6403 lines
310 KiB
Modula-2
6403 lines
310 KiB
Modula-2
//=============================================================================
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// ENTITIES DEF file
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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 : Simon "Sock" OCallaghan
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// Website: www.simonoc.com
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// Editor : GTK Radiant 1.3+, Trenchbroom 1 & 2
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// Notes : Has the latest compiler options (maybe not all)
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//
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//=============================================================================
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//
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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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/*QUAKED worldspawn (0 0 0) ? x
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Only used for the world.
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-------- KEYS --------
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worldtype : World type 0 = medieval, 1 = metal, 2 = base
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wad : list of Wad Files used by compiler (; for seperation)
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message : Title of map
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sounds : CD Music track to play (4-11)
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light : Ambient light level (eg 5)
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sky : 6 sided cube for sky brushes (night_)
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_range : Scales brightness range of all lights (useful for dirt)
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_dist : Scales the fade distance of all lights by a factor of n
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_anglescale : Scaling factor for how much influence the angle of incidence
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_gamma : Adjust brightness of final lightmap
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_sunlight : Brightness of SUN (eg 100)
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_sunlight_color : Red/Green/Blue (0.78 0.86 1.00)
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_sunlight_mangle : Angle of sunlight (eg 0 -90 0)
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_sun_mangle : Duplicate version of sunlight_mangle
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_sunlight_penumbra : Penumbra width, in degrees, of sunlight
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_sunlight_dirt : 1 = enables dirt mapping on sun
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// Ambient bounce light (multiple suns in a dome)
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_sunlight2 : Second SUN (eg 100)
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_sunlight2_color : Red/Green/Blue (0.78 0.86 1.00)
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_sunlight2_dirt : 1 = enables dirt mapping on sun 2
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_sunlight3 : Third SUN! (ask MFX)
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_dirt : 1 = enables dirtmapping (ambient occlusion) on all lights
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_dirtmode : Choose between ordered (def=0) and randomized (1)
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_dirtscale : Scale factor used in dirt calculations, def=1
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_dirtgain : Exponent used in dirt calculation, def=1
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_dirtdepth : Maximum depth of occlusion checking, def=128
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_minlight_dirt : 1 enables dirtmapping (ambient occlusion) on minlight
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gravity : gravity of map (default = 800)
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fog : console command (Den/R/G/B - '0.05 0.3 0.3 0.3')
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fog_density : Trigger fog starting density (default = 0.1)
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fog_colour : Trigger fog starting colour (default = 0.1 0.1 0.1)
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fog_dpextra : extra DP fog parameters, default - '1 0 8192 1024 32'
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water_alpha : Water Alpha, default - 1.00
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particlemax : Amount of ACTIVE particles per map
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no_item_offset : All ammo/heal items use central point rotation
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no_item_rotate : No random rotated for all items
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no_zaware : Switch OFF zaware monster attacks
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no_sgprojectile : Switches OFF ALL shotgun projectiles
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no_sgcasing : Switches OFF ALL shotgun casings
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no_liquiddmg : Switch OFF liquid (slime/lava) monster damage
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knight_defskin : Default skin (0-3) type for new knight model
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bodyflrcheck : All monster dead body check floor for gravity
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bodyfadeaway : All monster dead bodies fade away
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sprite_particles : Switch all custom particles to sprites (builtin excluded)
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no_bigprojectiles : Switches OFF large player projectiles size
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mapvar_update : Update map variables (Range X->Y=Z)
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upgrade_axe : Upgrade Axe -1=disable, 1=enable
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upgrade_ssg : Upgrade Super Shotgun -1=disable, 1=enable
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upgrade_lg : Upgrade Lightning Gun -1=disable, 1=enable
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give_weapons : Bit flag for which weapons to give to the player
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take_weapons : 1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG (excludes Axe)
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max_health : Update player health if below this value
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reset_health : Reset player health to this value (1-100)
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currentammo : =1 reset inventory, =0 minimum values
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ammo_shells : Setup starting shell quanity (reset/minimum)
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ammo_nails : Setup starting nails quanity (reset/minimum)
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ammo_rockets : Setup starting rockets quanity (reset/minimum)
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ammo_cells : Setup starting cells quanity (reset/minimum)
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armortype : Armour type to start with 1=Green, 2=Yellow, 3=Red
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armorvalue : Quantity of armour to reset player (100/150/200)
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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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/*QUAKED ambient_custom_sound (0.5 0.1 0.8) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x
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Play a sound on a periodic basis
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-------- KEYS --------
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targetname : trigger entity (works with entity state system)
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target : targets to trigger each time sound is played
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volume : volume of sound (default 1, capped at 1)
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noise : primary sound (ambience/windgust1a.wav)
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noise1 : stop sound (anbience/switch_6off.wav)
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noise2 : random sound (ambience/windgust1b.wav)
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wait : random time between sounds (default 20, =-1 no random element)
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delay : minimum time between sounds (default 2)
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waitmin : Starting time (waitmin + random() x waitmin, =-1 no delay)
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waitmin2: 1 = Will not silence any playing sound if switching off
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impulse : channel on which to play sound (0-7) (0 automatic is default)
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speed : attenuation -1=no attenuation, 1=normal (default), 2=idle, 3=static, 4=quiet
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-------- SPAWNFLAGS --------
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PLAYONCE : When triggered plays once
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STARTOFF : Starts off and waits for trigger
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-------- NOTES --------
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Play a sound on a periodic basis
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_loop (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x x x x x x x x
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Custom ambient (must be looped) sound, CANNOT toggle/switch state
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-------- KEYS --------
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volume : volume of sound (default 1, capped at 1)
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noise : custom sound to play (looped)
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Custom ambient (must be looped) sound, CANNOT toggle/switch state
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Computer sound.
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*/
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/*QUAKED ambient_drip (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Dripping sound.
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*/
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/*QUAKED ambient_drone (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Drone sound. (slipgate)
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*/
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/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Fluorescent light sound.
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*/
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/*QUAKED ambient_hum1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Teleporter Hum sound.
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*/
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/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Buzzing light.
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*/
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/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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ID Wind sound.
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*/
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/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Swamp sound 1.
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*/
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/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Swamp sound 2.
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*/
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/*QUAKED ambient_thunder (0.3 0.1 0.6) (-16 -16 -8) (16 16 8) x
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Thunder sound.
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_water (0.3 0.6 1.0) (-16 -16 -8) (16 16 8) x
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Play a LOOPED water sound
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-------- KEYS --------
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volume : volume of sound (default 0.75)
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noise : custom sound to play (default = ambience/water1.wav)
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Play a LOOPED water sound
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_rain (0.0 0.0 1.0) (-16 -16 -8) (16 16 8) x
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Play a rain sound (always starts off, must be triggered)
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-------- KEYS --------
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targetname : name of entity (once triggered will keep looping)
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count : Setup WAV file (1=long dripping, 2(default)=short downpour)
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volume : volume of sound (0.4=dripping, 0.5=downpour)
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speed : attenuation (dripping=2, downpour=1)
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wait : -1 Will loop with no pause (always set)
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delay : time of sound (6.9=dripping, 2.9=downpour)
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Play a rain sound (always starts off, must be triggered)
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_chime (0.9 0.9 0.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x
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Play a CHIME sound on a periodic basis
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-------- KEYS --------
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targetname : trigger entity (works with entity state system)
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volume : volume of sound (default 1)
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speed : attenuation (default 2)
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wait : random time between sounds (default 10)
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delay : minimum time between sounds (default 10)
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waitmin : Starting time (default = 10 + random() x 10)
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-------- SPAWNFLAGS --------
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PLAYONCE : When triggered plays once
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STARTOFF : Starts off and waits for trigger
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-------- NOTES --------
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Play a CHIME sound on a periodic basis
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_rumble (0.4 0.4 0.4) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x
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Play a RUMBLE sound on a periodic basis
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-------- KEYS --------
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targetname : trigger entity (works with entity state system)
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count : Setup WAV file (-1=random, 1-3, 0=def 1)
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lefty : 1 = Pick an alternative sound to randomly pick from
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volume : volume of sound (default 0.5)
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wait : random time between sounds (default 20)
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delay : minimum time between sounds (default 20)
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waitmin : Starting time (default = 6 + random() x 6)
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-------- SPAWNFLAGS --------
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PLAYONCE : When triggered plays once
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STARTOFF : Starts off and waits for trigger
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-------- NOTES --------
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Play a RUMBLE sound on a periodic basis
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_wind (0.8 0.8 1.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x
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Play a WIND sound on a periodic basis
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-------- KEYS --------
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targetname : trigger entity (works with entity state system)
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count : Setup WAV file (-1=random, 1-6, 0=def 1)
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lefty : 1 = Pick an alternative sound to randomly pick from
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speed : attenuation (default 2)
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wait : random time between sounds (default 10)
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delay : minimum time between sounds (default 10)
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waitmin : Starting time (default = 4 + random() x 4)
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-------- SPAWNFLAGS --------
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PLAYONCE : When triggered plays once
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STARTOFF : Starts off and waits for trigger
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-------- NOTES --------
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Play a WIND sound on a periodic basis
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED ambient_custom_wood (0.5 0.3 0.0) (-16 -16 -8) (16 16 8) x PLAYONCE x x x x STARTOFF x
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Play a WOOD sound on a periodic basis
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-------- KEYS --------
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targetname : trigger entity (works with entity state system)
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count : Setup WAV file (-1=random, 1-4, 0=def 1)
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lefty : 1 = Pick an alternative sound to randomly pick from
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speed : attenuation (default 2)
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wait : random time between sounds (default 20)
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delay : minimum time between sounds (default 20)
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waitmin : Starting time (default = 8 + random() x 8)
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-------- SPAWNFLAGS --------
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PLAYONCE : When triggered plays once
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STARTOFF : Starts off and waits for trigger
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-------- NOTES --------
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Play a WOOD sound on a periodic basis
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*/
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//=============================================================================
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//
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// INFO entities
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//
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//=============================================================================
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night
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{ model(":progs/player.mdl"); }
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DEFAULT starting point for a player
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-------- KEYS --------
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target : triggered target(s) when used as a client destination
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angle : Starting view angle
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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DEFAULT starting point for a player
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_player_start2 (0.9 0 0) (-16 -16 -24) (16 16 24) x x x x x x x x Not_Easy Not_Normal Not_Hard Not_DM Dyn_Easy Dyn_Normal Dyn_Hard Dyn_Night
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{ model(":progs/player.mdl"); }
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Starting point for players with runes or startspawn2 system
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-------- KEYS --------
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target : triggered target(s) when used as a client destination
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angle : Starting view angle
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startspawn2 : Unique spawn location number matching a trigger_changelevel
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Starting point for players with runes or using the startspawn2 system
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The startspawn2 system lets players move between maps using exact location
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
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{ model(":progs/player.mdl"); }
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Starting position for coop games
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-------- KEYS --------
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target : triggered target(s) when used as a client destination
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angle : Starting view angle
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-------- SPAWNFLAGS --------
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STARTOFF : Starts off
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-------- NOTES --------
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Starting position for coop games
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_player_deathmatch (0 1 1) (-16 -16 -24) (16 16 24) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
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{ model(":progs/player.mdl"); }
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Starting position for deathmatch games
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-------- KEYS --------
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target : triggered target(s) when used as a client destination
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angle : Starting view angle
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-------- SPAWNFLAGS --------
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STARTOFF : Starts off
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-------- NOTES --------
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Starting position for deathmatch games
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_teleport_destination (1 0.5 0.5) (-16 -16 -24) (16 16 24) x
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Destination marker for a teleporter
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-------- KEYS --------
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targetname : link to trigger_teleport
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target : triggered target(s) when used as a client destination
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angles : Pitch Yaw Roll (viewing angle after teleporting)
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Destination marker for a teleporter
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_skullwiz_destination (0.6 0 0.8) (-16 -16 -24) (16 16 40) x
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Teleport destination for skull wizard ONLY
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-------- KEYS --------
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targetname : part of a chain group (required)
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target : next destination in the chain
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distance : Minimum distance enemy needs to be before spawning
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Teleport destination for skull wizard ONLY
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) NO_INTERMIS SOLID x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
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This is the camera point for the intermission
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-------- KEYS --------
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target : triggered target(s) when used as a viewing camera
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mangle : Pitch Yaw Roll
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fog_density : fog density (Must be >0 to activate feature)
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fog_colour : fog colours (def=0.1 0.1 0.1)
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speed : fog time to change (def=2s)
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-------- SPAWNFLAGS --------
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NO_INTERMIS : Will not display when proper intermission active
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SOLID : Intermission camera interacts with world
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-------- NOTES --------
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mangle = up/down, angle, tilt left/right 'pitch yaw roll'
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up/left = negative value, down/right = positive value
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_target (0.5 0.5 0.5) (-4 -4 -4) (4 4 4) x x x x
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Invisible target entity (not removed)
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-------- KEYS --------
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Invisible target entity (not removed)
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) x x x x
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Invisible entity
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-------- KEYS --------
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Invisible entity. Used as a target for spotlights, etc. Removes itself.
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*/
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//-----------------------------------------------------------------------------
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//QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) x
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/*QUAKED info_notnull (0 0.5 0) ? x
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Invisible entity (not removed)
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-------- KEYS --------
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-------- SPAWNFLAGS --------
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-------- NOTES --------
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Invisible entity (not removed)
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*/
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//=============================================================================
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//
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// ITEM entities
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//
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//=============================================================================
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/*QUAKED item_health (0.3 0.3 1) (-16 -16 0) (16 16 32) ROTTEN MEGA x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
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{ model(":progs/health_25.mdl"); }
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15, 25 or 100 Health
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-------- KEYS --------
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targetname : toggle state (use trigger ent for exact state)
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angle : = -1 Random rotation everytime spawned (default)
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skin_override : Override world type 1=Base Green, 2=Medieval Wood
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upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
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upgrade_axe : = 1 will only spawn if axe upgrade active on server
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upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
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message : centerprint message when item is picked up
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respawn_time : time to wait before respawning (1-x seconds, default varies)
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respawn_count : Total amount of times to respawn (counts down to zero)
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respawn_trig : = 1 Wait for trigger before respawning
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-------- SPAWNFLAGS --------
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ROTTEN : 15 health
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MEGA : MegaHealth +100 health, rot down to 100
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RESPAWN : Can respawn after being picked up
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FLOAT : No drop to floor test
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STARTOFF : Starts off and waits for trigger
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NOEFFECTS : No particle or effects active
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-------- NOTES --------
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Health box gives 15, 25 or 100 points depending on spawnflags.
