873 lines
24 KiB
Plaintext
873 lines
24 KiB
Plaintext
//
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// worldspawn
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//
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@SolidClass = worldspawn : "World entity"
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[
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message(string) : "Map name"
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worldtype(choices) : "Ambience" : 0 =
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[
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0 : "Medieval"
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1 : "Metal/Runic"
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2 : "Base"
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]
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sounds(float) : "CD/music track to play" : "0"
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fog(string) : "Fog (density red green blue)" : "0 0 0 0"
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sky(string) : "Skybox (placed in gfx\env\"
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gravity(float) : "Map gravity" : 800
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//
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// ericw-tools
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//
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_minlight(float) : "Minlight" : 0
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_minlight_color(color) : "Minlight color" : "255 255 255"
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_dist(float) : "Scale fade distance" : 1
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_range(float) : "Scale brightness range" : 0.5
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_sunlight(float) : "Sunlight" : 0
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_anglescale(float) : "Sunlight angle scale" : 0.5
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_sunlight_mangle(vector) : "Sunlight angle" : "0 -90 0"
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_sunlight_penumbra(float) : "Sunlight penumbra width" : 0
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_sunlight_color(color) : "Sunlight color" : "255 255 255"
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_sunlight2(float) : "Sunlight2" : 0
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_sunlight_color2(color) : "Sunlight2 color" : "255 255 255"
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_sunlight3(float) : "Sunlight3" : 0
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_sunlight_color3(color) : "Sunlight3 color" : "255 255 255"
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_dirt(choices) : "Dirtmapping" : 0 =
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[
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0 : "No dirtmapping (default)"
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1 : "Dirtmapping enabled"
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]
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_sunlight_dirt(choices) : "Sunlight dirtmapping" : 0 =
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[
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-1 : "Sunlight dirtmapping disabled"
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0 : "Inherit from _dirt value"
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1 : "Sunlight dirtmapping enabled"
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]
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_sunlight2_dirt(choices) : "Sunlight2 dirtmapping" : 0 =
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[
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-1 : "Sunlight2 dirtmapping disabled"
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0 : "Inherit from _dirt value (default)"
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1 : "Sunlight2 dirtmapping enabled"
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]
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_minlight_dirt(choices) : "Minlight dirtmapping" : 0 =
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[
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-1 : "Minlight dirtmapping disabled"
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0 : "Inherit from _dirt value (default)"
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1 : "Minlight dirtmapping enabled"
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]
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_dirtmode(choices) : "Dirtmapping mode" : 0 =
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[
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0 : "Ordered (default)"
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1 : "Random"
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]
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_dirtdepth(float) : "Dirtmapping depth" : 128
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_dirtscale(float) : "Dirtmapping scale" : 1
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_dirtgain(float) : "Dirtmapping gain" : 1
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_dirtangle(float) : "Dirtmapping angle" : 88
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_gamma(float) : "Gamma" : 1
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_lightmap_scale(float) : "Lightmap scale" : 0
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_bounce(choices) : "Bounce lighting" : 0 =
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[
