1961 lines
63 KiB
Plaintext
1961 lines
63 KiB
Plaintext
//
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// Quake game definition file (.fgd)
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// for Worldcraft 1.6 and above
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//
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// written by autolycus / autolycus@planetquake.com
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// email me with improvements and suggestions
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//
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// Modified by CZG : grawert@online.no : http://www.planetquake.com/greyvoid/
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// further modified by various authors
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//Modified by dumptruck_ds 2018/27/4 to include custents 6 features, Hipnotic sounds and Joshua Skelton's misc_model code////
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// among other mods detailed in the progs_dump manual. /////
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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//
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// worldspawn
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//
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@SolidClass = worldspawn : "World entity"
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[
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message(string) : "Text on entering the world"
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worldtype(choices) : "Ambience" : 0 =
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[
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0 : "Medieval"
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1 : "Metal (runic)"
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2 : "Base"
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]
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sounds(integer) : "CD track to play" : 0
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light(integer) : "Ambient light"
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_sunlight(integer) : "Sunlight"
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_sun_mangle(string) : "Sun mangle (Yaw pitch roll)"
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reset_items(integer) : "Reset player items on map load" : 0
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]
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//
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// base marker definitions
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//
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@baseclass = Angle [ angle(integer) : "Direction" ]
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@baseclass = Appearflags [
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spawnflags(Flags) =
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[
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256 : "Not on Easy" : 0
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512 : "Not on Normal" : 0
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1024 : "Not on Hard or Nightmare" : 0
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2048 : "Not in Deathmatch" : 0
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4096 : "Not in Coop" : 0
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8192 : "Not in Single Player" : 0
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32768 : "Not on Hard Only" : 0
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65536 : "Not on Nightmare Only" : 0
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]
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]
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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// bassclass modified by dumptruck_ds to include multiple targets and targetnames via custents //
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///////////////////////////////////////////////////////////////////////////////////////////////////////////
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@baseclass = Targetname [
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targetname(target_source) : "Name"
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targetname2(target_source) : "Name"
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targetname3(target_source) : "Name"
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targetname4(target_source) : "Name"
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]
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@baseclass = Target [
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target(target_destination) : "Target"
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target2(target_destination) : "Target2"
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target3(target_destination) : "Target3"
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target4(target_destination) : "Target4"
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killtarget(target_destination) : "Killtarget"
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killtarget2(target_destination) : "Killtarget2"
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]
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@baseclass = OneTargetname[targetname(target_source) : "Name"]
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@baseclass = OneTarget[target(target_destination) : "Target"]
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//////////////////////
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// end dumptruck_ds //
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//////////////////////
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//
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// player starts, deathmatch, coop, teleport
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//
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@baseclass base(Appearflags) size(-16 -16 -24, 16 16 32)
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color(0 255 0) model({ "path": ":progs/player.mdl" }) = PlayerClass []
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@PointClass base(PlayerClass) = info_player_start : "Player 1 start" []
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@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
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@PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" []
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@PointClass base(PlayerClass) = info_player_deathmatch : "Deathmatch start" []
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@PointClass size(-32 -32 0, 32 32 64) base(PlayerClass, Targetname) = info_teleport_destination : "Teleporter destination" []
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@PointClass color(200 150 150) = info_null : "info_null (spotlight target)"
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[
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targetname(target_source) : "Name"
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]
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@PointClass base(Appearflags, Target, Targetname) color(200 150 150) = info_notnull : "Wildcard entity" // I love you
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[
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use(string) : "self.use"
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think(string) : "self.think"
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nextthink(integer) : "nextthink"
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noise(string) : "noise"
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touch(string) : "self.touch"
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]
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@PointClass base(Appearflags) = info_intermission : "Intermission camera"
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[
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mangle(string) : "Camera angle (Pitch Yaw Roll)"
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]
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//
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// items
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//
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@baseclass base(Appearflags, Target, Targetname) = Item
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[
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message(string) : "Message"
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target(string) : "Target"
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killtarget(string) : "Killtarget"
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delay(integer) : "Delay"
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ritem(integer) : "Respawn item?"
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respawndelay(integer) : "Respawn time"
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respawncount(integer) : "How many respawns?"
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]
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@baseclass size(0 0 0, 32 32 56) color(80 0 200) base(Item) = Ammo
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[
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spawnflags(flags) =
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[
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1 : "Large box" : 0
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]
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]
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@PointClass
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base(Ammo)
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model(
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{{
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spawnflags & 1 -> ":maps/b_batt1.bsp",
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":maps/b_batt0.bsp"
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}}
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) =
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item_cells : "Thunderbolt ammo" []
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@PointClass
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base(Ammo)
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model(
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{{
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spawnflags & 1 -> ":maps/b_rock1.bsp",
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":maps/b_rock0.bsp"
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}}
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) =
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item_rockets : "Rockets" []
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@PointClass
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base(Ammo)
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model(
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{{
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spawnflags & 1 -> ":maps/b_shell1.bsp",
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":maps/b_shell0.bsp"
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}}
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) = item_shells : "Shells" []
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@PointClass
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base(Ammo)
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model(
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{{
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spawnflags & 1 -> ":maps/b_nail1.bsp",
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":maps/b_nail0.bsp"
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}}
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) = item_spikes : "Nailgun/Perforator ammo" []
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@PointClass
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size(0 0 0, 32 32 56)
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base(Item, Appearflags, Itemflags)