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*/
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//-----------------------------------------------------------------------------
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/*QUAKED item_shells (0 .5 .8) (-16 -16 0) (16 16 32) BIG LID x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
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{ model(":progs/ammo_shells0.mdl"); }
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20 or 40 Shells
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-------- KEYS --------
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targetname : toggle state (use trigger ent for exact state)
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frame_box : special animation frame number for LID (1-7)
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skin_override : Override world type 1=Base Green, 2=Medieval Wood
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aflag : Ammo quantity override
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upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
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upgrade_axe : = 1 will only spawn if axe upgrade active on server
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upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
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message : centerprint message when item is picked up
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respawn_time : time to wait before respawning (1-x seconds, default varies)
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respawn_count : Total amount of times to respawn (counts down to zero)
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respawn_trig : = 1 Wait for trigger before respawning
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-------- SPAWNFLAGS --------
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BIG : Double Ammo and different model
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LID : Extra LID model positioned with box
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RESPAWN : Can respawn after being picked up
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FLOAT : No drop to floor test
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STARTOFF : Starts off and waits for trigger
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NOEFFECTS : No particle or effects active
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-------- NOTES --------
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20 or 40 Shells for the Shotgun (SG), SuperShotgun (SSG) and Riotgun (RG)
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*/
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//-----------------------------------------------------------------------------
|
|
/*QUAKED item_spikes (0 .5 .8) (-16 -16 0) (16 16 32) BIG LID x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/ammo_nails0.mdl"); }
|
|
25 or 50 Spikes
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
frame_box : special animation frame number for LID (1-7)
|
|
skin_override : Override world type 1=Base Green, 2=Medieval Wood
|
|
aflag : Ammo quantity override
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
BIG : Double Ammo and different model
|
|
LID : Extra LID model positioned with box
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
25 or 50 Spikes for the Perforator (NG) and Super Perforator (SNG)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_rockets (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/ammo_rockets0.mdl"); }
|
|
5 or 10 Rockets
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
frame_box : special animation frame number for box of ammo (1-7)
|
|
skin_override : Override world type 1=Base Green, 2=Medieval Wood
|
|
aflag : Ammo quantity override
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
BIG : Double Ammo and different model
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
5 or 10 Rockets for the Grenade (GL) or Rocket Launcher (RL)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_cells (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/ammo_battery0.mdl"); }
|
|
6 or 12 Medieval Battery
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
skin_override : Override world type 1=Base Green, 2=Medieval Wood
|
|
aflag : Ammo quantity override
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
BIG : Double Ammo and different model
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
6 or 12 Medieval Battery (cells) for the Thunderbolt (LG)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_plasma (0 .5 .8) (-16 -16 0) (16 16 32) BIG x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/ammo_cells0.mdl"); }
|
|
6 or 12 Cells
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
frame_box : special animation frame number for box of ammo (1-7)
|
|
skin_override : Override world type 1=Base Green, 2=Medieval Wood
|
|
aflag : Ammo quantity override
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
BIG : Double Ammo and different model
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
6 or 12 Cells for the Thunderbolt (LG)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_armor1 (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/armour.mdl"); }
|
|
Green Armour with 100 points of protection
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Green Armour with 100 points of protection
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_armor2 (0 0.5 0.8) (-16 -16 0) (16 16 56) x BLUESKIN x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/armour.mdl"); }
|
|
Yellow Armour with 150 points of protection
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
BLUESKIN : Displays a blue skin instead of yellow
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Yellow Armour with 150 points of protection
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_armorInv (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/armour.mdl"); }
|
|
Red Armour with 200 points of protection
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Red Armour with 200 points of protection
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_key1 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_silver.mdl"); }
|
|
SILVER key, changes based on worldtype on worldspawn
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
SILVER key, changes based on worldtype on worldspawn
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_key2 (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_gold.mdl"); }
|
|
GOLD key, changes based on worldtype on worldspawn
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
GOLD key, changes based on worldtype on worldspawn
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_keyx (0 .5 .8) (-16 -16 -24) (16 16 32) CKEY1 CKEY2 CKEY3 CKEY4 RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_medieval.mdl"); }
|
|
Custom key
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
mdl : model name to load/display (progs/model.mdl)
|
|
netname : XXX Part of pickup string "You got the XXX"
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
message2 : particle emitter types = KEYSILVER, KEYGOLD, KEYRED, KEYGREEN, KEYPURPLE, KEYWHITE
|
|
-------- SPAWNFLAGS --------
|
|
Ckey1 : Custom Key type 1
|
|
Ckey2 : Custom Key type 2
|
|
Ckey3 : Custom Key type 3
|
|
Ckey4 : Custom Key type 4
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Custom key
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_custom (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_base.mdl"); }
|
|
Custom Pickup Item
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
mdl : model name to load/display (progs/model.mdl)
|
|
netname : XXX Part of pickup string "You got the XXX"
|
|
noise1 : Custom pickup sound (def=weapons/lock4.wav)
|
|
pos1 : Pickup bounding box minimum (def=-16 -16 -24)
|
|
pos2 : Pickup bounding box maximum (def=16 16 32)
|
|
bodyfadeaway : Model will fade away on pickup
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
part_active : = 1 Enable particle burst on pickup
|
|
part_ofs : Particle Origin Offset (def='0 0 0')
|
|
part_tcount : Particle Quantity (def=20)
|
|
part_life : Particle Life Time (def=2s)
|
|
part_style : 1=yellow, 2=green, 3=red, 4=blue, 5=purple, 6=fire, 7=white
|
|
part_movetype : 2=center, 3=up, 4=shockwave, 5=skull, 6=lost, 7=minotaur
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Custom Pickup Item
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_sigil (0 0.5 0.8) (-16 -16 -24) (16 16 32) Ep1 Ep2 Ep3 Ep4 RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_rune1.mdl"); }
|
|
End of episode sigil / rune
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
EP1 : Episode 1 Rune
|
|
EP2 : Episode 2 Rune
|
|
EP3 : Episode 3 Rune
|
|
EP4 : Episode 4 Rune
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
End of episode sigil / rune
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_tomeofpower (0 .5 .8) (-16 -16 -24) (16 16 32) x x x x x FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/key_tome.mdl"); }
|
|
Custom event trigger
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : trigger targets to fire when item touched
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
noise : Custom pickup sound
|
|
-------- SPAWNFLAGS --------
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Custom event trigger
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_sharp_shooter (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_sharp.mdl"); }
|
|
Reduces the bullet spread of all Shotguns
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : override duration of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Reduces the bullet spread of all Shotguns
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_nail_piercer (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_piercer.mdl"); }
|
|
All nail attacks will travel through monsters
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : override duration of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
All nail attacks will travel through monsters
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_envirosuit (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_envsuit.mdl"); }
|
|
Player takes no damage from water or slime for 30 seconds
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
exactskin : 0=Original, 1=Green, 2=Brown, 3=Aqua, 4=Blue
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : override duration of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Player takes no damage from water or slime for 30 seconds
|
|
Immume from Wraith Healing Debuff but take small damage instead
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_wetsuit (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_wetsuit.mdl"); }
|
|
Player takes no damage from water for 5 mins (300s)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
exactskin : 0=Original, 1=Green, 2=Brown, 3=Aqua, 4=Blue
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : override duration of artifact (default = 300s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Player takes no damage from water for 5 mins (300s)
|
|
Immume from Wraith Healing Debuff but take small damage instead
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_invulnerability (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_pent.mdl"); }
|
|
Player is invulnerable for 30 seconds
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : override duration of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Player is invulnerable for 30 seconds
|
|
Immume from Wraith Healing Debuff
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_invisibility (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_invis.mdl"); }
|
|
Player is invisible for 30 seconds
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : Duration override of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Player is invisible for 30 seconds
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_artifact_super_damage (0 0.5 0.8) (-16 -16 -24) (16 16 32) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/artifact_quad.mdl"); }
|
|
The next attack from the player will do 4x damage
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count: Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
cnt : Duration override of artifact (default = 30s)
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
The next attack from the player will do 4x damage
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_backpack (0 .5 .8) (-16 -16 0) (16 16 56) SHELLS NAILS ROCKETS CELLS RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/w_backpack.mdl"); }
|
|
Backpack with random/exact amount of ammo
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
count : random amount of ammo to give (works with spawnflags)
|
|
ammo_shells : exact amount of shells
|
|
ammo_nails : exact amount of spikes
|
|
ammo_rockets : exact amount of rockets
|
|
ammo_cells : exact amount of cells
|
|
armorvalue : armor shards (gives green armor if none present)
|
|
armortype : 1 = random amount of armor shards (uses count)
|
|
exactskin : 0=Original, 1=green, 2=blue, 3=red, 4=yellow, 5=swamp, 6=white, 7=pale
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
noise : pickup sound (def=items/backpack_ammo.wav)
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
SHELLS : ammo for SG / SSG / RG
|
|
NAILS : ammo for NG / SNG
|
|
ROCKETS : ammo for GL / RL
|
|
CELLS : ammo for LG
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Backpack with random/exact amount of ammo
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED item_backpack_armour (1 1 .25) (-16 -16 0) (16 16 56) GRN YEL RED x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/w_backpack.mdl"); }
|
|
Backpack with exact amount of armour
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
armortype : 0.3=Green, 0.6=Yellow, 0.8=red (will setup armor quantity)
|
|
armorvalue : Green(def)=15, Yellow=30, Red=45 (linked to armortype)
|
|
exactskin : 0=Original, 1=green, 2=blue, 3=red, 4=yellow (def), 5=swamp, 6=white, 7=pale
|
|
noise : pickup sound (def=items/backpack_armour.wav)
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
GRN : Green armour type (green particle)
|
|
YEL : Yellow armour type (yellow particle)
|
|
RED : Red armour type (red particle)
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Backpack with exact amount of armour
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// WEAPON entities
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED weapon_upgrade_axe (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_shadaxe.mdl"); }
|
|
Shadow Axe, extra dmg and gib zombies
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Shadow Axe, extra dmg and gib zombies
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_upgrade_ssg (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_shot3.mdl"); }
|
|
The Widowmaker Shotgun, extra dmg, triple shot
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
The Widowmaker Shotgun, extra dmg, triple shot
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_upgrade_lg (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_plasma.mdl"); }
|
|
The Plasma Gun, direct & splashdamage
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
The Plasma Gun, direct & splashdamage
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_shotgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_shot1.mdl"); }
|
|
Shotgun
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Shotgun
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_supershotgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_shot2.mdl"); }
|
|
Super Shotgun
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Super Shotgun
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_nailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_nail.mdl"); }
|
|
Perforator (Nailgun)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Perforator (Nailgun)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_supernailgun (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_nail2.mdl"); }
|
|
Super Perforator (Super Nailgun)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Super Perforator (Super Nailgun)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_grenadelauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_rock.mdl"); }
|
|
Grenade Launcher
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Grenade Launcher
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_rocketlauncher (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_rock2.mdl"); }
|
|
Rocket Launcher
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Rocket Launcher
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED weapon_lightning (0 0.5 0.8) (-16 -16 0) (16 16 56) x x x x RESPAWN FLOAT STARTOFF NOEFFECTS NOT_EASY NOT_NORMAL NOT_HARD NOT_DM
|
|
{ model(":progs/g_light.mdl"); }
|
|
Thunderbolt Cannon
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
upgrade_ssg : = 1 will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only spawn if axe upgrade active on server
|
|
upgrade_lg : = 1 will only spawn if lightning gun upgrade active on server
|
|
message : centerprint message when item is picked up
|
|
respawn_time : time to wait before respawning (1-x seconds, default varies)
|
|
respawn_count : Total amount of times to respawn (counts down to zero)
|
|
respawn_trig : = 1 Wait for trigger before respawning
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Can respawn after being picked up
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS: No particle or effects active
|
|
-------- NOTES --------
|
|
Thunderbolt Cannon
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// FUNCTIONS
|
|
//
|
|
//=============================================================================
|
|
|
|
/*QUAKED func_button (0 .5 .8) ? x x x x x STARTDIS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Button (bmodel) with two states
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : name of target(s) to trigger at the start of the wait phase
|
|
angle : determines the move direction, use "360" for angle 0
|
|
speed : Move Speed (def=40)
|
|
wait : wait before returning (def=1, -1 = never return)
|
|
delay : delay before button triggers
|
|
lip : lip remaining at end of move. (def=4)
|
|
health : Can be damaged instead of touched
|
|
sounds : 0=steam metal, 1=wooden, 2=metallic, 3=in-out, 4=Silent, 5=Custom
|
|
noise : custom sound - 1st movement
|
|
noise1 : custom sound - 2nd movement ('buttons/switch21.wav')
|
|
message: Centerprint Message to display when triggered
|
|
estate : Override starting entity state 1=ON, 2=OFF, 4=DISABLE
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
PRESSURE : Responds to monster/item/player touch
|
|
STARTDIS : Starts disabled and waits for trigger
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Button (bmodel) with two states
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_door (0 .5 .8) ? STARTOPEN SPAWNTRIG DONTLINK GOLD SILVER TOGGLE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Door (bmodel) with 2 states
|
|
-------- KEYS --------
|
|
targetname : = "" door automatically opens, != "" requires trigger to open
|
|
if using entity state system set SPAWN_TRIG spawnflags to fix this problem
|
|
target : name of target(s) to trigger at the start opening sequence
|
|
angle : determines the opening direction, use "360" for angle 0
|
|
speed : movement speed (def=100)
|
|
yaw_speed: return movement speed (def=self.speed)
|
|
wait : wait before returning (def=3, -1 = never return)
|
|
lip : lip remaining at end of move. (def=8)
|
|
health : Can be damaged instead of touched
|
|
dmg : damage to inflict when blocked. (def=2)
|
|
message : centerprint message when touched (removed when opened)
|
|
sounds : 0 = silent 1 = stone 2 = base 3 = stone chain 4 = screechy metal 5 = custom
|
|
locksounds : 0 = talktalk 1 = short rattle, 2 = medium rattle, 3 = long rattle
|
|
noise : custom sound - door locked sound (targetname+message)
|
|
noise1 : custom sound - Moving/Open door (looping)
|
|
noise2 : custom sound - Stop/Close door
|
|
noise3 : custom sound - Silver/Gold key try lock
|
|
noise4 : custom sound - Silver/Gold key OPEN
|
|
customkey : custom key required to open door (1-4 supported values)
|
|
message2 : custom key message (You need the custom key)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOPEN : door opens in reverse state (moved to dest at spawn)
|
|
SPAWNTRIG : Will spawn trigger around door even if targetname SETUP
|
|
DONTLINK : Touching doors will not link into a single entity
|
|
GOLD : Requires gold key to open
|
|
SILVER : Requires silver key to open
|
|
TOGGLE : Door waits for trigger between states (if wait=-1 cannot be blocked)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Door (bmodel) with 2 states
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A Door (bmodel) with 2 states and multiple stages
|
|
-------- KEYS --------
|
|
targetname : = "" door opens with damage, != "" requires trigger to open
|
|
if using entity state system set ALWAYS_SHOOT spawnflags to fix this problem
|
|
target : name of target(s) to trigger at the start opening sequence
|
|
angle : determines the opening direction, use "360" for angle 0
|
|
speed : movement speed (default = 50)
|
|
yaw_speed : 2nd movement speed (default = speed)
|
|
t_width : First Distance, override Width to move back (or height if going down)
|
|
t_length : Second Distance, override Length to move sideways
|
|
wait : wait before returning (default = 5)
|
|
dmg : damage to inflict when blocked. (default = 2)
|
|
message : centerprint message when touched (removed when opened)
|
|
sounds : 1 = medieval 2 = metal 3 = base(def) 4 = Silent 5 = custom
|
|
locksounds: 0 = talktalk 1 = short rattle, 2 = medium rattle, 3 = long rattle
|
|
noise : custom sound - door locked sound (targetname+message)
|
|
noise1 : custom sound - Open
|
|
noise2 : custom sound - Opening (looping)
|
|
noise3 : custom sound - Closed
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
ONCE_ONLY : Stays Open
|
|
1ST_LEFT : 1st move is left of arrow
|
|
1ST_DOWN : 1st move is down from arrow
|
|
NO_SHOOT : only opened by trigger
|
|
ALWAYS_SHOOT : Always Shootable, even if targeted
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A Door (bmodel) with 2 states and multiple stages
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_plat (0 .5 .8) ? LOW_TRIGGER x MIN_TRIGGER START_LOWER START_OPEN STARTDIS STARTOFF x
|
|
A Platform (bmodel) with 2 states
|
|
-------- KEYS --------
|
|
targetname : = "" plat start low, != "" plat starts high and reqs trigger to work
|
|
if using entity state system set START_LOWER spawnflags to fix this problem
|
|
speed : moving speed (def=150)
|
|
height : determines the distance to move, instead of bmodel bounds
|
|
sounds : 1=Base, 0 or 2=Medieval (def), 4=Silent, 5=Custom sounds
|
|
noise : custom sound - moving (looping)
|
|
noise1 : custom sound - Stopped
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
LOW_TRIGGER : touch trigger will not keep the platform at the top, will reset
|
|
MIN_TRIGGER : uses the min bounding box (instead of max) to calculate trigger
|
|
START_LOWER : will start the platform lower regardless of targetname
|
|
START_OPEN : Used for lighting issues, place at bottom position
|
|
STARTDIS : Starts disabled and waits for trigger
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Platforms are always created in the upper position, so they can be lit better.
|
|
If targetname is defined the func_plat starts high and is locked until triggered
|
|
Once the func_plat has been triggered, it will become a normal platform.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_train (0 .5 .8) ? STARTON NONSOLID MODEL TOUCH x REVERSE STARTOFF x
|
|
Bmodel platform moving around entity chain
|
|
-------- KEYS --------
|
|
targetname : = "" start moving straight away != "" wait for trigger
|
|
target : Name of first path_corner to start at (instant move)
|
|
mdl : Specify a model for MODEL mode only (progs/object.mdl)
|
|
speed : moving speed (def=100)
|
|
dmg : block damage (def=2)
|
|
sounds : 0=Silent, 1=Ratchet Metal, 5=Custom sounds
|
|
noise : custom sound - stopped
|
|
noise1 : custom sound - moving (looping)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTON : Start moving straight away if targetname is used
|
|
NONSOLID : No collision or blocking functionality (uses bmodel)
|
|
MODEL : Model with no collision (use mdl key, def=empty model)
|
|
TOUCH : Nonsolid or model trains have touch damage (dmg)
|
|
REVERSE : Start going backward through path_corner chain
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
The target's origin specifies the min point of the train at each corner.
|
|
The train spawns at the first target it is pointing at.
