " etc when triggered
|
|
and "sequence complete" when
|
|
finished. After the counter has been
|
|
triggered "count" times, it will fire all
|
|
of it's targets and remove itself.
|
|
|
|
It's a once-only trigger (i.e. Wait is
|
|
always -1).
|
|
|
|
Flags:
|
|
"nomessage"
|
|
disables count display
|
|
|
|
Keys:
|
|
"count"
|
|
number of triggers needed to fire
|
|
own target, default is 2
|
|
"message"
|
|
prints message after completing
|
|
the sequence. if no delay is set,
|
|
this message overwrites standard
|
|
'sequence completed' message.
|
|
"delay"
|
|
waits # seconds before firing
|
|
targets/writing message
|
|
"target"
|
|
targets to fire
|
|
"killtarget"
|
|
targets to remove when fired
|
|
*/
|
|
/*QUAKED trigger_once (0.5 0.0 0.5) ? NOTOUCH
|
|
Variable sized trigger. Triggers
|
|
once, then removes itself.
|
|
|
|
It's the same as trigger_multiple, but
|
|
Wait is always -1.
|
|
|
|
Flags:
|
|
"notouch"
|
|
only triggered by other entities, not
|
|
by touching
|
|
|
|
Keys:
|
|
"health"
|
|
button must be killed to activate
|
|
"angle"
|
|
the trigger will only fire when
|
|
someone is facing the direction of
|
|
the angle, use "360" for angle 0.
|
|
"sounds"
|
|
1 = secret
|
|
2 = beep beep
|
|
3 = large switch
|
|
"message"
|
|
displayed text when fired
|
|
"delay"
|
|
delay before firing (after trigger)
|
|
"target"
|
|
targets to fire when fired
|
|
"killtarget"
|
|
targets to remove when fired
|
|
*/
|
|
/*QUAKED trigger_multiple (0.5 0.0 0.5) ? NOTOUCH
|
|
Variable sized repeatable trigger.
|
|
Must be targeted at one or more
|
|
entities.
|
|
|
|
Flags:
|
|
"notouch"
|
|
only triggered by other entities, not
|
|
by touching
|
|
|
|
Keys:
|
|
"health"
|
|
button must be killed to activate
|
|
"angle"
|
|
the trigger will only fire when
|
|
someone is facing the direction of
|
|
the angle, use "360" for angle 0.
|
|
"sounds"
|
|
1 = secret
|
|
2 = beep beep
|
|
3 = large switch
|
|
"message"
|
|
displayed text when fired
|
|
"delay"
|
|
delay before firing (after trigger)
|
|
"wait"
|
|
delay between triggerings
|
|
default is 0.2
|
|
"target"
|
|
targets to fire when fired
|
|
"killtarget"
|
|
targets to remove when fired
|
|
*/
|
|
/*QUAKED trigger_onlyregistered (0.5 0.0 0.5) ?
|
|
Only fires if playing the registered
|
|
version, otherwise prints the message.
|
|
|
|
Keys:
|
|
"message"
|
|
message to print when playing
|
|
the shareware version.
|
|
*/
|
|
/*QUAKED trigger_secret (0.5 0.0 0.5) ?
|
|
Secret counter trigger.
|
|
|
|
Keys:
|
|
"message"
|
|
message to display when
|
|
triggered
|
|
"sounds"
|
|
1 = secret
|
|
2 = beep beep
|
|
"delay"
|
|
waits # seconds before displaying
|
|
message/firing targets
|
|
"target"
|
|
targets to fire when fired
|
|
"killtarget"
|
|
targets to remove when fired
|
|
*/
|
|
/*QUAKED trigger_monsterjump (0.5 0.0 0.5) ?
|
|
Walking monsters that touch this
|
|
will jump in the direction of the
|
|
trigger's angle.
|
|
|
|
Keys:
|
|
"angle"
|
|
angle towards the monster jumps
|
|
"speed"
|
|
the speed thrown forward
|
|
default is 200
|
|
"height"
|
|
the speed thrown upwards
|
|
default is 200
|
|
*/
|
|
/*QUAKED trigger_relay (0.5 0.0 0.5) (-8 -8 -8) (8 8 8)
|
|
This fixed size trigger cannot be
|
|
touched, it can only be fired by
|
|
other events.
|
|
|
|
Keys:
|
|
"killtarget"
|
|
removes target
|
|
"target"
|
|
fires target when triggered
|
|
"delay"
|
|
delay before firing (after trigger)
|
|
"message"
|
|
displayed when fired
|
|
*/
|
|
/*QUAKED trigger_hurt (0.5 0.0 0.5) ?
|
|
Any object touching this will be hurt.
|
|
|
|
Keys:
|
|
"dmg"
|
|
sets damage, default is 5
|
|
*/
|
|
/*QUAKED trigger_push (0.5 0.0 0.5) ? PUSH_ONCE
|
|
Pushes the player and Grenades.
|
|
Use this to create wind tunnels
|
|
and currents.
|
|
|
|
Flags:
|
|
"push_once"
|
|
removes itself after firing
|
|
|
|
Keys:
|
|
"speed"
|
|
speed of push, default is 1000
|
|
"angle"
|
|
direction of push
|
|
(-2 is down, -1 up)
|
|
*/
|
|
/*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
|
|
A model will be spawned at
|
|
the position of this entity.
|
|
(default = player)
|
|
|
|
Just for debugging.
|
|
Don't use.
|
|
|
|
Use the console commands
|
|
'viewmodel', 'viewframe',
|
|
'viewnext', 'viewprev' to
|
|
view frames of model.
|
|
*/
|
|
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_shot.mdl"); }
|
|
SuperShotgun.
|
|
*/
|
|
/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_nail.mdl"); }
|
|
Perforator (Nailgun).
|
|
*/
|
|
/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_nail2.mdl"); }
|
|
Super Perforator (Super
|
|
Nailgun).
|
|
*/
|
|
/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_rock.mdl"); }
|
|
Grenade Launcher.
|
|
*/
|
|
/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_rock2.mdl"); }
|
|
Rocket Launcher.
|
|
*/
|
|
/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
|
|
{ model(":progs/g_light.mdl"); }
|
|
Thunderbolt Cannon.
|
|
*/
|
|
/*QUAKED worldspawn (0 0 0) ?
|
|
Only used for the world entity.
|
|
Should be only one per MAP.
|
|
|
|
Keys:
|
|
"wad"
|
|
which graphics wad to use
|
|
"message"
|
|
sets the title of the map
|
|
"worldtype"
|
|
0 = medieval
|
|
1 = metal
|
|
2 = base
|
|
MUST be set when using keys!
|
|
"sounds"
|
|
CD track to play
|
|
"light"
|
|
default light level
|
|
*/
|