{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 = "# of message displayed on triggered or shot door that hasn't been opened." $0D " (use #message to give text instead of 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 (doesn't work with ordinary doors, sigh)"
}
angle: =
{Txt = "&" Hint = "rotates orientation of door; can be used with X-AXIS/Y-AXIS spawnflags" $0D " to make trapdoors at various angles"
}
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_monsterspawn_spot_mp:form =
{
Help = "All this does is mark where to spawn monsters for a spawn spot."
bbox = '-16 -16 0 16 16 56'
aflag: =
{Txt = "&" Hint = "position in generation cycle, Required"
}
angle: =
{Txt = "&" Hint = "direction spawned monster faces "
}
dflags: =
{Txt = "&" Hint = "`if dflags is set to 1, the spawner will wait its wait value every time it fails to spawn a monster'" $0D " So it is written in ai.hc. If you can interpret this, please containt tiglari@hexenworld.com"
}
spawnername: =
{Txt = "&" Hint = "shared with func_monsterspawner_mp"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="ICE_ARCHER"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="ICE_IMP"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="SNOW_LEOPARD"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="WERETOGER"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="YAKMAN"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONDEATH"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="QUIET"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="TRIGGERONLY"
Hint="No hint yet"}
cnt: =
{Txt = "&" Hint = "probably best not used"
}
wait: =
{Txt = "&" Hint = "time till next spawning, don't use with TRIGGERONLY spawnflag"
}
}
func_monsterspawner_mp:form =
{
Help = "If something is blocking the spawnspot, this will telefrag it as long as it's not a living entity (flags2&FL_ALIVE)"
bbox = '-16 -16 0 16 16 56'
angle: =
{Txt = "&" Hint = "direction spawned monsters start out facing"
}
cnt: =
{Txt = "&" Hint = "number of monsters to spawn, default = 17"
}
dflags: =
{Txt = "&" Hint = "`if dflags is set to 1, the spawner will wait its wait value every time it fails to spawn a monster'" $0D " So it is written in ai.hc. If you can interpret this, please containt tiglari@hexenworld.com"
}
spawnername: =
{Txt = "&" Hint = "shared with func_monsterspawner_mp"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="ICE_ARCHER"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="ICE_IMP"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="SNOW_LEOPARD"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="WERETOGER"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="YAKMAN"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONDEATH"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="QUIET"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="TRIGGERONLY"
Hint="No hint yet"}
targetname: =
{Txt = "&" Hint = "monster spawns when triggered (otherwise at start of level)"
}
wait: =
{Txt = "&" Hint = "time before next monster is triggered. Doesn't go well with TRIGGERONLY spawnflag"
}
frags: =
{Txt = "&" Hint = "appears frequently with value 1, function unknown, co-occurs with target"
}
target: =
{Txt = "&" Hint = "is triggered when spawner spawns monster, seems to co-occur with frags = 1."
}
}
func_train_mp:form =
{
Help = "Hexen 2 MISSION PACK version Trains"
target: =
{Txt = "&" Hint = "targets path_corner that train starts out at"
{Txt = "&" Hint = "if specified, makes it destructible with given value."
}
wait: =
{Txt = "&" Hint = "waiting time at path_corner"
}
weaponmodel: =
{Txt = "&" Hint = "name of model that appears instead of brush"
}
pausetime: =
{Txt = "&" Hint = "value is a number, time till train explodes" $0D "after arrival at a path_corner with wait-value of 02."
}
netname: =
{Txt = "&" Hint = "shared with following camera_remote"
}
angles: =
{Txt = "&" Hint = "Y Z X (mangle) rotation of model associated with the train."
