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- QQRKSRC1
- // This file has been written by QuArK QuArK 6.5 alpha
- // It's the text version of file: Data6DX.qrk
-
- {
- QuArKProtected = "1"
- Description = "Base 6DX data"
- 6DX setup.qctx =
- {
- Game = "6DX"
- SFSkills = '256 512 1024 2048 4096'
- HTML = "help\index.html"
- TexFlagsTransparent = '16 0.66670 32 0.33330'
- TextureFlags:form =
- {
- Style = "5"
- Reset: =
- {
- Cap = "Reset to default"
- Typ = "B"
- Hint = "Reset all flags to the texture's default"
- Delete: =
- {
- Flags = ""
- Contents = ""
- Value = ""
- }
- }
- Sep: =
- {
- Typ = "S"
- }
- Flags: =
- {
- Txt = "Face"
- Cap = "LIGHT"
- Typ = "X1"
- Hint = "The associated value field contains the amount of light emitte"
- "d from this face."
- }
- Flags: =
- {
- Cap = "LIGHTMAP"
- Typ = "X8"
- Hint = "Apply lighting to this face. If you set the worldspawn spawnfl"
- "ags ALLLIGHTMAPS or NOLIGHTMAPS this flag will have no effect."
- }
- Flags: =
- {
- Cap = "TRANS66"
- Typ = "X32"
- Hint = "Make this face 2/3s transparent if TGA or DDS file. Is drawn u"
- "sing color as alpha (white is transparent) is PCX or BMP. Good for w"
- "ater."
- }
- Flags: =
- {
- Cap = "NODRAW"
- Typ = "X128"
- Hint = "Don't draw this face. We simply skip it. Be warned; if you let"
- " the player look inside a brush this way then we will look out the o"
- "ther faces too, since due to speed inner sides are not drawn. This f"
- "lag is best for making fully invisible brushes that still can block "
- "players or for speeding up rendering by hiding brush faces that cann"
- "ot be shown anyway, such as the bottom face of floor brushes for flo"
- "or the camera cannot get under. Also; if you are having problems wit"
- "h z-fighting (i.e. shimmering flickering on surfaces) then setting t"
- "his flag for one of them will prevent this."
- }
- Flags: =
- {
- Cap = "PORTAL"
- Typ = "X512"
- Hint = "Mark this portal as a portal to another sector."
- }
- Sep: =
- {
- Typ = "S"
- }
- Value: =
- {
- Txt = "Value"
- Typ = "E"
- Hint = "If LIGHT is set then this is the light intensity."
- }
- }
- }
- NewMap:incl =
- {
- Game = "6DX"
- Root = "worldspawn:b"
- worldspawn:b =
- {
- spawnflags = "2"
- func_group:b =
- {
- minlight = "0.3 0.3 0.3"
- East wall:p =
- {
- west:f =
- {
- v = '256 0 272 256 -128 272 256 0 400'
- }
- east:f =
- {
- v = '272 0 272 272 128 272 272 0 400'
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- }
- down:f =
- {
- v = '432 0 -96 560 0 -96 432 -128 -96'
- }
- up:f =
- {
- v = '432 0 96 560 0 96 432 128 96'
- }
- }
- West wall:p =
- {
- west:f =
- {
- v = '-272 0 272 -272 -128 272 -272 0 400'
- }
- east:f =
- {
- v = '-256 0 272 -256 128 272 -256 0 400'
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- }
- down:f =
- {
- v = '432 0 -96 560 0 -96 432 -128 -96'
- }
- up:f =
- {
- v = '432 0 96 560 0 96 432 128 96'
- }
- }
- North wall:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- }
- south:f =
- {
- v = '432 192 272 560 192 272 432 192 400'
- }
- north:f =
- {
- v = '432 208 272 304 208 272 432 208 400'
- }
- down:f =
- {
- v = '432 0 -96 560 0 -96 432 -128 -96'
- }
- up:f =
- {
- v = '432 0 96 560 0 96 432 128 96'
- }
- }
- South wall:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- }
- south:f =
- {
- v = '432 -208 272 560 -208 272 432 -208 400'
- }
- north:f =
- {
- v = '432 -192 272 304 -192 272 432 -192 400'
- }
- down:f =
- {
- v = '432 0 -96 560 0 -96 432 -128 -96'
- }
- up:f =
- {
- v = '432 0 96 560 0 96 432 128 96'
- }
- }
- Sky:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- }
- down:f =
- {
- v = '432 0 96 560 0 96 432 -128 96'
- }
- up:f =
- {
- v = '432 0 112 560 0 112 432 128 112'
- }
- }
- Floor:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- }
- down:f =
- {
- v = '432 0 -112 560 0 -112 432 -128 -112'
- }
- up:f =
- {
- v = '432 0 -96 560 0 -96 432 128 -96'
- }
- }
- }
- }
- }
- Textures.qtx =
- {
- Toolbox = "Texture Browser..."
