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Text File | 1997-05-28 | 65.4 KB | 2,875 lines |
- /*QUAKED ----ID---- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
- Air bubbles. They disappear
- in Deathmatch.
- */
- /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Buzzing light.
- */
- /*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Dripping sound.
- */
- /*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Drone sound.
- */
- /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Computer sound.
- */
- /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Fluorescent light sound.
- */
- /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Wind sound.
- */
- /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Swamp sound 1.
- */
- /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Swamp sound 2.
- */
- /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Thunder sound.
- */
- /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
- Just for boss level. Used for
- killing Cthon.
- */
- /*QUAKED func_bossgate (0 .5 .8) ?
- This bmodel appears unless players
- have all of the episode sigils.
- Used to close the floor in start.map
- (stairs to Shub).
- */
- /*QUAKED func_button (0 .5 .8) ?
- 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.
-
- Keys:
- "angle"
- determines the opening direction
- "target"
- all entities with a matching
- targetname will be used
- "killtarget"
- kills the target when fired
- "speed"
- default is 40
- "wait"
- default is 1 (-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
- "sounds"
- 0 = steam metal
- 1 = wooden clunk
- 2 = metallic click
- 3 = in-out
- */
- /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
- If two doors touch, they are
- assumed to be connected and
- operate as a unit. TOGGLE
- causes the door to wait in both
- the start and end states for a
- trigger event.
-
- START_OPEN causes the door
- to move to its destination when
- spawned, and operate in reverse.
- It is used to temporarily or
- permanently close off an area
- when triggered (not usefull for
- touch or takedamage doors).
-
- Key doors are always wait -1.
-
- Keys:
- "message"
- is printed when the door is touched
- if it is a trigger door and it hasn't
- been fired yet
- "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 is default,
- -1 = never return)
- "lip"
- lip remaining at end of move
- 8 is default
- "dmg"
- damage to inflict when blocked
- 2 is default
- "sounds"
- 0 = no sound
- 1 = stone
- 2 = base
- 3 = stone chain
- 4 = screechy metal
- */
- /*QUAKED func_door_secret (0 .5 .8) ? open_once 1st_left 1st_down no_shoot always_shoot
- Basic secret door. Slides back,
- then to the side. Angle determines
- direction.
-
- Flags:
- "open_once"
- stays open
- "1st_left"
- 1st move is left of arrow
- "1st_down"
- 1st move is down from arrow
- "no_shoot"
- only opened by trigger
- "always_shoot"
- even if targeted, keep shootable
-
- Keys:
- "wait"
- # of seconds before coming back
- "t_width"
- override Width to move back
- (or height if going down)
- "t_length"
- override Length to move sideways
- "dmg"
- damage to inflict when blocked
- (2 default)
-
- If a secret door has a targetname,
- it will only be opened by it's button
- or trigger, not by damage.
-
- "sounds"
- 1 = medieval
- 2 = metal
- 3 = base
- */
- /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
- This bmodel will appear if the
- episode has already been
- completed, so players can't
- reenter it.
- */
- /*QUAKED func_illusionary (0 .5 .8) ?
- A simple entity that looks solid
- but lets you walk through it.
- Does not block light.
- */
- /*QUAKED func_wall (0 .5 .8) ?
- This is just a solid wall if not
- inhibitted.
-
- Changes its texture(s) to alternate
- ones (e.g. basebtn), if targetted.
- */
- /*QUAKED func_train (0 .5 .8) ?
- Trains are moving platforms that
- players can ride. The target's origin
- specifies the min point of the train
- at each corner. The train spawns
- at the first target it is pointing at.
-
- Use path_corner as targets.
-
- If the train itself is the target of a
- button or trigger, it will not begin
- moving until activated.
-
- Keys:
- "speed"
- moving speed, default is 100
- "dmg"
- damage, default is 2
- "sounds"
- 1 = ratchet metal
- */
- /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
- 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 triggered, when it will lower
- and become a normal plat.
-
- Keys:
- "speed"
- moving speed, default is 150
- "height"
- determines the amount the plat
- moves, instead of being implicitly
- determined by the model's height.
- "sounds"
- 1 = base fast
- 2 = chain slow
- */
- /*QUAKED func_dm_only (.0 .0 1.0) ?
- A teleporter that only appears in
- deathmatch.
- */
- /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
- Invisible entity. Used as a positional
- target for spotlights, etc.
- Removes itself.
- */
- /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
- Invisible entity. Used as a positional
- target for lightning.
- */
- /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
- This is the camera point for the
- intermission. Use mangle instead
- of angle, so you can set pitch or roll
- as well as yaw. 'pitch roll yaw'
- Quake does a random pick if more
- than one exists.
- If no info_intermission entity is set,
- Quake uses the player start.
-
- Keys:
- "mangle"
- set pitch roll yaw
- */
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
- The normal starting point for a level.
- Only one is allowed.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
- Potential spawning position(s) for
- deathmatch games.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
- Potential spawning position(s) for
- coop games.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
- Only used on start map for the
- return point from an episode.
-
- Keys:
- "angle"
- viewing angle when spawning
- */
- /*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
- This is the destination marker for a
- teleporter.
-
- Keys:
- "targetname"
- value used by teleporter
- "angle"
- new view angle after teleporting
- */
- /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) big
- 6 ammo points (cells) for the
- Thunderbolt (Lightning).
-
- Flags:
- "big"
- gives 12 instead of 6
- */
- /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) big
- 5 ammo points (rockets) for the
- Rocket/Grenade Launcher.
-
- Flags:
- "big"
- gives 10 instead of 5
- */
- /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) big
- 20 shells for both Shotgun and
- SuperShotgun.
-
- Flags:
- "big"
- gives 40 instead of 20
- */
- /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) big
- 25 ammo points (spikes) for
- Perforator and Super Perforator.
-
- Flags:
- "big"
- gives 50 instead of 25
- */
- /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) rotten megahealth
- Health box. Normally gives 25 points.
-
- Flags:
- "rotten"
- gives 5-10 points
- "megahealth"
- will add 100 health, then rot you
- down to your maximum health limit,
- one point per second
- */
- /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player takes no damage from water
- or slime for 30 seconds.
- */
- /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invulnerable for 30 seconds.
- */
- /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
- Player is invisible for 30 seconds.
- */
- /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
- The next attack from the player will
- do 4x damage. Lasts 30 seconds.
- */
- /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
- Red armor, gives 200 armor points.
- */
- /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
- Yellow armor, gives 150 points.
- */
- /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
- Green armor, gives 100 points.
- */
- /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
- SILVER key.
-
- In order for keys to work you
- MUST set your maps worldtype
- (see worldspawn).
- */
- /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
- GOLD key.
-
- In order for keys to work you
- MUST set your maps worldtype
- (see worldspawn).
- */
- /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
- End of episode sigil.
-
- Flags:
- sets episode
- */
- /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Non-displayed light. If targeted, it
- will toggle between on or off.
-
- Flags:
- "start_off"
- starts off until triggered
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
- Short wall torch.
-
- Keys:
- "light"
- sets brightness, 200 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
- Large yellow flames.
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Small yellow flames.
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
- Small white flames.
-
- Keys:
- "light"
- sets brightness
- */
- /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
- Non-displayed light. Makes steady
- fluorescent humming sound.
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
- Non-displayed light. Makes
- sparking, broken fluorescent
- sound.
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 10 is default
- */
- /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
- Sphere globe light (sprite).