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model(
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{{
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spawnflags & 2 -> ":maps/b_bh100.bsp",
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spawnflags & 1 -> ":maps/b_bh10.bsp",
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":maps/b_bh25.bsp"
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}}
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) =
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item_health : "Health pack"
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[
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spawnflags(flags) =
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[
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1 : "Rotten" : 0
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2 : "Megahealth" : 0
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]
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]
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@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags, Itemflags) model({ "path": ":progs/suit.mdl" }) =
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item_artifact_envirosuit : "Environmental protection suit" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]
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]
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@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags, Itemflags) model({ "path": ":progs/quaddama.mdl" }) =
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item_artifact_super_damage : "Quad damage" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags, Itemflags) model({ "path": ":progs/invulner.mdl" }) =
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item_artifact_invulnerability : "Pentagram of Protection" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags, Itemflags) model({ "path": ":progs/invisibl.mdl" }) =
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item_artifact_invisibility : "Ring of Shadows" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags, Itemflags) model({ "path": ":progs/armor.mdl", "skin": 2 }) =
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item_armorInv : "Red armor (200%)" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags, Itemflags) model({ "path": ":progs/armor.mdl", "skin": 1 }) =
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item_armor2 : "Yellow armor (150%)" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags, Itemflags) model({ "path": ":progs/armor.mdl" }) =
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item_armor1 : "Green armor (100%)" [ spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) model({ "path": ":progs/w_s_key.mdl" }) =
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item_key1 : "Silver key" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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]]
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@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) model({ "path": ":progs/w_g_key.mdl" }) =
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item_key2 : "Gold key" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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]]
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@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) model({ "path": ":progs/end1.mdl" }) =
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item_sigil : "Sigil"
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[
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spawnflags(Flags) =
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[
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1 : "Episode 1" : 1
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2 : "Episode 2" : 0
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4 : "Episode 3" : 0
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8 : "Episode 4" : 0
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]
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]
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//
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// weapons
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//
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@baseclass size(-16 -16 0, 16 16 56) color(0 0 200) base(Item, Appearflags) = Weapon []
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//axe not used in this version
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//@PointClass base(Weapon) model({ "path": ":progs/g_axe.mdl" }) = weapon_axe : "Axe" [spawnflags(flags) =
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//[
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//32 : "Spawn silent" : 0
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//64 : "Trigger Spawned" : 0
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//128 : "Suspended in air" : 0
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//16384 : "Respawn DM style" : 0
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//]]
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@PointClass base(Weapon) model({ "path": ":progs/g_shotgn.mdl" }) = weapon_shotgun : "Shotgun" [spawnflags(flags) =
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[
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2 : "metlslime mdl (default)"
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4 : "Slapmap mdl"
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_shot.mdl" }) = weapon_supershotgun : "Double-barrelled shotgun" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_nail.mdl" }) = weapon_nailgun : "Nailgun" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_nail2.mdl" }) = weapon_supernailgun : "Super nailgun" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_rock.mdl" }) = weapon_grenadelauncher : "Grenade launcher" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_rock2.mdl" }) = weapon_rocketlauncher : "Rocket launcher" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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@PointClass base(Weapon) model({ "path": ":progs/g_light.mdl" }) = weapon_lightning : "Thunderbolt" [spawnflags(flags) =
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[
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32 : "Spawn silent" : 0
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64 : "Trigger Spawned" : 0
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128 : "Suspended in air" : 0
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16384 : "Respawn DM style" : 0
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]]
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//
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// monsters
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//
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@baseclass base(Angle, Appearflags, Target, Targetname) color(220 0 0) = Monster
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[
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spawnflags(Flags) =
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[
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1 : "Ambush" : 0
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8 : "Trigger Spawn" : 0
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]
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delay(choices) =
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[
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0: "No delay (Default)"
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0.2 : "Second delay"
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0.3 : "Second delay"
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0.4 : "Second delay"
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0.5 : "Second delay"
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1 : "Second delay"
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]
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wait(choices) =
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[
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0: "Teleport Effects (Default)"
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1 : "Spawn Silently"
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]
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spawn_angry(integer)
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health(integer)
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pain_target(string)
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pain_threshold(integer)
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sight_trigger(integer)
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]
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": ":progs/soldier.mdl" }) = monster_army : "Grunt
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Default health = 30"
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[
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keep_ammo(integer) : "Don't drop backpack" : 0
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]
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@PointClass base(Monster) size(-32 -32 -24, 32 32 40) model({ "path": ":progs/dog.mdl" }) = monster_dog : "Nasty Doggie
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Default health = 25" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model({ "path": ":progs/ogre.mdl" }) = monster_ogre : "Ogre
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Default health = 200" [
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keep_ammo(integer) : "Don't drop backpack" : 0
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]
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model({ "path": ":progs/ogre.mdl" }) = monster_ogre_marksman : "Ogre marksman
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Default health = 200
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The monster_ogre_marksman entity produces a slightly different ogre (won't make a sound when the player is sighted, won't make chainsaw dragging sounds, won't make a proper obituary message, has a different decision-making process when choosing whether to attack, and will in-fight with regular ogres)." [
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keep_ammo(integer) : "Don't drop backpack" : 0
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]
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": ":progs/knight.mdl" }) = monster_knight : "Knight
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Default heath = 75" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": ":progs/hknight.mdl" }) = monster_hell_knight : "Hell Knight a.k.a. Death Knight
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Default health = 250" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": ":progs/wizard.mdl" }) = monster_wizard : "Scrag a.k.a Wizard
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Default health = 80" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model({ "path": ":progs/demon.mdl" }) = monster_demon1 : "Fiend
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Default heath = 300" []
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model({ "path": ":progs/shambler.mdl" }) = monster_shambler : "Shambler
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Default health = 600" []
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@PointClass base(Monster) size(-128 -128 -24, 128 128 256) model({ "path": ":progs/boss.mdl" }) = monster_boss : "Chthon" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 40) model({ "path": ":progs/enforcer.mdl" }) = monster_enforcer : "Enforcer
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Default health = 80" [
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keep_ammo(integer) : "Don't drop backpack" : 0
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]
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@PointClass base(Monster) size(-32 -32 -24, 32 32 64) model({ "path": ":progs/shalrath.mdl" }) = monster_shalrath : "Vore a.k.a Shalrath
