3537 lines
152 KiB
Plaintext
3537 lines
152 KiB
Plaintext
//======================================================================
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// ENTITIES FGD file (J.A.C.K. Only)
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//
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// MOD : AD v1.70 Patch 1 - (Arcane Dimensions)
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// Date : 31st January 2018
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// Author : Dan "twitchy/damage_inc" Ellis
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// Editor : J.A.C.K
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// Tools : Ericw-Tools v0.16( https://ericwa.github.io/ericw-tools/ )
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//
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//======================================================================
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@baseclass = AppearFlags [
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spawnflags(Flags) =
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[
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256 : "Not in Easy" : 0 : "Will not spawn for EASY skill"
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512 : "Not in Normal" : 0 : "Will not spawn for NORMAL skill"
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1024 : "Not in Hard" : 0 : "Will not spawn for HARD skill"
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2048 : "Not in Deathmatch" : 0 : "Will not spawn for DEATHMATCH skill"
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]
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]
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@baseclass = targetname [ targetname(target_source) : "Name" ]
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@baseclass = target [ target(target_destination) : "Target" ]
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@baseclass = target2 [ target2(target_destination) : "Target2" ]
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//======================================================================
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//
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// WORLDSPAWN
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//
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//======================================================================
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@SolidClass = worldspawn : "World entity"
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[
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//----------------------------------------------------------------------
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worldtype(choices) : "World Type" : 0 = [
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0 : "Medieval"
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1 : "Runic (metal)"
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2 : "Present (base)"
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]
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message(string) : "Level Name"
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sounds(integer) : "CD/Music track" : : "Music track to automatically play."
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wad(string) : "Wads" : "" : "List of Wad Files used by the compiler, ';' for seperation)."
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sky(string) : "Sky Texture" : : "Use a Skybox instead of an id standard animated sky."
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gravity(integer) : "Gravity" : : "Gravity of the map, default 800."
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//-------- World Lighting Options --------
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__separator_ignore_me0(string) : "----- World Lighting -----" : : "ignore, editor use only"
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_minlight(integer) : "Ambient Light" : : "Set a global minimum light level(Default 0). While this can help light completey black areas of your map, it can also have unwanted side affects(lost contrast) globally on all of your lights/shadows. Use with caution."
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_minlight_color(color255) : "Ambient Light Color" : : "Sets the global minimum light color. Default white(255 255 255)."
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_minlight_dirt(choices) : "Ambient Light Dirt(AO)" : : "1 enables dirtmapping (ambient occlusion) on minlight lit surfaces, -1 to disable. Default is to use the value of '_dirt'." = [
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-1 : "Disabled"
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0 : "Default"
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1 : "Enabled"
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]
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_range(integer) : "Global Light Range" : : "Scales the brightness range of all lights without affecting their fade distance. Values more than 0.5 makes lights brighter and values less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the 'light' and 'wait' attributes."
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_dist(integer) : "Global Light Scale" : : "Scales the fade distance of all lights by a factor of 'n'. If 'n' is more than 1 lights fade more quickly with distance and if 'n' is less than 1, lights fade more slowly with distance and the light reaches further."
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_gamma(integer) : "Lightmap gamma" : : "Adjust brightness of the final lightmap. Values > 1 are brighter while values < 1 are darker, Default 1."
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_spotlightautofalloff(integer) : "Spotlight Falloff" : : "When set to 1, spotlight falloff is calculated from the distance to the targeted 'info_null'. Ignored when '_falloff' is not 0. Default 0."
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//-------- SUN options --------
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__separator_ignore_me1(string) : "----- SUN Options -----" : : "ignore, editor use only"
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_sunlight(integer) : "Sunlight" : : "Set the brightness of the sunlight coming from an unseen sun in the sky. Sky brushes, or more accurately bsp leafs with sky contents, will emit sunlight at an angle specified by the '_sunlight_mangle' key. Default 0."
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_sunlight_color(color255) : "Sunlight Color" : : "Specify the red(r), green(g) and blue(b) components for the colour of the sunlight. Default is white(255 255 255)."
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_sunlight_mangle(string) : "Sunlight Direction" : : "Specifies the direction of sunlight using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis from 0 to 359 degrees, in a counter clockwise rotation. Looking top down(top=X/Y) in the editor, a yaw value of 1/359 is effectively placing the Sun's starting position at 9:00 A.M. Pitch specifies the angle from 90 'straight up' to -90 'straight down'. Roll has no effect(use 0). Default is straight down (0 -90 0)."
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_anglescale(integer) : "Sunlight Angle Scale" : : "Sets a scaling factor for how much influence, the angle of incidence, sunlight has on the brightness of a surface. Values must be between '0.0' and '1.0'. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5"
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_sunlight_dirt(choices) : "Sunlight Dirt" : : "1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable (making it illuminate the dirtmapping shadows). Default is to use the value of '_dirt'." = [
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-1 : "Disabled"
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0 : "Default"
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1 : "Enabled"
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]
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_sunlight_penumbra(integer) : "Sunlight Penumbra" : : "Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight. Default is 0."
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_sunlight2(integer) : "Sunlight 2" : : "Set the brightness of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas (def=0)."
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_sunlight2_color(color255) : "Sunlight 2 color" : : "Specifies the color of '_sunlight2', same format as '_sunlight_color'. Default (255 255 255)"
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_sunlight2_dirt(choices) : "Sunlight 2 dirt" : : "1 enables dirtmapping (ambient occlusion) on sunlight2, -1 to disable. Default is to use the value of '_dirt'." = [
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-1 : "Disabled"
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0 : "Default"
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1 : "Enabled"
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]
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_sunlight3(integer) : "Sunlight 3" : : "Same as _sunlight2, but for the bottom hemisphere, where ambient light is coming from below the horizon. Combine '_sunlight2' and '_sunlight3' to have light coming equally from all directions. Useful in levels with a Sky/Void theme. Default 0."
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_sunlight3_color(color255) : "Sunlight 3 color" : : "Specifies the color of '_sunlight3', same format as '_sunlight_color'. Default (255 255 255)"
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//-------- Fog Options --------------------
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__separator_ignore_me3(string) : "----- FOG Options -----" : : "ignore, editor use only"
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fog(string) : "Fog Command" : : "ENGINE only 'console command' for setting fog parameters, Density/R/G/B example = (0.05 0.3 0.3 0.3). NOTE- If you plan to use 'trigger_fog' in your map, be sure to set both INDIVIDUAL 'Fog Density' and 'Fog Colour' values for proper operation."
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fog_density(integer) : "Fog Density" : : "Global fog density (def 0.1). NOTE - An Initial value MUST be entered for proper 'trigger_fog' operation."
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fog_colour(color1) : "Fog Colour" : : "Initial global fog colour (def 0.1 0.1 0.1). NOTE - An initial value MUST be entered for proper trigger_fog operation."
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fog_dpextra(string) : "Fog DP Extra" : : "Extra fog parameters for Darkplaces, (def= 1 0 8192 1024 32)."
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//-------- Liquid Options --------------------
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__separator_ignore_me4(string) : "----- Alpha Options -----" : : "ignore, editor use only"
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water_alpha(string) : "Water Alpha" : : "Set the transpareny of water (ex .70), which are brushes textured with a water(ex *04water) texture. This setting tranfers directly to the other 'liquid' types and teleporters, UNLESS you are using an engine that supports individual 'alpha's' for each(see below). NOTE - Defaults to the players own 'r_wateralpha' settings if no value is assigned."
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lavaalpha(string) : "Lava Alpha" : : "Set the individual transparency of Lava, brush solids textured with a lava(ex *lava1) texture. Default inherits the 'water_alpha' setting. If 'water_alpha' is not set then it defaults to the players own 'r_wateralpha' setting."
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slimealpha(string) : "Slime Alpha" : : "Transparency of Slime, works the same as 'lavaalpha' except for solids textured with a slime(ex *slime0) texture."
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telealpha(string) : "Teleporter Alpha" : : "Transparency of Teleporters, works the same as 'lavaalpha' except for solids textured with a teleporter(ex *teleport) texture."
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//-------- Ambient Occlusion options -------------
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__separator_ignore_me2(string) : "----- Dirt Options -----" : : "ignore, editor use only"
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_dirt(choices) : "Dirt Mapping (AO)" : : "1 Enables dirtmapping (ambient occlusion) on all lights adding shadows to corners and crevices. You can override the global setting for specific lights with the '_dirt' key, for point light entities, and the '_sunlight_dirt', '_sunlight2_dirt', '_minlight_dirt' keys, in worldspawn. Default -1, no dirtmapping." = [
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-1 : "Disabled"
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0 : "Default"
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1 : "Enabled"
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]
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_dirtmode(choices) : "Dirt mode" : : "Choose between ordered or randomized dirtmapping, default 0" = [
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0 : "Ordered (def)"
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1 : "Randomized"
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]
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_dirtscale(integer) : "Dirt scale" : : "Scale factor used in dirt calculations. Lower values(ex 0.5) make the dirt fainter while larger values (ex 2.0) would create much darker shadows, default 1."
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_dirtgain(integer) : "Dirt Gain" : : "Exponent used in dirt calculation. Lower values(ex 0.5) make the shadows darker and stretch further away from corners, default 1."
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_dirtdepth(integer) : "Dirt Depth" : : "Maximum depth of occlusion checking for dirtmapping, default 128."
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_dirtangle(integer) : "Dirt Angle" : : "Cone angle in degrees for occlusion testing. Lower values can avoid unwanted dirt on arches, pipes, interiors etc. Allowed range is (x=1->90), default 88."
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//-------- Bounce Lighting Options ---------------
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__separator_ignore_me(string) : "----- BOUNCE Options -----" : : "ignore, editor use only"
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_bounce(choices) : "Bounce Lighting" : : "1 enables bounce lighting, default 0." = [
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0 : "Default"
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1 : "Enabled"
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]
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_bouncescale(integer) : "Bounce Scale" : : "Scales the brightness of bounce lighting, default 1."
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_bouncecolorscale(choices) : "Bounce Color" : : "Weight for bounce lighting to use texture colors from the map. 0 ignores map textures (default), 1 multiplies bounce light color by texture color." = [
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0 : "Default"
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1 : "Enabled"
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]
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_bouncestyled(choices) : "Bounce Styled Lights" : : "1 makes styled lights bounce (e.g. flickering or switchable lights), default is 0, they do not bounce." = [
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0 : "Default"
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1 : "Enabled"
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]
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//-------- Arcane Dimension Options--------------------
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__separator_ignore_me5(string) : "----- AD Options -----" : : "ignore, editor use only"
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no_item_offset(choices) : "Item Offset for ammo/health" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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no_item_rotate(choices) : "Item Rotate for ammo/health" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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no_zaware(choices) : "Monsters - Z Aware attacks" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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no_liquiddmg(choices) : "Monsters - slime/lava Damage" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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knight_defskin(choices) : "Default Red knight skin" = [
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0 : "Default - Red"
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1 : "No colour, grey"
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2 : "Vertical stripes"
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3 : "Swampy green/red"
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]
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bodyflrcheck(choices) : "Monster dead body check floor" = [
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0 : "(Default) No Check"
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1 : "Yes - Check for gravity"
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]
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bodyfadeaway(integer) : "Monster dead body fade timer" : : "Time in seconds"
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//_____Weapons /Ammo / Health Setup_____
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__separator_ignore_me6(string) : "----- Weapons/Ammo/Health -----" : : "ignore, editor use only"
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upgrade_axe(choices) : "Upgrade Axe" = [
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-1 : "Remove from Inventory"
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0 : "Use Default"
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1 : "Add to Inventory"
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]
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upgrade_ssg(choices) : "Upgrade Shotgun" = [
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-1 : "Remove from Inventory"
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0 : "Use Default"
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1 : "Add to Inventory"
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]
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upgrade_lg(choices) : "Upgrade Lightning Gun" = [
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-1 : "Remove from Inventory"
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0 : "Use Default"
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1 : "Add to Inventory"
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]
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give_weapons(integer) : "Give weapons at start" : : "SG=1, SSG=2, NG=4, SNG=8, GL=16, RL=32, LG=64"
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take_weapons(integer) : "Take weapons away at start" : : "SG=1, SSG=2, NG=4, SNG=8, GL=16, RL=32, LG=64"
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max_health(integer) : "Minimum Health at start" : : "Update player health if below this value"
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reset_health(integer) : "Reset Health at start" : : "Reset player health to this value"
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currentammo(choices) : "Setup Players Ammo" = [
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0 : "Minimum values"
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1 : "Reset values"
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]
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ammo_shells(integer) : "Ammo Shells" : : "Player starting quantity"
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ammo_nails(integer) : "Ammo Nails" : : "Player starting quantity"
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ammo_rockets(integer) : "Ammo Rockets" : : "Player starting quantity"
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ammo_cells(integer) : "Ammo Cells" : : "Player starting quantity"
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armortype(choices) : "Armour Type" = [
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0 : "No Armour given"
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1 : "Green Armour"
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2 : "Yellow Ammour"
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3 : "Red Armour"
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]
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armourvalue(integer) : "Armour Quantity" : : "Quantity of armour to reset player (100/150/200)"
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//_____Engine Setup_____
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__separator_ignore_me7(string) : "----- Engine Settings / MapVAR -----" : : "ignore, editor use only"
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sprite_particles(choices) : "Sprite Particles ONLY" : : "Switch all custom particles to sprites (builtins excluded)." = [
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0 : "Default"
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1 : "Enabled"
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]
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particlemax(integer) : "Max ACTIVE Particles" : : "Amount of ACTIVE particles per map"
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no_sgprojectile(choices) : "Hide Shotgun Projectiles" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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no_sgcasing(choices) : "Hide Shotgun Casings" = [
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-1 : "Disabled"
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0 : "Use Default"
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1 : "Enabled"
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]
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no_bigprojectiles(choices) : "AD Style Projectiles (small)": : "Turn OFF standard ID Software style 'large player' projectile sizes(collision boxes). This change affects the following ammo type/weapons: shells(SG/SSG/WSG), nails(NG/SNG), rockets(RL) and cells(PG). NOTE: This may make the game more challenging, but may also have the side affect of making it less fun. You can toggle this yourself with the 'impulse 105' console command." = [
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0 : "Default(OFF)"
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1 : "Enabled"
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]
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mapvar_update(string) : "Map Variables (Range X->Y=Z)" : : "Essentially (X->Y=Z) simply states that, X thru Y is a range of variables(0-132 available) and that Z is a value of either 0 or 1. Thus, setting 'mapvar_update' to '0 3 1' would set variables 0 thru 3 to equal 1."
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]
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//======================================================================
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//
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// Ambient Sounds
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//
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//======================================================================
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//_____Standard Quake Sounds_____
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@baseclass base(targetname,AppearFlags) size(-16 -16 -8, 16 16 8) color(128 25 204) = Sound []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_comp_hum : "Computer background sounds" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_drip : "Dripping sound" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_drone : "Engine/machinery sound" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_flouro_buzz : "Fluorescent buzzing sound" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_hum1 : "Teleporter Hum sound" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_light_buzz : "Buzzing sound from light" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_suck_wind : "Wind sound" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_swamp1 : "Frogs croaking" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_swamp2 : "Frogs croaking B" []
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@PointClass base(Sound) iconsprite("sprites/speaker.spr") = ambient_thunder : "Thunder sound" []
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//_____Custom Sounds_____
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//setup base for custom sounds
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@baseclass base(targetname,AppearFlags) size(-16 -16 -8, 16 16 8) color(230 230 0) iconsprite("sprites/ambient_custom.spr") = CustomSound []
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//@baseclass for custom ambients SPAWNFLAGS, a couple don't require these
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@baseclass = AmbCustSpwnFlags [
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spawnflags(Flags) = [
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2 : "Play One" : 0
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64 : "Start OFF" : 0
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]
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]
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//_____CUSTOM LOOP_____
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//Custom LOOP and WATER don't inherit anything as it's a "set it and forget it" entity
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@PointClass size(-16 -16 -8, 16 16 8) color(230 230 0) iconsprite("sprites/ambient_custom.spr") = ambient_custom_loop : "Ambient Custom Loop - Must be a 'looped' sound. Specifically, a '.wav' file with 'markers' placed in it by an Audio editing program(ex Wavosaur). By it's nature, you CANNOT toggle or switch it's state." [
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volume(choices) : "Volume" : : "Volume of sound (0.1->1,(default=1 (capped at 1)." = [
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0.1 : "Barely Audible"
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0.2 : "0.2"
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0.3 : "0.3"
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0.4 : "0.4"
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0.5 : "0.5"
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0.6 : "0.6"
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0.7 : "0.7"
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0.8 : "0.8"
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0.9 : "0.9"
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1.0 : "Full Volume(def)"
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]
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noise(sound) : "Custom sound (looped)" : : "Path/sound file to play (ex ambience/windgust1.wav)."
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]
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//_____CUSTOM SOUND_____
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@PointClass base(AppearFlags,targetname,AmbCustSpwnFlags) size(-16 -16 -8, 16 16 8) color(230 230 0) iconsprite("sprites/ambient_custom.spr") = ambient_custom_sound : "Ambient Custom Sound" [
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target(string) : "Sound Trigger" : : "Fires each time the sound is played."
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volume(choices) : "Volume" : : "Volume of sound (default=1, capped at 1)." = [
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0.1 : "Barely Audible"
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0.2 : "0.2"
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0.3 : "0.3"
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0.4 : "0.4"
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0.5 : "0.5"
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0.6 : "0.6"
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0.7 : "0.7"
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0.8 : "0.8"
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0.9 : "0.9"
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1.0 : "Full Volume(def)"
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]
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noise(sound) : "Sound Primary" : : "Path/sound file (ambience/windgust1a.wav)."
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noise1(sound) : "Sound Stop" : : "Path/sound file (ambience/switch6_off.wav)."
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noise2(sound) : "Sound Random" : : "Path/sound file (ambience/windgust1b.wav)."
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wait(integer) : "Random time" : : "Random Time between sounds (default 20)."
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delay(integer) : "Minimum time" : : "Time between sounds (default 2)."
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waitmin(integer) : "Starting delay" : : "Initial starting time of sound (delay + random() x waitmin)."
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waitmin2(integer) : "Do Not Silence" : : "Will not silence sound if switching off."
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impulse(integer) : "Channel" : : "Channel to play sound (0-7) (0 automatic is default)."
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speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it." = [
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-1 : "No Attenuation"
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0 : "Default"
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1 : "Normal(def)"
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2 : "Idle"
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3 : "Static"
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4 : "Quiet"
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]
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]
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//_____WATER_____
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@PointClass size(-16 -16 -8, 16 16 8) color(80 160 255) iconsprite("sprites/ambient_custom.spr") = ambient_custom_water : "Play a LOOPED Water Sound. See ambient_custom_loop for 'looping' information." [
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volume(choices) : "Volume" : : "Volume of Sound (default=.75)" = [
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0.1 : "Barely Audible"
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0.2 : "0.2"
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0.3 : "0.3"
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0.4 : "0.4"
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0.5 : "0.5"
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0.6 : "0.6"
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0.75 : "0.75(def)"
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0.8 : "0.8"
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0.9 : "0.9"
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1.0 : "Full Volume"
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]
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noise(sound) : "Custom sound" : : "Custom Sound to Play(default = ambience/water1.wav)"
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]
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//_____RAIN_____
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//Rain does not get spawnflags for 'start off'/'play once'
|
||
@PointClass base(CustomSound,AmbCustSpwnFlags) = ambient_custom_rain : "Play a rain sound. Always starts off and must be triggered. NOTE - If you re-trigger(ex button) this entity off it will not restart henceforth." [
|
||
count(choices) : "Type of Rain" = [
|
||
0 : "Default"
|
||
1 : "Fast Dripping"
|
||
2 : "Dowmpour(def)"
|
||
]
|
||
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=1)." = [
|
||
0.1 : "Barely Audible"
|
||
0.2 : "0.2"
|
||
0.3 : "0.3"
|
||
0.4 : "0.4"
|
||
0.5 : "0.5"
|
||
0.6 : "0.6"
|
||
0.7 : "0.7"
|
||
0.8 : "0.8"
|
||
0.9 : "0.9"
|
||
1.0 : "Full Volume(def)"
|
||
]
|
||
]
|
||
//_____CHIME_____
|
||
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_chime : "Play a predefined CHIME sound on a periodic basis. Works with entity state system." [
|
||
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=1)." = [
|
||
0.1 : "Barely Audible"
|
||
0.2 : "0.2"
|
||
0.3 : "0.3"
|
||
0.4 : "0.4"
|
||
0.5 : "0.5"
|
||
0.6 : "0.6"
|
||
0.7 : "0.7"
|
||
0.8 : "0.8"
|
||
0.9 : "0.9"
|
||
1.0 : "Full Volume(def)"
|
||
]
|
||
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it,(1->4,(def=2)." = [
|
||
-1 : "No Attenuation"
|
||
0 : "Default"
|
||
1 : "Normal"
|
||
2 : "Idle(def)"
|
||
3 : "Static"
|
||
4 : "Quiet"
|
||
]
|
||
wait(integer) : "Random Time" : : "Random Time Between Sounds(default 10)."
|
||
delay(integer) : "Minimum Time" : : "Minimum time between sounds (default 10)."
|
||
waitmin(integer) : "Start Time" : : "Starting time, once the level has loaded (default = 10 + random() x 10)."
|
||
]
|
||
//_____RUMBLE_____
|
||
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_rumble : "Play a RUMBLE sound on a periodic basis. Works with entity state system." [
|
||
count(choices) : "Type of Rumble" = [
|
||
-1 : "Random"
|
||
0 : "Default"
|
||
1 : "Rumble1"
|
||
2 : "Rumble2"
|
||
3 : "Rumble3"
|
||
]
|
||
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
|
||
0 : "Default)"
|
||
1 : "Enabled"
|
||
]
|
||
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
|
||
|
||
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=0.5)" = [
|
||
0.1 : "Barely Audible"
|
||
0.2 : "0.2"
|
||
0.3 : "0.3"
|
||
0.4 : "0.4"
|
||
0.5 : "0.5(def)"
|
||
0.6 : "0.6"
|
||
0.7 : "0.7"
|
||
0.8 : "0.8"
|
||
0.9 : "0.9"
|
||
1.0 : "Full Volume(def)"
|
||
]
|
||
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=1)." = [
|
||
-1 : "No Attenuation"
|
||
0 : "Default"
|
||
1 : "Normal"
|
||
2 : "Idle(def)"
|
||
3 : "Static"
|
||
4 : "Quiet"
|
||
]
|
||
wait(integer) : "Random" : : "Random Time Between Sounds(default 20)."
|
||
delay(integer) : "Minimum time" : : "minimum time between sounds (default 20)."
