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Text File | 2000-03-28 | 235.8 KB | 6,269 lines
/*QUAKED misc_ctf_base (1 0 0) (-32 -32 -24) (32 32 -16) Stepping onto this base in possesion of the correct flag will end the current CTF game. count = team base. 1 = team 1, 2 = team 2 */ /*QUAKED script_runner (.5 .5 .5) (-8 -8 -8) (8 8 8) WILL_KILL_USER set Script to the name of the script to run when triggered use parm1 through parm16 to send parameters to the script --------SPAWNFLAGS---------- WILL_KILL_USER: if used from a monster's killtarget, the monster won't kill itself and must be killed from the script */ /*QUAKED misc_bosnia_antipersonnel_jack (1 .5 0) (-15 -17 -10) (15 13 16) INVULNERABLE NOPUSH x x x x FLUFF Tri-pod shaped anti-personnel pointy things. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - hurts player when touching it */ /*QUAKED misc_bosnia_flag_wall (1 .5 0) (-45 -18 -25) (-39 42 77) INVULNERABLE NOPUSH x x x x FLUFF An animated banner hanging from a wall mounted arm. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_landmine (1 .5 0) (-13 -13 -2) (13 13 2) INVULNERABLE NOPUSH x x x x FLUFF A landmine surrounded by dirt ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - blows up when touched */ /*QUAKED misc_bosnia_rubble1 (1 .5 0) (-13 -10 -5) (13 10 5) INVULNERABLE NOPUSH x x x x FLUFF Some broken bricks ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_rubble2 (1 .5 0) (-31 -30 -9) (45 22 36) INVULNERABLE NOPUSH x x x x FLUFF Big twisted pipes ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_searchbeam (1 .5 0) (-8 -8 -8) (8 8 8) INVULNERABLE NOPUSH x x x x FLUFF A searchlight beam to be placed in the distance so it can scan the skies. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_searchlight (1 .5 0) (-40 -40 -8) (40 40 100) INVULNERABLE NOPUSH CIRCLE RANDOM x x FLUFF A searchlight which scans the sky. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't ever be pushed CIRCLE - moves in circle RANDOM - move randomly FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_tank_jack (1 .5 0) (-28 -28 -19) (28 28 23) INVULNERABLE NOPUSH x x x x FLUFF A tank jack ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_truck_chunks (1 .5 0) (-15 -18 -27) (15 18 27) INVULNERABLE NOPUSH x x x x FLUFF WWII-style covered transport truck chunks ------ KEYS ------ Skin - skin type 0 - green 1 - red 2 - tan Style - which chunk to display 0 - grill 1 -door 2 - panel 3 - tire ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_bosnia_truck_old (1 .5 0) (-96 -39 -45) (96 39 45) INVULNERABLE NOPUSH TRIGGERED LIGHTS WHEELS_ONLY x FLUFF WWII-style covered transport truck ------ KEYS ------ Skin - type of truck 0 - green WWII skin 1 - red Iraq skin 2 - rusted ACME truck Distance - distance the truck will move when triggered Speed - max speed (default 200) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed WHEELS_ONLY - wheels turn when used, stop turning when used again. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_castle_armor (1 .5 0) (-4 -11 -38) (11 17 50) INVULNERABLE NOPUSH x x x x FLUFF A suit of armor ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_castle_bust (1 .5 0) (-4 -6 -1) (4 3 13) INVULNERABLE NOPUSH x x x x FLUFF A bust of a person ------ KEYS ------ skin - 0 - guy bust 1 - girl bust ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_castle_cannon (1 .5 0) (-27 -11 -13) (55 11 20) INVULNERABLE NOPUSH x x x x FLUFF A cannon on wheels ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_castle_chair (1 .5 0) (-17 -14 -15) (11 13 38) INVULNERABLE NOPUSH x x x x FLUFF A chair with a high back ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_castle_chair_big (1 .5 0) (-18 -15 -18) (12 15 39) INVULNERABLE NOPUSH x x x x FLUFF A big high back chair and arms ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_castle_globe (1 .5 0) (-7 -9 -26) (15 9 12) INVULNERABLE NOPUSH x x x x FLUFF A globe of the earth. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - spins when hit */ /*QUAKED misc_castle_hedge (1 .5 0) (-10 -14 -12) (9 11 11) INVULNERABLE NOPUSH x x x x FLUFF A hedge ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_castle_tree (1 .5 0) (-24 -21 -11) (24 21 74) INVULNERABLE NOPUSH x x x x FLUFF A pine tree ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED environ_snow (0 1 0) (-64 -64 0) (64 64 96) START_OFF */ /*QUAKED environ_player_snow (0 1 0) (-12 -12 -12) (12 12 12) "count" whether this should turn the snow on or off */ /*QUAKED environ_steamgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF "height" size of the puffs - (default is 35) "wait" time in seconds the steam should blow... set to zero for constant steam...(default is 0) "delay" time in seconds the steam should stop... set to zero for steam to go once "dmg" amount of damage the steam generator does to folks per second of exposure(def is 0) Be certain to set the "angles" key or you will die */ /*QUAKED environ_smokegen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF "height" size of the puffs - 60 is medium sized... */ /*QUAKED environ_sparkgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF ONE_SHOT delay - frequency of sparks shooting out in seconds wait - randomness to how often the sparks shoot out in seconds(should be less than delay) lip - color of sparks... 0 = yellow, 1 = blue use angles to determine what direction you want the little folks to go */ /*QUAKED environ_waterglobgen (0 1 0) ? START_OFF Drips from a 30 by 30 region around the origin of the entity */ /*QUAKED environ_raingen (0 1 0) ? START_OFF "count" - amount of rain(100 is default) "wait" - length of the rain pieces(90 is default) "delay" - speed that the rain falls at(90 is default) "lip" - light level(200 is default) */ /*QUAKED environ_rain_worldtrigger (0 1 0) (-12 -12 -12) (12 12 12) "count" - amount of rain(100 is default) "wait" - length of the rain pieces(90 is default) */ /*QUAKED environ_cloudtrigger (0 1 0) (-12 -12 -12) (12 12 12) "wait" - density of clouds (default = .1) "count" speed of the clouds (default 10) */ /*QUAKED environ_windgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF not in yet, chump */ /*QUAKED environ_bloodrain (0 1 0) (-4 -4 -4) (4 4 4) Rains from a 30 by 30 region. Put the bloodrain entity at the x-y center of the region you want the blood to rain on. Put it at the height you want the rain to start at. */ /*QUAKED environ_linefountain (1 0 1) (-8 -8 -8) (8 8 8) START_OFF count - power of the fountain (between 0 and 635) Be certain to set the "angles" key or you will die */ /*QUAKED environ_splashfountain (0 1 0) (-8 -8 -8) (8 8 8) Nope, doesn't work yet, so don't use it ;( */ /*QUAKED environ_lightning (0 1 0) (-8 -8 -8) (8 8 8) START_OFF random = how often the lightning should strike, roughly, in seconds... - default 10... triggering this will turn it off and on */ /*QUAKED environ_emergency_lights (0 1 0) (-8 -8 -8) (8 8 8) */ /*QUAKED environ_skyfade (0 1 0) (-8 -8 -8) (8 8 8) START_OFF "color" initial color of the sky in red green blue format, from 0.0 to 2.0, with 1.0 being normal (like "1.0 1.0 1.0" for white) "endpoint" like color, but this is the ending color "delay" time in seconds for the fade to take */ /*QUAKED environ_explosion (0 1 0) (-8 -8 -8) (8 8 8) NO_BLIND NO_DAMAGE "health" size of the explosion (default 150) */ /*QUAKED environ_smoke_burst (0 1 0) (-8 -8 -8) (8 8 8) "health" size of the smoke burst (default 50) */ /*QUAKED environ_fire (0 1 0) (-8 -8 -8) (8 8 8) START_OFF SILENT a fire -------KEYS-------- health - size of the fire burst (default is 12) count - lifetime of the fire in 100th's of a second (default is 64) delay - life of actual fire in seconds from being triggered (default is 0, which means don't turn off) ----SPAWNFLAGS--- START_OFF - starts off SILENT - makes no noise (use this on fires that will always be far away from player) */ /*QUAKED environ_linetrap (0 1 0) (-8 -8 -8) (8 8 8) SINGLE_TRIGGER START_OFF DAMAGE A red laser beam trip wire. Runs from point origin till it hits something. ------ SPAWNFLAGS ------ SINGLE_TRIGGER - goes away after tripped once START_OFF - line won't turn on until triggered DAMAGE - do damage ------ KEYS ------ "angles" - Direction of the beam from where it starts... dmg - amount of damage done by beam (default 2) */ /*QUAKED environ_inferno (0 1 0) ? START_OFF "count" intensity(default 100) "delay" windspeed (default 0) "angles" is the direction of the wind */ /*QUAKED environ_invisible_attack (0 1 0) (-8 -8 -8) (8 8 8) START_OFF NO_DAMAGE "count" is the attack type (I'll have a list somewhere for you guys to get the right attack - or just ask me)(default is 3, which is the glock) "delay" is how long between shots in seconds (default is .2) "random" how much the shots should waver, in degrees (default is 5) "angles" is the direction of the attack "wait" of -1 will pop the head off of "target" trigger this to turn it on and off */ /*QUAKED environ_trainarm_spawn (0 1 0) (-8 -8 -8) (8 8 8) */ /*QUAKED environ_dustsource (0 1 0) (-8 -8 -8) (8 8 8) MAKEASBITS "delay" frequency at which the dust should fall - set to -1 to make trigger only. Default is 10 "health" size of the dust puffs to poop out... - default is 5 */ /*QUAKED environ_effect (0 1 0) (-8 -8 -8) (8 8 8) "soundName" name of the effect to execute look for more parameters here in the future */ /*QUAKED environ_effect_continual (0 1 0) (-8 -8 -8) (8 8 8) START_OFF "soundName" name of the effect to execute use to trigger this on and off */ /*QUAKED environ_chunk_spewer (0 1 0) (-4 -4 -4) (4 4 4) TRIGGER_SPAWN uses an info_notnull as a target, like a func_remote_camera. ----------------KEY---------------- count -- number of chunks to spew when this spewer is used. if negative, number of seconds between spewing chunks. */ /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER speed default 150 Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat. "speed" overrides default 200. "accel" overrides default 500 "lip" overrides default 8 pixel lip If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height. SoundName - Name of the sound type of the plat Set "sounds" to one of the following: 1) base fast 2) chain slow */ /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "speed" determines how fast it moves; default value is 100. "dmg" damage to inflict when blocked (2 default) "soundname" this will determine the sound that is played while the object rotates REVERSE will cause the it to rotate in the opposite direction. STOP mean it will stop moving instead of pushing entities */ /*QUAKED func_button (0 .5 .8) ? AUTOUSE NOTQUAD When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. Buttons cannot be used by player if they have a targetname. AUTOUSE - Not implemented QUAD - Use frames 0-1 when up, 2-3 when down "angle" determines the opening direction "target" all entities with a matching targetname will be used "speed" override the default 40 speed "wait" override the default 1 second wait (-1 = never return) "lip" override the default 4 pixel lip remaining at end of move "health" if set, the button must be killed instead of touched "soundname" sounds to be used for this button... "sp_message" is for a string package ID (numerical) */ /*QUAKED func_water (0 .5 .8) ? START_OPEN func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. START_OPEN causes the water to move to its destination when spawned and operate in reverse. "angle" determines the opening direction (up or down only) "speed" movement speed (25 default) "wait" wait before returning (-1 default, -1 = TOGGLE) "lip" lip remaining at end of move (0 default) "soundName" (yes, these need to be changed) - this has got to be fixed later... 