;desc = "Where the spark from weather_lightning_start will hit."
targetname = ""
}
weather_lightning_start:e =
{
origin = "0 0 0"
;desc = "Generates a spark which ends at the weather_lightning_end that is the target"
target = ""
}
weather_sunbeam_end:e =
{
origin = "0 0 0"
;desc = "Where sunbeam from weather_sunbeam_start will hit."
targetname = ""
}
weather_sunbeam_start:e =
{
origin = "0 0 0"
;desc = "Generates a ray of sunlight which ends at the weather_sunbeam_end that is the target"
lifespan = ""
target = ""
targetname = ""
wait = ""
}
}
Triggers & Buttons.qtxfolder = {
func_button:b =
{
;desc = "Upon touch, it moves & activates something, then returns."
angle = "360"
target = ""
;incl = "defpoly"
}
func_pressure:b =
{
;desc = "Like a button, but fires when enough mass is on it."
angle = "360"
mass = ""
target = ""
;incl = "defpoly"
}
func_angletrigger:b =
{
;desc = "Rotates at certain intervals, and fires off when a set angle is met"
abslight = ""
cnt = ""
mangle = ""
netname = ""
origin:p =
{
east:f =
{
v = '32 0 0 32 128 0 32 0 128'
tex = "origin"
}
west:f =
{
v = '-32 0 0 -32 0 128 -32 128 0'
tex = "origin"
m = "1"
}
north:f =
{
v = '0 32 0 0 32 128 128 32 0'
tex = "origin"
m = "1"
}
south:f =
{
v = '0 -32 0 128 -32 0 0 -32 128'
tex = "origin"
}
up:f =
{
v = '0 0 32 128 0 32 0 128 32'
tex = "origin"
}
down:f =
{
v = '0 0 -32 0 128 -32 128 0 -32'
tex = "origin"
m = "1"
}
}
target = ""
;incl = "defpoly"
}
info_teleport_destination:e =
{
origin = "0 0 0"
;desc = "Teleport destination"
targetname = ""
}
puzzle_piece:e =
{
origin = "0 0 0"
;desc = "Puzzle Piece"
netname = ""
puzzle_id = ""
}
puzzle_static_piece:e =
{
origin = "0 0 0"
;desc = "Object for used puzzle-pieces, in final display position."
puzzle_id = ""
targetname = ""
}
trigger_activate:b =
{
;desc = "When used, toggles its target between on and off"
target = ""
;incl = "defpoly"
}
trigger_attack:b =
{
;desc = "Checks to see if a player touching it has tried to fire."
target = ""
;incl = "defpoly"
}
trigger_changelevel:b =
{
;desc = "When the player touches this, he gets sent to the map listed in the `map' variable."
;incl = "defpoly"
}
trigger_check:b =
{
;desc = "Checks to see if its child entities are active, and if they are, it triggers"
netname = ""
target = ""
targetname = ""
;incl = "defpoly"
}
trigger_combination_assign:b =
{
;desc = "For assigning a triggering sequence to an ordered trigger_counter."
mangle = ""
target = ""
targetname = ""
wait = ""
;incl = "defpoly"
}
trigger_control:b =
{
;desc = "Takes over a ballista when the player is inside of it"
target = ""
;incl = "defpoly"
}
trigger_counter:b =
{
;desc = "Acts as an intermediary for an action that takes multiple inputs."
target = ""
targetname = ""
;incl = "defpoly"
}
trigger_counter_reset:b =
{
;desc = "This will reset a trigger_counter to start counting again as if it hasn't been used yet. Useful for when you want a counter to count more than once but the counting can be interrupted."
target = ""
targetname = ""
;incl = "defpoly"
}
trigger_crosslevel:b =
{
;desc = "Fires triggers on other levels, via matching spawnflags"
map = ""
;incl = "defpoly"
}
trigger_crosslevel_target:b =
{
;desc = "Triggered by a trigger_crosslevel elsewhere within a unit."
target = ""
;incl = "defpoly"
}
trigger_deactivate:b =
{
;desc = "When used, toggles its target between on and off"
target = ""
;incl = "defpoly"
}
trigger_hurt:b =
{
;desc = "Any object touching this will be hurt"
dmg = ""
;incl = "defpoly"
}
trigger_interval:e =
{
origin = "0 0 0"
;desc = "Triggers its targets at regular intervals"
target = ""
wait = ""
}
trigger_message_transfer:b =
{
;desc = "Shows player it's message, and transfers its own target-value to become the target-value of whatever triggered it."