|
||
waitmin(integer) : "Start Time" : : "Starting time once the level has loaded (default = 6 + random() x 6)"
|
||
]
|
||
//_____WIND_____
|
||
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_wind : "Play a WIND sound on a periodic basis. Works with entity state system." [
|
||
count(choices) : "Type of Wind" = [
|
||
-1 : "Random"
|
||
0 : "Default"
|
||
1 : "Windgust1"
|
||
2 : "Windgust2"
|
||
3 : "Windgust3"
|
||
4 : "Windgust4"
|
||
5 : "Windgust5"
|
||
6 : "Windgust6"
|
||
]
|
||
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
|
||
0 : "Default)"
|
||
1 : "Enabled"
|
||
]
|
||
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
|
||
|
||
volume(choices) : "Volume" : : "volume of sound (0.1->1,(def=1)" = [
|
||
0.1 : "Barely Audible"
|
||
0.2 : "0.2"
|
||
0.3 : "0.3"
|
||
0.4 : "0.4"
|
||
0.5 : "0.5"
|
||
0.6 : "0.6"
|
||
0.7 : "0.7"
|
||
0.8 : "0.8"
|
||
0.9 : "0.9"
|
||
1.0 : "Full Volume(def)"
|
||
]
|
||
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=2)" = [
|
||
-1 : "No Attenuation"
|
||
0 : "Default"
|
||
1 : "Normal(def)"
|
||
2 : "Idle"
|
||
3 : "Static"
|
||
4 : "Quiet"
|
||
]
|
||
wait(integer) : "Random time" : : "Random Time Between Sounds(default 10)"
|
||
delay(integer) : "Minimum time" : : "minimum time between sounds (default 10)"
|
||
waitmin(integer) : "Start Time" : : "Starting time (default = 4 + random() x 4)"
|
||
]
|
||
//_____WOOD_____
|
||
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_wood : "Play a WOOD sound on a periodic basis. Works with entity state system." [
|
||
count(choices) : "Type of Creaking" = [
|
||
-1 : "Random"
|
||
0 : "Default"
|
||
1 : "Woodcreak2a"
|
||
2 : "Woodcreak2b"
|
||
3 : "Woodcreak2c"
|
||
4 : "Woodcreak2d"
|
||
]
|
||
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
|
||
0 : "Default)"
|
||
1 : "Enabled"
|
||
]
|
||
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
|
||
|
||
volume(choices) : "Volume" : : "volume of sound (0.1->1,(def=1)" = [
|
||
0.1 : "Barely Audible"
|
||
0.2 : "0.2"
|
||
0.3 : "0.3"
|
||
0.4 : "0.4"
|
||
0.5 : "0.5"
|
||
0.6 : "0.6"
|
||
0.7 : "0.7"
|
||
0.8 : "0.8"
|
||
0.9 : "0.9"
|
||
1.0 : "Full Volume(def)"
|
||
]
|
||
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=2)" = [
|
||
-1 : "No Attenuation"
|
||
0 : "Default"
|
||
1 : "Normal"
|
||
2 : "Idle(def)"
|
||
3 : "Static"
|
||
4 : "Quiet"
|
||
]
|
||
wait(integer) : "Random time" : : "Random Time Between Sounds(default 20)"
|
||
delay(integer) : "Minimum time" : : "minimum time between sounds (default 20)"
|
||
waitmin(integer) : "Start Time" : : "Starting time (default = 8 + random() x 8)"
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// INFO entities - player starts, deathmatch, coop, teleport
|
||
//
|
||
//======================================================================
|
||
|
||
@baseclass base(AppearFlags) flags(Angle) studio("progs/player.mdl") offset(0 0 24) = PlayerClass [
|
||
target(string) : "target(s) fired when used"
|
||
]
|
||
@baseclass = StartSpawn2 [ startspawn2(integer) : "Unique spawn location number matching a trigger_changelevel" ]
|
||
|
||
//_____PLAYER STARTS_____
|
||
@PointClass base(PlayerClass) size(-16 -16 -24, 16 16 24) color(255 0 0) = info_player_start : "Player Start" []
|
||
@PointClass base(PlayerClass,StartSpawn2) size(-16 -16 -24, 16 16 24) color(230 0 0) = info_player_start2 : "Player Return" []
|
||
@PointClass base(PlayerClass,StartSpawn2) size(-16 -16 -24, 16 16 24) color(255 0 255) = info_player_coop : "Player COOP Start" [
|
||
spawnflags(Flags) = [ 64 : "Start OFF" : 0 : "Start off" ]
|
||
]
|
||
@PointClass base(PlayerClass) size(-16 -16 -24, 16 16 24) color(0 255 255) = info_player_deathmatch : "Player DM Start" [
|
||
spawnflags(Flags) = [ 64 : "Start OFF" : 0 : "Start off" ]
|
||
]
|
||
//_____TELEPORT_____
|
||
@PointClass base(AppearFlags, targetname) flags(Angle) size(-16 -16 -24, 16 16 24) color(255 128 128) offset(0 0 24) = info_teleport_destination : "Teleport destination - The spot you will be teleported to. SEE trigger_teleport." [
|
||
target(string) : "Target (fired when used)"
|
||
]
|
||
//_____INTERMISSION_____
|
||
@PointClass base(AppearFlags) size(-16 -16 -16, 16 16 16 ) color(255 128 128) = info_intermission : "Intermission camera" [
|
||
spawnflags(Flags) = [
|
||
1 : "Not Intermission" : 0 : "Exclude from intermission"
|
||
2 : "Solid Interaction" : 0 : "Solid world interaction"
|
||
]
|
||
target(string) : "target(s) fire when used as a viewing camera"
|
||
mangle(string) : "Mangle (Pitch Yaw Roll)"
|
||
fog_density(integer) : "Fog density (Must be >0 to activate feature)"
|
||
fog_colour(color1) : "Fog colours (def=0.1 0.1 0.1)"
|
||
speed(integer) : "Fog time to change (def=2s)"
|
||
]
|
||
//_____WIZARD TELEPORT_____
|
||
@PointClass base(AppearFlags) size(-16 -16 -24, 16 16 40) color(150 0 200)
|
||
= info_skullwiz_destination : "Skull Wizard Tele Dest" [
|
||
targetname(string) : "Unique name in chain group"
|
||
target(string) : "Next entity in chain"
|
||
distance(integer) : "Min distance before spawning"
|
||
]
|
||
//_____INFO's_____
|
||
@PointClass base(targetname) size(-4 -4 -4, 4 4 4) color(128 128 128) = info_target : "info_target (Invisible entity)" []
|
||
@PointClass base(targetname) size(-4 -4 -4, 4 4 4) color(0 128 0) = info_null : "info_null (spotlight/Sun target)" []
|
||
@PointClass base(targetname) size(-4 -4 -4, 4 4 4) color(0 128 0) = info_notnull : "info_notnull (map hack)" [
|
||
use(string) : "self.use"
|
||
think(string) : "self.think"
|
||
nextthink(integer) : "nextthink"
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// ITEM entities
|
||
//
|
||
//======================================================================
|
||
|
||
@baseclass size(-16 -16 0, 16 16 32) = ItemSize []
|
||
@baseclass size(-16 -16 -24, 16 16 32) offset(0 0 24) = PowerupSize []
|
||
@baseclass size(-16 -16 -24, 16 16 32) = ArmourSize []
|
||
@baseclass size(-16 -16 -24, 16 16 32) offset(0 0 24) = KeySize []
|
||
@baseclass base(AppearFlags) flags(Angle) = Items [
|
||
spawnflags(Flags) = [
|
||
16 : "Respawn" : 0 : "Can respawn after being picked up."
|
||
32 : "Floating" : 0 : "Spawns floating, trigger entity to drop it."
|
||
64 : "Start OFF" : 0 : "Starts off and waits for trigger to spawn."
|
||
128 : "No Particles" : 0 : "No particle or effects active on this entity."
|
||
]
|
||
message(string) : "Message when picked up"
|
||
respawn_time(integer) : "Respawn time ( >=1 in seconds)"
|
||
respawn_count(integer) : "Total times to respawn"
|
||
respawn_trig(choices) : "Respawn trigger condition" = [
|
||
0 : "Default Respawn"
|
||
1 : "Wait for trigger"
|
||
]
|
||
]
|
||
@baseclass = ItemWorldType [
|
||
//removed for TB compatability
|
||
//model(choices) : "Model Preview (Editor)" : "progs/health_25.mdl" = [
|
||
//"progs/health_15.mdl" : "Rotten"
|
||
//"progs/health_25.mdl" : "Regular(def)"
|
||
//"progs/health_100.mdl" : "MegaHealth"
|
||
//]
|
||
skin_override(choices) = [
|
||
0 : "Worldspawn Worldtype"
|
||
1 : "Base Green"
|
||
2 : "Medieval Wood"
|
||
]
|
||
]
|
||
@baseclass = UpgradeSpawn [
|
||
__separator_ignore_me(string) : "-----Upgrade Spawn Options-----"
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
]
|
||
//_____Common Ammo Settings_____
|
||
@baseclass = PreAmmoBase [
|
||
frame_box(integer) : "animation frame (1-7)"
|
||
aflag(integer) : "ammo quantity"
|
||
]
|
||
@baseclass color(0 125 200) base(Items,ItemSize,ItemWorldType,PreAmmoBase,UpgradeSpawn) = AmmoBase [
|
||
spawnflags(flags) = [
|
||
1 : "Large box" : 0
|
||
]
|
||
]
|
||
@baseclass = AmmoLid [ spawnflags(flags) = [ 2 : "Lid" : 0 ] ]
|
||
@baseclass = PowerTimer [ cnt(integer) : "Duration override (def=30)" ]
|
||
//_____HEALTH_____
|
||
@PointClass base(targetname, Items, ItemSize, ItemWorldType,UpgradeSpawn) color(75 75 255) studio("progs/health_25.mdl") = item_health : "Health pak - NOTE - Model PREVIEW does NOT set the spawnflag, you MUST still do that manually." [
|
||
spawnflags(flags) = [
|
||
1 : "Rotten" : 0
|
||
2 : "Megahealth" : 0
|
||
]
|
||
]
|
||
//_____AMMO_____
|
||
@PointClass base(AmmoBase,AmmoLid) studio("progs/ammo_shells0.mdl") = item_shells : "Shells" [
|
||
spawnflags(flags) = [ 2 : "Lid" : 0 ]
|
||
]
|
||
@PointClass base(AmmoBase,AmmoLid) studio("progs/ammo_nails0.mdl") = item_spikes : "Nails" [
|
||
spawnflags(flags) = [ 2 : "Lid" : 0 ]
|
||
]
|
||
@PointClass base(AmmoBase) studio("progs/ammo_rockets0.mdl") = item_rockets : "Rockets" []
|
||
@PointClass base(AmmoBase) studio("progs/ammo_battery0.mdl") = item_cells : "Cells" []
|
||
@PointClass base(AmmoBase) studio("progs/ammo_cells0.mdl") = item_plasma : "Cells (Alt)" []
|
||
//_____ARMOUR_____
|
||
@PointClass base(Items,ArmourSize,UpgradeSpawn) studio("progs/armor.mdl") skin(0) = item_armor1 : "100% armor (Green)" []
|
||
@PointClass base(Items,ArmourSize,UpgradeSpawn) studio("progs/armor.mdl") skin(1) = item_armor2 : "150% armor (Yellow)" []
|
||
@PointClass base(Items,ArmourSize,UpgradeSpawn) studio("progs/armor.mdl") skin(2) = item_armorInv : "200% armor (Red)" []
|
||
//_____KEYS_____
|
||
@PointClass base(Items,KeySize,UpgradeSpawn) studio("progs/key_medieval.mdl") skin(2) = item_key1 : "Silver key" []
|
||
@PointClass base(Items,KeySize,UpgradeSpawn) studio("progs/key_medieval.mdl") skin(6) = item_key2 : "Gold key" []
|
||
@PointClass base(Items,KeySize,UpgradeSpawn) studio() = item_keyx : "Custom key" [
|
||
spawnflags(Flags) = [
|
||
1 : "Custom Key 1" : 0
|
||
2 : "Custom Key 2" : 0
|
||
4 : "Custom Key 3" : 0
|
||
8 : "Custom Key 4" : 0
|
||
]
|
||
mdl(studio) : "Model to load/display (progs/key_medieval.mdl)"
|
||
model(studio) : "Model Preview (Editor)"
|
||
netname(string) : "XXX Part of pickup string 'You got the XXX'"
|
||
//skin(integer) : "Skin PREVIEW (editor)"
|
||
message2(choices) : "Particle Style" = [
|
||
"KEYGOLD" : "KEYGOLD - Yellow"
|
||
"KEYSILVER" : "KEYSILVER - Blue"
|
||
"KEYRED" : "KEYRED - Red"
|
||
"KEYGREEN" : "KEYGREEN - Green"
|
||
"KEYPURPLE" : "KEYPURPLE - Purple"
|
||
"KEYWHITE" : "KEYWHITE - White"
|
||
]
|
||
]
|
||
//_____CUSTOM_____
|
||
@PointClass base(Items,KeySize,UpgradeSpawn) studio() = item_custom : "Custom Pickup Item" [
|
||
mdl(studio) : "Model Selection (progs/model.mdl)"
|
||
model(studio) : "Model Preview (Editor)"
|
||
netname(string) : "XXX Part of pickup string 'You got the XXX'"
|
||
noise(sound) : "Pickup Sound (def=weapons/lock4.wav)"
|
||
pos1(string) : "Pickup bounding box minimum (def=-16 -16 -24)"
|
||
pos2(string) : "Pickup bounding box maximum (def=16 16 32)"
|
||
//skin(integer) : "Skin PREVIEW (editor)"
|
||
bodyfadeaway(integer) : "Model will fade away on pickup"
|
||
part_active(choices) : "Particle Pickup Setup" = [
|
||
0 : "Not Active"
|
||
1 : "Active"
|
||
]
|
||
part_ofs(string) : "Particle Origin Offset"
|
||
part_tcount(integer) : "Particle Quantity (def=20)"
|
||
part_life(integer) : "Particle Life time (def=2s)"
|
||
part_style(choices) : "Particle Colour" = [
|
||
0 : "Default - White"
|
||
1 : "Yellow"
|
||
2 : "Green"
|
||
3 : "Red"
|
||
4 : "Blue"
|
||
5 : "Purple"
|
||
6 : "Fire"
|
||
7 : "White"
|
||
]
|
||
part_movetype(choices) : "Particle Movement" = [
|
||
0 : "Default - Center"
|
||
2 : "Center"
|
||
3 : "Up"
|
||
4 : "Shockwave"
|
||
5 : "Skull"
|
||
6 : "Lost"
|
||
7 : "Minotaur"
|
||
]
|
||
]
|
||
//_____SIGIL_____
|
||
@PointClass base(Items,KeySize,UpgradeSpawn) studio("progs/key_rune1.mdl") = item_sigil : "Sigil" [
|
||
spawnflags(Flags) = [
|
||
1 : "Episode 1" : 0
|
||
2 : "Episode 2" : 0
|
||
4 : "Episode 3" : 0
|
||
8 : "Episode 4" : 0
|
||
]
|
||
]
|
||
//_____ENVIRO SUIT_____
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_envsuit.mdl") = item_artifact_envirosuit : "Environmental Protection Suit" [
|
||
exactskin(choices) : "Skin Selection" = [
|
||
0 : "Default"
|
||
1 : "Green"
|
||
2 : "Brown"
|
||
3 : "Aqua"
|
||
4 : "Blue"
|
||
]
|
||
skin(choices) : "Skin Preview (Editor)" = [
|
||
1 : "Green"
|
||
2 : "Brown"
|
||
3 : "Aqua"
|
||
4 : "Blue"
|
||
]
|
||
]
|
||
//_____WET SUIT_____
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_wetsuit.mdl") = item_artifact_wetsuit : "Under Water Wet Suit" [
|
||
exactskin(choices) : "Skin Selection" = [
|
||
0 : "Default"
|
||
1 : "Green"
|
||
2 : "Brown"
|
||
3 : "Aqua"
|
||
4 : "Blue"
|
||
]
|
||
skin(choices) : "Skin Preview (Editor)" = [
|
||
1 : "Green"
|
||
2 : "Brown"
|
||
3 : "Aqua"
|
||
4 : "Blue"
|
||
]
|
||
]
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_pent.mdl") = item_artifact_invulnerability : "Pentagram of Protection" []
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_invis.mdl") = item_artifact_invisibility : "Ring of Shadows" []
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_quad.mdl") = item_artifact_super_damage : "Quad damage" []
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_tome.mdl") = item_artifact_tomeofpower : "Tome of Power" []
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_piercer.mdl") = item_artifact_nail_piercer : "Nail Piercer" []
|
||
@PointClass base(Items,PowerupSize,PowerTimer,UpgradeSpawn) studio("progs/artifact_sharp.mdl") = item_artifact_sharp_shooter : "Sharp Shooter" []
|
||
//_____item_backpack Settings_____
|
||
@baseclass = BackPackSettings [
|
||
count(integer) : "Amount of (random) ammo to give"
|
||
ammo_shells(integer) : "Exact amount of shells"
|
||
ammo_nails(integer) : "Exact amount of spikes"
|
||
ammo_rockets(integer) : "Exact amount of rockets"
|
||
ammo_cells(integer) : "Exact amount of cells"
|
||
|
||
exactskin(choices) : "Skin Selection" = [
|
||
0 : "Original brown"
|
||
1 : "Green"
|
||
2 : "Blue"
|
||
3 : "Red"
|
||
4 : "Yellow"
|
||
5 : "Swampy"
|
||
6 : "White"
|
||
7 : "Pale"
|
||
]
|
||
skin(choices) : "Skin Preview (Editor)" = [
|
||
1 : "Green"
|
||
2 : "Blue"
|
||
3 : "Red"
|
||
4 : "Yellow"
|
||
5 : "Swampy"
|
||
6 : "White"
|
||
7 : "Pale"
|
||
]
|
||
]
|
||
//_____BACK PACK_____
|
||
@PointClass base(targetname,BackPackSettings,Items,PowerupSize,UpgradeSpawn) studio("progs/w_backpack.mdl") = item_backpack : "Backpack with random/exact amounts of ammo." [
|
||
spawnflags(Flags) = [
|
||
1 : "Shells" : 0
|
||
2 : "Nails" : 0
|
||
4 : "Rockets" : 0
|
||
8 : "Cells" : 0
|
||
]
|
||
]
|
||
//_____item_backpack_armour Settings_____
|
||
@baseclass = BackPackArmourSettings [
|
||
armorvalue(integer) : "Armour Amount - override def(15)/30/45) "
|
||
//These do not seems to carry over fromt he regular Back Pack
|
||
//exactskin(choices) : "Backpack skin" = [
|
||
// 0 : "Original brown"
|
||
// 1 : "Green"
|
||
// 2 : "Blue"
|
||
// 3 : "Red"
|
||
// 4 : "Yellow"
|
||
// 5 : "Swampy"
|
||
// 6 : "White"
|
||
// 7 : "Pale"
|
||
//]
|
||
]
|
||
//_____BACK PACK ARMOR_____
|
||
@PointClass base(targetname,BackPackArmourSettings,Items,PowerupSize,UpgradeSpawn) studio("progs/w_backpack.mdl") = item_backpack_armour : "Backpack with exact amounts of armor" [
|
||
spawnflags(Flags) = [
|
||
1 : "Green Armor" : 0
|
||
2 : "Yellow Armor" : 0
|
||
4 : "Red Armor" : 0
|
||
]
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// WEAPON entities
|
||
//
|
||
//======================================================================
|
||
|
||
//_____Common weapon settings_____
|
||
@baseclass size(-16 -16 0, 16 16 56) color(0 0 200) base(AppearFlags, targetname) = Weapon [
|
||
spawnflags(Flags) = [
|
||
16 : "Respawn" : 0 : "Can respawn after being picked up"
|
||
32 : "Floating" : 0 : "Spawns floating, trigger entity to drop it"
|
||
64 : "Start OFF" : 0 : "Starts off and waits for trigger to spawn"
|
||
128 : "No Particles" : 0 : "No particle or effects active on this entity"
|
||
]
|
||
message(string) : "Message when picked up"
|
||
respawn_time(integer) : "Respawn time ( >=1 in seconds)"
|
||
respawn_count(integer) : "Total times to respawn"
|
||
respawn_trig(choices) : "respawn trigger condition" = [
|
||
0 : "Default Respawn"
|
||
1 : "Wait for trigger"
|
||
]
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
]
|
||
|
||
//----------------------------------------------------------------------
|
||
@PointClass base(Weapon) studio("progs/g_shot2.mdl") = weapon_supershotgun : "Super shotgun" []
|
||
@PointClass base(Weapon) studio("progs/g_nail.mdl") = weapon_nailgun : "Nailgun" []
|
||
@PointClass base(Weapon) studio("progs/g_nail2.mdl") = weapon_supernailgun : "Perforator" []
|
||
@PointClass base(Weapon) studio("progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade launcher" []
|
||
@PointClass base(Weapon) studio("progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket launcher" []
|
||
@PointClass base(Weapon) studio("progs/g_light.mdl") = weapon_lightning : "Thunderbolt" []
|
||
|
||
@PointClass base(Weapon) studio("progs/g_shot1.mdl") = weapon_shotgun : "Sawn-off Shotgun" []
|
||
@PointClass base(Weapon) studio("progs/g_shadaxe.mdl") = weapon_upgrade_axe : "Shadow Axe" []
|
||
@PointClass base(Weapon) studio("progs/g_shot3.mdl") = weapon_upgrade_ssg : "Widowmaker Shotgun" []
|
||
@PointClass base(Weapon) studio("progs/g_plasma.mdl") = weapon_upgrade_lg : "Plasma Gun" []
|
||
|
||
//======================================================================
|
||
//
|
||
// FUNCTIONS
|
||
//
|
||
//======================================================================
|
||
|
||
//______baseclass for common BModel func_ entities_____
|
||
@baseclass base(AppearFlags,targetname,target) flags(Angle) = FuncItems [
|
||
spawnflags(Flags) = [
|
||
64 : "Start OFF" : 0 : "Start off & wait for trigger"
|
||
]
|
||
]
|
||
//_____baseclass for BModel lighting options_____
|
||
@baseclass = FuncLighting [
|
||
|
||
_separator_ignore_me(string) : "----- Lighting Options -----" : : "ignore, editor use only."
|
||
|
||
_minlight(integer) : "Min Light" : : "Set the minimum light level for every surface of a brush model(BModel). A very useful feature for BModels to make them fit more 'naturally' into their surroundings. Especially where often times light can leave compeletely unlit(black) faces due to their nature(non-static w/hidden faces)."
|
||
_minlight_color(color255) : "Min Light color" : : "Specify RGB component values for the color of the minlight. Values are between 0 and 255 (between 0 and 1 is also accepted). Default is white(ex 255 255 255)."
|
||
_lightignore(choices) : "Min Light ONLY" : : "Set a BModel to receive minlight only, ignoring all other forms of lighting. Could be useful on rotators / trains." = [
|
||
0 : "OFF(def)"
|
||
1 : "Ignore ALL(Entity/Sun) lighting"
|
||
]
|
||
_minlight_exclude(string) : "Min light exclude (texture name)" : : "Faces with the given texture name are excluded from receiving minlight on this brush model."
|
||
|
||
__separator_ignore_me2(string) : "----- Shadows/Shading -----"
|
||
|
||
_shadow(choices) : "Shadows" : : "Set to 1, this model will cast shadows on the world, other BModels and itself. The use of '_shadow' intrinsically implies '_shadowself'. Set -1 on 'func_detail' and 'func_group' to prevent them from casting shadows. Default 0. NOTE - Shadows are STATIC and do NOT move with moving BModels." = [
|
||
-1 : "Disable Func_detail(_group)"
|
||
0 : "Default"
|
||
1 : "Cast shadows"
|
||
]
|
||
_shadowself(choices) : "Self Shadow" : : "Set to 1, this model will cast shadows on itself if one part of the model blocks the light from another model surface. This can be a better compromise for moving models than full shadowing. Default 0." = [
|
||
0 : "OFF(def)"
|
||
1 : "Cast Shadows on Self"
|
||
]
|
||
_shadowworldonly(choices) : "Shadow World Only" : : "Set to 1 this model will cast shadows on the world only, not other BModels. If you are having problems with BModels shadowing each other, this setting sometimes helps to alleviate that." = [
|
||
0 : "OFF(def)"
|
||
1 : "Do NOT Shadow other BModels"
|
||
]
|
||
_switchableshadow(choices) : "Toggle BModel Shadow" : : "ADVANCED - Set to 1, this BModel casts a shadow that can be switched on/off using QuakeC. To make this work, a lightstyle is automatically assigned and stored in a key called 'switchshadstyle', which the QuakeC will need to read and call the 'lightstyle() builtin' with an 'a' or 'm' to switch the shadow on or off. BModels sharing the same targetname, and with '_switchableshadow' set to 1, will share the same lightstyle." = [
|
||
0 : "Do Nothing"
|
||
1 : "Enabled"
|
||
]
|
||
_phong(choices) : "Phong Shading" : : "1 enables phong shading on this model with a default '_phong_angle' of 89 degrees. Simply put, phong shading attempts to hide the 'hard' edges on rounded bruskwork to give the appearance of a smooth rounded surface. For instance, pipes, columns etc." = [
|
||
0 : "OFF(def)"
|
||
1 : "Enabled(Smooth Edges)"
|
||
]
|
||
_phong_angle(integer) : "Phong Angle (override, def=89)" : : "Enter a custom angle for phong shading calculations. Adjacent faces with normals 'x' many degrees apart, or less will, be smoothed."