|
|
Use a chain of path_corners to specify which direction to travel
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -24) (8 8 24) EXACT INSTANT REVERSE NOPAUSE x x x x
|
|
Node based path routing system
|
|
-------- KEYS --------
|
|
targetname : Name of current path corner
|
|
corner_event : Name of target(s) to trigger when used/touched
|
|
corner_route : Change path_corner route (1-3 routes, 4=exact, 5=random)
|
|
corner_switch: Change spawnflags REVERSE (-1=NO, 1=YES, 2=Toggle)
|
|
corner_pause : Change spawnflags NOPAUSE (-1=NO, 1=YES, 2=Toggle)
|
|
corner_speed : Change the speed of target path_corner, for train use only
|
|
state : Starting route (1=forward, 2=alt forward, 3=backward)
|
|
target : Targetname of FORWARD route
|
|
target2 : Alternative FORWARD route
|
|
targetback : Override default BACKWARD route
|
|
wait : fixed amount of time to pause at corner (=-1 stop)
|
|
delay : random amount of time to pause at corner
|
|
alpha : Override default for visual arrows (def=0.35)
|
|
speed : Override default speed of func_train (def=100)
|
|
-------- SPAWNFLAGS --------
|
|
EXACT : Exact route logic (def=random route choices)
|
|
INSTANT : Move instantly to this corner if next destination
|
|
REVERSE : Train direction is reversed for next corner
|
|
NOPAUSE : Train does not pause on this path corner
|
|
-------- NOTES --------
|
|
Node based path routing system
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_wall (0 .5 .8) ? x AFRAME x x MODCHECK STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A SOLID bmodel with toggled animated texture
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
AFRAME : Start with the A frame animated texture
|
|
MODCHECK : Will remove this entity if THIS mod is active
|
|
STATIC : Turn entity into static upon spawn (frame 0)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A SOLID bmodel with toggled animated texture
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_illusionary (0 .5 .8) ? x AFRAME x x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A NON SOLID bmodel with texture toggle
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
AFRAME : Start with the A frame animated texture
|
|
STATIC : Turn entity into static upon spawn (frame 0)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A NON SOLID bmodel with texture toggle
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
SOLID bmodel when player has SELECTED rune(s)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
E1 : Episode 1
|
|
E2 : Episode 2
|
|
E3 : Episode 3
|
|
E4 : Episode 4
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
SOLID bmodel when player has SELECTED rune(s)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_bossgate (0 .5 .8) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A NON SOLID bmodel when player has ALL runes
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A NON SOLID bmodel when player has ALL runes
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_laser (0 .5 .8) ? x SOLID NODMG x x x STARTOFF x
|
|
A togglable laser, hurts to touch, can be used to block players
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
message : message to display when switched ON
|
|
message2 : message to display when switched OFF
|
|
wait : -1 = will display the switching state messages only once
|
|
dmg : damage to do on touch. default 1 per 0.1s
|
|
alpha : alpha value will vary +/- 20% (def=0.5)
|
|
sounds : 1=laser, 2=power, 4=silent, 5=custom
|
|
noise1 : switched ON sound
|
|
noise2 : switched OFF sound
|
|
spr_frame : 1=Yellow, 2=Green, 4=Red, 8=Blue, 16=Purple, 32=Fire, 64=White
|
|
angle : Direction of particles to move (def=-2 down)
|
|
part_limit : Maximum active quantity of particles (def=25)
|
|
part_life : Lifetime of particle (def=2s)
|
|
part_velrand: Random movement of particles (def='4 4 4')
|
|
part_vol : Size of area to spawn particles in (def=bmodel)
|
|
wakeup_dist : Distance to wakeup particle emitter (def=768)
|
|
spawn_base : Minimum time frame to spawn particles (def=0.1s)
|
|
spawn_rand : Random time amount to add to spawning times (def=0.1s)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
SOLID : Will block anything
|
|
NODMG : Touch damage disabled
|
|
STARTOFF : Requires trigger to activate
|
|
-------- NOTES --------
|
|
A togglable laser, hurts to touch, can be used to block players
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_explobox (0 0.5 0.8) ? x x x x x x STARTOFF x
|
|
Exploding box (bmodel)
|
|
-------- KEYS --------
|
|
target : trigger events when box explodes
|
|
noise : Explosion sound (def=weapons/r_exp3.wav)
|
|
health : Amount of health before exploding (def=15)
|
|
dmg : Override radius damage (def=160)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Exploding box (bmodel)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_skill (0 .5 .8) ? STARTOPEN x x x x START_OFF x
|
|
This is a special bmodel that changes texture based on current skill level
|
|
Will keep checking skill level until triggered (based on door QC code)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
style : Skill Level - 0 = easy, 1 = normal, 2 = hard, 3 = nightmare
|
|
message2 : Override message to display when bmodel is touched/damaged
|
|
target : Particle emitters to switch on/off
|
|
target2 : target(s) to fire when touched/damaged
|
|
health : Can be damaged instead of touched
|
|
angle : movement direction for trigger event
|
|
speed : movement speed (100 default)
|
|
lip : lip remaining at end of move (8 default)
|
|
noise1 : Custom sound - Stop moving (doors/drclos4.wav)
|
|
noise2 : Custom sound - Start/Loop moving (doors/stndr1.wav)
|
|
noise3 : Custom sound - Touching (plats/medplat2.wav)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOPEN : bmodel works in reverse state (moved to dest at spawn)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Visual skill selection/update function
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_bob (0 .5 .8) ? x x NONSOLID x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A SOLID bmodel that gently moves back and forth
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
angle : direction movement, use "360" for angle 0
|
|
height : direction intensity (def=4)
|
|
count : direction cycle timer (def=2s, minimum=1s)
|
|
waitmin : Speed up scale (def=1) 1+=non linear
|
|
waitmin2 : Slow down scale (def=0.75)
|
|
delay : Starting time delay (def=0, -1=random)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
NONSOLID : Bmodel is non solid (only func_bob)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A SOLID bmodel that gently moves back and forth
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_pressureswitch (0 .5 .8) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Pressure switch (bmodel)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : Name of target(s) to trigger when plate has moved down
|
|
angle : Always moves downward (needs to reflect gravity pressure)
|
|
speed : Move Speed (def=40)
|
|
lip : lip remaining at end of move. (def=4)
|
|
sounds : 0=steam metal, 1=wooden, 2=metallic, 3=in-out, 4=Silent, 5=Custom
|
|
noise : custom sound - 1st movement
|
|
noise1 : custom sound - 2nd movement (default = noise wav file)
|
|
message: Centerprint Message to display when triggered
|
|
wait : -1 = display message and fire target(s) only once
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Pressure switch (bmodel)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_insidevolume (0 .5 .8) ? PLAYER MONSTER ITEM PUSHABLE x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Function to test if an entity bounding box is inside of this volume
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : Name of target(s) to trigger when fully INSIDE (fires every 0.1s)
|
|
target2 : Name of target(s) to trigger when partial INSIDE (fires every 0.1s)
|
|
message : Name of target(s) to trigger when exit VOLUME (fires on exit only)
|
|
wait : -1 = Fire the fully/exit volume target(s) once
|
|
delay : Delay time before volume controller becomes active
|
|
message2: Name of the only entity that can interact with this volume
|
|
no_deadbody : 1 = Monster dead bodies don't work with volume test
|
|
-------- SPAWNFLAGS --------
|
|
PLAYER : Will react to player(s)
|
|
MONSTER : Will react to monster(s)
|
|
ITEM : Will react to item(s)
|
|
PUSHABLE : Will react to pushable(s)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Function to test if an entity bounding box is inside of this volume
|
|
*/
|
|
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// TRIGGERS
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED trigger_once (0.5 0 0.5) ? NOTOUCH x DEVMODE INVIEW MODCHECK MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Variable sized bmodel that uses once
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : trigger all these targets
|
|
upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only trigger if axe upgrade active on server
|
|
upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server
|
|
health : Can be damaged instead of touched
|
|
wait : Always -1
|
|
delay : delay before firing (after being triggered)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
message : message to display when triggered
|
|
t_length : Inview distance (less than) to activate trigger
|
|
-------- SPAWNFLAGS --------
|
|
NOTOUCH : can only be triggered via other entities
|
|
DEVMODE : Will only trigger if developer mode active
|
|
INVIEW : Player has to be infront and look at trigger (>30 & <60)
|
|
MODCHECK : Will remove this entity if THIS mod is active
|
|
MONSTERS : can be touched/triggered by monsters
|
|
STARTOFF : Requires trigger to activate
|
|
-------- NOTES --------
|
|
Variable sized bmodel that uses once
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_multiple (0.5 0 0.5) ? NOTOUCH x DEVMODE x MODCHECK MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Variable sized bmodel that uses multiple times
|
|
------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : trigger all these targets
|
|
upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only trigger if axe upgrade active on server
|
|
upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server
|
|
health : Can be damaged instead of touched
|
|
wait : time between re-triggering
|
|
delay : delay before firing (after being triggered)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
message : message to display when triggered
|
|
-------- SPAWNFLAGS --------
|
|
NOTOUCH : can only be triggered via other entities
|
|
DEVMODE : Will only trigger if developer mode active
|
|
MODCHECK : Will remove this entity if THIS mod is active
|
|
MONSTERS : can be touched/triggered by monsters
|
|
STARTOFF : Requires trigger to activate
|
|
------- NOTES --------
|
|
Variable sized bmodel that uses multiple times
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_secret (.5 0 .5) ? NOTOUCH NOMSG x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Update map secret counter
|
|
------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : name of target(s) to trigger
|
|
upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only trigger if axe upgrade active on server
|
|
upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server
|
|
health : Can be damaged instead of touched
|
|
wait : Always -1
|
|
angle : Facing Direction for trigger to work, use 360 for angle 0.
|
|
sounds : 1=Secret(def),2=talk,3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
message : message to display when triggered
|
|
-------- SPAWNFLAGS --------
|
|
NOTOUCH : can only be triggered via other entities
|
|
NOMSG : Remove/Block any trigger secret message
|
|
STARTOFF : Requires trigger to activate
|
|
------- NOTES --------
|
|
Update map secret counter
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_relay (0.5 0 0.5) (-8 -8 -8) (8 8 8) x RANDOM x x x STARTDIS x x Not_Easy Not_Normal Not_Hard
|
|
Triggers target(s) with custom sounds and messages
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
target : targets to trigger when relay is activated
|
|
target2 : secondary targets to trigger when activated
|
|
upgrade_ssg : = 1 will only trigger if shotgun upgrade active on server
|
|
upgrade_axe : = 1 will only trigger if axe upgrade active on server
|
|
upgrade_lg : = 1 will only trigger if lightning gun upgrade active on server
|
|
wait : -1 = will only fire targets once
|
|
delay : delay before firing (after being triggered)
|
|
cnt : random amount of time to add to delay
|
|
waitmin : % random chance between target/target2
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
message : message to display when triggered
|
|
-------- SPAWNFLAGS --------
|
|
RANDOM : Will randomly select between target/target2
|
|
STARTDIS : Will start disabled, will req trigger_entitystate_on to enable
|
|
-------- NOTES --------
|
|
This fixed size trigger cannot be touched, it can only be fired by other events.
|
|
Can contain killtargets, targets, delays, and messages.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_counter (0.5 0 0.1) (-8 -8 -8) (8 8 8) NOMESSAGE x x x EXACTNO STARTDIS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A counter which triggers target(s) when complete
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : trigger target(s) when complete
|
|
message : extra message to display when complete (after counter message)
|
|
message2 : message to display when complete (ignores NOMESSAGE spawnflag)
|
|
count : number of triggers needed to fire own target, (def=2)
|
|
delay : time delay to fire final trigger event
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when complete
|
|
startmsg : message to display before counting begins (use wait for pause time)
|
|
wait : time to pause before starting count entity (def=2s)
|
|
-------- SPAWNFLAGS --------
|
|
NOMESSAGE : disables count display
|
|
EXACTNO : display exact number when counting down
|
|
STARTDIS : Starts disabled and waits for trigger
|
|
STARTOFF : Requires trigger to activate
|
|
-------- NOTES --------
|
|
A counter which triggers target(s) when complete
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_engine (0 0 1) (-8 -8 -16) (8 8 16) FITZ DP FTE x RAIN SNOW x x
|
|
Triggers target(s) when certain engine active
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
target : targets to trigger when relay is activated
|
|
wait : -1 = will only fire targets once
|
|
delay : delay before firing (after being triggered)
|
|
cnt : random amount of time to add to delay
|
|
-------- SPAWNFLAGS --------
|
|
FITZ : Only trigger for Fitz engines (default type)
|
|
DP : Only trigger for DP engine
|
|
FTE : Only trigger for FTE/QSS engines
|
|
RAIN : Check for rain effect being active
|
|
SNOW : Check for snow effect being active
|
|
-------- NOTES --------
|
|
Triggers target(s) when certain engine active
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_giveitems (0.5 0 0.5) ? NOTOUCH x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Variable sized bmodel used to give items to player
|
|
The target items only work if delay spawned spawnflag is set
|
|
The pickup sound can be turned off by adding sounds=4 to item
|
|
The target items will not respawn or work more than once
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : Points to all items to give to the player
|
|
wait : Always trigger once functionality (set to -1)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
message : message to display when triggered
|
|
-------- SPAWNFLAGS --------
|
|
NOTOUCH : can only be triggered via other entities
|
|
STARTOFF : Requires trigger to activate
|
|
-------- NOTES --------
|
|
Variable sized bmodel used to give items to activator
|
|
The target items only work if delay spawned spawnflag is set
|
|
The pickup sound can be turned off by adding sounds=4 to item
|
|
The target items will not respawn or work more than once
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_teleport (0.5 0 0.5) ? PLAYER_ONLY SILENT STARTON x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Teleport player/monsters to target location
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : Points to info_teleport_destination entity
|
|
wait : -1 = trigger once condition (def=0)
|
|
speed : forward momentum speed after teleporting (def=300)
|
|
volume : teleporter hum sound volume (def=0.5)
|
|
noise : custom sound to play when active (must be looped, def=hum1.wav)
|
|
waitmin : the length of the custom sound (def=3.622 for hum1.wav)
|
|
-------- SPAWNFLAGS --------
|
|
PLAYER_ONLY : Can only be used by players (nothing else)
|
|
SILENT : No teleporter hum sound regardless of state
|
|
STARTON : Will start active regardless of targetname setting
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Teleport player/monsters to target location
|
|
if targetname is setup, the teleporter requires a trigger to activate
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_push (0.5 0 0.5) ? PUSH_ONCE SILENT NOMONSTER x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Push the Player/Monsters and Grenade/Eggs!
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : target entity for custom direction
|
|
angle : direction of push (-2 is down, -1 up)
|
|
angles : Pitch Yaw Roll (up/down, angle, tilt left/right)
|
|
speed : Speed of push direction (def=1000)
|
|
-------- SPAWNFLAGS --------
|
|
PUSH_ONCE : trigger_once functionality
|
|
SILENT : No wind sound for player
|
|
NOMONSTER : Monsters cannot be pushed by this trigger
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Push the Player/Monsters, player/ogre grenades and minion eggs!
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_fog (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Trigger change global fog to new value over time
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : name of target(s) to trigger
|
|
speed : time (secs) to fade from current to new (-1 = instant, 2s = default)
|
|
wait : time between re-triggering (def=2s, -1=once)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
fog_density : new fog density (def=0.5, -1=debug mode)
|
|
fog_colour : new fog colours (def=0.1 0.1 0.1)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Trigger change global fog to new value over time
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_ladder (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Invisible brush based ladder (jump key to climb)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
angle : direction player must be facing to climb ladder (required)
|
|
waitmin : time between climb sound (def = depends on sound type)
|
|
speed : velocity speed to climb ladder (def=160)
|
|
sounds : 1=metal, 2=wood, 3=rope, 4=silent, 5=custom (def=wood)
|
|
noise1-4 : custom sounds to play when climbing ladder
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Invisible brush based ladder (jump key to climb)
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_hurt (.5 .5 .5) ? x BUBBLES MONSTER_ONLY x MODCHECK FALLING STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Will hurt any touching entity
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
dmg : damage from contact with trigger (def=5)
|
|
wait : time between pain contact (def=1s)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
speed : used by falling spawnflag for velocity check (def=300)
|
|
height : Maximum travel distance up for bubbles (default trigger size)
|
|
count : total amount of active bubbles at once (default 5)
|
|
style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2)
|
|
yaw_speed : spawning rate (def=0.5) for bubbles (speed + random() x speed)
|
|
-------- SPAWNFLAGS --------
|
|
BUBBLES : Spawn bubbles within trigger volume when active
|
|
MONSTER_ONLY : Will only affect monsters
|
|
MODCHECK : Will remove this entity if THIS mod is active
|
|
FALLING : Only hurts if the player is falling (speed=velocity)
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Will hurt any touching entity that can take damage
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_heal (.5 .5 .5) ? x BUBBLES x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Heals any player who touches this trigger
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : trigger once when players stands in trigger (start cycle)
|
|
target2 : trigger once when healing expires (finish cycle)
|
|
wait : time between healing (default 1s)
|
|
healamount : amount to heal each time touched (default 10)
|
|
max_health : total amount to heal (default 50, -1=no limit)
|
|
sounds : 1=heal_15, 2=heal_25, 3=heal_100, 4=respawn, 5=custom (default 1)
|
|
noise : Custom sound for healing
|
|
lip : All messages are silent to the player (heal/expire) 1=block heal 2=block all
|
|
message : centerprints when players stands in trigger
|
|
message2 : centerprints when healing function has expired
|
|
height : Maximum travel distance up for bubbles (default trigger size)
|
|
count : total amount of active bubbles at once (default 5)
|
|
style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2)
|
|
yaw_speed : spawning rate (def=0.5) for bubbles (speed + random() x speed)
|
|
-------- SPAWNFLAGS --------
|
|
BUBBLES : Spawn bubbles within trigger volume when active
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Heals any player who touches this trigger, can be triggered on/off and produces
|
|
bubbles within the bounding box of the trigger when spawnflag enabled
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_touchsound (.5 .5 .5) ? x x WORLDGEO DRAIN x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Plays sounds when touched by the player
|
|
------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
sounds : 1=Water (def) 2=Slime 3=Lava 4=silent 5=custom
|
|
noise : Custom trigger touch sound
|
|
noise1 : Custom trigger exit sound
|
|
noise2 : Custom draining sound
|
|
speed : Time (def=1.5s) to drain liquid
|
|
yaw_speed : Vertical drain speed (def=0.05)
|
|
super_time : Time delay playing drain sound
|
|
water_alpha: Alpha value for liquid (override worldspawn)
|
|
-------- SPAWNFLAGS --------
|
|
WORLDGEO : Drawn bmodel (not just a trigger)
|
|
DRAIN : Drain effect when trigger_disabled
|
|
STARTOFF : Requires trigger to activate
|
|
------- NOTES --------
|
|
Plays sounds when touched by the player
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_changelevel (0.5 0 0.5) ? NO_INTERMIS RESETINV SECSPAWN x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Finish current map, show intermission screen and loads next
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : name of target(s) to trigger before intermission
|
|
map : The name of next map (e.g. e1m1) default=same map
|
|
startspawn2 : Special unique number (1-7) which must match info_player_start2
|
|
-------- SPAWNFLAGS --------
|
|
NO_INTERMIS : No Intermission screen
|
|
RESETINV : Reset player inventory to default (Shotgun+Shells)
|
|
SECSPAWN : Start at second info_player spawn
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Finish current map, show intermission screen and loads next
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_setskill (0.5 0 0.5) ? NOTOUCH x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Sets player skill level (via console)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
health : Can be damaged instead of touched
|
|
wait : time between re-triggering (def=0.2s, -1=once)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
message : Skill Level - 0 = easy, 1 = normal, 2 = hard, 3 = nightmare
|
|
-------- SPAWNFLAGS --------
|
|
NOTOUCH : can only be triggered via other entities
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Sets player skill level (via console)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_rune (0.5 0 0.5) ? R1 R2 R3 R4 x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A Trigger that fires once if the player has certain runes
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
health : Can be damaged instead of touched
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
target : trigger to fire if player has MIXTURE of runes
|
|
noise1 : trigger to fire if player has rune 1
|
|
noise2 : trigger to fire if player has rune 2
|
|
noise3 : trigger to fire if player has rune 3
|
|
noise4 : trigger to fire if player has rune 4
|
|
wait : = -1 Only trigger once if the player has runes
|
|
-------- SPAWNFLAGS --------
|
|
R1 : Rune 1
|
|
R2 : Rune 2
|
|
R3 : Rune 3
|
|
R4 : Rune 4
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
There are two ways this trigger can be used, a single check for multiple
|
|
runes using target key OR individual triggers for runes using noise 1-4 keys
|
|
This trigger is designed to work once when rune conditions are met
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterjump (.5 .5 .5) ? x FLYING SWIMMING x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Push monsters in a certain direction
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : target entity for custom direction
|
|
wait : -1 = trigger_once functionality
|
|
angle : direction of push (-2 is down, -1 up)
|
|
speed : the speed thrown forward (def 200)
|
|
height : the speed thrown upwards (def 200)
|
|
noise1 : specify classname that CAN use this trigger (noise1=monster_dog)
|
|
-------- SPAWNFLAGS --------
|
|
FLYING : Will affect flying monsters
|
|
SWIMMING : Will affect swimming monsters
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Push monsters in a certain direction
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_drolejump (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Will only work for ENRAGED Droles
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : target entity for custom direction
|
|
wait : -1 = trigger_once functionality
|
|
angle : direction of push (-2 is down, -1 up)
|
|
speed : the speed thrown forward (def 200)
|
|
height : the speed thrown upwards (def 200)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Will only work for ENRAGED Droles
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_nomonjump (.5 .5 .5) ?
|
|
Use trigger_monsternojump instead!