0) no sound 1) water 2) lava */ /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. speed default 100 dmg default 2 "soundname" sound for the train */ /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) */ /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON "wait" base time between triggering all targets, default is 1 "random" wait variance, default is 0 so, the basic time between firing is a random time between (wait - random) and (wait + random) "delay" delay before first firing when turned on, default is 0 "pausetime" additional delay used only the very first time and only if spawned with START_ON These can used but not touched. */ /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled. speed default 100 */ /*QUAKED func_killbox (1 0 0) ? Kills everything inside when fired, irrespective of protection. */ /*QUAKED func_pushkillbox (1 0 0) ? volume - speed things are shot out at count - angle they're shot out at */ /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER LOCKED TOGGLE ANIMATED_FAST AUTOOPEN USE_TARGET x DUAL_TARGET TOGGLE wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door LOCKED - door won't open until used by a non-player entity USE_TARGET - door can be used by player even if it has a targetname DUAL_TARGET - door fires target on both open AND closed, instead of just open "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "sp_message" is for a string package ID (numerical) "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "soundName" - name of the sound type for the door */ /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER LOCKED TOGGLE X_AXIS Y_AXIS USE_TARGET IGNORE_HACK TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door LOCKED - door won't open until used by a non-player entity USE_TARGET - door can be used by player even if it has a targetname IGNORE_HACK - use this flag if the door's origin is not at the edge (hope you're happy, Zuk) You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100. REVERSE will cause the door to rotate in the opposite direction. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "sp_message" is for a string package ID (numerical) "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "soundName" - sound type for the door */ /*QUAKED func_door_rotating_smart (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER LOCKED TOGGLE X_AXIS Y_AXIS USE_TARGET IGNORE_HACK TOGGLE causes the door to wait in both the start and end states for a trigger event. START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). NOMONSTER monsters will not trigger this door LOCKED - door won't open until used by a non-player entity USE_TARGET - door can be used by player even if it has a targetname IGNORE_HACK - use this flag if the door's origin is not at the edge (hope you're happy, Zuk) You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that. "distance" is how many degrees the door will be rotated. "speed" determines how fast the door moves; default value is 100. The door will open in the direction opposite that of its activator. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "sp_message" is for a string package ID (numerical) "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (2 default) "soundName" - Sound type for the door */ /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down A secret door. Slide back and then to the side. open_once doors never closes 1st_left 1st move is left of arrow 1st_down 1st move is down from arrow always_shoot door is shootebale even if targeted "angle" determines the direction "dmg" damage to inflic when blocked (default 2) "wait" how long to hold in the open position (default 5, -1 means hold) */ /*QUAKED func_remote_camera (0 0.5 0.8) (-4 -4 -4) (4 4 4) ACTIVATOR_ONLY SCRIPTED NO_DELETE LW_ANIMATE pathtarget - holds the name of the camera's owner entity (if any). target - holds the name of the entity to be looked at. style - changes the player's FOV to assigned value while in camera if defined volume - defines the cinematic mode: 0 - normal (standard FPS, player can shoot) 1 - third person 2 - letterbox 4 - monitor (graphic overlay border) 8 - remote with no special features 16 - sniper scope ACTIVATOR_ONLY - only the activating client will see the remote camera view. SCRIPTED - puts player in godmode while camera is running and makes player non-solid NO_DELETE - don't delete camera LW_ANIMATE - camera will animate without a target after its initial spawn, but it still needs a target for its initial position This should ONLY be used for one-shot cameras. */ /*QUAKED func_alarm (0 .5 .8) (-8 -8 -8) (8 8 8) Alerts everybody on the level that there is an intruder */ /*QUAKED func_ignite (0 .5 .8) (-8 -8 -8) (8 8 8) Roast folks "Health" Radius of igniting */ /*QUAKED func_Dekker_console (1 .4 .4) (-8 -8 -8) (8 8 8) Where Dekkers will go to turn on autoguns and make cool stuff happen... */ /*QUAKED func_Dekker_diehere (1 .4 .4) (-8 -8 -8) (8 8 8) Where Good Dekkers go when they die... */ /*QUAKED func_Dekker_jumphere (1 .4 .4) (-8 -8 -8) (8 8 8) Spot for Dekker to hop up to... */ /*QUAKED func_Dekker_split (1 .4 .4) (-8 -8 -8) (8 8 8) Split Dekker in half... */ /*QUAKED func_door_portcullis (0 .5 .8) ? x x CRUSHER can only be opened by a trigger_keep_using. "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "sp_message" is for a string package ID (numerical) "angle" determines the opening direction "targetname" needs a name so the trigger_keep_using can open it "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (2 default) "soundName" - name of the sound type for the door ch-ch-ch-ch-changes... "speed" UPWARD movement speed (20 default) "volume" DOWNWARD movement speed (10 default) */ /*QUAKED func_hide_the_players_gun (0 1 0) (-4 -4 -4) (4 4 4) health -- 1 if you're disguised, 0 if you're not if you set wait to -1 then use, count will indicate if we're currently disguised, 1 == disguised, 0 == not */ /*QUAKED func_snipercam_zoom (0 1 0) (-4 -4 -4) (4 4 4) ------------ KEYS ------------ count desired fov, clamped to [6,60]. -1 resets to normal fov. "use" to update. */ /*QUAKED func_mission_status (0 1 0) (-4 -4 -4) (4 4 4) ------------ KEYS ------------ count actual status of the mission. 0 = nothing yet, 1 = success. "use" to update. ----------- NOTES ------------ near the end of a level, set up 2 trigger_multiples to target this func_mission_status. one of the triggers should have a targetname of "exitwarning_on", the other should be called "exitwarning_off". place "exitwarning_off" a short distance from the exit. place "exitwarning_on" in between "exitwarning_off" and the exit itself. */ /*QUAKED func_player_health (0 1 0) (-4 -4 -4) (4 4 4) ------------ KEYS ------------ count add this to the player's health when this func_player_health is used */ /*QUAKED func_player_armor (0 1 0) (-4 -4 -4) (4 4 4) ------------ KEYS ------------ count add this to the player's armor when this func_player_armor is used */ /*QUAKED func_player_item (0 1 0) (-4 -4 -4) (4 4 4) ------------ KEYS ------------ count number of items to be added to player's inventory when this func_player_item is used health item to be added to player's inventory when this func_player_item is used SFE_FLASHPACK 1 SFE_C4 2 SFE_LIGHT_GOGGLES 3 SFE_MEDKIT 5 SFE_GRENADE 6 */ /*QUAKED misc_generic_access_card (1 .5 0) (-2.95 -3.71 -1.18) (5.99 3.71 1.18) INVULNERABLE NOPUSH x x x x FLUFF An access card ------ SPAWNFLAGS ------ INVULNERABLE - N/A, can't be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_banner (1 .5 0) (-4.2 -50.12 -125.3) (4.01 51 126) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF 2 story tall wall banner that waves in the wind ------ KEYS ------ Skin - 0 - symbol of "Ugandan organization" 1 - Iraq flag 2 - Saddam 3 - Siberia ------ SPAWNFLAGS ------ INVULNERABLE - N/A, can't be damaged. NOPUSH - N/A, can't be pushed NOANIMATE - won't flutter FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_barbwire_coil (1 .5 0) (-15 -59 -17) (15 59 17) VULNERABLE NOPUSH x x x x FLUFF Roll of barbed-wire. Belongs atop a fence. ------ KEYS ------ message - text printed when killed ------ SPAWNFLAGS ------ VULNERABLE - can be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ Hurts player when touched, causes player to jerk back. */ /*QUAKED misc_generic_barrel_burning (1 .5 0) (-10 -10 -12) (10 10 19) VULNERABLE NOPUSH ON_FIRE x x x FLUFF Open barrel. ------ SPAWNFLAGS ------ VULNERABLE - can be damaged. NOPUSH - won't move ON_FIRE: Puts fire on top. FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ Will burn the player if it is ON_FIRE and the player stands on it. */ /*QUAKED misc_generic_barrel_chemical (1 .5 0) (-9 -9 -15) (10 8 15) INVULNERABLE NOPUSH EXPLOSIVE DEKKER x x FLUFF Chemical barrel. ------ KEYS ------ message - text printed when killed skin - 0 - normal barrel 1 - snowy barrel (Siberia) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move EXPLOSIVE: Will explode when it dies. DEKKER - special barrel for Dekker to play with FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - Tips over when shot and leaks. - Explosive barrels are given a red skin, others are brown. */ /*QUAKED misc_generic_barrel_wine (1 .5 0) (-15 -10 -10) (15 10 10) INVULNERABLE NOPUSH x x x x FLUFF A barrel of wine laying on it's side ------ KEYS ------ message - text printed when killed ------ SPAWNFLAGS ------ INVULNERABLE - can be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_bench (1 .5 0) (-11 -30 -18) (11 30 18) INVULNERABLE NOPUSH x x x x FLUFF A highbacked wooden bench. ------ KEYS ------ message - text printed when killed skin - 0 - NYC bench (brown wood) 1 - Trainyard bench (beat up, faded) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_generic_bookshelf (1 .5 0) (-40 -16 0) (40 16 64) INVULNERABLE NOPUSH x x x x FLUFF A bookshelf --------SPAWNFLAGS---------- INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_broom (1 .5 0) (-3 -17 -26) (3 17 26) INVULNERABLE NOPUSH x x x x FLUFF An upright push-broom ------ KEYS ------ skin - 0 - old beat up broom 1 - new broom ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_bunk (1 .5 0) (-41 -21 -30) (41 21 30) INVULNERABLE NOPUSH x x x x FLUFF Bunk bed ------ KEYS ------ Skin - 0 - hi-tech bunk 1 - iraq bunk ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_generic_car_american (1 .5 0) (-95 -112 -29) (95 113 53) INVULNERABLE NOPUSH CAR_ON SIREN x x FLUFF Police car, Taxi or Cadillac. ------ KEYS ------ Skin - 0 - police car 1 - taxi 2 - black cadillac 3 - miami police ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - N/A can't be pushed CAR_ON - car lights will be on SIREN - police car lights will be flashing FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_car_european (1 .5 0) (-70 -31 -26) (70 31 26) INVULNERABLE NOPUSH TRIGGER_SPAWN x x x FLUFF 1980's Ford escort-like European egg-mobile car. ------ KEYS ------ Skin - 0 - clean and tan 1 - dirty/rusty and red 2 - shot full o' holes, missing hood ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - N/A can't be pushed TRIGGER_SPAWN - use it and it shows up FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_car_honda (1 .5 0) (-56 -25 -24) (56 25 31) INVULNERABLE NOPUSH x x x x FLUFF Tiny Japanese police car ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_car_rolls (1 .5 0) (-85 -30 -25) (85 30 47) INVULNERABLE NOPUSH x x x x FLUFF A luxury car. ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - car alarm goes off when touched - hood pops open when shot */ /*QUAKED misc_generic_car_sports (1 .5 0) (-83 -36 -20) (83 36 20) INVULNERABLE NOPUSH x x x x FLUFF a Lamborghini sports car. ------ KEYS ------ Skin - 0 - shiny red 1 - shiny yellow ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_cart (1 .5 0) (-11 -21 -12) (11 21 12) INVULNERABLE NOPUSH x x x x FLUFF A wheeled cart. Can put stuff on both shelves. ------ KEYS ------ skin - 0 - Clean, metal 1 - Dirty, bloody (ugn2) 2 - wood (iraq) ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_cash_register (1 .5 0) (-9 -9 -10) (9 9 10) INVULNERABLE NOPUSH x x x x FLUFF A cash register. ------ KEYS ------ skin : 0 - normal clean register 1 - damaged ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - has damage skin when shot */ /*QUAKED misc_generic_chair_legs (1 .5 0) (-11 -10 -19) (11 10 19) INVULNERABLE NOPUSH x x x x FLUFF A chair with four legs ------ KEYS------ skin - 0 - metal 1 - wooden 2 - white plastic ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_generic_chair_legs2 (1 .5 0) (-13 -11 -21) (13 11 21) INVULNERABLE NOPUSH x x x x FLUFF A chair with two long solid legs on the sides. ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chair_office (1 .5 0) (-10 -12 -18) (12 12 23) INVULNERABLE NOPUSH x x x x FLUFF Office chair on castors. ------ KEYS ------ skin - 0 - bright metal 1 - dark Tokyo chair ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - Spins and creaks when shot. */ /*QUAKED misc_generic_chunks_brick (1 .5 0) (-7 -4 -3) (7 4 3) INVULNERABLE NOPUSH x x x x FLUFF Brick chunks used for debris ------ KEYS ------ Skin - 0 - red brick (default) 1 - dark grey 2 - dark brown 3 - light brown 4 - light grey Style - type of chunk 0 - normal brick (default) 1 - half a brick 2 - 1/4 of brick ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chunks_glass (1 .5 0) (-8 -7 -0.5) (8 7 0.5) INVULNERABLE x x x x x FLUFF Glass shards used for debris ------ KEYS ------ style - type of chunk 0 - small triangular (default) 1 - medium triangular 2 - long thin ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chunks_metal (1 .5 0) (-5 -2 -1) (5 2 1) INVULNERABLE x x x x x FLUFF Metal chunks used for debris. ------ KEYS ------ style - type of chunk 0 - wide and long piece (default) 1 - long thin piece 2 - smaller piece 3 - another small piece skin - 0 - dark 1 - rusty 2 - shiny 3 - light ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chunks_rock (1 .5 0) (-5 -2 -1) (5 2 1) INVULNERABLE x x x x x FLUFF Rock chunks used for debris. ------ KEYS ------ style - type of chunk 0 - big rock (default) 1 - medium rock 2 - small rock 3 - another small rock skin - 0 - brwn_dk 1 - brwn_lt 2 - grey_dk 3 - grey_lt ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chunks_wall (1 .5 0) (-5 -6 -10) (5 8 10) INVULNERABLE x x x x x FLUFF Wall chunks used as debris ------ KEYS ------ Skin : 0 - black (default) 1 - brown 2 - dark brown 3 - light brown 4 - grey 5 - dark grey 6 - light grey 7 - green 8 - orange cone 9 - red 10 - white Style - type of chunk 0 - small (default) 1 - thin flat 2 - round chunk 3 - other round chunk ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_chunks_wood (1 .5 0) (-5 -2 -1) (5 2 1) INVULNERABLE x x x x x FLUFF Wood chunks used for debris ------ KEYS ------ Style - type of chunk 0 - small piece(default) 1 - medium piece 2 - another small piece 3 - large piece Skin : 0 - dark brown (default) 1 - dark grey 2 - light brown 3 - light grey ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_comp_keyboard (1 .5 0) (-4 -12 -2) (4 12 2) INVULNERABLE NOPUSH x x x x FLUFF A keyboard to a computer. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_comp_monitor (1 .5 0) (-9 -12 -12) (9 12 12) INVULNERABLE NOPUSH x x x x FLUFF A computer and monitor. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - sparks and smokes when shot */ /*QUAKED misc_generic_comp_monitor2 (1 .5 0) (-34 -15 -8) (9 7 15) INVULNERABLE NOPUSH x x x x FLUFF A high tech computer with a large monitor. ------ KEYS ------ skin - 0 - clean 1 - damaged ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - sparks and smoke when shot - switches to damage skin when shot */ /*QUAKED misc_generic_crate_fish (1 .5 0) (-10 -8 -1) (11 8 8) INVULNERABLE NOPUSH x x x x FLUFF A crate for holding fish. Great for the docks. ------ SPAWNFLAGS ------ INVULNERABLE - can't be hurt NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_desk_phone (1 .5 0) (-5 -7 -3) (5 6 3) INVULNERABLE NOPUSH x x x x FLUFF A desk phone. --------KEYS------------ Skin : 0 - clean (default) 1 - dirty yucky phone --------SPAWNFLAGS---------- INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - light flashes - spins and sparks when shot */ /*QUAKED misc_generic_fan_big (1 .5 0) (-64 -40 -63) (63 0 63) INVULNERABLE NOPUSH START_OFF x x x FLUFF A really, really, big fan ------ KEYS ------ speed - how fast fan spins (default 1.5) **must be less than 31!!** volume - how fast fan accelerates or decelerates (default 0.05) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed AUTOMATE - spins FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - When targeted it will turn off or on. */ /*QUAKED misc_generic_faucet (1 .5 0) (-7 -6 -6) (12 10 6) INVULNERABLE NOPUSH x x x x FLUFF A sink faucet. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_fire_extinguisher (1 .5 0) (-4 -7 -13) (4 7 13) INVULNERABLE NOPUSH x x x x FLUFF A wall mounted fire extinguisher. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - spews foam when shot - explodes if shot again - when 'used' spews foam */ /*QUAKED misc_generic_fire_hydrant (1 .5 0) (-8 -8 -10) (8 8 14) INVULNERABLE NOPUSH x x x x FLUFF A red fire hydrant. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - flies into air and a jet of water shoots out of ground when it dies */ /*QUAKED misc_generic_fish (1 .5 0) (-18 -6 -8) (18 6 8) INVULNERABLE NOPUSH x x x x FLUFF A large aquarium fish. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ KEYS ------ Skin : 0 - white with red spots (default) 1 - gold Angles : - holds the second point in patrol route. If not set, fish don't move. Volume : - height of floor of tank ------ SPECIALS ------ Patrols between its origin and a second point stored in angles. */ /*QUAKED misc_generic_fish_dead (1 .5 0) (-18 -4 -8) (18 3 8) INVULNERABLE NOPUSH x x x x FLUFF A big dead fish laying on it's side. ------ KEYS ------ Skin : 0 - white with red spots (default) 1 - gold ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_flag_pole (1 .5 0) (-23 -66 -418) (17 39 37) INVULNERABLE NOPUSH x x x x FLUFF A flag on a tall pole. ------ KEYS ------ Skin : 0 - ??? (default) 1 - USA 2 - ??? ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_forklift (1 .5 0) (-74 -55 -54) (92 5 53) INVULNERABLE NOPUSH TRIGGER_SPAWN x x x FLUFF A forklift. ------ KEYS ------ Skin - 0 - blue/grey 1 - yellow 2 - green ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed TRIGGER_SPAWN - use it and it shows up FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_garbage_bag (1 .5 0) (-10 -9 -9) (10 10 12) INVULNERABLE NOPUSH x x x x FLUFF A black plastic bag of garbage. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - rolls around when shot - spews paper when shot */ /*QUAKED misc_generic_gun_auto (1 .5 0) (-28 -21 -34) (21 21 19) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF Tri-pod mounted twin machine gun. ------ SPAWNFLAGS ------ VULNERABLE - can be hurt PUSH - can be moved ACTIVE - allow these guns to track and shoot. ARC_LIMITED - won't rotate outside of given arc FLUFF - won't show if gl_pictip is set --------KEYS------------ Skin - 0 - green (Bosnia) 1 - silver (Siberia) Speed - angular velocity in degrees per second the gun will track. Default 45. Volume - the distance the guns will track. Default 400. Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30 Health - designers can't edit health maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets on either side of its original facing (in degrees, to the left or right) minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets below its original facing (in degrees, default is 0) maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets above its original facing (in degrees, default is 0) ------ SPECIALS ------ - will track and shoot the player */ /*QUAKED misc_generic_gun_auto2 (1 .5 0) (-28 -18 -8) (21 21 18) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF Twin machine gun with a hanging arm thingy, to be attached to the ceiling. ------ SPAWNFLAGS ------ VULNERABLE - can be hurt PUSH - can be moved ACTIVE - allow these guns to track and shoot. ARC_LIMITED - won't rotate outside of given arc FLUFF - won't show if gl_pictip is set --------KEYS------------ Skin - 0 - green (Bosnia) 1 - silver (Siberia) Speed - angular velocity in degrees per second the gun will track. Default 45. Volume - the distance the guns will track. Default 400. Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30 Health - designers can't edit health maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets on either side of its original facing (in degrees, to the left or right) minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets below its original facing (in degrees, default is 0) maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets above its original facing (in degrees, default is 0) ------ SPECIALS ------ - will track and shoot the player */ /*QUAKED misc_generic_gun_auto3 (1 .5 0) (-21 -18 -8) (21 21 8) VULNERABLE PUSH ACTIVE ARC_LIMITED x x FLUFF Twin machine gun with no tripod and no hanging arm thingy. Presumably this would just sit on a brush. ------ SPAWNFLAGS ------ VULNERABLE - can be hurt PUSH - can be moved ACTIVE - allow these guns to track and shoot. ARC_LIMITED - won't rotate outside of given arc FLUFF - won't show if gl_pictip is set --------KEYS------------ Skin - 0 - green (Bosnia) 1 - silver (Siberia) Speed - angular velocity in degrees per second the gun will track. Default 45. Volume - the distance the guns will track. Default 400. Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30 Health - designers can't edit health maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets on either side of its original facing (in degrees, to the left or right) minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets below its original facing (in degrees, default is 0) maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets above its original facing (in degrees, default is 0) ------ SPECIALS ------ - will track and shoot the player */ /*QUAKED misc_generic_gun_big (1 .5 0) (-112 -75 -59) (48 76 39) INVULNERABLE NOPUSH ACTIVE ARC_LIMITED x x FLUFF AWWWWWWW yeah.... Big ass quad machine gun turret ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't ever be pushed ACTIVE - allow these guns to track and shoot. ARC_LIMITED - won't rotate outside of given arc FLUFF - won't show if gl_pictip is set ------ KEYS ------ Skin - 0 - bosnian 1 - siberian Speed - angular velocity in degrees per second the gun will track. Default 45. Volume - the distance the guns will track. Default 400. Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 30 Health - designers can't edit health maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets on either side of its original facing (in degrees, to the left or right) minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets below its original facing (in degrees, default is 0) maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets above its original facing (in degrees, default is 0) */ /*QUAKED misc_generic_gun_castle (1 .5 0) (-56 -37 -29) (24 38 19) INVULNERABLE NOPUSH ACTIVE ARC_LIMITED TOGGLEABLE TRIGGER_SPAWN FLUFF AWWWWWWW yeah.... Big ass quad machine gun turret ------ SPAWNFLAGS ------ INVULNERABLE - N/A can't ever be damaged. NOPUSH - N/A can't ever be pushed ACTIVE - allow these guns to track and shoot. ARC_LIMITED - won't rotate outside of given arc TOGGLEABLE - using through trigger will activate/deactivate TRIGGER_SPAWN - start inactive FLUFF - won't show if gl_pictip is set ------ KEYS ------ Skin - 0 - order 1 - bosnian 2 - siberian Speed - angular velocity in degrees per second the gun will track. Default 45. Volume - the distance the guns will track. Default 400. Wait - time interval in tenths of seconds that a gun in sleep mode will wait Default 15 Health - designers can't edit health maxyaw - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets on either side of its original facing (in degrees, to the left or right) minpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets below its original facing (in degrees, default is 0) maxpitch - used in conjuction with ARC_LIMITED will define the arc the gun will look for targets above its original facing (in degrees, default is 0) */ /*QUAKED misc_generic_heap (1 .5 0) (-21 -16 -2) (17 18 3) INVULNERABLE NOPUSH x x x x FLUFF A heap of paper/guts/poop ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set ------ KEYS ------ Skin : 0 - pile of paper. (default) 1 - pile of guts. 2 - cow patties... moo... */ /*QUAKED misc_generic_light_beam (1 .5 0) (-14 -313 -31) (51 142 6) INVULNERABLE NOPUSH x x x x FLUFF A beam of light like what comes off a car or train headlight. ------ SPAWNFLAGS ------ INVULNERABLE - N/A, can't ever be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_light_flare (1 .5 0) (-5 -5 -5) (5 5 5) INVULNERABLE NOPUSH x x x x FLUFF A halo for lights. ------ SPAWNFLAGS ------ INVULNERABLE - N/A, can't ever be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_motorcycle (1 .5 0) (-45 -18 -26) (45 21 24) INVULNERABLE NOPUSH x x x x FLUFF A red motorcycle. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - shows damage skin when shot */ /*QUAKED misc_generic_orange_cone (1 .5 0) (-7 -7 -13) (7 7 13) INVULNERABLE NOPUSH x x x x FLUFF An orange cone traffic cone. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls over when shot */ /*QUAKED misc_generic_palette_jack (1 .5 0) (-30 -11 -21) (30 11 21) INVULNERABLE NOPUSH x x x x FLUFF A palette jack. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_paper_blowing (1 .5 0) (-3 -3 -0) (3 3 1) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF A piece of paper fluttering in the breeze. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move NOANIMATE - won't flutter FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_parking_meter (1 .5 0) (-2 -5 -22) (2 5 22) INVULNERABLE NOPUSH x x x x FLUFF A curbside parking meter ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_phone_booth (1 .5 0) (-11 -28 -20) (11 28 20) INVULNERABLE NOPUSH x x x x FLUFF A group of three phone booths ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, won't ever move FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - rings when shot */ /*QUAKED misc_generic_pillow (1 .5 0) (-19 -31 -3) (19 31 3) INVULNERABLE NOPUSH x x x x FLUFF A large pillow to sit on ------ KEYS ------ Skin : 0 - white pillow. (default) 1 - brown pillow for sitting (sushi bar) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_plant_potted (1 .5 0) (-34 -43 -19) (24 28 44) INVULNERABLE NOPUSH x x x x FLUFF A large palm plant in an urn-shaped pot. ------ KEYS ------ skin - 0 - black vase w/gold band 1 - dark grey vase 2 - gold vase 3 - clay vase ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_plant_tall (1 .5 0) (-14 -13 -21) (14 13 21) INVULNERABLE NOPUSH x x x x FLUFF A little tree (waist high) in a pot. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_radar_dish (1 .5 0) (-49 -36 -39) (48 37 50) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF A radar dish that spins around and around. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move NOANIMATE - won't spin FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_radio (1 .5 0) (-4 -14 -9) (4 14 9) INVULNERABLE NOPUSH x x x x FLUFF A boom box. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - won't move FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_security_camera (1 .5 0) (-8 -2 -4) (8 2 24) INVULNERABLE NOPUSH ROTATE TRIGGERING x x FLUFF Ceiling mounted security camera ------ KEYS ------ count - amount to rotate to one side from current facing (count = 30 means it rotates 60 total) (default 90) speed - degrees per second to rotate (default 5) attenuation - the half-fov in degrees (0 to 180), defaults to 30 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed ROTATE - camera will rotate on z axis TRIGGERING - camera will trigger its target if it spots the player FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_security_camera2 (1 .5 0) (-8 -2 -4) (8 2 4) INVULNERABLE NOPUSH ROTATE TRIGGERING x x FLUFF Rotating security camera without mounting pole ------ KEYS ------ count - amount to rotate to one side from current facing (count = 30 means it rotates 60 total) (default 90) speed - degrees per second to rotate (default 5) attenuation - the half-fov in degrees (0 to 180), defaults to 30 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed ROTATE - camera will rotate on z axis TRIGGERING - camera will trigger its target if it spots the player FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_shovel (1 .5 0) (-5 -3 -24) (5 3 24) INVULNERABLE NOPUSH x x x x FLUFF Shovel, standing on its tip. ------ KEYS ------ skin - 0 - normal shovel 1 - showy shovel (Siberia) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_shrub (1 .5 0) (-20 -20 -13) (20 20 13) INVULNERABLE NOPUSH x x x x FLUFF A small leafy shrub. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_sink (1 .5 0) (-11 -12 -6) (11 12 7) INVULNERABLE NOPUSH x x x x FLUFF A wall mounted porcelain sink. _______KEYS________ skin - 1 - clean skin 2 - dirty skin ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A,can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls off wall and spouts water when shot */ /*QUAKED misc_generic_sofa (1 .5 0) (-17 -36 -17) (17 36 17) INVULNERABLE NOPUSH x x x x FLUFF A sofa. ------ KEYS ------ skin - 0 - dirty green skin 1 - fancy white leather skin 2 - brown cloth with a design ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - emits smoke puffs when shot */ /*QUAKED misc_generic_sofa_chair (1 .5 0) (-17 -16 -17) (17 16 17) INVULNERABLE NOPUSH x x x x FLUFF A padded recliner-type chair ------ KEYS ------ skin - 0 - brown with buttons 1 - brown cloth with a design 2 - brown with no buttons ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - emits smoke puffs when shot */ /*QUAKED misc_generic_speaker (1 .5 0) (-3 -5 -10) (7 5 13) INVULNERABLE NOPUSH WALLMOUNT x x x FLUFF A speaker hung from ceiling. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A,can't ever be pushed WALLMOUNT - removes pole FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - sparks and falls when shot - can remove wallmount using WALLMOUNT spawnflag */ /*QUAKED misc_generic_stoplight (1 .5 0)(-6 -5 -44) (9 4 44) INVULNERABLE NOPUSH x x x x FLUFF A traffic light red - yellow - green, y'know. ------ KEYS ------ skin - 0 - clean 1 - damaged ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A,can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - changes to damage skin when shot */ /*QUAKED misc_generic_street_name_sign (1 .5 0) (-12 -12 -36) (12 12 36) INVULNERABLE NOPUSH x x x x FLUFF A corner street sign. ------ KEYS ------ skin - 0 - Russian sign 1 - American sign ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_sword (1 .5 0) (-23 -2 -2) (23 2 2) INVULNERABLE NOPUSH x x x x FLUFF A katana ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_sword_large (1 .5 0) (-29 -2 -2) (29 2 2) INVULNERABLE NOPUSH x x x x FLUFF A large katana ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_table_round (1 .5 0) (-27 -23 -16) (27 23 16) INVULNERABLE NOPUSH x x x x FLUFF Octagonal table with a support in the middle. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set ------ KEYS ------ skin - 0 - metal table (default) 1 - wooden table */ /*QUAKED misc_generic_table1 (1 .5 0) (-41 -24 -18) (41 24 15) INVULNERABLE NOPUSH PLAYER_FLIPPABLE x x x FLUFF A rectangular table with four legs and a front panel. ------ KEYS ------ Skin : 0 - dirty wooden table. (default) 1 - high tech metal/white table 2 - dirty wooden table with stuff on it 3 - high tech table with stuff on it ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_generic_table2 (1 .5 0) (-64 -106 -30) (47 32 4) INVULNERABLE NOPUSH x x x x FLUFF An 'L' shaped table with panels on four sides. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls apart when shot */ /*QUAKED misc_generic_tank_gas (1 .5 0) (-58 -23 -27) (58 23 19) INVULNERABLE NOPUSH x x x x FLUFF A big natural gas tank. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - when 'used' it blows up, even when invulnerable. - blows up when shot */ /*QUAKED misc_generic_tank_propane (1 .5 0) (-3 -3 -25) (3 3 25) INVULNERABLE NOPUSH NODEBRIS x x x FLUFF A tall thin propane tank. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed NODEBRIS - won't produce debris when killed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_toilet (1 .5 0) (-14 -9 -16) (14 9 16) INVULNERABLE NOPUSH x x x x FLUFF A toilet ------ KEYS ------ Skin : 0 - dirty New York. (default) 1 - clean Tokyo ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - produces fountain of water when shot. */ /*QUAKED misc_generic_train (1 .5 0) (-54 -164 -60) (55 168 60) TRIGGERED RESPAWNER START_ACTIVE DECCELERATE DISAPPEAR IDLE FLUFF A train car. ------ KEYS ------ accel - rate of acceleration (default 100) skin - 0 - modern graffitti covered subway car 1 - old-fashioned subway 2 - cattle car 3 - box car style - maximum speed (default 600) ------ SPAWNFLAGS ------ TRIGGERED - set if train is to respond to a trigger. RESPAWNER - set if you want the train to disappear when it stops and respawn. When set, "wait" is the time in seconds that will pass before the train respawns after disappearing. START_ACTIVE - set the train is to begin the level moving, as opposed to being triggered. DECCELERATE will cause the train to slow down instead of instantly stopping DISAPPEAR - go away when train stops. FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - train moves */ /*QUAKED misc_generic_trash_ashtray (1 .5 0) (-5 -4 -9) (5 4 9) INVULNERABLE NOPUSH x x x x FLUFF A cylindrical ashtray/trashcan. Like what is placed outside Raven's entrance. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - fall over and roll around when shot */ /*QUAKED misc_generic_trashcan_barrel (1 .5 0) (-15 -16 -17) (15 16 22) INVULNERABLE NOPUSH x x x x FLUFF Round steel trashcan with lid. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls over when shot - spawns paper when shot */ /*QUAKED misc_generic_tree_thin (1 .5 0) (-26 -15 -66) (25 16 96) INVULNERABLE NOPUSH x x x x FLUFF Bare thin tree. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_truckcab (1 .5 0) (-91 -40 -49) (91 40 49) INVULNERABLE NOPUSH x x x x FLUFF A cab for a tractor-trailer. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - explodes when shot */ /*QUAKED misc_generic_tv_ceiling (1 .5 0) (-18 -19 -22) (19 19 28) INVULNERABLE NOPUSH x x x x FLUFF TV mounted from the ceiling. Has face of newcaster flashing on it. Targeting with trigger makes it die ------ KEYS ------ style : 0 - newscaster fading in and out 1 - bad guy symbol fading in and out ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls to ground when shot - smokes and sparks when shot */ /*QUAKED misc_generic_tv_wall (1 .5 0) (-5 -9 -9) (6 9 7) INVULNERABLE NOPUSH x x x x FLUFF A wall-mounted TV. Has a scrolling monochrome screen Targeting with trigger makes it die ------ KEYS ------ style : 0 - monochrome screen 1 - radar screen ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls to floor when shot - smokes and sparks when shot */ /*QUAKED misc_generic_urinal (1 .5 0) (-6 -9 -11) (9 9 14) INVULNERABLE NOPUSH x x x x FLUFF A urinal. ------ KEYS ------ Skin : 0 - dirty New York. (default) 1 - clean Tokyo ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - throws out puck when shot - produces water fountain when destroyed */ /*QUAKED misc_generic_urinal_cake (1 .5 0) (-3 -3 -1) (3 3 1) INVULNERABLE NOPUSH x x x x FLUFF A nice pink urinal cake. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_urn (1 .5 0) (-16 -16 -14) (16 16 14) INVULNERABLE NOPUSH x x x x FLUFF A fine looking urn. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_waste_basket_wire (1 .5 0) (-6 -7 -7) (6 7 7) INVULNERABLE NOPUSH x x x x FLUFF Small, circular wastebasket ------ KEYS ------ Skin : 0 - wire mesh. (default) 1 - solid metal 2 - rusty wire 3 - rusty solid ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls over and rolls around when shot */ /*QUAKED misc_generic_web_moss_animated (1 .5 0) (-4 -15 -10) (-1 15 10) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF moss/cobwebs blowing in the breeze ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed NOANIMATE - won't animate FLUFF - won't show if gl_pictip is set ------ KEYS ------ Skin : 0 - cobweb1 (default) 1 - cobweb2 2 - moss1 3 - moss2 4 - bloodflap */ /*QUAKED misc_generic_wet_floor_sign (1 .5 0) (-9 -8 -8) (9 8 8) INVULNERABLE NOPUSH x x x x FLUFF A sign that says 'wet floor' ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - falls over when shot */ /*QUAKED misc_generic_wpn_bat (1 .5 0) (-35 -33 55) (-31 3 60) INVULNERABLE NOPUSH x x x x FLUFF A bat for cracking heads (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_desert_eagle (1 .5 0) (-42 -12 55) (-30 1 58) INVULNERABLE NOPUSH x x x x FLUFF A weapon Desert Eagle (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_glock (1 .5 0) (-40 -10 56) (-31 1 58) INVULNERABLE NOPUSH x x x x FLUFF A weapon Glock (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_ingram (1 .5 0) (-44 -13 55) (-27 2 59) INVULNERABLE NOPUSH x x x x FLUFF A weapon Ingram (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_katana (1 .5 0) (-37 -42 54) (-30 9 61) INVULNERABLE NOPUSH x x x x FLUFF A weapon Katana (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_minimi (1 .5 0) (-7 -2 -1) (29 7 3) INVULNERABLE NOPUSH x x x x FLUFF A weapon Minimi (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_sig3000 (1 .5 0) (-60 -21 55) (-26 8 58) INVULNERABLE NOPUSH x x x x FLUFF A weapon SIG3000 (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_spas12 (1 .5 0) (-60 -6 55) (-30 1 58) INVULNERABLE NOPUSH x x x x FLUFF A weapon spas12 (not a pickup) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_generic_wpn_c4 (1 .5 0) (-4 -2 -4) (3 2 4) INVULNERABLE NOPUSH START_OFF x x x A c4 charge (not a pickup). No FLUFF flag cuz we'll probably only want it for a KOS1 cinematic. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed START_OFF - doesn't appear until used */ /*QUAKED misc_iraq_basket (1 .5 0) (-6 -7 -18) (7 6 15) INVULNERABLE NOPUSH x x x x FLUFF A tall thin wicker basket ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_cart_camel (1 .5 0) (-20 -48 -24) (20 48 24) INVULNERABLE NOPUSH x x x x FLUFF A large two wheeled wooden cart ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_flatbed (1 .5 0) (-95 -40 -42) (95 40 45) INVULNERABLE NOPUSH TRIGGERED LIGHTS WHEELS_ONLY x FLUFF A flatbed truck that can have a tank on the back ------ KEYS ------ Style : 0 - no tank - just a flatbed (default) 1 - has a tank on the back Distance - distance the truck will move when triggered Speed - max speed (default 200) ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed TRIGGERED - trigger will cause the truck to move forward a specified amount LIGHTS - the headlights are on WHEELS_ONLY - wheels turn when used, stop turning when used again. FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - moves forward or backward - wheels turn as it moves */ /*QUAKED misc_iraq_fruit_stand (1 .5 0) (-8 -16 -16) (8 16 16) INVULNERABLE NOPUSH MELONS ORANGES NOFRUIT x FLUFF Nice fruit stand. If none of the spawnflags are used, the table will have both types of fruit. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed MELONS - only melons on table ORANGES - only oranges NOFRUIT - no fruit on table FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - fruti is thrown when table is shot */ /*QUAKED misc_iraq_partition (1 .5 0) (-63 -1 0) (62 2 35) INVULNERABLE NOPUSH x x x x FLUFF Chrome pole with a felt line. Used by movie theaters use to keep people in line. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_pottery (1 .5 0) (-8 -8 -9) (8 8 9) INVULNERABLE NOPUSH x x x x FLUFF A knee high pot for storing dates and figs and such. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_sprinkler (1 .5 0) (-7 -63 -2) (6 64 2) INVULNERABLE NOPUSH x x x x FLUFF A six headed cattle sprinkler. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_stealth (1 .5 0) (-32 -32 -54) (32 32 53) INVULNERABLE NOPUSH x x x x FLUFF A big stealth plane ------ SPAWNFLAGS ------ INVULNERABLE - N/A can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_iraq_tree_palm (1 .5 0) (-30 -9 -67) (-6 23 67) INVULNERABLE NOPUSH x x x x FLUFF A tall palm tree ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set hey, designers! you need to put a clip brush around this joker cuz it defies physics. tree is non-solid, too. */ /*QUAKED misc_generic_sprinkler (1 .5 0) (-4 -4 -4) (4 4 4) INVULNERABLE NOPUSH x x x x FLUFF A ceiling water sprinkler DO NOT USE YET! */ /*QUAKED misc_iraq_valve (1 .5 0) (-12 -3 -10) (12 1 11) INVULNERABLE NOPUSH x x x x FLUFF PORTCULLIS A circular valve that will spin when used. ------ SPAWNFLAGS ------ INVULNERABLE - N/A, can't ever be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set PORTCULLIS - used by a func_door_portcullis */ /*QUAKED item_ammo_pistol (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for pistol1 & machinepistol For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_shotgun (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for shotgun For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_pistol2 (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for pistol2 (the .44) For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_auto (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for assault rifle, machinegun, sniper rifle For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_battery (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for Microwave Pulse Gun (MPG) For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_gas (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for Flame Thrower For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_rocket (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for Rocket Launcher For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_slug (0 .3 .3) (-21 -13 -6) (21 13 6) x x x START_CRATED Ammo for Slug Thrower For Deathmatch Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_pistol (0 .3 .3) (-6 -3 0) (6 3 5) x x x START_CRATED Ammo for pistol1 & machinepistol For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_shotgun (0 .3 .3) (-7 -9 0) (13 7 9) x x x START_CRATED Ammo for shotgun For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_pistol2 (0 .3 .3) (-6 -4 0) (6 4 6) x x x START_CRATED Ammo for pistol2 (the .44) For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_auto (0 .3 .3) (-9 -3 0) (12 3 6) x x x START_CRATED x x x RESPAWN Ammo for assault rifle, machinegun, sniper rifle For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_battery (0 .3 .3) (-5 -4 0) (5 4 10) x x x START_CRATED Ammo for Microwave Pulse Gun (MPG) For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_gas (0 .3 .3) (-5 -3 0) (5 3 13) x x x START_CRATED Ammo for Flame Thrower For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_rocket (0 .3 .3) (-2 -10 -1) (8 4 15) x x x START_CRATED x x x RESPAWN Ammo for Rocket Launcher For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_ammo_sp_slug (0 .3 .3) (-5 -8 -1) (11 6 9) x x x START_CRATED Ammo for Slug Thrower For SINGLE PLAYER Only START_CRATED -- smash open a crate to get at this pickup ------ KEYS ------ count - ammo value (default 1) if count < 0, the ammo value will be a random number between 0 and count*-1 */ /*QUAKED item_weapon_pistol2 (0 .3 .3) (-16 -5 -2) (8 8 3) x x x START_CRATED Weapon pickup for pistol2 If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_pistol1 (0 .3 .3) (-12 -12 -2) (5 7 2) x x x START_CRATED Weapon pickup for pistol1 If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_machinepistol (0 .3 .3) (-15 -14 -3) (15 15 4) x x x START_CRATED Weapon pickup for machine pistol If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_assault_rifle (0 .3 .3) (-16 -7 -2) (16 11 2) x x x START_CRATED Weapon pickup for assault rifle If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_sniper_rifle (0 .3 .3) (-36 -8 -2) (36 16 3) x x x START_CRATED Weapon pickup sniper rifle If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_autoshotgun (0 .3 .3) (-37 -10 -9) (25 11 9) x x x START_CRATED Weapon pickup for auto shotgun If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_shotgun (0 .3 .3) (-28 -4 -3) (24 9 3) x x x START_CRATED Weapon pickup for shotgun If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_machinegun (0 .3 .3) (-27 -11 -3) (38 7 6) x x x START_CRATED Weapon pickup for machine gun If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_rocketlauncher (0 .3 .3) (-15 -13 -11) (38 17 11) x x x START_CRATED Weapon pickup for rocket launcher If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_microwavepulse (0 .3 .3) (-22 -12 -9) (44 14 7) x x x START_CRATED Weapon pickup for Microwave Pulse Gun (MPG) If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_weapon_flamethrower (0 .3 .3) (-20 -6 -3) (29 10 3) x x x START_CRATED Weapon pickup for Flame Thrower If player already has weapon, ammo is given START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_armor (0 .3 .3) (-11 -9 -1) (11 9 5) x x x START_CRATED count - armor value (default 50, max of 100) if count < 0, the armor value will be a random number between 0 and count*-1 START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_flashpack (0 .3 .3) (-5 -6 -9) (5 6 9) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_c4 (0 .3 .3) (-2 -12 -11) (16 12 13) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_light_goggles (0 .3 .3) (-5 -7 -4) (5 2 1) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_claymore (0 .3 .3) (-4 -13 -6) (3 11 8) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_medkit (0 .3 .3) (-11 -8 -0) (11 9 10) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_equip_grenade (0 .3 .3) (-3 -4 0) (4 4 8) x x x START_CRATED START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_ctf_flag (0 .3 .3) (-4 -13 -6) (3 11 8) x x x START_CRATED count - team counter - 1 or 2 START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_health_small (0 .3 .3) (-7 -7 0) (7 7 7) x x x START_CRATED count - health restored on pickup (default 10) START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED item_health_large (0 .3 .3) (-18 -4 -0) (18 4 26) x x x START_CRATED count - health restored on pickup (default 50) START_CRATED -- smash open a crate to get at this pickup */ /*QUAKED light_generic_alley_wall (0 1 0) (-48 -41 -53)(38 41 21) START_OFF VULNERABLE MOVEABLE A light on the end of a long horizontal pole which should be mounted to a wall. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_alley_wall_old (0 1 0) (-28 -4 -13) (4 4 9) START_OFF VULNERABLE MOVEABLE An old-fashioned lamp on an arm which is to be mounted on a wall. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_caged (0 1 0) (-3 -3 -10) (3 3 5) START_OFF VULNERABLE MOVEABLE A small square light which hangs from the wall. It's in a metal cage. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_chandelier (0 1 0) (-24 -21 -0) (25 21 51) START_OFF VULNERABLE MOVEABLE A chandelier light which hangs from the ceiling. ------ KEYS ------ Light - how bright it is (default 300) Skin - 0 - gold chandelier 1 - iron chandelier Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. - Swings and spins when shot */ /*QUAKED light_generic_desk_lamp (0 1 0) (-6 -6 -5) (6 6 5) START_OFF VULNERABLE MOVEABLE A small desk lamp. ------ KEYS ------ Light - how bright it is (default 300) Skin - skin of model 0 - bronze 1 - silver Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_emergency (0 1 0) (-6 -6 -5) (6 6 5) START_OFF VULNERABLE MOVEABLE A flashing emergency light ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_emergency_blue (0 1 0) (-6 -6 -5) (6 6 5) START_OFF VULNERABLE MOVEABLE A flashing blue emergency light ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_halfshell (0 1 0) (-2 -7 -2) (2 7 2) START_OFF VULNERABLE MOVEABLE An old-fashioned lamp on an arm which is to be mounted on a wall. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_hanging (0 1 0) (-10 -10 -6) (10 10 44) START_OFF VULNERABLE MOVEABLE Square light hanging from a cord. Attach to ceiling. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. - Swings when shot */ /*QUAKED light_generic_lantern (0 1 0) (-7 -6 -22) (7 6 22) START_OFF VULNERABLE MOVEABLE A hanging Chinese lantern. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. - Swings when shot */ /*QUAKED light_generic_lantern2 (0 1 0) (-8 -7 -9) (4 7 8) START_OFF VULNERABLE MOVEABLE A square light attached to the wall by a small pole. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_lantern3 (0 1 0) (-7 -7 -13) (4 7 8) START_OFF VULNERABLE MOVEABLE A square light attached to the wall by a small pole. Low polycount. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - will move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_military_door (0 1 0) (-6 -6 -2) (6 9 3) START_OFF VULNERABLE MOVEABLE A little bent light to be hung above doors. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning --------SPAWNFLAGS---------- START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, won't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_military_door_outside (0 1 0) (-19 -22 -8) (19 27 10) START_OFF VULNERABLE MOVEABLE A big bent light to be hung above doors. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, won't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_shop (0 1 0) (-19 -23 -4) (19 22 32) START_OFF VULNERABLE MOVEABLE Rectangular light hanging from two poles. Attach to ceiling. ------ KEYS ------ Light - how bright it is (default 300) Skin - 0 - normal 1 - wire mesh over it Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning --------SPAWNFLAGS---------- START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. - Swings when shot */ /*QUAKED light_generic_street_modern (0 1 0) (-88 -75 -218) (75 75 17) START_OFF VULNERABLE MOVEABLE A tall street light. Sits on ground. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_street_old (0 1 0) (-7 -7 -48) (7 7 48) START_OFF VULNERABLE MOVEABLE An old fashioned street light (vertical pole/lamp) ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_lamp_hang (0 1 0) (-6 -7 -10) (5 7 15) START_OFF VULNERABLE MOVEABLE TABLE NOANIM A train swinging lamp. Can be hung from ceiling or placed on a table. ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move TABLE - can be placed on a table NOANIM - won't animate ------ SPECIALS ------ - If targeted, will toggle between on and off. - Swings when shot */ /*QUAKED light_generic_candelabra (0 1 0) (-11 -11 -55) (11 11 23) START_OFF VULNERABLE MOVEABLE Tall candelabra, intended for floor placement in only the finest Transylvanian homes. ------ KEYS ------ Skin - 0 - gold candelabra 1 - iron candelabra Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, won't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED light_generic_candelabra_small (0 1 0) (-10 -5 -17) (10 5 0) START_OFF VULNERABLE MOVEABLE Candelabra for a table ------ KEYS ------ Light - how bright it is (default 300) Style - type of light given off 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning ------ SPAWNFLAGS ------ START_OFF - Will turn on if triggered VULNERABLE - can be destroyed MOVEABLE - N/A, can't ever move ------ SPECIALS ------ - If targeted, will toggle between on and off. */ /*QUAKED func_group (0 0 0) ? Used to group brushes together just for editor convenience. */ /*QUAKED func_areaportal (0 0 0) ? This is a non-visible object that divides the world into areas that are seperated when this portal is not activated. Usually enclosed in the middle of a door. */ /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT WAITONECYCLE FACEPLAYER WAITONECYCLE: ignores wait time, goes through waitactions once FACEPLAYER: will face the player forever, once it reaches this point Target: next path corner Pathtarget: gets used when an entity that has this path_corner targeted touches it MoveAction: animation to play while moving to the next path_corner Waitaction1: animations to play while waiting Waitaction2: Waitaction3: Waitaction4: Waitaction5: Waitaction6: Wait: time to wait (-1 for forever) */ /*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold WAITONECYCLE FACEPLAYER Makes this the target of a monster and it will head here when first activated before going after the activator. If hold is selected, it will stay here. WAITONECYCLE: ignores wait time, goes through waitactions once FACEPLAYER: will face the player forever, once it reaches this point Target: next point_combat Pathtarget: gets used when an entity that has this path_corner targeted touches it MoveAction: animation to play while moving to the next point_combat Waitaction1: animations to play while waiting Waitaction2: Waitaction3: Waitaction4: Waitaction5: Waitaction6: Wait: time to wait (-1 for forever) */ /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. */ /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. */ /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. Default light value is 300. Style - the light 0 - Normal, unflickering 1 - Flickering 1 2 - Slow strong Pulse 3 - Candle 1 4 - Fast Stribe 5 - Gentle Pulse 1 6 - Flicker 2 7 - Candle 2 8 - Candle 3 9 - Slow Strobe 10 - Flourscent Flicker 11 - Slow Pulse not Fade to Black 12 - Fast Pulse 13 - Special sky lightning If targeted, will toggle between on and off. Default _cone value is 10 (used to set size of light for spotlights) */ /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST This is just a solid wall if not inhibited TRIGGER_SPAWN the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's way TOGGLE only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and off START_ON only valid for TRIGGER_SPAWN walls the wall will initially be present */ /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST This is solid bmodel that will fall if it's support it removed. */ /*QUAKED target_character (0 0 1) ? used with target_string (must be on same "team") "count" is position in the string (starts at 1) */ /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8) */ /*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE target a target_string with this The default is to be a time of day clock TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget" If START_OFF, this entity must be used before it starts "style" 0 "xx" 1 "xx:xx" 2 "xx:xx:xx" */ /*QUAKED test_model (1 .5 0) (-16 -16 -16) (16 16 16) set model to the name of the model to show */ /*QUAKED func_breakable_brush (0 .5 .8) ? INVINCIBLE PAINCHUNKS DEKKER CANT_DMG_IN_CAMERA_MODE A breakable brush which has chunk size and type based upon the size and type of the brush. --------SPAWNFLAGS---------- INVINCIBLE - intended to be used in conjunction with triggers PAINCHUNKS - spawn debris when hurt (used for windows that shatter when first shot) DEKKER - only damageable by Dekker, will do damage to folks in the area when breaking CANT_DMG_IN_CAMERA_MODE -- you can damage this brush normally but it's invincible when player is viewing thru a camera -------KEYS----------------- count - # of debris chunks to throw mass - size of chunks to throw 1 - small chunks 2 - medium chunks 3 - big chunks health - defaults to 100. The "dmg" key/value pair will set how much damage will be done on its destruction (defaults to 0). The "volume" key/value pair will determine the radius of the damage. Damage falls off linearly to zero at this radius. Volume will default to whatever "dmg" is set to. message - text to print when it dies material - defines the type of debris to create when the brush breaks 0 - MAT_NONE, (defaults to stone) 1 - MAT_BRICK_BROWN, 2 - MAT_BRICK_DBROWN, 3 - MAT_BRICK_LBROWN, 4 - MAT_BRICK_LGREY, 5 - MAT_BRICK_DGREY, 6 - MAT_BRICK_RED, 7 - MAT_GLASS, 8 - MAT_METAL_LGREY, 9 - MAT_METAL_DGREY, 10 - MAT_METAL_RUSTY, 11 - MAT_METAL_SHINY, 12 - MAT_ROCK_BROWN, 13 - MAT_ROCK_LBROWN, 14 - MAT_ROCK_DBROWN, 15 - MAT_ROCK_LGREY, 16 - MAT_ROCK_DGREY, 17 - MAT_WOOD_LBROWN, 18 - MAT_WOOD_DBROWN, 19 - MAT_WOOD_LGREY, 20 - MAT_WOOD_DGREY, 21 - MAT_WALL_BLACK, 22 - MAT_WALL_BROWN, 23 - MAT_WALL_DARKBROWN, 24 - MAT_WALL_LIGHTBROWN, 25 - MAT_WALL_GREY, 26 - MAT_WALL_DARKGREY, 27 - MAT_WALL_LIGHTGREY, 28 - MAT_WALL_GREEN, 29 - MAT_WALL_ORANGE, 30 - MAT_WALL_RED, 31 - MAT_WALL_WHITE, 32 - MAT_ROCK_FLESH, 33 - MAT_WALL_STRAW, 34 - MAT_ROCK_SNOW, surfaceType - defines what sound to use when the brush breaks or takes damage 0 - defaults to stone... sorry Jersey :{ 14 - wood 17 - stone 28 - metal 35 - blood (how does blood break? I don't know.) 37 - glass 40 - paper */ /*QUAKED func_trigger_brush (0 .5 .8) ? NO_DRAW START_OFF A brush that can take damage to a point, then call its triggers. Health defaults to 100. */ /*QUAKED func_score (1 0 0) (-8 -8 -8) (8 8 8) Awards certain amount of score to a player -----KEYS----- count - amount awarded to player */ /*QUAKED func_camerashake (0 .5 .8) (-8 -8 -8) (8 8 8) Shakes the camera, centered on where the func is "count" = intensity (from 0 to 100) - default is 30 "health" = radius of shaking (will fall off over distance) - default is 300 "delay" = the duration of the shaking (in seconds) - default is 3 "style" = makes a sound as it shakes the camera - 0 is default 1 == Dull explosion */ /*QUAKED _region (0 1 1) ? For FOG Areas: fog_mode (0 = normal, 1 = additive) fog_start (0.0 to infinity) (4.0 recommended) fog_end (fog_start to infinity) (400.0 recommended) fog_height (fog_start to infinity) fog_density (0.0 to 1.0) fog_density_range (-1.0 to 1.0) fog_color (vector RGB) fog_flags (1 = PULSATE, 2 = HEIGHT, 4 = MAP, 8 = ANTI) fog_time (speed) fog_distance_cull (distance for culling fog areas) fog_chop_size (size bsp should break up (128 default) ) */ /*QUAKED func_fade (0 .5 .8) (-8 -8 -8) (8 8 8) REVERSE "color" color to fade to in red green blue format, from 0.0 to 1.0, (with 1.0 being white like "1.0 1.0 1.0") "delay" the length of time it'll take to fully fade -- defaults to 5 NOTE: do NOT set this to zero! If you want instantaneous, use .1 Reverse flag fades from the color to "normal" */ /*QUAKED misc_newyork_burned_car (1 .5 0) (-91 -33 -25) (91 33 25) INVULNERABLE NOPUSH x x x x FLUFF Burned out car. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_newyork_gumball (1 .5 0) (-8 -8 -19) (8 8 19) INVULNERABLE NOPUSH x x x x FLUFF A gumball machine ------ KEYS ------ Skin - 0 - intact, full of gumballs 1 - broken, no gumballs ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - when shot gumballs come out */ /*QUAKED misc_newyork_trashcan (1 .5 0) (-10 -10 -19) (10 10 20) INVULNERABLE NOPUSH x x x x FLUFF A "Pitch In" trash can ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - when shot on upper half, the top spins and generates papers */ /*QUAKED misc_newyork_trash_pile (1 .5 0) (-14 -8 0) (5 14 14) INVULNERABLE NOPUSH x x x x FLUFF Several beer/oil cans and a gas can. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - when shot one of the cans flys off */ /*QUAKED misc_siberia_carton1 (1 .5 0) (-15 -15 -15) (15 15 15) INVULNERABLE NOPUSH x x x x FLUFF A funky looking carton. 30 x 30 x 30 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_carton2 (1 .5 0) (-8 -8 -7) (8 8 7) INVULNERABLE NOPUSH x x x x FLUFF A square carton. 16 x 16 x 14 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_carton3 (1 .5 0) (-3 -3 -4) (3 3 4) INVULNERABLE NOPUSH x x x x FLUFF A tiny carton - looks like a soup thermos. 6 x 6 x 8 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_carton4 (1 .5 0) (-10 -10 -15) (10 10 15) INVULNERABLE NOPUSH x x x x FLUFF A barrel shaped carton. 20 x 20 x 30 ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_icicles (1 .5 0) (-1 -41 -41) (1 41 41) INVULNERABLE NOPUSH NOANIMATE x x x FLUFF Icicles ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't be pushed NOANIMATE - won't animate FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_flag (1 .5 0) (-16 -1 -1) (1 1 79) INVULNERABLE NOPUSH x x x x FLUFF A flag ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_roadflare (1 .5 0) (-2 -2 -2) (2 2 2) INVULNERABLE NOPUSH STARTOFF BLUE x x FLUFF A flaming, sputtering road flare ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set BLUE - it'll be blue. defaults to red if this flag not set */ /*QUAKED misc_siberia_searchlight (1 .5 0) (-10 -10 -8) (10 10 12) INVULNERABLE NOPUSH STARTOFF x x x FLUFF A small search light ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A, can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_siberia_snowcat (1 .5 0) (-91 -66 -33) (91 66 58) INVULNERABLE NOPUSH LIGHTS x x x FLUFF Large Immobile Snowcat with turret. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - N/A can't be pushed LIGHTS - turns on headlights FLUFF - won't show if gl_pictip is set */ /*QUAKED func_ambientset (0 .5 .8) (-8 -8 -8) (8 8 8) sets the current world ambient sound set to be played: set soundName to be the name of the sound group you would like to use... */ /*QUAKED func_musicControl (0 .5 .8) (-8 -8 -8) (8 8 8) sets the current state of music... "sounds" -2 = turn music off -1 = let game take over music again 0-255 = ID number of specific song to be played... */ /*QUAKED environ_soundgen (0 1 0) (-12 -12 -12) (12 12 12) START_OFF "soundName" name of the soundset to use... */ /*QUAKED worldspawn (0 0 0) ? Only used for the world. "sky" environment map name "skyaxis" vector axis for rotating sky "skyrotate" speed of rotation in degrees/second "sounds" music cd track number "gravity" 800 is default gravity "message" text to print at user logon "musicset" filename of the musicset for this level "terrainset" filename of the terrainset for this level "distcull" sets the maximum distance for vis (100 is good) "chop" sets the surface patch size for lighting "chopsky" sets the surface patch size for sky "chopwarp" sets the surface patch size for warp surfaces "script" filename of a script to run at map loadtime "raffel" set this to 1 if you want your map to run slower "jersey" set this to 1 to make all enemies talk funny "screeneffect" sets the style of general screen effect "spawn1" "spawn2" "spawn3" types of guys that will be spawned into the world from combat "spawnfrequency" 0..1 (from no guys to very likely) - default is 0 "noweapons" for levels like the armory where the player gets no weapons. set to 1 for no weapons. "setweapons" set the player's inventory. For TRN1 and TSR1 use 1. overridden by noweapons. "maxDeadHostages" number of dead hostages allowed before you fail this mission "ambientset" filename of the ambient set for this level "startmusic" set if you want to force a specific song at startup "forceHUD" set this for the tutorial level. draws HUD even with no weapon. "weaponsAvailable" magic number for precaching weapons. ask a programmer. (68 for tutorial level) */ /*QUAKED target_temp_entity (1 0 0) (-8 -8 -8) (8 8 8) Fire an origin based temp entity event to the clients. "style" type byte */ /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable "noise" wav file to play "attenuation" -1 = none, send to whole level 1 = normal fighting sounds 2 = idle sound level 3 = ambient sound level "volume" 0.0 to 1.0 Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers. Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off. Multiple identical looping sounds will just increase volume without any speed cost. */ /*QUAKED target_help (1 0 1) (-16 -16 -24) (16 16 24) help1 When fired, the "message" key becomes the current personal computer string, and the message light will be set on all clients status bars. */ /*QUAKED target_secret (1 0 1) (-8 -8 -8) (8 8 8) Counts a secret found. These are single use targets. */ /*QUAKED target_goal (1 0 1) (-8 -8 -8) (8 8 8) Counts a goal completed. These are single use targets. */ /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) Spawns an explosion temporary entity when used. "delay" wait this long before going off "dmg" how much radius damage should be done, defaults to 0 */ /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8) Changes level to "map" when fired */ /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8) Creates a particle splash effect when used. Set "sounds" to one of the following: 1) sparks 2) blue water 3) brown water 4) slime 5) lava 6) blood "count" how many pixels in the splash "dmg" if set, does a radius damage at this location when it splashes useful for lava/sparks */ /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels. For monsters: Set direction to the facing you want it to have. For gibs: Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped */ /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work. */ /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work. "delay" delay before using targets if the trigger has been activated (default 1) */ /*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON RED GREEN BLUE YELLOW ORANGE FAT When triggered, fires a laser. You can either set a target or a direction. */ /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE speed How many seconds the ramping will take message two letters; starting lightlevel and ending lightlevel */ /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) When triggered, this initiates a level-wide earthquake. All players and monsters are affected. "speed" severity of the quake (default:200) "count" duration of the quake (default:5) */ /*QUAKED misc_tokyo_bowl (1 .5 0) (-5 -5 -1) (5 5 2) INVULNERABLE NOPUSH x x x x FLUFF A small bowl ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_fan (1 .5 0) (0 -9 -4) (1 10 6) INVULNERABLE NOPUSH x x x x FLUFF A small hand held fan ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_gong (1 .5 0) (-2 -29 -33) (6 29 35) INVULNERABLE NOPUSH x x x x FLUFF Large gold gong. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - swings when shot */ /*QUAKED misc_tokyo_plant_bonsai (1 .5 0) (-5 -10 -8) (5 10 8) INVULNERABLE NOPUSH x x x x FLUFF A small bonsai tree ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_samurai_suit (1 .5 0) (-6 -18 -37) (9 16 37) INVULNERABLE NOPUSH x x x x FLUFF A samurai suit of armor, man sized. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_samurai_suit_small (1 .5 0) (-3 -8 -17) (4 7 17) INVULNERABLE NOPUSH x x x x FLUFF A doll-sized samurai suit of armor. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_shoe (1 .5 0) (-6 -3 -2) (6 3 2) INVULNERABLE NOPUSH x x x x FLUFF a brown sandal ------ SPAWNFLAGS ------- INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_tokyo_stone_light (1 .5 0) (-15 -13 -14) (15 13 14) INVULNERABLE NOPUSH x x x x FLUFF A waist high column of stone ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_exploding_heli (1 .5 0) (-280 -280 -50) (280 280 70) INVULNERABLE NOPUSH START_OFF NOT TO BE USED!!!!!!!! ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed */ /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED USEKEY Variable sized repeatable trigger. Must be targeted at one or more entities. If "delay" is set, the trigger waits some time after activating before firing. "wait" : Seconds between triggerings. (.2 default) sounds 1)the "talk" beep 2)the "talk" beep 3)the "talk" beep set "message" to text string "sp_message" is for a string package ID (numerical) If they are NOT targeted, then there are three flags you need to be aware of: The MONSTER flag must be set if you want a monster to be able to activate the trigger by walking into it. The NO_PLAYER flag must be set if you do NOT want the player to be able to activate the trigger by walking into it. The TRIGGERED flag allows a trigger to be disabled until something else activates it. After this activation, the trigger will be activated when something (depending on how the first two flags are set) steps into it. Since this flag requires the trigger to have a targetname, this flag will obviously override the "I can't be activated by anything but my targeter" condition once it has been triggered. */ /*QUAKED trigger_once (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED USEKEY Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "targetname". The MONSTER flag must be set if you want a monster to be able to activate the trigger by walking into it. The NO_PLAYER flag must be set if you do NOT want the player to be able to activate the trigger by walking into it. If TRIGGERED, this trigger must be triggered before it is live. sounds 1) secret 2) beep beep 3) large switch 4) "message" string to be displayed when triggered "sp_message" is for a string package ID (numerical) */ /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. */ /*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8) A relay trigger that only fires it's targets if player has the proper key. Use "item" to specify the required key, for example "key_data_cd" */ /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself. */ /*QUAKED trigger_countdown (.5 .5 .5) ? START_OFF ANY_USE REUSEABLE Produces a timer on screen that counts backwards. When done it fires all of its targets and removes itself. Is activated by touch or use. ------ KEYS ------ count - # to start counting backwards from (default 10, can be MUCH bigger than 255) ------ SPAWNFLAGS ------ START_OFF - trigger is turned off so it can't be touched (use trigger_activate to make 'touchable') */ /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) This trigger will always fire. It is activated by the world. */ /*QUAKED trigger_activate (.5 .5 .5) ? Will make a trigger active if it is inactive, or inactive if it's active */ /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE START_OFF Pushes the player "speed" defaults to 1000 PUSH_ONCE you guessed it. only works once. START_OFF 'use' this trigger to turn on the pushing. 'use' it again to turn it off. rinse. repeat. */ /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF x SILENT NO_PROTECTION SLOW PLAYER_ONLY IGNORE_ARMOR Any entity that touches this will be hurt. ------ KEYS ------ "dmg" - points of damage per server frame (default 5) whole numbers only ------ SPAWNFLAGS ------ START_OFF - won't fire until trigger_activate is used x - not in use SILENT - does nothing yet NO_PROTECTION - *nothing* stops the damage SLOW - changes the damage rate to once per second PLAYER_ONLY - trigger will only affect player IGNORE_ARMOR - this damage ignores armor */ /*QUAKED trigger_gravity (.5 .5 .5) ? Changes the touching entites gravity to the value of "gravity". 1.0 is standard gravity for the level. */ /*QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this will jump in the direction of the trigger's angle "speed" default to 200, the speed thrown forward "height" default to 200, the speed thrown upwards */ /*QUAKED trigger_useable (.5 .5 .5) ? A trigger that fires its targets only when the player hits the use key. ----------KEY--------- targetname -- name of a sound to be played when the trigger is used. make sure you put the ".wav" at the end */ /*QUAKED trigger_heal (.5 .5 .5) ? A trigger that heals the user only when the player hits the use key. ----------KEY--------- health -- the number of points to be healed (defaults to 15) */ /*QUAKED trigger_movedown (.5 .5 .5) ? A trigger that forces thing downward. Meant to be used in conjunction with pushkill brush. */ /*QUAKED trigger_keep_using (.5 .5 .5) ? A trigger that keeps firing as long as the player hits the use key and keeps touching it. */ /*QUAKED trigger_safezone (.5 .5 .5) ? START_OFF Using this entity will toggle whether it hides players or not. ------ SPAWNFLAGS ------ START_OFF - won't hide anybody until trigger is used */ /*QUAKED trigger_sound (.5 .5 .5) (-4 -4 -4) (4 4 4) Will trigger target when noisy things occur nearby (radius for activation is set by health (defaults to 128)) target will set what it should trigger, of course */ /*QUAKED trigger_objectives (.5 .5 .5) ? START_OFF Using this entity will toggle the trigger enabled/disabled. When enabled, the trigger will display a "check your objectives screen" message. ------ SPAWNFLAGS ------ START_OFF - won't display anything until used */ /*QUAKED misc_uganda_african_tree (1 .5 0) (-42 -77 -76) (42 77 76) INVULNERABLE NOPUSH x x x x FLUFF Tree with funky sprite-ish foliage. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_chainsaw (1 .5 0) (-14 -4 -5) (14 4 5) INVULNERABLE NOPUSH RUNNING x x x FLUFF a chainsaw ------ KEYS ------ Skin : 0 - very dirty 1 - mildly dirty 2 - clean ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed RUNNING - shake and smoke FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - will smoke if running flag is set */ /*QUAKED misc_uganda_cow (1 .5 0) (-13 -38 -29) (13 43 28) INVULNERABLE NOPUSH x x x x FLUFF A cow. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_cow_head (1 .5 0) (-10 -13 -8) (10 13 8) INVULNERABLE NOPUSH BLOOD_POOL x x x FLUFF A severed cow head ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed BLOOD_POOL - places a blood pool underneath FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_gore_pile (1 .5 0) (-26 -23 -3) (26 23 3) INVULNERABLE NOPUSH x x x x FLUFF Heart, intestines, and assorted gore in a pile. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - splatters blood when shot */ /*QUAKED misc_uganda_gutted_cow (1 .5 0) (-15 -33 -99) (27 25 1) INVULNERABLE NOPUSH BLOOD_POOL BLOOD_DRIP SWING x FLUFF A gutted cow hanging by its leg from a chain. ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed BLOODPOOL - blood underneath BLOODDRIP - drips blood SWING - gentle swing around FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - swings when shot */ /*QUAKED misc_uganda_hook (1 .5 0) (-1 -7 -14) (1 1 0) INVULNERABLE NOPUSH x x x x FLUFF a large meathook meant to hang from the ceiling ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_nuke (1 .5 0) (-31 -28 -24) (30 14 25) INVULNERABLE NOPUSH x x x x FLUFF a nuclear bomb --------SPAWNFLAGS---------- INVULNERABLE - N/A can't be damaged. NOPUSH - N/A can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_rocket_core (1 .5 0) (-55 -14 -14) (55 14 14) INVULNERABLE NOPUSH x x x x FLUFF The payload compartment of a rocket ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_rocket_engine (1 .5 0) (-76 -28 -27) (76 34 32) INVULNERABLE NOPUSH x x x x FLUFF Rocket engine without the metal skin ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_side_o_beef (1 .5 0) (-13 -16 -55) (19 17 48) INVULNERABLE NOPUSH SWING x x x FLUFF Dressed side of beef which hangs from ceiling ------ KEYS ------ skin : 0 - normal 1 - frozen ------ SPAWNFLAGS ------ INVULNERABLE - can't be damaged. NOPUSH - can't be pushed SWING - swings gently FLUFF - won't show if gl_pictip is set ------ SPECIALS ------ - swings when shot */ /*QUAKED misc_uganda_train_bumper (1 .5 0) (-32 -15 -16) (32 15 10) INVULNERABLE NOPUSH x x x x FLUFF A train bumper ------ SPAWNFLAGS ------ INVULNERABLE - N/A can't be damaged. NOPUSH - N/A can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED misc_uganda_train_coupling (1 .5 0) (-31 -11 -5) (31 11 5) INVULNERABLE NOPUSH x x x x FLUFF A train coupling ------ SPAWNFLAGS ------ INVULNERABLE - N/A can't be damaged. NOPUSH - N/A can't ever be pushed FLUFF - won't show if gl_pictip is set */ /*QUAKED dm_KOTH_targetzone (0 1 0) ? START_OFF */ /*QUAKED spawner (0 1 0) (-16 -16 -32) (16 16 32) START_OFF SINGLE_TYPE "soundName" door sound to be played when spawner is activated "count" number of ents to be spawned at a single time (default 1) "delay" frequency to spawn an ent in normal circumstances (default 30) "wait" frequency to spawn an ent in triggered/active circumstances (default 10) "mass" maximum number of ents owned by this trigger that can be in the world at once (default 1) ... -1 is unlimited "health" number of items to spawn before removing - -1 is unlimited (default -1) "lip" minimum radius to spawn guys in when you're not facing the spawner (defaults to 450) "spawn1" ... "spawn3" name of the ent to spawn from the ent list */ /*QUAKED spawner_monster (0 1 0) (-16 -16 -32) (16 16 32) START_OFF SINGLE_TYPE TARGET_PLAYER IGNORE_VISIBLITY IGNORE_LIMITS "target" if this is set, this will be run when the spawner is out of guys "soundName" door sound to be played when spawner is activated "count" number of ents to be spawned at a single time (default 1) "delay" frequency to spawn an ent in normal circumstances (default 30) - set to -1 to NEVER spawn in non-alert mode "wait" frequency to spawn an ent in triggered/active circumstances (default 10) "mass" maximum