home *** CD-ROM | disk | FTP | other *** search
- /*QUAKED ambient_rain (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Use this for the rain sound
- */
- /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- A random thunder clap
- */
- /*QUAKED exploding_wall (0 .5 .8) (-16 -16 0) (16 16 32)
- When the exploding wall is shot,
- it "gibs" into rubble.
-
- "target" all entities with a
- matching targetname will be used
- when killed.
- "targetname" , the wall will
- explode when triggered.
- "health" the amount of damage
- needed to destroy the wall - default "100"
- */
- /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER PLAT_TOGGLE
- 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.
-
- PLAT_TOGGLE (Zerstorer) - will force the
- platform to be triggered to move between
- states.
-
- 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_rain (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- ambient rain effect
- */
- /*QUAKED func_train (0 .5 .8) ? TRAIN_TOUCH TRAIN_TELEPORTER
- 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.
-
- Zerstorer:
- TRAIN_TOUCH(1) will cause the train to
- hurt the player on touch.
- TRAIN_TELEPORTER(2) will make a teleporter
- out of the train. If you want to target a
- specific destination, use the "netname"
- field to target it. Or, if you want to use
- random teleport destinations, you MUST USE
- a "spawnflags" of "6" on the func_train.
- This will make it a random teleporter.
-
- Keys:
- "speed"
- moving speed, default is 100
- "dmg"
- damage, default is 2
- "sounds"
- 1 = ratchet metal
- (additional sounds - Zerstorer)
- 2) stone
- 3) base
- 4) stone chain
- 5) screechy metal
-
- */
- /*QUAKED info_teleport_random (.5 .5 .5) (-8 -8 -8) (8 8 32)
- This is a random destination
- marker for a RANDOM teleporter.
- */
- /*QUAKED item_armor4 (0 .5 .8) (-16 -16 0) (16 16 32)
- Courage armor
- */
- /*QUAKED item_bloodcube (0 .5 .8) (-16 -16 -24) (16 16 32)
- New powerup!
-
- Cube floats above players'
- head and attacks monsters.
-
- Will feed on players' blood
- if not killing monsters.
- */
- /*QUAKED item_tree (0 .5 .8) (-16 -16 0) (16 16 32)
- A tree!
- */
- /*QUAKED item_wings (0 .5 .8) (-16 -16 -24) (16 16 32)
- Gives the player limited flying ability
- */
- /*QUAKED item_zerlogo (0 .5 .8) (-16 -16 0) (16 16 32)
- Displays a twirling Zerstoerer logo
- */
- /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) NOTHING GIB_FOUNTAIN
- Lava Balls and Gib Fountain.
-
- "speed" field for vertical velocity.
- */
- /*QUAKED misc_particle_stream (0 .5 .8) (-8 -8 -8) (8 8 8)
- A particle stream!
-
- It appears when triggered.
- This entity is one end of the
- stream, target another entity
- as the other end-point.
-
- I used the info_notnull, but you
- should be able to target anything
- (like monsters).
-
- "target" This entities origin is
- the end-point of the stream
- "dmg" 1st Color - Use if you want
- a single color stream
- "cnt" 2nd Color - Mixes particles of
- both colors
- "noise" Sound to play when triggered
- */
- /*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
-
- NOTE: For Zerstorer 'ambush' is
- 'ambush/sleeping' - the sleeping zombie
- mod.
- */
- /*QUAKED play_sound_triggered (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) toggle
- Hipnotic/Zerstorer 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/Zerstorer 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 trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT RANDOM STEALTH
- 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
- "random" (Zerstorer)
- sent to a random desination
- (info_teleport_random). Must set
- "count" flag to number of
- info_teleport_random in map.
- "stealth" (Zerstorer
- eliminates the particle flash
- and noise when an entity is
- teleported
- */
- /*QUAKED trigger_cvarset (.5 .5 .5) (-8 -8 -8) (8 8 32)
- You can set any CVAR in a cutscene
- with this trigger. Put the CVAR
- name in "netname", the value in
- "message", and the ORIGINAL value
- in "script". Useful CVAR's are
- sv_gravity, sv_friction, fov, and
- v_idlescale.
- */
- /*QUAKED trigger_gravity (.5 .5 .5) (-8 -8 -8) (8 8 32)
- This will change the gravity for
- objects that are inside it.
- Put the value to change gravity
- to in the "gravity" field. Ziggurat
- Vertigo used '100' for its low gravity.
- */
- /*QUAKED trigger_quake (.5 .5 .5) (-8 -8 -8) (8 8 32)
- Starts an earthquake. Players
- view will shake for amount of
- time you put in "wait". Place
- the richter scale of the quake
- in the "dmg" field. It will
- also trigger all targets like
- a 'trigger_once'.
- */
- /*QUAKED trigger_multiple (0.5 0.0 0.5) ? notouch triggered
- Variable sized repeatable trigger.
- Must be targeted at one or more
- entities.
-
- Flags:
- "notouch"
- only triggered by other entities, not
- by touching
-
- "triggered" (Zerstorer)
- causes the trigger to be inactive until
- it is triggered by another entity
-
- 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 weapon_chainlightning (0 .5 .8) (-16 -16 0) (16 16 32)
- Chain lightning gun
- */
- /*QUAKED weapon_chainsaw (0 .5 .8) (-16 -16 0) (16 16 32)
- Chainsaw!
- */
- /*QUAKED weapon_stunner (0 .5 .8) (-16 -16 0) (16 16 32)
- ScREw Cannon
- */
-