Files
quakemapping/mod_slipgate/maps/slipgate.fgd
2019-12-30 17:23:05 +01:00

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