-
- Keys:
- "light"
- sets brightness, 300 is default
- "style"
- 0 = normal
- 1 = flicker (first variety)
- 2 = slow strong pulse
- 3 = candle (first variety)
- 4 = fast strobe
- 5 = gentle pulse
- 6 = flicker (second variety)
- 7 = candle (second variety)
- 8 = candle (third variety)
- 9 = slow strobe
- 10 = flourescent flicker
- 11 = slow pulse, not fading to black
-
- styles 32-62 are assigned by the
- light program for switchable lights
- 0 is default
- */
- /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10)
- For optimization testing, starts
- a lot of sounds. Not very useful.
- */
- /*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- Enforcer, 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush Statue
- Hell Knight, 250 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
-
- --following only for Rogue DOE---
- "statue"
- select this to use the stone skin and
- have him frozen in place.
-
- delay: time from sight to attack
- (default 5)
- frame: frame to be frozen in.
- (default 73)
- */
- /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- Grunt, 30 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) Ambush
- Dog (Rottweiler), 25 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Ogre, 200 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) Ambush Statue
- Knight, 75 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
-
- --following only for Rogue DOE---
- "statue"
- select this to use the stone skin and
- have him frozen in place.
-
- delay: time from sight to attack
- (default 5)
- frame: frame to be frozen in.
- (default 73)
- */
- /*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) Crucified ambush
- Zombie, 60 health points.
- If crucified, stick the bounding
- box 12 pixels back into a wall to
- look right.
-
- Flags:
- "crucified"
- :-)
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- Scrag (Wizard), 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Fiend (Demon), 300 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
- Shub-Niggurath, 40000 health points.
- Most likely killed by teleport frag.
- */
- /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Shambler, 600 health points.
- Rockets only have half damage
- when hitting the Shambler.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) Ambush
- Vore (Shalrath), 400 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
- Cthon (Boss of Shareware Quake)
- Only event_lightning can kill him.
- */
- /*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) Ambush
- Spawn (Tarbaby), 80 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) Ambush
- Rotfish, 25 health points.
-
- Flags:
- "ambush"
- the monster will only wake up on
- really seeing the player, not another
- monster getting angry
- */
- /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
- This is used for the final boss.
- Flying ball needed to teleport
- kill Shub-Niggurath.
- */
- /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
- Lava Ball.
-
- Keys:
- "speed"
- speed of ball, default is 100
- */
- /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
- Exploding box.
- */
- /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
- Smaller exploding box.
- */
- /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8)
- Prints a warning message and its
- position (to console) when spawned.
- Removes itself after doing this.
- */
- /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
- Monsters will continue walking
- towards the next target corner.
- Also used by func_train.
- */
- /*QUAKED test_teleport (0 .5 .8) ?
- Teleporter testing. For
- testing only. Don't use it.
- */
- /*QUAKED test_fodder (0 .5 .8) ?
- Beating guy? For testing
- only. Never used in Quake.
- Don't use it.
- */
- /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
- When triggered, fires a spike in
- the direction determined by angle.
-
- Flags:
- "superspike"
- fires large spikes
- "laser"
- fires laser
-
- Keys:
- "angle"
- angle to fire
- */
- /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser
- Continuously fires spikes.
-
- Flags:
- "superspike"
- fires large spikes
- "laser"
- fires laser
-
- Keys:
- "angle"
- angle to fire
- "wait"
- time between spikes (1.0 default)
- "nextthink"
- delay before firing first spike,
- so multiple shooters can be
- stagered
- */
- /*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT
- Any object touching this will be
- transported to the corresponding
- info_teleport_destination entity.
- You must set the "target" field,
- and create an object with a
- "targetname" field that matches.
-
- Flags:
- "player_only"
- only players will teleport
- "silent"
- silences teleporting
- */
- /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
- When the player touches this, he
- gets sent to the map listed in the
- "map" variable. The view will go to
- the info_intermission spot and
- display stats.
-
- Keys:
- "map"
- set to name of next map
- (e.g. e1m1) if no map is set,
- the current map will be restartet
-
- Flags:
- "no_intermission"
- bypasses intermission screen
- */
- /*QUAKED trigger_setskill (0.5 0.0 0.5) ?
- Sets skill level to the value of
- "message". Only used on start
- map.
-
- Keys:
- "message"
- sets skill level
- 0 = easy
- 1 = normal
- 2 = hard
- 3 = nightmare
- */
- /*QUAKED trigger_counter (0.5 0.0 0.5) ? nomessage
- Acts as an intermediary for an action
- that takes multiple inputs.
- If nomessage is not set, it will
- print "1 more.. " etc when triggered
- and "sequence complete" when
- finished. After the counter has been
- triggered "count" times, it will fire all
- of it's targets and remove itself.
-
- It's a once-only trigger (i.e. Wait is
- always -1).
-
- Flags:
- "nomessage"
- disables count display
-
- Keys:
- "count"
- number of triggers needed to fire
- own target, default is 2
- "target" and "targetname"
- like always, required
- */
- /*QUAKED trigger_once (0.5 0.0 0.5) ? notouch
- Variable sized trigger. 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". If notouch
- is set, the trigger is only fired by
- other entities, not by touching.
-
- Wait is always -1.
-
- Flags:
- "notouch"
- only triggered by other entities, not
- by touching
-
- Keys:
- "health"
- button must be killed to activate
- "angle"
- the trigger will only fire when
- someone is facing the direction of
- the angle, use "360" for angle 0.
- "sounds"
- 1 = secret
- 2 = beep beep
- 3 = large switch
- "message"
- text string
- "delay"
- delay before firing (after trigger)
- */
- /*QUAKED trigger_multiple (0.5 0.0 0.5) ? notouch
- Variable sized repeatable trigger.
- Must be targeted at one or more
- entities.
-
- Flags:
- "notouch"
- only triggered by other entities, not
- by touching
-
- Keys:
- "health"
- button must be killed to activate
- "angle"
- the trigger will only fire when
- someone is facing the direction of
- the angle, use "360" for angle 0.
- "sounds"
- 1 = secret
- 2 = beep beep
- 3 = large switch
- "message"
- text string
- "delay"
- delay before firing (after trigger)
- "wait"
- delay between triggerings
- default is 0.2
- */
- /*QUAKED trigger_onlyregistered (0.5 0.0 0.5) ?
- Only fires if playing the registered
- version, otherwise prints the message.
-
- Keys:
- "message"
- message to print when playing
- the shareware version.
- */
- /*QUAKED trigger_secret (0.5 0.0 0.5) ?
- Secret counter trigger.
-
- Keys:
- "message"
- message to display when
- triggered
- "sounds"
- 1 = secret
- 2 = beep beep
- */
- /*QUAKED trigger_monsterjump (0.5 0.0 0.5) ?
- Walking monsters that touch this
- will jump in the direction of the
- trigger's angle.
-
- Keys:
- "angle"
- angle towards the monster jumps
- "speed"
- the speed thrown forward
- default is 200
- "height"
- the speed thrown upwards
- default is 200
- */
- /*QUAKED trigger_relay (0.5 0.0 0.5) ?
- This fixed size trigger cannot be
- touched, it can only be fired by
- other events.
-
- Keys:
- "killtarget"
- removes target
- "target"
- fires target when triggered
- "delay"
- delay before firing (after trigger)
- "message"
- displayed when fired
- */
- /*QUAKED trigger_hurt (0.5 0.0 0.5) ?