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Use trigger_monsternojump instead!
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsternojump (.5 .5 .5) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Stop monsters from using jump attack
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
wait : -1 = trigger_once functionality
|
|
delay : time to delay jump attack by (def=0.5s)
|
|
waitmin: Re-trigger timer to stop touch flooding (def=0.1s)
|
|
noise1 : specify classname that CAN use this trigger (noise1=monster_dog)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Stop monsters from using jump attack
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterdrop (0 .5 .5) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Drop monster(s) to floor
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
wait : -1 = trigger_once functionality
|
|
height : the speed thrown upwards (def 50)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Drop monster(s) to floor
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterturret (0.5 0.3 0) ? x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Temporarily turn a monster into a turret
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
wait : -1 = Only trigger a monster turret function once
|
|
count : random chance to pause; constant = -1, def = 0.25, range = 0 - 1
|
|
noise1 : only works with this type of monster (monster_ogre)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Temporarily turn a monster into a turret
|
|
This entity cannot be damaged and is always touchable once activated
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monstermovespeed (0.5 0 0.5) (-8 -8 -16) (8 8 16) x
|
|
Toggle the monster move speed state
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : this points to the monster(s) to affect
|
|
state : -1 = No movement, 0 = Toggle, 1 = Free movement
|
|
wait : -1 = trigger once only
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Toggle the monster move speed state
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_itemrespawnupd (0.5 0 0.5) (-8 -8 -16) (8 8 16) x x x x RESPAWN x x x
|
|
Change the state of respawn flag on items
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
target : this points to the item to affect
|
|
-------- SPAWNFLAGS --------
|
|
RESPAWN : Value of respawn flag to copy to item
|
|
-------- NOTES --------
|
|
Change the state of respawn flag on items
|
|
Useful for switching off respawning items after arena fight is over
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_clientmsg (0.5 0.5 0) (-8 -8 -16) (8 8 16) x
|
|
Centerprints a message to all clients
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
message : Text to center print
|
|
sounds : 1=Secret,2=talk,3=switch,4=silent(def),5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Centerprints a message to all clients
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_cdtrack (0.8 0.5 0) (-8 -8 -16) (8 8 16) x
|
|
Change CD track for all clients
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
count : CD track number (eg. 0-x)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Change CD track for all clients
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_skybox (0.9 0.9 0.9) (-8 -8 -16) (8 8 16) x
|
|
Load/Change Skybox for all clients
|
|
-------- KEYS --------
|
|
targetname : trigger entity
|
|
message : Skybox name (eg moonrise_)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Load/Change Skybox for all clients
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterkill (0.5 0 0.5) (-8 -8 -16) (8 8 16) x x x x DEATH x x x
|
|
Remove monster(s) from the map
|
|
-------- KEYS --------
|
|
targetname : Name of this trigger entity
|
|
target : Name of monster(s) to remove/stop
|
|
-------- SPAWNFLAGS --------
|
|
DEATH : kill monsters via death function
|
|
-------- NOTES --------
|
|
Remove monster(s) from the map
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterattack (0.5 0 0.5) (-8 -8 -16) (8 8 16) x
|
|
Force a monster to attack a certain target
|
|
-------- KEYS --------
|
|
targetname : Name of this trigger entity
|
|
target : Name of monster to affect
|
|
target2 : Name of entity to attack
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Force a monster to attack a certain target
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_doorstate (0 0.75 0.5) (-8 -8 -16) (8 8 16) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard
|
|
Trigger func_door(s) to exact state (open/close)
|
|
-------- KEYS --------
|
|
targetname : trigger this entity
|
|
target : ALL target(s) must be func_door entities with toggle spawnflag!
|
|
state : 0 or 1 func_door state (0=closed, 1=open)
|
|
wait : -1 = will only fire targets once
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Requires trigger to activate
|
|
-------- NOTES --------
|
|
Trigger func_door(s) to exact state (open/close)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_void (.5 0 .5) ? NO_CLIENT NO_MONSTER NO_AMMO NO_EGG NO_GIB NO_ITEM STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Garbage collector for bottom of skyboxes
|
|
------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
-------- SPAWNFLAGS --------
|
|
NO_CLIENT : Ignore clients (anything flagged as a client)
|
|
NO_MONSTER : Ignore monsters (anything flagged as a monster)
|
|
NO_AMMO : Ignore ammo types (all ammo projectile types)
|
|
NO_EGG : Ignore minion eggs (affects shalrath, wraiths)
|
|
NO_TEMP : Ignore temporary ents (gibs, sparks, smoke)
|
|
NO_ITEM : Ignore items (weapons,armor,keys,runes,powerups)
|
|
STARTOFF : Requires trigger to activate
|
|
------- NOTES --------
|
|
Garbage collector for bottom of skyboxes
|
|
*/
|
|
|
|
//======================================================================
|
|
/*QUAKED trigger_entitystate_on (.7 .5 1) (-8 -8 -16) (8 8 16) x
|
|
Switch the target(s) entity state ON
|
|
-------- KEYS --------
|
|
target : target entities to switch on
|
|
target2 : more target(s) to affect
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Switch the target(s) entity state ON
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_entitystate_off (.7 .5 1) (-8 -8 -16) (8 8 16) x
|
|
Switch the target(s) entity state OFF
|
|
-------- KEYS --------
|
|
target : target entities to switch off
|
|
target2 : more target(s) to affect
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Switch the target(s) entity state OFF
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_entitystate_disable (.7 .5 1) (-8 -8 -16) (8 8 16) x
|
|
Switch the target(s) entity state DISABLE
|
|
-------- KEYS --------
|
|
target : target entities to switch disable
|
|
target2 : more target(s) to affect
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Switch the target(s) entity state DISABLE
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_entitystate_reset (.7 .5 1) (-8 -8 -16) (8 8 16) x
|
|
Switch the target(s) entity state RESET
|
|
-------- KEYS --------
|
|
target : target entities to switch disable
|
|
target2 : more target(s) to affect
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Switch the target(s) entity state RESET
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_entitystate_aframe (.7 .5 0.8) (-8 -8 -16) (8 8 16) x
|
|
Switch the target(s) AFRAME state
|
|
-------- KEYS --------
|
|
target : target entities to switch disable
|
|
target2 : more target(s) to affect
|
|
state : 0 or 1 frame state (0=0-x, 1=A)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Switch the target(s) AFRAME state
|
|
*/
|
|
|
|
//======================================================================
|
|
/*QUAKED trigger_mapvar_query (.5 .9 0.8) (-8 -8 -16) (8 8 16) x
|
|
Trigger target(s) based on mapvar
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
count : Map Variable to check (range checks)
|
|
target : Map variable == 1 fire these target(s)
|
|
target2 : Map variable == 0 fire these target(s)
|
|
noise : aframe switchable object
|
|
wait : -1 = trigger once
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Trigger target(s) based on mapvar
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_mapvar_update (.7 .7 1) (-8 -8 -16) (8 8 16) x
|
|
Update the value of mapvar
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
count : Map Variable to check (range checks)
|
|
cnt : Value (0/1)
|
|
target : Map variable == 1 fire these target(s)
|
|
target2 : Map variable == 0 fire these target(s)
|
|
noise : aframe switchable object
|
|
wait : -1 = trigger once
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Update the value of mapvar
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_mapvar_toggle (.5 .7 1) (-8 -8 -16) (8 8 16) x
|
|
Toggle the value of mapvar
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
count : Map Variable to check (range checks)
|
|
target : Map variable == 1 fire these target(s)
|
|
target2 : Map variable == 0 fire these target(s)
|
|
noise : aframe switchable object
|
|
wait : -1 = trigger once
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Toggle the value of mapvar
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_mapvar_multiple (0.5 0 0.5) ? x x x x x MONSTERS STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Touch trigger target(s) based on mapvar
|
|
------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
count : Map Variable to check (range checks)
|
|
target : Map variable == 1 fire these target(s)
|
|
message : Map variable == 1 message to display
|
|
target2 : Map variable == 0 fire these target(s)
|
|
message2: Map variable == 0 message to display
|
|
health : Can be damaged instead of touched
|
|
wait : time between re-triggering
|
|
delay : delay before firing (after being triggered)
|
|
angle : Facing Direction for trigger to work, use "360" for angle 0.
|
|
sounds : 1=Secret,2=talk(def),3=switch,4=silent,5=custom,6=secret2
|
|
noise : custom sound to play when triggered
|
|
-------- SPAWNFLAGS --------
|
|
MONSTER : can be touched/triggered by monsters
|
|
STARTOFF : Requires trigger to activate
|
|
------- NOTES --------
|
|
Touch trigger target(s) based on mapvar
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// MISC entities
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED misc_particle (0 0.5 0.75) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A particle emitter which can be turned on/off (use function)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : destination of effect (self -> target)
|
|
target2 : name of a particle template
|
|
message : Particle style string (upper case) leave blank for custom
|
|
ALTAR, ARMOR1, ARMOR2, ARMOR3, BOOK, ELECTRIC,
|
|
FCIRCLE, FLAMES, FLAMEL, JUMPPAD,
|
|
KEYGOLD, KEYSILVER, KEYRED, KEYGREEN, KEYPURPLE, KEYWHITE,
|
|
MEGAH, PENT, PORTAL, QUAD, SIGIL, SRING, SUIT,
|
|
SKILL, BSKILL, GSKILL, PSKILL
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A particle emitter which can be turned on/off (use function)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_particle_burst (0 0.5 0.75) (-8 -8 -8) (8 8 8) x
|
|
A particle emitter that fires a burst
|
|
-------- KEYS --------
|
|
targetname : Trigger Particle Emitter
|
|
part_ofs : Particle Origin Offset (def='0 0 0')
|
|
part_tcount : Particle Quantity (def=20)
|
|
part_life : Particle Life Time (def=2s)
|
|
part_style : 1=yellow, 2=green, 3=red, 4=blue, 5=purple, 6=fire, 7=white
|
|
part_movetype : 2=center, 3=up, 4=shockwave, 5=skull, 6=lost, 7=minotaur
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
A particle emitter that fires a burst
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_particletemplate (0 0.5 0.75) (-8 -8 -8) (8 8 8) x
|
|
A particle emitter template
|
|
-------- KEYS --------
|
|
targetname : target name reference for misc_particle entities
|
|
spr_name1 : sprite name (def=progs/s_bubble_blue1.spr)
|
|
spr_name2 : sprite name (def=progs/s_bubble_wht.spr)
|
|
spr_name3 : sprite name (def=progs/s_dotmed_grey.spr)
|
|
part_movetype: Movetype of particle (def=8, check defs.qc)
|
|
part_limit : Maximum amount of particles to emit at once (def=25)
|
|
part_life : Life time (seconds) particle is active (def=1)
|
|
part_ofs : Offset from emitter (def='0 0 0' XYZ vector)
|
|
part_veltype : Velocity type 0=Vol, 1=circle, 2=randcircle, 3=Spiral, 5=Explosion(def)
|
|
part_velbase : Base velocity (always this direction)
|
|
part_vel : Velocity direction (can be linear or crandom addition)
|
|
part_velrand : Extra random velocity (designed for volume velocity)
|
|
part_velrot : Velocity rotation (Y axis only)
|
|
part_vol : Spawning volume around emitter (XYZ vector)
|
|
wakeup_dist : Wake up distance for particle emitter (def=1024)
|
|
wakeup_timer : How often to check distance time (def=1)
|
|
spawn_base : Spawn rate time - base value (def=0.1)
|
|
spawn_rand : Spawn rate time - random adjustment (def=0)
|
|
dpp_name : DP particle effect name in effectinfo.txt file (def="")
|
|
dpp_wait : DP particle re-trigger timer (def=0.1)
|
|
dpp_rnd : DP particle random multiplier for time (def=0)
|
|
dpp_vel : Direction of DP particles to move towards (XYZ)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
A particle emitter template
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_builtineffects (0 .5 .8) (-8 -8 -8) (8 8 8) x
|
|
Spawns a builtin particle effect, will toggle if active
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : destination of effect (self -> target)
|
|
wait : time between firing of effect (def=0)
|
|
delay : random time between firing of effect (def=0s)
|
|
sounds : = 4 silent (no default additional sounds)
|
|
count : type of effect to fire
|
|
0=TE_SPIKE (def), 1=TE_SUPERSPIKE, 2=TE_GUNSHOT,
|
|
3=TE_EXPLOSION (sprites), 4=TE_TAREXPLOSION (purple ver)
|
|
5=TE_LIGHTNING1 (Shambler ver), 6=TE_LIGHTNING2 (Player ver)
|
|
7=TE_WIZSPIKE, 8=TE_KNIGHTSPIKE, 9=TE_LIGHTNING3 (boss ver)
|
|
10=TE_LAVASPLASH (boss wakeup), 11=TE_TELEPORT (sparkles)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Spawns a builtin particle effect, will toggle if active
|
|
Always starts off, requires triggers to activate
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_weather (0 0.5 0.75) ? x x x SNOW x x STARTOFF x
|
|
A particle emitter which produces weather effects
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
count : Quantity of particles for volume
|
|
pos1 : Colour range of particles (Min/Max/0)
|
|
pos2 : Wind direction (X/Y) Speed (Z)
|
|
speed : Random wind direction timer (-1=disable)
|
|
-------- SPAWNFLAGS --------
|
|
SNOW : White wispy flakes falling (def=rain)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A particle emitter which produces weather effects
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x SLIME STARTOFF x
|
|
Lava Balls, with damage on impact
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
speed : vertical speed (default 1000)
|
|
dmg : impact damage (default 5)
|
|
delay : base time between spawning fireballs (default 3)
|
|
wait : random time default 5 (= time + self.delay + (random() x self.wait) )
|
|
-------- SPAWNFLAGS --------
|
|
SLIME : Green slime version (smoke trail)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Lava Balls, with damage on impact
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
sprite based bubble that floats upward
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
style : 1-15 (grey,brown1,blue1,green1,red1,brown2,pinkyel,brown3,purp1,purp2,brown4,green2,yellow,blue2,red2)
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
sprite based bubble that floats upward
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_drip (0 .5 .8) (-8 -8 -8) (8 8 8) x SILENT x x BLOOD SLIME STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Falling water drip with splash and sound
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
wait : random time between drips (=random() + self.wait)
|
|
-------- SPAWNFLAGS --------
|
|
BLOOD : Blood red drips
|
|
SLIME : Slime green drips
|
|
SILENT : Don't make any drip sound (good for multiple drips)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Falling water drip with splash and sound
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_smoke (.5 .5 .75) (-8 -8 -8) (8 8 192) x NODPMDL NODPFX NOQSMDL x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Smoke model (DP only smoke particles)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for custom direction
|
|
angles : 'pitch roll yaw' up/down, angle, tilt left/right
|
|
exactskin : 0=Gunsmoke, 1=Soot, 2=Steam, 3=Toxin, 4=Plague, 5=Incense, 6=Lithium, 7=Flames
|
|
alpha : alpha value for model (def=0.65)
|
|
wait : time between generation of smoke particles (def=0.1, min=0.01)
|
|
delay : random amount of time delay ( time = wait + delay x random() )
|
|
height : Percentage of velocity distance travelled (def=1, range=0-1+)
|
|
-------- SPAWNFLAGS --------
|
|
NODPMDL : Do not draw smoke model in DP engine
|
|
NODPFX : Do not draw DP smoke particle effect
|
|
NOQSMDL : Do not draw smoke model in QS/Fitz engine
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Smoke model, DP only smoke particles (wait/delay/height DP only)
|
|
angles = 'pitch roll yaw' up/down, angle, tilt left/right
|
|
up/left = negative value, down/right = positive value
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_spark (.5 .75 .5) (-8 -8 -8) (8 8 8) x BLUE PALE RED x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Produces a burst of sparks at random intervals
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : If target is a light, will be switched on/off in sync
|
|
wait : time delay between bursts Def=2, spark once=-1
|
|
cnt : number of sparks in burst (0.5 + random() x 0.5) Def=16
|
|
angle : direction of sparks to follow, use "360" for 0
|
|
fixangle: 1 = Random Y axis direction of sparks
|
|
speed : velocity speed of sparks (def=40)
|
|