- Root = "6DX Textures.qtxfolder"
- 6DX Textures.qtxfolder =
- {
- Base.osfolder =
- {
- path = "Base"
- }
- }
- }
- NewMapItems.qtx =
- {
- ToolBox = "New Entities..."
- Root = "6DX Entities.qtxfolder"
- 6DX Entities.qtxfolder =
- {
- 6dx_cross_entity:e =
- {
- width = "128"
- ;desc = "A sprite constructed from a number of crossing sprites. Typic"
- "ally used for trees & bushes"
- }
- 6dx_mdl:e =
- {
- MDL = "model.md2"
- ;desc = "A MD2 Actor/Model. MD3 actor/models cannot be added as an ent"
- "ity."
- }
- 6dx_particles:e =
- {
- ;desc = "A simple particle generator"
- }
- entity_custom:e =
- {
- ;desc = "A sample custom entity."
- }
- func_button:b =
- {
- ;desc = "A button you can push to trigger something."
- }
- func_door:b =
- {
- ;desc = "A door that slides to open"
- }
- func_door_rotating:b =
- {
- ;desc = "A door that swings to open"
- }
- func_group:b =
- {
- minlight = "0 0 0"
- ;desc = "Defines map hierarchy."
- }
- func_portal:b =
- {
- ;desc = "Represent a portal brush."
- }
- func_plat:b =
- {
- ;desc = "Moves brush up and then down"
- }
- func_rotating:b =
- {
- ;desc = "Permanently rotating brushes"
- }
- func_train:b =
- {
- ;desc = "A brush that moves by using waypoints (path_corners)"
- }
- func_wall:b =
- {
- ;desc = "A brush that can be turned on/off"
- }
- info_player_start:e =
- {
- ;desc = "The normal starting point for a level."
- }
- light:e =
- {
- ;desc = "Light-source with no model"
- }
- lstart:e =
- {
- ;desc = "A starting point for a 3D line"
- }
- lend:e =
- {
- ;desc = "A end point for a 3D line. Link 'start' to 'number' of lstart"
- " (or another lend)"
- }
- path_corner:e =
- {
- ;desc = "Path point for func_train or for actor auto moving"
- }
- trigger_multiple:b =
- {
- ;desc = "A repeatable trigger. The same as trigger_once"
- }
- trigger_once:b =
- {
- ;desc = "A repeatable trigger. The same as trigger_multiple"
- }
- }
- Entity forms.qctx =
- {
- 6dx_cross_entity:form =
- {
- Help = "A sprite that can be crossed by itself multiple times."
- origin: =
- {
- Txt = "&"
- Hint = "The position where the cross entity is placed."
- }
- bitmap: =
- {
- Txt = "&"
- Hint = "The bitmap (BMP, PCX or TGA file) used for the entity."
- }
- width: =
- {
- Txt = "&"
- Hint = "The width in world space of the entity."
- }
- height: =
- {
- Txt = "&"
- Hint = "The height in world space of the entity."
- }
- tiles_across: =
- {
- Txt = "&"
- Hint = "The number of tiles across the bitmap will be split into."
- }
- tiles_down: =
- {
- Txt = "&"
- Hint = "The number of tiles down the bitmap will be split into."
- }
- planecount: =
- {
- Txt = "&"
- Hint = "The number of planes this cross entity consists of. Remember"
- " to set the USES-PLANECOUT spawnflag."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "When targets with this name is activated the cross entity is"
- " toggled on/off."