}
angle: =
{Txt = "&" Hint = "rotates a model associated with the train around the Z axis"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="INVISIBLE"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="TOGGLE"
Hint="stop at each path_corner, wait till re-triggered"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="RETURN"
Hint="seems to do nothing"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="TRANSLUCENT"
Hint="train is translucent"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="SLOPE"
Hint="tends to point direction motion"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ANGLEMATCH"
Hint="train's model (if any) changes orientation with train"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="USE_ORIGIN"
Hint="place train w.r.t. origin rather than sw botton corenr"}
spawnflags: =
{Txt="&"
Typ="X128"
Cap="ANGLEWAIT"
Hint="rotates at path_corners, then moves on."}
}
func_wall:form =
{
Help = "This is just a solid wall if not inhibitted"
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="TRANSLUCENT"
Hint="makes it translucent"}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
fx_friction_change:form =
{
Help = "ONLY WORKS ON PLAYERS"
friction: =
{Txt = "&" Hint = ".25 makes nice ice."
}
}
info_null:form =
{
Help = "Used as a positional target for spotlights, etc."
bbox = '-4 -4 -4 4 4 4'
spawnflags: =
{Txt="&"
Typ="X1"
Cap="DON"
Hint="'T REMOVE info_null is not removed when map starts"}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
info_player_coop:point:form =
{
Help = "No help yet, peer into the Eye of Horus."
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
map: =
{Txt = "&" Hint = "name of map to go to on triggering or death of bearer."
}
playerclass: =
{Txt = "&" Hint = "no hint yet"
}
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"}
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."
}
}
info_player_start:form =
{
Help = "The normal starting point for a level."
bbox = '-16 -16 0 16 16 56'
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
light_burner:form =
{
Help = "A brazier"
bbox = '-16 -18 -52 16 18 0'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
light_candle:form =
{
Help = "Default light value is 300"
bbox = '-7 -7 -15 7 7 31'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
light_flame_large_yellow:form =
{
Help = "Large yellow flame"
bbox = '-10 -10 -13 10 10 41'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
light_flame_small_yellow:form =
{
Help = "Small yellow flame ball"
bbox = '-8 -8 -8 8 8 8'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
light_lantern:form =
{
Help = "A castle lantern that hangs on the wall"
bbox = '-11 -11 -41 11 11 5'
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_newfire:form =
{
Help = "Large yellow flame"
bbox = '-10 -10 -13 10 10 41'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
light_palace_torch:form =
{
Help = "A palatial wall torch of some sort"
bbox = '-19 -19 0 19 19 35'
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"
}
dmg: =
{Txt = "&" Hint = "damage it does; default = .2, requires HURT spawnflat"
}
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"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="HURT"
Hint="damages touching player"}
}
monster_archer:form =
{
Help = "The Archer Knight monster"
bbox = '-16 -16 0 16 16 50'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_ice:form =
{
Help = "The Archer monster with snow booties"
bbox = '-16 -16 0 16 16 50'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_buddha:form =
{
Help = "The Big Baddie"
bbox = '-16 -16 0 16 16 50'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
netname: =
{Txt = "&" Hint = "linking things."
}
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_eidolon_weakling:form =
{
Help = "Not quite the big bad ugly boss guy"
bbox = '-100 -100 0 100 100 666'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = "activates on first triggering, drops dead on second"
}
}
monster_fallen_angel:form =
{
Help = "New item for QuakeEd"
bbox = '-14 -14 -41 14 14 23'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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 = "New item for QuakeEd"
bbox = '-14 -14 -41 14 14 23'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_iron:form =
{
Help = "Iron Golem."
bbox = '-55 -55 0 55 55 120'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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 = "New item for QuakeEd"
bbox = '-40 -40 -42 40 40 42'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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. Can only be killed by defrosting it."
bbox = '-16 -16 0 16 16 55'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
wait: =
{Txt = "&" Hint = "-1 value makes it indestructible decoration"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="GARGOYLE"
Hint="a statue until attacked or inspected"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_imp_ice:form =
{
Help = "Grunt monster - common. Shoots multiple ice shards. Can only be killed by defrosting it."