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Default health = 400" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 24) model({ "path": ":progs/tarbaby.mdl" }) = monster_tarbaby : "Spawn
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Default health = 80" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 24) model({ "path": ":progs/fish.mdl" }) = monster_fish : "Rotfish
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Default health = 25" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 32) model({ "path": ":progs/oldone.mdl" }) = monster_oldone : "Shub-Niggurath" []
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@PointClass base(Monster) size(-16 -16 -24, 16 16 32) studio({ "path": ":progs/zombie.mdl","skin" : skin, "frame" : frame}) = monster_zombie : "Zombie
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Default health = 60
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If SPAWN_SLEEPING is used there must be a targetname set. The zombie will stand up when targeted. Crucified motionless zombies are silent and do not animate." //dumptruck_ds
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[
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spawnflags(Flags) =
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[
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1 : "Crucified" : 0
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2 : "Ambush" : 0
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4 : "Crucified motionless" : 0
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16 : "Spawn Sleeping" : 0
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]
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]
|
||
//start deadstuff entries -- dumptruck_ds
|
||
|
||
@PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio({ "path": ":progs/demon.mdl","skin" : skin, "frame" : 53}) = monster_dead_demon : "Demon Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio({ "path": ":progs/shambler.mdl","skin" : skin, "frame" : 93}) = monster_dead_shambler : "Shambler Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio({ "path": ":progs/soldier.mdl","skin" : skin, "frame" : 28}) = monster_dead_army : "Soldier Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
2 : "Face Up" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-32 -32 -24, 32 32 40) studio({ "path": ":progs/dog.mdl","skin" : skin, "frame" : 16}) = monster_dead_dog : "Dog Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio({ "path": ":progs/enforcer.mdl","skin" : skin, "frame" : 54}) = monster_dead_enforcer : "Enforcer Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
2 : "Face Up" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio({ "path": ":progs/ogre.mdl","skin" : skin, "frame" : 135}) = monster_dead_ogre : "Ogre Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
2 : "Face Up" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio({ "path": ":progs/knight.mdl","skin" : skin, "frame" : 96}) = monster_dead_knight : "Knight Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
2 : "On Side" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio({ "path": ":progs/hknight.mdl","skin" : skin, "frame" : 62}) = monster_dead_hell_knight : "Hellknight Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-32 -32 -24, 32 32 64) studio({ "path": ":progs/shalrath.mdl","skin" : skin, "frame" : 22}) = monster_dead_shalrath : "Shalrath Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) studio({ "path": ":progs/wizard.mdl","skin" : skin, "frame" : 53}) = monster_dead_wizard : "Scrag Corpse" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio({ "path": ":progs/player.mdl","skin" : skin, "frame" : 49}) = player_dead_axe: "Player Corpse Axe" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio({ "path": ":progs/player.mdl","skin" : skin, "frame" : 102}) = player_dead_on_side: "Player Corpse on Side" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 32) studio({ "path": ":progs/player.mdl","skin" : skin, "frame" : 84}) = player_dead_face_down: "Player Corpse Face Down" //dumptruck_ds
|
||
[
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_demon.mdl","skin" : skin, "frame" : 0}) = gib_head_demon : "Demon Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_dog.mdl","skin" : skin, "frame" : 0}) = gib_head_dog : "Dog Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_guard.mdl","skin" : skin, "frame" : 0}) = gib_head_army : "Grunt Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_hellkn.mdl","skin" : skin, "frame" : 0}) = gib_head_hell_knight : "Hellnight Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_knight.mdl","skin" : skin, "frame" : 0}) = gib_head_knight : "Knight Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_mega.mdl","skin" : skin, "frame" : 0}) = gib_head_enforcer : "Enforcer Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_ogre.mdl","skin" : skin, "frame" : 0}) = gib_head_ogre : "Orge Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_player.mdl","skin" : skin, "frame" : 0}) = gib_head_player : "Player Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_shal.mdl","skin" : skin, "frame" : 0}) = gib_head_shalrath : "Shalrath Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_shams.mdl","skin" : skin, "frame" : 0}) = gib_head_shambler : "Shambler Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/h_wizard.mdl","skin" : skin, "frame" : 0}) = gib_head_wizard : "Wizard Head" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/gib1.mdl","skin" : skin, "frame" : 0}) = gib_misc_1 : "Gib 1" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/gib2.mdl","skin" : skin, "frame" : 0}) = gib_misc_2 : "Gib 2" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
@PointClass base(Appearflags) size(-16 -16 0, 16 16 56) studio({ "path": ":progs/gib3.mdl","skin" : skin, "frame" : 0}) = gib_misc_3 : "Gib 3" //dumptruck_ds
|
||
[
|
||
angles(integer)
|
||
targetname(string)
|
||
spawnflags(Flags) =
|
||
[
|
||
0 : "Non-Solid (defaut)" : 0
|
||
1 : "Solid" : 0
|
||
]
|
||
]
|
||
// end of deadstuff -- dumptruck_ds
|
||
|
||
// //
|
||
// // lights
|
||
// //
|
||
//
|
||
// @baseclass color(255 255 40) = Light [
|
||
// light(integer) : "Brightness" : 300
|
||
// wait(integer) : "Fade distance multiplier" : 1
|
||
// delay(choices) : "Attenuation" =
|
||
// [
|
||
// 0 : "Linear falloff (Default)"
|
||
// 1 : "Inverse distance falloff"
|
||
// 2 : "Inverse distance squared"
|
||
// 3 : "No falloff"
|
||
// 4 : "Local minlight"
|
||
// 5 : "Inverse distance squared B"
|
||
// ]
|
||
// mangle(string) : "Spotlight angle"
|
||
// style(Choices) : "Appearance" : 0 =
|
||
// [
|
||
// 0 : "Normal"
|
||
// 10: "Fluorescent flicker"
|
||
// 2 : "Slow, strong pulse"
|
||
// 11: "Slow pulse, noblack"
|
||
// 5 : "Gentle pulse"
|
||
// 1 : "Flicker A"
|
||
// 6 : "Flicker B"
|
||
// 3 : "Candle A"
|
||
// 7 : "Candle B"
|
||
// 8 : "Candle C"
|
||
// 4 : "Fast strobe"
|
||
// 9 : "Slow strobe"
|
||
// ]
|
||
// ]
|
||
//
|
||
// @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) =
|
||
// light : "Invisible light source"
|
||
// [
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) =
|
||
// light_fluoro : "Fluorescent light"
|
||
// [
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) =
|
||
// light_fluorospark : "Sparking fluorescent light"
|
||
// [
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags, Light, Target, Targetname) =
|
||
// light_globe : "Globe light"
|
||
// [
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
// light_flame_large_yellow : "Large yellow flame"
|
||
// [
|
||
// // spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/candle.mdl" }) = //dumptruck_ds
|
||
// light_candle : "Candle"
|
||
// [
|
||
// // spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
// light_flame_small_yellow : "Small yellow flame"
|
||
// [
|
||
// // spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
// light_flame_small_white : "Small white flame"
|
||
// [
|
||
// // spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
// ]
|
||
// @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame.mdl" }) =
|
||
// light_torch_small_walltorch : "Small walltorch" []
|
||
//
|
||
//
|
||
// misc
|
||
//
|
||
|
||
@SolidClass base(Appearflags) = func_illusionary : "Static nonsolid model" []
|
||
|
||
@PointClass base(Appearflags) color(0 150 220) = air_bubbles : "Air bubbles" []
|
||
@PointClass base(Appearflags, Targetname) =
|
||
event_lightning : "Chthon's lightning" []
|
||
@PointClass base(Appearflags) model({ "path": ":progs/lavaball.mdl" }) = misc_fireball : "Small fireball"
|
||
[ speed(integer) : "Speed" : 40 ]
|
||
@PointClass base(Appearflags) size(0 0 0, 32 32 64) model({ "path": ":maps/b_explob.bsp" }) = misc_explobox : "Large exploding container" []
|
||
@PointClass base(Appearflags) size(0 0 0, 32 32 32) model({ "path": ":maps/b_exbox2.bsp" }) = misc_explobox2 : "Small exploding container" []
|
||
@PointClass base(Appearflags) size(-8 -8 -8, 8 8 8) model({ "path": ":progs/teleport.mdl" }) = misc_teleporttrain : "Flying teleporter destination"
|
||
[
|
||
target(string) : "First stop target"
|
||
targetname(target_source) : "Name"
|
||
]
|
||
@PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_spikeshooter : "Triggered shooter - use trigger_multiple to activate" //modified by dumptruck_ds adding Angle and Targetname to baseclass
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Spike" : 0
|
||
2 : "Laser" : 0
|
||
4 : "Lavaball" : 0
|
||
8 : "Rocket" : 0
|
||
16 : "Voreball" : 0
|
||
32 : "Grenade" : 0
|
||
64 : "Gibs" : 0
|
||
128 : "Silent" : 0
|
||
]
|
||
]
|
||
@PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_shooter : "Continuous shooter" //modified by dumptruck_ds adding Angle & Targetname to baseclass
|
||
[
|
||
nextthink(integer) : "Delay before first spike"
|
||
wait(integer) : "Delay between firing" : 1
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Spike" : 0
|
||
2 : "Laser" : 0
|
||
4 : "Lavaball" : 0
|
||
8 : "Rocket" : 0
|
||
16 : "Voreball" : 0
|
||
32 : "Grenade" : 0
|
||
64 : "Gibs" : 0
|
||
128 : "Silent" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Angle, Appearflags, Targetname) color(220 150 150) = trap_switched_shooter : "Continuous shooter can be toggled when targeted, start on or off" //modified by dumptruck_ds adding Angle & Targetname to baseclass
|
||
[
|
||
nextthink(integer) : "Delay before first spike"
|
||
wait(integer) : "Delay between firing" : 1
|
||
state(integer) : "0 initially off, 1 initially on" : 0
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Spike" : 0
|
||
2 : "Laser" : 0
|
||
4 : "Lavaball" : 0
|
||
8 : "Rocket" : 0
|
||
16 : "Voreball" : 0
|
||
32 : "Grenade" : 0
|
||
64 : "Gibs" : 0
|
||
128 : "Silent" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname) size(16 16 24) color(255 128 0) = trigger_shake : "Earthquake
|
||
|
||
Earthquake trigger - shakes players in its radius when active. Strength of tremor is greatest at the centre.
|
||
|
||
dmg = Strength at center (default is 120)
|
||
wait = Duration of shake (default is 1)
|
||
count = Effect radius (defalt is 200)
|
||
noise = Sound file to play when starting to shake
|
||
noise1 = Sound file to play when stopping
|
||
targetname = Must be triggered"
|
||
[
|
||
dmg(integer) : "Strength at center (default is 120)"
|
||
wait(integer) : "Duration of shake (default is 1)"
|
||
count(integer) : "Effect radius (defalt is 200)"
|
||
noise(string) : "Noise to play when starting to shake"
|
||
noise1(string) : "Noise to play when stopping"
|
||
targetname(string) : "Must be triggered"
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "View Only" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname) size(16 16 24) color(206 18 18) = meat_shower : "Triggerable Gib Effect
|
||
|
||
style = 0 is regular gib effect, 1 is more violent
|
||
fly_sound = 0 is silent, 1 plays randomized gib sounds
|
||
targetname = Must be triggered"
|
||
[
|
||
style(Choices) : "Appearance" : 0 =
|
||
[
|
||
0 : "Normal"
|
||
1 : "Large"
|
||
]
|
||
fly_sound(integer) : "Play gib sound effects" : 0
|
||
]
|
||
|
||
@PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 200 300) = ltrail_start : "Starting point of a lightning trail. See the manual for set up steps.