#message = ""
target = ""
targetname = ""
;incl = "defpoly"
}
trigger_monsterjump:b =
{
;desc = "Some monsters that touch this will jump in the direction of the trigger's angle"
;incl = "defpoly"
}
trigger_multiple:b =
{
;desc = "Variable sized repeatable trigger. Must be targeted at one or more entities."
target = ""
;incl = "defpoly"
}
trigger_once:b =
{
;desc = "Variable sized trigger. Triggers once, then removes itself."
target = ""
;incl = "defpoly"
}
trigger_push:b =
{
;desc = "Pushes the player in the direction set by angles"
angle = "360"
targetname = ""
;incl = "defpoly"
}
trigger_quake:e =
{
origin = "0 0 0"
;desc = "Earthquake effect"
targetname = ""
}
trigger_relay:b =
{
;desc = "This fixed size trigger cannot be touched, it can only be fired by other triggers"
origin:p =
{
east:f =
{
v = '32 0 0 32 128 0 32 0 128'
tex = "origin"
}
west:f =
{
v = '-32 0 0 -32 0 128 -32 128 0'
tex = "origin"
m = "1"
}
north:f =
{
v = '0 32 0 0 32 128 128 32 0'
tex = "origin"
m = "1"
}
south:f =
{
v = '0 -32 0 128 -32 0 0 -32 128'
tex = "origin"
}
up:f =
{
v = '0 0 32 128 0 32 0 128 32'
tex = "origin"
}
down:f =
{
v = '0 0 -32 0 128 -32 128 0 -32'
tex = "origin"
m = "1"
}
}
target = ""
targetname = ""
;incl = "defpoly"
}
trigger_teleport:b =
{
;desc = "Any object touching this will be transported to the corresponding info_teleport_destination entity. "
target = ""
;incl = "defpoly"
}
}
Monsters.qtxfolder = {
func_monsterspawner:e =
{
origin = "0 0 0"
;desc = "Spawns monsters, telefragging living occupants."
angle = "360"
targetname = ""
}
func_monsterspawn_spot:e =
{
origin = "0 0 0"
;desc = "Spawnspot for func_monsterspawner. Needs cnt field."
aflag = ""
spawnername = ""
}
monster_archer:e =
{
origin = "0 0 0"
;desc = "The Archer Knight monster"
angle = "360"
}
monster_archer_lord:e =
{
origin = "0 0 0"
;desc = "The Archer Lord monster"
angle = "360"
}
monster_eidolon:e =
{
origin = "0 0 0"
angle = "360"
target = ""
targetname = ""
}
monster_fallen_angel:e =
{
origin = "0 0 0"
;desc = "Fallen angel monster"
angle = "360"
}
monster_fallen_angel_lord:e =
{
origin = "0 0 0"
;desc = "Fallen angel lord (translucent, powerful)"
angle = "360"
}
monster_golem_bronze:e =
{
origin = "0 0 0"
;desc = "Bronze Golem."
angle = "360"
}
monster_golem_crystal:e =
{
origin = "0 0 0"
;desc = "Crystal Golem."
angle = "360"
target = ""
targetname = ""
}
monster_golem_iron:e =
{
origin = "0 0 0"
;desc = "Iron Golem."
angle = "360"
}
monster_golem_stone:e =
{
origin = "0 0 0"
;desc = "Stone Golem."
angle = "360"
}
monster_hydra:e =
{
origin = "0 0 0"
;desc = "Hydra monster"
angle = "360"
}
monster_imp_fire:e =
{
origin = "0 0 0"
;desc = "Grunt monster - common. Shoots a fireball. "
{Txt = "&" Hint = "time to reclose, default=3, -1 = never return"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
dmg: =
{Txt = "&" Hint = "damage inflicted on player who blocks motion"
}
health: =
{Txt = "&" Hint = "if specified, door can be activate by damage"
}
speed: =
{Txt = "&" Hint = "speed of movement, default = 100"
}
delay: =
{Txt = "&" Hint = "delay before door opens"
}
#message: =
{Txt = "&" Hint = "message displayed on triggered or shot door that hasn't been opened." $0D "('#' means you can enter an actual message instead of a message number)"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="door_trigger:form"
Hint="specifics for triggering with doors"
}
more: = {
Typ="B"
Txt="puzzles"
Cap="Push"
Form="puzzles:form"
Hint="specifics for puzzle-doors"
}
lip: =
{Txt = "&" Hint = "amount left over after movement along some dimension of object, default = 4"
}
level: =
{Txt = "&" Hint = "distance door moves; default=size in dir. of move. - lip"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="START_OPEN"
Hint="starts in post-movement position, & operates in reverse"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="REVERSE"
Hint="offsets angle by 180 deg. (for linked doors)"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="DOOR_DONT_LINK"
Hint="don't link to any other touching door"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="TOGGLE"
Hint="needs trigger for closing as well as opening"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="SLIDE"
Hint="? prolly obsolete"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="NORMAL_MOVE"
Hint="constant rather than accelerating movement"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="REMOVE_PP"
Hint="for puzzle_doors, takes puzzle_piece off player"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="NO_PP"
Hint="won't open if player has puzzle_pieces."}
}
func_door_rotating:form =
{
Help = "Rotating door, including trapdoors."
