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-
- //
- // QUAKE game definition file (.fgd)
- //
-
- @Main =
- [
- Name: "Quake"
- Palette: "wc.pal"
- DefaultClass: "func_door"
- ]
-
- //
- // worldspawn
- //
-
- @SolidClass = worldspawn : "World entity"
- [
- message(string) : "Text on entering the world"
- worldtype(choices) : "Ambience" : 0 =
- [
- 0 : "Medieval"
- 1 : "Runic (metal)"
- 2 : "Present (base)"
- ]
- sounds(integer) : "CD track to play" : 1
- light(integer) : "Default light level"
- ]
-
- //
- // base marker definitions
- //
-
- @baseclass = Appearflags [
- spawnflags(Flags) =
- [
- 256 : "Not in Easy" : 0
- 512 : "Not in Normal" : 0
- 1024 : "Not in Hard" : 0
- 2048 : "Not in Deathmatch" : 0
- ]
- ]
-
- @baseclass = Targetname [ targetname(target_source) : "Name" ]
- @baseclass = Target [ target(target_destination) : "Target" ]
-
- //
- // player starts, deathmatch, coop, teleport
- //
-
- @baseclass base(Appearflags) size(-16 -16 -24, 16 16 24)
- color(0 255 0) = PlayerClass []
-
- @PointClass base(PlayerClass) = info_player_start : "Player 1 start" []
- @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" []
- @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
- @PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" []
- @PointClass base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
- @PointClass = info_null : "info_null (spotlight target)"
- [
- targetname(target_source) : "Name"
- ]
-
- //
- // CTF stuff
- //
-
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_flag_team1 : "CTF: Red Team Flag" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_flag_team2 : "CTF: Blue Team Flag" []
- @PointClass base(PlayerClass) = info_player_team1 : "CTF: Red team base start" []
- @PointClass base(PlayerClass) = info_player_team2 : "CTF: Blue team base start" []
-
- @PointClass base(Appearflags) = info_intermission : "Intermission camera" []
-
- //
- // items
- //
-
- @baseclass size(32 32 32) color(80 0 200) base(Appearflags) = Ammo
- [
- spawnflags(flags) =
- [
- 1 : "Large box" : 0
- ]
- ]
-
- @PointClass base(Ammo) = item_cells : "Thunderbolt ammo" []
- @PointClass base(Ammo) = item_rockets : "Rockets" []
- @PointClass base(Ammo) = item_shells : "Shells" []
- @PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" []
-
- @PointClass size(32 32 32) base(Appearflags) = item_health : "Health pak"
- [
- spawnflags(flags) =
- [
- 1 : "Rotten" : 0
- 2 : "Megahealth" : 0
- ]
- ]
-
- @PointClass base(Appearflags) =
- item_artifact_envirosuit : "Environmental protection suit" []
- @PointClass base(Appearflags) =
- item_artifact_super_damage : "Quad damage" []
- @PointClass base(Appearflags) =
- item_artifact_invulnerability : "Pentagram of Protection" []
- @PointClass base(Appearflags) =
- item_artifact_invisibility : "Ring of Shadows" []
-
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_armorInv : "200% armor (Red)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_armor2 : "150% armor (Yellow)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_armor1 : "100% armor (Green)" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_key1 : "Silver key" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_key2 : "Gold key" []
- @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
- item_sigil : "Sigil"
- [
- spawnflags(Flags) =
- [
- 1 : "Episode 1" : 1
- 2 : "Episode 2" : 0
- 4 : "Episode 3" : 0
- 8 : "Episode 4" : 0
- ]
- ]
-
- //
- // weaponses
- //
-
- @baseclass size(-16 -16 0, 16 16 32) color(0 0 200) base(Appearflags) = Weapon []
-
- @PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" []
- @PointClass base(Weapon) = weapon_nailgun : "Nailgun" []
- @PointClass base(Weapon) = weapon_supernailgun : "Perforator" []
- @PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" []
- @PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" []
- @PointClass base(Weapon) = weapon_lightning : "Thunderbolt" []
-
- //
- // badasses
- //
-
- @baseclass base(Appearflags, Target, Targetname) color(220 0 0) = Monster