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0 : "Disable bounce lights (default)"
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1 : "Enable bounce lights"
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]
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_bouncescale(float) : "Bounce lighting scale" : 1
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_bouncecolorscale(choices) : "Bounce lighting color scale" : 0 =
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[
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0 : "Ignore map textures"
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1 : "Multiply bounce lights by texture color"
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]
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_bouncestyled(choices) : "Bounce styled lights" : 0 =
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[
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0 : "Do not bounce styled lights (default)"
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1 : "Bounce styled lights"
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]
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_spotlightautofalloff(choices) : "Spotlight auto falloff" : 0 =
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[
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0 : "Do not calculate auto falloff (default)"
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1 : "Calculate from targeted info_null"
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]
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]
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//
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// base classes
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//
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@BaseClass = Appearflags
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[
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spawnflags(Flags) =
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[
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256 : "Not in Easy"
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512 : "Not in Normal"
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1024 : "Not in Hard"
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2048 : "Not in Deathmatch"
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4096 : "Not in Co-op"
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8192 : "Co-op only"
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]
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]
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@BaseClass = Targetname
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[
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targetname(target_source) : "Targetname"
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]
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@BaseClass = Target
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[
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target(target_destination) : "Target"
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killtarget(target_destination) : "Killtarget"
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message(string) : "Message"
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delay(float) : "Delay"
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]
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//
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// info entities
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//
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@BaseClass base(Appearflags) size(-16 -16 -24, 16 16 32) model({"path":"progs/player.mdl","frame":12}) color(0 128 0) = InfoPlayer []
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@PointClass base(InfoPlayer) = info_player_start : "Player start" []
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@PointClass base(InfoPlayer) = info_player_start2 : "Player episode return point" []
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@PointClass base(InfoPlayer) = info_player_coop : "Player co-operative start" []
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@PointClass base(InfoPlayer) = info_player_deathmatch : "Player deathmatch start" []
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@PointClass base(InfoPlayer) = info_player_test : "Player start for developer mode" []
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@PointClass size(-16 -16 0, 16 16 56) base(Targetname) = info_teleport_destination : "Teleporter destination" []
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@PointClass base(Targetname) = info_null : "Positional target for spotlights, etc" []
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@PointClass base(Appearflags) = info_intermission : "Intermission camera"
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[
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mangle(string) : "Mangle (Pitch Yaw Roll)"
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]
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//
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// items
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//
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@BaseClass base(Appearflags, Target) color(0 0 192) = Item []
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// ammo
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@BaseClass base(Item) size(0 0 0, 32 32 56) = Ammo
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[