|
||
|
||
Set currentammo key to amount of damage you want the lightning to do.
|
||
Default is 25.
|
||
|
||
Set frags key to amount of time before next item is triggered.
|
||
Default is 0.3 seconds.
|
||
|
||
Set weapon key to amount of time to be firing the lightning.
|
||
Default is 0.3 seconds.
|
||
|
||
Set sounds key to 1 for silence
|
||
Default is 0
|
||
Does not work with ltrail_relay (it will still make noise.)
|
||
|
||
Set the Toggle spawnflag if you want the lightning shooter to continuously fire until triggered again.
|
||
|
||
Set the Start On spawnflag to have the lightning shooter start on (DO NOT USE WITH TOGGLE)"
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Toggle" : 0
|
||
2 : "Start On" : 0
|
||
]
|
||
currentammo(integer) : "Damage" : 0
|
||
frags(integer) : "Time before next trigger" : 0.3
|
||
weapon(integer) : "Duration of each strike" : 0.3
|
||
sounds(integer) : "Set to 1 for silence (?)" : 0
|
||
]
|
||
|
||
@PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 150 200) = ltrail_end : "Ending point of a lightning trail.
|
||
|
||
Does not fire any lightning.
|
||
|
||
Set frags to amount of time before next item is triggered.
|
||
Default is 0.3 seconds.
|
||
"
|
||
[
|
||
frags(integer) : "Time before next trigger" : 0.3
|
||
]
|
||
|
||
@PointClass base(Appearflags, OneTarget, OneTargetname) size(16 16 16) color(0 150 300) = ltrail_relay : "Relay point of a lightning trail.
|
||
|
||
Set currentammo to amount of damage you want the lightning to do.
|
||
Default is 25.
|
||
|
||
Set frags to amount of time before next item is triggered.
|
||
Default is 0.3 seconds.
|
||
|
||
Set weapon to amount of time to be firing the lightning.
|
||
Default is 0.3 seconds.
|
||
"
|
||
[
|
||
currentammo(integer) : "Damage" : 0
|
||
frags(integer) : "Time before next trigger" : 0.3
|
||
weapon(integer) : "Duration of each strike" : 0.3
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = trigger_ladder : "Invisible ladder entity.
|
||
|
||
When player is touching this entity, she can climb by pushing jump."
|
||
[
|
||
angle(integer) : "the direction player must be facing to climb ladder"
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = trigger_void : "Use this for a 'void' area. Removes monsters, gibs, ammo, etc... also kills player"
|
||
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "No Effect on Monsters" : 0
|
||
2 : "No Effect on Players" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass = func_group : "Group of brushes for in-editor use" []
|
||
@SolidClass = func_detail : "Group of brushes for certain compilers " []
|
||
|
||
//
|
||
// ambient sounds
|
||
//
|
||
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_drip : "Dripping sound" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_drone : "Engine/machinery sound" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_comp_hum : "Computer background sounds" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_flouro_buzz : "Fluorescent buzzing sound" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_light_buzz : "Buzzing sound from light" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_suck_wind : "Wind sound" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_swamp1 : "Frogs croaking" []
|
||
@PointClass base(Appearflags) color(150 0 150) = ambient_swamp2 : "Frogs croaking B" []
|
||
@PointClass base(Appearflags) color(255 0 150) = ambient_thunder : "Random Thunder sound" []
|
||
@PointClass base(Appearflags) color(255 0 150) = ambient_water1 : "Swirling Water Sound" []
|
||
@PointClass base(Appearflags) color(255 0 150) = ambient_wind2 : "Sky Wind Sound" []
|
||
|
||
|
||
//
|
||
// moving things
|
||
//
|
||
|
||
|
||
@SolidClass base(Angle, Appearflags, Targetname, Target) = func_door : "Basic door"
|
||
[
|
||
speed(integer) : "Speed" : 100
|
||
sounds(choices) : "Sound" : 0 =
|
||
[
|
||
0: "Silent"
|
||
1: "Stone"
|
||
2: "Machine"
|
||
3: "Stone Chain"
|
||
4: "Screechy Metal"
|
||
]
|
||
wait(string) : "Wait before close" : "3"
|
||
lip(integer) : "Lip" : 8
|
||
dmg(integer) : "Damage inflicted when blocked" : 2
|
||
message(string) : "Message if touched"
|
||
health(integer) : "Health (shootable)" : 0
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Starts Open" : 0
|
||
4 : "Don't link" : 0
|
||
8 : "Gold Key required" : 0
|
||
16: "Silver Key required" : 0
|
||
32: "Toggle" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags, Targetname, Target) = func_door_secret : "Secret door"
|
||
[
|
||
angle(integer) : "Direction of second move"
|
||
t_width(integer) : "First move length"
|
||
t_length(integer) : "Second move length"
|
||
dmg(integer) : "Damage when blocked" : 2
|
||
wait(string) : "Wait before close" : "2"
|
||
sounds(choices) : "Sounds" : 3 =
|
||
[
|
||
1: "Medieval"
|
||
2: "Metal"
|
||
3: "Base"
|
||
]
|
||
message(string) : "Message"
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Open once" : 0
|
||
2 : "Move left first" : 0
|
||
4 : "Move down first" : 0
|
||
8 : "Not shootable" : 0
|
||
16 : "Always shootable" : 0
|
||
]
|
||
]
|
||
|
||
// @SolidClass base(Appearflags, Targetname) = func_breakable : "An object that can be broken apart by shooting or being axed."
|
||
// [
|
||
// dmg(integer) : "Explosion damage" : 0
|
||
// spawnflags(Flags) =
|
||
// [
|
||
// 1 : "No monster damage" : 0
|
||
// 2 : "Explode" : 0
|
||
// ]
|
||
// ]
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_wall : "Wall, starts animation when triggered (if supporting texture) " []
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_explobox : "An exploding brush entity. Works just like misc_explobox.
|
||
|
||
Keys:
|
||
|
||
health default 20
|
||
|
||
dmg default 100"
|
||
[
|
||
health(integer) : "Health" : 20
|
||
dmg(integer) : "Damage" : 100
|
||
]
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_togglewall : "Creates a invisible wall that can be toggled on and off.
|
||
|
||
START_OFF wall doesn't block until triggered.
|
||
|
||
noise is the sound to play when wall is turned off.
|
||
noise1 is the sound to play when wall is blocking.
|
||
dmg is the amount of damage to cause when touched."
|
||
[
|
||
noise(string) : "Power off sound"
|
||
noise1(string) : "Sound when touched"
|
||
dmg(integer) : "Amount of damage when touched" : 0
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Start Off" : 0
|
||
]
|
||
]
|
||
@SolidClass base(Appearflags, Targetname) = func_particlefield : "Creates a brief particle flash roughly the size of the defining
|
||
brush each time it is triggered.
|
||
|
||
USE_COUNT when the activator is a func_counter, the field will only activate when count is equal to cnt. Same as using a func_oncount to trigger.