- Any object touching this will be hurt.
-
- Keys:
- "dmg"
- sets damage, default is 5
- */
- /*QUAKED trigger_push (0.5 0.0 0.5) ? PUSH_ONCE
- Pushes the player and Grenades.
-
- Flags:
- "push_once"
- removes itself after firing
-
- Keys:
- "speed"
- speed of push, default is 1000
- "angle"
- direction of push
- (-2 is down, -1 up)
- */
- /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
- A model will be spawned at
- the position of this entity.
- (default = player)
-
- Just for debugging.
- Don't use.
-
- Use the console commands
- 'viewmodel', 'viewframe',
- 'viewnext', 'viewprev' to
- view frames of model.
- */
- /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
- SuperShotgun.
- */
- /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- Perforator (Nailgun).
- */
- /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
- Super Perforator (Super
- Nailgun).
- */
- /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- Grenade Launcher.
- */
- /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
- Rocket Launcher.
- */
- /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
- Thunderbolt Cannon.
- */
- /*QUAKED worldspawn (0 0 0) ?
- Only used for the world entity.
- Should be only one per MAP.
-
- Keys:
- "wad"
- which graphics wad to use
- "message"
- sets the title of the map
- "worldtype"
- 0 = medieval
- 1 = metal
- 2 = base
- MUST be set when using keys!
- "sounds"
- CD track to play
- "light"
- default light level
- */
- /*QUAKED -------CTF------- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
- For ThreeWave Capture the Flag.
- Team 1 (Red) Base Spawnpoint.
- These are used when a player
- first starts a CTF level.
- These should be placed in Team
- One's Base.
-
- Place a few of the entity
- info_player_deathmatch
- in various other places for
- normal respawns.
-
- Keys:
- "angle"
- Viewing angle when spawned
- */
- /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 24)
- For ThreeWave Capture the Flag.
- Team 2 (Blue) Base Spawn Point.
- These are used when a player
- first starts a CTF level.
- These should be placed in Team
- Two's Base.
-
- Place a few of the entity
- info_player_deathmatch
- in various other places for
- normal respawns.
-
- Keys:
- "angle"
- Viewing angle when spawned
- */
- /*QUAKED item_flag_team1 (0.8 0 0) (-48 -48 -24) (48 48 64)
- For ThreeWave Capture the Flag.
- Flag for Team 1 (Red). Only one
- allowed.
-
- Keys:
- "angle"
- Angle flag faces. Looking into the wind,
- this would be the left side.
- */
- /*QUAKED item_flag_team2 (0 0 0.8) (-48 -48 -24) (48 48 64)
- For ThreeWave Capture the Flag.
- Flag for Team 2 (Blue).
-
- Keys:
- "angle"
- Angle flag faces. Looking into the wind,
- this would be the left side.
- */
- /*QUAKED ----TEAMFORTRESS---- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED info_tfdetect (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Teamfortress Map Detection Entity.
- Stick a unique name after
- the classname and use TFEntEd.
- */
- /*QUAKED info_player_teamspawn (0.8 0.8 0) (-16 -16 -24) (16 16 24)
- Player Spawn point
- Stick a unique name after
- the classname and use TFEntEd.
-
- Keys:
- "angle"
- Angle player is spawned at.
- */
- /*QUAKED info_tfgoal (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Goal entity for TF
- Stick a unique name after
- the classname and use TFEntEd.
-
- */
- /*QUAKED info_tfgoal_timer (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Timer Goal for TF
- Stick a unique name after
- the classname and use TFEntEd.
- */
- /*QUAKED item_tfgoal (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Goal Item for TF
- Stick a unique name after
- the classname and use TFEntEd.
- */
- /*QUAKED ----CUSTENTS---- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED ambient_general (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- CustEnts entity
- ---------------
- Universal ambient noise entity.
- Sample must be looped to work properly.
-
- Keys:
- "noise"
- Filename of the sound to play. Path
- is relative to the sounds subdirectory.
- */
- /*QUAKED ambient_bgm (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- CustEnts entity
- ---------------
- This plays music (with an optional intro
- and extro) that is heard throughout all
- of the level. Carefull of your use of
- this in DM levels if you make them
- triggerable.
-
- Keys:
- "noise1"
- Filename of the intro wav to play,
- if any. Path is relative to the
- sounds subdirectory.
- "button1"
- Length of the intro wav in seconds.
- Only needed if there is an intro.
-
- "button0"
- Number of times to loop the looping
- section before playing extro. Set to
- 0 to loop forever (or until entity
- is triggered again.)
- "noise2"
- Filename of the looping wav to play.
- Path is relative to the sounds
- subdirectory.
- "button2"
- Length of the looping wav in seconds.
-
- "noise3"
- Filename of the extro wav to play,
- if any. Path is relative to the
- sounds subdirectory.
- "impulse"
- Length of extro wav in seconds.
- This is only needed if it has an
- extro to play AND it will trigger
- another entity when it is done
- playing.
-
- "targetname"
- Name of this entity.
- "target"
- Name of any entities to target
- when done playing.
- */
- /*QUAKED func_train (0 .5 .8) ?
- CustEnts Enhanced Entity
- ------------------------
- Trains are moving platforms that
- players can ride. The target's origin
- specifies the min point of the train
- at each corner. The train spawns
- at the first target it is pointing at.
-
- Use path_corner as targets.
-
- If the train itself is the target of a
- button or trigger, it will not begin
- moving until activated.
-
- Keys:
- "weapmodel"
- Set to 'smtrain' for a smooth train
- "weapon"
- Number of seconds to take to travel
- to next path_corner
- "speed"
- Moving speed, default is 100
- "dmg"
- Damage, default is 2
- "sounds"
- 1 = ratchet metal
- */
- /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
- CustEnts Enhanced Entity
- ------------------------
- The normal starting point for a level.
- Now supports being related to a certain
- trigger_changelevel for multiple entry
- points to a level in single player mode.
-
- Keys:
- "weapon"
- Used to give the starting point an ID
- number to identify it when looking for
- the correct multistart (related to
- trigger_changelevel) while starting a
- new level. Should be an integer greater
- than zero.
- "angle"
- Viewing angle when spawning
- */
- /*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
- CustEnts Enhanced Entity
- ------------------------
- When the player touches this, he
- gets sent to the map listed in the
- "map" variable. The view will go to
- the info_intermission spot and
- display stats.
- Now supports being related to a certain
- info_player_start for multiple entry
- points to a level in single player mode.
-
- Keys:
- "map"
- Set to name of next map (e.g. e1m1)
- if no map is set, the current map
- will be restarted.
- "weapon"
- Used to pick the starting point to
- look for while starting a new level.
- Should be an integer greater than zero.
-
- Flags:
- "no_intermission"
- Bypass intermission screen
- */
- /*QUAKED ----QUESS---- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED chess_king (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED chess_queen (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED chess_knight (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED chess_bishop (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED chess_rook (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED chess_pawn (1 0 0) (-16 -16 -24) (16 16 24)
- Quess Entity
- ------------
-
- Keys:
- "location"
- Which board square this piece
- starts on
- "chess_team"
- Team the piece belongs to,
- white or black.
- "angle"
- Which direction the piece faces.
- */
- /*QUAKED ----HIPNOTIC---- (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
- Hipnotic Rotation Geometry
- --------------------------
- Used as the point of rotation
- for rotatable objects.