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spawnflags(flags) =
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[
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1 : "Large Box"
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]
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]
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@PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_shell1.bsp", "maps/b_shell0.bsp"}}) = item_shells : "Shells" []
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@PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_nail1.bsp", "maps/b_nail0.bsp"}}) = item_spikes : "Nails" []
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@PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_rock1.bsp", "maps/b_rock0.bsp"}}) = item_rockets : "Rockets" []
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@PointClass base(Ammo) model({{spawnflags & 1 -> "maps/b_batt1.bsp", "maps/b_batt0.bsp"}}) = item_cells : "Cells" []
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// backpack
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@PointClass base(Item) size(-16 -16 0, 16 16 56) model("progs/backpack.mdl") = item_backpack : "Backpack"
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[
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ammo_shells(float) : "Shells" : 40
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ammo_nails(float) : "Nails" : 50
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ammo_rockets(float) : "Rockets" : 10
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ammo_cells(float) : "Cells" : 12
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items(choices) : "Weapon" : 0 =
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[
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4096: "Axe"
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1: "Shotgun"
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2: "Double-barreled shotgun"
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4: "Nailgun"
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8: "Perforator"
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16: "Grenade Launcher"
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32: "Rocket Launcher"
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64: "Thunderbolt"
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]
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]
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// health
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@PointClass base(Item) size(0 0 0, 32 32 56) model({{spawnflags & 1 -> "maps/b_bh10.bsp",
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spawnflags & 2 -> "maps/b_bh100.bsp",
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"maps/b_bh25.bsp"}}) = item_health : "Health Box (25 points)"
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[
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spawnflags(flags) =
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[
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1 : "Rotten (15 points)"
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2 : "Megahealth (100 points)"
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]
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]
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// powerups
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@BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Powerup []
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@PointClass base(Powerup) model("progs/suit.mdl") = item_artifact_envirosuit : "Biosuit" []
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@PointClass base(Powerup) model("progs/quaddama.mdl") = item_artifact_super_damage : "Quad Damage" []
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@PointClass base(Powerup) model("progs/invulner.mdl") = item_artifact_invulnerability : "Pentagram of Protection" []
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@PointClass base(Powerup) model("progs/invisibl.mdl") = item_artifact_invisibility : "Ring of Shadows" []
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// armor
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@BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Armor []
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@PointClass base(Armor) model("progs/armor.mdl") = item_armor1 : "Green Armor" []
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@PointClass base(Armor) model({"path": "progs/armor.mdl", "skin": 1}) = item_armor2 : "Yellow Armor" []
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@PointClass base(Armor) model({"path": "progs/armor.mdl", "skin": 2}) = item_armorInv : "Red Armor" []
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// keys
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@BaseClass base(Item) size(-16 -16 -24, 16 16 32) = Key []
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@PointClass base(Key) model({"path": "progs/key_med.mdl", "skin": 0}) = item_key1 : "Silver Key" []
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@PointClass base(Key) model({"path": "progs/key_med.mdl", "skin": 1}) = item_key2 : "Gold Key" []
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@PointClass base(Key) model({{spawnflags & 2 -> "progs/end2.mdl",
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spawnflags & 4 -> "progs/end3.mdl",
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spawnflags & 8 -> "progs/end4.mdl",
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"progs/end1.mdl"}}) = item_sigil : "End of Episode Rune"