|
||
|
||
cnt is the count to activate on when USE_COUNT is set.
|
||
color is the color of the particles. Default is 192 (yellow).
|
||
count is the density of the particles. Default is 2.
|
||
noise is the sound to play when triggered. Do not use a looping sound here.
|
||
dmg is the amount of damage to cause when touched."
|
||
[
|
||
cnt(integer) : "Number to activate" : 0
|
||
color(integer) : "Palette index for color" : 192
|
||
count(integer) : "Density of particles" : 2
|
||
dmg(integer) : "Amount of damage when touched" : 0
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Use Count" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags, OneTargetname) = func_bob : "A SOLID bmodel that gently moves back and forth."
|
||
[
|
||
angle(integer) : "direction movement, use 360 for angle 0" : 0
|
||
height(integer) : "direction intensity" : 8
|
||
count(integer) : "direction cycle timer minimum = 1" : 2
|
||
waitmin(integer) : "Speed up scale default = 1, 1+ =non linear" : 1
|
||
waitmin2(integer) : "Slow down scale default = 0.75"
|
||
delay(integer) : "Starting time delay defualt = 0, -1 = random"
|
||
style(integer) : "If set to 1, starts off and waits for trigger"
|
||
_dirt(integer) : "-1 = will be excluded from dirtmapping"
|
||
_minlight(integer) : "Minimum light level for any surface of the brush model"
|
||
_mincolor(integer) : "Minimum light color for any surface (default = '1 1 1' RGB)"
|
||
_shadow(integer) : "Will cast shadows on other models and itself"
|
||
_shadowself(integer) : "Will cast shadows on itself"
|
||
|
||
spawnflags(flags) =
|
||
[
|
||
2 : "BOB_COLLISION" : 2
|
||
4 : "BOB_NONSOLID" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, OneTargetname) size(16 16 16) color(255 128 0) = misc_bob : "A model that gently moves back and forth."
|
||
[
|
||
angle(integer) : "direction movement, use 360 for angle 0" : 0
|
||
height(integer) : "direction intensity" : 8
|
||
count(integer) : "direction cycle timer minimum = 1" : 2
|
||
waitmin(integer) : "Speed up scale default = 1, 1+ =non linear" : 1
|
||
waitmin2(integer) : "Slow down scale default = 0.75"
|
||
delay(integer) : "Starting time delay defualt = 0, -1 = random"
|
||
style(integer) : "If set to 1, starts off and waits for trigger"
|
||
style(integer) : "If set to 1, starts off and waits for trigger"
|
||
mdl(string) : "Path to mdl file"
|
||
spawnflags(flags) =
|
||
[
|
||
2 : "BOB_COLLISION (default)" : 2
|
||
4 : "BOB_NONSOLID" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname, Target) size(16 16 16) color(255 200 0) = misc_sparks : "Produces a burst of yellow sparks at random intervals. If targeted, it will toggle between on or off. If it targets a light, that light will flash along with each burst of sparks. Note: targeted lights should be set to START_OFF. Set sounds key to 1 for built-in spark sound effect or target a play_sound_triggered for a custom sound."
|
||
[
|
||
wait(integer) : "is the average delay between bursts (variance is 1/2 wait). Default is 2."
|
||
cnt(integer) : "is the average number of sparks in a burst (variance is 1/4 cnt). Default is 15."
|
||
sounds(integer) : "set to 1 for built-in spark sound effect. Default is 0 - silent."
|
||
spawnflags(flags) =
|
||
[
|
||
2 : "SPARKS_BLUE" : 0
|
||
4 : "SPARKS_PALE" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname) size(16 16 16) color(0 200 200) = misc_particles : "Produces a continuous particle splash for waterfalls and other effects."
|
||
[
|
||
color(integer) : "color of particles. 0 through 15, corresponds to a row of the quake palette. (default 0)"
|
||
movedir(integer) : "average movement vector of particles (default 0 0 4)"
|
||
wait(integer) : "time between particle generation cycles. (default 0.1)"
|
||
volume(integer) : "density of particles. (default 10)"
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "START_OFF" : 0
|
||
]
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname) size(16 16 16) color(0 200 225) = misc_particlespray : "Shoots particles either when triggered, or contiuously when not triggered by anything."
|
||
[
|
||
color(integer) : "is the palette color of the particles. (default 47)"
|
||
movedir(integer) : "is the vector distance that the particles will travel before disappearing. (in x y z)"
|
||
delay(integer) : "is the delay between each triggering (default 0.1)"
|
||
duration(integer) : "is the amount of time that the it will continue to release particles so that it can release a long stream of particles with only one triggering"
|
||
count(integer) : "is the number of particles to make each time (default 15)"
|
||
noise(string) : "is the name of the wav file to play when triggered"
|
||
]
|
||
|
||
@PointClass base(Appearflags, Target, Targetname) size(16 16 16) color(0 255 255) = misc_particle_stream : "A particle stream! It appears when triggered.
|
||
|
||
This entity is one end of the stream, target another entity as the other end-point. I used the info_notnull, but you should be able to target anything even monsters.
|
||
|
||
dmg 1st Color - Use if you want a single color stream
|
||
cnt 2nd Color - Mixes particles of both colors
|
||
noise Sound to play when triggered
|
||
|
||
NOTE: To have a continuous stream use a func_counter as the target, then set the misc_particle_stream as the target of the func_counter, finally set the Looping spawnflag on the counter"
|
||
[
|
||
target(target_source) : "End-point of the stream"
|
||
dmg(integer) : "1st Color" : 0
|
||
cnt(integer) : "2nd Color" : 0
|
||
noise(string) : "Path of sound when triggered"
|
||
]
|
||
|
||
@SolidClass base(Angle, Appearflags, Targetname, Target) = func_button : "Button" //modified by dumptruck_ds to add Target
|
||
[
|
||
speed(integer) : "Speed" : 40
|
||
lip(integer) : "Lip" : 4
|
||
//target(target_source) : "Target" //modified by dumptruck_ds
|
||
health(integer) : "Health (shootable)"
|
||
sounds(choices) : "Sounds" =
|
||
[
|
||
0 : "Steam metal"
|
||
1 : "Wooden clunk"
|
||
2 : "Metallic clink"
|
||
3 : "In-out"
|
||
]
|
||
wait(string) : "Wait before reset" : "1"
|
||
delay(string) : "Delay before trigger"
|
||
message(string) : "Message"
|
||
]
|
||
@SolidClass base(Angle, Appearflags, Targetname, Target) = func_elvtr_button : "Button for use with func_new_plat" //modified by dumptruck_ds to add Target
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Down Button" : 0
|
||
]
|
||
speed(integer) : "Speed" : 40
|
||
lip(integer) : "Lip" : 4
|
||
//target(target_source) : "Target" //modified by dumptruck_ds
|
||
health(integer) : "Health (shootable)"
|
||
sounds(choices) : "Sounds" =
|
||
[
|
||
0 : "Steam metal"
|
||
1 : "Wooden clunk"
|
||
2 : "Metallic clink"
|
||
3 : "In-out"
|
||
]
|
||
wait(integer) : "Wait before reset" : 1