- }
- target : =
- {
- Txt = "&"
- Hint = "When this entity is triggered (only from program) the specif"
- "ied target will be activated."
- }
- corona : =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this cross entity. Th"
- "e default is 0, which means that no corona is shown."
- }
- spawnflags: =
- {
- Txt = "&"
- Hint = "The style of this entity. If spawnflags is 0 a single sprite"
- " is shown that is turned to camera no matter the value of planecou"
- "nt. If a flag is set planecount is used and the sprite no longer t"
- "urns towards the camera. It is colorkeyed"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "COLORKEYED"
- Hint = "If the pixel has the color magenta (r=255,g=0,b=255) then it"
- " will be fully transparent. If it has another color it will be sho"
- "wn fully non-transparent."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "ALPHAONLY"
- Hint = "Turn the pixel white."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "When this entity is activated the OnActorTrigger event is ca"
- "lled."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "HALFALPHA"
- Hint = "Reduce the transparency to half."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "DOUBLEALPHA"
- Hint = "Double the transparency."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "INVERTALPHA"
- Hint = "Invert the transparency, i.e. make the previously very trans"
- "parent things opaque and visa versa."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "FILLBLACK"
- Hint = "Turn the pixel black."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X512"
- Cap = "TOGGLE"
- Hint = "When this entity is activated it will turn the entity on/off"
- "."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1024"
- Cap = "ONLYONCE"
- Hint = "If TOGGLE is set this entity can be turned on/off as long as"
- " it is activated. By setting this flag only one activation can hap"
- "pen."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2048"
- Cap = "START_ON"
- Hint = "Set this flag to make cross_entities show by default."
- }
- }
- 6dx_mdl:form =
- {
- Help = "A actor using an MD2 model"
- bbox = '-24 -24 -32 24 24 32 1'
- origin: =
- {
- Txt = "&"
- Hint = "The starting position of the actor."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The identifier of this actor. You can use this to recoginize"
- " the actor at run-time or to activate it."
- }
- target: =
- {
- Txt = "&"
- Hint = "The actor will run to the path_corner with this target name."
- }
- MDL: =
- {
- Txt = "&"
- Hint = "The *.MD2 file that this actor/model will use."
- }
- defaultanim: =
- {
- Text = "&"
- Hint = "The number of the animation to be used initially for this ac"
- "tor. If this is not set it will use animation 0."
- }
- waitanim: =
- {
- Text = "&"
- Hint = "Is a rollover animation. Is used when the default anim is co"
- "mplete. If this is not set the default animation will just loop."
- }
- corona: =
- {
- Text = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the actor."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "HIDDEN"
- Hint = "Set to true to avoid rendering this actor. You can show it l"
- "ater via your program."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "BLOCKING"
- Hint = "if checked it blocks movement"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SENDEVENT"
- Hint = "Triggers an event when walked over (non-blocking only)"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "NOGRAVITY"
- Hint = "Set this flag to avoid having the built-in physics engine ap"
- "ply gravity to this actor when moved using clipping movement metho"
- "ds (i.e. movement methods that detects whether a wall was hit)."
- }
- }
- 6dx_particles:form =
- {
- Help = "A simple particle generator."