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[
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spawnflags(Flags) =
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[
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1 : "Episode 1"
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2 : "Episode 2"
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4 : "Episode 3"
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8 : "Episode 4"
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]
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]
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//
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// weapons
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//
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@BaseClass base(Item) size(-16 -16 0, 16 16 56) = Weapon []
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@PointClass base(Weapon) model("progs/g_shot.mdl") = weapon_supershotgun : "Double-barrelled Shotgun" []
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@PointClass base(Weapon) model("progs/g_nail.mdl") = weapon_nailgun : "Nailgun" []
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@PointClass base(Weapon) model("progs/g_nail2.mdl") = weapon_supernailgun : "Perforator" []
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@PointClass base(Weapon) model("progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade Launcher" []
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@PointClass base(Weapon) model("progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket Launcher" []
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@PointClass base(Weapon) model("progs/g_light.mdl") = weapon_lightning : "Thunderbolt" []
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//
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// monsters
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//
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@BaseClass base(Appearflags, Targetname, Target) color(192 0 0) = Monster
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[
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spawnflags(Flags) =
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[
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1 : "Ambush"
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4 : "Teleport"
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]
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]
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/soldier.mdl") = monster_army : "Grunt" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 40) model("progs/dog.mdl") = monster_dog : "Rottweiler" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/ogre.mdl") = monster_ogre : "Ogre" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/knight.mdl") = monster_knight : "Knight" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/hknight.mdl") = monster_hell_knight : "Death Knight" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/wizard.mdl") = monster_wizard : "Scrag" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/demon.mdl") = monster_demon1 : "Fiend" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/shambler.mdl") = monster_shambler : "Shambler" []
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@PointClass base(Monster) size(-128 -128 -24, 128 128 256) model("progs/boss.mdl") = monster_boss : "Chthon" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/enforcer.mdl") = monster_enforcer : "Enforcer" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model("progs/shalrath.mdl") = monster_shalrath : "Vore" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model("progs/tarbaby.mdl") = monster_tarbaby : "Spawn" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 24) model("progs/fish.mdl") = monster_fish : "Rotfish" []
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@PointClass base(Monster) size(-160 -128 -24, 160 128 256) model("progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({{spawnflags & 1 -> {"path":"progs/zombie.mdl", "frame":192}, "progs/zombie.mdl"}}) = monster_zombie : "Zombie"
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[
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// stupid zombie flags
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spawnflags(Flags) =
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[
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1 : "Crucified"
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2 : "Ambush"
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4 : "Teleport"
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]
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]
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//
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// lights
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//
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@BaseClass color(192 192 32) = Light
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[
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light(float) : "Light intensity" : 300
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wait(float) : "Scale fade distance" : 1
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delay(choices) : "Attenuation" : 0 =
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[
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0 : "Linear attenuation (default)"
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1 : "1/x attenuation"