|
||
delay(integer) : "Delay before trigger"
|
||
message(string) : "Message"
|
||
]
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_train : "Moving platform
|
||
|
||
RETRIGGER: stop at each path_corner and don't resume until triggered again (ignores wait time)
|
||
|
||
Set Sounds to 3 for custom sounds with noise4 as the movement and noise3 for stop sound"
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "RETRIGGER (wait at path_corners)" : 0
|
||
]
|
||
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
0: "Silent"
|
||
1: "Ratchet Metal"
|
||
2: "Base"
|
||
3: "Custom (set path in noise3, noise4)"
|
||
]
|
||
speed(integer) : "Speed (units per second)" : 64
|
||
target(target_source) : "Target to start at"
|
||
dmg(integer) : "Damage on block" : 2
|
||
noise3(string) : "Custom start noise"
|
||
noise4(string) : "Custom movement noise"
|
||
]
|
||
|
||
@PointClass base(Appearflags, Targetname) size(16 16 16) color(0 255 255) =
|
||
path_corner : "Waypoint for platforms and monsters"
|
||
[
|
||
target(target_source) : "Next target"
|
||
wait(integer) : "Wait" : 0
|
||
]
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_plat : "Elevator"
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Low trigger volume" : 0
|
||
]
|
||
speed(integer) : "Speed" : 150
|
||
height(integer) : "Travel altitude (can be negative)" : 0
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
0: "None"
|
||
1: "Base fast"
|
||
2: "Chain Slow"
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags, Targetname) = func_new_plat : "Enhanced Plat" //dumptruck_ds from Rogue DOE Mission Pack
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Plat Start at Top" : 0
|
||
2 : "Plat Toggle" : 0
|
||
4 : "Elevator" : 0
|
||
8 : "Elevator Start at Top" : 0
|
||
16 : "Plat2" : 0
|
||
//32 : "Plat2 Bottom" : 0
|
||
]
|
||
speed(integer) : "Speed" : 150
|
||
height(integer) : "Travel altitude (can be negative)" : 0
|
||
health(integer) : "Seconds to wait at bottom if using Start at Top": 5
|
||
delay(integer) : "Seconds to wait if using Plat2" : 3
|
||
wait(integer) : "Seconds to retrigger Elevator" : 0
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
1: "Base fast"
|
||
2: "Chain Slow"
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = func_episodegate : "Episode Gate"
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Episode 1" : 1
|
||
2 : "Episode 2" : 0
|
||
4 : "Episode 3" : 0
|
||
8 : "Episode 4" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = func_bossgate : "Boss gate" []
|
||
|
||
//
|
||
// triggers
|
||
//
|
||
|
||
@baseclass base(Appearflags, Target, Killarget, Targetname) = Trigger
|
||
[
|
||
sounds(choices) : "Sound style" : 0 =
|
||
[
|
||
0 : "None"
|
||
1 : "Secret sound"
|
||
2 : "Beep beep"
|
||
3 : "Large switch"
|
||
]
|
||
delay(string) : "Delay before trigger" : "0"
|
||
message(string) : "Message"
|
||
]
|
||
|
||
@SolidClass base(OneTarget, OneTargetname) = trigger_changelevel : "Trigger: Change level"
|
||
[
|
||
map(string) : "Next map"
|
||
//target(target_destination) : "Target"
|
||
spawnflags(flags) =
|
||
[
|
||
1: "No intermission" : 0
|
||
8: "Start Off" : 0
|
||
16: "Use info_player_start2" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once"
|
||
[
|
||
health(integer) : "Health (shootable)"
|
||
is_waiting(choices) : "Trigger" : 0 =
|
||
[
|
||
0 : "Default"
|
||
1 : "Wait for Trigger"
|
||
]
|
||
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = trigger_setgravity : "Trigger: sets the gravity of a player or monsters
|
||
|
||
gravity = what to set the players gravity to
|
||
|
||
- 0 (default) normal gravity
|
||
- 1 no gravity
|
||
- 2 almost no gravity
|
||
- ...
|
||
- 101 normal gravity
|
||
- 102 slightly higher gravity
|
||
- ...
|
||
- 1000 very high gravity
|
||
"
|
||
[
|
||
spawnflags(flags) = [ 8: "Start Off (can be toggled)" : 0 ]
|
||
gravity(integer) : "Gravity : Normal (Default)" : 0
|
||
]
|
||
|
||
@SolidClass base(Trigger) = trigger_usekey : "Trigger: Requires a Key NOTE: You must select a Key spawnflag" //dumptruck_ds added from Hipnotic Mission Pack
|
||
[
|
||
message(string) : "Health (shootable)"
|
||
spawnflags(flags) =
|
||
|
||
[
|
||
8 : "Silver Key Required" : 0
|
||
16 : "Gold Key Required" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
|
||
[
|
||
wait(string) : "Wait before reset" : "0.2"
|
||
health(integer) : "Health (shootable)"
|
||
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
|
||
is_waiting(choices) : "Trigger" : 0 =
|
||
[
|
||
0 : "Default"
|
||
1 : "Wait for Trigger"
|
||
]
|
||
]
|
||
@SolidClass base(OneTarget, OneTargetname) = trigger_onlyregistered : "only Triggers only if game is registered (registered == 1)"
|
||
[
|
||
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
|
||
]
|
||
@SolidClass base(Trigger, OneTargetname) = trigger_secret : "Trigger: Secret"
|
||
[
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
1 : "Secret sound"
|
||
2 : "Beep beep"
|
||
]
|
||
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
|
||
]
|
||
|
||
@SolidClass base(Appearflags, OneTarget, Targetname) = trigger_teleport : "Trigger: Teleporter
|
||
|
||
NOTE: To use is_waiting function, use targetname2 only."
|
||
[
|
||
spawnflags(Flags) =
|
||
[
|
||
1 : "Player only" : 0
|
||
2 : "Silent" : 0
|
||
]
|
||
is_waiting(choices) : "Trigger" : 0 =
|
||
[
|
||
0 : "Default"
|
||
1 : "Wait for Trigger"
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Appearflags) = 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(Appearflags) = trigger_take_weapon : "Trigger: Remove shotgun on touch. Place at info_player_start for an axe only spawn.
|
||
|
||
Make sure and add a weapon_shotgun to your map!"
|
||
[]
|
||
@SolidClass base(Angle, Appearflags, OneTargetname) = trigger_monsterjump : "Trigger: Monster jump"
|
||
[
|
||
speed(integer) : "Jump Speed" : 200
|
||
height(integer) : "Jump Height" : 200
|
||
spawnflags(flags) = [ 8: "Start Off (toggles)" : 0 ] //dumptruck_ds
|
||
]
|
||
@PointClass base(Appearflags, Target, Targetname) = trigger_counter : "Trigger: Counter"
|
||
[
|
||
spawnflags(flags) = [ 1: "No Message" : 0 ]
|
||
count(integer) : "Count before trigger" : 2
|
||
delay (integer) : "Delay"
|
||
message(string) : "Message"
|
||
]
|
||
@SolidClass base(Angle, Appearflags, Targetname) = trigger_push : "Trigger: Push"
|
||
[
|
||
spawnflags(flags) = [ 1: "Push once" : 0 ]
|
||
speed(integer) : "Speed" : 1000
|
||
]
|
||
@SolidClass base(Angle, Appearflags, Targetname) = trigger_push_custom : "Trigger: Push (Custom): Can be toggled on and off, use a custom sound (noise) and be made silent.
|
||
|
||
NOTE: Set BOTH Custom Noise spawnflag and the Noise key/value. Custom sounds should not be looped."