flags: =
{Txt = "&" Hint = "angle door opens to (if 0 or undefined, door won't open!)"
}
soundtype: =
{Txt = "&" Hint = "sound it makes"
Typ="C"
Items="0) silent" $0D "1) metal swinging" $0D "2) stone sliding" $0D "3) big wood swing" $0D "4) wood swinging" $0D "5) big wood sliding" $0D "6) drawbridge" $0D "7) rotating walksway" $0D "8) big metal sliding" $0D "9) pendulum singing"
{Txt = "&" Hint = "time to reclose, default=3, -1 = never return"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
dmg: =
{Txt = "&" Hint = "damage inflicted on player who blocks motion"
}
health: =
{Txt = "&" Hint = "if specified, door can be activate by damage"
}
speed: =
{Txt = "&" Hint = "speed of movement, default = 100"
}
delay: =
{Txt = "&" Hint = "delay before door opens"
}
#message: =
{Txt = "&" Hint = "message displayed on triggered or shot door that hasn't been opened." $0D "('#' means you can enter an actual message instead of a message number)"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="door_trigger:form"
Hint="specifics for triggering with doors"
}
more: = {
Typ="B"
Txt="puzzles"
Cap="Push"
Form="puzzles:form"
Hint="specifics for puzzle-doors"
}
flags2: =
{Txt = "&" Hint = "damage when touched"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="START_OPEN"
Hint="starts in post-movement position, & operates in reverse"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="REVERSE"
Hint="offsets angle by 180 deg. (for linked doors)"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="DOOR_DONT_LINK"
Hint="don't link to any other touching door"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="REMOVE_PP"
Hint="for puzzle_doors, takes puzzle_piece off player"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="NO_PP"
Hint="won't open if player has puzzle_pieces."}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="TOGGLE"
Hint="needs trigger for closing as well as opening"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="X_AXIS"
Hint="door revolves around X_AXIS (trapdoor; can appear with angle key)"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="Y_AXIS"
Hint="door revolves around Y_AXIS (trapdoor; can appear with angle key)"}
}
func_door_secret:form =
{
Help = "Basic secret door. Slides back, then to the side."
angle: =
{Txt = "&" Hint = "direction it moves (first back, & then in angle, default = 0 = West)" $0D " first movement is overrideable by spawnflags; then second is 90 deg. clockwise to that."
}
wait: =
{Txt = "&" Hint = "time to reclose, default 3, -1 = never return"
}
dmg: =
{Txt = "&" Hint = "damage to blocking player"
}
soundtype: =
{Txt = "&" Hint = "generated together with secret door clicks"
Typ="C"
Items="0) silent" $0D "1) metal swinging" $0D "2) stone sliding" $0D "3) big wood swing" $0D "4) wood swinging" $0D "5) big wood sliding" $0D "6) drawbridge" $0D "7) rotating walksway" $0D "8) big metal sliding" $0D "9) pendulum singing"
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
speed: =
{Txt = "&" Hint = "speed of rotation; default = 100."
}
dmg: =
{Txt = "&" Hint = "666 = gib on blockage; other values seem to do nothing"
}
health: =
{Txt = "&" Hint = "how hard to break; requires BREAK spawnflag"
}
targetname: =
{Txt = "&" Hint = "toggles rotation"
}
anglespeed: =
{Txt = "&" Hint = "acceleration if GRADUAL is set:" $0D "1 very slow, 100 instant, 10 = default"
}
thingtype: =
{Txt = "&" Hint = "hit sound and deathstyle; requires BREAK spawnflag"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="START_ON"
Hint="entity rotates on spawning; required unless rotator is targetted"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="REVERSE"
Hint="reverses direction of rotation"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="X_AXIS"
Hint="rotates around x axis instead of default z. can be used with angle"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="Y_AXIS"
Hint="rotates around y axis instead of default z. can be used with angle"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="BREAK"
Hint="brush is breakable"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="GRADUAL"
Hint="accelerates & decelerates as specified by anglespeed field"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="TOGGLE_REVERSE"
Hint="switches direction on triggering"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="KEEP_START"
Hint="supposedly stops in starting position, doesn't seem to work"}
}
func_train:form =
{
Help = "Trains are moving platforms that players can ride."