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2 : "1/(x^2) attenuation"
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3 : "No attenuation"
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4 : "Local minlight"
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5 : "1/(x^2) attenuation - variation"
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]
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_falloff(float) : "Falloff distance"
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_color(color) : "Light color"
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target(target_destination) : "Spotlight target"
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mangle(string) : "Spotlight angle (Yaw Pitch Roll)" : "0 0 0"
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angle(float) : "Spotlight angle width" : 40
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_softangle(float) : "Inner spotlight angle width" : 0
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targetname(string) : "Targetname for a switchable light"
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style(choices) : "Animated light style" : 0 =
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[
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0 : "Normal"
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1 : "Flicker A"
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2 : "Slow, strong pulse"
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3 : "Candle A"
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4 : "Fast strobe"
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6 : "Flicker B"
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5 : "Gentle pulse"
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7 : "Candle B"
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8 : "Candle C"
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9 : "Slow strobe"
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10: "Fluorescent flicker"
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11: "Slow pulse, noblack"
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12: "Blink on/off"
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]
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style2(choices) : "Switchable light animated style" : 0 =
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[
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0 : "Normal"
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1 : "Flicker A"
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2 : "Slow, strong pulse"
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3 : "Candle A"
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4 : "Fast strobe"
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6 : "Flicker B"
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5 : "Gentle pulse"
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7 : "Candle B"
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8 : "Candle C"
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9 : "Slow strobe"
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10: "Fluorescent flicker"
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11: "Slow pulse, noblack"
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12: "Blink on/off"
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]
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_anglescale(float) : "Light angle scale" : 0.5
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_dirt(choices) : "Light dirtmapping" : 0 =
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[
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-1 : "Disable dirtmapping"
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0 : "Inherit from worldspawn _dirt"
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1 : "Dirtmapping enabled"
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]
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_dirtscale(float) : "Light dirtmapping scale" : 1
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_dirtgain(float) : "Light dirtmapping gain" : 1
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_deviance(float) : "Light sphere radius" : 0
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_samples(float) : "Light sphere samples" : 16
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_surface(string) : "Surface light texturename"
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_surface_offset(float) : "Surface light offset" : 2
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_surface_spotlight(choices) : "Surface light spotlight" : 0 =
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[
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0 : "Not a spotlight"
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1 : "Spotlight"
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]
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_project_texture(string) : "Project texturename"
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_project_mangle(string) : "Project texture angle (yaw pitch roll)" : "0 0 0"
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_project_fov(float) : "Project texture fov" : 90
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_bouncescale(float) : "Bounce lighting scale" : 1
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_sun(float) : "Turn light into a sunlight" : 0
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]
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@BaseClass base(Light) = ToggleLight
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[