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1: "Push once" : 0
|
||
8: "Start Off" : 0
|
||
16: "Silent" : 0
|
||
32: "Custom Noise" : 0
|
||
]
|
||
speed(integer) : "Speed" : 1000
|
||
noise(string) : "Custom Sound"
|
||
]
|
||
@SolidClass base(Appearflags, OneTargetname) = trigger_hurt : "Trigger: Hurt"
|
||
[
|
||
dmg(integer) : "Damage per second" : 5
|
||
]
|
||
@PointClass size(16 16 16) = misc_noisemaker : "Debug entity: continuously plays enforcer sounds" []
|
||
@PointClass size(16 16 16) = viewthing : "Debug entity: fake player model" []
|
||
|
||
///////////////////////////////////////////////////////////
|
||
//dumptruck’s additions via Joshua Skelton’s Quake Tools///
|
||
///////////////////////////////////////////////////////////
|
||
|
||
@PointClass base(Angle, Appearflags, Target, Targetname) size(32 32 16) color(255 128 0) studio({ "path" : mdl, "skin" : skin, "frame" : frame}) = misc_model : "A point entity for displaying models. A frame range can be given to animate the model.
|
||
|
||
mdl: The model to display. Can be of type mdl, bsp, or spr.
|
||
frame: Single frame to display. Can also be used to offset the animation.
|
||
first_frame: The starting frame of the animation.
|
||
last_frame: The last frame of the animation.
|
||
speed: The frames per second of animation. Divide 1 by the fps for this value.
|
||
angles: pitch roll yaw (up/down, angle, tilt left/right)
|
||
NOTE: set angle value to 0 if using angles key to rotate mdls"
|
||
[
|
||
mdl(string) : "Model Selection (ex progs/model.mdl)"
|
||
frame(integer)
|
||
first_frame(integer)
|
||
last_frame(integer)
|
||
speed(integer) : "Speed" : 10
|
||
angles(integer) : "set 'angle' to 0 if this is used"
|
||
]
|
||
|
||
///////////////////////////////////////////////////////////////////////
|
||
// dumptrucks's additions: Hipnotic Sound Player via TB2 Quoth2.fgd////
|
||
///////////////////////////////////////////////////////////////////////
|
||
|
||
@PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_lavasplash : "When triggered, play the lavasplash effect and sound from E1M7.
|
||
|
||
You can set the noise key to a custom sound."
|
||
[
|
||
noise(float) : "Path to custom sound"
|
||
]
|
||
|
||
@PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_explosion : "When triggered, play an explosion.
|
||
|
||
Causes damage."
|
||
[
|
||
]
|
||
|
||
@PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = play_tbabyexplode : "When triggered, play the Spawn death explosion.
|
||
|
||
Causes damage."
|
||
[
|
||
]
|
||
|
||
@PointClass base(Targetname, Appearflags) size(16 16 24) color(255 128 0) = tele_fog : "When triggered, tele_fog shows the teleport particle effects and sound.
|
||
|
||
Use this when killtargeting an entity if the player can see it happen."
|
||
[
|
||
|
||
]
|
||
|
||
@PointClass base(Appearflags) size(16 16 24) color(206 18 18) = FireAmbient : "This is a simple looping sound from the torches. Use this if you are using custom fire sprites or models."
|
||
[
|
||
|
||
]
|
||
|
||
@PointClass base(Targetname, Appearflags) size (16 16 24) color(30 150 35) = play_sound : "Hipnotic sound player
|
||
|
||
Plays a one off sound on a periodic basis.
|
||
Do NOT use looped sounds with this entity. For looped sounds use ambient_general.
|
||
volume: how loud (1 is default full volume)
|
||
noise: sound to play
|
||
wait: random time between sounds (default 20)
|
||
delay: minimum delay between sounds (default 2)
|
||
impulse: sound channel 0-7 (0 automatic is default)
|
||
speed: attenuation factor
|
||
|
||
NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)"
|
||
[
|
||
|
||
noise(string) : "Sound file to play"
|
||
speed(choices) : "Attenuation of sound" : 1 =
|
||
[
|
||
-1 : "No attenuation (heard everywhere)"
|
||
1 : "Normal"
|
||
2 : "Idle"
|
||
3 : "Static"
|
||
]
|
||
volume(integer) : "Volume (0 - 1)" : 1
|
||
impulse(integer) : "Channel (0 - 7) Automatic" : 0
|
||
wait(integer) : "Random time between sounds" : 20
|
||
delay(integer) : "Minimum time between sounds" : 2
|
||
]
|
||
@PointClass base(Targetname, Appearflags) size (16 16 24) color(30 200 35) = play_sound_triggered : "Custom sound trigger
|
||
|
||
toggle (spawnflags): stopped when triggered again
|
||
volume: how loud (1 default full volume)
|
||
noise: sound to play
|
||
impulse: sound channel 0-7 (0 automatic is default)
|
||
speed: attenuation factor
|
||
|
||
NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)"
|
||
[
|
||
spawnflags(flags) = [1 : "Toggle" : 0]
|
||
noise(string) : "Sound file to play"
|
||
speed(choices) : "Attenuation of sound" : 1 =
|
||
[
|
||
-1 : "No attenuation (heard everywhere)"
|
||
1 : "Normal"
|
||
2 : "Idle"
|
||
3 : "Static"
|
||
]
|
||
volume(integer) : "Volume (0 - 1)" : 1
|
||
impulse(integer) : "Channel (0 - 7) Automatic" : 0
|
||
//wait(integer) : "Wait before retrigger" : 0 //Quoth2
|
||
]
|
||
|
||
@PointClass base (Appearflags) size (16 14 24) color (30 225 35) = ambient_general : "Custom Ambient Sound
|
||
|
||
Only use looped sounds with this entity.
|
||
|
||
NOTE - Sound files must be in the SOUND folder (or a sub folder under the SOUND folder.)"
|
||
|
||
[
|
||
noise(string) : "Sound file to play"
|
||
speed(choices) : "Attenuation of sound" : 1 =
|
||
[
|
||
-1 : "No attenuation (heard everywhere)"
|
||
1 : "Normal"
|
||
2 : "Idle"
|
||
3 : "Static"
|
||
]
|
||
volume(integer) : "Volume (0 - 1)" : 1
|
||
]
|
||
|
||
@SolidClass base(Appearflags, OneTargetname) = func_fall : "A brush that drops and fades away when touched. Gibs monsters who touch it. Can be targeted by triggers etc.
|
||
|
||
noise = sound to play when triggered
|
||
wait = wait this long before falling"
|
||
[
|
||
noise(string) : "Sound to play when fall starts"
|
||
wait(integer) : "Wait this long before falling"
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Don't Fade" : 0
|
||
]
|
||
]
|
||
|
||
@SolidClass base(Target, Targetname, Appearflags, Break) = func_breakable : "Breakable - See manual for full details
|
||
|
||
Defaults to built-in .mdl file with 3 styles, cnt is number of pieces of debris to spawn (built-in only)
|
||
|
||
Or use spawnflag 4 and break_template1-4 to set path of custom .mdl or .bsp models.
|
||
|
||
brk_object_count1-4 sets the number of pieces of each break_template when using custom .mdl or bsp models.