- */
- /*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
- Hipnotic Rotation Geometry
- --------------------------
- Creates an entity that continually
- rotates. Can be toggled on and off
- if targeted.
-
- TOGGLE = allows the rotation to be
- toggled on/off
-
- START_ON = wether the entity is
- spinning when spawned. If TOGGLE
- is 0, entity can be turned on,
- but not off.
-
- Keys:
- "deathtype" This is the message
- that will appear when a player
- is killed by the train.
-
- "rotate" is the rate to rotate.
-
- "target" is the center of rotation.
-
- "speed" is how long the entity
- takes to go from standing still
- to full speed and vice-versa.
- */
- /*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
- Hipnotic Rotation Geometry
- --------------------------
- Path for rotate_train.
-
- Keys:
- ROTATION - tells train to rotate at
- rate specified by "rotate".
- Use '0 0 0' to stop rotation.
-
- ANGLES - tells train to rotate to
- the angles specified by "angles"
- while traveling to this
- path_rotate.
- Use values < 0 or > 360 to guarantee
- that it turns in a certain direction.
- Having this flag set automatically
- clears any rotation.
-
- STOP tells the train to stop and
- wait to be retriggered.
-
- NO_ROTATE tells the train to stop
- rotating when waiting to be triggered.
-
- DAMAGE tells the train to cause damage
- based on "dmg".
-
- MOVETIME tells the train to interpret
- "speed" as the length of time to take
- moving from one corner to another.
-
- SET_DAMAGE tells the train to set all
- targets damage to "dmg"
-
- "noise" contains the name of the sound
- to play when train stops.
-
- "noise1" contains the name of the
- sound to play when train moves.
-
- "event" is a target to trigger
- when train arrives at path_rotate.
- */
- /*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
- Hipnotic Rotation Geometry
- --------------------------
- In path_rotate, set speed to be the
- new speed of the train after it
- reaches the path change. If speed
- is -1, the train will warp directly
- to the next path change after the
- specified wait time. If MOVETIME is
- set on the path_rotate, the train
- to interprets "speed" as the length
- of time to take moving from one
- corner to another.
-
- "noise" contains the name of the
- sound to play when train stops.
-
- "noise1" contains the name of the
- sound to play when train moves.
-
- Both "noise" and "noise1" defaults
- depend upon "sounds" variable and
- can be overridden by the "noise"
- and "noise1" variable in path_rotate.
-
- Also in path_rotate, if STOP is set,
- the train will wait until it is
- retriggered before moving on to
- the next goal.
-
- Trains are moving platforms that
- players can ride.
-
- "path" specifies the first
- path_rotate and is the starting
- position.
- If the train is the target of a
- button or trigger, it will not
- begin moving until activated.
-
- The func_rotate_train entity is
- the center of rotation of all
- objects targeted by it.
-
- If "deathtype" is set with a string,
- this is the message that will
- appear when a player is killed
- by the train.
-
- "speed" default 100
-
- "dmg" default 0
-
- "sounds"
- 1) ratchet metal
- */
- /*QUAKED rotate_object (0 .5 .8) ?
- Hipnotic Rotation Geometry
- --------------------------
- This defines an object to be
- rotated. Used as the target
- of func_rotate_door.
- */
- /*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
- Creates a door that rotates between
- two positions around a point of
- rotation each time it's triggered.
-
- "STAYOPEN" tells the door to reopen
- after closing. This prevents a
- trigger-once door from closing
- again when it's blocked.
-
- "dmg" specifies the damage to
- cause when blocked.
- Defaults to 2.
- Negative numbers indicate no
- damage.
-
- "speed" specifies how the time
- it takes to rotate
-
- "sounds"
- 1) medieval (default)
- 2) metal
- 3) base
- */
- /*QUAKED func_clock (0 0 0.5) (0 0 0) (32 32 32)
- Hipnotic Rotation Geometry
- --------------------------
- Creates one hand of a "clock".
-
- Set the angle to be the direction
- the clock is facing.
-
- "event" is the targetname of the
- entities to trigger when hand
- strikes 12.
-
- "cnt" is the time to start at.
-
- "count" is the # of seconds it
- takes to make a full revolution
-
- (seconds is 60, minutes
- 3600, hours 43200).
-
- default is 60.
- */
- /*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH NONBLOCKING
- Hipnotic Miscellaneous Geometry
- -------------------------------
- Used to emulate collision on
- rotating objects.
-
- VISIBLE causes brush to be
- displayed.
-
- TOUCH specifies whether to
- cause damage when touched by player.
-
- NONBLOCKING makes the brush
- non-solid. This is useless if
- VISIBLE is not set.
-
- "dmg" specifies the damage to
- cause when touched or blocked.
- */
- /*QUAKED func_train2 (0 .5 .8) ?
- Hipnotic Miscellaneous Geometry
- -------------------------------
- This is a modification of the standard
- func_train entity. It is functionally
- equivalent, except that it removes a
- slight delay that would occur after
- each path entry, and it adds a speed
- variable to the path_corner entity.
-
- "noise" contains the name of the
- sound to play when train stops.
-
- "noise1" contains the name of the
- sound to play when train moves.
-
- Both "noise" and "noise1" defaults
- depend upon "sounds" variable.
-
- In path_corner, set speed to be
- the new speed of the train after
- it reaches the path change.
-
- If speed is -1, the train will
- warp directly to the next path
- change after the specified wait
- time.
-
- Also in path_corner, if wait is
- set to -1, the train will wait
- until it is retriggered before
- moving on to the next goal.
-
- Here is a reiteration of the
- func_train docs:
-
- 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
-
- sounds
- 1) ratchet metal
- */
- /*QUAKED func_pushable (0 .5 .8) ?
- Hipnotic Miscellaneous Geometry
- -------------------------------
- Pushable walls. Not quite working,
- but fun to play around with.
- */
- /*QUAKED path_follow (0.5 0.3 0) ?
- Hipnotic Miscellaneous Geometry
- -------------------------------
- Monsters will stop what they are
- doing and follow to the target.
- This forces monsters to change
- direction, unless there enemy
- is in sight.
-
- Variable Size version
- */
- /*QUAKED path_follow2 (0.5 0.3 0) (-8 -8 -8) (8 8 8)
- Hipnotic Miscellaneous Geometry
- -------------------------------
- Monsters will stop what they are
- doing and follow to the target.
- This forces monsters to change
- direction, unless there enemy is
- in sight.
-
- Fixed Size version
- */
- /*QUAKED item_artifact_wetsuit (0 .5 .8) (-16 -16 -24) (16 16 32)
- Hipnotic Item
- -------------
- Player takes no damage from
- electrical attacks and swims
- faster for 30 seconds.
- */
- /*QUAKED item_hornofconjuring (0 .5 .8) (0 0 0) (32 32 32)
- Hipnotic Item
- -------------
- Horn of Conjuring. You must
- make func_spawn entities
- connected to this entity
- to spawn the charmed creature.
- */
- /*QUAKED item_artifact_empathy_shields (0 .5 .8) (0 0 0) (32 32 32)
- Hipnotic Item
- -------------
- */
- /*QUAKED weapon_mjolnir (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic Item
- -------------
- */
- /*QUAKED weapon_laser_gun (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic Item
- -------------
- */
- /*QUAKED weapon_proximity_gun (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic Item
- -------------
- */
- /*QUAKED trap_spike_mine (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic Trap
- -------------
- */
- /*QUAKED trap_lightning_triggered (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Hipnotic Trap
- --------
- When triggered, fires lightning
- in the direction set in QuakeEd.