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spawnflags(Flags) =
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[
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1 : "Start off"
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2 : "Fade in/out"
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]
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]
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@BaseClass base(Light) = TorchLight
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[
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spawnflags(Flags) =
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[
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1 : "No sound"
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]
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]
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@PointClass base(ToggleLight) = light : "Invisible lightsource" []
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@PointClass base(ToggleLight) = light_fluoro : "Invisible lightsource, with fluorescent hum" []
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@PointClass base(ToggleLight) = light_fluorospark : "Invisible lightsource, with broken sparking fluorescent sound" []
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@PointClass base(Light) = light_globe : "Globe sprite light" []
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@PointClass size(-4 -4 -12, 4 4 16) base(TorchLight) model("progs/flame2.mdl") = light_flame_small_yellow : "Small yellow flame" []
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@PointClass size(-10 -10 -12, 12 12 18) base(TorchLight) model({"path":"progs/flame2.mdl","frame":1}) = light_flame_large_yellow : "Large yellow flame" []
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@PointClass size(-4 -4 -16, 4 4 22) base(TorchLight) model("progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" []
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@PointClass size(-8 -8 -48, 8 8 24) base(TorchLight) model("progs/flame3.mdl") = light_torch_long_walltorch : "Large walltorch" []
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//
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// Misc
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//
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// air bubbles
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@PointClass base(Appearflags) color (0 255 255) = air_bubbles : "Air bubbles" []
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// boss lightning
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@PointClass base(Appearflags, Targetname) color(0 255 255) = event_lightning : "Boss lightning" []
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// misc_model
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@PointClass base(Appearflags) model({"path":mdl,"skin":skin,"frame":frame}) = misc_model : "Decorative model"
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[
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mdl(string) : "Model"
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frame(float) : "Pose"
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skin(float) : "Skin"
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pos1(string) : "Bounding Box Mins" : "-16 -16 -16"
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pos2(string) : "Bounding Box Maxs" : "16 16 16"
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spawnflags(Flags) =
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[
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1 : "Solid"
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]
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]
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@PointClass model({"path":"progs/shambler.mdl",frame:"93"}) size(-32 -32 -24, 32 32 0) = misc_shambler_dead : "Dead Shambler" []
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@PointClass model("progs/h_shams.mdl") size(-16 -16 0, 16 16 16) = misc_shambler_head : "Shambler Head" []
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@PointClass model({"path":"progs/soldier.mdl",frame:"17"}) size(-16 -16 -24, 16 16 0) = misc_soldier_dead_1 : "Dead Soldier" []
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@PointClass model({"path":"progs/soldier.mdl",frame:"28"}) size(-16 -16 -24, 16 16 0) = misc_soldier_dead_2 : "Dead Soldier" []
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@PointClass model("progs/h_guard.mdl") size(-16 -16 0, 16 16 16) = misc_soldier_head : "Soldier Head" []
|
|
|
|
@PointClass model({"path":"progs/zombie.mdl",frame:"172"}) size(-16 -16 -24, 16 16 0) = misc_zombie_dead : "Dead Zombie" []
|
|
@PointClass model("progs/h_zombie.mdl") size(-16 -16 0, 16 16 16) = misc_zombie_head : "Zombie Head" []
|
|
|
|
@PointClass model({"path":"progs/wizard.mdl",frame:"53"}) size(-16 -16 -24, 16 16 0) = misc_wizard_dead : "Dead Scrag" []
|
|
@PointClass model("progs/h_wizard.mdl") size(-16 -16 0, 16 16 16) = misc_wizard_head : "Scrag Head" []
|
|
|
|
@PointClass base(Appearflags) size(-16 -16 -16, 16 16 16) model("progs/teleport.mdl") = misc_teleporttrain : "Teleport train"
|
|
[
|
|
target(target_destination) : "Target"
|
|
targetname(target_source) : "Targetname"
|
|
]
|
|
|
|
|
|
//
|
|
// traps
|
|
//
|
|
|
|
@BaseClass color (255 0 255) = Trap []
|
|
|
|
@PointClass base(Trap, Appearflags) model("progs/lavaball.mdl") = misc_fireball : "Lava balls"
|
|
[
|
|
speed(float) : "Speed of lava balls" : 1000
|
|