|
||
|
||
If noise1 is not set it will default to blob/hit1.wav (Spawn monster hit sound)
|
||
|
||
Use spawnflag 2 for an explosion, dmg is amount of damage inflicted" [
|
||
spawnflags(flags) = [
|
||
1 : "No Monster Damage" : 0 : "Only the player can break"
|
||
2 : "Explosion" : 0 : "Produces explosion effect and sound"
|
||
4 : "Use custom mdls or bsp models" : 0 : "Uses models specified in break_template1, 2, etc"
|
||
]
|
||
noise1(string) : "Break noise (MUST be set)"
|
||
style(choices) : "Built-in debris style" : 0 =
|
||
[
|
||
0 : "Green Metal (default)"
|
||
1 : "Red Metal"
|
||
2 : "Concrete"
|
||
]
|
||
cnt(integer) : "Number of pieces of debris to spawn" : 5
|
||
health(integer) : "Health of breakable" : 20
|
||
dmg(integer) : "Amount of Explosive Damage" : 20
|
||
break_template1(string) : "Template 1 model path, e.g. maps/break/brk.bsp or progs/brick.mdl"
|
||
break_template2(string) : "Template 2 model path, e.g. maps/break/brk.bsp or progs/brick.mdl"
|
||
break_template3(string) : "Template 3 model path, e.g. maps/break/brk.bsp or progs/brick.mdl"
|
||
break_template4(string) : "Template 4 model path, e.g. maps/break/brk.bsp or progs/brick.mdl"
|
||
break_template5(string) : "Template 5 model path, e.g. maps/break/brk.bsp or progs/brick.mdl"
|
||
brk_obj_count1(integer) : "Template 1 spawn count"
|
||
brk_obj_count2(integer) : "Template 2 spawn count"
|
||
brk_obj_count3(integer) : "Template 3 spawn count"
|
||
brk_obj_count4(integer) : "Template 4 spawn count"
|
||
brk_obj_count5(integer) : "Template 5 spawn count"
|
||
]
|
||
@PointClass size(16 14 24) color(255 128 0) base(Targetname, Target, Appearflags) = func_counter : "Activation Counter
|
||
|
||
TOGGLE causes the counter to switch between an on and off state
|
||
each time the counter is triggered.
|
||
|
||
LOOP causes the counter to repeat infinitely. The count resets to zero
|
||
after reaching the value in count.
|
||
|
||
STEP causes the counter to only increment when triggered. Effectively,
|
||
this turns the counter into a relay with counting abilities.
|
||
|
||
RESET causes the counter to reset to 0 when restarted.
|
||
|
||
RANDOM causes the counter to generate random values in the range 1 to count
|
||
at the specified interval.
|
||
|
||
FINISHCOUNT causes the counter to continue counting until it reaches count
|
||
before shutting down even after being set to an off state.
|
||
|
||
START_ON causes the counter to be on when the level starts.
|
||
|
||
count specifies how many times to repeat the event. If LOOP is set,
|
||
it specifies how high to count before resetting to zero. Default is 10.
|
||
|
||
wait the length of time between each trigger event. Default is 1 second.
|
||
|
||
delay how much time to wait before firing after being switched on."
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Togglable" : 0
|
||
2 : "Looping" : 1
|
||
4 : "Step" : 0
|
||
8 : "Reset" : 0
|
||
16 : "Random" : 0
|
||
32 : "Finishcount" : 0
|
||
64 : "Start On" : 1
|
||
]
|
||
count(integer) : "Repeat event #" : 10
|
||
wait(string) : "Sec. between each triggering" : "1"
|
||
delay(string) : "Delay before first trigger"
|
||
]
|
||
@PointClass size(16 14 24) color(255 175 0) base(Targetname, Target) = func_oncount : "Target for func_counter"
|
||
[
|
||
count(integer) : "Repeat event #" : 1
|
||
delay(string) : "Delay before first trigger"
|
||
]
|
||
|
||
//
|
||
// Hipnotic Rotation Geometry
|
||
//
|
||
|
||
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" []
|
||
@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_entity : "Creates rotating entity"
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Toggle" : 0
|
||
2 : "Start on" : 0
|
||
]
|
||
deathtype(string) : "Kill Message"
|
||
rotate(string) : "Rate of rotation (x y z)"
|
||
target(string) : "Center of rotation"
|
||
speed(string) : "Speed (0 to full) time"
|
||
]
|
||
@PointClass base(Targetname, Target) = path_rotate : "path_rotate"
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Rotation" : 0
|
||
2 : "Angles" : 0
|
||
4 : "Stop" : 0
|
||
8 : "No Rotate" : 0
|
||
16 : "Damage" : 0
|
||
32 : "Move Time" : 0
|
||
64 : "Set Damage" : 0
|
||
]
|
||
rotate(string) : "Rotation (x y z)"
|
||
angles(string) : "Angles (x y z)"
|
||
noise(string) : "Wait Noise"
|
||
noise1(string) : "Move Noise"
|
||
wait(integer) : "Wait Time"
|
||
event(string) : "Event Target"
|
||
message(string) : "Event Message"
|
||
dmg(integer) : "Damage"
|
||
speed(integer) : "Move Time(if flaged) or Speed"
|
||
]
|
||
@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_train : "Moving platform"
|
||
[
|
||
noise1(string) : "Train move noise"
|
||
noise(string) : "Train stop noise"
|
||
path(string) : "First path_rotate"
|
||
deathtype(string) : "Kill Message"
|
||
speed(integer) : "Speed" : 100
|
||
dmg(integer) : "Damage" : 0
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
0: "None"
|
||
1: "Ratchet Metal"
|
||
]
|
||
]
|
||
@SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[]
|
||
@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Target) = func_rotate_door : "Create rotating door"
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Stay open" : 0
|
||
]
|
||
dmg(integer) : "Damage" : 2
|
||
speed(integer) : "Time to rotate" : 10
|
||
angles(string) : "Angles (x y z)"
|
||
rotate(string) : "Rotate (x y z)"
|
||
sounds(choices) : "Sound" : 1 =
|
||
[
|
||
0: "None"
|
||
1: "Medieval (default)"
|
||
2: "Metal"
|
||
3: "Base"
|
||
4: "Silent"
|
||
]
|
||
]
|
||
//@PointClass size(0 0 0, 16 16 16) base(Target) = func_clock : "Clock Hand"
|
||
//[
|
||
// event(string) : "Target event (at 12pm)"
|
||
// cnt(integer) : "Start time"
|
||
// count(integer) : "Seconds per rotation" : 60
|
||
//]
|
||
|
||
//
|
||
// Miscellaneous Geometry
|
||
//
|
||
|
||
@SolidClass base(Targetname) = func_movewall : "Emulate collision on rotating brushes"
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Visible" : 1
|
||
2 : "Damage on touch" : 0
|
||
4 : "Non-Solid" : 0
|
||
]
|
||
dmg(integer) : "Damage"
|
||
]
|
||
|
||
@SolidClass base(Targetname) = func_laser: "A togglable laser, hurts to touch, can be used to block players"
|
||
[
|
||
spawnflags(flags) =
|
||
[
|
||
1 : "Start Off" : 1
|
||
2 : "Solid Laser" : 0
|
||
]
|
||
dmg(integer) : "Damage" : 1
|
||
alpha(float) : "Alpha of Laser Effect" : 0.5
|
||
message(string) : "Message Upon Activation"
|
||
message2(string) : "Message Upon Deactivation"
|
||
noise(string) : "Sound Upon Activation"
|
||
noise1(string) : "Sound Upon Deactivation"
|
||
]
|
||
|
||
//
|
||
// 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(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
light_flame_large_yellow : "Large yellow flame"
|
||
[
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
]
|
||
@PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/candle.mdl" }) = //dumptruck_ds
|
||
light_candle : "Candle"
|
||
[
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
]
|
||
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
light_flame_small_yellow : "Small yellow flame"
|
||
[
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
]
|
||
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame2.mdl" }) =
|
||
light_flame_small_white : "Small white flame"
|
||
[
|
||
// spawnflags(Flags) = [ 1 : "Start off" : 0 ]
|
||
]
|
||
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model({ "path": ":progs/flame.mdl" }) =
|
||
light_torch_small_walltorch : "Small walltorch" []
|
||
|
||
|
||
// @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_small_walltorch : "Large walltorch" []
|
||
|
||
//////////////////////
|
||
// end dumptruck_ds //
|
||
//////////////////////
|