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
anglespeed: =
{Txt = "&" Hint = "speed of angle-change (untested by tiglari)"
}
dmg: =
{Txt = "&" Hint = "damage it does. "
}
pausetime: =
{Txt = "&" Hint = "amount of time train will wait before exploding if path_corner's wait-value is -2"
}
soundtype: =
{Txt = "&" Hint = "sound it makes"
Typ="C"
Items="0) silent" $0D "1) ratchet"
values="0" $0D "1"
}
speed: =
{Txt = "&" Hint = "speed of displacement, default = 1; overridden by speed specified by path_corner."
}
thingtype: =
{Txt = "&" Hint = "sets sound & chunks if train explodes (requires wait = -2). Uses the same list as breakable_brush; see the Eye of Horus"
}
wait: =
{Txt = "&" Hint = "use unknown"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="GLOW"
Hint="makes train a light "}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="TOGGLE"
Hint="makes train restartable (see Eutectic for the detail)"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="TRANSLUCENT"
Hint="makes the train translucent."}
}
func_wall:form =
{
Help = "Wall that can glow or be translucent. Not used in the maps."
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="TRANSLUCENT"
Hint="makes it translucent"}
}
fx_smoke_generator:form =
{
Help = "Generates smoke puffs, in various styles"
bbox = '-8 -8 -8 8 8 8'
thingtype: =
{Txt = "&" Hint = "style of puff"
Typ="C"
Items="0) white puff" $0D "1) red (lava)" $0D "2) green (slime)" $0D "3) grey (oil)"
values="0" $0D "1" $0D "2" $0D "3"
}
lifespan: =
{Txt = "&" Hint = "limits duration, endless if absent."
}
targetname: =
{Txt = "&" Hint = "smoke starts when triggered"
}
wait: =
{Txt = "&" Hint = "interpuff interval; default 2."
}
}
info_null:form =
{
Help = "Used as a positional target for spotlights, etc."
bbox = '-4 -4 -4 4 4 4'
targetname: =
{Txt = "&" Hint = "targetting light aims here as spotlight"
}
}
info_player_coop:form =
{
Help = "potential spawning position for coop games"
bbox = '-16 -16 -24 16 16 24'
mdl = "models/paladin.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = "targetted by trigger_changelevel in another map"
}
spawnflags: = {Txt="&" Typ="X1" Cap = "1"}
spawnflags: = {Txt="&" Typ="X2" Cap = "2"}
spawnflags: = {Txt="&" Typ="X4" Cap = "4"}
spawnflags: = {Txt="&" Typ="X8" Cap = "8"}
spawnflags: = {Txt="&" Typ="X16" Cap = "16"}
spawnflags: = {Txt="&" Typ="X32" Cap = "32"}
spawnflags: = {Txt="&" Typ="X64" Cap = "64"}
spawnflags: = {Txt="&" Typ="X128" Cap = "128"}
}
info_player_deathmatch:form =
{
Help = "potential spawning position for deathmatch games"
bbox = '-16 -16 -24 16 16 24'
mdl = "models/assassin.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
}
info_player_start:form =
{
Help = "The normal starting point for a level."
bbox = '-16 -16 -24 16 16 24'
mdl = "models/crusader.mdl"
mdlframe = "SunStn1"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = "targetted by trigger_changelevel in another map"
}
}
info_teleport_destination:form =
{
Help = "Teleport destination"
bbox = '-8 -8 -8 8 8 32'
targetname: =
{Txt = "&" Hint = "targetted by trigger_teleport"
}
angle: =
{Txt = "&" Hint = "the direction teleportee comes out facing"
}
avelocity_y: =
{Txt = "&" Hint = "doesn't seem to do anything (2/74 in Raven maps)"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NO_THROW"
Hint="player dropped, not thrown, on exit"}
}
item_armor_amulet:form =
{
Help = "Player gets some armour, depending on class"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_amulet.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_armor_bracer:form =
{
Help = "Player gets some armour, depending on class"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_bracer.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_armor_breastplate:form =
{
Help = "Player gets some armour, depending on class"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_bplate.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_armor_helmet:form =
{
Help = "Player gets some armour, depending on class"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_helmet.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_health:form =
{
Help = "Crystal Vial, Player is given 10 health instantly"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_hboost.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_mana_blue:form =
{
Help = "Player is given 15 blue mana instantly"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_bmana.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_mana_both:form =
{
Help = "Player is given 15 green and 10 blue mana instantly"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_btmana.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_mana_green:form =
{
Help = "Player is given 15 green mana instantly"
bbox = '-8 -8 -45 8 8 20'
mdl = "models/i_gmana.mdl"
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="item_triggers:form"
Hint="specifics for triggering when item is taken"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLOAT"
Hint="item doesn't drop to floor when spawned "}
}
item_spawner:form =
{
Help = "Artifact spawner"
bbox = '-8 -8 -44 8 8 20'
targetname: =
{Txt = "&" Hint = "artifact is produced when triggered"
}
bluemana: =
{Txt = "&" Hint = "value is amount of blue mana spawned on death."