wait(float) : "Delay between lava ball launches" : 3
|
|
count(float) : "Number of lava balls to launch" : 1
|
|
dmg(float) : "Damage dealt by lava balls" : 20
|
|
]
|
|
|
|
@PointClass base(Trap, Appearflags) size(0 0 0, 32 32 32) model("maps/b_exbox2.bsp") = misc_explobox2 : "Small explosive box" []
|
|
@PointClass base(Trap, Appearflags) size(0 0 0, 32 32 64) model("maps/b_explob.bsp") = misc_explobox : "Large explosive box" []
|
|
|
|
@PointClass base(Trap, Targetname) = trap_spikeshooter : "Triggered shooter"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Superspike"
|
|
2 : "Laser"
|
|
]
|
|
]
|
|
@PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" []
|
|
|
|
//
|
|
// ambient sounds
|
|
//
|
|
|
|
@BaseClass color(128 0 128) = Ambient []
|
|
|
|
@PointClass base(Ambient) = ambient_comp_hum : "Computer humming and beeps" []
|
|
@PointClass base(Ambient) = ambient_drip : "Water dripping" []
|
|
@PointClass base(Ambient) = ambient_drone : "Drone" []
|
|
@PointClass base(Ambient) = ambient_fire : "Crackling fire" []
|
|
@PointClass base(Ambient) = ambient_flouro_buzz : "Broken sparking fluorescent light" []
|
|
@PointClass base(Ambient) = ambient_light_buzz : "Fluorescent light hum" []
|
|
@PointClass base(Ambient) = ambient_suck_wind : "Sucking wind" []
|
|
@PointClass base(Ambient) = ambient_swamp1 : "Swamp 1" []
|
|
@PointClass base(Ambient) = ambient_swamp2 : "Swamp 2" []
|
|
@PointClass base(Ambient) = ambient_teleport : "Teleporter hum" []
|
|
@PointClass base(Ambient) = ambient_thunder : "Thunder" []
|
|
@PointClass base(Ambient) = ambient_water : "Water" []
|
|
@PointClass base(Ambient) = ambient_wind : "Wind" []
|
|
|
|
//
|
|
// brush models
|
|
//
|
|
|
|
|
|
@baseclass = BrushModel
|
|
[
|
|
// ericw-tools light
|
|
|
|
_minlight(float) : "Minlight" : 0
|
|
_minlight_exclude(string) : "Minlight exclude texture name"
|
|
_mincolor(color255) : "Minlight color" : "255 255 255"
|
|
_shadow(choices) : "Shadow" : 0 =
|
|
[
|
|
0 : "Do not cast shadows (default)"
|
|
1 : "Cast shadows"
|
|
]
|
|
_shadowself(choices) : "Shadow self only" : 0 =
|
|
[
|
|
0 : "Do not shadow self only (default)"
|
|
1 : "Shadow self only"
|
|
]
|
|
_shadowworldonly(choices) : "Shadow world only" : 0 =
|
|
[
|
|
0 : "Do not shadow world only (default)"
|
|
1 : "Shadow world only"
|
|
]
|
|
_switchableshadow(choices) : "Switchable shadow" : 0 =
|
|
[
|
|
0 : "No switchable shadow (default)"
|
|
1 : "Switchable shadow"
|
|
]
|
|
_dirt(choices) : "Dirtmapping" : 0 =
|
|
[
|
|
-1 : "Disable dirtmapping"
|
|
0 : "Inherit from worldspawn (default)"
|
|
]
|
|
_phong(choices) : "Phong shading" : 0 =
|
|
[
|
|
0 : "Disable phong shading (default)"
|
|
1 : "Enable phong shading"
|
|
]
|
|
_phong_angle(float) : "Phong shading angle" : 89
|
|
_phong_angle_concave(float) : "Phone shading angle for concave joints" : 0
|
|
_lightignore(choices) : "Minlight only" : 0 =
|
|
[
|
|
0 : "Do not ignore light (default)"
|
|
1 : "Receive minlight only"
|
|
]
|
|
|
|
// ericw-tools qbsp
|
|
|
|
_lmscale(float) : "Lightmap scale" : 0
|
|
_mirrorinside(choices) : "Mirror inside faces" : 0 =
|
|
[
|
|
0 : "Do not mirror inside faces (default)"
|
|
1 : "Mirror inside faces"
|
|
]
|
|
]
|
|
|
|
@baseclass = DetailModel
|
|
[
|
|
// ericw-tools light
|
|
|
|
_minlight(float) : "Minlight" : 0
|
|
_mincolor(color255) : "Minlight color" : "255 255 255"
|
|
_shadow(choices) : "Shadow" : 0 =
|
|
[
|
|
-1 : "Do not cast shadows"
|
|
0 : "Cast shadows (default)"
|
|
]
|
|
_dirt(choices) : "Dirtmapping" : 0 =
|
|
[
|
|
-1 : "Disable dirtmapping"
|
|
0 : "Inherit from worldspawn (default)"
|
|
]
|
|
_phong(choices) : "Phong shading" : 0 =
|
|
[
|
|
0 : "Disable phong shading (default)"
|
|
1 : "Enable phong shading"
|
|
]
|
|
_phong_angle(float) : "Phong shading angle" : 89
|
|
_phong_angle_concave(float) : "Phone shading angle for concave joints" : 0
|
|
|
|
// ericw-tools qbsp
|
|
|
|
_lmscale(float) : "Lightmap scale" : 0
|
|
_mirrorinside(choices) : "Mirror inside faces" : 0 =
|
|
[
|
|
0 : "Do not mirror inside faces (default)"
|
|
1 : "Mirror inside faces"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Appearflags, Targetname, Target, BrushModel) = func_door : "Door"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Start Open"
|
|
4 : "Don't Link"
|
|
8 : "Gold Key needed"
|
|
16: "Silver Key needed"
|
|
32: "Toggle"
|
|
]
|
|
speed(float) : "Speed" : 100
|
|
sounds(choices) : "Sound" : 0 =
|
|
[
|
|
1: "Stone"
|
|
2: "Base"
|
|
3: "Stone Chain"
|
|
4: "Screechy Metal"
|
|
]
|
|
wait(choices) : "Delay before close" : 3 =
|
|
[
|
|
-1 : "Stays open"
|
|
]
|
|
lip(float) : "Lip remaining at end of move" : 8
|
|
dmg(float) : "Damage inflicted when blocked" : 2
|
|
health(float) : "Health (shoot open)" : 0
|
|
]
|
|
|
|
@SolidClass base(Appearflags, Targetname, BrushModel) = func_door_secret : "Secret door"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Open once only"
|
|
2 : "Moves left first"
|
|
4 : "Moves down first"
|
|
8 : "Not shootable"
|
|
16 : "Always shootable"
|
|
]
|
|
speed(float) : "Speed" : 50
|
|
t_width(float) : "First move length"
|
|
t_length(float) : "Second move length"
|
|
dmg(float) : "Damage when blocked" : 2
|
|
wait(choices) : "Delay before close" : 5 =
|
|
[
|
|
-1 : "Stay open"
|
|
]
|
|
sounds(choices) : "Sounds" : 3 =
|
|
[
|
|
1: "Medieval"
|
|
2: "Metal"
|
|
3: "Base"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Appearflags, Targetname, Target, BrushModel) = func_breakable : "Breakable Brush Model"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1 : "Explode on destruction"
|
|