|
||
_dirt(choices) : "Dirt Mapping (override)" : : "-1 disables dirtmapping on the brush model. Useful if the BModel touches or sticks into the world, and you want to keep those areas from turning black. Default 0." = [
|
||
0 : "Do Nothing"
|
||
-1 : "Disable Dirt Mapping"
|
||
]
|
||
]
|
||
//_____func_button Settings_____
|
||
@baseclass = FuncButtonSettings [
|
||
message(string) : "Message"
|
||
health(integer) : "Health (shootable)"
|
||
lip(integer) : "Lip (def=4)"
|
||
angle(integer) : "Direction" : : "Determines the move direction, use 360 for angle 0)"
|
||
speed(integer) : "Speed (def=40)"
|
||
wait(integer) : "Delay before reset (def=1)"
|
||
delay(integer) : "Delay before trigger"
|
||
estate(choices) : "Override (starting entity state)" = [
|
||
1 : "ON"
|
||
2 : "OFF"
|
||
4 : "DISABLE"
|
||
]
|
||
sounds(choices) : "Sounds" = [
|
||
0 : "Steam metal"
|
||
1 : "Wooden clunk"
|
||
2 : "Metallic clink"
|
||
3 : "In-out"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom sound - 1st move"
|
||
noise1(sound) : "Custom sound - 2nd move"
|
||
]
|
||
//_____BUTTON_____
|
||
@SolidClass base(FuncItems, FuncButtonSettings, FuncLighting) = func_button : "Button" [
|
||
spawnflags(flags) = [
|
||
32: "Start Disabled" : 0
|
||
]
|
||
]
|
||
//_____func_door Settings_____
|
||
@baseclass = FuncDoorSettings [
|
||
message(string) : "Message if triggered"
|
||
health(integer) : "Health (shootable)"
|
||
angle(integer) : "Direction" : : "Determines the move direction, use 360 for angle 0)"
|
||
speed(integer) : "Speed (def=100)"
|
||
yaw_speed(integer) : "Speed (returning)"
|
||
wait(integer) : "Delay before close (def=3, -1 never return)"
|
||
lip(integer) : "Lip (def=8)"
|
||
dmg(integer) : "Damage when blocked (def=2)"
|
||
sounds(choices) : "Sound" = [
|
||
0 : "Silent"
|
||
1 : "Stone"
|
||
2 : "Base"
|
||
3 : "Stone Chain"
|
||
4 : "Screechy Metal"
|
||
5 : "Custom"
|
||
]
|
||
locksounds(choices) : "Sound (locked)" = [
|
||
0 : "talktalk (default)"
|
||
1 : "Short rattle"
|
||
2 : "Medium rattle"
|
||
3 : "Long rattle"
|
||
]
|
||
noise(sound) : "Custom sound - Locked"
|
||
noise1(sound) : "Custom sound - Moving(Looping)"
|
||
noise2(sound) : "Custom sound - Stopped"
|
||
noise3(sound) : "Custom sound - Key Locked"
|
||
noise4(sound) : "Custom sound - Key open"
|
||
customkey(choices) : "Custom Key" = [
|
||
0 : "Do nothing"
|
||
1 : "Custom Key 1"
|
||
2 : "Custom Key 2"
|
||
3 : "Custom Key 3"
|
||
4 : "Custom Key 4"
|
||
]
|
||
message2(string) : "Custom key message" : : "Example - 'You need the Custom Key."
|
||
]
|
||
//_____DOOR_____
|
||
@SolidClass base(FuncItems, FuncDoorSettings, FuncLighting) = func_door : "Door (Basic)" [
|
||
spawnflags(flags) = [
|
||
1 : "Start Open" : 0
|
||
2 : "Spawn trigger field" : 0
|
||
4 : "Don't link" : 0
|
||
8 : "Gold Key" : 0
|
||
16: "Silver Key" : 0
|
||
32: "Toggle" : 0
|
||
]
|
||
]
|
||
//_____func_door_secret Settings_____
|
||
@baseclass = FuncDoorSecretSettings [
|
||
speed(integer) : "Speed (def=50)"
|
||
yaw_speed(integer) : "Speed (returning)"
|
||
t_width(integer) : "First distance"
|
||
t_length(integer) : "Second distance"
|
||
wait(integer) : "Delay before close (def=5)"
|
||
dmg(integer) : "Damage when blocked (def=2)"
|
||
message(string) : "Message if touched"
|
||
sounds(choices) : "Sound" = [
|
||
1 : "Medieval"
|
||
2 : "Metal"
|
||
3 : "Base (default)"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
locksounds(choices) : "Sound (locked)" = [
|
||
0 : "Default talktalk"
|
||
1 : "Short rattle"
|
||
2 : "Medium rattle"
|
||
3 : "Long rattle"
|
||
]
|
||
noise(sound) : "Custom sound - Locked"
|
||
noise1(sound) : "Custom sound - Open"
|
||
noise2(sound) : "Custom sound - Opening"
|
||
noise3(sound) : "Custom sound - Closed"
|
||
]
|
||
//_____DOOR SECRET_____
|
||
@SolidClass base(FuncItems,FuncDoorSecretSettings,FuncLighting) = func_door_secret : "Door (Secret)" [
|
||
spawnflags(flags) = [
|
||
1 : "Open once only" : 0
|
||
2 : "Moves left first" : 0
|
||
4 : "Moves down first" : 0
|
||
8 : "Not shootable" : 0
|
||
16 : "Always shootable" : 0
|
||
]
|
||
]
|
||
//----- func_plat Settings
|
||
@baseclass = FuncPlatSettings [
|
||
speed(integer) : "Speed (def=150)"
|
||
height(integer) : "Distance to move"
|
||
sounds(choices) : "Sound" = [
|
||
1 : "Base (fast)"
|
||
2 : "Medieval (default)"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom sound - Moving(Looping)"
|
||
noise1(sound) : "Custom sound - Stopped"
|
||
]
|
||
//_____PLATFORM_____
|
||
@SolidClass base(FuncItems,FuncPlatSettings,FuncLighting) = func_plat : "Platform" [
|
||
spawnflags(Flags) = [
|
||
1 : "Low trigger" : 0
|
||
4 : "Min trigger" : 0
|
||
8 : "Start Lower" : 0
|
||
16 : "Start Open" : 0
|
||
32: "Start Disabled" : 0
|
||
]
|
||
]
|
||
//_____func_train Settings_____
|
||
@baseclass studio() = FuncTrainSettings [
|
||
mdl(studio) : "Use a model"
|
||
model(studio) : "Model Preview (Editor)"
|
||
speed(integer) : "Speed (def=100)"
|
||
dmg(integer) : "block damage (def=2)"
|
||
sounds(choices) : "Sound" = [
|
||
0 : "Silent"
|
||
1 : "Ratchet Metal"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom sound - Stopped"
|
||
noise1(sound) : "Custom sound - Moving(Looping)"
|
||
]
|
||
//_____TRAIN____
|
||
@SolidClass base(FuncItems, FuncTrainSettings, FuncLighting) = func_train : "Train" [
|
||
spawnflags(Flags) = [
|
||
1 : "Start ON" : 0
|
||
2 : "Non Solid" : 0
|
||
4 : "Use Model" : 0
|
||
8 : "Touch damage" : 0
|
||
32: "Start Reversed" : 0
|
||
]
|
||
]
|
||
//_____PATH CORNER____
|
||
@PointClass base(AppearFlags) flags(Angle) size(-8 -8 -24, 8 8 24) color(128 75 0) = path_corner : "Path Corner" [
|
||
spawnflags(Flags) = [
|
||
1 : "Exact logic" : 0
|
||
2 : "Instant" : 0
|
||
4 : "Reverse" : 0
|
||
8 : "No Pause" : 0
|
||
]
|
||
targetname(target_source) : "Name of path corner"
|
||
corner_event(string) : "target to trigger when used"
|
||
corner_route(choices) : "Change route logic" = [
|
||
0 : "Do nothing"
|
||
1 : "Forward"
|
||
2 : "Alt Forward"
|
||
3 : "Backward"
|
||
4 : "Exact"
|
||
5 : "Random"
|
||
]
|
||
corner_switch(choices) : "Change reverse state" = [
|
||
-1 : "No"
|
||
0 : "Do Nothing"
|
||
1 : "Yes"
|
||
2 : "Toggle"
|
||
]
|
||
corner_pause(choices) : "Change pause state" = [
|
||
-1 : "No"
|
||
0 : "Do Nothing"
|
||
1 : "Yes"
|
||
2 : "Toggle"
|
||
]
|
||
corner_speed(integer) : "Change speed of target path_corner"
|
||
state(choices) : "Starting route" = [
|
||
0 : "Do Nothing"
|
||
1 : "Forward"
|
||
2 : "Alt Forward"
|
||
3 : "Backward"
|
||
]
|
||
target(target_destination) : "targetname of Forward route"
|
||
target2(target_destination) : "targetname of Alt Forward route"
|
||
targetback(target_destination) : "targetname of Backward route"
|
||
wait(integer) : "Wait at corner(Stop=-1)"
|
||
delay(integer) : "Random delay at corner"
|
||
speed(integer) : "Speed between corners (def=100)"
|
||
alpha(integer) : "Visual Arrow (def=0.35)"
|
||
]
|
||
//_____EPISODE GATE____
|
||
@SolidClass base(FuncItems, FuncLighting) = func_episodegate : "Episode Gate" [
|
||
spawnflags(Flags) = [
|
||
1 : "Episode 1" : 0
|
||
2 : "Episode 2" : 0
|
||
4 : "Episode 3" : 0
|
||
8 : "Episode 4" : 0
|
||
]
|
||
]
|
||
//_____BOSS GATE_____
|
||
@SolidClass base(FuncItems, FuncLighting) = func_bossgate : "Boss gate" []
|
||
|
||
//_____func_skill Settings_____
|
||
@baseclass = FuncSkillSettings [
|
||
target(target_destination) : "target - Particle Emitters"
|
||
target2(target_destination) : "target2 - When touched/damaged"
|
||
style(choices) : "Skill level" = [
|
||
0 : "Easy (default)"
|
||
1 : "Normal"
|
||
2 : "Hard"
|
||
3 : "Nightmare"
|
||
]
|
||
message2(string) : "Alternative touch/damage message"
|
||
health(integer) : "Can be damaged instead of touched"
|
||
angle(integer) : "Direction"
|
||
speed(integer) : "Movement Speed (def=100)"
|
||
lip(integer) : "Lip (def=8)"
|
||
noise1(sound) : "Custom sound : Stopped"
|
||
noise2(sound) : "Custom sound : Moving(Looped)"
|
||
noise3(sound) : "Custom sound : Touch"
|
||
]
|
||
//_____SKILL SELECT_____
|
||
@SolidClass base(FuncItems, FuncSkillSettings, FuncLighting) = func_skill : "Skill Select" [
|
||
spawnflags(Flags) = [
|
||
1 : "Start Open" : 0
|
||
]
|
||
]
|
||
|
||
//_____func_laser Settings_____
|
||
@baseclass = FuncLaserSettings [
|
||
message(string) : "Switched off Message"
|
||
message2(string) : "Switched on Message"
|
||
wait(integer) : "-1 = display switched message once"
|
||
dmg(integer) : "Touch damage (1 per 0.1s)"
|
||
alpha(integer) : "Alpha variance (def 0.5)"
|
||
spr_frame(choices) : "Particle Type" = [
|
||
0 : "Nothing"
|
||
1 : "Yellow"
|
||
2 : "Green"
|
||
4 : "Red"
|
||
8 : "Blue"
|
||
16 : "Purple"
|
||
32 : "Fire"
|
||
64 : "White"
|
||
]
|
||
angle(integer) : "Movement of particles (def=-2 down)"
|
||
part_limit(integer) : "Maximum active particles (def=25)"
|
||
part_life(integer) : "Lifetime of particle (def=2s)"
|
||
part_velrand(string) : "Random movement of particles (def='4 4 4')"
|
||
part_vol(string) : "Size of area for particles (def=bmodel)"
|
||
wakeup_dist(integer) : "Distance to wakeup particles (def=768)"
|
||
spawn_base(integer) : "Min time spawn particles (def=0.1s)"
|
||
spawn_rand(integer) : "Random amount spawn particles (def=0.1s)"
|
||
sounds(choices) : "Sounds" = [
|
||
0 : "Silent"
|
||
1 : "Laser"
|
||
2 : "Power"
|
||
5 : "Custom"
|
||
]
|
||
noise1(sound) : "Custom sound : Switch ON"
|
||
noise2(sound) : "Custom sound : Switch OFF"
|
||
]
|
||
//_____LASER_____
|
||
@SolidClass base(FuncItems, FuncLaserSettings, FuncLighting) = func_laser : "Lasers" [
|
||
spawnflags(Flags) = [
|
||
2 : "Solid" : 0
|
||
4 : "No Damage" : 0
|
||
]
|
||
]
|
||
//_____func_bob Settings_____
|
||
@baseclass = FuncBobSettings [
|
||
height(integer) : "Intensity (def=4)"
|
||
count(integer) : "Cycle timer (def=2, min=1)"
|
||
waitmin(integer) : "Speed up scale (def=1)"
|
||
waitmin2(integer) : "Slow down scale (def=0.75)"
|
||
delay(integer) : "Delay start (-1=random)"
|
||
]
|
||
//_____BOB_____
|
||
@SolidClass base(FuncItems, FuncBobSettings, FuncLighting) = func_bob : "Bobbing Bmodel" [
|
||
spawnflags(Flags) = [
|
||
4 : "NonSolid" : 0
|
||
]
|
||
]
|
||
//_____func_explobox Settings_____
|
||
@baseclass = ExploboxSettings [
|
||
noise(sound) : "Custom Sound - Explosion"
|
||
health(integer) : "Health (def=15)"
|
||
dmg(integer) : "Radius Damage (def=160)"
|
||
]
|
||
//_____EXPLODING BOX_____
|
||
@SolidClass base(FuncItems,ExploboxSettings,FuncLighting) = func_explobox : "Exploding Brushwork" []
|
||
//NOTE- These two directly below still need sorted out
|
||
//_____func_pressureswitch Settings_____
|
||
@baseclass = PSwitchSettings [
|
||
message(string) : "Message" : : "Message to display when triggered"
|
||
speed(integer) : "Move Speed (def=40)"
|
||
lip(integer) : "Lip (def 4)" : : "Lip remaining at end of move. (def=4)"
|
||
//wait(integer) : "Wait (-1 = display message and fire target(s) only once)"
|
||
//angle(integer) : "Direction" : : "Always moves downward (needs to reflect gravity pressure)"
|
||
sounds(choices) : "Sound Style" = [
|
||
0 : "Steam Metal"
|
||
1 : "Wooden"
|
||
2 : "Metallic"
|
||
3 : "In-out"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom Sound (1st movement)"
|
||
noise1(sound) : "Custom Sound (2nd movement)" : : "(default = noise wav file)"
|
||
]
|
||
//_____PRESSURE SWITCH_____
|
||
@SolidClass base(FuncItems,PSwitchSettings,FuncLighting) = func_pressureswitch : "Pressure Switch - NOTE - To be used in conjunction with 'func_insidevolume' and 'trigger_doorstate'." []
|
||
//_____INSIDE VOLUME_____
|
||
@SolidClass base(AppearFlags) = func_insidevolume : "Function to test if an entity bounding box is inside of this volume." [
|
||
spawnflags(flags) = [
|
||
1 : "Payer" : 0 : "Will react to Player(s)"
|
||
2 : "Monster" : 0 : "Will react to Monster(s)"
|
||
4 : "Item" : 0 : "Will react to item(s)"
|
||
8 : "Pushable" : 0 : "Will react to pushable(s)"
|
||
64 : "Start OFF" : 0 : "Start OFF, wait for trigger"
|
||
]
|
||
targetname(target_source) : "Name" : : "Works with entity state system."
|
||
target(target_destination) : "Target (fully inside)" : : "Name of target(s) to trigger when something is FULLY INSIDE the volume (fires every 0.1s)."
|
||
target2(target_destination) : "Target2 (partly inside)" : : "Name of target(s) to trigger when something is PARTIALLY INSIDE the volume (fires every 0.1s)."
|
||
message(target_destination) : "Target3 (volume exit)" : : "Name of target(s) to trigger when exiting the VOLUME(fires on exit only)."
|
||
wait(choices) : "Wait" : : "-1 = Fire the FULLY INSIDE/EXIT volume targets once." = [
|
||
0 : "Default"
|
||
-1 : "Only ONCE"
|
||
]
|
||
delay(integer) : "Delay" : : "Time before the volume controller becomes active."
|
||
message2(target_destination) : "Triggered ONLY by -" : : "Name of the only entity that can interact with this volume."
|
||
no_deadbody(choices) : "Corpse Activate" : : "1 = Monster dead bodies will not trigger." = [
|
||
0 : "Enabled(def)"
|
||
1 : "Disabled"
|
||
]
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// TRIGGERS
|
||
//
|
||
//======================================================================
|
||
|
||
@baseclass base(AppearFlags) = TrigOFF [
|
||
spawnflags(flags) = [ 64 : "Start OFF" : 0 ] ]
|
||
@baseclass = TrigSound [
|
||
sounds(choices) : "Sound style" = [
|
||
0 : "Default"
|
||
1 : "Secret"
|
||
2 : "Beep beep"
|
||
3 : "Large switch"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
6 : "Secret 2"
|
||
]
|
||
noise(sound) : "Custom Sound (triggered)"
|
||
]
|
||
//_____Trig UPGRADE Settings_____
|
||
@baseclass = TrigUpg [
|
||
__separator_ignore_me(string) : "-----Upgrade(s) Conditionals-----"
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only trigger if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only trigger if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only trigger if got upgrade"
|
||
]
|
||
]
|
||
//_____Common Trigger Settings_____
|
||
@baseclass = TrigCommon [
|
||
health(integer) : "Health"
|
||
message(string) : "Message when triggered"
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for trigger to work, use '360' for angle 0."
|
||
delay(integer) : "Delay before trigger"
|
||
wait(integer) : "Wait (time before re-triggering)"
|
||
killtarget(string) : "Kill target" : : "Use trigger_entitystate_off instead!"
|
||
]
|
||
@baseclass base(AppearFlags, targetname, target, TrigCommon, TrigSound, TrigUpg)
|
||
flags(Angle) color(128 0 128) = TrigBasic [
|
||
spawnflags(flags) = [
|
||
1 : "No Touch" : 0
|
||
64 : "Start OFF" : 0
|
||
]
|
||
]
|
||
//_____TRIGGER ONCE_____
|
||
@SolidClass base(TrigBasic) = trigger_once : "Trigger ONCE" [
|
||
spawnflags(flags) = [
|
||
1 : "No Touch" : 0
|
||
4 : "DEVMODE" : 0
|
||
8 : "In View" : 0
|
||
16: "MOD Check" : 0
|
||
32: "Monsters" : 0
|
||
]
|
||
t_length(integer) : "Inview Distance"
|
||
]
|
||
//_____TRIGGER MULTIPLE_____
|
||
@SolidClass base(TrigBasic) = trigger_multiple : "Trigger MULTIPLE" [
|
||
spawnflags(flags) = [
|
||
1 : "No Touch" : 0
|
||
4 : "DEVMODE" : 0
|
||
16 : "MOD Check" : 0
|
||
32 : "Monsters" : 0
|
||
]
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Never reset"
|
||
2 : "2 seconds"
|
||
4 : "4 seconds(def)"
|
||
]
|
||
]
|
||
//_____TRIGGER SECRET_____
|
||
@SolidClass base(TrigBasic) = trigger_secret : "Trigger Secret" [
|
||
spawnflags(flags) = [ 2: "Remove/Block Message" : 0 ]
|
||
]
|
||
//----- Trigger Relay Settings_____
|
||
@baseclass = TriggerRelaySettings [
|
||
message(string) : "Message when triggered"
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
cnt(integer) : "Random Time Qty to add to delay"
|
||
delay(integer) : "Delay before trigger"
|
||
waitmin(integer) : "% random chance (0.1->1.0)"
|
||
]
|
||
//_____TRIGGER RELAY_____
|
||
@PointClass base(AppearFlags, targetname, target, target2, TriggerRelaySettings, TrigSound, TrigUpg) color(128 0 128)
|
||
size(-4 -4 -4, 4 4 4) iconsprite("sprites/trigger_relay2.spr") = trigger_relay : "A point entity trigger that cannot be touched. It can only be fired by other triggers/events. Can contain killtargets, targets, delays, and messages." [
|
||
spawnflags(flags) = [
|
||
2 : "Random" : 0
|
||
32 : "Start Disabled" : 0
|
||
]
|
||
]
|
||
//_____Trigger Counter Settings_____
|
||
@baseclass = TriggerCounterSettings [
|
||
message2(string) : "Final Message (cannot be blocked)."
|
||
count(integer) : "Count before firing."
|
||
delay(integer) : "Delay before trigger."
|
||
]
|
||
//_____TRIGGER COUNTER_____
|
||
@PointClass base(AppearFlags, TrigOFF, targetname, target, TriggerCounterSettings, TrigSound) color(128 0 25)
|
||
size(-8 -8 -8, 8 8 8) = trigger_counter : "Trigger counter" [
|
||
spawnflags(flags) = [
|
||
1 : "No Messages" : 0
|
||
16 : "Display Countdown" : 0
|
||
32: "Start Disabled" : 0
|
||
]
|
||
]
|
||
//_____TRIGGER ENGINE_____
|
||
//NOTE - NEEDS better descriptive text for comments and functionality
|
||
@PointClass base(targetname, target)size(-8 -8 -16, 8 8 16) color(0 0 255) = trigger_engine : "When targetted(triggered), it triggers target(s) when certain engines are active." [
|
||
spawnflags(flags) = [
|
||
1 : "FITZ" : 0
|
||
2 : "DP" : 0
|
||
4 : "FTE" : 0
|
||
16 : "RAIN" : 0
|
||
32 : "SNOW" : 0
|
||
]
|
||
wait(integer) : "Wait" : : "-1 = will only fire targets once."
|
||
delay(integer) : "Delay" : : "Delay before firing (after being triggered)."
|
||
cnt(integer) : "Randomize" : : "Random amount of time to add to delay."
|
||
]
|
||
//_____TRIGGER GIVEITEMS_____
|
||
@SolidClass base(AppearFlags, targetname, target) = trigger_giveitems : "A 'trigger brush' used to give items to the player. The target items only work when the 'delay spawned' or 'Start OFF' spawnflag is set. The item pickup sound can be turned off by adding a key/value pair of 'sounds' '4', to the item. The target items will not respawn or work more than once. NOTE - This entity is designed for itself to be triggered, for special use situations that are more 'event' based than location." [
|
||
spawnflags(flags) = [
|
||
1 : "No Touch" : 0
|
||
64 : "Start OFF" : 0
|
||
]
|
||
message(string) : "Message" : : "Message to display when triggered."