number of ents owned by this trigger that can be in the world at once (default 1) ... -1 is unlimited "health" number of items to spawn before removing - -1 is unlimited (default -1) "lip" minimum radius to spawn guys in when you're not facing the spawner (defaults to 450) "spawn1" ... "spawn3" name of the ent to spawn from the ent list TARGET_PLAYER makes spawned guys default to attacking the player immediately */ /*QUAKED spawner_boosterpack (0 1 0) (-16 -16 -32) (16 16 32) "health" number of items to spawn before removing - default is 8 "spawn1" ... "spawn3" name of the ent to spawn from the ent list */ /*QUAKED m_x_romulan (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE */ /*QUAKED m_x_rottweiler (1 .5 0) (-32 -32 -23) (32 32 14) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE an animal --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this guy dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_husky (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE an animal --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_germanshep (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE an animal --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_raiderdog (1 .5 0) (-33 -33 -28) (33 33 16) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE an animal --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_bull (1 .5 0) (-30 -14 -33) (56 14 26) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE an animal --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mtrooper1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mtrooper1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mtrooper2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mguard1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_fguard2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mguard3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mguard4 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mcleansuit (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_mmechanic (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_escientist1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_fscientist2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_sib_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_ecommander (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_msniper (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_msoldier1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_msoldier1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_msoldier2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_msoldier3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_eworker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_afr_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mgrunt1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mgrunt2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mgrunt3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_msniper1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_msniper1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mcomtroop (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mbrute1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mbrute1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mmechanic (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mrebel (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_mklaleader (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_kos_erefugee (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mhench1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mhench2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mkiller (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_fassassin (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mninja (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_fwoman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_tok_fwoman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_msoldier2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mrepguard1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mcommander (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mbrute1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mbrute1b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_msaddam (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_fwoman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_fwoman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mman2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mbodyguard (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mpolice (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_msoldier1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_msoldier2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_mrepguard1a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_eofficer (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_eman1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_irq_moilworker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_mraider1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_mraider2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_mraider2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_mbrute (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_ffemale (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_cas_mrocket (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mpolitician (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_etourist (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mpunk (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_epunk (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_eskinhead3 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mskinhead1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mskinhead2a (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mskinhead2b (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_fskinchick (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_ebum (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_estockbroker (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mswat (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_mswatleader (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_nyc_fwoman (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mcharacter (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mcharacter_snow (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mcharacter_desert (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mraiderboss1 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human with desert eagle --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mraiderboss2 (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human with mpg --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_ftaylor (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mskinboss (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mmerc (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_mhurtmerc (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE hawk, all beat up --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_msam (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE FACE_PLAYER a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. FACE_PLAYER: always faces the player. set wait to 0 to turn off, 1 to turn back on. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_miraqboss (1 .5 0) (-16 -16 -40) (16 16 40) ECON_OVERRIDE BLIND DEAF NOSCALE TRIGGER_SPAWN SENSE_MUTE START_ACTIVE HOLD_POSITION NEVER_STARTLED HOSTAGE NO_ARMOR ARMOR_PICKUP NO_WEAPONS NO_WOUND HAS_PROJECTILE a human --------SPAWNFLAGS---------- ECON_OVERRIDE: specify cash value BLIND: cannot see (turns off when script finishes) DEAF: cannot hear (turns off when script finishes) NOSCALE: don't apply random scaling; use standard size TRIGGER_SPAWN: doesn't show up until triggered, or mentioned in a script SENSE_MUTE: cone of vision is severely reduced NEVER_STARTLED: don't play startled sequence for this guy HOSTAGE: npc's only. use in conjunction with worldspawn.maxdeadhostages NO_ARMOR: when this meso dies it won't spawn an item_equip_armor ARMOR_PICKUP: we're only spawning this guy as an armor-yielding corpse. MUST HAVE UNIQUE TARGETNAME!!! NO_WEAPONS: yup. you guessed it. no weapons. NO_WOUND HAS_PROJECTILE: this guy will never drop his weapon. you'll have to kill him. --------FIELDS-------------- alertradius: distance from player which will automatically alert monster */ /*QUAKED m_x_chopper_black (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER This is the version that uses the class-based AI code. --------SPAWNFLAGS---------- IN_AIR: already in the air, no pad exists (so don't try landing it!!) ONDIE_HEAD2SPAWN: when damaged to death, plummet towards spawn pos before exploding INFINITE_ROCKETS: go on, guess. DEBUG_WAYPOINTS: enable this flag if you want to see waypoints/volumes/world dims drawn in the air ATTACK_CHOPPER: this heli will become a Hind attack chopper with a certain script command ALWAYS_SEEN draws no matter what --------KEYS------------ Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train. */ /*QUAKED m_x_chopper_green (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN This is the version that uses the class-based AI code. --------SPAWNFLAGS---------- IN_AIR: already in the air, no pad exists (so don't try landing it!!) ONDIE_HEAD2SPAWN: when damaged to death, plummet towards spawn pos before exploding INFINITE_ROCKETS: go on, guess. DEBUG_WAYPOINTS: enable this flag if you want to see waypoints/volumes/world dims drawn in the air ATTACK_CHOPPER: this heli will become a Hind attack chopper with a certain script command ALWAYS_SEEN draws no matter what --------KEYS------------ Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train. */ /*QUAKED m_x_chopper_white (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN This is the version that uses the class-based AI code. --------SPAWNFLAGS---------- IN_AIR: already in the air, no pad exists (so don't try landing it!!) ONDIE_HEAD2SPAWN: when damaged to death, plummet towards spawn pos before exploding INFINITE_ROCKETS: go on, guess. DEBUG_WAYPOINTS: enable this flag if you want to see waypoints/volumes/world dims drawn in the air ATTACK_CHOPPER: this heli will become a Hind attack chopper with a certain script command ALWAYS_SEEN draws no matter what --------KEYS------------ Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train. */ /*QUAKED m_x_hind (1 .5 0) (-280 -280 -50) (280 280 70) IN_AIR ONDIE_HEAD2SPAWN INFINITE_ROCKETS DEBUG_WAYPOINTS ATTACK_CHOPPER ALWAYS_SEEN This is the version that uses the class-based AI code. --------SPAWNFLAGS---------- IN_AIR: already in the air, no pad exists (so don't try landing it!!) ONDIE_HEAD2SPAWN: when damaged to death, plummet towards spawn pos before exploding INFINITE_ROCKETS: go on, guess. DEBUG_WAYPOINTS: enable this flag if you want to see waypoints/volumes/world dims drawn in the air ATTACK_CHOPPER: this heli will become a Hind attack chopper with a certain script command ALWAYS_SEEN draws no matter what --------KEYS------------ Volume - aggressiveness. You *must* fill this in (values 0 to 10). 10's good for Tokyo, 3 is ok for Train. */ /*QUAKED m_x_snowcat (1 .5 0) (-91 -66 -33) (91 66 58) INACTIVE Not much AI right now, but you can disable what's there with the INACTIVE flag. --------SPAWNFLAGS---------- INACTIVE - just a snowcat. no AI. --------KEYS------------ */ /*QUAKED m_x_tank (1 .5 0) (-152 -85 -44) (152 85 80) INACTIVE Not much AI right now, but you can disable what's there with the INACTIVE flag. --------SPAWNFLAGS---------- INACTIVE - just a tank. no AI. --------KEYS------------ */ /*QUAKED info_merc_start (1 .1 .1) (-16 -16 -24) (16 16 32) Starting point for merc buddies. -------------------------------- merctype - the default merc type (can be overridden by player during mission setup) 0 - GRUNT 1 - DEMO 2 - MEDIC 3 - SNIPER 4 - HEAVY 5 - TECH mercnum - the merc's id number (0 to 3) */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) The normal starting point for a level. */ /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for deathmatch games */ /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 32) potential spawning position for team deathmatch games (team1 players) */ /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 32) potential spawning position for team deathmatch games (team2 players) */ /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) The deathmatch intermission point will be at one of these Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll' */ /*QUAKED test_rj (1 .5 0) (-16 -16 -16) (16 16 16) RJ testing model */