-
- "wait" how long to wait between
- blasts (1.0 default) if in
- random mode wait is multiplied
- by random
-
- "nextthink" delay before firing
- first lightning, so multiple
- traps can be stagered.
-
- "dmg" how much damage lightning
- should inflict (30 default)
-
- "duration" how long each
- lightning attack should last
- (0.1 default)
- */
- /*QUAKED trap_lightning (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Hipnotic Trap
- -------------
- Continuously fire lightning.
-
- "wait" how long to wait between
- blasts (1.0 default) if in
- random mode wait is multiplied
- by random
-
- "nextthink" delay before firing
- first lightning, so multiple
- traps can be stagered.
-
- "dmg" how much damage lightning
- should inflict (30 default)
-
- "duration" how long each
- lightning attack should
- last (0.1 default)
- */
- /*QUAKED trap_lightning_switched (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Continuously fires lightning.
-
- "wait" how long to wait between
- blasts (1.0 default) if in
- random mode wait is multiplied
- by random
-
- "nextthink" delay before firing
- first lightning, so multiple traps
- can be stagered.
-
- "dmg" how much damage lightning
- should inflict (30 default)
-
- "duration" how long each
- lightning attack should
- last (0.1 default)
-
- "state" 0 (default) initially
- off, 1 initially on.
- */
- /*QUAKED trap_tesla_coil (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
- Hipnotic Trap
- -------------
- targets enemies in vicinity
- and fires at them
-
- "wait" how long build up should
- be (0.5 * (4-skill) default)
-
- "dmg" how much damage lightning
- should inflict (5 default)
-
- "duration" how long each
- lightning attack should last
- (continuous default)
-
- "distance" how far the tesla
- coil should reach (600 default)
-
- "state" on/off for the coil
- (0 default is off)
-
- "count" number of people to
- target (2 default)
- */
- /*QUAKED trap_gods_wrath (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
- targets enemies in vicinity and fires at them
-
- "dmg" how much damage lightning
- should inflict (5 default)
-
- "duration" how long each
- lightning attack should last
- (continuous default)
-
- "distance" how far god's
- wrath should reach (600 default)
-
- "delay" how long to wait until
- god calms down this is only
- needed if no one is targetted
- (5 seconds default)
-
- "count" number of people to target
- (2 default)
- */
- /*QUAKED trap_gravity_well (.8 .5 0) (-8 -8 -8) (8 8 8) targetenemies UNDERWATER
- Hipnotic Trap
- -------------
- targets enemies in vicinity and
- draws them near, gibbing them
- on contact.
-
- UNDERWATER cuts the pull in half
- for players wearing the wetsuit
-
- "distance" how far the gravity
- well should reach
- (600 default)
-
- "count" number of people to target
- (2 default)
-
- "speed" is how strong the pull is.
- (210 default)
-
- "dmg" is how much damage to do
- each touch.
- (10000 default)
- */
- /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic Trap
- -------------
- shoots spikes, lasers, lavaballs or
- rockets.
-
- silent flag determines if lasers
- are silent or not.
-
- Fires the projectile in the
- direction set in QUAKED.
- */
- /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic Trap
- -------------
- shoots spikes, lasers, lavaballs
- or rockets. silent flag determines
- if lasers are silent or not.
- Continuous fire.
-
- "wait" time between spike
- (1.0 default)
-
- "nextthink" delay before firing
- first spike, so multiple shooters
- can be stagered. Fires the
- projectile in the direction set
- in QUAKED.
- */
- /*QUAKED trap_switched_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic Trap
- -------------
- shoots spikes, lasers, lavaballs
- or rockets. silent flag determines
- if lasers are silent or not.
- Continuous fire.
-
- "wait" time between spike
- (1.0 default)
-
- "nextthink" delay before firing
- first spike, so multiple
- shooters can be stagered.
-
- "state"
- 0 initially off, 1 initially on.
- (0 default)
- */
- /*QUAKED play_sound_triggered (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) toggle
- Hipnotic Special Effect
- -----------------------
- play a sound when it is used
-
- toggle determines whether
- sound should be stopped when
- triggered again
-
- "volume" how loud
- (1 default full volume)
-
- "noise" sound to play
-
- "impulse" channel on which
- to play sound (0-7)
- (0 automatic is default)
-
- "speed" attenuation factor
- -1 - no attenuation
- 1 - normal
- 2 - idle
- 3 - static
- */
- /*QUAKED play_sound (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic Special Effect
- -----------------------
- play a sound on a periodic basis
-
- "volume" how loud
- (1 default full volume)
-
- "noise" sound to play
-
- "wait" random time between sounds
- (default 20)
-
- "delay" minimum delay between sounds
- (default 2)
-
- "impulse" channel on which to play sound
- (0-7)
- (0 automatic is default)
-
- "speed" attenuation factor
- -1 - no attenuation
- 1 - normal
- 2 - idle
- 3 - static
- */
- /*QUAKED random_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- "wait" random time between strikes
- (default 20)
-
- "delay" minimum delay between strikes
- (default 2)
-
- "volume" how loud
- (1 default full volume)
-
- "speed" attenuation factor
- -1 - no attenuation
- 1 - normal
- 2 - idle
- 3 - static
- */
- /*QUAKED random_thunder_triggered (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) toggle
- Hipnotic Special Effect
- -----------------------
- toggle determines whether sound
- should be stopped when triggered again
-
- "volume" how loud
- (1 default full volume)
-
- "speed" attenuation factor
- -1 - no attenuation
- 1 - normal
- 2 - idle
- 3 - static
- */
- /*QUAKED ambient_humming (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- humming ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED ambient_rushing (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- rushing ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED ambient_running_water (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- running water ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED ambient_fan_blowing (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- fan blowing ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED ambient_waterfall (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- waterfall ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED ambient_riftpower (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Special Effect
- -----------------------
- riftpower ambient sound
-
- "volume" how loud it should be
- (0.5 is default)
- */
- /*QUAKED func_particlefield (0 .5 .8) ? USE_COUNT
- Hipnotic Special Effect
- -----------------------
- Creates a brief particle flash
- roughly the size of the defining
- brush each time it is triggered.
-
- USE_COUNT when the activator is
- a func_counter, the field will
- only activate when count is
- equal to "cnt". Same as using
- a func_oncount to trigger.
-
- "cnt" is the count to activate
- on when USE_COUNT is set.
-
- "color" is the color of the
- particles.
- Default is 192 (yellow).
-
- "count" is the density of
- the particles.
- Default is 2.
-
- "noise" is the sound to play
- when triggered. Do not use a
- looping sound here.
-
- "dmg" is the amount of damage
- to cause when touched.
- */
- /*QUAKED func_togglewall (0 .5 .8) ? START_OFF
- Hipnotic Special Effect
- -----------------------
- Creates a invisible wall
- that can be toggled on and
- off.
-
- START_OFF wall doesn't
- block until triggered.
-
- "noise" is the sound to play
- when wall is turned off.
-
- "noise1" is the sound to play
- when wall is blocking.
-
- "dmg" is the amount of damage
- to cause when touched.
- */
- /*QUAKED func_earthquake (0 0 0.5) (0 0 0) (32 32 32)
- Hipnotic Special Effect
- -----------------------
- Causes an earthquake.
- Triggers targets.
-
- "dmg" is the duration of the
- earthquake.
- Default is 0.8 seconds.