}
greenmana: =
{Txt = "&" Hint = "amount of green mana spawned on death"
}
cnt_blast: =
{Txt = "&" Hint = "value is the number of discs of repulsion spawned on death."
}
cnt_cubeofforce: =
{Txt = "&" Hint = "value is number of force cubes spawned on death."
}
cnt_glyph: =
{Txt = "&" Hint = "value is number of glyphs spawned on death"
}
cnt_h_boost: =
{Txt = "&" Hint = "value is number of quartz flasks spawned on death."
}
cnt_haste: =
{Txt = "&" Hint = "value is number of boots of speed spawned on death."
}
cnt_invincibility: =
{Txt = "&" Hint = "value is numbers of icons spawned on death."
}
cnt_invisibility: =
{Txt = "&" Hint = "value is number of invisibility spheres spawned on death."
}
cnt_mana_boost: =
{Txt = "&" Hint = "value is number of kraters spawned on death."
}
cnt_polymorph: =
{Txt = "&" Hint = "value is number of sheep-makers spawned on death."
}
cnt_sh_boost: =
{Txt = "&" Hint = "value is number of mystic urns spawned on death."
}
cnt_summon: =
{Txt = "&" Hint = "value is number of imp-lord summoners spawned on death."
}
cnt_teleport: =
{Txt = "&" Hint = "value is number chaos-devices spawned on death."
}
cnt_tome: =
{Txt = "&" Hint = "value is number of tomes of power spawned on death."
}
cnt_torch: =
{Txt = "&" Hint = "value is number of torches spawned on death."
}
}
item_triggers:form =
{
Caption = "Triggers"
Help = "No help yet, peer into the Eye of Horus."
target: =
{Txt = "&" Hint = "triggered when item"
}
targetname: =
{Txt = "&" Hint = "item disappears if killtargetted"
}
killtarget: =
{Txt = "&" Hint = "targetted entity vanishes if item taken"
}
netname: =
{Txt = "&" Hint = "useable with trigger_check and maybe some others"
}
}
light:form =
{
Help = "Non-displayed fading light."
bbox = '-8 -8 -8 8 8 8'
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
targetname: =
{Txt = "&" Hint = "target to switch on/off"
}
target: =
{Txt = "&" Hint = "for aiming at an info_null for spotlight effect"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_flame_large_yellow:form =
{
Help = "Large yellow flame"
bbox = '-10 -10 -12 12 12 18'
mdl = "models/flame1.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_flame_small_yellow:form =
{
Help = "Small yellow flame ball"
bbox = '-8 -8 -8 8 8 8'
mdl = "models/flame2.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_gem:form =
{
Help = "A gem that displays light."
bbox = '-8 -8 -8 8 8 8'
mdl = "models/gemlight.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "turns on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
angles_x: =
{Txt = "&" Hint = "postive value rotates face upward"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_thunderstorm:form =
{
Help = "Thunder & lightning effects."
bbox = '-8 -8 -8 8 8 8'
targetname: =
{Txt = "&" Hint = " needed to make it work"
}
light: =
{Txt = "&" Hint = "brightness, default is dark storm"
}
dmg: =
{Txt = "&" Hint = " how often lightning strikes ground, default=10"
}
lightvalue1: =
{Txt = "&" Hint = "non-flash lightvalue 1-25, default 11"
}
style: =
{Txt = "&" Hint = "link value 32-63 with lights for unified flash (sharing lightvalue1 as lower value!)"