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for the trigger to work, use '360' for angle 0. If not set activates from all directions."
|
||
sounds(choices) : "Sound style" : 0 = [
|
||
0 : "Default"
|
||
1 : "Secret"
|
||
2 : "Beep beep"
|
||
3 : "Large switch"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
6 : "Secret 2"
|
||
]
|
||
noise(sound) : "Custom Sound"
|
||
]
|
||
//_____TRIGGER TELEPORT_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname, target)
|
||
= trigger_teleport : "Trigger Teleport - Teleporters consist typically of three parts. Two brushes(a world brush with a special '*teleporter' texture and a 'trigger_teleport' brush) and an 'info_teleport_destination'point entity. Example, 1)Place an 'info_teleport_destination' somewhere in your map and give it a name of 'dest1'. 2)Now, in another part of your map draw out a 64X64X64 brush near floor level, give it a 'trigger' texture and then 'tie to entity>trigger>trigger_teleport', and give it a target of 'dest1'. 3)Lastly duplicate that brush, in place, and 'move to world' (r.click) and give it a teleporter texture. That's the basics, decorate/customize as needed." [
|
||
spawnflags(Flags) = [
|
||
1 : "Player only" : 0
|
||
2 : "Silent" : 0
|
||
4 : "Start ON" : 0
|
||
]
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
speed(integer) : "Speed after teleport (def=300)"
|
||
volume(integer) : "Teleport hum sound (def=0.5)"
|
||
noise(sound) : "Custom Sound(Looped) to play"
|
||
waitmin(integer) : "Custom Sound Length"
|
||
]
|
||
//_____TRIGGER PUSH_____
|
||
@SolidClass base(AppearFlags, TrigOFF,targetname,target) flags(Angle)
|
||
= trigger_push : "Trigger Push" [
|
||
spawnflags(flags) = [
|
||
1 : "Once Only" : 0
|
||
2 : "Silent" : 0
|
||
4 : "No Monsters" : 0
|
||
]
|
||
angle(integer) : "Direction (-2=down, -1=up)"
|
||
angles(integer) : "Direction2(XYZ)"
|
||
speed(integer) : "Speed of push (def=1000)"
|
||
]
|
||
//_____TRIGGER FOG_____
|
||
@SolidClass base(AppearFlags, TrigOFF,targetname,target) flags(Angle)
|
||
= trigger_fog : "Trigger Fog" [
|
||
speed(integer) : "Time to fade (-1=Instant)"
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
2 : "Default"
|
||
]
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for trigger to work, use '360' for angle 0."
|
||
|
||
fog_density(integer) : "Fog Density (def=0.5)"
|
||
fog_colour(color1) : "Fog Colour (0.1 0.1 0.1)"
|
||
]
|
||
//_____TRIGGER LADDER_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname) flags(Angle) = trigger_ladder : "Trigger Ladder" [
|
||
//ERROR? - target has been removed(DEF file), correct?
|
||
angle(integer) : "Direction(facing) to Climb" : : "Direction(facing) required for the player to climb the ladder. Use '360' for angle 0."
|
||
waitmin(integer) : "Time between climbing sound"
|
||
speed(integer) : "Velocity to climb (def=160)"
|
||
sounds(choices) : "Sounds" = [
|
||
1 : "Metal"
|
||
2 : "Wood (def)"
|
||
3 : "Rope"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise1(sound) : "Custom Sound - Climb 1"
|
||
noise2(sound) : "Custom Sound - Climb 2"
|
||
noise3(sound) : "Custom Sound - Climb 3"
|
||
noise4(sound) : "Custom Sound - Climb 4"
|
||
]
|
||
//_____BUBBLE SETUP for HURT and HEAL_____
|
||
@baseclass base(TrigOFF) flags(Angle) = TrigBubbles [
|
||
spawnflags(flags) = [ 2 : "Bubbles" : 0 ]
|
||
count(integer) : "Bubble active total"
|
||
height(integer) : "Bubble Max Travel distance"
|
||
style(choices) : "Bubble Type" = [
|
||
1 : "Grey"
|
||
2 : "Brown 1"
|
||
3 : "Blue 1"
|
||
4 : "Green 1"
|
||
5 : "Red 1"
|
||
6 : "Brown 2"
|
||
7 : "Pink / Yellow"
|
||
8 : "Brown 3"
|
||
9 : "Purple 1"
|
||
10: "Purple 2"
|
||
11: "Brown 4"
|
||
12: "Green 2"
|
||
13: "Yellow"
|
||
14: "Blue 2"
|
||
15: "Red 2"
|
||
]
|
||
yaw_speed(integer) : "Spawn Rate" : : "Spawning rate (def=0.5) for bubbles (speed + random() x speed)."
|
||
]
|
||
//_____Trigger Hurt Settings_____
|
||
@baseclass = TriggerHurtSettings [
|
||
dmg(integer) : "Damage (def=5)"
|
||
wait(integer) : "Time between pain touch (def=1s)"
|
||
speed(integer) : "Falling Velocity (def=300)"
|
||
]
|
||
//_____TRIGGER HURT_____
|
||
@SolidClass base(targetname, TriggerHurtSettings, TrigBubbles) = trigger_hurt : "Trigger Hurt" [
|
||
//ERROR? - target has been removed(DEF file), correct?
|
||
spawnflags(flags) = [
|
||
4 : "Monster ONLY" : 0
|
||
16: "MOD Check" : 0
|
||
32: "Falling" : 0
|
||
]
|
||
]
|
||
//_____Trigger Heal Settings_____
|
||
@baseclass = TriggerHealSettings [
|
||
target(target_destination) : "target - first heal"
|
||
target2(target_destination) : "target - healing expired"
|
||
wait(integer) : "Time between heals (def=1s)"
|
||
healamount(integer) : "Heal Amount (def=10)"
|
||
max_health(integer) : "Max Amount to Heal (def=50, -1=no limit)"
|
||
sounds(choices) : "Sounds" = [
|
||
//ERROR? - REMOVED in DEF, correct? (0 : "Silent")
|
||
1 : "Heal 15(def)"
|
||
2 : "Heal 25"
|
||
3 : "Heal 100"
|
||
4 : "Respawn"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom Sound"
|
||
lip(choices) : "Block Message" = [
|
||
0 : "Do Nothing"
|
||
1 : "Block Healing"
|
||
2 : "Block All"
|
||
]
|
||
message(string) : "Healing Message"
|
||
message2(string) : "Healing Expired"
|
||
]
|
||
//_____TRIGGER HEAL_____
|
||
@SolidClass base(AppearFlags, targetname, TriggerHealSettings, TrigBubbles) = trigger_heal : "Trigger Heal" []
|
||
|
||
//_____TRIGGER TOUCH SOUND_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname) = trigger_touchsound : "Trigger Touch Sounds" [
|
||
spawnflags(flags) = [
|
||
4 : "World Geo"
|
||
8 : "Drain"
|
||
]
|
||
message(choices) : "Sounds" = [
|
||
1 : "Water (DEF)"
|
||
2 : "Slime"
|
||
3 : "Lava"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom Touch Sound"
|
||
noise1(sound) : "Custom Exit Sound"
|
||
noise2(sound) : "Custom Drain Sound"
|
||
speed(integer) : "Drain Time"
|
||
yaw_speed(integer) : "Drain Movement"
|
||
super_time(integer) : "Time delay playing drain sound"
|
||
water_alpha(integer) : "Liquid Alpha"
|
||
]
|
||
//_____TRIGGER CHANGE LEVEL_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname, target) = trigger_changelevel : "Trigger Change Level" [
|
||
spawnflags(flags) = [
|
||
1 : "No Intermission" : 0
|
||
2 : "Reset Inventory" : 0
|
||
4 : "USE Player Start2" : 0
|
||
]
|
||
map(string) : "Map Name" : : "Leave blank to reload same map"
|
||
startspawn2(integer) : "Spawn number(1->7) in next map" : : "Special unique number (1-7) which must match info_player_start2"
|
||
]
|
||
//_____TRIGGER SET SKILL_____
|
||
@SolidClass base(TrigOFF, targetname) = trigger_setskill : "Trigger Set Skill" [
|
||
spawnflags(flags) = [
|
||
1 : "No Touch" : 0
|
||
]
|
||
//ERROR? - target removed in DEF file, correct?
|
||
message(choices) : "Skill to change to" = [
|
||
0 : "Easy"
|
||
1 : "Medium"
|
||
2 : "Hard"
|
||
3 : "Nightmare!"
|
||
]
|
||
health(integer) : "Health (Damage to activate)"
|
||
wait(integer) : "Time between re-trigger (def=0.2, -1=once)"
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for trigger to work, use '360' for angle 0."
|
||
]
|
||
//_____TRIGGER RUNE_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname) = trigger_rune : "There are two ways this trigger can be used. As a single check for multiple runes using the 'target' key OR individual triggers for runes using the 'noise' 1-4 keys. This trigger is designed to work once when the rune conditions are met" [
|
||
spawnflags(flags) = [
|
||
1 : "Rune 1"
|
||
2 : "Rune 2"
|
||
4 : "Rune 3"
|
||
8 : "Rune 4"
|
||
]
|
||
target(target_destination) : "RUNE 'MIXTURE' - targets to fire"
|
||
noise1(target_destination) : "RUNE 1 - targets to fire"
|
||
noise2(target_destination) : "RUNE 2 - targets to fire"
|
||
noise3(target_destination) : "RUNE 3 - targets to fire"
|
||
noise4(target_destination) : "RUNE 4 - targets to fire"
|
||
health(integer) : "Health"
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for trigger to work, use '360' for angle 0."
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
]
|
||
//_____TRIGGER MONSTER JUMP_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname, target) = trigger_monsterjump : "Push monsters in a certain direction. This entity cannot be damaged and is always touchable once activated." [
|
||
spawnflags(flags) = [
|
||
2 : "Flying Monsters"
|
||
4 : "Swimming Monsters"
|
||
]
|
||
angle(integer) : "Direction (-2=down, -1=up)"
|
||
speed(integer) : "Jump Speed (def=200)"
|
||
height(integer) : "Jump Height (def=200)"
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
noise1(string) : "Monster classname ONLY can use trigger"
|
||
]
|
||
//_____TRIGGER DROLE JUMP_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname, target) = trigger_drolejump : "Trigger Drole Jump NOTE: Will only work for ENRAGED Droles" [
|
||
angle(integer) : "Direction (-2=down, -1=up)"
|
||
speed(integer) : "Jump Speed (def=200)"
|
||
height(integer) : "Jump Height (def=200)"
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
]
|
||
//_____TRIGGER MONSTER NO JUMP_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname) = trigger_monsternojump : "Stop monsters from using jump attacks." [
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
delay(integer) : "Delay - jump attack by (def=0.5s)"
|
||
waitmin(integer) : "Re-trigger timer (def=0.1s)"
|
||
noise1(string) : "Monster classname ONLY can use trigger"
|
||
]
|
||
//_____TRIGGER MONSTER DROP_____
|
||
@PointClass base(AppearFlags, TrigOFF, targetname) size (-8 -8 -8, 8 8 8) color(0 128 128) = trigger_monsterdrop : "Drop monster(s) to the floor" [
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
height(integer) : "Speed - thrown upwards (def 50)"
|
||
]
|
||
//_____TRIGGER MONSTER TURRET_____
|
||
@SolidClass base(AppearFlags, TrigOFF, targetname) = trigger_monsterturret : "Trigger Monster Turret" [
|
||
//ERROR - target was removed in DEF, correct?
|
||
wait(choices) : "Wait before reset" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
count(choices) : "Random chance to pause(range 0->1)" = [
|
||
-1 : "Constant"
|
||
0.25 : "Default"
|
||
]
|
||
noise1(string) : "Monster Classname(monster_ogre) ONLY Use"
|
||
]
|
||
//_____TRIGGER MONSTER MOVESPEED_____
|
||
@PointClass base(targetname, target) size(-8 -8 -16, 8 8 16) color(128 0 128) = trigger_monstermovespeed : "Change movement speed" [
|
||
state(choices) : "Monster Movement" = [
|
||
-1 : "No Movement"
|
||
0 : "Toggle (Default)"
|
||
1 : "Free Movement"
|
||
]
|
||
wait(choices) : "Once Only" = [
|
||
-1 : "Trigger Once"
|
||
0 : "Always reset"
|
||
]
|
||
]
|
||
//_____TRIGGER ITEM RESPAWN_____
|
||
@PointClass base(targetname, target) size(-8 -8 -16, 8 8 16) color(128 0 128) = trigger_itemrespawnupd : "Change respawn flag" [
|
||
spawnflags(flags) = [ 16 : "Respawn" : 0 ]
|
||
]
|
||
//_____TRIGGER CLIENT MESSAGE_____
|
||
@PointClass base(targetname) size(-8 -8 -16, 8 8 16) color(128 128 0) = trigger_clientmsg : "Client message" [
|
||
//ERROR - target was removed in DEF, correct?
|
||
message(string) : "Message"
|
||
sounds(choices) : "Sound style" : 0 = [
|
||
1 : "Secret"
|
||
2 : "Beep beep"
|
||
3 : "Large switch"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
6 : "Secret 2"
|
||
]
|
||
noise(sound) : "Custom Sound - Triggered"
|
||
]
|
||
//_____TRIGGER CD TRACK_____
|
||
@PointClass base(targetname) size(-8 -8 -8, 8 8 8) color(200 128 0) iconsprite("sprites/cd_track.spr") = trigger_cdtrack : "Allows for CD/Music Track change to occur mid map. Suitable for ALL clients. Non CD external music tracks(.ogg/.mp3) are typically named with the format of: track01, track02... track99 etc. Only the trailing numbers are required for 'Track Number'. NOTE - Quakespasm looks for music files in '... id1/music' while Darkplaces looks in '... id1/sound/cdtracks'. Using a Mod directory is also acceptable(ex '... ad/music' or '... ad/sound/cdtracks'." [
|
||
count(integer) : "Track Number (ex 02->xx)" : : "Number of the CD/Music Track to Play/Change to."
|
||
]
|
||
//_____TRIGGER SKY BOX_____
|
||
@PointClass base(targetname) size(-16 -16 -8, 16 16 8) color(230 230 230) = trigger_skybox : "Allows for a custom Skybox change to occur mid map. Suitable for ALL clients. Skyboxes(.tga) are typically referenced as: interstellar_, moonrise_, voidsmoke_ etc. The underscore is not neccesary but used for clarity. The important part is to just leave off the last 'two' trailing letters(bk, dn, ft, lf, rt, and up) from the name of your skybox for 'Skybox Name'. NOTE: Directory paths are allowed so, '...env/mycustomfolder/mycustomsky_' is perfectly valid. NOTE - Quakespasm/Darkplaces both look for skybox files in '...id1/gfx/env/'. Using a Mod directory is also acceptable(ex '... ad/gfx/env'." [
|
||
message(string) : "Skybox Name (EX: interstellar_)" : : "Name of the Skybox to Load/Change to."
|
||
]
|
||
//_____TRIGGER MONSTER KILL_____
|
||
@PointClass base(targetname, target) size(-8 -8 -16, 8 8 16) color(128 0 128) = trigger_monsterkill : "Remove Monster(s)" [
|
||
spawnflags(Flags) = [
|
||
16 : "Death Function" : 0
|
||
]
|
||
]
|
||
//_____TRIGGER MONSTER ATTACK_____
|
||
@PointClass base(targetname, target, target2) size(-8 -8 -16, 8 8 16) color(128 0 128) = trigger_monsterattack : "Force Monster Attack" [
|
||
]
|
||
//_____TRIGGER VOID_____
|
||
@SolidClass base(TrigOFF, targetname) = trigger_void : "Trigger Void - 'Garbage collector for bottom of skyboxes'." [
|
||
//ERROR? - target removed in DEF file, correct?
|
||
spawnflags(flags) = [
|
||
1 : "Ignore Clients"
|
||
2 : "Ignore Monsters"
|
||
4 : "Ignore Ammo"
|
||
8 : "Ignore Minion eggs"
|
||
16: "Ignore Temporary ents"
|
||
32: "Ignore Items"
|
||
]
|
||
]
|
||
//_____DOOR STATE_____
|
||
@PointClass base(AppearFlags,TrigOFF,targetname) size(-8 -8 -16,8 8 16) color(0 200 128) = trigger_doorstate : "Trigger func_door(s) to exact state (open/close)" [
|
||
|
||
target(target_destination) : "Target (func_door's ONLY)"
|
||
state(choices) : "Door State" = [
|
||
1 : "Open"
|
||
0 : "Closed"
|
||
]
|
||
wait(choices) : "Trigger" = [
|
||
0 : "Default"
|
||
-1 : "Only Once"
|
||
]
|
||
]
|
||
|
||
//------------------------- Entity State OPTIONS ------------------------
|
||
|
||
//_____ENTITY STATE ON_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -16, 8 8 16) color(180 128 255)
|
||
= trigger_entitystate_on : "Entity state ON - Switch the target(s) entity state ON." [
|
||
target(target_destination) : "targets to affect"
|
||
target2(target_destination) : "More targets to affect"
|
||
]
|
||
//_____ENTITY STATE OFF_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -16, 8 8 16) color(180 128 255)
|
||
= trigger_entitystate_off : "Entity state OFF - Switch the target(s) entity state OFF." [
|
||
target(target_destination) : "targets to affect"
|
||
target2(target_destination) : "More targets to affect"
|
||
]
|
||
//_____ENTITY STATE DISABLE_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -16, 8 8 16) color(180 128 255)
|
||
= trigger_entitystate_disable : "Entity state DISABLE - Switch the target(s) entity state DISABLE." [
|
||
target(target_destination) : "targets to affect"
|
||
target2(target_destination) : "More targets to affect"
|
||
]
|
||
//_____ENTITY STATE RESET_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -16, 8 8 16) color(180 128 255)
|
||
= trigger_entitystate_reset : "Entity state RESET - Switch the target(s) entity state RESET." [
|
||
target(target_destination) : "targets to affect"
|
||
target2(target_destination) : "More targets to affect"
|
||
]
|
||
//_____ENTITY STATE AFRAME_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -16, 8 8 16) color(192 128 200)
|
||
= trigger_entitystate_aframe : "Entity state AFRAME - Switch the target(s) AFRAME(animation frame) state. Targets are currently limited to 'func_wall/illusionary' entities, which have special textures applied. Think of it like this - textures with a common name but prefixed in a sequentially 'numbered' fashion, such as this typical ID base button('+0basebtn','+1basebtn'(blinking red), will be animated. THIS is the 'primary' frame(s) state. When the 'button' is used, it switches to the sequential 'alphabetically' prefixed texture(s), if available. The 'alternate' frame(s) state('+abasebtn'(yellow image). Either 'state' can be a single image, but there MUST BE one of each for a switch to occur. NOTE - The targetted entities also have an 'AFrame' spawnflag that can be set, which starts them in the map WITH the 'alternate' frame(s) displayed. Something to keep in mind." [
|
||
target(target_destination) : "Target (a func_wall/illusionary)"
|
||
target2(target_destination) : "Taget2 (more targets)"
|
||
state(choices) : "Aframe state" : : "0=Primary frame(s)(+0,+1,+2 etc) and 1=Alternate frame(s)(+a,+b,+c etc)" = [
|
||
0 : "Primary Frame(s)"
|
||
1 : "Alternate Frame(s)"
|
||
]
|
||
]
|
||
|
||
//----------------------- Map VARIABLE OPTIONS ------------------------
|
||
|
||
//NOTE - MapVar is Fully functional, just needs better descriptive text for keys and information.
|
||
|
||
@baseclass = MapVarCommon [
|
||
count(integer) : "Variable Name (Numeric (0->132)" : : "Define a map Variable to check (range checks)"
|
||
target(target_destination) : "Target (for val==1)" : : "if map Variable is equal to 1, then fire these target(s)"
|
||
target2(target_destination) : "Target2 (for val==0)" : : "if map Variable is equal to 0, then fire these target(s)"
|
||
noise(target_destination) : "Bmodel (AFrame) Object" : : "Target an Aframe object to change it's texture state. See 'trigger_entitystate_aframe' for more information."
|
||
wait(integer) : "Wait (Time before re-triggering)" : : "Wait before re-triggering, -1 = trigger once"
|
||
]
|
||
//_____MAP VARIABLE QUERY_____
|
||
@PointClass base(targetname , MapVarCommon) size(-8 -8 -16, 8 8 16) color(92 92 92) = trigger_mapvar_query : "Trigger target(s) based on a value returned by mapvar query." []
|
||
|
||
//_____MAP VARIABLE UPDATE_____
|
||
@PointClass base(targetname, MapVarCommon) size(-8 -8 -16, 8 8 16) color(172 172 172) = trigger_mapvar_update : "Update the value of a Map Variable" [
|
||
cnt(integer) : "Variable Value (0 or 1)" : : "Assigns a Value(0/1), to the Variable defined in Variable Name('count') "
|
||
]
|
||
//_____MAP VARIABLE TOGGLE_____
|
||
@PointClass base(targetname, MapVarCommon) size(-8 -8 -16, 8 8 16) color(252 252 252) = trigger_mapvar_toggle : "Toggle the value of a Map Variable." []
|
||
|
||
//_____MAP VARIABLE MULTIPLE_____
|
||
@SolidClass base(AppearFlags, targetname) = trigger_mapvar_multiple : "Map Variable Multiple" [
|
||
spawnflags(flags) = [
|
||
32 : "Monsters" : 0
|
||
64 : "Start OFF" : 0
|
||
]
|
||
//MapVarCommon was not used here to keep the formatting visually logical in editor
|
||
count(integer) : "Variable Name (Numeric (0->132)" : : "Define a map Variable to check (range checks)"
|
||
target(integer) : "Target (for val==1)" : : "if map Variable == 1, then fire these target(s)"
|
||
message(string) : "Message" : : "if map Variable is equal to 1, then display this message"
|
||
target2(integer) : "Target2 (for val==0)" : : "if map Variable == 0, then fire these target(s)"
|
||
message2(string) : "Message2" : : "if map Variable is equal to 0, display this message"
|
||
health(integer) : "Health (Takes Damage)"
|
||
wait(integer) : "Wait (Time before re-triggering)" : : "Wait before re-triggering, -1 = trigger once"
|
||
delay(integer) : "Delay (before firing)"
|
||
angle(integer) : "Direction(facing) to Activate" : : "Facing Direction for trigger to work, use '360' for angle 0."