- count: =
- {
- Txt = "&"
- Hint = "The number of particles shown at the time. I.e. a low number"
- " gives a lower particles density. We warned that very high values "
- "require more processor power of the computer and may lower the fra"
- "me rate. Default: 10."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed of upward movement that the particle has. use a ne"
- "gative value of downward movement. Use particles in your programs "
- "if you need horizontal movement. Default: 1"
- }
- size: =
- {
- Txt = "&"
- Hint = "The size in texture pixels that each particle image will hav"
- "e in the the world. Default: 1"
- }
- size_add: =
- {
- Txt = "&"
- Hint = "The change in size the particles have each second. A negativ"
- "e value makes the particles smaller, while a positive value makes "
- "the larger. Default: 0"
- }
- trans: =
- {
- Txt = "&"
- Hint = "The starting alpha value of the particle. A value of 1.0 is "
- "as it is in the loaded image and 0.0 is invisible. Default: 1"
- }
- trans_add: =
- {
- Txt = "&"
- Hint = "The change applied to the transparency each second. Use a ne"
- "gative value to make the particles transparent with time or a posi"
- "tive value to make the opaque with time. Default: 0"
- }
- gravity: =
- {
- Txt = "&"
- Hint = "The gravity applied to the particles when they move. A posit"
- "ive values acts upward while a negative value pull them down. Defa"
- "ult: 2"
- }
- divergence: =
- {
- Txt = "&"
- Hint = "The amount of spread. A random number (0-1) is multiplied wi"
- "th the movement vector and the divergence to give the final moveme"
- "nt vector of the particle. A low value (near 0) sends out particle"
- "s in a straight line while a high value makes more explosion like "
- "effects where the particles are spread in all directions. Default:"
- " 1"
- }
- bitmap: =
- {
- Txt = "&"
- Hint = "The name of bitmap file to be used for the particles. You ca"
- "nnot set texture load flags; these are always 0."
- }
- target: =
- {
- Txt = "&"
- Hint = "When this entity is triggered (happens only programmatically"
- ") all entities with this name as their targetname is activated."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "This is the identifier of this entity. When activated the pa"
- "rticle generator will be toggles on/off."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SENDEVENT"
- Hint = "When this entity is activated it will call the OnActorTrigge"
- "r event. This happens even if TOGGLE is not set."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X512"
- Cap = "TOGGLE"
- Hint = "When this entity is activated it will turn the entity on/off"
- ". Otherwise activation has no effect."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1024"
- Cap = "ONLYONCE"
- Hint = "If toggle is set, then by setting this flag only one activat"
- "ion can happen."
- }
- }
- entity_custom:form =
- {
- Help = "An example entity whose keys and values can be read from 6DX O"
- "nEntity. See the general information about entities for more info."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this custom entity."
- }
- }
- func_button:form =
- {
- Help = "A button that is activated when the player/an actor touches it"
- ". It is almost identical to func_door."
- angle: =
- {
- Txt = "&"
- Hint = "Specifies the yaw of the opening direction of the door. Of s"
- "pecial values is: -2 is down. -1 is up. Default value is 0. Note t"
- "hat the yaw will be rounded of the nearest 90 degrees and the move"
- "ment made in that direction."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which this button is pressed/depressed (100 i"
- "s default)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "The amount of the door that is overlapped in open and closed"
- " state. A lip of zero moves the door such that it exactly moves on"
- "e length of itself. A lip at the length of the door will not make "
- "the door move when opened. Typical values are a fifths of the door"
- " width. The default is 8."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Time before a door closes after it has been opened. Is defin"
- "ed in seconds. The default value is 1 second."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this button. When the button is act"
- "ivated, it opens, remain open for the during of wait, and then clo"
- "ses again (unless flags are set that changes this behavior)."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this door when it is used as trigger. This is "
- "not fired automatically, so if you want to use the door as a trigg"
- "er you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- minlight: =
- {
- Txt = "&"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- minlight: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "The door/button starts in open position."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the door/button is activated. This will allow the programmer"
- " to cancel the activation before the door moves."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "TOGGLE"
- Hint = "The door/button does not go back to the original position au"
- "tomatically but activating it again will close it. Activations wil"
- "l toggle it on/off."
- }
- }
- func_door:form =
- {
- Help = "A sliding door that is activated when the player/an actor touc"
- "hes it. It is almost identical to func_button."
- angle: =
- {
- Txt = "&"
- Hint = "Specifies the yaw of the opening direction of the door. Of s"
- "pecial values is: -2 is down. -1 is up. Default value is 0. Note t"
- "hat the yaw will be rounded of the nearest 90 degrees and the move"
- "ment made in that direction."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which this button is pressed/depressed (40 is"
- " default)."