2 : "No explosion sprite"
|
|
4 : "No explosion sound"
|
|
8 : "Spawn smoke on destruction"
|
|
]
|
|
style(choices) : "Preset Style" : 0 =
|
|
[
|
|
1 : "Base Crate"
|
|
2 : "Stone"
|
|
]
|
|
mdl1(string) : "Debris Model 1"
|
|
mdl2(string) : "Debris Model 2"
|
|
mdl3(string) : "Debris Model 3"
|
|
color(float) : "Particle Color (0-254, from palette)"
|
|
noise1(string) : "Damage / bounce sound"
|
|
noise2(string) : "Destruction sound"
|
|
health(float) : "Damage required to destroy" : 30
|
|
count(float) : "Amount of debris to spawn" : 8
|
|
angle(float) : "Direction of debris movement" : 0
|
|
dmg(float) : "If explosive, damage to deal"
|
|
]
|
|
|
|
@SolidClass base(Targetname, Appearflags, BrushModel) = func_wall : "Wall" []
|
|
|
|
@SolidClass = func_illusionary : "Non-solid wall" []
|
|
|
|
@SolidClass base(Target, Targetname, BrushModel) = func_button : "Button"
|
|
[
|
|
speed(float) : "Speed" : 40
|
|
lip(float) : "Lip" : 4
|
|
health(float) : "Health"
|
|
sounds(choices) : "Sounds" =
|
|
[
|
|
0 : "Steam metal"
|
|
1 : "Wooden clunk"
|
|
2 : "Metallic clink"
|
|
3 : "In-out"
|
|
]
|
|
wait(float) : "Delay before reset" : 1
|
|
]
|
|
|
|
@SolidClass base(Targetname, BrushModel) = func_train : "Moving platform"
|
|
[
|
|
sounds(choices) : "Sound" : 1 =
|
|
[
|
|
0: "None"
|
|
1: "Ratchet Metal"
|
|
]
|
|
speed(float) : "Speed" : 100
|
|
target(target_source) : "Target"
|
|
dmg(float) : "Damage" : 2
|
|
]
|
|
|
|
@PointClass base(Targetname) size(16 16 16) = path_corner : "Next stop for a monster or train"
|
|
[
|
|
target(target_source) : "Target"
|
|
wait(float) : "Wait" : 0
|
|
]
|
|
|
|
@SolidClass base(Targetname, BrushModel) = func_plat : "Platform"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Low trigger" : 0
|
|
]
|
|
speed(float) : "Speed" : 150
|
|
height(float) : "Travel height" : 0
|
|
sounds(choices) : "Sound" : 2 =
|
|
[
|
|
1: "Base"
|
|
2: "Medieval"
|
|
]
|
|
dmg(float) : "Block damage" : 1
|
|
]
|
|
|
|
@SolidClass base(BrushModel) = func_episodegate : "Episode Gate"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Episode 1" : 1
|
|
2 : "Episode 2" : 0
|
|
4 : "Episode 3" : 0
|
|
8 : "Episode 4" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass base(BrushModel) = func_bossgate : "Boss gate" []
|
|
|
|
//
|
|
// triggers
|
|
//
|
|
|
|
@BaseClass color(255 255 255) base(Target, Targetname) = Trigger
|
|
[
|
|
sounds(choices) : "Sounds " : 0 =
|
|
[
|
|
0 : "None"
|
|
1 : "Secret sound"
|
|
2 : "Beep beep"
|
|
3 : "Large switch"
|
|
]
|
|
]
|
|
|
|
@SolidClass= trigger_changelevel : "Trigger: Change level"
|
|
[
|
|
map(string) : "Next map"
|
|
target(target_destination) : "Target"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Intermission"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once"
|
|
[
|
|
health(float) : "Health"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Touch"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
|
|
[
|
|
wait(choices) : "Wait before reset" : 4 =
|
|
[
|
|
-1 : "Never reset"
|
|
]
|
|
health(float) : "Health"
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Touch"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" []
|
|
|
|
@SolidClass base(Trigger) = trigger_secret : "Trigger: Secret"
|
|
[
|
|
sounds(choices) : "Sound style" : 1 =
|
|
[
|
|
0 : "None"
|
|
1 : "Secret sound"
|
|
2 : "Beep beep"
|
|
3 : "Large switch"
|
|
]
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Touch"
|
|
]
|
|
]
|
|
|
|
@SolidClass base(Target, Targetname) = trigger_teleport : "Trigger: Teleport"
|
|
[
|
|
spawnflags(Flags) =
|
|
[
|
|
1 : "Player only" : 0
|
|
2 : "Silent" : 0
|
|
]
|
|
]
|
|
|
|
@SolidClass = trigger_setskill : "Trigger: Set Skill"
|
|
[
|
|
message(choices) : "Skill to change to" : 1 =
|
|
[
|
|
0 : "Easy"
|
|
1 : "Medium"
|
|
2 : "Hard"
|
|
3 : "Nightmare!"
|
|
]
|
|
]
|
|
|
|
@PointClass base(Trigger) = trigger_relay : "Trigger: relay" []
|
|
|
|
@SolidClass base(Targetname) = trigger_monsterjump : "Trigger: Monster Jump"
|
|
[
|
|
speed(float) : "Jump Speed" : 200
|
|
height(float) : "Jump Height" : 200
|
|
]
|
|
|
|
@PointClass base(Target, Targetname) = trigger_counter : "Trigger: Counter"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "No Message"
|
|
]
|
|
count(float) : "Count before activation" : 2
|
|
]
|
|
|
|
@SolidClass base(Targetname) = trigger_push : "Trigger: Push"
|
|
[
|
|
spawnflags(flags) =
|
|
[
|
|
1: "Once Only"
|
|
]
|
|
speed(float) : "Speed" : 1000
|
|
]
|
|
|
|
@SolidClass = trigger_hurt : "Trigger: Hurt"
|
|
[
|
|
dmg(float) : "Damage" : 5
|
|
]
|
|
|
|
@SolidClass = trigger_ladder : "Trigger: Ladder"
|
|
[
|
|
angle(float) : "Player facing direction - use 360 for a yaw of 0" : 0
|
|
]
|
|
|
|
|
|
//
|
|
// ericw-tools
|
|
//
|
|
|
|
@PointClass = misc_external_map : "External map prefab"
|
|
[
|
|
_external_map(string) : "Path"
|
|
_external_map_classname(string) : "Classname"
|
|
_external_map_angles(string) : "Angles"
|
|
_external_map_angle(float) : "Yaw Angle"
|
|
_external_map_scale(float) : "Scale"
|
|
]
|
|
|
|
@SolidClass base(DetailModel) = func_group : "Brush group" []
|
|
|
|
@SolidClass base(DetailModel) = func_detail : "Detail brush" []
|
|
|
|
@SolidClass base(DetailModel) = func_detail_illusionary : "Non-solid detail brush" []
|
|
|
|
@SolidClass base(DetailModel) = func_detail_wall : "Detail brush that doesn't split world faces" []
|
|
|
|
@SolidClass base(DetailModel) = func_detail_fence : "Detail brush that doesn't split or clip world faces" []
|
|
|
|
@SolidClass base(DetailModel) = func_illusionary_visblocker : "Non-solid brush that blocks vis" []
|