|
||
sounds(choices) : "Sound style" : 0 = [
|
||
0 : "Default"
|
||
1 : "Secret"
|
||
2 : "Beep beep"
|
||
3 : "Large switch"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
6 : "Secret 2"
|
||
]
|
||
noise(sound) : "Custom Sound (triggered)"
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// MISC entities
|
||
//
|
||
//======================================================================
|
||
|
||
//_____PARTICLE_____
|
||
@PointClass base(AppearFlags,targetname) size(-8 -8 -8, 8 8 8) color(0 128 192) flags(Angle) = misc_particle : "Particle Emitter" [
|
||
spawnflags(Flags) = [ 64 : "Start off" : 0 ]
|
||
target(string) : "target destination of effect"
|
||
target2(string) : "Name of particle template"
|
||
message(choices) : "Particle Style" = [
|
||
"ALTAR" : "ALTAR - Blood red"
|
||
"ARMOR1" : "ARMOR1 - Green"
|
||
"ARMOR2" : "ARMOR2 - Yellow"
|
||
"ARMOR3" : "ARMOR3 - Red"
|
||
"BOOK" : "BOOK Runes"
|
||
"ELECTRIC" : "ELECTRIC stream"
|
||
"FCIRCLE" : "FCIRCLE - Floor circle"
|
||
"FLAMES" : "FLAMES - Small"
|
||
"FLAMEL" : "FLAMEL - Large"
|
||
"JUMPAD" : "JUMPPAD - Upward"
|
||
"KEYGOLD" : "KEYGOLD - Yellow"
|
||
"KEYSILVER" : "KEYSILVER - Blue"
|
||
"KEYRED" : "KEYRED - Red"
|
||
"KEYGREEN" : "KEYGREEN - Green"
|
||
"KEYPURPLE" : "KEYPURPLE - Purple"
|
||
"KEYWHITE" : "KEYWHITE - White"
|
||
"MEGAH" : "MEGAH - MegaHealth"
|
||
"PENT" : "PENT - of protection"
|
||
"PORTAL" : "PORTAL - White"
|
||
"QUAD" : "QUAD - Damage"
|
||
"SIGIL" : "SIGIL - Purple"
|
||
"SRING" : "SRING - Ring of Shadows"
|
||
"SUIT" : "SUIT - Env suit"
|
||
"SKILL" : "SKILL - Pillar"
|
||
//NEW additions
|
||
"BSKILL" : "SKILL - Pillar(Blue)"
|
||
"GSKILL" : "SKILL - Pillar(Green)"
|
||
"PSKILL" : "SKILL - Pillar(Purple)"
|
||
]
|
||
]
|
||
//_____PARTICLE BURST_____
|
||
@PointClass base(AppearFlags,targetname) size(-8 -8 -8, 8 8 8) color(0 128 192) = misc_particle_burst : "Particle Burst Emitter" [
|
||
part_ofs(string) : "Particle Origin Offset(def=0 0 0)"
|
||
part_tcount(integer) : "Particle Quantity (def=20)"
|
||
part_life(integer) : "Particle Life time (def=2s)"
|
||
part_style(choices) : "Particle Colour" = [
|
||
0 : "White(def)"
|
||
1 : "Yellow"
|
||
2 : "Green"
|
||
3 : "Red"
|
||
4 : "Blue"
|
||
5 : "Purple"
|
||
6 : "Fire"
|
||
7 : "White"
|
||
]
|
||
part_movetype(choices) : "Particle Movement" = [
|
||
0 : "Default - Center"
|
||
2 : "Center"
|
||
3 : "Up"
|
||
4 : "Shockwave"
|
||
5 : "Skull"
|
||
6 : "Lost"
|
||
7 : "Minotaur"
|
||
]
|
||
]
|
||
//_____PARTICLE TEMPLATE_____
|
||
@PointClass base(AppearFlags,targetname) size(-8 -8 -8, 8 8 8) color(0 128 192) flags(Angle) = misc_particletemplate : "Particle Template" [
|
||
spr_name1(string) : "Sprite filename 1"
|
||
spr_name2(string) : "Sprite filename 2"
|
||
spr_name3(string) : "Sprite filename 3"
|
||
part_movetype(integer) : "Movement (def=8)"
|
||
part_limit(integer) : "Max active particles (def=25)"
|
||
part_life(integer) : "Life time (def=1s)"
|
||
part_ofs(string) : "Emitter offset (X Y Z)"
|
||
part_veltype(choices) : "Velocity Type" = [
|
||
0 : "Volume"
|
||
1 : "Circumference"
|
||
2 : "Random Circumference"
|
||
3 : "Spiral"
|
||
5 : "Explosion(def)"
|
||
]
|
||
part_velbase(string) : "Velocity Direction (Additive)"
|
||
part_vel(string) : "Velocity Linear/random"
|
||
part_velrand(string) : "Velocity random wobble"
|
||
part_velrot(integer) : "Velocity rotation (Y Axis only)"
|
||
part_vol(string) : "Volume to spawn within"
|
||
wakeup_dist(integer) : "Wake up distance (def=1024)"
|
||
wakeup_timer(integer) : "Wake up timer (def=1s)"
|
||
spawn_base(integer) : "Spawn rate time (0.1s)"
|
||
spawn_rand(integer) : "Spawn rate randomness"
|
||
dpp_name(string) : "DP Particle effect name"
|
||
dpp_wait(integer) : "DP spawn rate timer (def=0.1s)"
|
||
dpp_rnd(integer) : "DP spawn rate randomness"
|
||
dpp_vel(string) : "DP directional velocity"
|
||
]
|
||
//_____BUILTIN EFFECTS_____
|
||
@PointClass base(AppearFlags,targetname) size(-8 -8 -8, 8 8 8) color(0 128 192) flags(Angle) = misc_builtineffects : "Particle Builtin" [
|
||
target(string) : "target destination of effect"
|
||
wait(integer) : "Start Delay (def=0)"
|
||
delay(integer) : "Start Delay (random)"
|
||
count(choices) : "Type of effect" = [
|
||
0 : "TE_SPIKE (def)"
|
||
1 : "TE_SUPERSPIKE"
|
||
2 : "TE_GUNSHOT"
|
||
3 : "TE_EXPLOSION"
|
||
4 : "TE_TAREXPLOSION"
|
||
5 : "TE_LIGHTNING1"
|
||
6 : "TE_LIGHTNING2"
|
||
7 : "TE_WIZSPIKE"
|
||
8 : "TE_KNIGHTSPIKE"
|
||
9 : "TE_LIGHTNING3"
|
||
10: "TE_LAVASPLASH"
|
||
11: "TE_TELEPORT"
|
||
]
|
||
]
|
||
//_____WEATHER_____
|
||
@SolidClass base(TrigOFF,targetname) = misc_weather : "A BModel(brushwork) based particle emitter which produces weather effects" [
|
||
spawnflags(Flags) = [
|
||
8 : "Snow" : 0
|
||
]
|
||
count(integer) : "Quanity of Particles"
|
||
pos1(string) : "Color Range (Min/Max/0)"
|
||
pos2(string) : "Wind Direction (X/Y/Z(speed))"
|
||
speed(integer) : "Random Direction (-1=disable)"
|
||
]
|
||
//Common Settings for the next few Ent's
|
||
@baseclass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 8) color(0 128 200) = MiscSettings [
|
||
spawnflags(Flags) = [ 64 : "Start Off" : 0 ] ]
|
||
|
||
//_____FIREBALL_____
|
||
@PointClass base(MiscSettings) = misc_fireball : "Small fireball" [
|
||
spawnflags(Flags) = [
|
||
32 : "Slime" : 0
|
||
]
|
||
speed(integer) : "Speed (def=1000)"
|
||
dmg(integer) : "Impact Damage (def=5)"
|
||
delay(integer) : "Spawn time (def=3)"
|
||
wait(integer) : "Spawn time randomness (def=5)"
|
||
]
|
||
//_____AIR BUBBLES_____
|
||
@PointClass base(MiscSettings) = air_bubbles : "Floating Bubble" [
|
||
style(choices) : "Style" = [
|
||
1 : "Grey"
|
||
2 : "Brown1"
|
||
3 : "Blue1"
|
||
4 : "Green1"
|
||
5 : "Red1"
|
||
6 : "Brown2"
|
||
7 : "PinkYellow"
|
||
8 : "Brown3"
|
||
9 : "Purple1"
|
||
10 : "Purple2"
|
||
11 : "Brown4"
|
||
12 : "Green2"
|
||
13 : "Yellow"
|
||
14 : "Blue2"
|
||
15 : "Red2"
|
||
]
|
||
]
|
||
//_____DRIP_____
|
||
@PointClass base(MiscSettings) = misc_drip : "Falling water with splash and sound." [
|
||
spawnflags(Flags) = [
|
||
2 : "Silent" : 0
|
||
16 : "Blood" : 0
|
||
32 : "Slime" : 0
|
||
]
|
||
wait(integer) : "Random time between drips"
|
||
]
|
||
//_____SMOKE_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 192) color(128 128 192) studio("progs/misc_smoke.mdl") = misc_smoke : "Smoke Model/Particle" [
|
||
spawnflags(Flags) = [
|
||
2 : "No DP Model" : 0
|
||
4 : "No DP Effects" : 0
|
||
8 : "No QS Model"
|
||
64 : "Start Off" : 0
|
||
]
|
||
target(string) : "Custom direction for smoke"
|
||
angles(string) : "Pitch Roll Yaw"
|
||
exactskin(choices) : "Smoke Style" = [
|
||
0 : "Gunsmoke (Default)"
|
||
1 : "Soot (darker)"
|
||
2 : "Steam"
|
||
3 : "Toxin"
|
||
4 : "Plague"
|
||
5 : "Incense"
|
||
6 : "Lithium"
|
||
7 : "Flames"
|
||
]
|
||
skin(choices) : "Smoke Preview (editor)" = [
|
||
0 : "Gunsmoke (Default)"
|
||
1 : "Soot (darker)"
|
||
2 : "Steam"
|
||
3 : "Toxin"
|
||
4 : "Plague"
|
||
5 : "Incense"
|
||
6 : "Lithium"
|
||
7 : "Flames"
|
||
]
|
||
alpha(integer) : "Alpha of model (def=0.65)"
|
||
wait(integer) : "DP Time between Spawning"
|
||
delay(integer) : "DP Time randomness"
|
||
height(integer) : "DP % of velocity direction"
|
||
]
|
||
//_____SPARK_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 8) color(128 192 128) flags(Angle) = misc_spark : "Sparks - Produces a burst of sparks at random intervals. If targeting a light, it must start switched off (lights spawnflag=1)." [
|
||
spawnflags(Flags) = [
|
||
2 : "Blue" : 0
|
||
4 : "Pale White" : 0
|
||
8 : "Red" : 0
|
||
64 : "Start Off" : 0
|
||
]
|
||
target(string) : "Target a light to sync"
|
||
wait(integer) : "Time delay between sparks(def=2)"
|
||
cnt(integer) : "Quantity of sparks"
|
||
fixangle(integer) : "1 = Random Y direction of sparks"
|
||
speed(integer) : "Velocity speed (def=40)"
|
||
height(integer) : "Velocity random (def=+/- 20)"
|
||
sounds(choices) : "Sounds" = [
|
||
1 : "Sparks"
|
||
4 : "Silent"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom sound for spark"
|
||
]
|
||
//_____SHAKE____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 8) color(128 128 230) flags(Angle) = misc_shake : "Shaking - Shake players view and/or velocity around center of entity. Always starts off, requires triggers to activate." [
|
||
spawnflags(Flags) = [ 2 : "Screen ONLY" : 0 ]
|
||
count(integer) : "Radius of shake (def=200)"
|
||
wait(integer) : "Duration of shake (def=2s)"
|
||
dmg(integer) : "Strength at center (def=200)"
|
||
sounds(integer) : "Sounds 1=Rumble(no def)"
|
||
noise1(sound) : "Custom Sound - Start"
|
||
noise2(sound) : "Custom Sound - Finish"
|
||
]
|
||
//_____Misc MODEL_____
|
||
@PointClass base(TrigOFF, AppearFlags, targetname) size(-16 -16 -16, 16 16 16) color(255 128 64) studio() = misc_model : "Misc Models - Load custom models(.MDL files), as props, that are not predefined in the base game/mod. They can be setup with specific frame/skin and animation groups. Note - Having knowledge of at least opening/viewing '.mdl' files(ex QME) is recommended if customizing the settings." [
|
||
spawnflags(Flags) = [
|
||
2 : "Collison" : 0
|
||
4 : "Moveable" : 0
|
||
32 : "Statue" : 0
|
||
]
|
||
mdl(studio) : "Model Selection (ex progs/model.mdl)"
|
||
model(studio) : "Model Preview (Editor)" : : "Set to the same value as 'Model Selection', to see the custom model in the editor."
|
||
angle(integer) : "Facing Angle"
|
||
ideal_yaw(choices) : "Random Rotation (Y axis)" = [
|
||
0 : "OFF(def)"
|
||
1 : "Enabled"
|
||
]
|
||
angles(string) : "pitch roll yaw" : : "up/down, angle, tilt left/right"
|
||
pos1(string) : "Frame Selection" : : "X=0, Y=0, Z=exact frame number, X->Y, Z=0 | will randomly pick a frame from the X,Y range, X->Y, Z=-1 | will animate between the X,Y range, can forward or backward setup."
|
||
pos2(string) : "Skin Selection" : : "X=0, Y=0, Z=exact skin number, X->Y, Z=0 | will randomly pick a skin from the X,Y range."
|
||
skin(integer) : "Skin Preview (Editor)" : : "Enter the same 'skin' number as in 'Skin Selection' to view it in editor."
|
||
]
|
||
//socks 'radiant gtk model entry
|
||
@PointClass base(TrigOFF, AppearFlags, targetname) size(-16 -16 -16, 16 16 16) color(255 128 64) = misc_gtkmodel : "Misc Models - MDL files that can be setup with specific frame/skin and animate groups." [
|
||
spawnflags(Flags) = [
|
||
2 : "Collison" : 0
|
||
4 : "Moveable" : 0
|
||
32 : "Statue" : 0
|
||
]
|
||
mdl(studio) : "Model to load (progs/model.mdl)"
|
||
angle(integer) : "facing angle"
|
||
angles(string) : "pitch roll yaw" : : "up/down, angle, tilt left/right "
|
||
ideal_yaw(choices) : "Y axis rotation" = [
|
||
0 : "No rotation"
|
||
1 : "Random"
|
||
]
|
||
pos1(string) : "Frame Selection" : : "X=0, Y=0, Z=exact frame number, X->Y, Z=0 | will randomly pick a frame from the X,Y range, X->Y, Z=-1 | will animate between the X,Y range, can forward or backward setup."
|
||
pos2(string) : "Skin Selection" : : "X=0, Y=0, Z=exact skin number, X->Y, Z=0 | will randomly pick a skin from the X,Y range."
|
||
]
|
||
//_____Player POSED_____
|
||
@PointClass base(TrigOFF, AppearFlags, targetname) size(-16 -16 -24, 16 16 32) color(255 128 64) studio("progs/misc_player.mdl") = misc_player : "Misc Player - Dead Player MDL for poses." [
|
||
spawnflags(Flags) = [
|
||
1 : "On Back" : 0
|
||
2 : "Face Down1" : 0
|
||
4 : "Slumped Over" : 0
|
||
8 : "Face Down2" : 0
|
||
16 : "Face Down3" : 0
|
||
32 : "On Side" : 0
|
||
]
|
||
angle(integer) : "facing angle"
|
||
ideal_yaw(choices) : "Y axis rotation" = [
|
||
0 : "No rotation"
|
||
1 : "Random"
|
||
]
|
||
//We have spawnflags for these?
|
||
frame(choices) : "Pose Selection" = [
|
||
0 : "Default"
|
||
49 : "On Back"
|
||
60 : "Face Down 1"
|
||
69 : "Slumped Over"
|
||
84 : "Face Down 2"
|
||
93 : "Face Down 3"
|
||
102 : "On Side"
|
||
]
|
||
sequence(choices) : "Pose View (Editor)" = [
|
||
0 : "On Back(def)"
|
||
1 : "Face Down 1"
|
||
2 : "Slumped Over"
|
||
3 : "Face Down 2"
|
||
4 : "Face Down 3"
|
||
5 : "On Side"
|
||
]
|
||
exactskin(choices) : "Skin Selection" = [
|
||
-1 : "Random"
|
||
0 : "Default"
|
||
1 : "Default + Blood"
|
||
2 : "Green Armour"
|
||
3 : "Green + Blood"
|
||
4 : "Yellow Armour"
|
||
5 : "Yellow + Blood"
|
||
6 : "Red Armour"
|
||
7 : "Red + Blood"
|
||
]
|
||
skin(choices) : "Skin Preview (Editor)" = [
|
||
0 : "Default"
|
||
1 : "Default + Blood"
|
||
2 : "Green Armour"
|
||
3 : "Green + Blood"
|
||
4 : "Yellow Armour"
|
||
5 : "Yellow + Blood"
|
||
6 : "Red Armour"
|
||
7 : "Red + Blood"
|
||
]
|
||
bodyonflrtrig(target_destination) : "Target - triggered when gibbed(Shadow Axe)"
|
||
]
|
||
//_____Demon POSED_____
|
||
@PointClass base(TrigOFF,AppearFlags,targetname) size(-32 -32 -24, 32 32 64) color(255 128 64) studio("progs/mon_demon.mdl") = misc_demon : "Misc Demon - Dead demon/fiend for poses." [
|
||
angle(integer) : "Facing Angle"
|
||
ideal_yaw(choices) : "Y axis rotation" = [
|
||
0 : "No rotation"
|
||
1 : "Random"
|
||
]
|
||
frame(choices) : "Pose Selection" = [
|
||
53 : "On Back"
|
||
]
|
||
sequence(choices) : "Pose Preview (Editor)" = [
|
||
53 : "On Back"
|
||
]
|
||
exactskin(choices) : "Skin Selection" = [
|
||
-1 : "Random"
|
||
0 : "Default"
|
||
1 : "Green"
|
||
]
|
||
skin(choices) : "Skin Preview (Editor)" = [
|
||
0 : "Default"
|
||
1 : "Green"
|
||
]
|
||
bodyonflrtrig(target_destination) : "Target - triggered when gibbed(Shadow Axe)"
|
||
]
|
||
//_____Death Knight POSED_____
|
||
@PointClass base(TrigOFF,AppearFlags, targetname) size(-16 -16 -24, 16 16 40) color(192 64 0) studio("progs/mon_dknight.mdl") sequence(223) = misc_dknight : "Misc Death Knight - Dead Death Knight for poses." [
|
||
angle(integer) : "facing angle"
|
||
ideal_yaw(choices) : "Y axis rotation" = [
|
||
0 : "No rotation"
|
||
1 : "Random"
|
||
]
|
||
frame(choices) : "Pose Selection" = [
|
||
223 : "On Front"
|
||
243 : "On Back"
|
||
]
|
||
sequence(choices) : "Pose View (Editor)" = [
|
||
223 : "On Front"
|
||
243 : "On Back"
|
||
]
|
||
bodyonflrtrig(target_destination) : "Target - triggered when gibbed(Shadow Axe)"
|
||
]
|
||
//____EXPLODING BOX(2)_____
|
||
//----- Explobox(2) Common Settings
|
||
@baseclass base(AppearFlags,targetname,target) color(0 128 192) flags(Angle) = ExploBoxSettings [
|
||
spawnflags(Flags) = [
|
||
32 : "Floating" : 0
|
||
64 : "Start Off" : 0
|
||
]
|
||
skin_override(choices) : "Skin Type" = [
|
||
0 : "Original ID (def)"
|
||
1 : "Rubicon2"
|
||
2 : "Quoth Plasma"
|
||
3 : "Quoth Toxic"
|
||
4 : "Medieval Wood (light)"
|
||
5 : "Medieval Wood (dark)"
|
||
]
|
||
skin(choices) : "Skin Preview" = [
|
||
0 : "Original ID (def)"
|
||
1 : "Rubicon2"
|
||
2 : "Quoth Plasma"
|
||
3 : "Quoth Toxic"
|
||
4 : "Medieval Wood (light)"
|
||
5 : "Medieval Wood (dark)"
|
||
]
|
||
noise(sound) : "Custom Sound" : : "Explosion(def=weapons/r_exp3.wav)"
|
||
health(integer) : "Health (def=15)"
|
||
dmg(integer) : "Radius Damage (def=160)"
|
||
]
|
||
@PointClass base(ExploBoxSettings) size(-16 -16 0, 16 16 64) color(0 128 200) studio("progs/explode_box1.mdl") = misc_explobox : "Large box" []
|
||
@PointClass base(ExploBoxSettings) size(-16 -16 0, 16 16 32) color(0 128 200) studio("progs/explode_box2.mdl") = misc_explobox2 : "Small box" []
|
||
//_____TEXT BOOK_____
|
||
@PointClass base(AppearFlags, targetname, target, target2) size(-16 -16 -8, 16 16 8) color(0 128 128) flags(Angle) = misc_textbook : "Misc Text Books - Display custom text messages." [
|
||
spawnflags(Flags) = [
|
||
1 : "No Model + Effects" : 0
|
||
2 : "Plinth1" : 0
|
||
4 : "Plinth2" : 0
|
||
8 : "StoryLine" : 0
|
||
16 : "Plinth Collision" : 0
|
||
32 : "Facing Angle Only" : 0
|
||
64 : "Start Off" : 0
|
||
128: "No Effects" : 0
|
||
]
|
||
v_angle(string) : "Viewing angle (def='30 60 0')"
|
||
exactskin(choices) : "Book Cover" = [
|
||
0 : "Brown 1"
|
||
1 : "Brown 2"
|
||
2 : "Green 1"
|
||
3 : "Green 2"
|
||
4 : "Blue 1"
|
||
5 : "Blue 2"
|
||
6 : "Red 1"
|
||
7 : "Red 2"
|
||
]
|
||
randomskin(integer) : "Random Skin (range = 1-randomskin) "
|
||
pos1(string) : "Touch trigger minimum size(def=-48 -48 -32)"
|
||
pos2(string) : "Touch trigger maximum size(def=48 48 32)"
|
||
message(string) : "Header message"
|
||
message2(string) : "Body text 1(need to add linefeeds)"
|
||
message3(string) : "Body text 2(displayed after message2)"
|
||
message4(string) : "Body text 3(displayed after message3)"
|
||
]
|
||
//_____TEXT STORY_____
|
||
@PointClass base(AppearFlags, targetname, target) size(-16 -16 -8, 16 16 8) color(0 128 255) flags(Angle) = misc_textstory : "Misc Text Story - Text Book Story Chapters." [
|
||
message(string) : "Header message"
|
||
message2(string) : "Body text 1(need to add linefeeds)"
|
||
message3(string) : "Body text 2(displayed after message2)"
|
||
message4(string) : "Body text 3(displayed after message3)"
|
||
]
|
||
//_____STORY CONTROLLER_____
|
||
@PointClass base(AppearFlags) size(-16 -16 -8, 16 16 8) color(0 25 255) flags(Angle) = misc_textstoryctrl : "Misc Story Controller - Text Book Story Controller" [
|
||
targetname(target_source) : "Name (of controller for story)"
|
||
target(target_destination) : "Chapter 1 (name of first chapter)"
|
||
]
|
||
//_____MISC BOB_____
|
||
@PointClass base(TrigOFF,AppearFlags, targetname) size(-16 -16 -16, 16 16 16) color(255 128 64) studio() = misc_bob : "Bobbing models - An externally defined model that gently moves back and forth." [
|
||
spawnflags(Flags) = [
|
||
2 : "Collision" : 0
|
||
]
|
||
mdl(studio) : "Model (ex. progs/candle.mdl)"
|
||
model(studio) : "Model Preview (Editor)"
|
||
angle(integer) : "Direction (use 360 for 0)"
|
||
height(integer) : "Direction Intensity (def=4)"
|
||
count(integer) : "Cycle timer (def=2, min=1)"
|
||
waitmin(integer) : "Speed up scale (def=1)"
|
||
waitmin2(integer) : "Slow down scale (def=0.75)"
|
||
delay(integer) : "Delay start (def=0, -1=random)"
|
||
]
|
||
//_____TARGET DUMMY_____
|
||
@PointClass size(-32 -32 -24, 32 32 64) color(0 128 128) flags(Angle) = misc_targetdummy : "Misc target Dummies" [
|
||
spawnflags(Flags) = [
|
||
1 : "Knight" : 0
|
||
2 : "Wizard" : 0
|
||
4 : "Ogre" : 0
|
||
8 : "Hell Knight" : 0
|
||
16 : "Zombie" : 0
|
||
32 : "Demon" : 0
|
||
64 : "Shalrath" : 0
|
||
128: "Shambler" : 0
|
||
]
|
||
noise1(string) : "targetnumber tracking weapon used"
|
||
noise2(string) : "targetnumber tracking enemy distance"
|
||
noise3(string) : "targetnumber tracking damage"
|
||
noise4(string) : "targetnumber tracking % efficency"
|
||
wait(integer) : "Impact marker removal time"
|
||
]
|
||
//_____INGAME NUMBERS_____
|
||
@PointClass base(targetname) size(-4 -4 -8, 4 4 8) color(128 128 0) flags(Angle) = misc_targetnumber : "Ingame numbers - target damage numbers to display ingame." [
|
||
pos1(string) : "X=top digits, Y=lower digits"
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// TRAP entities
|
||
//
|
||
//======================================================================
|
||
|
||
//_____Trap Common Settings_____
|
||
@baseclass base(AppearFlags, targetname, target) size(-8 -8 -8, 8 8 8) color(0 128 200) flags(Angle) = Trap [
|
||
spawnflags(Flags) = [
|
||
32 : "Toggle" : 0
|
||
128 : "Tracking" : 0
|
||
]
|
||
]
|
||
//_____SPIKE SHOOTER_____
|
||
@PointClass base(Trap) = trap_spikeshooter : "Spike Shooter - When triggered, fires a SPIKE in the direction determined by angle. Use TOGGLE spawnflag and trigger to enable continuous mode." [
|
||
spawnflags(Flags) = [
|
||
1 : "SNG Spike" : 0
|
||
2 : "Laser" : 0
|
||
4 : "Wizard" : 0
|
||
8 : "Hell Knight" : 0
|
||
]
|
||
angle(integer) : "Direction (firing), use '360' for angle 0"
|
||
wait(integer) : "time between firing (def=1s)"
|
||
delay(integer) : "random time between firing"
|
||
speed(integer) : "Projectile speed"
|
||
]
|
||
//_____GRENADE SHOOTER_____
|
||
@PointClass base(Trap) = trap_grenadeshooter : "Grenade Shooter - When triggered, fires a GRENADE in the direction determined by angle. Use TOGGLE spawnflag and trigger to enable continuous mode." [
|
||
spawnflags(Flags) = [ 1 : "Large" : 0 ]
|
||
angle(integer) : "Direction (firing), use '360' for angle 0"
|
||
wait(integer) : "time between firing (def=1s)"
|
||
delay(integer) : "random time between firing"
|
||
speed(integer) : "Projectile speed"
|
||
]
|
||
//_____ROCKET SHOOTER_____
|
||
@PointClass base(Trap) = trap_rocketshooter : "Rocket Shooter - When triggered, fires a ROCKET in the direction determined by angle. Use TOGGLE spawnflag and trigger to enable continuous mode." [
|
||
spawnflags(Flags) = [
|
||
1 : "Lava" : 0
|
||
2 : "Fireball" : 0
|
||
4 : "Jim" : 0
|
||
]
|
||
angle(integer) : "Direction (firing), use '360' for angle 0"
|
||
wait(integer) : "time between firing (def=1s)"
|
||
delay(integer) : "random time between firing"
|
||
speed(integer) : "Projectile speed"
|
||
]
|
||
//_____LIGHTNING SHOOTER_____
|
||
@PointClass base(Trap) = trap_lightningshooter : "Lightning Shooter - When triggered, fires a LIGHTNING at the target entity (can be blocked). Use TOGGLE spawnflag and trigger to enable continuous mode." [
|
||
spawnflags(Flags) = [
|
||
1 : "Large" : 0
|
||
8 : "Dust" : 0
|
||
16 : "Particles" : 0
|
||
]
|
||
wait(integer) : "time between firing (def=1s)"
|
||
delay(integer) : "random time between firing"
|