bbox = '-16 -16 0 16 16 55'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="GARGOYLE"
Hint="a statue until attacked or inspected"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
wait: =
{Txt = "&" Hint = "-1 value makes it indestructible decoration"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="GARGOYLE"
Hint="a statue until attacked or inspected"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_medusa_green:form =
{
Help = "The medusa monster with its nasty sharp pointy teeth"
bbox = '-16 -16 0 16 16 56'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_mummy:form =
{
Help = "No, it's not Keith Richards or Bob Dylan."
bbox = '-16 -16 0 16 16 50'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_mummy_lord:form =
{
Help = "He's big, he's bad, he's wrapped in moldy bandages - he's the mummy."
bbox = '-16 -16 0 16 16 50'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_pentacles:form =
{
Help = "All sides must be at least 8 away from the walls"
bbox = '-8 -8 -8 8 8 8'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
skin: =
{Txt = "&" Hint = "skin displayed by model"
Typ="C"
Items="0) rocky brown (default)" $0D "1) snowy white"
values="0" $0D "1"
}
}
monster_scorpion_black:form =
{
Help = "Black scorpion."
bbox = '-10 -10 0 10 10 64'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_scorpion_yellow:form =
{
Help = "Yellow scorpion."
bbox = '-10 -10 0 10 10 64'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_skull_wizard:form =
{
Help = "A skull wizard"
bbox = '-24 -24 0 24 24 64'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_skull_wizard_lord:form =
{
Help = "A skull wizard lord"
bbox = '-24 -24 0 24 24 64'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_spider_red_large:form =
{
Help = "Large red spider."
bbox = '-16 -16 0 16 16 26'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONWALL"
Hint="spider starts out the wall, should be placed at least 8 pixels away"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_spider_red_small:form =
{
Help = "Small red spider."
bbox = '-12 -12 0 12 12 16'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONWALL"
Hint="spider starts out the wall, should be placed at least 8 pixels away"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_spider_yellow_large:form =
{
Help = "Large yellow spider."
bbox = '-16 -16 0 16 16 26'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONWALL"
Hint="spider starts out the wall, should be placed at least 8 pixels away"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_spider_yellow_small:form =
{
Help = "Small yellow spider."
bbox = '-12 -12 0 12 12 16'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="AMBUSH"
Hint="monster only wakes up on sight of player, not other aroused monster"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="ONWALL"
Hint="spider starts out the wall, should be placed at least 8 pixels away"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
}
monster_triggers:form =
{
Help = "No help yet, peer into the Eye of Horus."
target: =
{Txt = "&" Hint = "triggered when monster dies"
}
targetname: =
{Txt = "&" Hint = "monster wakes up when triggered (unfreezes if frozen;" $0D "disappears if killtargetted)"
}
killtarget: =
{Txt = "&" Hint = "targetted entity vanishes when monster is killed" $0D " Not sure that this is good for anything, but there it is anyway..."
}
netname: =
{Txt = "&" Hint = "useable with trigger_check and maybe some others"
}
}
monster_werejaguar:form =
{
Help = "WereCat with jaguar skin"
bbox = '-16 -16 0 16 16 56'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_werepanther:form =
{
Help = "WereCat with panther skin"
bbox = '-16 -16 0 16 16 56'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_weresnowleopard:form =
{
Help = "WereCat with snow leopard skin"
bbox = '-16 -16 0 16 16 56'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_weretiger:form =
{
Help = "WereCat with Siberian Tiger skin"
bbox = '-16 -16 0 16 16 56'
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 stuck, archers shooting) until triggered"}
spawnflags: =
{Txt="&"
Typ="X64"
Cap="FROZEN"
Hint="monster starts frozen, trigger to thaw."}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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_yakman:form =
{
Help = "The Yakman Cometh... and the Yakman taketh away..."