height : random velocity modifier (def=+/-20)
|
|
sounds : 1=sparks, 4=silent, 5=custom
|
|
noise : custom sound for sparks
|
|
-------- SPAWNFLAGS --------
|
|
BLUE : sparks are blue in colour (def=yellow)
|
|
PALE : sparks are pale yellow in colour (def=yellow)
|
|
RED : sparks are red in colour (def=yellow)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Produces a burst of sparks at random intervals
|
|
If targeting a light, it must start switched off (lights spawnflag=1)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_shake (.5 .5 .9) (-16 -16 -8) (16 16 8) x VIEWONLY x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Shake players view and/or velocity around center of entity
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
count : radius of shake (def = 200)
|
|
wait : duration of shake (def = 2s)
|
|
dmg : strength at center (def = 200)
|
|
sounds : 1=loud rumble (no default)
|
|
noise1 : noise to play when starting to shake
|
|
noise2 : noise to play when stopping
|
|
-------- SPAWNFLAGS --------
|
|
VIEWONLY : Shakes the view, but player movement is not affected
|
|
-------- NOTES --------
|
|
Shake players view and/or velocity around center of entity
|
|
Always starts off, requires triggers to activate
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_gtkmodel (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION MOVEMENT x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
MDL files that can be setup with specific frame/skin and animate groups
|
|
-------- KEYS --------
|
|
mdl : specify model to load, full path (progs/candle.mdl)
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : facing angle (-1 = random position)
|
|
angles : 'pitch yaw roll' up/down, angle, tilt left/right
|
|
ideal_yaw : = 1 Setup model with random Y axis rotation
|
|
pos1 : used for selection of frame(s) has several setups
|
|
X=0, Y=0, Z=exact frame number
|
|
X->Y, Z=0 Randomly pick a frame from the X,Y range
|
|
X->Y, Z=-1 Animate between the X,Y range, can forward or backward setup
|
|
pos2 : used for the selection of skin(s) has several setups
|
|
X=0, Y=0, Z=exact skin number
|
|
X->Y, Z=0 Randomly pick a skin from the X,Y range
|
|
-------- SPAWNFLAGS --------
|
|
COLLISION : model bbox collision enabled
|
|
MOVEMENT : model can be moved around like an item
|
|
STATIC : Turn entity into static upon spawn (frame 0)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
MDL files that can be setup with specific frame/skin and animate groups
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_model (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION MOVEMENT x x STATIC STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
MDL files that can be setup with specific frame/skin and animate groups
|
|
-------- KEYS --------
|
|
mdl : specify model to load, full path (progs/candle.mdl)
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : facing angle (-1 = random position)
|
|
angles : 'pitch yaw roll' up/down, angle, tilt left/right
|
|
ideal_yaw : = 1 Setup model with random Y axis rotation
|
|
pos1 : used for selection of frame(s) has several setups
|
|
X=0, Y=0, Z=exact frame number
|
|
X->Y, Z=0 Randomly pick a frame from the X,Y range
|
|
X->Y, Z=-1 Animate between the X,Y range, can forward or backward setup
|
|
pos2 : used for the selection of skin(s) has several setups
|
|
X=0, Y=0, Z=exact skin number
|
|
X->Y, Z=0 Randomly pick a skin from the X,Y range
|
|
-------- SPAWNFLAGS --------
|
|
COLLISION : model bbox collision enabled
|
|
MOVEMENT : model can be moved around like an item
|
|
STATIC : Turn entity into static upon spawn (frame 0)
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
MDL files that can be setup with specific frame/skin and animate groups
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_player (1 .5 .25) (-16 -16 -24) (16 16 32) BACK DOWN1 WALL DOWN2 DOWN3 SIDE STARTOFF x
|
|
Dead Player MDL for poses
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : facing angle (-1 = random position)
|
|
ideal_yaw : = 1 Setup model with random Y axis rotation
|
|
fixangle : 1=Use misc_player.mdl instead (less hassle)
|
|
frame : body pose (49=on back, 67-69=against wall, 60/84/93=face down, 102=on side)
|
|
exactskin : -1= Random, 0-1 Original, 2-3 Green, 4-5 Yellow, 6-7 Red
|
|
bodyonflrtrig : trigger name to fire when ent destroyed by Shadow Axe
|
|
-------- SPAWNFLAGS --------
|
|
BACK : 49=On back
|
|
DOWN1 : 60=Face Down
|
|
WALL : 69=Against wall
|
|
DOWN2 : 84=Face Down
|
|
DOWN3 : 93=Face Down
|
|
SIDE : 102=On Side
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Dead Player MDL for poses
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_demon (1 .5 .25) (-32 -32 -24) (32 32 64) x x x x x x STARTOFF x
|
|
Dead demon/fiend for poses
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : facing angle (-1 = random position)
|
|
ideal_yaw : = 1 Setup model with random Y axis rotation
|
|
frame : body pose (53=on back - def)
|
|
exactskin : -1= Random, 0= Original, 1= Green
|
|
bodyonflrtrig : trigger name to fire when ent destroyed by Shadow Axe
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Dead demon/fiend for poses
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_dknight (0.75 0.25 0) (-16 -16 -24) (16 16 40) x x x x x x STARTOFF x
|
|
Dead Death Knight for poses
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : facing angle (-1 = random position)
|
|
ideal_yaw : = 1 Setup model with random Y axis rotation
|
|
frame : body pose (223=on front, 237-243=on back - def)
|
|
bodyonflrtrig : trigger name to fire when ent destroyed by Shadow Axe
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Always Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Dead Death Knight for poses
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_explobox (0 0.5 0.8) (-16 -16 0) (16 16 64) x x x x x FLOAT STARTOFF
|
|
{ model(":progs/explode_box1.mdl"); }
|
|
Large exploding box
|
|
-------- KEYS --------
|
|
target : trigger events when box explodes
|
|
skin_override : 0=original, 1=rubicon2, 2=plasma, 3=toxic, 4-5=wood
|
|
noise : Explosion sound (def=weapons/r_exp3.wav)
|
|
health : Amount of health before exploding (def=15)
|
|
dmg : Override radius damage (def=160)
|
|
-------- SPAWNFLAGS --------
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Large exploding box
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_explobox2 (0 0.5 0.8) (-16 -16 0) (16 16 32) x x x x x FLOAT STARTOFF
|
|
{ model(":progs/explode_box2.mdl"); }
|
|
Small exploding box
|
|
-------- KEYS --------
|
|
target : trigger events when box explodes
|
|
skin_override : 0=original, 1=rubicon2, 2=plasma, 3=toxic, 4-5=wood
|
|
noise : Explosion sound (def=weapons/r_exp3.wav)
|
|
health : Amount of health before exploding (def=15)
|
|
dmg : Override radius damage (def=160)
|
|
-------- SPAWNFLAGS --------
|
|
FLOAT : No drop to floor test
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Small exploding box
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_breakable_pot1 (1 .5 .25) (-16 -16 -24) (16 16 24) STARTOFF NODAMAGE EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE
|
|
{ model(":progs/misc_pot1.mdl"); }
|
|
Breakable ceramic Pot 1 with handles
|
|
-------- KEYS --------
|
|
target : Additional targets to fire when model breaks
|
|
mangle : Override model orientation (Pitch Yaw Roll)
|
|
health : amount of damage to take before breaking (def 1)
|
|
count : minimum quantity to spawn (def 4)
|
|
cnt : random quantity to spawn (def 4) final qty = count + random(cnt)
|
|
dmg : explosive radius damage (emits from center of func object)
|
|
pos1 : x=start particle colour, y=random range, z=quantity
|
|
brkvelbase : Base amount for velocity of broken parts (def "50 50 100")
|
|
brkveladd : Random additions for velocity of broken parts (def "100 100 150")
|
|
brkavel : Amount of breaking object angle velocity (def 200)
|
|
brkfade : Fade time before rubble fades away (def 4+random()x4)
|
|
angles : direction to throw rubble (override default = impact direction)
|
|
brkgravity : will change the gravity for rubble, useful for underwater
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Will wait for trigger to spawn
|
|
NODAMAGE : Cannot be damaged or shot, trigger only
|
|
EXPLOSION : trigger sprite/particle explosion
|
|
SILENT : No initial breakage sound
|
|
DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage)
|
|
NOMONSTER : monsters cannot damage this breakable and/or spawning rubble will not damage monsters
|
|
NOSOUND : Spawning rubble has no impact sounds
|
|
NOROTATE : Spawning rubble has No Y rotation
|
|
-------- NOTES --------
|
|
Breakable ceramic Pot 1 with handles
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_textbook (0 .5 .5) (-16 -16 -8) (16 16 8) NOMODEL PLINTH1 PLINTH2 STORY COLLISION ANGLEONLY STARTOFF NOEFFECTS Not_Easy Not_Normal Not_Hard Not_DM
|
|
Display custom text messages
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : trigger event when book is opened (only works once)
|
|
target2 : name of story controller (only works with spawnflag)
|
|
angle : facing angle for model or direction player must be standing
|
|
v_angle : The viewing angle the book is active (def=30,60,0)
|
|
exactskin : skin number for book type (1-8, Brown1/2,Green1/2,Blue1/2,Red1/2)
|
|
randomskin : Pick a random skin, range = 1-randomskin
|
|
pos1 : Touch trigger minimin size (def=-48 -48 -32)
|
|
pos2 : Touch trigger maximum size (def=48 48 32)
|
|
message : header message
|
|
message2 : Body Text 1 (need to add linefeeds)
|
|
message3 : Body Text 2 (displayed after message2)
|
|
message4 : Body Text 3 (displayed after message3)
|
|
-------- SPAWNFLAGS --------
|
|
NOMODEL : Will not use book model + particles
|
|
PLINTH1 : Setup book on top of plinth1 model
|
|
PLINTH2 : Setup book on top of plinth2 model
|
|
STORY : Book is part of a story (use target2)
|
|
COLLISION : Use bounding box collision for plinth
|
|
ANGLEONLY : Will only work when standing infront of entity (angle key)
|
|
STARTOFF : Starts off and waits for trigger
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Display custom text messages
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_textstory (0 0.5 1.0) (-16 -16 -8) (16 16 8) x
|
|
Text Book Story Chapters
|
|
-------- KEYS --------
|
|
targetname : name of current chapter
|
|
target : name of next chapter
|
|
message : header message
|
|
message2 : Body Text 1 (need to add linefeeds)
|
|
message3 : Body Text 2 (displayed after message2)
|
|
message4 : Body Text 3 (displayed after message3)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Text Book Story Chapters
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_textstoryctrl (0 0.1 1.0) (-16 -16 -8) (16 16 8) x
|
|
Text Book Story Controller
|
|
-------- KEYS --------
|
|
targetname : name of controller for story
|
|
target : name of first chapter
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Text Book Story Controller
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_targetdummy (0 .5 .5) (-32 -32 -24) (32 32 64) KNIGHT WIZARD OGRE HELL_KNIGHT ZOMBIE DEMON SHALRATH SHAMBLER
|
|
Target practice dummy
|
|
------- KEYS --------
|
|
noise1 : Targetnumber tracking weapon used
|
|
noise2 : Targetnumber tracking enemy distance
|
|
noise3 : Targetnumber tracking damage
|
|
noise4 : Targetnumber tracking % efficency
|
|
wait : Impact marker removal time (def=2)
|
|
-------- SPAWNFLAGS --------
|
|
KNIGHT : Knight model
|
|
WIZARD : Wizard model
|
|
OGRE : Ogre model
|
|
HELL_KNIGHT : Hell Knight model
|
|
ZOMBIE : Zombie model
|
|
DEMON : Demon model
|
|
SHALRATH : Shalrath model
|
|
SHAMBLER : Shambler model
|
|
------- NOTES --------
|
|
Target practice dummy
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_targetnumber (.5 .5 0) (-4 -4 -8) (4 4 8) x
|
|
target number to display ingame
|
|
------- KEYS --------
|
|
targetname : required for numbers to updated
|
|
pos1 : X= top digit quantity, Y=Lower digit quantity
|
|
-------- SPAWNFLAGS --------
|
|
------- NOTES --------
|
|
target number to display ingame
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_bob (1 .5 .25) (-16 -16 -16) (16 16 16) x COLLISION x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
A MODEL that gently moves back and forth
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
mdl : model to move back and forth (progs/key_runic.mdl)
|
|
angle : direction movement, use "360" for angle 0
|
|
height : direction intensity (def=4)
|
|
count : direction cycle timer (def=2s, minimum=1s)
|
|
waitmin : Speed up scale (def=1) 1+=non linear
|
|
waitmin2 : Slow down scale (def=0.75)
|
|
delay : Starting time delay (def=0, -1=random)
|
|
-------- SPAWNFLAGS --------
|
|
COLLISION : model bbox collision enabled
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
A MODEL that gently moves back and forth
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// TRAP entities
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED trap_spikeshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) SNG LASER WIZARD HELLK x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM
|
|
When triggered, fires a SPIKE in the direction determined by angle
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for custom direction
|
|
angle : direction for projectile to follow, use "360" for angle 0
|
|
wait : time between projectiles (def=1s)
|
|
delay : random time between projectile (def=0s)
|
|
speed : Change projectile speed (def/sng=500, laser=600, wiz=500, hell=300)
|
|
-------- SPAWNFLAGS --------
|
|
SNG : shoots large spike (SNG damage)
|
|
LASER : shoots laser (Enforcer damage)
|
|
WIZARD : shoots acid spike (Wizard damage)
|
|
HELLK : shoots fire spike (Hell Knight damage)
|
|
TOGGLE : Trigger will toggle the shooter on/off instead
|
|
TRACK : Will update target entity origin before firing
|
|
-------- NOTES --------
|
|
When triggered, fires a SPIKE in the direction determined by angle
|
|
Use TOGGLE spawnflag and trigger to enable continuous mode
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_grenadeshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LARGE x x x x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM
|
|
When triggered, fires a GRENADE in the direction determined by angle
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for custom direction
|
|
angle : direction for projectile to follow, use "360" for angle 0
|
|
wait : time between projectiles (def=1s)
|
|
delay : random time between projectile (def=0s)
|
|
speed : Change projectile speed (def=500, large=600)
|
|
-------- SPAWNFLAGS --------
|
|
LARGE : shoots high damage grenade (Player damage, def=ogre)
|
|
TOGGLE : Trigger will toggle the shooter on/off instead
|
|
TRACK : Will update target entity origin before firing
|
|
-------- NOTES --------
|
|
When triggered, fires a GRENADE in the direction determined by angle
|
|
Use TOGGLE spawnflag and trigger to enable continuous mode
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_rocketshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LAVA FIRE JIM x x TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM
|
|
When triggered, fires a ROCKET in the direction determined by angle
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for custom direction
|
|
angle : direction for projectile to follow, use "360" for angle 0
|
|
wait : time between projectiles (def=1s)
|
|
delay : random time between projectile (def=0s)
|
|
speed : Change projectile speed (def=1000, lava=300, fire=500)
|
|
-------- SPAWNFLAGS --------
|
|
LAVABALL : shoots Chthon lava ball (Player damage)
|
|
FIREBALL : shoots Gargoyle fire ball (low damage)
|
|
JIM FLYER: shoots Jim rocket (low damage)
|
|
TOGGLE : Trigger will toggle the shooter on/off instead
|
|
TRACK : Will update target entity origin before firing
|
|
-------- NOTES --------
|
|
When triggered, fires a ROCKET in the direction determined by angle
|
|
Use TOGGLE spawnflag and trigger to enable continuous mode
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_lightningshooter (0 0.5 0.8) (-8 -8 -8) (8 8 8) LARGE x x DUST PART TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM
|
|
When triggered, fires a LIGHTNING at the target entity (can be blocked)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for destination (required)
|
|
wait : time between projectiles (def=1s)
|
|
delay : random time between projectile (def=0s)
|
|
volume : Lightning hit sound volume (def=0.75)
|
|
dmg : Damage from lightning strike (def=15, large=30)
|
|
pos1 : Random XYZ wobble to source position
|
|
pos2 : Random XYZ wobble to target position
|
|
-------- SPAWNFLAGS --------
|
|
LARGE : Cthton Boss Lightning
|
|
DUST : Produce dust/smoke at point of impact
|
|
PARTICLE: Produce particles at point of impact
|
|
TOGGLE : Trigger will toggle the shooter on/off instead
|
|
TRACK : Will update target entity origin before firing
|
|
-------- NOTES --------
|
|
When triggered, fires a LIGHTNING at the target entity (can be blocked)
|
|
Use TOGGLE spawnflag and trigger to enable continuous mode
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_gasshooter (0 .5 .8) (-8 -8 -8) (8 8 8) STEAM FIRE POISON x SILENT TOGGLE x TRACK Not_Easy Not_Normal Not_Hard Not_DM
|
|
When triggered, fires a gas particle in the direction determined by angle
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : targeting entity used for custom direction
|
|
angle : direction for stream to follow, use "360" for angle 0
|
|
wait : time between particles (def=0.05s)
|
|
speed : velocity speed (def=200)
|
|
waitmin: auto switch off timer (def=0.5s)
|
|
dmg : damage from contact with particles (def=1)
|
|
-------- SPAWNFLAGS --------
|
|
STEAM : White hot clouds of steam (default)
|
|
FIRE : Will add burning debuff to player
|
|
POISON : Will add poison debuff to player
|
|
SILENT : No on/off sound, its silent!