}
wait: =
{Txt = "&" Hint = "frequency of flashes, max 100, default 33"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="HUH"
Hint="`causes there to be lighting if dmg is unspecified' ???"}
}
light_torch_castle:form =
{
Help = "The Castle style torch that displays light"
bbox = '-8 -8 -8 8 8 8'
mdl = "models/castrch.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_torch_eqypt:form =
{
Help = "An Egyptian style torch that displays light"
bbox = '-8 -8 -8 8 8 8'
mdl = "models/egtorch.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_torch_meso:form =
{
Help = "The Meso style torch that displays light"
bbox = '-12 -12 -16 12 12 16'
mdl = "models/mesotrch.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_torch_rome:form =
{
Help = "The Roman style torch that displays light"
bbox = '-8 -8 -8 8 8 8'
mdl = "models/rometrch.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
light_torch_small_walltorch:form =
{
Help = "Short wall torch"
bbox = '-10 -10 -20 10 10 20'
mdl = "models/flame.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
light: =
{Txt = "&" Hint = "intensity, default = 200 (pretty dim, max = 800)"
}
health: =
{Txt = "&" Hint = "how hard to break"
}
targetname: =
{Txt = "&" Hint = "goes on/off when triggered"
}
style: =
{Txt = "&" Hint = "0 default, 1 fast flicker, 2 steady fade in and out, 3 erratic flicker" $0D " 32-63 for linking banks of lights. Trigger should share style-value."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STARTLOW"
Hint="light starts off"}
}
misc_fireball:form =
{
Help = "Lava Balls, Unfinished"
bbox = '-8 -8 -8 8 8 8'
}
misc_fountain:form =
{
Help = "Generates a water-spray"
bbox = '0 0 0 32 32 32'
cnt: =
{Txt = "&" Hint = " particle density (default = 2)"
}
color: =
{Txt = "&" Hint = "color from the palette" Typ = "LP"
}
movedir: =
{Txt = "&" Hint = "triple of numbers; initial force of movement in x,y,z directions;" $0D " 1 1 1, 1 1 2 occur in the maps"
}
angles: =
{Txt = "&" Hint = "triple of numbers, directs spray;" $0D "0 0 0 = default for normal orientation"
}
}
monster_archer:form =
{
Help = "The Archer Knight monster"
bbox = '-16 -16 0 16 16 50'
mdl = "models/archer.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_archer_lord:form =
{
Help = "The Archer Lord monster"
bbox = '-16 -16 0 16 16 50'
mdl = "models/archer.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_eidolon:form =
{
Help = "No help yet, peer into the Eye of Horus."
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
monster_fallen_angel:form =
{
Help = "Fallen angel monster"
bbox = '-14 -14 -41 14 14 23'
mdl = "models/fangel.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_fallen_angel_lord:form =
{
Help = "Fallen angel lord (translucent, powerful)"
bbox = '-14 -14 -41 14 14 23'
mdl = "models/fangel.mdl"
mdlskin = '1'
mdlopacity = '0.5'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_fish:form =
{
Help = "Ambient Fish"
bbox = '-16 -16 -8 16 16 8'
mdl = "models/fish.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_golem_bronze:form =
{
Help = "Bronze Golem."
bbox = '-64 -64 0 64 64 194'
mdl = "models/golem_b.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_golem_crystal:form =
{
Help = "Crystal Golem."
bbox = '-32 -32 -24 32 32 64'
mdl = "models/golem_s.mdl"
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
monster_golem_iron:form =
{
Help = "Iron Golem."
bbox = '-55 -55 0 55 55 120'
mdl = "models/golem_i.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_golem_stone:form =
{
Help = "Stone Golem."
bbox = '-32 -32 0 32 32 88'
mdl = "models/golem_s.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_hydra:form =
{
Help = "Hydra monster"
bbox = '-40 -40 -42 40 40 42'
mdl = "models/hydra.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="supposedly, monster only wakes up on sight of player, not other aroused monster " $0D " sometimes seems to work for me, sometimes not."}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="STUCK"
Hint="makes some monsters stand in position (golems inert, archers shooting) until triggered"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
}
}
monster_imp_fire:form =
{
Help = "Grunt monster - common. Shoots a fireball. "
bbox = '-16 -16 0 16 16 55'
mdl = "models/imp.mdl"
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="GARGOYLE"
Hint="a statue until attacked or inspected"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for monsters to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="monster_triggers:form"
Hint="specs for monsters to trigger and be triggered"
Hint="makes it an ordered trigger (set count to #-1)"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="DEACTIVATED"
Hint="needs to be activated by a trigger_activate"}
}
trigger_counter_reset:form =
{
Help = "This will reset a trigger_counter to start counting again as if it hasn't been used yet. Useful for when you want a counter to count more than once but the counting can be interrupted."
target: =
{Txt = "&" Hint = "trigger_counter with matching targetname is reset"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
trigger_crosslevel:form =
{
Help = "Fires triggers on other levels, via matching spawnflags"
map: =
{Txt = "&" Hint = "always used in Raven maps, but seems to do nothing. Documentation?"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X6"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel_target"}
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
delay: =
{Txt = "&" Hint = "delay between triggering and action."