- }
- lip: =
- {
- Txt = "&"
- Hint = "The amount of the door that is overlapped in open and closed"
- " state. A lip of zero moves the door such that it exactly moves on"
- "e length of itself. A lip at the length of the door will not make "
- "the door move when opened. Typical values are a fifths of the door"
- " width. The default is 8."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Time before a door closes after it has been opened. Is defin"
- "ed in seconds. The default value is 3 seconds."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this button. When the button is act"
- "ivated, it opens, remain open for the during of wait, and then clo"
- "ses again (unless flags are set that changes this behavior)."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this door when it is used as trigger. This is "
- "not fired automatically, so if you want to use the door as a trigg"
- "er you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- minlight: =
- {
- Txt = "&"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "The door/button starts in open position."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the door/button is activated. This will allow the programmer"
- " to cancel the activation before the door moves."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "TOGGLE"
- Hint = "The door/button does not go back to the original position au"
- "tomatically but activating it again will close it. Activations wil"
- "l toggle it on/off."
- }
- }
- func_door_rotating:form =
- {
- Help = "A door that rotates counter-clockwise along the z-axis and bac"
- "k again."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity and the center of rotation."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which the func_door_rotating revolves. The de"
- "fault value is 10."
- }
- distance: =
- {
- Txt = "&"
- Hint = "The amount if degrees the entity should turn."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Time before a func_door_rotating can be activated again afte"
- "r just being activated."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_door_rotating."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this func_door_rotating when it is used as tri"
- "gger. This is not fired automatically, so if you want to use the d"
- "oor as a trigger you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- minlight: =
- {
- Txt = "&"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- minlight: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OPEN"
- Hint = "The door starts in open position."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "REVERSE"
- Hint = "The direction the door is opened is reversed."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the func_door_rotating is activated. This will allow the pro"
- "grammer to cancel the activation before the entity moves."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "TOGGLE"
- Hint = "The door does not go back to the original position automatic"
- "ally but activating it again will close it. Activations will toggl"
- "e it open/closed."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X64"
- Cap = "ROTATE_X"
- Hint = "Instead of revolving around the Z axis it revolves around th"
- "e X axis."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X128"
- Cap = "ROTATE_Y"
- Hint = "Instead of revolving around the Z axis it revolves around th"
- "e Y axis."
- }
- }
- func_group:form =
- {
- Help = "A func_group is a grouping entity. As the only entity (except "
- "worldspawn of course) this entity may contain other entities as its "
- "brushes."
- minlight: =
- {
- Txt = "&"
- Hint = "minimum light color for this group"
- }
- minlight: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "minimum light color for this group"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_door_rotating."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "INVISIBLE"
- Hint = "Make the brushes within this group invisible. A good alterna"
- "tive for making a lot of nodraw surfaces."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "INTANGIBLE"
- Hint = "Make the brushes insubstantial. This makes the brushes faste"
- "r since there is no need to do collision detection or trigger dete"
- "ction."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "TRIGGER"
- Hint = "Like INSUBSTANTIAL above, but includes checks for triggers."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "VISTRIGGER"
- Hint = "Makes trigger_once and trigger_multiple entities visible alt"
- "hough they are normally invisible. Can be good for testing purpose"
- "s."
- }
- }
- func_plat:form =
- {
- Help = "func_plat is very similar to func_door and func_button entitie"
- "s. Its purpose is to act as a lift."
- height: =
- {
- Txt = "&"
- Hint = "The amount of world units that the lift will move up. After "
- "moving up it will continue in the same direction like when the fun"
- "c_door is activated. Use the lip attribute to specify how much mor"
- "e it should be moved. The default value is 0, meaning that the lif"
- "t acts as a func_door that moves up. A negative height value can b"
- "e used to make lifts that goes down."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which the func_plat moves when it up and down"
- ". Default value is 100."
- }
- lip: =
- {
- Txt = "&"
- Hint = "The amount of the brush that is overlapped in open and close"
- "d state. A lip of zero (and height of 0) moves the brush such that"
- " it exactly moves one length of itself. A lip at the length of the"
- " door will not make the door move when opened. Typical values are "
- "a fifths of the door width. The default is 8."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Time before a lift goes back after going up/down. Is defined"
- " in seconds. The default value is 3 seconds."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_plat. When the func_plat "
- "is activated, it moves, stops for the duration of wait, and then m"
- "oves back again (unless flags are set that changes this behavior)."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this func_plat when it is used as trigger. Thi"
- "s is not fired automatically, so if you want to use the door as a "
- "trigger you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- minlight: =
- {
- Txt = "&"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- minlight: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the func_plat is activated. This will allow the programmer t"
- "o cancel the activation before the entity moves."