- */
- /*QUAKED func_rubble (0.4 0.4 0.2) (0 0 0) (32 32 32)
- Hipnotic Special Effect
- -----------------------
- Spawns random sized rubble
- when triggered.
-
- "count" is the number of
- pieces of rubble to spawn.
- (Default 1)
- */
- /*QUAKED func_rubble1 (0.4 0.4 0.2) (0 0 0) (8 8 8)
- Hipnotic Special Effect
- -----------------------
- Spawns small rubble when
- triggered.
-
- "count" is the number of
- pieces of rubble to spawn.
- Default is 1.
- */
- /*QUAKED func_rubble2 (0.4 0.4 0.2) (0 0 0) (16 16 16)
- Hipnotic Special Effect
- -----------------------
- Spawns medium rubble when
- triggered.
-
- "count" is the number of
- pieces of rubble to spawn.
- Default is 1.
- */
- /*QUAKED func_rubble3 (0.4 0.4 0.2) (0 0 0) (32 32 32)
- Hipnotic Special Effect
- -----------------------
- Spawns large rubble when
- triggered.
-
- "count" is the number of
- pieces of rubble to spawn.
- Default is 1.
- */
- /*QUAKED func_breakawaywall (0 .5 .8) ?
- Hipnotic Special Effect
- -----------------------
- Special walltype that
- removes itself when triggered.
- */
- /*QUAKED func_exploder (0.4 0 0) (0 0 0) (8 8 8) particles
- Hipnotic Special Effect
- -----------------------
- Spawns an explosion when
- triggered.
- Triggers any targets.
-
- particles - whether to
- spawn particles or not
-
- "dmg" specifies how much
- damage to cause. Negative values
-
- indicate no damage.
- Default or 0 indicates 120.
-
- "volume" volume at which to play
- explosions
- (default 1.0)
-
- "speed" attenuation for explosions
- (default normal)
- */
- /*QUAKED func_multi_exploder (0.4 0 0) ?
- Hipnotic Special Effect
- -----------------------
- Spawns an explosion when triggered.
- Triggers any targets. size of brush
- determines where explosions will occur.
-
- "dmg" specifies how much damage to
- cause from each explosion Negative
- values indicate no damage.
- Default or 0 indicates 120.
-
- "delay" delay before exploding
- (Default 0 seconds)
-
- "duration" how long to explode for
- (Default 1 second)
-
- "wait" time between each explosion
- (default 0.25 seconds)
-
- "volume" volume to play explosion
- sound at
- (default 0.5)
-
- "speed" attenuation for explosions
- (default normal)
- */
- /*QUAKED wallsprite (0 1 0) (-8 -8 -8) (8 8 8)
- Hipnotic Special Effect
- -----------------------
- Places a sprite on a wall.
- Angles should be opposite of face.
-
- "model" sprite to place on wall.
- Default is "progs/s_blood1.spr".
- */
- /*QUAKED effect_teleport (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic Special Effect
- -----------------------
- Create a teleport effect when
- triggered
- The effect is only eye-candy
- it does nothing
- */
- /*QUAKED effect_finale (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) useplayer nodecoy
- Hipnotic Special Effect
- -----------------------
- start the finale sequence
-
- useplayer - use the current
- player as decoy location.
- nodecoy - no decoy, only the
- camera
-
- "target" the camera to go to.
-
- "mdl" if useplayer is
- specified, this is a path
- corner with target of the
- next path_corner to run to.
-
- if use player isn't specified
- this becomes the spawn point
- as well.
-
- "spawnfunction" next routine
- to run
-
- "delay" time to wait until
- running routine
- */
- /*QUAKED info_startendtext (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic Special Effect
- -----------------------
- Start the end text if this level
- has any.
-
- It puts the player into
- intermission mode.
- */
- /*QUAKED monster_armagon (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Hipnotic Monster
- ----------------
- */
- /*QUAKED monster_gremlin (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Hipnotic Monster
- ----------------
- */
- /*QUAKED monster_scourge (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- Hipnotic Monster
- ----------------
- Now known as Centroids.
- */
- /*QUAKED monster_decoy (1 0 0) (-16 -16 -24) (16 16 40)
- Hipnotic Monster
- ----------------
- Decoy player monster.
-
- Will run to path_corners.
- */
- /*QUAKED func_spawn (0 .5 .8) (-32 -32 -24) (32 32 40) big/ambush megahealth
- Hipnotic Miscellaneous
- ----------------------
- This will spawn a thing upon being
- used.
-
- The thing that is spawned depends
- upon the value of "spawnfunction".
-
- "spawnclassname" should contain the
- same value as "spawnfunction".
-
- If "spawnfunction" is unspecified
- a random monster is chosen as
- follows:
-
- 50% - dog
- 30% - ogre
- 12% - fiend
- 5% - zombie
- 3% - shambler
-
- The angles, target and all flags
- are passed on Think of it like
- setting up a normal entity.
-
- "spawnsilent" set this to none 0
- if you want a silent spawn.
-
- "spawnmulti" set this to 1 if you
- want this spawn to be reoccuring.
- */
- /*QUAKED func_spawn_small (0 .5 .8) (-16 -16 -24) (16 16 40) big/ambush megahealth
- Hipnotic Miscellaneous
- ----------------------
- This will spawn a thing upon being
- used. same as func_spawn only smaller
-
- The thing that is spawned depends
- upon the value of "spawnfunction".
-
- "spawnclassname" should contain the
- same value as "spawnfunction".
-
- If "spawnfunction" is unspecified
- a random monster is chosen as
- follows:
-
- 50% - dog
- 30% - ogre
- 12% - fiend
- 5% - zombie
- 3% - shambler
-
- The angles, target and all flags
- are passed on Think of it like
- setting up a normal entity.
-
- "spawnsilent" set this to none 0
- if you want a silent spawn.
-
- "spawnmulti" set this to 1 if you
- want this spawn to be reoccuring.
- */
- /*QUAKED func_counter (0 0 0.5) (0 0 0) (32 32 32) TOGGLE LOOP STEP RESET RANDOM FINISHCOUNT START_ON
- Hipnotic Miscellaneous
- ----------------------
- TOGGLE causes the counter to switch
- between an on and off state each
- time the counter is triggered.
-
- LOOP causes the counter to repeat
- infinitly. The count resets to
- zero after reaching the value
- in "count".
-
- STEP causes the counter to only
- increment when triggered.
-
- Effectively, this turns the
- counter into a relay with
- counting abilities.
-
- RESET causes the counter to
- reset to 0 when restarted.
-
- RANDOM causes the counter to
- generate random values in the
- range 1 to "count" at the
- specified interval.
-
- FINISHCOUNT causes the counter
- to continue counting until it
- reaches "count" before shutting
- down even after being set to an
- off state.
-
- START_ON causes the counter to
- be on when the level starts.
-
- "count" specifies how many times
- to repeat the event.
- If LOOP is set, it specifies how
- high to count before reseting to
- zero.
- Default is 10.
-
- "wait" the length of time between
- each trigger event.
- Default is 1 second.
-
- "delay" how much time to wait
- before firing after being
- switched on.
- */
- /*QUAKED func_oncount (0 0 0.5) (0 0 0) (16 16 16)
- Hipnotic Miscellaneous
- ----------------------
- Must be used as the target for
- func_counter.
- When the counter reaches the
- value set by count,
- func_oncount triggers its
- targets.
-
- "count" specifies the value
- to trigger on.