||
volume(integer) : "Sound volume (def=0.75)"
|
||
pos1(string) : "random XYZ wobble to source"
|
||
pos2(string) : "random XYZ wobble to target"
|
||
]
|
||
//_____GAS SHOOTER_____
|
||
@PointClass base(Trap) = trap_gasshooter : "Particle Shooter" [
|
||
spawnflags(Flags) = [
|
||
1 : "Steam" : 0
|
||
2 : "Fire" : 0
|
||
4 : "Poison" : 0
|
||
16 : "Silent" : 0
|
||
]
|
||
angle(integer) : "Direction (firing), use '360' for angle 0"
|
||
wait(integer) : "Spawn time delay (def=0.05s)"
|
||
speed(integer) : "Velocity speed (def=200)"
|
||
waitmin(integer) : "Auto switch off timer (def=0.5s)"
|
||
dmg(integer) : "Touch Damage (def=1)"
|
||
]
|
||
//_____PENDULUM_____
|
||
@baseclass base(AppearFlags, targetname) color(0 128 200 ) = Trap_Pendulum [
|
||
spawnflags(Flags) = [
|
||
1 : "Reverse" : 0 : "Start at frame 12 instead of 0"
|
||
2 : "One Swing" : 0 : "swing back & forth and then stop"
|
||
64 : "Start OFF" : 0
|
||
]
|
||
dmg(integer) : "Touch Damage (def=5)"
|
||
waitmin(integer) : "Time between Touch Damage (def=0.5s)"
|
||
wait(integer) : "Starting Delay"
|
||
]
|
||
@PointClass base(Trap_Pendulum) size(-8 -192 -24, 8 0 24) studio("progs/trap_pendlong.mdl") = trap_pendlong : "Long Pendulum" []
|
||
@PointClass base(Trap_Pendulum) size(-192 -8 -24, 0 8 24) studio("progs/trap_pendlong.mdl") = trap_pendlongx : "Long Pendulum X Axis" []
|
||
@PointClass base(Trap_Pendulum) size(-8 -128 -24, 8 0 24) studio("progs/trap_pendshort.mdl") = trap_pendshort : "Short Pendulum" []
|
||
@PointClass base(Trap_Pendulum) size(-128 -8 -24, 0 8 24) studio("progs/trap_pendshort.mdl") = trap_pendshortx : "Short Pendulum X Axis" []
|
||
//_____SAW BLADE_____
|
||
@baseclass base(AppearFlags, targetname, target) = Trap_SawBlade [
|
||
spawnflags(Flags) = [
|
||
1 : "Start ON" : 0
|
||
32 : "Reverse" : 0 : "Start at frame 12 instead of 0"
|
||
64 : "Start OFF" : 0
|
||
]
|
||
speed(integer) : "Speed Travel (def=100)"
|
||
yaw_speed(integer) : "Speed Rotation (def=180)"
|
||
dmg(integer) : "Touch Damage (def=4)"
|
||
waitmin(integer) : "Damage pause ON state (def=0.1s)"
|
||
height(integer) : "Damage pause OFF state (def=1s)"
|
||
lip(choices) : "Deceleration time" = [
|
||
-1 : "Instant Stop"
|
||
2 : "Default"
|
||
]
|
||
sounds(choices) : "Sounds" = [
|
||
0 : "Silent (def)"
|
||
1 : "Woodmill"
|
||
5 : "Custom"
|
||
]
|
||
noise(sound) : "Custom Sound - Stopping"
|
||
noise1(sound) : "Custom Sound(Looped) - Moving"
|
||
]
|
||
@PointClass base(Trap_SawBlade) size(-4 -32 -32, 4 32 32) studio("progs/trap_sawblade.mdl") = trap_sawbladey : "Saw Blade on Y axis" []
|
||
@PointClass base(Trap_SawBlade) size(-32 -4 -32, 32 4 32) studio("progs/trap_sawblade.mdl") = trap_sawbladex : "Saw Blade on X axis" []
|
||
|
||
//======================================================================
|
||
//
|
||
// LIGHT entities
|
||
//
|
||
//======================================================================
|
||
|
||
//_____Common *Light Settings_____
|
||
@baseclass base(targetname,target) = Light [
|
||
light(integer) : "Brightness" : : "Set the light intensity. Negative values are also allowed and will cause the entity to subtract light cast by other entities. Default 300"
|
||
_color(color255) : "Color" : : "Specify RGB values for the color of the light. Default is white(255 255 255)"
|
||
style(choices) : "Appearance" = [
|
||
0 : "Normal"
|
||
10: "Fluorescent flicker"
|
||
2 : "Slow, strong pulse"
|
||
11: "Slow pulse, noblack"
|
||
5 : "Gentle pulse"
|
||
1 : "Flicker A"
|
||
6 : "Flicker B"
|
||
3 : "Candle A"
|
||
7 : "Candle B"
|
||
8 : "Candle C"
|
||
4 : "Fast strobe"
|
||
9 : "Slow strobe"
|
||
]
|
||
delay(choices) : "Attenuation" : : "Select an attenuation formula for the light: 0 = Linear attenuation (default). 1 = 1/x attenuation. 2 = 1/(x^2) attenuation. 3 = No attenuation (same brightness at any distance). 4 = 'local minlight' - No attenuation and like minlight, it won't raise the lighting above it's light value. Unlike minlight, it will only affect surfaces within line of sight of the entity. 5 = 1/(x^2) attenuation, but slightly more attenuated and without the extra bright effect that 'delay 2' has near the source" = [
|
||
0 : "Linear falloff (Default)"
|
||
1 : "Inverse distance falloff"
|
||
2 : "Inverse distance squared"
|
||
3 : "No falloff"
|
||
4 : "Local minlight"
|
||
5 : "Inverse distance 2"
|
||
]
|
||
wait(integer) : "Fade distance multiplier" : : "Scale the fade distance of the light by 'n'. Values of n more than 1 make the light fade more quickly with distance, and values less than 1 make the light fade more slowly (and thus reach further). Default 1"
|
||
|
||
_falloff(integer) : "Falloff(in map units)" : : "Sets the distance at which the light drops to 0, in map units."
|
||
|
||
//------------------- Alternate Spotlight Method and Options --------------------------
|
||
|
||
__separator_ignore_me(string) : "----- Alternate Spotlight -----" : : "ignore, editor use only"
|
||
|
||
mangle(string) : "Spotlight direction" : : "Turns the light into a spotlight and specifies the direction of light using yaw(x), pitch(y) and roll(z) in degrees. Yaw specifies the angle around the Z-axis(0 - 359) and pitch specifies the angle from 90 (straight up) to -90 (straight down). Roll has no effect, use 0."
|
||
angle(integer) : "Spotlight cone angle" : : "Specifies the angle in degrees for a spotlight cone. Default 40"
|
||
_softangle(integer) : "Spotlight soft angle" : : "Specifies the angle in degrees for an inner spotlight cone (must be less than the 'angle' cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled)."
|
||
|
||
//------------------- Dirt Options and Overrides --------------------------
|
||
|
||
__separator_ignore_me1(string) : "----- Dirt Options -----" : : "ignore, editor use only"
|
||
|
||
_dirt(integer) : "Dirt map (override)" : : "Overrides the worldspawn setting of '_dirt' for this particular light. -1 to disable dirtmapping (ambient occlusion) for this light, making it illuminate the dirtmapping shadows. 1 to enable ambient occlusion for this light. Default is to defer to the worldspawn setting"
|
||
_dirtscale(integer) : "Dirt scale (override)" : : "Override the global '_dirtscale' or '_dirtgain' settings to change how this light is affected by dirtmapping (ambient occlusion). See descriptions of these keys in the worldspawn section"
|
||
|
||
//------------------- Advanced Light Options --------------------------
|
||
|
||
__separator_ignore_me2(string) : "----- Advanced Options -----" : : "ignore, editor use only"
|
||
|
||
_anglescale(integer) : "Light angle scale" : : "Sets a scaling factor for how much influence the angle of incidence of light on a surface has on the brightness of the surface. n must be between 0.0 and 1.0. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5"
|
||
_bouncescale(integer) : "Bounce Scale" : : "Scales the amount of light that is contributed by bounces. Default is 1.0, 0.0 disables bounce lighting for this light."
|
||
_deviance(integer) : "Deviance" : : "Split up the light into a sphere of randomly positioned lights within radius 'n' (in world units). Useful to give shadows a wider penumbra. '_samples' specifies the number of lights in the sphere. The 'light' value is automatically scaled down for most lighting formulas (except linear and non-additive minlight) to attempt to keep the brightness equal. Default is 0, do not split up lights"
|
||
_samples(integer) : "No. of Deviance lights" : : "Number of lights to use for '_deviance'. Default 16 (only used if '_deviance' is set)"
|
||
|
||
]
|
||
// -------- Base Class for point entity Light ONLY features --------------
|
||
@baseclass = PointEntityOnly [
|
||
|
||
__separator_ignore_me3(string) : "----- Texture Options -----" : : "ignore, editor use only"
|
||
|
||
_surface(string) : "Surface light texture name" : : "Makes surfaces with the given texture name emit light, by using this light as a template which is copied across those surfaces. Lights are spaced about 128 units (though possibly closer due to bsp splitting) apart and positioned 2 units above the surfaces."
|
||
_surface_offset(integer) : "Surface light offset" : : "Controls the offset lights are placed above surfaces for '_surface'. Default 2"
|
||
|
||
_surface_spotlight(integer) : "Surface Spotlight" : : "For a surface light template (i.e. a light with '_surface' set), setting this to 1 makes each instance into a spotlight, with the direction of light pointing along the surface normal. In other words, it automatically sets 'mangle' on each of the generated lights."
|
||
|
||
_project_texture(string) : "Project Texture(name)" : : "Specifies that a light should project the named texture. The texture must be used in the map somewhere."
|
||
|
||
_project_mangle(string) : "Projection Mangle" : : "Specifies the yaw/pitch/roll angles for a texture projection (overriding mangle)."
|
||
|
||
_project_fov(integer) : "Projection FOV" : : "Specifies the 'Field of View'(FOV) angle for a texture projection. Default 90."
|
||
|
||
//------------------- Alternate SUN Method --------------------------
|
||
|
||
__separator_ignore_me4(string) : "----- USE as a SUN -----" : : "ignore, editor use only"
|
||
|
||
_sun(choices) : "Sun" : : "Set to 1 to make this entity a sun, as an alternative to using the sunlight worldspawn keys. If the light targets an 'info_null' entity, the direction towards that entity sets sun direction. The light itself is disabled, so it can be placed anywhere in the map." = [
|
||
0 : "Default(OFF)"
|
||
1 : "USE as a Sun"
|
||
]
|
||
]
|
||
// -------- END of Base Class for point entity Light ONLY features -----------
|
||
|
||
@baseclass base(Light) = LightPoint []
|
||
@baseclass base(Light) = LightTorch []
|
||
@baseclass base(Light) offset(0 0 12) = LightFlame []
|
||
@baseclass = LightOff [ spawnflags(flags) = [ 1 : "Start Off" : 0 ] ]
|
||
|
||
//______LIGHT_____
|
||
@PointClass base(LightPoint, PointEntityOnly, LightOff) size(-8 -8 -8, 8 8 8) color(0 255 0) offset(0 0 8) iconsprite("sprites/light.spr") = light : "Invisible lightsource" []
|
||
@PointClass base(LightPoint,LightOff) size(-8 -8 -8, 8 8 8) color(0 255 0) iconsprite("sprites/light.spr") = light_fluoro : "Fluorescent light" [
|
||
spawnflags(flags) = [
|
||
2 : "No Sound" : 0
|
||
]
|
||
]
|
||
//______FLUORESCENT_____
|
||
@PointClass base(LightPoint) size(-8 -8 -8, 8 8 8) color(0 255 0) iconsprite("sprites/light.spr") = light_fluorospark : "Sparking fluorescent light" [
|
||
spawnflags(flags) = [
|
||
2 : "No Sound" : 0
|
||
]
|
||
]
|
||
//_____GLOBE_____
|
||
@PointClass base(LightPoint,LightOff) size(-8 -8 -8, 8 8 8) color(0 255 0) sprite("progs/s_light.spr") = light_globe : "Globe light" [
|
||
spawnflags(flags) = [
|
||
4 : "No Static" : 0
|
||
]
|
||
]
|
||
//_____SMALL WALL TORCH_____
|
||
@PointClass base(LightTorch,LightOff) size(-10 -10 -20, 10 10 20) color(0 128 0) studio("progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" [
|
||
spawnflags(flags) = [
|
||
2 : "No Sound" : 0
|
||
4 : "No Static" : 0
|
||
128 : "No Particles" : 0
|
||
]
|
||
]
|
||
//_____SMALL YELLOW FLAME_____
|
||
@PointClass base(LightFlame,LightOff) size(-8 -8 -8, 8 8 8) color(0 255 0) studio("progs/flame2.mdl") sequence(0) = light_flame_small_yellow : "Small yellow flame" [
|
||
spawnflags(flags) = [
|
||
2 : "No Sound" : 0
|
||
4 : "No Static" : 0
|
||
128 : "No Particles" : 0
|
||
]
|
||
]
|
||
//_____LARGE YELLOW FLAME_____
|
||
@PointClass base(LightFlame,LightOff) size(-8 -8 -8, 8 8 8) color(0 255 0) studio("progs/flame2.mdl") sequence(1) = light_flame_large_yellow : "Large yellow flame" [
|
||
spawnflags(flags) = [
|
||
2 : "No Sound" : 0
|
||
4 : "No Static" : 0
|
||
128 : "No Particles" : 0
|
||
]
|
||
]
|
||
//_____CANDLE_____
|
||
@PointClass base(Light,LightOff) size(-4 -4 -16, 4 4 16) color(0 255 0) sequence(1)
|
||
studio("progs/misc_candle2.mdl") = light_candle : "Church candle" [
|
||
spawnflags(flags) = [
|
||
2 : "Flame Off" : 0
|
||
8 : "DP Shadows" : 0
|
||
]
|
||
__separator_ignore_me5(string) : "----- MODEL Options -----" : : "ignore, editor use only"
|
||
|
||
height(choices) : "Size" = [
|
||
-1: "Random"
|
||
0 : "Default"
|
||
1 : "Short"
|
||
2 : "Medium"
|
||
3 : "Regular"
|
||
]
|
||
t_width(choices) : "Width" = [
|
||
-1: "Random"
|
||
0 : "Default"
|
||
1 : "Regular"
|
||
2 : "Fat"
|
||
3 : "Thin"
|
||
]
|
||
lip(integer) : "Move model down def=16"
|
||
]
|
||
//____ LIGHT - POST/TUBE/FIXTURE_____
|
||
@PointClass base(Light, LightOff) size(-10 -10 -20, 10 10 20) color(0 128 0) studio("progs/misc_lightpost.mdl") = light_postlight : "Light Post (from Quoth)" []
|
||
@PointClass base(Light, LightOff) size(-10 -10 -20, 10 10 20) color(0 128 0) studio("progs/misc_lighttube.mdl") = light_tubelight : "Light Tube (from Quoth)" []
|
||
@PointClass base(Light, LightOff) size(-10 -10 -20, 10 10 20) color(0 128 0) studio("progs/misc_fixture1.mdl") = light_fixture1 : "Light Fixture (from Rubicon)" [
|
||
fixangle(integer) : "Angle of model"
|
||
]
|
||
|
||
|
||
//======================================================================
|
||
//
|
||
// HIPNOTIC/RITUAL ROTATION STUFF
|
||
//
|
||
//======================================================================
|
||
|
||
//_____HipBMODELSettings_____
|
||
@baseclass base(AppearFlags, targetname, target, FuncLighting) flags(Angle) = HipBMODELSettings []
|
||
|
||
//_____INFO ROTATE_____
|
||
@PointClass base(targetname) size(-4 -4 -4, 4 4 4) color(0 128 0) = info_rotate : "Pivot point for rotating BModel(brushwork) objects. See 'rotate_object' or 'func_rotate_door' for use." []
|
||
|
||
//_____ROTATE ENTITY_____
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 8) color(0 128 200) = func_rotate_entity : "The actual 'rotator' of toggleable 'spinning' BModel(brushwork) objects. See 'rotate_object' for use." [
|
||
spawnflags(flags) = [
|
||
1 : "Toggle" : 0
|
||
2 : "Start ON" : 0
|
||
]
|
||
target(target_destination) : "Target (rotate_object)"
|
||
rotate(integer) : "Rotation Rate(speed(ex. 0 720 0)"
|
||
speed(integer) : "Spin up time(secs)"
|
||
]
|
||
//_____ROTATING OBJECT_____
|
||
@SolidClass base(HipBMODELSettings) = rotate_object : "A NON-SOLID BModel(Brushwork) object you want to spin/rotate. There are three parts required to rotate an object. A brush, which you turn into a 'rotate_object', and two point entities('info_rotate' + 'func_rotate_entity' or 'func_rotate_door'). BASIC Spinning Example - 1| Create a brush 64X64 in the Top(X/Y) area of JACK, 'tie it to entity>rotate>rotate_object' and name it 'Fan1' 2| Place an 'info_rotate' in the center, all planes, of that brush and name it 'Fan1_Pivot' 3| Go back to 'Fan1' and in 'target' select 'Fan1_Pivot' 4| Last but not least, place a 'rotate_entity' also dead center of 'Fan1'. Yes, it will hide the 'info_rotate'! Give it a 'name' of 'spin_Fan1', in target select 'Fan1', set a 'Rotation Rate' to (0 720 0) and set the spawnflag 'Start On'. You're all set, load up your map and watch it spin. If you uncheck 'Start On', then check 'Toggle', you can use your typical buttons/triggers to control the on/off state. You can also set a spin up/down time. **Doors(draw bridges etc) are similar but use the 'func_rotate_door' as the control entity coupled with the 'info_rotate', both placed at the point of rotation typical for a 'door'. NOTE - NON-SOLID means no collision, see func_movewall." [
|
||
target(target_destination) : "Target (info_rotate entity)."
|
||
]
|
||
//_____PATH ROTATE_____
|
||
@PointClass base(AppearFlags, targetname, target) size(-8 -8 -8, 8 8 8) color(128 75 0) = path_rotate : "Path corner WITH rotations." [
|
||
spawnflags(flags) = [
|
||
1 : "Rotation" : 0 : "Rotate train at rate specified by 'rotate'."
|
||
2 : "Angles" : 0 : "Rotate to the angles specified by 'angles'."
|
||
4 : "Stop" : 0 : "Stop train and wait to be retriggered."
|
||
8 : "No Rotate" : 0 : "Stop train rotating when waiting to be triggered."
|
||
16 : "Damage" : 0 : "Cause damage based on 'dmg'."
|
||
32 : "Move Time" : 0 : "Interpret 'speed' as the length of time to take moving."
|
||
64 : "Set Damage" : 0 : "Set all targets damage to 'dmg'."
|
||
]
|
||
event(string) : "target to trigger" : "Trigger target when train arrives at corner."
|
||
noise(sound) : "Custom stop sound"
|
||
noise1(sound) : "Custom start sound"
|
||
speed(integer) : "Set speed of train"
|
||
]
|
||
//_____ROTATE TRAIN_____
|
||
@PointClass base(AppearFlags, targetname, target) size(-8 -8 -8, 8 8 8) color(0 128 200) = func_rotate_train : "Rotating Platform" [
|
||
path(string) : "Starting position"
|
||
speed(integer) : "Travel Speed (def=100)"
|
||
dmg(integer) : "blocking damage (def=0)"
|
||
sounds(choices) : "Sounds" = [
|
||
0 : "Silent"
|
||
1 : "Metal"
|
||
]
|
||
noise(sound) : "Custom sound - stop"
|
||
noise1(sound) : "Custom sound - moving"
|
||
]
|
||
//_____MOVEWALL_____
|
||
@SolidClass base(HipBMODELSettings) = func_movewall : "Emulate collision for rotating BModel objects." [
|
||
spawnflags(flags) = [
|
||
1 : "Visible" : 0 : "Causes brush to be displayed"
|
||
2 : "Touch" : 0 : "Cause damage when touched by player"
|
||
4 : "No Solid" : 0 : "makes the brush non-solid"
|
||
]
|
||
dmg(integer) : "Damage (if Touched/Blocked)"
|
||
]
|
||
//_____ROTATE DOOR_____
|
||
@PointClass base(AppearFlags,targetname) size(-8 -8 -8, 8 8 8) color(0 128 200) = func_rotate_door : "The actual 'rotator' of toggleable BModel(brushwork) DOORS(rotate_object), moving around a point of rotation(info_rotate). SEE 'rotate_object' for more information." [
|
||
spawnflags(flags) = [
|
||
1 : "Stay Open" : 0 : "Reopen after closing, stops a once only door from closing"
|
||
]
|
||
target(target_destination) : "Target (rotate_object)"
|
||
angles(integer) : "Degrees of Rotation(ex. 0 90 0)"
|
||
target2(target_destination) : "Target2 (info_rotate)" : : "(move on spawn)"
|
||
dmg(integer) : "Blocking damage (def=2)"
|
||
speed(integer) : "Time to Rotate(secs)"
|
||
sounds(choices) : "Sounds" = [
|
||
1 : "Medieval (def)"
|
||
2 : "Metal"
|
||
3 : "Base"
|
||
4 : "Silent"
|
||
]
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// BREAKABLES
|
||
//
|
||
//======================================================================
|
||
|
||
//_____BREAKABLE Common Settings
|
||
@baseclass base(AppearFlags,targetname,target,target2) = Break [
|
||
health(integer) : "Health"
|
||
style(choices) : "Style Default" = [
|
||
1 : "Rock (default)"
|
||
2 : "Wood"
|
||
3 : "Glass"
|
||
4 : "Metal"
|
||
5 : "Brick"
|
||
6 : "Ceramic"
|
||
10: "Custom"
|
||
]
|
||
brksound(choices) : "Sound Breaking" = [
|
||
0 : "Use Default"
|
||
1 : "Rock"
|
||
2 : "Wood"
|
||
3 : "Glass"
|
||
4 : "Metal"
|
||
5 : "Brick"
|
||
6 : "Ceramic"
|
||
10: "Custom"
|
||
]
|
||
brkimpsound(choices) : "Sound Impact" = [
|
||
0 : "Use Default"
|
||
1 : "Rock"
|
||
2 : "Wood"
|
||
3 : "Glass"
|
||
4 : "Metal"
|
||
5 : "Brick"
|
||
6 : "Ceramic"
|
||
10: "Custom"
|
||
]
|
||
brkobjects(choices) : "Model Texture/Type" = [
|
||
0 : "Use Default"
|
||
10 : "rock4_1 (dark bricks)"
|
||
11 : "rock4_2 (light stone)"
|
||
12 : "rock3_8 (light vertical)"
|
||
13 : "city5_3 (plaster)"
|
||
14 : "stone1_7b (blue stone)"
|
||
15 : "cliff4 (Black rock)"
|
||
20 : "dung01_3 (dark)"
|
||
21 : "dung01_2 (light)"
|
||
22 : "wizwood1_7 (mouldy)"
|
||
30 : "window1_2 (blue sqr)"
|
||
31 : "window01_4 (red)"
|
||
32 : "window02_1 (yellow)"
|
||
40 : "metal1_2 (gen brown)"
|
||
41 : "metal4_5"
|
||
42 : "metal7_7"
|
||
50 : "wbrick1_5 (large brown)"
|
||
51 : "city2_3 (small sewer)"
|
||
52 : "city6_8 (small drywall)"
|
||
53 : "wiz1_4 (large white)"
|
||
54 : "city2_1 (small red)"
|
||
60 : "ceramic_1"
|
||
]
|
||
noise(sound) : "Custom Sound - Initial Break"
|
||
noise1(sound) : "Custom Sound - Impact 1"
|
||
noise2(sound) : "Custom Sound - Impact 2"
|
||
noise3(sound) : "Custom Sound - Impact 3"
|
||
noise4(sound) : "Custom Sound - Impact 4"
|
||
brkobj1(string) : "Custom Model - Rubble 1"
|
||
brkobj2(string) : "Custom Model - Rubble 2"
|
||
brkobj3(string) : "Custom Model - Rubble 3"
|
||
brkobj4(string) : "Custom Model - Rubble 4"
|
||
count(integer) : "Rubble Qty to spawn (def=4)"
|
||
cnt(choices) : "Rubble (Random) to spawn" = [
|
||
-1 : "No random qty"
|
||
0 : "Default = 4"
|
||
]
|
||
dmg(integer) : "Explosive Radius Damage"
|
||
pos1(string) : "Particle colour" : : "x=start particle colour, y=random range, z=quantity"
|
||
brkvelbase(string) : "Velocity Base (def=50 50 100)"
|
||
brkveladd(string) : "Velocity Extra (def=100 100 150)"
|
||
brkavel(integer) : "Velocity Rotation (def=200)"
|
||
brkfade(integer) : "Rubble fade timer (def=4+random()x4)"
|
||
brkmondmg(integer) : "Damage multiplier for monster damage"
|
||
angles(vector) : "Direction to throw rubble(override default(impact direction)"
|
||
brkgravity(integer) : "Rubble gravity (def=1), useful for under water"
|
||
brktrigjump(choices) : "Monster jump only damage" = [
|
||
0 : "Default"
|
||
1 : "Yes"
|
||
]
|
||
brktrigmissile(choices) : "Explosive damage only" = [
|
||
0 : "Default"
|
||
1 : "Yes"
|
||
]
|
||
brktrignoplayer(choices) : "Player damage" = [
|
||
0 : "Default"
|
||
1 : "No Player Damage"
|
||
]
|
||
brkdelaydamage(integer) : "Delay - pause before enabling damage on this breakable."