- }
- }
- func_portal:form =
- {
- Help = "Used to make a make a portal to another top-level func_group. "
- "See the documentation for more info."
- target: =
- {
- Txt = "&"
- Hint = "The top-level func_group that this portal leads to."
- }
- }
- func_rotating:form =
- {
- Help = "The func_rotating entity is an entity that while active rotate"
- "s around the entity origin. Unless any flags are set it will revolve"
- " around the z axis."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity and the center of rotation."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which the func_rotating revolves. The default"
- " value is 10."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Time before a func_rotating can be activated again after jus"
- "t being activated."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_rotating."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this func_rotating when it is used as trigger."
- " This is not fired automatically, so if you want to use the door a"
- "s a trigger you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- minlight: =
- {
- Txt = "&"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- minlight: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "Specifies an ambient light emitted from the entity that ligh"
- "ts up only the entity."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "By default the func_rotating is not started. By setting this"
- " flag it is."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the func_rotating is activated. This will allow the programm"
- "er to cancel the activation before the entity moves."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "ROTATE_X"
- Hint = "The func_rotating revolves around the x-axis."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "ROTATE_Y"
- Hint = "The func_rotating rovolves around the y-axis."
- }
- }
- func_train:form =
- {
- Help = "A moving platform that the camera can ride. It follows path_co"
- "rner series. The brush will never rotate."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity."
- }
- speed: =
- {
- Txt = "&"
- Hint = "The speed with which the train moves. Default 100"
- }
- wait: =
- {
- Txt = "&"
- Hint = "The the time in seconds the func_train wait from arriving to"
- " a path_corner until it moves on. The default is 0."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_train."
- }
- target: =
- {
- Txt = "&"
- Hint = "The target of this func_train when it is used as trigger. Th"
- "is is not fired automatically, so if you want to use the door as a"
- " trigger you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "The train will immediately move towards the first path_corne"
- "r. If this is off it needs to be activated."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "TOGGLE"
- Hint = "Normally a func_train keeps moving until it runs out of path"
- "_corners (if ever). If you set this flag you must activate it at e"
- "very path_corner to get to move on."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the func_train is activated. This will allow the programmer "
- "to cancel the activation before the entity moves."
- }
- }
- func_wall:form =
- {
- Help = "This is a brush that can be turned on/off."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity."
- }
- wait: =
- {
- Txt = "&"
- Hint = "The the time in seconds the func_wait waits between being to"
- "ggled on/off."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The string identifier of this func_wall."
- }
- target: =
- {
- Txt = "&"
- Hint = " The target of this func_wall when it is used as trigger. Th"
- "is is not fired automatically, so if you want to use the door as a"
- " trigger you must call dxx_activatetargets() yourself."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_ON"
- Hint = "Normally the func_train remains placed at the start position"
- " until activated. If this flag is set it will immediately move tow"
- "ards the path_corner in its target."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "An OnActorTrigger trigger event is sent when this flag is se"
- "t and the func_train is activated. This will allow the programmer "
- "to cancel the activation before the entity moves."
- }
- }
- info_player_start:form =
- {
- Help = "The player starting point for a level. Only include one on eac"
- "h map."
- bbox = '-16 -16 -24 16 16 32 1'
- origin: =
- {
- Txt = "&"
- Hint = "The position where the player starts on this map."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown."
- }
- }
- light:form =
- {
- Help = "Point light-source with no model."
- bbox = '-8 -8 -8 8 8 8 1'
- origin: =
- {
- Txt = "&"
- Hint = "The position where the light is on this map."