- Default is 1.
-
- "delay" how much time to wait
- before firing after being
- triggered.
- */
- /*QUAKED trigger_damagethreshold (0 .5 .8) ? MULTI_USE INVISIBLE
- Hipnotic Miscellaneous
- ----------------------
- Triggers only when a threshold
- of damage is exceeded.
-
- When used in conjunction
- with func_breakawaywall, allows
- walls that may be destroyed with
- a rocket blast.
-
- MULTI_USE tells the trigger to not
- to remove itself after being fired.
- Allows the trigger to be used multiple
- times.
-
- INVISIBLE tells the trigger to not be
- visible.
-
- "health" specifies how much damage
- must occur before trigger fires.
- Default is 60.
- */
- /*QUAKED trigger_multiple (.5 .5 .5) ? notouch
- Hipnotic Miscellaneous
- ----------------------
- Variable sized repeatable trigger.
-
- Must be targeted at one or more entities.
- If "health" is set, the trigger must be
- killed to activate each time.
- If "delay" is set, the trigger waits
- some time after activating before firing.
- "wait" : Seconds between triggerings.
- (.2 default)
-
- "cnt" how many times it can be
- triggered
- (infinite default)
- If notouch is set, the trigger is
- only fired by other entities, not
- by touching.
-
- NOTOUCH has been obsoleted by
- trigger_relay!
-
- "sounds"
- 1) secret
- 2) beep beep
- 3) large switch
- 4)
-
- "message" to text string
- */
- /*QUAKED trigger_hurt (.5 .5 .5) ?
- Hipnotic Miscellaneous
- ----------------------
- Any object touching this will be
- hurt set dmg to damage amount
- defalt dmg = 5
-
- "cnt" default infinite,
- how many times to trigger
- */
- /*QUAKED trigger_monsterjump (.5 .5 .5) ?
- Hipnotic Miscellaneous
- ----------------------
- 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
-
- "cnt" default infinite, how many
- times to trigger
- */
- /*QUAKED trigger_usekey (0 .5 0) ? USE_GOLD_KEY
- Hipnotic Miscellaneous
- ----------------------
- USE_GOLD_KEY if set use gold key,
- otherwise the silver key
-
- Variable sized single use trigger
- that requires a key to trigger targets.
-
- Must be targeted at one or more entities.
-
- "message" is printed when the
- trigger is touched without having
- the right key.
- */
- /*QUAKED trigger_remove (.5 .5 .5) ? ignoremonsters ignoreplayers
- Hipnotic Miscellaneous
- ----------------------
- IGNOREMONSTERS - ignores monsters if set
- IGNOREPLAYERS - ignores players if set
-
- Variable sized trigger that removes
- the thing that touches it.
-
- Does not affect monsters or players.
- */
- /*QUAKED trigger_setgravity (.5 .5 .5) ?
- Hipnotic Miscellaneous
- ----------------------
- set the gravity of a player
-
- "gravity" what to set the players gravity to
- - 0 (default) normal gravity
- - 1 no gravity
- - 2 almost no gravity
- - ...
- - 101 normal gravity
- - 102 slightly higher than normal gravity
- - ...
- - 1000 very high gravity
- */
- /*QUAKED trigger_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Miscellaneous
- ----------------------
- When triggered, stuffs a command
- into the console to allow map
- designers to set server variables.
-
- "message" is the command to send
- to the console.
- */
- /*QUAKED info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic Miscellaneous
- ----------------------
- Stuffs a command into the console
- to allow map designers to set
- server variables.
-
- "message" is the command to send#
- to the console.
- */
- /*QUAKED trigger_decoy_use (.5 .5 .5) ?
- Hipnotic Miscellaneous
- ----------------------
- only the decoy player can trigger
- this once triggers, all targets
- are used
- */
- /*QUAKED trigger_waterfall (.2 .5 .2) ?
- Hipnotic Miscellaneous
- ----------------------
- Pushes the player in the
- direction specified by angles.
-
- "speed" is the strength of the
- push
- (default 50).
-
- "count" amount of random xy
- movement to add to velocity
- (default 100).
- */
- /*QUAKED func_bobbingwater (0 .5 .8) ?
- Hipnotic Miscellaneous
- ----------------------
-
- Used to emulate water.
- To use, create a thin water brush
- and center it on the water line of
- the body of water to bob.
-
- The amount of the bob is the depth
- of the brush.
-
- "speed" is how long in seconds it
- takes the brush to do one full bob.*/
-
- /*QUAKED ----ROGUE------ (0.8 0.8 0) (-16 -16 -16) (16 16 16)
- Don't use. Dummy entry for
- organizational purposes.
- */
- /*QUAKED buzzsaw (0 .5 .8) (-18 -18 -18) (18 18 18) Vertical
- The buzzsaw trap.
-
- currentammo: amount of damage for
- each contact. (default 10)
-
- speed: speed that it will follow
- it's path. (default 10)
-
- Use the angle buttons to point the
- buzzsaw in the direction it
- should face.
-
- Place on a monster path if you want
- it to move.
-
- If it is targeted, it will wait
- until triggered to activate.
-
- It will not damage players until
- activated.
- */
-
- /*QUAKED dmatch_tag_token (1 1 0) (-16 -16 -16) (16 16 16)
- The deathmatch tag token.
- */
- /*QUAKED dragon_corner (0.5 0.3 0) (-16 -16 -16) (16 16 16)
- Only for use with monster_dragon.
- Use only as transitions between rooms.
- */
- /*QUAKED earthquake (0 1 0) (-8 -8 -8) (8 8 8) Random
- The Earthquake generator.
-
- delay - duration of the tremor
- (default 20)
-
- wait - time between tremors
- (default 60)
-
- weapon - richter scale of movement
- (default 40)
-
- RANDOM affects the times only. It will
- change the randomly between
- 0-n where n is the duration or time
- between.
-
- weapon - if you give a weapon value of
- 40, the X and Y displacement can vary
- between -20 and +20, a range of 40.
- */
- /*QUAKED func_ctf_wall (0 .5 .8) ?
- This is just a solid wall if not
- inhibitted
- Only appears in CTF teamplay
- */
- /*QUAKED func_elvtr_button (0 .5 .8) ? ELVTR_DOWN
- ELEVATOR BUTTON ONLY!
-
- ELVTR_DOWN causes this to be a DOWN
- button.
- Default is UP.
-
- 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.
-
- "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
-
- "sounds"
- 0) steam metal
- 1) wooden clunk
- 2) metallic click
- 3) in-out
- */
- /*QUAKED func_new_plat (0 .5 .8) ? DN_N_WAIT PLT_TOGGLE ELEVATOR START_AT_TOP PLAT2 P2_BOTTOM
-
- DN_N_WAIT is a plat that starts at the
- top and when triggered, goes down,
- waits, then comes back up.
-
- health - number of seconds to wait
- (default 5)
-
- --------------
- PLT_TOGGLE is a plat that will change
- between the top and bottom each time
- it is triggered.
-
- --------------
- ELEVATOR is an elevator plat. You can
- have as many levels as you want but
- they must be all the same distance away.
- Use elevator button entity as the trigger.
-
- cnt is the number of floors
- height is the distance between floors
-
- START_AT_TOP is an optional flag for
- elevators. It just tells the elevator
- that it's position is the top floor.
- (Default is the bottom floor) USE THIS
- ONLY WITH ELEVATORS!