}
}
trigger_crosslevel_target:form =
{
Help = "Triggered by a trigger_crosslevel elsewhere within a unit."
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "don't know what this is doing, 5/15 occurrences"
}
delay: =
{Txt = "&" Hint = "wait till triggered event happens"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X6"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="MATCHES"
Hint="same spawnflag in trigger_crosslevel"}
}
trigger_deactivate:form =
{
Help = "When used, toggles its target between on and off"
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="ONCE"
Hint="works once and disappears"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="RELAY"
Hint="dunno"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="DEACTIVATED"
Hint="must be activated by a trigger_activate (untested)"}
}
trigger_hurt:form =
{
Help = "Any object touching this will be hurt"
dmg: =
{Txt = "&" Hint = "damage per second, 5 apparent min, default 16"
}
}
trigger_interval:form =
{
Help = "Triggers its targets at regular intervals"
bbox = '-8 -8 -8 8 8 8'
target: =
{Txt = "&" Hint = "targets whatever's being repetitively triggered"
}
wait: =
{Txt = "&" Hint = "inter-trigger interval"
}
}
trigger_message_transfer:form =
{
Help = "Shows player it's message, and transfers its own target-value to become the target-value of whatever triggered it."
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
target: =
{Txt = "&" Hint = "this is copied to the target-field of the tmt's trigger"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
trigger_monsterjump:form =
{
Help = "Some monsters that touch this will jump in the direction of the trigger's angle"
angle: =
{Txt = "&" Hint = "direction of jump"
}
speed: =
{Txt = "&" Hint = "horizontal speed of jump"
}
height: =
{Txt = "&" Hint = "supposedly upward speed, untested"
}
wait: =
{Txt = "&" Hint = "appears with -1 in Eidolon, dunno what it means"
}
}
trigger_multiple:form =
{
Help = "Variable sized repeatable trigger. Must be targeted at one or more entities."
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
wait: =
{Txt = "&" Hint = "time till re-triggerable"
}
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
delay: =
{Txt = "&" Hint = "interval between being triggered and triggering"
}
more: = {
Typ="B"
Txt="puzzles"
Cap="Push"
Form="puzzles:form"
Hint="puzzle specifics"
}
style: =
{Txt = "&" Hint = "shared with banks of switchable lights"
}
targetname: =
{Txt = "&" Hint = "is activated with trigger_activate with matching targetname fires" $0D "requires DEACTIVATED spawnflag"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NOTOUCH"
Hint="only triggered by targetting not touch (obsolete?)"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MONSTERTOUCH"
Hint="only triggered by monsters (untested)"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="DEACTIVATED"
Hint="must be actived by a trigger_activate, via targetname"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="REMOVE_PP"
Hint="takes puzzle_piece off player when fires"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="LIGHTTOGGLE"
Hint="for toggling lights, seems unnecessary"}
}
trigger_once:form =
{
Help = "Variable sized trigger. Triggers once, then removes itself."