bbox = '-28 -28 0 28 28 80'
angle: =
{Txt = "&" Hint = "direction monster starts out facing"
}
health: =
{Txt = "&" Hint = "how hard to kill (archer=80, horsehack=325 default)"
}
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"
}
skin: =
{Txt = "&" Hint = "0 likes ice, 3 to charge, 2 in between"
Typ="C"
Items="0) white" $0D "1) brown" $0D "3) black"
values="0" $0D "1" $0D "2"
}
}
obj_book_o_the_dead:form =
{
Help = "Book O' The Dead"
bbox = '-10 -10 0 10 10 4'
angles: =
{Txt = "&" Hint = "orientation: 25 -270 0 in game"
}
health: =
{Txt = "&" Hint = "lots o' 9's in game, dunno why"
}
scale: =
{Txt = "&" Hint = "size scaling, 2.2 in game"
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_catapult2:form =
{
Help = "not_usable - can't be used, stuck in the up position"
bbox = '-150 -150 0 150 150 28'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
health: =
{Txt = "&" Hint = "default = 1000"
}
speed: =
{Txt = "&" Hint = "supposedly launch speed, default = 300, not sure if works"
}
targetname: =
{Txt = "&" Hint = "targettable for remote fiting"
}
thingtype: =
{Txt = "&" Hint = "determines noise and deathstyle, default = 0 (patterned glass)"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_chinese_kite_lamp:form =
{
Help = "Hnaging chinese kite lamp or something"
bbox = '-22 -22 -120 22 22 0'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_chinese_sign:form =
{
Help = "Hanging chinese sign or something"
bbox = '-48 -48 -66 48 48 0'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_demon_statue:form =
{
Help = "demoness statue?"
bbox = '-16 -16 0 16 16 44'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_samurai:form =
{
Help = "sam the statue"
bbox = '-32 -32 0 32 32 72'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_shiva:form =
{
Help = "4 armed lady with hip action"
bbox = '-32 -32 0 32 32 72'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = "trigger to make him dance!"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_skeleton:form =
{
Help = "A skeleton laying face up, arms crossed"
bbox = '-37 -12 0 37 12 11'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_skeleton_throne:form =
{
Help = "Frickin' kick-ass Skeletal King on his Throne O' Bones!"
bbox = '-33 -33 -0 33 33 115'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = "not sure what targetting this does!"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_snow_corner:form =
{
Help = "A corner pile of snow, faces south-east if using an angle of 0"
bbox = '-41 -55 0 41 55 65'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_snow_pile:form =
{
Help = "pile of snow"
bbox = '-52 -52 0 52 52 16'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_snow_wall:form =
{
Help = "A wide wall of now of snow, faces east if using an angle of 0"
bbox = '-83 -83 0 83 83 45'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_stalagmite1:form =
{
Help = "A tall, thin stalagmite or stalactite"
bbox = '-10 -10 -17 10 10 17'
angles: =
{Txt = "&" Hint = "typical values are 180 0 0 or 0 0 180"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_stalagmite2:form =
{
Help = "A thicker stalagmite or stalactite"
bbox = '-24 -24 -21 24 24 21'
angles: =
{Txt = "&" Hint = "typical values are 180 0 0 or 0 0 180"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_statue_dragon_lion:form =
{
Help = "Statue of a dragon lion?"
bbox = '-25 -25 0 25 25 62'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
obj_talking_door:form =
{
Help = "Talking door animation"
bbox = '-16 -16 -10 16 16 10'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
targetname: =
{Txt = "&" Hint = " trigger for talking head and spiel"
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
health: =
{Txt = "&" Hint = "how much damage needed to kill."
}
scale: =
{Txt = "&" Hint = "multiplier for size; values between .5 and 2.5 seem to work."