-
- --------------
- PLAT2 is a fixed version of the
- original plat. If you want the plat to
- start at the bottom and move to the
- top on demand, use a negative height.
- That will tell Quake to lower the plat
- at spawn time. Always place this plat
- type in the top position when making
- the map. This will ensure correct
- lighting, hopefully. If a plat2 is the
- target of a trigger, it will be
- disabled until it has been triggered.
-
- Delay is the wait before the plat
- returns to original position.
-
- If you don't want to bother figuring
- out the height, don't put a value in
- the height
-
- delay default 3
- speed default 150
- cnt default 2
-
- P2_BOTTOM is an optional switch to
- have an auto-sized plat2 start at the
- bottom.
- --------------
- 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.
-
- If the "height" key is set, that will
- determine the amount the plat moves,
- instead of being implicitly determined
- by the model's height.
-
- Set "sounds" to one of the following:
- 1) base fast
- 2) chain slow
- */
- /*QUAKED info_overlord_destination (.5 .5 .5) (-8 -8 -8) (8 8 32)
- This is the destination marker for the
- overlord.
-
- It does not require any other fields
- filled in.
- */
- /*QUAKED item_lava_spikes (0 .5 .8) (0 0 0) (32 32 32) big
- Small box is 25, Big box is 50.
- */
- /*QUAKED item_multi_rockets (0 .5 .8) (0 0 0) (32 32 32) big
- Small box is 5, Big box is 10.
- */
- /*QUAKED item_plasma (0 .5 .8) (0 0 0) (32 32 32) big
- Small box is 6, Big box is 12.
- */
- /*QUAKED item_powerup_belt (0 .5 .8) (-16 -16 -24) (16 16 32)
- The anti-grav belt
- */
- /*QUAKED item_powerup_shield (0 .5 .8) (-16 -16 -24) (16 16 32)
- The shield upgrade
- */
- /*QUAKED item_random_powerup (0 .5 .8) (-16 -16 -24) (16 16 32)
- The Random Box!
-
- Contains a random powerup.
- */
- /*QUAKED item_sphere (0 0 1) (-8 -8 -8) (8 8 8) ?
- The Vengeance Sphere. DEATHMATCH ONLY.
- */
- /*QUAKED item_time_core (1 0 0) (-8 -8 -8) (8 8 8)
- */
- /*QUAKED item_time_machine (1 1 0) (-64 -64 -144) (64 64 0)
- */
- /*QUAKED light_candle (0 .5 0) (-4 -4 -10) (4 4 10)
- Candle
-
- Default light value is 200
- Default style is 0
- */
- /*QUAKED light_lantern (0 .5 0) (-10 -10 -20) (10 10 20)
- Light-emitting lantern.
-
- Default light value is 200
- Default style is 0
- */
- /*QUAKED ltrail_start (0 1 0) (-8 -8 -8) (8 8 8) LT_TOGGLE
- Starting point of a lightning trail.
-
- Set currentammo to amount of damage
- you want the lightning to do.
- Default is 25.
-
- Set frags to amount of time before
- next item is triggered.
- Default is 0.3 seconds.
-
- Set weapon to amount of time to be
- firing the lightning.
- Default is 0.3 seconds.
-
- Set the LT_TOGGLE checkbox if you want
- the lightning shooter to continuously
- fire until triggered again.
- */
- /*QUAKED ltrail_relay (0 1 0) (-8 -8 -8) (8 8 8)
- Relay point of a lightning trail.
-
- Set currentammo to amount of damage
- you want the lightning to do.
- Default is 25.
-
- Set frags to amount of time before
- next item is triggered.
- Default is 0.3 seconds.
-
- Set weapon to amount of time to be
- firing the lightning.
- Default is 0.3 seconds.
- */
- /*QUAKED ltrail_end (0 1 0) (-8 -8 -8) (8 8 8)
- Ending point of a lightning trail.
-
- Does not fire any lightning.
-
- Set frags to amount of time before
- next item is triggered.
- Default is 0.3 seconds.
- */
- /*QUAKED monster_dragon (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- */
- /*QUAKED monster_eel (1 0 0) (-16 -16 -24) (16 16 32) Ambush
- */
- /*QUAKED monster_lava_man (1 0 0) (-32 -32 -24) (32 32 64) Ambush Sleeping
- */
- /*QUAKED monster_morph (1 0 0) (-16 -16 -24) (16 16 32) Ambush Aztec Egyptian Greek
- The morphing monster.
-
- Select the look of the monster (Aztec,
- Greek,Egyptian).
-
- If the monster has a targetname
- (triggered by something) he will rise
- up out of the floor when triggered.
- */
- /*QUAKED monster_mummy (1 0 0) (-16 -16 -24) (16 16 32) Ambush Lying Stronger
-
- Lying - mummy will start lying down,
- and stand when player spotted.
- Stronger - mummy starts with 1000
- hitpoints, rather than 500.
- */
- /*QUAKED monster_sword (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- The Invisible Swordsman
-
- delay - seconds after first sighting
- before it attacks (default 10)
- */
- /*QUAKED monster_super_wrath (1 0 0) (-16 -16 -24) (16 16 32) Ambush BossMode
- The super wrath (Overlord).
-
- BossMode enables the superwrath's
- powershield and the random teleporting.
- */
- /*QUAKED monster_wrath (1 0 0) (-16 -16 -24) (16 16 32) Ambush
- */
-
- /*QUAKED pendulum (0 .5 .8) (-8 -24 -100) (8 24 100) PEND_X PEND_Y PEND_TRG
- The Pendulum
-
- Values:
-
- delay - amount of time (in seconds)
- before starting swinging. default 1.
-
- currentammo - amount of damage for
- each contact. default 5.
-
- Directional Flags: Pendulum swings
- perpendicular to it's angle. (eg. A
- pendulum facing east will swing
- north/south).
-
- Default: PEND_Y
-
- The pendulum angle is set
- automatically depending on the PEND_
- choice.
-
- PEND_X - a pendulum hanging from the
- ceiling swinging parallel to the X axis.
- PEND_Y - a pendulum hanging from the
- ceiling swinging parallel to the Y axis.
-
- PEND_TRG - the pendulum must be
- triggered to start swinging. The delay
- value still affects the pendulum.
- */
- /*QUAKED rubble_generator (1 1 0) (-8 -8 -8) (8 8 8) LavaRock Active
- Rubble Generator - cave colored rock
- chunks flung at the target.
-
- Triggering the generator will turn it off and on.
-
- LavaRock - a lava rock texture, based
- on rich's pumice
-
- Active - start the generator immediately.
-
- delay - time between rubble pieces
- (Default 5 sec)
- */
- /*QUAKED trigger_earthquake (.5 .5 .5) ?
- The Earthquake generator.
-
- Anytime a person is in an active
- field, they shake. If the trigger is a
- target, it will be OFF until triggered.
- It will then toggle between ON and OFF.
-
- weapon - richter scale of movement
- (default 40)
-
- weapon - if you give a weapon value of
- 40, the X and Y displacement
- can vary between -20 and +20, a range of 40.
- */
- /*QUAKED trigger_earthquake_kill (.5 .5 .5) ?
- Trigger to kill the level-wide earthquake.
- */
- /*QUAKED trigger_explosion (.5 .5 .5) ?
- Variable sized repeatable trigger.
- Must be targeted at one or more entities.
-
- Only set off when killed, and is only
- damaged by T_RadiusDamage.
-
- health: amount of damage needed to set
- off trigger.
- */
-