|
|
TOGGLE : Trigger will toggle the shooter on/off instead
|
|
TRACK : Will update target entity origin before firing
|
|
-------- NOTES --------
|
|
When triggered, fires a gas particle in the direction determined by angle
|
|
Use TOGGLE spawnflag and trigger to enable continuous mode
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_gasleak (0 .5 .8) (-8 -8 -8) (8 8 8) x
|
|
Not used anymore, use trap_gasshooter instead
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_pendlong (0.5 0.75 0) (-8 -192 -24) (8 0 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Long (192 units) Pendulum (From Rogue mission pack)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
dmg : Damage to do for each contact, def=5
|
|
waitmin : Damage throttle to touch function, def=0.5s
|
|
wait : amount of time (seconds) before starting swinging. def=0
|
|
-------- SPAWNFLAGS --------
|
|
REVERSE : Starts at frame 12 instead 0
|
|
ONESWING : Will do a single swing (back + forth) when triggered
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Long (192 units) Pendulum (From Rogue mission pack)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_pendlongx (0.5 0.75 0) (-192 -8 -24) (0 8 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Long (192 units) Pendulum working on X axis only
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
dmg : Damage to do for each contact, def=5
|
|
waitmin : Damage throttle to touch function, def=0.5s
|
|
wait : amount of time (seconds) before starting swinging. def=0
|
|
-------- SPAWNFLAGS --------
|
|
REVERSE : Starts at frame 12 instead 0
|
|
ONESWING : Will do a single swing (back + forth) when triggered
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Long (192 units) Pendulum working on X axis only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_pendshort (0.5 0.75 0) (-8 -128 -24) (8 0 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Short (128 units) Pendulum
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
dmg : Damage to do for each contact, def=5
|
|
waitmin : Damage throttle to touch function, def=0.5s
|
|
wait : amount of time (seconds) before starting swinging. def=0
|
|
-------- SPAWNFLAGS --------
|
|
REVERSE : Starts at frame 12 instead 0
|
|
ONESWING : Will do a single swing (back + forth) when triggered
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Short (128 units) Pendulum
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_pendshortx (0.5 0.75 0) (-128 -8 -24) (0 8 24) REVERSE ONESWING x x x x STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Short (128 units) Pendulum working on X axis only
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : Name of first path_corner to start at (instant move)
|
|
dmg : Damage to do for each contact, def=5
|
|
waitmin : Damage throttle to touch function, def=0.5s
|
|
wait : amount of time (seconds) before starting swinging. def=0
|
|
-------- SPAWNFLAGS --------
|
|
REVERSE : Starts at frame 12 instead 0
|
|
ONESWING : Will do a single swing (back + forth) when triggered
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Short (128 units) Pendulum working on X axis only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_sawbladey (0 .5 .8) (-4 -32 -32) (4 32 32) STARTON x x x x REVERSE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Rotating Saw Blade on Y axis only
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : Name of first path_corner to start at (instant move)
|
|
speed : Speed to follow path, def=100
|
|
yaw_speed : Rotation speed for Saw Blade (def=180)
|
|
dmg : Damage to do for each contact, def=4
|
|
waitmin : Damage throttle for ON touch function, def=0.1s
|
|
height : Damage throttle for OFF touch function, def=1s
|
|
lip : Deceleration time; def=2s, =-1 instant stop
|
|
sounds : 0=Silent, 1=Woodmill, 5=Custom sounds
|
|
noise : custom sound - stopped
|
|
noise1 : custom sound - moving (looping)
|
|
-------- SPAWNFLAGS --------
|
|
STARTON : Start moving straight away if targetname is used
|
|
REVERSE : Start going backward through path_corner chain
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Rotating Saw Blade on Y axis only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trap_sawbladex (0 .5 .8) (-32 -4 -32) (32 4 32) STARTON x x x x REVERSE STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Rotating Saw Blade on X axis only
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
target : Name of first path_corner to start at (instant move)
|
|
speed : Speed to follow path, def=100
|
|
yaw_speed : Rotation speed for Saw Blade (def=180)
|
|
dmg : Damage to do for each contact, def=4
|
|
waitmin : Damage throttle for ON touch function, def=0.1s
|
|
height : Damage throttle for OFF touch function, def=1s
|
|
lip : Deceleration time; def=2s, =-1 instant stop
|
|
sounds : 0=Silent, 1=Woodmill, 5=Custom sounds
|
|
noise : custom sound - stopped
|
|
noise1 : custom sound - moving (looping)
|
|
-------- SPAWNFLAGS --------
|
|
STARTON : Start moving straight away if targetname is used
|
|
REVERSE : Start going backward through path_corner chain
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Rotating Saw Blade on X axis only
|
|
*/
|
|
|
|
|
|
//=============================================================================
|
|
//
|
|
// LIGHT entities
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF x x x x x x x
|
|
Non-displayed light
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
style : 0 = normal
|
|
1 = flicker (first variety)
|
|
2 = slow strong pulse
|
|
3 = candle (first variety)
|
|
4 = fast strobe
|
|
5 = gentle pulse
|
|
6 = flicker (second variety)
|
|
7 = candle (second variety)
|
|
8 = candle (third variety)
|
|
9 = slow strobe
|
|
10 = flourescent flicker
|
|
11 = slow pulse, not fading to black
|
|
styles 32-62 are assigned by the light program for switchable lights
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Non-displayed light. If targeted, it will toggle between on or off
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND x x x x x x
|
|
Non-displayed light. Makes steady fluorescent humming sound
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
NO_SOUND : No ambient sound
|
|
-------- NOTES --------
|
|
Non-displayed light. Makes steady fluorescent humming sound
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) x NO_SOUND x x x x x x
|
|
Non-displayed light. Makes sparking, broken fluorescent sound
|
|
-------- KEYS --------
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
NO_SOUND : No ambient sound
|
|
-------- NOTES --------
|
|
Non-displayed light. Makes sparking, broken fluorescent sound
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF x NO_STATIC x x x X x
|
|
{ model(":progs/s_light.spr"); }
|
|
Sphere globe light (sprite)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
NO_STATIC : Will not turn into static entity
|
|
-------- NOTES --------
|
|
Sphere globe light (sprite)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES
|
|
{ model(":progs/flame.mdl"); }
|
|
Short wall torch
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
NO_SOUND : No ambient sound
|
|
NO_STATIC : Will not turn into static entity
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Short wall torch
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES
|
|
{ model(":progs/flame2.mdl"); }
|
|
Small yellow flames
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
NO_SOUND : No ambient sound
|
|
NO_STATIC : Will not turn into static entity
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Small yellow flames.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_flame_large_yellow (0 1 0) (-8 -8 -8) (8 8 8) LIGHTOFF NO_SOUND NO_STATIC x x x x NOPARTICLES
|
|
{ model(":progs/flame2.mdl"); }
|
|
Large yellow flame
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
NO_SOUND : No ambient sound
|
|
NO_STATIC : Will not turn into static entity
|
|
NOEFFECTS : No particle or effects active
|
|
-------- NOTES --------
|
|
Large yellow flame
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_candle (0 1 0) (-4 -4 -16) (4 4 16) LIGHTOFF FLAMEOFF x SHADOWS x STATIC x x
|
|
{ model(":progs/misc_candle1.mdl"); }
|
|
Wide variety of Candles (from Rogue Software)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
angle : 0=random angle, 1-360=specific
|
|
height : size of candle 1=short, 2=medium, 3=regular, -1=random
|
|
t_width : width of candle 1=regular, 2=fat, 3=thin, -1=random
|
|
lip : Moves model down to ground plane (default = 16)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
FLAMEOFF : The candle is displayed off (no flame)
|
|
SHADOWS : Turn on shadows in DP engine
|
|
STATIC : Turn entity into static upon spawn (frame 0)
|
|
-------- NOTES --------
|
|
Wide variety of Candles (from Rogue Software)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_postlight (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x
|
|
{ model(":progs/misc_lightpost.mdl"); }
|
|
light post (from Quoth)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
light post (from Quoth)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_tubelight (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x
|
|
{ model(":progs/misc_lighttube.mdl"); }
|
|
light Tube (from Quoth)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
light Tube (from Quoth)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_fixture1 (0 .5 0) (-10 -10 -20) (10 10 20) LIGHTOFF x x x x x x x
|
|
{ model(":progs/misc_fixture1.mdl"); }
|
|
light Fixture (from Rubicon)
|
|
-------- KEYS --------
|
|
targetname : toggle state (use trigger ent for exact state)
|
|
light : sets brightness, 300 is default
|
|
fixangle : angle the model should be facing; set it to face away from the wall
|
|
|
|
_color : Light color - R/G/B (def='1 1 1')
|
|
wait : Fade distance multiplier (def=1)
|
|
delay : Attenuation 0=Linear, 1=inverse, 2=Squared, 3=NoFalloff, 4=Minlight, 5=Good Ambient
|
|
|
|
mangle : Spotlight direction
|
|
angle : Spotlight cone angle (def=40)
|
|
|
|
_dirt : Dirt map (override)
|
|
_dirtscale : Dirt scale (override)
|
|
_deviance : Deviance
|
|
_samples : No. of Deviance lights (def=16)
|
|
_surface : Surface light texture name
|
|
_surface_offset : Surface light offset (def=2)
|
|
_softangle : Spotlight soft angle (def=0)
|
|
_anglescale : Light angle scale (def=0.5)
|
|
-------- SPAWNFLAGS --------
|
|
LIGHTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
light Fixture (from Rubicon)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED light_flame_small_white (0 1 0) (-8 -8 -8) (8 8 8) x
|
|
Not used anymore
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// HIPNOTIC/RITUAL ROTATION STUFF
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4) x
|
|
center point for rotatable objects
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
center point for rotatable objects
|
|
Removes self 5s after spawning
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE STARTON
|
|
Basic rotating object
|
|
-------- KEYS --------
|
|
target : points to center of rotation entity
|
|
rotate : The rate of rotation in degrees
|
|
speed : time taken to go from zero to full speed and vice-versa
|
|
-------- SPAWNFLAGS --------
|
|
TOGGLE : allows the rotation to be toggled on/off
|
|
STARTON : whether the entity is spinning when spawned.
|
|
If TOGGLE is 0, entity can be turned on, but not off.
|
|
-------- NOTES --------
|
|
Basic rotating object
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
|
|
Corner Path for rotate_train
|
|
-------- KEYS --------
|
|
event : is a target to trigger when train arrives at path_rotate
|
|
noise : contains the name of the sound to play when train stops
|
|
noise1 : contains the name of the sound to play when train moves
|
|
speed : set speed to be the new speed of the train after it reaches
|
|
the path change. If speed is -1, the train will warp directly to the next
|
|
path change after the specified wait time. If MOVETIME is set on the
|
|
path_rotate, the train to interprets "speed" as the length of time to
|
|
take moving from one corner to another.
|
|
-------- SPAWNFLAGS --------
|
|
ROTATION : Rotate train at rate specified by 'rotate', use '0 0 0' to stop
|
|
ANGLES : Rotate to the angles specified by 'angles'
|
|
while traveling to this path_rotate. Use values < 0 or > 360 to
|
|
guarantee that it turns in a certain direction. Having this flag
|
|
set automatically clears any rotation
|
|
STOP : stop train and wait to be retriggered
|
|
NO_ROTATE : stop train rotating when waiting to be triggered
|
|
DAMAGE : Cause damage based on 'dmg'
|
|
MOVETIME : Interpret 'speed' as the length of time to take moving
|
|
SET_DAMAGE : Set all targets damage to 'dmg'
|
|
-------- NOTES --------
|
|
Corner Path for rotate_train
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8) x
|
|
Trains are moving platforms that players can ride
|
|
-------- KEYS --------
|
|
path : Starts at'path_rotate' position
|
|
speed : travel speed (def=100)
|
|
dmg : blocking damage (def=0)
|
|
sounds : 0=Silent 1=ratchet metal
|
|
noise : sound to play when train stops
|
|
noise1 : sound to play when train moves
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Trains are moving platforms that players can ride
|
|
If the train is the target of a button or trigger, it will for trigger
|
|
The func_rotate_train entity is the center of rotation of all objects
|
|
targeted by it.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
|
|
Emulate collision on rotating objects
|
|
-------- KEYS --------
|
|
dmg : damage to cause when touched or blocked
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
VISIBLE : Causes brush to be displayed
|
|
TOUCH : Cause damage when touched by player
|
|
NONBLOCKING : makes the brush non-solid, This is useless if VISIBLE is set
|
|
-------- NOTES --------
|
|
Emulate collision on rotating objects
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED rotate_object (0 .5 .8) ?
|
|
Defines a bmodel object to be rotated
|
|
-------- KEYS --------
|
|
targetname : name of bmodel object
|
|
target : rotating point entities to link too
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Defines a bmodel object to be rotated
|
|
Used as the target of func_rotate_door
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
|
|
Rotating door moving around a point of rotation
|
|
-------- KEYS --------
|
|
target : Points to the rotate_object bmodel entity
|
|
target2 : Move on spawn to this entity (info_rotate) location
|
|
dmg : Damage caused when blocked (def=2) negative numbers =no damage
|
|
speed : Time taken to rotate open/close
|
|
sounds : 1=medieval 2=metal 3=base 4=silent (def=1)
|
|
-------- SPAWNFLAGS --------
|
|
STAYOPEN : Reopen after closing, stops a once only door from closing if blocked
|
|
-------- NOTES --------
|
|
Rotating door moving around a point of rotation
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// BREAKABLES
|
|
//
|
|
//=============================================================================
|
|
/*QUAKED func_breakable (0 .5 .8) ? STARTOFF NODAMAGE EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE Not_Easy Not_Normal Not_Hard Not_DM
|
|
Spawn breakable objects from a bmodel
|
|
-------- KEYS --------
|
|
target : targets to fire when breakable is dead/used (only used once)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
style : pre-defined sound/model types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 6=ceramic, 10=custom
|
|
brksound : Initial breaking sound type (override style default)
|
|
brkimpsound : Impact sound type (override style default)
|
|
brkobjects : Breakable object model type (10-15=rocks, 20-22=woods, 30-32=glass, 40-42=metals, 50-54=brick, 60=ceramic)
|
|
noise : Initial breaking sound (unique sound file)
|
|
noise1 : Custom Rubble Impact sounds (unique sound files, must have 1 defined)
|
|
noise2 : Custom Rubble Impact sound 2
|
|
noise3 : Custom Rubble Impact sound 3
|
|
noise4 : Custom Rubble Impact sound 4
|
|
brkobj1 : Custom Rubble bmodel objects (unique models, must have 1 defined)
|
|
brkobj2 : Custom Rubble bmodel objects 2
|
|
brkobj3 : Custom Rubble bmodel objects 3
|
|
brkobj4 : Custom Rubble bmodel objects 4
|
|
health : amount of damage to take before breaking (def 1)
|
|
count : minimum quantity to spawn (def 4)
|
|
cnt : random quantity to spawn (def 4) =-1 no random qty
|
|
dmg : explosive radius damage (emits from center of func object)
|
|
pos1 : x=start particle colour, y=random range, z=quantity
|
|
brkvelbase : Base amount for velocity of broken parts (def "50 50 100")
|
|
brkveladd : Random additions for velocity of broken parts (def "100 100 150")
|
|
brkavel : Amount of breaking object angle velocity (def 200)
|
|
brkfade : Fade time before rubble fades away (def 4+random()x4)
|
|
brkmondmg : Damage multiplier for monster damage against breakable
|
|
angles : direction to throw rubble (override default = impact direction)
|
|
brkgravity : Change the gravity for rubble, useful for underwater (Value = 0-1)
|
|
brktrigjump : Trigger if damaged by jumping monster attack
|
|
brktrigmissile : Trigger if damaged by rocket/grenade/shalball/radiusdmg
|
|
brktrignoplayer: No player/clients can damage this breakable
|
|
brkdelaydamage : Time pause before enabling damage on this breakable
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
STARTOFF : Will wait for trigger to spawn
|
|
NODAMAGE : Cannot be damaged or shot, trigger only
|
|
EXPLOSION : trigger sprite/particle explosion
|
|
SILENT : No initial breakage sound
|
|
DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage)
|
|
NOMONSTER : Monsters cannot damage this breakable and/or spawning rubble will not damage monsters
|
|
NOSOUND : Spawning rubble has no impact sounds
|
|
NOROTATE : Spawning rubble has No Y rotation
|
|
-------- NOTES --------
|
|
Spawn breakable ojects from a bmodel
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_breakable_spawner (0.5 .5 .8) (-8 -8 -8) (8 8 8) x x EXPLOSION SILENT DAMAGE NOMOSTER NOSOUND NOROTATE Not_Easy Not_Normal Not_Hard Not_DM
|
|
Spawn breakable objects from a single point
|
|
-------- KEYS --------
|
|
target : targets to fire when breakable is dead/used (only used once)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
style : pre-defined sound/model types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 6=ceramic, 10=custom
|
|
brksound : Initial breaking sound type (override style default)
|
|
brkimpsound : Impact sound type (override style default)
|
|
brkobjects : Breakable object model type (10-15=rocks, 20-22=woods, 30-32=glass, 40-42=metals, 50-54=brick, 60=ceramic)
|
|
noise : Initial breaking sound (unique sound file)
|
|
noise1 : Custom Rubble Impact sounds (unique sound files, must have 1 defined)
|
|
noise2 : Custom Rubble Impact sound 2
|
|
noise3 : Custom Rubble Impact sound 3
|
|
noise4 : Custom Rubble Impact sound 4
|
|
brkobj1 : Custom Rubble bmodel objects (unique models, must have 1 defined)
|
|
brkobj2 : Custom Rubble bmodel objects 2
|
|
brkobj3 : Custom Rubble bmodel objects 3
|
|
brkobj4 : Custom Rubble bmodel objects 4
|
|
health : amount of damage to take before breaking (def 1)
|
|
count : minimum quantity to spawn (def 4)
|
|
cnt : random quantity to spawn (def 4) =-1 no random qty
|
|
dmg : explosive radius damage (emits from center of func object)
|
|
pos1 : x=start particle colour, y=random range, z=quantity
|
|
brkvelbase : Base amount for velocity of broken parts (def "50 50 100")
|
|
brkveladd : Random additions for velocity of broken parts (def "100 100 150")
|
|
brkavel : Amount of breaking object angle velocity (def 200)
|
|
brkfade : Fade time before rubble fades away (def 4+random()x4)
|
|
angles : direction to throw rubble (override default = impact direction)
|
|
brktrigjump : Trigger if damaged by jumping monster attack
|
|
brktrigmissile : Trigger if damaged by rocket/grenade/shalball/radiusdmg
|
|
brkgravity : Change the gravity for rubble, useful for underwater (Value = 0-1)
|
|
brkvol : Spawning volume vector for breakable point entity
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
EXPLOSION : trigger sprite/particle explosion
|
|
SILENT : No initial breakage sound
|
|
DAMAGE : Spawning rubble can damage (def = 2, use dmg key for touch damage)
|
|
NOMONSTER : Spawning rubble will not damage monsters
|
|
NOSOUND : Spawning rubble has no impact sounds
|
|
NOROTATE : Spawning rubble has No Y rotation
|
|
-------- NOTES --------
|
|
Spawn breakable ojects from a single point
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_breakable_wall (0 .5 .8) ? START_ON SOLID FADEOUT x x x x x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Switchable bmodel for breakable setups with optional collision
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
wait : set to -1 for trigger once condition (def=0)
|
|
waitmin : random time to wait before fading out
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
-------- SPAWNFLAGS --------
|
|
START_ON : Will spawn visible and wait for trigger
|
|
SOLID : Will block player/monster movement
|
|
FADEOUT : Will fade out after a certain amount of time if visible!