- [
- spawnflags(Flags) =
- [
- 1 : "Ambush" : 0
- ]
- ]
-
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : "Grunt" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 40) = monster_dog : "Nasty Doggie" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre : "Ogre" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre_marksman : "Ogre marksman" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_knight : "Knight" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_hell_knight : "Hell knight" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wizard : "Scrag" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_demon1 : "Fiend" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_shambler : "Shambler" []
- @PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss : "Chthon" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enforcer : "Enforcer" []
- @PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_shalrath : "Shalrath" []
- @PointClass base(Monster) size(32 32 48) = monster_tarbaby : "Tarbaby" []
- @PointClass base(Monster) size(32 32 48) = monster_fish : "Rotfish" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_oldone : "Shub-Niggurath" []
- @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_zombie : "Zombie"
- [
- spawnflags(Flags) =
- [
- 1 : "Crucified" : 0
- 2 : "Ambush" : 0
- ]
- ]
-
- //
- // lights
- //
-
- @baseclass = Light [
- light(integer) : "Brightness" : 200
- 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 lightsource"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) =
- light_fluoro : "Fluorescent light"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) =
- light_fluorospark : "Sparking fluorescent light"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
- @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) =
- light_globe : "Globe light" []
- @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) =
- light_flame_large_yellow : "Large yellow flame" []
- @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) =
- light_flame_small_yellow : "Small yellow flame"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
- @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) =
- light_flame_small_white : "Small white flame"
- [
- spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
- ]
- @PointClass size(-10 -10 -20, 10 10 20) base(Light, Targetname) =
- light_torch_small_walltorch : "Small walltorch" []
-
- //
- // misc
- //
-
- @PointClass base(Appearflags) = air_bubbles : "Air bubbles" []
- @PointClass base(Appearflags, Targetname) =
- event_lightning : "Chthon's lightning" []
- @PointClass base(Appearflags) = misc_fireball : "Small fireball"
- [ speed(integer) : "Speed" : 40 ]
- @PointClass = misc_explobox : "Large nuclear container" []
- @PointClass = misc_explobox2 : "Small nuclear container" []
- @PointClass base(Targetname) = trap_spikeshooter : "Triggered shooter"
- [
- spawnflags(Flags) =
- [
- 1 : "Superspike" : 0
- 2 : "Laser" : 0
- ]
- ]
- @PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" []
-
- //
- // ambient sounds
- //
-
- @PointClass = ambient_drip : "Dripping sound" []
- @PointClass = ambient_drone : "Engine/machinery sound" []
- @PointClass = ambient_comp_hum : "Computer background sounds" []
- @PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" []
- @PointClass = ambient_light_buzz : "Buzzing sound from light" []
- @PointClass = ambient_suck_wind : "Wind sound" []
- @PointClass = ambient_swamp1 : "Frogs croaking" []
- @PointClass = ambient_swamp2 : "Frogs croaking B" []
- @PointClass = ambient_thunder : "Thunder sound" []
-
- //
- // moving things
- //
-
- @baseclass base(Appearflags, Targetname) = Door
- [
- speed(integer) : "Speed" : 100
- sounds(choices) : "Sound" : 1 =
- [
- 1: "Stone"
- 2: "Machine"
- 3: "Stone Chain"
- 4: "Screechy Metal"
- ]
- wait(choices) : "Delay before close" : 4 =
- [
- -1 : "Stays open"
- ]
- lip(integer) : "Lip"
- dmg(integer) : "Damage inflicted when blocked" : 0