- }
- light: =
- {
- Txt = "&"
- Hint = "The strength of the light. The default value is 300"
- }
- style: =
- {
- Txt = "&"
- Hint = "Set the style of light. This allows the light to be animated"
- ". Several styles exist: 0. Default. Steady. 1. Subtle flicker 2. s"
- "trong slow pulse 3. Candle 4. Strobe 5. Light pulse 6. Light flick"
- "er 7. Candle 2 8. Candle 3 9. Slow strobe 10. Flourescent bult. Al"
- "l styles consist of 50 frames of animation that are run at 20 fram"
- "es/second. The speed of this animation follow the physics engine s"
- "o you can change the animation speed by adjusting the argument giv"
- "en to dxx_updateframe()."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- _color: =
- {
- Txt = "&"
- Hint = "color of light radiated; triple of RGB vals 0-1"$0D" Or use"
- " color-selection button below to select visually."
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "color-selection button"
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The name identifying this entity. When it is activated the l"
- "ight will toggle on/off."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OFF"
- Hint = "Instead of being on at the being the light it is off. Turn i"
- "t on by activating it."
- }
- }
- lstart:form =
- {
- Help = "The starting point of a 3D line."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this starting point."
- }
- number: =
- {
- Txt = "&"
- Hint = "Set the ID number of this point. Only non-negative IDs can b"
- "e referenced, the default is -1, meaning that it is disabled."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- }
- lend:form =
- {
- Help = "The ending point of a 3D line."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity."
- }
- number: =
- {
- Txt = "&"
- Hint = "Set the ID number of this point. Only non-negative IDs can b"
- "e referenced, the default is -1, meaning that it is disabled."
- }
- start: =
- {
- Txt = "&"
- Hint = "Set the ID number of the lstart or lend at the other end of "
- "the line. The default value is 0."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- }
- path_corner:form =
- {
- Help = "A waypoint for use with actor or func_train movement."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this waypoint."
- }
- target: =
- {
- Txt = "&"
- Hint = "The name of the next waypoint."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The name of this waypoint."
- }
- wait: =
- {
- Txt = "&"
- Hint = "Pause for this number of seconds after reaching this waypoin"
- "t."
- }
- teleport: =
- {
- Txt = "&"
- Hint = "If this is set to a non-zero value then the actor or func_tr"
- "ain will teleport directly to the target instead of moving at its "
- "normal speed."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- }
- trigger_multiple:form =
- {
- Help = "A repeatable trigger. Is activated when the camera enters the "
- "brush of the trigger."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity."
- }
- target: =
- {
- Txt = "&"
- Hint = "Object with matching targetname is triggered."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The name that identifies this trigger."
- }
- wait: =
- {
- Txt = "&"
- Hint = "The period in seconds between activations will activate targ"
- "ets - prevents many rapid activations."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "When this trigger is activated the OnActorTrigger() event is"
- " called if this flag is set."
- }
- }
- trigger_once:form =
- {
- Help = "A repeatable trigger. Is activated when the camera enters the "
- "brush of the trigger."
- origin: =
- {
- Txt = "&"
- Hint = "The position of this entity."
- }
- target: =
- {
- Txt = "&"
- Hint = "Object with matching targetname is triggered."
- }
- targetname: =
- {
- Txt = "&"
- Hint = "The name that identifies this trigger."
- }
- wait: =
- {
- Txt = "&"
- Hint = "The period in seconds between activations will activate targ"
- "ets - prevents many rapid activations."
- }
- sound: =
- {
- Txt = "&"
- Hint = "The name of the WAV file to be played when this door is acti"
- "vated. The sound will be emitted using the 3D sound capabilities i"
- "n DirectX."
- }
- corona: =
- {
- Txt = "&"
- Hint = "The size of the corona to be used with this entity. The defa"
- "ult is 0, which means that no corona is shown. The corona will not"
- " move with the brush."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "SEND_EVENT"
- Hint = "When this trigger is activated the OnActorTrigger() event is"
- " called if this flag is set."
- }
- }
- worldspawn:form =
- {
- Help = "Global properties of the level. Every level must have one and "
- "only one of these. Quark puts it in automatically."
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "NOLIGHTMAPS"
- Hint = "Overrides all LIGHTMAP texture flags in the map. There will "
- "be no lighting in this map."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "ALLLIGHTMAPS"
- Hint = "Overrides all LIGHTMAP texture flags in the map. There will "
- "be used lighting all over this map."
- }
- }
- }
- }
- }
-