|
|
-------- NOTES --------
|
|
Switchable bmodel for breakable setups with optional collision
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_monsterbreak (.8 .5 .8) (-8 -8 -8) (8 8 8) NODELAY WAKEANIM x x x x x x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Trigger (once) breakable and monster together
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
target : points to func_breakable (single target)
|
|
target2 : points to a monster (single target)
|
|
wait : time before breakable is triggered (def 0.2)
|
|
-------- SPAWNFLAGS --------
|
|
NODELAY : No delay between monster and breakable trigger
|
|
WAKEANIM : Will do special wakeup animation when triggered
|
|
-------- NOTES --------
|
|
Trigger (once) breakable and monster together
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED trigger_explode (.8 .5 .5) (-4 -4 -4) (4 4 4) x NOPARTICLES DUST x x x x x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Triggered entity producing damage + sprite explosion
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
dmg : explosive radius damage (def=40, -1=no damage)
|
|
delay : time delay to explosion (def=0s)
|
|
noise : string name for explosion sound (def=weapons/r_exp3b.wav)
|
|
wait : re-trigger explosions (def=-1 trigger once)
|
|
style : 0=Explosion, 1=Plasma, 2=Poison, 3=Electric, 4=Burst (Smoke/Flame/Poison)
|
|
height : 0/1=Small(Def), 2=Medium, 3=Large, -1=Random
|
|
count : Random amount of dust particles to spawn (1-x)
|
|
pos1 : Dust velocity X=Random, Y=UpBase, Z=UpRnd
|
|
-------- SPAWNFLAGS --------
|
|
NOPARTICLES : No old school particle explosion
|
|
DUST : Dust particle explosion (use angle for direction)
|
|
-------- NOTES --------
|
|
Triggered entity producing damage + sprite explosion
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_pushable (0 .5 .8) ? x DAMAGE x NOFLRCHECK FLOATING NOMONSTER STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
Moveable brushwork (pushable)
|
|
-------- KEYS --------
|
|
targetname : trigger entity (works with entity state system)
|
|
style : sound move/impact types - 1=rock, 2=wood, 3=glass, 4=metal, 5=brick, 10=custom
|
|
noise1 : Custom move sound 1 (style=10)
|
|
noise2 : Custom move sound 2
|
|
noise3 : Custom move sound 3
|
|
bleedcolour: Impact particle colour (starting point on palette)
|
|
target : target(s) to fire when pushable is dead (once only)
|
|
deathtarget: target(s) to fire when pushable is dead (once only)
|
|
target2 : points to a func_breakable_spawner to trigger on death
|
|
message : Message to display when killed by player
|
|
message2 : Message to display when touched by player
|
|
wait : Time for showing touch/death message (=-1 once, def=2)
|
|
health : damage taken before death
|
|
death_dmg : will explode on death (reqs health)
|
|
speed : pushing speed (def = 1)
|
|
waitmin : length of pushable sounds (def=0.5s)
|
|
waitmin2 : Alpha value to fade block down to when pushing
|
|
-------- SPAWNFLAGS --------
|
|
DAMAGE : Pushable can be damaged or destroyed
|
|
NOFLRCHECK: No floor below check for extra velocity
|
|
FLOATING : Pushable starts off floating (until touched)
|
|
NOMONSTER : Cannot be damaged by monsters
|
|
STARTOFF : Starts off and waits for trigger
|
|
-------- NOTES --------
|
|
Moveable brushwork (pushable)
|
|
*/
|
|
|
|
//=============================================================================
|
|
//
|
|
// MONSTERS
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dog.mdl"); }
|
|
Dog (Rottweiler), 25 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Dog (Rottweiler), 25 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_eel (0.25 0 1) (-16 -16 -24) (16 16 24) AMBUSH x LIQBLOCK NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_eel.mdl"); }
|
|
Eel, 35 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LIQBLOCK: Liquid surfaces block wakeup/sight lines
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF: Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Eel, 35 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_fish (0.25 0 1) (-16 -16 -24) (16 16 24) AMBUSH SMALL LIQBLOCK NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_fish.mdl"); }
|
|
Rotfish, 25 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
SMALL : Smaller version, less HP
|
|
LIQBLOCK: Liquid surfaces block wakeup/sight lines
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF: Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Rotfish, 25 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_lostsoul (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_lostsoul.mdl"); }
|
|
Lost Soul, 30 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Lost Soul, 30 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_scorpion (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH x STINGER NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_scorpion.mdl"); }
|
|
Scorpion, 80/120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STINGER : Works like the Black crab from HL2 with a poison debuff
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Scorpion, 80/120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_spider (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_spiderb.mdl"); }
|
|
Spider, 30/75 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LARGE : Large green spitting variety
|
|
ONCEILING : Start on ceiling above, waiting ...
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Spider, 30/75 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_voreling (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_voreling.mdl"); }
|
|
Voreling, 30/60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LARGE : Large purple spitting variety
|
|
ONCEILING : Start on ceiling above, waiting ...
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Voreling, 30/60 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_swampling (1 0 0) (-16 -16 -24) (16 16 16) AMBUSH LARGE ONCEILING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_swampling.mdl"); }
|
|
Swampling, 30/60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LARGE : Large dark green spitting variety
|
|
ONCEILING : Start on ceiling above, waiting ...
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Swampling, 30/60 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_soldier.mdl"); }
|
|
Soldier, 30 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Soldier, 30 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_army_rocket (1 .35 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_soldier.mdl"); }
|
|
Rocket Soldier, 45 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Rocket Soldier, 45 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_army_grenade (0 1 .35) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_soldier.mdl"); }
|
|
Grenade Soldier, 60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Grenade Soldier, 60 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_army_plasma (1 0 .35) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_soldier.mdl"); }
|
|
Plasma Soldier, 75 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Plasma Soldier, 75 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dguard (1 0 0.25) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dguard.mdl"); }
|
|
Death Guard, 35 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Death Guard, 35 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_zombie (0.5 1 0.5) (-16 -16 -24) (16 16 32) Crucified Ambush OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_zombie.mdl"); }
|
|
Zombie, 60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
aflag : 1 = Forward, 2 = Backward - Starting position on floor
|
|
-------- SPAWNFLAGS --------
|
|
Crucified : If crucified, stick the bounding box 12 pixels back into a wall to look right.
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
ONFLOOR : Spawn the zombie on the floor (angles = position)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Zombie, 60 health points.
|
|
If crucified, stick the bounding box 12 pixels back into a wall to look right.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_mummy (0.25 1 0.5) (-16 -16 -24) (16 16 32) Ambush x OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_zombie.mdl"); }
|
|
Poison Zombie, 60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
ONFLOOR : Spawn the zombie on the floor (angles = position)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Poison Zombie, 60 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_boil (0.5 1 0.5) (-16 -16 -24) (16 16 32) Ambush Hanging Hobbled NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_tarbaby.mdl"); }
|
|
Exploding Boil, 75 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
wait : time between random squirts of blood (def = wait + rnd x wait)
|
|
t_width : Trigger radius for detecting a player (def = 80 / 120)
|
|
death_dmg : Explosive radius damage on death (def = 60)
|
|
poisonous : Green blood, gibs and poison debuff attack with radius damage
|
|
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
HANGING : Hanging on wall upside down by spikes
|
|
HOBBLED : Hobbled on the floor, random A/B position
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Exploding Boil, 75 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_zombiek (0.75 1 0.5) (-16 -16 -24) (16 16 32) Ambush x OnFloor NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_zombiek.mdl"); }
|
|
Zombie Knight, 60 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
aflag : 1 = Forward, 2 = Backward - Starting position on floor
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
ONFLOOR : Spawn the zombie on the floor (angles = position)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Zombie Knight, 60 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_enforcer (.25 .5 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_enforcer.mdl"); }
|
|
Enforcer, 80 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Enforcer, 80 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_defender (.5 1 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_enforcer.mdl"); }
|
|
Defender, 100 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Defender, 100 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_pyro (.75 0 .75) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_pyro.mdl"); }
|
|
Pyro, 100 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Pyro, 100 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_fumigator (.75 0.5 .75) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_fumigator.mdl"); }
|
|
Fumigator, 100 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Fumigator, 100 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_jim (.75 0 .75) (-16 -16 -24) (16 16 24) AMBUSH x ROCKET NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_jim.mdl"); }
|
|
Fast moving flying robot, 50/100 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
ROCKET : Fires rockets instead of lasers and has lower HP
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Fast moving flying robot, 50/100 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_eliminator (0 1 .5) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_enforcer.mdl"); }
|
|
Eliminator, 120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Eliminator, 120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_centurion (0 1 .5) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_centurion.mdl"); }
|
|
Centurion, 120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Centurion, 120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_skullwiz (0.5 0 1) (-16 -16 -24) (16 16 40) AMBUSH GUARDIAN MINION NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_skullwiz.mdl"); }
|
|
Skull Wizard, 120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
bodyphased : Spawn phased out and wait to see player
|
|
bodystatic : Prevents skull wizard from teleporting
|
|
height : Maximum Z distance to search for teleport destination
|
|
distmin : Minimum XY distance to search for teleport destination
|
|
destmax : Maximum XY distance to search for teleport destination
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
GUARDIAN : special version to guard the runes of power
|
|
MINION : spawn minions (lost souls) to attack the player
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Skull Wizard, 120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_skullwizminion (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_lostsoul.mdl"); }
|
|
Lost Soul Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Lost Soul Minion, used for precache only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dcrossbow (0 0.5 1) (-16 -16 -24) (16 16 32) AMBUSH SNIPER TRACKING NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dcrossbow.mdl"); }
|
|
Crossbow Knight, 75 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
SNIPER : no max range limitations for enemies (sniper mode)
|
|
TRACKING : Enable tracking for the firing of bolts (really hard)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Crossbow Knight, 75 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 32) AMBUSH STATUE NOTFROZEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_knight.mdl"); }
|
|
Knight, 75 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
frame: statue frame to be frozen in. (default 44)
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STATUE : Stone statue until triggered
|
|
NOTFROZEN : Will start active (works with statue spawnflag)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Knight, 75 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_wizard (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH x ABOVE NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_wizard.mdl"); }
|
|
Scrag (Wizard), 80 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
ABOVE : Will try to keep above enemy and maintain some distance
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Scrag (Wizard), 80 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH x LESSJUMP NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_tarbaby.mdl"); }
|
|
Spawn (Tarbaby), 80 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
death_dmg : Damage on Death (def=120)
|
|
poisonous : 0=Jump attack (default, 1=Poison attack)
|
|
exactskin : 0-1=Blue, 2-3=Green1, 4-5=Green2, 6-7=Green3
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LESSJUMP : Does not jump round so much, linked to skill level
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Spawn (Tarbaby), 80 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_gargoyle (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH STATUE PERCH NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_gargoyle.mdl"); }
|
|
Gargoyle, 120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STATUE : Stone statue until triggered (always starts in a perched position)
|
|
PERCH : Start in a sitting down, place 44 units out from perching edge, 4 units higher
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Gargoyle, 120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_gaunt (0.8 0 0.2) (-16 -16 -24) (16 16 40) AMBUSH x PERCH NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_gaunt.mdl"); }
|
|
Gaunt, 120 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
PERCH : Start in a sitting down
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Gaunt, 120 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_ogre (0.5 0.5 0) (-32 -32 -24) (32 32 64) AMBUSH NAIL GREEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_ogre.mdl"); }
|
|
Ogre, 200 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NAIL : Fires 4 nails in a random pattern
|
|
GREEN : Green leather armour and +HP
|
|
NOSIGHT: No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Ogre, 200 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_ogre_fishing (0.5 0.5 0) (-32 -32 -24) (32 32 64) x x GREEN x x NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_ogrefish.mdl"); }
|
|
Fishing Ogre, 150/350 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target2 : Wakeup trigger when attacked by the player (trigger once)
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
nomonstercount : will not be included in any monster count functionality
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
-------- SPAWNFLAGS --------
|
|
GREEN : Green leather armour and +HP
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
-------- NOTES --------
|
|
Fishing Ogre, 150/350 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_ogre_fishing_ghost (0.7 0.5 0) (-32 -32 -24) (32 32 64) x x x x x NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_ogrefish.mdl"); }
|
|
Ghost Fishing Ogre, No health points and cannot be woken up.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
-------- SPAWNFLAGS --------
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
-------- NOTES --------
|
|
Ghost Fishing Ogre, No health points and cannot be woken up.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_hogre (0.5 0.75 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_hogre.mdl"); }
|
|
Ogre, 200 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
METAL : Chain mail metal armour and +HP
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Ogre, 200 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_hogremac (0.5 0.5 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_hogremac.mdl"); }
|
|
Ogre, 200 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
METAL : Chain mail metal armour and +HP
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Ogre, 200 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH STATUE NOTFROZEN NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_hknight.mdl"); }
|
|
Hell Knight, 250 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
frame: statue frame to be frozen in. (default 73)
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STATUE : Stone statue until triggered
|
|
NOTFROZEN : Will start active (works with statue spawnflag)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Hell Knight, 250 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_hell_pointknight (0.75 0.5 0) (-16 -16 -24) (16 16 40) AMBUSH STATUE x NOSIGHT NOIDLE NOGFX STARTOFF x Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_hknight.mdl"); }
|
|
Special Electricity Pointing Hell Knight
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : target for electricity
|
|
target2 : trigger to fire when electricity stopped
|
|
pos1 : XYZ offset to start lightning (uses v_forward/v_right/v_up)
|
|
pos2 : XYZ random offset to start lightning (uses v_forward/v_right/v_up)
|
|
pos3 : Animation lightning frame set (Start/Finish/Direction)
|
|
t_length : random wobble to electricity target origin (0=def 5)
|
|
dmg : amount of contact damage with electricity (0=def 5)
|
|
health : Override default health settings
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STATUE : Stone statue skin
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
-------- NOTES --------
|
|
Special Electricity Pointing Hell Knight
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dknight (0.75 0.25 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dknight.mdl"); }
|
|
Death Knight, 250 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Death Knight, 250 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dknightghost (0.75 0.25 0) (-16 -16 -24) (16 16 40) x
|
|
{ model(":progs/mon_dknight.mdl"); }
|
|
Special ghost Death Knight
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : path_corner to walk towards
|
|
deathtarget : trigger to fire when ghost is finished
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Special ghost Death Knight
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_demon.mdl"); }
|
|
Fiend (Demon), 300 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
poisonous : Green skin + Poison debuff attack on melee claws
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Fiend (Demon), 300 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_hogreham (0.5 1 0) (-32 -32 -24) (32 32 64) AMBUSH x METAL NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_hogreham.mdl"); }
|
|
Ogre, 300 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
METAL : Full plate metal armour and +HP
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Ogre, 300 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dfury (0.75 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dfury.mdl"); }
|
|
Fury Knight, 400 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Fury Knight, 400 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_dsergeant (0 0.25 1) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dsergeant.mdl"); }
|
|
Death Sergeant, 400 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Death Sergeant, 400 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_wraith (0.8 0 0.2) (-32 -32 -24) (32 32 64) AMBUSH SCORPIONS SPIDERS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_wraith.mdl"); }
|
|
Wraith, 350 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
SCORPIONS : spawn minions (scorpions) to attack the player
|
|
SPIDERS : spawn minions (spiders) to attack the player
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Wraith, 350 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_wraithminion (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_spiderb.mdl"); }
|
|
Spider Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Spider Minion, used for precache only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_wraithminion2 (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_scorpion.mdl"); }
|
|
Scorpion Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Scorpion Minion, used for precache only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_shalrath (1 0 0.5) (-32 -32 -24) (32 32 64) AMBUSH x MINIONS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_shalrath.mdl"); }
|
|
Vore (Shalrath), 400 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
MINION : spawn minions (vorelings) to attack the player
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Vore (Shalrath), 400 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_shalrathminion (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_voreling.mdl"); }
|
|
Voreling Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Voreling Minion, used for precache only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_drole (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_drole.mdl"); }
|
|
Drole, 500 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Drole, 500 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_minotaur (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x MINIONS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_minotaur.mdl"); }
|
|
Minotaur, 500 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
MINION : spawn minions (gargoyle) to attack the player
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Minotaur, 500 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_golem (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH STATUE MELEEONLY NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_golem.mdl"); }
|
|
Golem, 500 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
frame: statue frame to be frozen in. (default 48)
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
STATUE : Stone statue until triggered (default = Always ON)
|
|
MELEEONLY : Melee and Stomp only attacks, no rockstorm range
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Golem, 500 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_minotaurminion (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_gargoyle.mdl"); }
|
|
Gargoyle Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Gargoyle Minion, used for precache only
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_freddie (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH LASER x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_freddie.mdl"); }
|
|
Freddie, 500 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
LASER : Fires laser bolts instead of metal (glowing red) nails
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Freddie, 500 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_seeker (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x SHIELD NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_seeker.mdl"); }
|
|
Seeker, 500 health points.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Fired when the shield is turned off (trigger_once)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
state : start with one arm removed 1=Left, 2=Right
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
SHIELD : Start with shield ON and waits for trigger
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Seeker, 500 health points.
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/shambler.mdl"); }
|
|
Shambler, 600 health points. Rockets only have half damage when hitting the Shambler.