|
||
]
|
||
|
||
//_____BREAKABLE____
|
||
@SolidClass base(Break,FuncLighting) = func_breakable : "Breakable - A BModel(brushwork) object the can break into pieces when damaged, or triggered(?). " [
|
||
spawnflags(flags) = [
|
||
1 : "Start OFF (hidden)" : 0 : "Start hidden"
|
||
2 : "No Damage" : 0 : "Cannot be damaged"
|
||
4 : "Explosion" : 0 : "Produces explosion"
|
||
8 : "Silent" : 0 : "No Breaking Sounds"
|
||
16 : "Rubble Damage" : 0 : "Rubble does damage"
|
||
32: "No Monsters" : 0 : "Immune to monster damage"
|
||
64: "No Sounds" : 0 : "No Impact Sounds"
|
||
128: "No Rubble Rotate" : 0 : "No Y rotation for rubble"
|
||
]
|
||
]
|
||
//_____BREAKABLE_SPAWNER_____
|
||
@PointClass base(Break) color(128 128 200) = func_breakable_spawner : "Breakable Spawner - Spawn breakable object 'pieces' from a single 'point' entity." [
|
||
spawnflags(flags) = [
|
||
4 : "Explosion" : 0 : "Produces explosion"
|
||
8 : "Silent" : 0 : "No Breaking Sounds"
|
||
16 : "Rubble Damage" : 0 : "Rubble does damage"
|
||
32: "No Monsters" : 0 : "Immune to monster damage"
|
||
64: "No Sounds" : 0 : "No Impact Sounds"
|
||
128: "No Rubble Rotate" : 0 : "No Y rotation for rubble"
|
||
]
|
||
]
|
||
//_____BreakWallSettings_____
|
||
@baseclass = BreakWallSettings [
|
||
wait(choices) : "Trigger Quantity" = [
|
||
0 : "Multiple Times(def)"
|
||
-1 : "Once Only"
|
||
]
|
||
waitmin(integer) : "Randomized Fadeout timer"
|
||
]
|
||
//_____BREAKABLE WALL_____
|
||
@SolidClass base(AppearFlags,targetname,BreakWallSettings,FuncLighting) = func_breakable_wall : "Breakable Wall - Switchable bmodel for breakable setups with optional collision." [
|
||
spawnflags(flags) = [
|
||
1 : "Start ON" : 0 : "Start visual to player"
|
||
2 : "Solid" : 0 : "Has player collision"
|
||
4 : "Fadeout" : 0 : "Fadeaway once triggered"
|
||
]
|
||
]
|
||
//_____func_pushable Settings_____
|
||
@baseclass = FuncPushableSettings [
|
||
message(string) : "Message (while moving)"
|
||
speed(integer) : "Speed (pushing (def = 1)"
|
||
waitmin2(integer) : "Alpha (pushing (0.0 ->1)"
|
||
health(integer) : "Health"
|
||
death_dmg(choices) : "Explosions (reqs health)" = [
|
||
0 : "Default(OFF)"
|
||
1 : "Enabled"
|
||
]
|
||
target2(target_destination) : "Target (breakable_spawner ONLY)"
|
||
bleedcolour(string) : "Impact particle color (ex 100)"
|
||
__seperator_ignore_me(integer) : "------Sound Options------" : : "ignore, editor use only"
|
||
style(choices) : "Sound+Particle Style" = [
|
||
0 : "Use Default"
|
||
1 : "Rock (brown impacts)"
|
||
2 : "Wood (light brown impacts)"
|
||
3 : "Glass (light yellow impacts)"
|
||
4 : "Metal (green/brown impacts)"
|
||
5 : "Brick (brown impacts)"
|
||
10 : "Custom (white/grey impacts)"
|
||
]
|
||
noise1(sound) : "Custom Move Sound(1)"
|
||
noise2(sound) : "Custom Move Sound(2)"
|
||
noise3(sound) : "Custom Move Sound(3)"
|
||
waitmin(integer) : "Sound Duration (def=0.5s)"
|
||
]
|
||
//_____PUSHABLE_____
|
||
@SolidClass base(TrigOFF,AppearFlags,targetname,FuncPushableSettings,FuncLighting) = func_pushable : "Pushable/moveable BModel(brushwork)" [
|
||
spawnflags(flags) = [
|
||
2 : "Damageable" : 0 : "Pushable can be damaged or destroyed."
|
||
8 : "No Floor Check" : 0 : "No floor below check for extra velocity."
|
||
16 : "Floating" : 0 : "Pushable starts off floating (until touched)."
|
||
32 : "No Monsters" : 0 : "Cannot be damaged by monsters."
|
||
]
|
||
]
|
||
//_____trig MONSTER BREAK_____
|
||
@PointClass base(AppearFlags,targetname) color(200 128 200) size(-8 -8 -8, 8 8 8) = trigger_monsterbreak : "Trigger monster + breakable" [
|
||
spawnflags(flags) = [
|
||
1 : "No Delay" : 0 : "Instantly trigger"
|
||
2 : "Wake Animation" : 0 : "Use Special monster animation"
|
||
]
|
||
target(string) : "targets func_breakable"
|
||
target2(string) : "targets Monster"
|
||
wait(integer) : "Time Delay before firing breakable (def=0.2s)"
|
||
]
|
||
//_____trig EXPLODE_____
|
||
@PointClass base(AppearFlags,targetname) color(200 128 128) size (-4 -4 -4, 4 4 4) = trigger_explode : "Trigger Sprite Explosion - Triggered entity producing damage + sprite explosion" [
|
||
spawnflags(flags) = [
|
||
2 : "NoParticles" : 0 : "No old particle effect"
|
||
4 : "DUST" : 0 : "Dust particle explosion (use angle for direction)"
|
||
]
|
||
dmg(integer) : "Explosive radius (def=40, -1=no damage)"
|
||
delay(integer) : "Delay before explosion"
|
||
noise(sound) : "Explosive Wav file to play"
|
||
wait(integer) : "Re-trigger (def=-1 trig once)"
|
||
style(choices) : "Explosion Type" = [
|
||
0 : "Explosive"
|
||
1 : "Plasma"
|
||
2 : "Poison"
|
||
3 : "Electric"
|
||
4 : "Burst (Smoke/Flame/Poison)"
|
||
]
|
||
height(choices) : "Explosion Size" = [
|
||
1 : "Small (Default)"
|
||
2 : "Medium"
|
||
3 : "Large"
|
||
-1 : "Random"
|
||
]
|
||
]
|
||
|
||
//======================================================================
|
||
//
|
||
// MONSTERS
|
||
//
|
||
//======================================================================
|
||
|
||
//_____Monster Common Settings_____
|
||
@baseclass base(AppearFlags,targetname,target,target2) flags(Angle) color(220 0 0) offset(0 0 24) = Monster [
|
||
spawnflags(flags) = [
|
||
1 : "Ambush" : 0 : "Wakeup when player is seen"
|
||
8 : "Silent" : 0 : "No wakeup sight sound"
|
||
16 : "NoIdle" : 0 : "No idle sounds (cupboard monster)"
|
||
32 : "NoGFX" : 0 : "No teleport spawn effect or sound"
|
||
64 : "Delay" : 0 : "Will wait for trigger before spawning"
|
||
128 : "Angry" : 0 : "Will spawn angry at the player"
|
||
]
|
||
health(integer) : "Amount of Health" : : "Override health defined in QC"
|
||
angrytarget(target_destination) : "Angry target"
|
||
deathtarget(target_destination) : "Death target"
|
||
exactskin(integer) : "Skin Selection" : : "Override default skin (no range check)"
|
||
nomonstercount(choices) : "Monster Count Total" = [
|
||
0 : "Default"
|
||
1 : "No Counter"
|
||
]
|
||
noinfighting(choices) : "Monster Infighting" = [
|
||
0 : "Default"
|
||
1 : "Ignore"
|
||
]
|
||
infightextra(integer) : "Infighting Damage" : : "Damage multiplier when infighting"
|
||
pain_ignore(choices) : "Monster Pain" = [
|
||
0 : "Default"
|
||
1 : "Ignore"
|
||
]
|
||
no_liquiddmg(choices) : "Slime/Lava Damage" = [
|
||
0 : "Default"
|
||
1 : "No Damage"
|
||
]
|
||
no_zaware(choices) : "Monster Z Aware" = [
|
||
0 : "Default"
|
||
1 : "Disabled"
|
||
]
|
||
//NOTE - EXPERIMENTAL======= Below must be used in conjunction with the AMBUSH Spawnflag to work
|
||
//sock stated AMBUSH flag is not needed
|
||
//liquidblock(choices) : "Monster LIQUID Aware" = [
|
||
// 0 : "Default"
|
||
// 1 : "Disabled"
|
||
//]
|
||
//======= END changes
|
||
bboxtype(choices) : "Bounding Box Override" = [
|
||
0 : "Default"
|
||
1 : "Tiny"
|
||
4 : "Short"
|
||
5 : "Tall"
|
||
7 : "Wide"
|
||
8 : "Giant"
|
||
10 : "Massive"
|
||
]
|
||
gibondeath(choices) : "Gib/Explode on Death" = [
|
||
0 : "Default"
|
||
1 : "Explode on death"
|
||
]
|
||
bodyfadeaway(integer) : "Body fade time" : : "Time (secs) before body/head fades"
|
||
movespeed(choices) : "Movement Speed" = [
|
||
-1 : "No Movement (turret)"
|
||
1 : "Free Movement(def)"
|
||
]
|
||
turrethealth(integer) : "% of HP turret is release"
|
||
turrettarget(target_destination) : "Trigger on turret % HP release"
|
||
|
||
__separator_ignore_me(string) : "-----Upgrade Spawn Options-----"
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
]
|
||
@baseclass base(Monster) size(-16 -16 -24, 16 16 16) = MonTiny []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 40) = MonDog []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 64) = MonDemon []
|
||
@baseclass base(Monster) size(-16 -16 -24, 16 16 24) = MonFish []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 64) = MonGolem []
|
||
@baseclass base(Monster) size(-16 -16 -24, 16 16 32) = MonShort []
|
||
@baseclass base(Monster) size(-16 -16 -24, 16 16 40) = MonTall []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 64) = MonWide []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 64) = MonGiant []
|
||
@baseclass base(Monster) size(-32 -32 -24, 32 32 64) = MonMassive []
|
||
//_____Qouth Additions_____
|
||
//@PointClass base(MonTall) studio("progs/mon_dguardq.mdl") = monster_death_guard : "Death Guard(Quoth)" []
|
||
//@PointClass base(MonTall) studio("progs/mon_dlord.mdl") = monster_death_lord : "Death Lord(Quoth)" []
|
||
//@PointClass base(MonFish) studio("progs/mon_sentinel.mdl") = monster_sentinel : "Floating Sentry(Quoth)" []
|
||
//______________________
|
||
@PointClass base(MonShort) studio("progs/mon_soldier.mdl") skin(0) = monster_army : "Soldier" []
|
||
@PointClass base(MonShort) studio("progs/mon_soldier.mdl") skin(4) = monster_army_rocket : "Rocket Soldier" []
|
||
@PointClass base(MonShort) studio("progs/mon_soldier.mdl") skin(6) = monster_army_grenade : "Grenade Soldier" []
|
||
@PointClass base(MonShort) studio("progs/mon_soldier.mdl") skin(8) = monster_army_plasma : "Plasma Soldier" []
|
||
@PointClass base(MonDog) studio("progs/mon_dog.mdl") = monster_dog : "Nasty Doggie" []
|
||
@PointClass base(MonFish) studio("progs/mon_eel.mdl") = monster_eel : "Electrifying Eel, 35HP" [
|
||
spawnflags(flags) = [ 4 : "Liquid Block" : 0 ]
|
||
]
|
||
@PointClass base(MonFish) studio("progs/mon_fish.mdl") = monster_fish : "Rotfish" [
|
||
spawnflags(flags) = [
|
||
2 : "Small" : 0
|
||
4 : "Liquid Block" : 0
|
||
]
|
||
]
|
||
@PointClass base(MonTiny) studio("progs/mon_lostsoul.mdl") = monster_lostsoul : "Lost Soul" []
|
||
@PointClass base(MonTiny) studio("progs/mon_scorpion.mdl") = monster_scorpion : "Scorpion" [
|
||
spawnflags(flags) = [ 4 : "Stinger" : 0 ]
|
||
]
|
||
@PointClass base(MonTiny) studio("progs/mon_spiderb.mdl") = monster_spider : "Spider" [
|
||
spawnflags(flags) = [
|
||
2 : "Large Green" : 0
|
||
4 : "On Ceiling" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(MonTiny) studio("progs/mon_voreling.mdl") = monster_voreling : "Voreling" [
|
||
spawnflags(flags) = [
|
||
2 : "Large Purple" : 0
|
||
4 : "On Ceiling" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(MonTiny) studio("progs/mon_swampling.mdl") = monster_swampling : "Swampling" [
|
||
spawnflags(flags) = [
|
||
2 : "Large" : 0
|
||
4 : "On Ceiling" : 0
|
||
]
|
||
]
|
||
//_____ZOMBIES_____
|
||
@PointClass base(MonShort) studio("progs/mon_zombie.mdl") = monster_zombie : "Zombie" [
|
||
spawnflags(flags) = [
|
||
1 : "Crucified" : 0
|
||
2 : "Ambush" : 0
|
||
4 : "On Floor" : 0
|
||
]
|
||
sequence(choices) : "Pose (editor)" = [
|
||
0 : "Normal"
|
||
173 : "On Floor"
|
||
192 : "Crucified"
|
||
]
|
||
]
|
||
@PointClass base(MonShort) studio("progs/mon_zombiek.mdl") = monster_zombiek : "Zombie Knight" [
|
||
spawnflags(flags) = [ 4 : "On Floor" : 0 ]
|
||
poisonous(choices) : "Poison attack+skin" : : "Change skin + poison dmg" = [
|
||
0 : "Default"
|
||
1 : "Poison Zombie"
|
||
]
|
||
]
|
||
@PointClass base(MonShort) studio("progs/mon_zombie.mdl") skin(6) = monster_mummy : "Poison Zombie" [
|
||
spawnflags(flags) = [ 4 : "On Floor" : 0 ]
|
||
]
|
||
@PointClass base(MonShort) studio("progs/mon_tarbaby.mdl") = monster_boil : "Exploding Boil, 75 health points." [
|
||
spawnflags(flags) = [
|
||
2 : "Hanging" : 0
|
||
4 : "Hobbled" : 0
|
||
]
|
||
death_dmg(integer) : "Damage on Death def=100" : : "Damage on Death"
|
||
t_width(integer) : "Radius Damage Range"
|
||
wait(integer) : "Blood squirt timer"
|
||
poisonous(integer) : "Poisonous gib/explosion"
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_enforcer.mdl") skin(0) = monster_enforcer : "Enforcer" []
|
||
@PointClass base(MonTall) studio("progs/mon_enforcer.mdl") skin(4) = monster_defender : "Defender" []
|
||
@PointClass base(MonTall) studio("progs/mon_pyro.mdl") = monster_pyro : "Pyro" []
|
||
@PointClass base(MonTall) studio("progs/mon_fumigator.mdl") = monster_fumigator : "Fumigator" []
|
||
@PointClass base(MonShort) studio("progs/mon_jim.mdl") = monster_jim : "Jim"
|
||
[ spawnflags(flags) = [ 4 : "Rockets (has less HP)" : 0 ] ]
|
||
@PointClass base(MonTall) studio("progs/mon_enforcer.mdl") skin(6) = monster_eliminator : "Eliminator" [
|
||
attack_sniper(integer) : "Unlimited ATTACK Range"
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_centurion.mdl") = monster_centurion : "Centurion" []
|
||
|
||
|
||
@PointClass base(MonDemon) studio("progs/mon_demon.mdl") = monster_demon1 : "Fiend" [
|
||
poisonous(integer) : "Poison attack+skin" : : "Change skin + poison dmg"
|
||
]
|
||
//_____GOLEM_____
|
||
@PointClass base(MonGolem) studio("progs/mon_golem.mdl") = monster_golem : "Golem" [
|
||
spawnflags(flags) = [
|
||
2 : "Start as Statue" : 0
|
||
4 : "Melee+Stomp Only" : 0
|
||
]
|
||
__separator_ignore_me2(string) : "-----Statue Setup-----"
|
||
frame(integer) : "Statue Pose def=48" : : "Override statue pose (def=48, 1->251)"
|
||
sequence(integer) : "Pose PREVIEW (editor)" : : "Input matching 'frame' number to preview the pose in editor."
|
||
skin(choices) : "Skin PREVIEW (editor)" = [
|
||
0 : "Default(0)"
|
||
1 : "Stone(1)"
|
||
]
|
||
pos1(string) : "Statue Idle range" : : "X->Y, Z=0 ; Idle animation range to pick from"
|
||
]
|
||
//_____KNIGHTS_____
|
||
@PointClass base(MonShort) studio("progs/mon_knight.mdl") = monster_knight : "Knight" [
|
||
spawnflags(flags) = [
|
||
2 : "Stone Statue" : 0
|
||
4 : "Not Frozen" : 0
|
||
]
|
||
__separator_ignore_me2(string) : "-----Statue Setup-----"
|
||
frame(integer) : "Statue Pose (def=44)" : : "Override statue pose (def=44, 1->163)"
|
||
sequence(integer) : "Pose PREVIEW (editor)" : : "Input matching 'frame' number to preview the pose in editor."
|
||
skin(choices) : "Skin PREVIEW (editor)" = [
|
||
0 : "Default(0)"
|
||
4 : "Stone(4)"
|
||
]
|
||
pos1(string) : "Statue Idle range" : : "X->Y, Z=0 ; Idle animation range to pick from"
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_hknight.mdl") = monster_hell_knight : "Hell knight" [
|
||
spawnflags(flags) = [
|
||
2 : "Stone Statue" : 0
|
||
4 : "Not Frozen" : 0
|
||
]
|
||
__separator_ignore_me2(string) : "-----Statue Setup-----"
|
||
frame(integer) : "Statue Pose (def=73)" : : "Override statue pose (def=73, 1->166)."
|
||
sequence(integer) : "Pose PREVIEW (editor)" : : "Input matching 'frame' number to preview the pose in editor."