}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for objects to contain things"
}
more: = {
Typ="B"
Txt="triggering"
Cap="Push"
Form="object_triggers:form"
Hint="specifics for objects to trigger and be triggered"
}
}
object_triggers:form =
{
Help = "No help yet, peer into the Eye of Horus."
target: =
{Txt = "&" Hint = "triggered when object is destroyed"
}
targetname: =
{Txt = "&" Hint = "object breaks when triggered" $0D "(or just disappears if killtargetted)"
}
killtarget: =
{Txt = "&" Hint = "targetted entity vanishes when object breaks"
}
netname: =
{Txt = "&" Hint = "useable with trigger_check and maybe some others"
}
}
plaque:form =
{
Help = "A plaque on the wall a player can read"
message: =
{Txt = "&" Hint = "value is a number, of message. Use #message for custom messages."
}
abslight: =
{Txt = "&" Hint = "inherent glow, value between 0 and 1"
}
targetname: =
{Txt = "&" Hint = "targetted by trigger_activate to make readable if DEACTIVATED spawnflag is set"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="INVISIBLE"
Hint="brush can't be seen"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="DEACTIVATED"
Hint="must be activated by a trigger_activate in order to display."}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="NOLINEOFSIGHT"
Hint="messages appears regardless of direction player is facing"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="NOTSOLID"
Hint="plassable-thru (but no msg displayed unless NOLINEOFSIGHT is also set)"}
}
player_sheep:form =
{
Help = "A sheep player model"
bbox = '-8 -8 -0 8 8 32'
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
message: =
{Txt = "&" Hint = "displayed when sheep killed (usually)"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="STATIONARY"
Hint="doesn't wander"}
more: = {
Typ="B"
Txt="containment"
Cap="Push"
Form="containment:form"
Hint="specifics for sheep to contain things"
}
}
puzzles:form =
{
Help = "No help yet, peer into the Eye of Horus."
puzzle_piece_1: =
{Txt = "&" Hint = "value should be name of required piece (5 letters)"
}
puzzle_piece_2: =
{Txt = "&" Hint = "value should be name of required piece (5 letters)"
}
puzzle_piece_3: =
{Txt = "&" Hint = "value should be name of required piece (5 letters)"
}
puzzle_piece_4: =
{Txt = "&" Hint = "value should be name of required piece (5 letters)"
}
no_puzzle_msg: =
{Txt = "&" Hint = "message # if piece lacking; or put #in front of key and give actual text"
}
}
teleport_buddha:form =
{
Help = "The Buddha's teleport locations"
bbox = '-16 -16 0 16 16 50'
cnt: =
{Txt = "&" Hint = "dunno what this does yet"
}
}
trigger_check:form =
{
Help = "Checks to see if its child entities are active, and if they are, it triggers"
netname: =
{Txt = "&" Hint = "shared with triggers it checks"
}
target: =
{Txt = "&" Hint = "object with matching targetname is triggered."
}
targetname: =
{Txt = "&" Hint = "does its checking when triggered"
}
failtarget: =
{Txt = "&" Hint = "triggered if check fails"
}
wait: =
{Txt = "&" Hint = "supposedly how long to wait before checking again;" $0D " haven't gotten this to work"
}
}
trigger_deathtouch:form =
{
Help = "Kills anything that has a matching targetname and touches it."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NOTOUCH"
Hint="seems useless"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="ANY_PLAYER"
Hint="kills player, but apparently nothing else"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="GIB"
Hint="victim gibbed"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="INACTIVE"
Hint="needs to be activated"}
target: =
{Txt = "&" Hint = "entity with matching targetname is killed upon touching the trigger," $0D "unless ANY_PLAYER spawnflag is set (then any touching player is killed)."