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
poisonous : Green skin + Poison debuff attack on melee claws
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Shambler, 600 health points. Rockets only have half damage when hitting the Shambler.
|
|
*/
|
|
|
|
//=============================================================================
|
|
// MINI Bosses
|
|
//=============================================================================
|
|
/*QUAKED monster_boglord (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH STRONG x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_bossboglord.mdl"); }
|
|
Lord of the Bog, 1200 Health Points
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death
|
|
target2 : tether point to keep close too
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player
|
|
STRONG : More Health and Skin 2
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Lord of the Bog, 1200 Health Points
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_nour (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH BOSS x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_bossnour.mdl"); }
|
|
Nouronihar, 1200 Health Points
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death (delayed till explosion)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
tethertarget : target of tether entity (path_corner) (BOSS Only)
|
|
noise : Intro burst trigger (breakables?) (BOSS Only)
|
|
noise1 : Wave 1 entities to trigger (BOSS Only)
|
|
noise2 : Wave 2 entities to trigger (BOSS Only)
|
|
noise3 : Wave 3 entities to trigger (BOSS Only)
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player
|
|
BOSS : Version with waves and minion spawns
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Nouronihar, 1200 Health Points
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_nourminion (1 0 0) (-16 -16 -24) (16 16 16) x
|
|
{ model(":progs/mon_wizard.mdl"); }
|
|
Wizard Minion, used for precache only
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Wizard Minion, used for precache only
|
|
*/
|
|
|
|
//=============================================================================
|
|
// SPECIAL BOSS SETUPS
|
|
//=============================================================================
|
|
/*QUAKED monster_boss (1 0 0) (-80 -80 -24) (80 80 256) x
|
|
{ model(":progs/mon_bosschthon.mdl"); }
|
|
Chthon (Boss of Shareware Quake)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Chthon (Boss of Shareware Quake)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) x
|
|
Just for boss level. Used for killing Cthon.
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Just for boss level. Used for killing Cthon.
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_firetopboss (1 0.25 0.25) (-80 -80 -24) (80 80 256) x
|
|
{ model(":progs/mon_bosschthon.mdl"); }
|
|
Chthon (Special version for Firetop Mountain)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Chthon (Special version for Firetop Mountain)
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_chthon (1 0 0) (-80 -80 -24) (80 80 256) x RED GREEN
|
|
{ model(":progs/mon_bosschthon.mdl"); }
|
|
Chthon (Custom version)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death
|
|
bosswave : Total boss waves (1-5)
|
|
bosswaveqty : Health each wave
|
|
resist_shells : Shell ammo resistance (0-1)
|
|
resist_nails : Nail ammo resistance (0-1)
|
|
resist_rockets : Rocket ammo reistance (0-1)
|
|
resist_cells : Cell ammo resistance (0-1)
|
|
pos1 : Attack1 Speed Base/Skill/- (250 50 0)
|
|
pos2 : Attack1 Damage Base/Rnd/Splash (100 20 120)
|
|
pos3 : Attack2 Forward/Vertical/Damage (300 500 40)
|
|
dest2 : Attack2 Spawn location (0 0 96)
|
|
noise1 : Wave 1 trigger entities
|
|
noise2 : Wave 2 trigger entities
|
|
noise3 : Wave 3 trigger entities
|
|
noise4 : Wave 4 trigger entities
|
|
deathtype : Death message for the client (optional)
|
|
-------- SPAWNFLAGS --------
|
|
RED : New red skin with plenty of upward lighting+shadow
|
|
GREEN : Green skin + slime balls instead of lava
|
|
-------- NOTES --------
|
|
Chthon (Custom version)
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_eidolon (1 0 0) (-32 -32 -24) (32 32 128) x
|
|
{ model(":progs/mon_bosseidolon.mdl"); }
|
|
Boss starts behind shield
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death (delayed till explosion)
|
|
noise1 : Wave 1 (monster_eidolon_wavetrig) entity
|
|
noise2 : Wave 2 (monster_eidolon_wavetrig) entity
|
|
noise3 : Wave 3 (monster_eidolon_wavetrig) entity
|
|
noise4 : Wave 4 (monster_eidolon_wavetrig) entity
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Boss starts behind shield
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_eidolon_wavetrig (0.75 0.25 1) (-40 -40 -4) (40 40 4) x
|
|
Target for boss lightning wave event
|
|
-------- KEYS --------
|
|
targetname : name of wave event (links to noise key on boss)
|
|
target : trigger name of adds to spawn
|
|
target2 : trigger name of crystal event
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Target for boss lightning wave event
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_icegolem (1 0 0) (-32 -32 -24) (32 32 128) x
|
|
{ model(":progs/mon_bossicegolem.mdl"); }
|
|
Frozen Guardian in a Cave
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death (delayed to fade away)
|
|
tethertarget : target of tether entity (path_corner)
|
|
tetherrange : circular range around tether point (def=400)
|
|
noise1 : Wave 1 entities to trigger
|
|
noise2 : Wave 2 entities to trigger
|
|
noise3 : Wave 3 entities to trigger
|
|
noise4 : Wave 4 entities to trigger
|
|
brkobj1: Ceiling rubble bmodel (maps/ad_brk/rock01.bsp)
|
|
brkobj2: Ceiling rubble bmodel (maps/ad_brk/rock02.bsp)
|
|
dest1 : Rubble colour range (base/qty)
|
|
dest2 : Rubble emitter offset downward (X/Y/Z def=0 0 16)
|
|
brkvol : Rubble emitter size (X/Y/Z def=160 160 8)
|
|
brkvelbase : Rubble base velocity (def=0 0 50)
|
|
brkveladd : Rubble add velocity (def=100 100 100)
|
|
brkfade : Rubble fade timeout (def=4)
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Frozen Guardian in a Cave
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_icegolem_wavetrig (0.75 0.25 1) (-32 -32 -8) (32 32 8) x
|
|
Target for boss column smash wave event
|
|
-------- KEYS --------
|
|
targetname : name of wave event (links to noise key on boss)
|
|
target : trigger name of adds to spawn
|
|
noise1 : trigger name of column 1
|
|
noise2 : trigger name of column 2
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Target for boss column smash wave event
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_oldone (1 0 0) (-128 -128 -24) (128 128 192) x
|
|
{ model(":progs/oldone.mdl"); }
|
|
Shub-Niggurath, 40000 health points
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
Shub-Niggurath, 40000 health points
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_shub (1 0 0) (-128 -128 -24) (128 128 192) x DMGTRIG
|
|
{ model(":progs/oldone.mdl"); }
|
|
Shub-Niggurath (Custom version)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death
|
|
bosswave : Total boss waves (1-5)
|
|
bosswaveqty : Health each wave
|
|
resist_shells : Shell ammo resistance (0-1)
|
|
resist_nails : Nail ammo resistance (0-1)
|
|
resist_rockets : Rocket ammo reistance (0-1)
|
|
resist_cells : Cell ammo resistance (0-1)
|
|
pos1 : Attack 1 Speed Base/Skill/- (200 20 0)
|
|
pos2 : Attack 1 Damage Base/Rnd/Splash (0 0 40)
|
|
pos3 : Attack 2 Speed/-/Damage (300 500 40)
|
|
dest1 : Attack 1 Spawn location (0 0 128)
|
|
dest2 : Attack 2 Spawn location (0 0 128)
|
|
noise1 : Wave 1 trigger entities
|
|
noise2 : Wave 2 trigger entities
|
|
noise3 : Wave 3 trigger entities
|
|
noise4 : Wave 4 trigger entities
|
|
deathtype : Death message for the client (optional)
|
|
-------- SPAWNFLAGS --------
|
|
DMGTRIG : Will start attacking if damaged
|
|
-------- NOTES --------
|
|
Shub-Niggurath (Custom version)
|
|
*/
|
|
|
|
//=============================================================================
|
|
/*QUAKED monster_shubupsd (1 0 0) (-128 -128 -192) (128 128 24) x DMGTRIG
|
|
{ model(":progs/oldone.mdl"); }
|
|
Shub-Niggurath (Up Side Down Custom version)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : trigger to fire on death
|
|
bosswave : Total boss waves (1-5)
|
|
bosswaveqty : Health each wave
|
|
resist_shells : Shell ammo resistance (0-1)
|
|
resist_nails : Nail ammo resistance (0-1)
|
|
resist_rockets : Rocket ammo reistance (0-1)
|
|
resist_cells : Cell ammo resistance (0-1)
|
|
pos1 : Attack 1 Speed Base/Skill/- (200 20 0)
|
|
pos2 : Attack 1 Damage Base/Rnd/Splash (0 0 40)
|
|
pos3 : Attack 2 Speed/-/Damage (600 0 40)
|
|
dest1 : Attack 1 Spawn location (0 0 128)
|
|
dest2 : Attack 2 Spawn location (0 0 128)
|
|
noise1 : Wave 1 trigger entities
|
|
noise2 : Wave 2 trigger entities
|
|
noise3 : Wave 3 trigger entities
|
|
noise4 : Wave 4 trigger entities
|
|
deathtype : Death message for the client (optional)
|
|
-------- SPAWNFLAGS --------
|
|
DMGTRIG : Will start attacking if damaged
|
|
-------- NOTES --------
|
|
Shub-Niggurath (Up Side Down Custom version)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_teleporttrain (0 0.5 0.8) (-8 -8 -8) (8 8 8) x
|
|
This is used for the final boss ONLY
|
|
Flying ball needed to teleport kill Shub-Niggurath
|
|
-------- KEYS --------
|
|
-------- SPAWNFLAGS --------
|
|
-------- NOTES --------
|
|
This is used for the final boss ONLY
|
|
Flying ball needed to teleport kill Shub-Niggurath
|
|
Originallu used bmodel train functions, setup to work like
|
|
the shalrath homing missile
|
|
*/
|
|
|
|
//=============================================================================
|
|
// Extra Quoth MOD monsters (requires assets from Quoth, QC Only)
|
|
//=============================================================================
|
|
/*QUAKED monster_death_guard (1 0 0.25) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dguardq.mdl"); }
|
|
Death Guard (Quoth), 125 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Death Guard (Quoth), 125 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_death_lord (0.75 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_dlord.mdl"); }
|
|
Death Lord, 400 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Death Lord, 400 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_sentinel (.75 0 .75) (-16 -16 -24) (16 16 24) AMBUSH x NAILS NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/mon_sentinel.mdl"); }
|
|
Sentry flying robot, 75 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NAILS : Fires red hot nails instead of lasers
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Sentry flying robot, 75 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
|
|
//=============================================================================
|
|
// SPECIAL XMAS MOD (requires xmas mod pack)
|
|
//=============================================================================
|
|
/*QUAKED monster_xmas_elf (0.5 0.75 0) (-16 -16 -24) (16 16 16) AMBUSH MAGIC x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/xmas/mon_elf.mdl"); }
|
|
Xmas Raindeer, 30/75 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
MAGIC : Magic range attack, HP+
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF: Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Xmas Elf, 30/75 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_xmas_snowman (0.5 0.75 0) (-16 -16 -24) (16 16 32) AMBUSH x x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/xmas/mon_snowman.mdl"); }
|
|
Xmas Snowman, 125 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
death_dmg : Explosive damage on death
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF : Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Xmas Snowman, 125 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_xmas_raindeer (0.5 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH DEAD x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/xmas/mon_raindeer.mdl"); }
|
|
Xmas Raindeer, 200 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
death_dmg : Explosive damage on death
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
DEAD : Sacrifice/Dead body version
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF: Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Xmas Raindeer, 200 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED monster_xmas_santa (0.5 0.75 0) (-16 -16 -24) (16 16 40) AMBUSH GOOD x NOSIGHT NOIDLE NOGFX STARTOFF ANGRY Not_Easy Not_Normal Not_Hard Not_DM
|
|
{ model(":progs/xmas/mon_santa.mdl"); }
|
|
Xmas Santa, 1200 health points. (Assets not included with AD)
|
|
-------- KEYS --------
|
|
targetname : monster/trigger name
|
|
target : Starting position or path_corner to walk towards (always define)
|
|
target2 : Additional trigger function (need target to be defined as well)
|
|
angrytarget : something (monster/player) to get angry at once spawned
|
|
deathtarget : entity to trigger upon death (useful if target field already in use)
|
|
health : Override default health settings
|
|
exactskin : Override default skin selection of 0 (no error checking)
|
|
upgrade_ssg : 1 = will only spawn if shotgun upgrade active on server
|
|
upgrade_axe : 1 = will only spawn if axe upgrade active on server
|
|
upgrade_lg : 1 = will only spawn if lightning gun upgrade active on server
|
|
nomonstercount : will not be included in any monster count functionality
|
|
infightextra : Damage multiplier for infighting damage
|
|
pain_ignore : 1 = Ignore pain when hit by other monsters
|
|
noinfighting : Will not react to any infighting (it can look stupid)
|
|
no_liquiddmg : Blocks all liquid (slime/lava) damage checks
|
|
no_zaware : All Z Aware projectiles will be disabled
|
|
bboxtype : Change bbox 1=Tiny,4=Short,5=Tall,7=Wide,8=Giant,10=Massive
|
|
gibondeath : 1 = always explode in a shower of gibs on death
|
|
bodyfadeaway : Time (secs) before body/head will fade away (default=0)
|
|
movespeed : -1 = no movement(turret), =0/1 free movement (default)
|
|
turrethealth : = 0.0->1.0; % of HP when monster turret is released
|
|
turrettarget : Target(s) to fire when turret % HP is released
|
|
-------- SPAWNFLAGS --------
|
|
AMBUSH : the monster will only wake up on seeing the player, not by another monster
|
|
GOOD : Good version of Santa (touch trigger to rescue)
|
|
NOSIGHT : No sight sound
|
|
NOIDLE : No idle sound
|
|
NOGFX : No spawn effect or sound when triggered
|
|
STARTOFF: Trigger Spawn
|
|
ANGRY : Trigger Spawn angry at the player
|
|
-------- NOTES --------
|
|
Xmas Santa, 1200 health points. (Assets not included with AD)
|
|
*/
|
|
|
|
//=============================================================================
|
|
// EDITOR entities only
|
|
//=============================================================================
|
|
/*QUAKED func_group (0 .5 .8) ? x x x x x x x x
|
|
Editor entity only
|
|
-------- KEYS --------
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
_phong : Will merge lightmap vertex normals (smooth lightmap edges)
|
|
-------- NOTES --------
|
|
Editor entity only
|
|
*/
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_detail (.5 .5 .5) ? x x x x x x x x
|
|
Brushwork that does not seal the map or is structural (Compiler entity only)
|
|
-------- KEYS --------
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
_phong : Will merge lightmap vertex normals (smooth lightmap edges)
|
|
-------- NOTES --------
|
|
Brushwork that does not seal the map or is structural (Compiler entity only)
|
|
*/
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_detail_illusionary (.5 .5 .5) ? x x x x x x x x
|
|
Merges brushwork into world geo WITHOUT collision. (Compiler entity only)
|
|
-------- KEYS --------
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_phong : Will merge lightmap vertex normals (smooth lightmap edges)
|
|
-------- NOTES --------
|
|
Merges brushwork into world geo WITHOUT collision. (Compiler entity only)
|
|
*/
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED func_detail_wall (.5 .5 .5) ? x x x x x x x x
|
|
Merges brushwork into world geo with collision. (Compiler entity only)
|
|
-------- KEYS --------
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_phong : Will merge lightmap vertex normals (smooth lightmap edges)
|
|
-------- NOTES --------
|
|
Merges brushwork into world geo with collision. (Compiler entity only)
|
|
*/
|
|
|
|
//-----------------------------------------------------------------------------
|
|
/*QUAKED misc_external_map (1 .25 .25) (-8 -8 -8) (8 8 8) x x x x x x x x
|
|
Merges brushwork into world geo. (Compiler entity only)
|
|
Only brushwork in the worldspawn of imported map is used, everything else is ignored
|
|
-------- KEYS --------
|
|
_external_map : filename/path of external map to import
|
|
_external_map_classname : entity class to turn object into (func_detail)
|
|
_external_map_angle : final entity angle orientation (X axis)
|
|
_external_map_scale : final entity scale (def='1 1 1' XYZ axis)
|
|
_dirt : -1 = will be excluded from dirtmapping
|
|
_minlight : Minimum light level for any surface of the brush model
|
|
_mincolor : Minimum light color for any surface (def='1 1 1' RGB)
|
|
_shadow : Will cast shadows on other models and itself
|
|
_shadowself : Will cast shadows on itself
|
|
_phong : Will merge lightmap vertex normals (smooth lightmap edges)
|
|
-------- NOTES --------
|
|
Merges brushwork into world geo. (Compiler entity only)
|
|
Only brushwork in the worldspawn of imported map is used, everything else is ignored
|
|
*/
|
|
|
|
|
|
//=============================================================================
|
|
// Testing/debug entities only (should not be active in finished maps)
|
|
//=============================================================================
|
|
/*QUAKED item_weapon (0 0 0) (-8 -8 -8) (8 8 8) x
|
|
*/
|
|
/*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) x
|
|
*/
|
|
/*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) x
|
|
*/
|
|
/*QUAKED test_fodder (0 0.5 0.8) ? x
|
|
*/
|
|
/*QUAKED test_goaway (0 0.5 0.8) ? x
|
|
*/
|
|
/*QUAKED test_spawn (0 0 0) (-8 -8 -8) (8 8 8) x
|
|
*/
|
|
/*QUAKED test_teleport (0 0.5 0.8) ? x
|
|
*/
|
|
/*QUAKED testplayerstart (0.1 0.1 0.1) (-8 -8 -8) (8 8 8) x
|
|
*/
|
|
/*QUAKED viewthing (0.1 0.1 0.1) (-8 -8 -8) (8 8 8) x
|
|
*/
|
|
/*QUAKED trigger_onlyregistered (0.5 0 0.5) ? x
|
|
Not Used anymore
|
|
*/
|