|
||
skin(choices) : "Skin PREVIEW (editor)" = [
|
||
0 : "Default(0)"
|
||
1 : "Stone(1)"
|
||
]
|
||
pos1(string) : "Statue Idle range" : : "X->Y, Z=0 ; Idle animation range to pick from"
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_hknight.mdl") = monster_hell_pointknight : "Hell knight" [
|
||
spawnflags(flags) = [
|
||
2 : "Stone Skin" : 0
|
||
]
|
||
target(target_destination) : "target" : : "target for electricity"
|
||
target2(target_destination) : "target2" : : "trigger to fire no pointing"
|
||
t_length(integer) : "target random wobble" : : "0 = default 5"
|
||
dmg(integer) : "target contact damage" : : "0 = default 5"
|
||
pos1(string) : "XYZ lightning offset" : : "uses v_forward/v_right/v_up"
|
||
pos2(string) : "XYZ lightning random" : : "uses v_forward/v_right/v_up"
|
||
pos3(string) : "Animation frame set" : : "Start/Finish/Direction"
|
||
]
|
||
//_____ D version baddies____
|
||
@PointClass base(MonShort) studio("progs/mon_dcrossbow.mdl") = monster_dcrossbow : "Crossbow Knight" [
|
||
spawnflags(flags) = [
|
||
2 : "Sniper" : 0
|
||
4 : "Tracking" : 0
|
||
]
|
||
poisonous(choices) : "Poison attack+skin" : : "Change skin + poison dmg" = [
|
||
0 : "Default"
|
||
1 : "Yes"
|
||
]
|
||
]
|
||
@PointClass base(MonShort) studio("progs/mon_dguard.mdl") = monster_dguard : "Death Guard" []
|
||
@PointClass base(MonTall) studio("progs/mon_dfury.mdl") = monster_dfury : "Fury Knight" []
|
||
@PointClass base(MonTall) studio("progs/mon_dknight.mdl") = monster_dknight : "Death Knight" []
|
||
@PointClass base(MonTall) studio("progs/mon_dsergeant.mdl") = monster_dsergeant : "Sergeant Knight" []
|
||
|
||
//_____OGRES_____
|
||
@PointClass base(MonWide) studio("progs/mon_ogre.mdl") = monster_ogre : "Ogre" [
|
||
spawnflags(flags) = [
|
||
2 : "Nail ONLY" : 0
|
||
4 : "Green Skin" : 0
|
||
]
|
||
]
|
||
//_____Fishing OGRE needs some spawnflags and keys removed_____
|
||
@PointClass base(MonWide) studio("progs/mon_ogrefish.mdl") = monster_ogre_fishing : "Ogre Fishing"
|
||
[spawnflags(flags) = [ 4 : "Green Skin" : 0 ] ]
|
||
//_____Ghost Ogre has Limited Settings_____
|
||
@PointClass base(TrigOFF,AppearFlags,targetname) studio("progs/mon_ogrefish.mdl") = monster_ogre_fishing_ghost : "Ghost Ogre Fishing" [
|
||
spawnflags(flags) = [
|
||
32 : "NoGFX"
|
||
]
|
||
]
|
||
@PointClass base(MonWide) studio("progs/mon_hogre.mdl") = monster_hogre : "Hunter Ogre"
|
||
[ spawnflags(flags) = [ 4 : "Metal Skin" : 0 ] ]
|
||
@PointClass base(MonWide) studio("progs/mon_hogremac.mdl") = monster_hogremac : "Hunter Ogre Mace"
|
||
[ spawnflags(flags) = [ 4 : "Metal Skin" : 0 ] ]
|
||
@PointClass base(MonWide) studio("progs/mon_hogreham.mdl") = monster_hogreham : "Hunter Ogre Hammer"
|
||
[ spawnflags(flags) = [ 4 : "Metal Skin" : 0 ] ]
|
||
|
||
//----------------------------------------------------------------------
|
||
@PointClass base(MonGiant) studio("progs/mon_drole.mdl") = monster_drole : "Drole" []
|
||
@PointClass base(MonGiant) studio("progs/mon_minotaur.mdl") = monster_minotaur : "Minotaur"
|
||
[ spawnflags(flags) = [ 4 : "Minions" : 0 ] ]
|
||
@PointClass base(MonWide) studio("progs/mon_shalrath.mdl") = monster_shalrath : "Shalrath"
|
||
[ spawnflags(flags) = [ 4 : "Minions" : 0 ] ]
|
||
@PointClass base(MonGiant) studio("progs/mon_freddie.mdl") = monster_freddie : "Freddie" [
|
||
spawnflags(flags) = [
|
||
2 : "Laser" : 0
|
||
]
|
||
]
|
||
//_____SEEKER_____
|
||
@PointClass base(MonGiant) studio("progs/mon_seeker.mdl") = monster_seeker : "Seeker" [
|
||
spawnflags(flags) = [
|
||
4 : "Shield" : 0
|
||
]
|
||
state(choices) : "Arm setup" = [
|
||
0 : "Both Arms (def)"
|
||
1 : "Right Arm ONLY"
|
||
2 : "Left Arm ONLY"
|
||
]
|
||
target2(target_destination) : "target2" : : "triggered when shield turned off"
|
||
]
|
||
//_____SHAMBLER_____
|
||
@PointClass base(MonMassive) studio("progs/shambler.mdl") = monster_shambler : "Shambler" [
|
||
poisonous(integer) : "Poison attack+skin" : : "Change skin + poison dmg"
|
||
attack_sniper(integer) : "Unlimited ATTACK Range"
|
||
]
|
||
//_____TARBABY_____
|
||
@PointClass base(MonTall) studio("progs/mon_tarbaby.mdl") = monster_tarbaby : "Tarbaby" [
|
||
spawnflags(flags) = [ 4 : "Jump Less" : 0 ]
|
||
death_dmg(integer) : "Damage on Death def=120" : : "Damage on Death"
|
||
poisonous(choices) : "Poison Attack" = [
|
||
0 : "Jump attack (def)"
|
||
1 : "Poison attack"
|
||
]
|
||
exactskin(choices) : "Skin Selection" = [
|
||
0 : "Blue (def)"
|
||
1 : "Grey/Blue"
|
||
2 : "Dark/Green"
|
||
3 : "Green"
|
||
4 : "Yellow/Green"
|
||
5 : "Green/Yellow"
|
||
6 : "Aqua"
|
||
7 : "Aqua/Brown"
|
||
]
|
||
skin(choices) : "Skin PREVIEW (editor)" = [
|
||
0 : "Blue (def)"
|
||
1 : "Grey/Blue"
|
||
2 : "Dark/Green"
|
||
3 : "Green"
|
||
4 : "Yellow/Green"
|
||
5 : "Green/Yellow"
|
||
6 : "Aqua"
|
||
7 : "Aqua/Brown"
|
||
]
|
||
]
|
||
//_____WIZARDS_____
|
||
@PointClass base(MonTall) studio("progs/wizard.mdl") = monster_wizard : "Wizard" [
|
||
spawnflags(flags) = [
|
||
4 : "Always Above" : 0
|
||
]
|
||
poisonous(choices) : "Poison attack+skin" : : "Change skin + poison dmg" = [
|
||
0 : "Default"
|
||
1 : "Yes"
|
||
]
|
||
]
|
||
@PointClass base(MonWide) studio("progs/mon_wraith.mdl") = monster_wraith : "Wraith"
|
||
[ spawnflags(flags) = [
|
||
2 : "Scorpions" : 0
|
||
4 : "Spiders" : 0
|
||
]
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_skullwiz.mdl") = monster_skullwiz : "Skull Wizard"
|
||
[ spawnflags(flags) = [
|
||
2 : "Guardian" : 0
|
||
4 : "Minions" : 0
|
||
]
|
||
bodyphased(integer) : "Starts phased out"
|
||
bodystatic(integer) : "Prevents teleporting"
|
||
distmin(integer) : "Minimum XY distance to search for teleport destination"
|
||
destmax(integer) : "Maximum XY distance to search for teleport destination"
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_gargoyle.mdl") = monster_gargoyle : "Gargoyle" [
|
||
spawnflags(flags) = [
|
||
2 : "Statue" : 0
|
||
4 : "Melee Only" : 0
|
||
]
|
||
]
|
||
@PointClass base(MonTall) studio("progs/mon_gaunt.mdl") = monster_gaunt : "Gaunt"
|
||
[ spawnflags(flags) = [ 4 : "Perch" : 0 ] ]
|
||
//_____MINIONS_____
|
||
//Minions get no settings, they are precache only
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/mon_lostsoul.mdl") = monster_skullwizminion : "Lost Soul Minion" []
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/mon_gargoyle.mdl") = monster_minotaurminion : "Gargoyle Minion" []
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/mon_voreling.mdl") = monster_shalrathminion : "Voreling Minion" []
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/mon_spiderb.mdl") = monster_wraithminion : "Spider Minion" []
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/mon_scorpion.mdl") = monster_wraithminion2 : "Scorpion Minion" []
|
||
@PointClass color(255 0 0) offset(0 0 24) flags(Angle) studio("progs/wizard.mdl") = monster_nourminion : "Wizard Minion" []
|
||
|
||
//=============================================================================
|
||
// MINI Bosses
|
||
//=============================================================================
|
||
|
||
//_____BOG LORD_____
|
||
@PointClass base(targetname,target,target2) size(-16 -16 -24, 16 16 40) color(255 0 0) studio("progs/mon_bossboglord.mdl") = monster_boglord : "Pray you NEVER meet... Lord of the Bog! 1200+ Health Points." [
|
||
spawnflags(flags) = [
|
||
2 : "STRONG" : 0
|
||
]
|
||
target2(target_destination) : "Tether point to keep close to"
|
||
angrytarget(target_destination) : "Angry target"
|
||
deathtarget(target_destination) : "Death target"
|
||
health(integer) : "Amount of Health" : : "Override health defined in QC"
|
||
exactskin(integer) : "Model Skin number" : : "Override default skin (no range check)"
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
nomonstercount(choices) : "Monster Count Total" = [
|
||
0 : "Default"
|
||
1 : "No Counter"
|
||
]
|
||
]
|
||
//_____NOUR_____
|
||
@PointClass size(-16 -16 -24, 16 16 40) color(255 0 0) studio("progs/mon_bossnour.mdl") = monster_nour : "Nour" [
|
||
spawnflags(flags) = [ 2 : "BOSS" : 0 ]
|
||
targetname(string) : "monster / trigger name"
|
||
target(string) : "Wave Final trigger"
|
||
angrytarget(target_destination) : "Angry target"
|
||
deathtarget(target_destination) : "Death target"
|
||
health(integer) : "Amount of Health" : : "Override health defined in QC"
|
||
exactskin(integer) : "Model Skin number" : : "Override default skin (no range check)"
|
||
upgrade_axe(choices) : "Axe Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_ssg(choices) : "Shotgun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
|
||
0 : "Do Nothing"
|
||
1 : "Only spawn if got upgrade"
|
||
]
|
||
nomonstercount(choices) : "Monster Count Total" = [
|
||
0 : "Default"
|
||
1 : "No Counter"
|
||
]
|
||
tethertarget(string) : "target of tether entity (path_corner) (BOSS Only)"
|
||
noise(string) : "Intro burst trigger (breakables?)"
|
||
noise1(string) : "Wave 1 trigger"
|
||
noise2(string) : "Wave 2 trigger"
|
||
noise3(string) : "Wave 3 trigger"
|
||
]
|
||
|
||
|
||
//=============================================================================
|
||
// SPECIAL BOSS SETUPS
|
||
//=============================================================================
|
||
|
||
//_____CHTHON_____
|
||
@PointClass size(-80 -80 -24, 80 80 256) color(255 0 0 ) studio("progs/mon_bosschthon.mdl") = monster_boss : "Chthon" []
|
||
@PointClass size(-80 -80 -24, 80 80 256) color(255 0 0 ) studio("progs/mon_bosschthon.mdl") = monster_chthon : "Chthon"
|
||
[
|
||
spawnflags(flags) = [
|
||
2 : "Red (new)" : 0
|
||
4 : "Green" : 0
|
||
]
|
||
targetname(string) : "monster / trigger name"
|
||
target(string) : "Wave Final trigger"
|
||
bosswave(integer) : "Total boss waves (1-5)"
|
||
bosswaveqty(integer) : "Health each wave"
|
||
resist_shells(integer) : "Shell resistance (0-1)"
|
||
resist_nails(integer) : "Nail resistance (0-1)"
|
||
resist_rockets(integer) : "Rocket reistance (0-1)"
|
||
resist_cells(integer) : "Cell resistance (0-1)"
|
||
pos1(string) : "Att1 Speed Base/Skill/- (250 50 0)"
|
||
pos2(string) : "Att1 Dmg Base/Rnd/Splash (100 20 120)"
|
||
pos3(string) : "Att2 Forward/Up/Dmg (300 500 40)"
|
||
dest2(string) : "Att2 Spawn location (0 0 96)"
|
||
noise1(string) : "Wave 1 trigger"
|
||
noise2(string) : "Wave 2 trigger"
|
||
noise3(string) : "Wave 3 trigger"
|
||
noise4(string) : "Wave 4 trigger"
|
||
deathtype(string) : "Death message (optional)"
|
||
]
|
||
@PointClass base(AppearFlags, targetname) size(-16 -16 -16, 16 16 16) color(0 255 255) = event_lightning : "Chthon's lightning" []
|
||
//_____SHUB_____
|
||
@PointClass size(-128 -128 -24, 128 128 192) color(255 0 0 ) studio("progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" []
|
||
@PointClass size(-128 -128 -24, 128 128 192) color(255 0 0 ) studio("progs/oldone.mdl") = monster_shub : "Shub-Niggurath"
|
||
[
|
||
spawnflags(flags) = [ 2 : "Trig Dmg" : 0 ]
|
||
targetname(string) : "monster / trigger name"
|
||
target(string) : "Wave Final trigger"
|
||
bosswave(integer) : "Total boss waves (1-5)"
|
||
bosswaveqty(integer) : "Health each wave"
|
||
resist_shells(integer) : "Shell resistance (0-1)"
|
||
resist_nails(integer) : "Nail resistance (0-1)"
|
||
resist_rockets(integer) : "Rocket reistance (0-1)"
|
||
resist_cells(integer) : "Cell resistance (0-1)"
|
||
pos1(string) : "Att1 Speed Base/Skill/- (200 20 0)"
|
||
pos2(string) : "Att1 Dmg Base/Rnd/Splash (0 0 40)"
|
||
pos3(string) : "Att2 Forward/Up/Dmg (300 500 40)"
|
||
dest1(string) : "Att1 Spawn location (0 0 128)"
|
||
dest2(string) : "Att2 Spawn location (0 0 128)"
|
||
noise1(string) : "Wave 1 trigger"
|
||
noise2(string) : "Wave 2 trigger"
|
||
noise3(string) : "Wave 3 trigger"
|
||
noise4(string) : "Wave 4 trigger"
|
||
deathtype(string) : "Death message (optional)"
|
||
]
|
||
@PointClass size(-128 -128 -192, 128 128 24) color(255 0 0) studio("progs/oldone.mdl") = monster_shubupsd : "Shub Upside Down"
|
||
[
|
||
spawnflags(flags) = [ 2 : "Trig Dmg" : 0 ]
|
||
targetname(string) : "monster / trigger name"
|
||
target(string) : "Wave Final trigger"
|
||
bosswave(integer) : "Total boss waves (1-5)"
|
||
bosswaveqty(integer) : "Health each wave"
|
||
resist_shells(integer) : "Shell resistance (0-1)"
|
||
resist_nails(integer) : "Nail resistance (0-1)"
|
||
resist_rockets(integer) : "Rocket reistance (0-1)"
|
||
resist_cells(integer) : "Cell resistance (0-1)"
|
||
pos1(string) : "Att1 Speed Base/Skill/- (200 20 0)"
|
||
pos2(string) : "Att1 Dmg Base/Rnd/Splash (0 0 40)"
|
||
pos3(string) : "Att2 Forward/Up/Dmg (600 0 40)"
|
||
dest1(string) : "Att1 Spawn location (0 0 128)"
|
||
dest2(string) : "Att2 Spawn location (0 0 128)"
|
||
noise1(string) : "Wave 1 trigger"
|
||
noise2(string) : "Wave 2 trigger"
|
||
noise3(string) : "Wave 3 trigger"
|
||
noise4(string) : "Wave 4 trigger"
|
||
deathtype(string) : "Death message (optional)"
|
||
]
|
||
@PointClass base(AppearFlags, targetname) size(-8 -8 -8, 8 8 8) color(0 125 200) = misc_teleporttrain : "Shub-Niggurath Flying ball" []
|
||
//_____ICE GOLEM_____
|
||
@PointClass size(-32 -32 -24, 32 32 128) color(255 0 0) studio("progs/mon_bossicegolem.mdl") = monster_icegolem : "Ice Golem" [
|
||
targetname(string) : "Name"
|
||
target(string) : "Wave Final trigger"
|
||
noise1(string) : "Wave 1 trigger ent"
|
||
noise2(string) : "Wave 2 trigger ent"
|
||
noise3(string) : "Wave 3 trigger ent"
|
||
noise4(string) : "Wave 4 trigger ent"
|
||
brkobj1(string) : "Ceiling rubble bmodel (maps/ad_brk/rock01.bsp)"
|
||
brkobj2(string) : "Ceiling rubble bmodel (maps/ad_brk/rock02.bsp)"
|
||
dest1(integer) : "Rubble colour range x->y,z (base/qty)"
|
||
dest2(integer) : "Rubble emitter offset downward (X/Y/Z def=0 0 16)"
|
||
brkvol(integer) : "Rubble emitter size (X/Y/Z def=160 160 8)"
|
||
brkvelbase(integer) : "Rubble base velocity (def=0 0 50)"
|
||
brkveladd(integer) : "Rubble add velocity (def=100 100 100)"
|
||
brkfade(integer) : "Rubble fade timeout (def=4)"
|
||
]
|
||
@PointClass size(-32 -32 -8, 32 32 8) = monster_icegolem_wavetrig : "Ice Golem Wave Trigger" [
|
||
targetname(string) : "Name of wave event"
|
||
target(string) : "Trigger Wave Adds"
|
||
noise1(string) : "Trigger Event 1"
|
||
noise2(string) : "Trigger Event 2"
|
||
]
|
||
//_____EIDOLON_____
|
||
@PointClass size(-32 -32 -24, 32 32 128) studio("progs/mon_bosseidolon.mdl") skin(1) = monster_eidolon : "Eidolon" [
|
||
targetname(string) : "monster / trigger name"
|
||
target(string) : "Wave Final trigger"
|
||
noise1(string) : "Wave 1 trigger ent"
|
||
noise2(string) : "Wave 2 trigger ent"
|
||
noise3(string) : "Wave 3 trigger ent"
|
||
noise4(string) : "Wave 4 trigger ent"
|
||
]
|
||
@PointClass base(AppearFlags) size(-32 -32 -4, 32 32 4) = monster_eidolon_wavetrig : "Eidolon Wave Trigger" [
|
||
targetname(string) : "Name of wave event"
|
||
target(string) : "Trigger Wave Adds"
|
||
target2(string) : "Trigger Event"
|
||
noise(string) : "Collision Model"
|
||
]
|
||
|
||
//============================================================================
|
||
//
|
||
//Editor/Compiler/Engine special USE 'func_ ' Entities
|
||
//
|
||
//============================================================================
|
||
|
||
// _____WALL_____
|
||
@SolidClass base(AppearFlags,targetname,FuncLighting) = func_wall : "Wall - A SOLID BModel(brushwork) that does not split world faces and has toggleable animated texture abilities(referred to as AFrame). See 'trigger_entitystate_aframe' for more details." [
|
||
spawnflags(Flags) = [
|
||
2 : "A Frame" : 0
|
||
16: "Mod Check" : 0
|
||
32: "Static" : 0
|
||
]
|
||
]
|
||
//_____ILLUSIONARY_____
|
||
@SolidClass base(AppearFlags, targetname, FuncLighting) = func_illusionary : "A NON-SOLID BModel(brushwork), yes you can walk right through it, that gives the 'illusion' of solid brushwork. Since they are textured with normal world textures. Typically used for secrets. NOTE - Also has 'AFrame' ability to texture toggle, see 'trigger_entitystate_aframe' for more details." [
|
||
spawnflags(Flags) = [
|
||
2 : "A Frame" : 0
|
||
32 : "Static" : 0
|
||
]
|
||
]
|
||
//_____DETAIL_____
|
||
@SolidClass base(FuncLighting) = func_detail : "Compiler entity only. Brushwork that does not seal the map or is structural. Detail brushes add visual details to the world but do NOT block visibility. 'func_detail' entities are merged into the worldspawn entity by the qbsp compiler and do not appear as separate entities in the compiled bsp. NOTE - While effecient use of detail brushes drastically cuts down on the more complex and larger levels, it is a good technique to develop early on. Especially as a time saver for later when your skills and ambitions will require it." []
|
||
//_____GROUP_____
|
||
@SolidClass base(FuncLighting) = func_group : "Group brushes together for editing convenience. 'func_group' entitites, like 'func_detail', are merged into the worldspawn entity by the qbsp compiler and do not appear as separate entities in the compiled bsp." []
|
||
|
||
// NOTE: AFAIK(from testing) - Only func_detail_fence and func_detail_illusionary, func_water also, can USE
|
||
// _mirrorinside 1
|
||
|
||
//_____DETAIL FENCE_____
|
||
@SolidClass base(FuncLighting) = func_detail_fence : "Similar to 'func_detail_wall' except it<69>s suitable for fence(alphamasked) textures and never clips away world faces. Useful for fences, grates, etc, that are solid and block gunfire. NOTE: Set _mirriorinside to 1 to texture inside faces. See 'func_detail_illusionary' for more information." [
|
||
_mirrorinside(choices) : "Mirror Inside Face(s)" = [
|
||
0 : "Do Nothing"
|
||
1 : "Enabled"
|
||
]
|
||
]
|
||
//_____DETAIL ILLUSIONARY_____
|
||
@SolidClass base(FuncLighting) = func_detail_illusionary : "Compiler entity only. A func_detail variant with no collision(players|monsters|gunfire) and doesn<73>t split world faces. Useful for hanging vines. NOTE: Set '_mirriorinside' to 1 to texture inside faces. Example - You have a brush textured entirely with the 'skip' texture except for one face, which is textured with 'cobwebs'. Setting '_mirrorinside' to 1 will mirror your cobweb texture to the inside of that face." [
|
||
_mirrorinside(choices) : "Mirror Inside Face(s)" = [
|
||
0 : "Do Nothing"
|
||
1 : "Enabled"
|
||
]
|
||
]
|
||
//_____DETAIL WALL_____
|
||
@SolidClass base(FuncLighting) = func_detail_wall : "Compiler entity only. A func_detail variant that doesn<73>t split world faces. Useful for when you want decoration touching a floor, or wall, to not split the floor/wall faces. Note: You will get some overdraw instead. If it completely covers up a world face, that face will get clipped away. So it is not suitable for fence(alphamasked) textures." []
|
||
|
||
// *** ADVANCED ***
|
||
|
||
//_____ILLUSIONARY VISBLOCKER_____
|
||
@SolidClass base(FuncLighting) = func_illusionary_visblocker : "For creating *vis-blocking* illusionary brushes. The player can walk through them. This gives the same effect as water brushes when the '-notranswater' flag is used, except the interior of these brushes are saved as CONTENTS_EMPTY. NOTE - If the player's view is very close to the faces of these brushes they might be able to see into the void (depending on the engine). Fitzquake family engines have a workaround for this that is enabled if the brushes are textured with a water texture ('*' prefixed)." []
|
||
|
||
//============================================================================
|
||
//
|
||
//Editor/Compiler EXTERNAL MAP PREFAB feature
|
||
//
|
||
//============================================================================
|
||
|
||
//_____external_map Settings_____
|
||
@baseclass = ExternalMapSettings [
|
||
_external_map(string) : "Map Path" : : "ABSOLUTE path to the external '.map' file. For example, 'c:\quake\id1\maps\myprefab.map'."
|
||
_external_map_classname(choices) : "Entity class" : : "Turn the imported bruskwork into a func_(class) entity (ex func_detail) NOTE - You can use 'Smart Edit' to set '_external_map_classname' to any func_(class) entity you like, and add keys appropriate for that class. However, it is beyond the scope of this entry to try and encompass every possibility covering every entity type so only a small set of 'choices' are listed." = [
|
||
"func_detail" : "func_detail"
|
||
"func_group" : "func_group"
|
||
"func_wall" : "func_wall"
|
||
"func_illusionary" : "func_illusionary"
|
||
"func_detail_wall" : "func_detail_wall"
|
||
"func_detail_illusionary" : "func_detail_illusionary"
|
||
]
|
||
_external_map_angle(integer) : "Rotation (y-axis only)"
|
||
_external_map_angles(integer) : "Rotation(x y z)" : : "Final Entity Angle Orientation, pitch yaw and roll(X Y Z) axis."
|
||
_external_map_scale(string) : "Scale" : : "Final Entity Scale (default='1 1 1' XYZ axis)"
|
||
]
|
||
//_____EXTERNAL MAP_____
|
||
@PointClass base(FuncItems,ExternalMapSettings,FuncLighting) size(-24 -24 -16, 24 24 16) color(255 25 25) = misc_external_map : "Import an external '.map's brushwork into your world geometry. Only brushwork, or func_group, in the worldspawn of the imported map is used, everything else is ignored. This is a *compiler* entity only. NOTE: Texture .wad's used in the external map MUST be used in the map you are importing into." []
|
||
|
||
//@======================================================================
|
||
//
|
||
// JACK/Hammer/WC editor Information
|
||
//
|
||
//======================================================================
|
||
|
||
//_____AVAILABLE EDITOR SPRITES for ENITIES_____
|
||
// iconsprite("sprites/ambient_generic.spr") - custom
|
||
// iconsprite("sprites/env_global.spr")
|
||
// iconsprite("sprites/light.spr")
|
||
// iconsprite("sprites/light_environment.spr")
|
||
// iconsprite("sprites/multi_manager.spr")
|
||
// iconsprite("sprites/multisource.spr")
|
||
// iconsprite("sprites/speaker.spr")
|
||
// iconsprite("sprites/trigger_auto.spr")
|
||
// iconsprite("sprites/trigger_camera.spr")
|
||
// iconsprite("sprites/trigger_changetarget.spr")
|
||
// iconsprite("sprites/cd_track.spr") - custom
|
||
// iconsprite("sprites/trigger_relay.spr")
|
||
// iconsprite("sprites/trigger_relay2.spr") - custom
|
||
|
||
//This file was edited with Notepad2 MOD with Theme "C/C++ Source Code"
|
||
|
||
|
||
|
||
|
||
|