- message(string) : "Message if triggered"
- health(integer) : "Health (shoot open)" : 0
- ]
-
- @SolidClass base(Door) = func_door : "Basic door"
- [
- 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(Door) = func_door_secret : "Triggered door"
- [
- spawnflags(flags) =
- [
- 1 : "Open once only" : 0
- 2 : "Moves left first" : 0
- 4 : "Moves down first" : 0
- 8 : "Not shootable" : 0
- 16 : "Always shootable" : 0
- ]
- ]
-
- @SolidClass base(Appearflags) = func_wall : "Moving wall" []
-
- @SolidClass = func_button : "Button"
- [
- speed(integer) : "Speed" : 5
- target(target_source) : "Targetted object"
- health(integer) : "Health (shootable if > 0)"
- sounds(choices) : "Sounds" : 1 =
- [
- 1: "Steam metal"
- 2: "Wooden clunk"
- 3: "Metallic clink"
- 4: "In-out"
- ]
- wait(choices) : "Delay before reset" : 3 =
- [
- -1: "Stays pressed"
- ]
- delay(integer) : "Delay before trigger"
- ]
-
- @SolidClass base(Targetname) = func_train : "Moving platform"
- [
- sounds(choices) : "Sound" : 1 =
- [
- 0: "None"
- 1: "Ratchet Metal"
- ]
- speed(integer) : "Speed (units per second)" : 64
- target(target_source) : "First stop target"
- dmg(integer) : "Damage on crush" : 0
- ]
-
- @PointClass base(Targetname) size(16 16 16) =
- path_corner : "Moving platform stop"
- [
- target(target_source) : "Next stop target"
- ]
-
- @SolidClass = func_plat : "Elevator"
- [
- height(integer) : "Travel altitude (can be negative)" : 0
- sounds(choices) : "Sound group" : 1 =
- [
- 0: "None"
- 1: "Base fast"
- 2: "Chain Slow"
- ]
- ]
-
- @SolidClass = func_dm_only : "Deathmatch teleporter" []
- @SolidClass = func_illusionary : "Solids can be walked through" []
-
- @SolidClass = func_episodegate : "Episode Gate"
- [
- spawnflags(Flags) =
- [
- 1 : "Episode 1" : 1
- 2 : "Episode 2" : 0
- 4 : "Episode 3" : 0
- 8 : "Episode 4" : 0
- ]
- ]
-
- @SolidClass = func_bossgate : "Boss gate" []
-
- //
- // triggers
- //
-
- @baseclass base(Target) = Trigger
- [
- style(integer) : "Style" : 32
- killtarget(target_source) : "Kill target"
- sounds(choices) : "Sound style" : 3 =
- [
- 1 : "Secret sound"
- 2 : "Beep beep"
- 3 : "Large switch"
- 4 : "Set message to text string"
- ]
- delay(integer) : "Delay before trigger" : 2
- message(string) : "Message (set sound too!)"
- ]
-
- @SolidClass = trigger_changelevel : "Trigger: Change level"
- [
- map(string) : "New map name"
- spawnflags(flags) =
- [
- 1: "No Intermission" : 0
- ]
- ]
-
- @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once"
- [
- spawnflags(flags) = [ 1: "Entity only" : 0 ]
- ]
- @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
- [
- spawnflags(flags) = [ 1: "Entity only" : 0 ]
- wait(integer) : "Delay before reset" : 10
- ]
- @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only"
- [
- spawnflags(flags) = [ 1: "Entity only" : 0 ]
- ]
- @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret"
- [
- spawnflags(flags) = [ 1: "Entity only" : 0 ]
- wait(integer) : "Delay before reset" : 10
- ]
-
- @SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport"
- [
- spawnflags(Flags) =
- [
- 1 : "Player only" : 0
- 2 : "Silent" : 0
- ]
- ]
-
- // need updates:
-
- @SolidClass = trigger_setskill : "Trigger set skill"
- [
- message(choices) : "Skill to change to" : 1 =
- [
- 0 : "Easy"
- 1 : "Medium"
- 2 : "Hard"
- 3 : "Nightmare!"
- ]
- ]
- @SolidClass base(Trigger, Targetname) = trigger_relay : "Trigger relay"
- [
- ]
- @SolidClass base(Trigger) = trigger_monsterjump : "Trigger monster jump"
- [
- speed(integer) : "Jump Speed" : 40
- height(integer) : "Jump Height" : 128
- ]
- @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
- [
- spawnflags(flags) = [ 1: "No Message" : 0 ]
- count(integer) : "Count before activation" : 2
- ]
- @SolidClass base(Trigger) = trigger_push : "Trigger player push"
- [
- spawnflags(flags) = [ 1: "Once Only" : 0 ]
- speed(integer) : "Speed of push" : 40
- ]
- @SolidClass base(Trigger) = trigger_hurt : "Trigger player hurt"
- [
- dmg(integer) : "Damage" : 10
- ]
-
-