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
delay: =
{Txt = "&" Hint = "interval between being triggered and triggering"
}
more: = {
Typ="B"
Txt="puzzles"
Cap="Push"
Form="puzzles:form"
Hint="puzzle specifics"
}
style: =
{Txt = "&" Hint = "shared with banks of switchable lights"
}
targetname: =
{Txt = "&" Hint = "is activated with trigger_activate with matching targetname fires" $0D "requires DEACTIVATED spawnflag"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NOTOUCH"
Hint="only triggered by targetting not touch (obsolete?)"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MONSTERTOUCH"
Hint="only triggered by monsters (untested)"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="DEACTIVATED"
Hint="must be actived by a trigger_activate, via targetname"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="REMOVE_PP"
Hint="takes puzzle_piece off player when fires"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="LIGHTTOGGLE"
Hint="for toggling lights, seems unnecessary"}
}
trigger_push:form =
{
Help = "Pushes the player in the direction set by angles"
angle: =
{Txt = "&" Hint = "horizontal direction of push"
}
targetname: =
{Txt = "&" Hint = "when triggered, entith does one more push and removes itself"
}
speed: =
{Txt = "&" Hint = "speed of push"
}
}
trigger_quake:form =
{
Help = "Earthquake effect"
bbox = '-10 -10 -10 10 10 10'
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
lifespan: =
{Txt = "&" Hint = "how long it lasts, default = 2, computed from triggering"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
wait: =
{Txt = "&" Hint = "time until start, default = 1, -1 for immediate, ignored by lifespan"
}
}
trigger_relay:form =
{
Help = "This fixed size trigger cannot be touched, it can only be fired by other triggers"
bbox = '-8 -8 -8 8 8 8'
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
delay: =
{Txt = "&" Hint = "interval between being triggered and triggering"
}
more: = {
Typ="B"
Txt="puzzles"
Cap="Push"
Form="puzzles:form"
Hint="puzzle specifics"
}
style: =
{Txt = "&" Hint = "shared with banks of switchable lights"
}
wait: =
{Txt = "&" Hint = "time before re-triggerable"
}
}
trigger_teleport:form =
{
Help = "Any object touching this will be transported to the corresponding info_teleport_destination entity. "
target: =
{Txt = "&" Hint = "targets destination"
}
angle: =
{Txt = "&" Hint = "direction to activate"
}
targetname: =
{Txt = "&" Hint = "targetted by trigger_activate to activate," $0D "requires DEACTIVATED spawnflag"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="PLAYER_ONLY"
Hint="won't shift monsters"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="SILENT"
Hint="no hum (movement sound still produced)"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="DEACTIVATED"
Hint="needs to be activated by a trigger_activate, via targetname"}
}
weather_lightning_end:form =
{
Help = "Where the spark from weather_lightning_start will hit."
bbox = '-8 -8 -8 8 8 8'
targetname: =
{Txt = "&" Hint = "targetted by weather_lightning_start"
}
}
weather_lightning_start:form =
{
Help = "Generates a spark which ends at the weather_lightning_end that is the target"
bbox = '-8 -8 -8 8 8 8'
target: =
{Txt = "&" Hint = " targets weather_lightning_end, where spark goes."
}
dmg: =
{Txt = "&" Hint = "damage it does. "
}
lifespan: =
{Txt = "&" Hint = "duration of spark, default =~ 1"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
wait: =
{Txt = "&" Hint = "-1 default means fire only when triggered, otherwise repeat interval"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NOISE"
Hint="check both 1 and 2 to get noise on first triggering"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="NOISE"
Hint="check both 1 and 2 to get noise on first triggering"}
}
weather_rain:form =
{
Help = "Nice rainstorm, looks cool"
counter: =
{Txt = "&" Hint = "#rain particles per .1 sec, default 300"
}
color: =
//{Txt = "&" Hint = "codes colors by a scheme I don't understand;" $0D " 407 makes nice water"
{Txt = "&" Typ="LP" Hint = "color code probably from the palette (but it has no effect ?)"
}
soundtype: =
{Txt = "&" Hint = "sound it makes"
Typ="C"
Items="0) ordinary (default)" $0D "1) cave drips"
values="0" $0D "1"
}
wait: =
{Txt = "&" Hint = "how often to generate particles, default .1 sec"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STRAIGHT"
Hint="falls straight down rather than at angle"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="NO_SPLAT"
Hint="doesn't make splats on ground"}
}
weather_sunbeam_end:form =
{
Help = "Where sunbeam from weather_sunbeam_start will hit."
bbox = '-8 -8 -8 8 8 8'
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
weather_sunbeam_start:form =
{
Help = "Generates a ray of sunlight which ends at the weather_sunbeam_end that is the target"
bbox = '-8 -8 -8 8 8 8'
lifespan: =
{Txt = "&" Hint = "duration of beam, deafult =1"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
wait: =
{Txt = "&" Hint = "delay between firings"
}
dmg: =
{Txt = "&" Hint = "damage it does. "
}
noise: =
{Txt = "&" Hint = "whether silent or not."
Typ="C"
Items="1) silent" $0D "2) buzz (default)"
values="1" $0D "2"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="START_OFF"
Hint="supposed to make it triggerable, but it is anyway ..."}
}
worldspawn:form =
{
Help = "Only used for the world entity, specifies various useful things."
CD: =
{Txt = "&" Hint = "track to play"
}
MIDI: =
{Txt = "&" Hint = "file to play"
}
#message: =
{Txt = "&" Hint = "message ('#' means you can enter an actual message instead of a message number)"
}
wad: =
{Txt = "&" Hint = "path to texture wad."
}
worldtype: =
{Txt = "&" Hint = "determines features of some objects"