}
targetname: =
{Txt = "&" Hint = "trigger is activated when fired, if INACTIVE spawnflag is set"
}
}
trigger_hub_intermission:form =
{
Help = "Triggers the background and text to come up when going into the"
bbox = '-8 -8 -8 8 8 8'
map: =
{Txt = "&" Hint = "map name to warp to"
}
target: =
{Txt = "&" Hint = "targets player start to warp to"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
}
trigger_hurt:form =
{
Help = "Any object touching this will be hurt"
dmg: =
{Txt = "&" Hint = "damage per second, 5 apparent min, default 16"
}
level: =
{Txt = "&" Hint = "min. health level to leave player with"
}
wait: =
{Txt = "&" Hint = "time between inflictions"
}
targetname: =
{Txt = "&" Hint = "for activation (requires INACTIVE spawnflag)"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="PLAYER_ONLY"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MONSTER_ONLY"
Hint="No hint yet"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="INACTIVE"
Hint="No hint yet"}
}
trigger_monsterjump:form =
{
Help = "Walking 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"
}
target: =
{Txt = "&" Hint = "targetted entity fires when triggered"
}
targetname: =
{Txt = "&" Hint = "for activation (requires DEACTIVATED spawnflag)"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="DEACTIVATED"
Hint="needs to be activated by a trigger_activate"}
}
trigger_objective:form =
{
Help = "Trigger Objective"
bbox = '-8 -8 -8 8 8 8'
frags: =
{Txt = "&" Hint = "a number 0-63, indicating the objective on the objectives list"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FORCE_ON"
Hint="dunno what it does"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="FORCE_OFF"
Hint="dunno what it does (duuh..."}
target: =
{Txt = "&" Hint = "triggers its target when fired (a trigger_deactivate in tibet1)"
}
}
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"
}
angle: =
{Txt = "&" Hint = "direction player must be facing to set it off."
}
}
trigger_setskill:form =
{
Help = "sets skill level to the value of 'noise'."
noise: =
{Txt = "&" Hint = "number 0-4 for skill level 4=nightmare"
}
}
trigger_stop:form =
{
Help = "Stops its target that is moving or rotating"
bbox = '-8 -8 -8 8 8 8'
target: =
{Txt = "&" Hint = "targets train, rotating_brush, etc. to be stopped"
}
targetname: =
{Txt = "&" Hint = "is triggered if entity with matching target fires, or deleted if entity with matching killtarget fires."
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="NOTOUCH"
Hint="No hint yet"}
}
weather_snow:form =
{
Help = "MG"
counter: =
{Txt = "&" Hint = "flakes/sec, default=100"
}
angles: =
{Txt = "&" Hint = "not sure about this one, looks fine without it"
}
anglespeed: =
{Txt = "&" Hint = "lateral movement speed, default=125"
}
movedir: =
{Txt = "&" Hint = "triple controlling blow direction, see the Eye of Horus"
}
speed: =
{Txt = "&" Hint = "fallspeed, default=200 (300 might chug up yer puter)"
}
veer: =
{Txt = "&" Hint = "not sure about this one, looks fine without it"
}
spawnflags: =
{Txt="&"
Typ="X1"
Cap="FLUFFY"
Hint="all largish flakes"}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="MIXED"
Hint="mixed sizes"}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="HALF_BRIGHT"
Hint="darker snow"}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="NO_MELT"
Hint="flakes vanish instantlh"}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="IN_BOUNDS"
Hint="don't escape spawning brush"}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="NO_TRANS"
Hint="not translucent"}
}
worldspawn:form =
{
Help = "Only used for the world entity."
wad: =
{Txt = "&" Hint = "path to texture wad."
}
CD: =
{Txt = "&" Hint = "track to play"
}
MIDI: =
{Txt = "&" Hint = "file to play"
}
angle: =
{Txt = "&" Hint = "the direction it starts out pointing"
}
message: =
{Txt = "&" Hint = "value is a number, of message. Use #message for custom messages."
}
midi: =
{Txt = "&" Hint = "no hint yet"
}
netname: =
{Txt = "&" Hint = "name of map, as appears in savegame menu, etc."
}
worldtype: =
{Txt = "&" Hint = "determines features of some objects"