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- QQRKSRC1
- // Configuration file for JK2
-
- //$Header: /cvsroot/quark/runtime/addons/JK2/DataJK2.qrk,v 1.7 2004/01/01 19:36:09 cdunde Exp $
- // ----------- REVISION HISTORY ------------
- //$Log: DataJK2.qrk,v $
- //Revision 1.7 2004/01/01 19:36:09 cdunde
- //To add additional file selection features by nazar
- //
- //Revision 1.6 2003/12/29 17:25:13 cdunde
- //added angles to all entities and support .md3 models in 3D view by nazar
- //
- //Revision 1.5 2002/05/09 07:54:12 tiglari
- //corrected light paths from nurail
- //
- //Revision 1.4 2002/05/07 09:20:24 tiglari
- //Updates from nurail
- //
- //Revision 1.3 2002/04/12 22:18:19 aiv
- //Added entities generated by QuArK entity finder
- //
- //Revision 1.2 2002/04/08 18:40:38 decker_dk
- //Texture-names and a few other changes.
- //
- //Revision 1.1 2002/04/04 17:52:09 decker_dk
- //Preliminary Jedi Knight II QuArK data-files
- //
-
- {
- QuArKProtected = "1"
- Description = "Base JK2 data"
- JK2 setup.qctx =
- {
- Game = "JK2"
- HTML = "help/index.html"
- Palette = $0000000F0F0F1F1F1F2F2F2F3F3F3F4B4B4B5B5B5B6B6B6B7B7B7B8B8B8B9B9B
- $9BABABABBBBBBBCBCBCBDBDBDBEBEBEB634B235B431F533F1F4F3B1B47371B3F2F173B2B
- $173327132F23132B1F13271B0F23170F1B130B170F0B130F070F0B075F5F6F5B5B675B53
- $5F574F5B534B534F474B473F433F3B3B3B3737332F2F2F2B2B2727272323231B1B1B1717
- $171313138F77537B6343735B3B674F2FCF974BA77B3B8B672F6F5327EB9F27CB8B23AF77
- $1F93631B774F175B3B0F3F270B231707A73B2B9F2F23972B1B8B27137F1F0F73170B6717
- $075713004B0F00430F003B0F00330B002B0B00230B001B07001307007B5F4B7357436B53
- $3F674F3B5F4737574333533F2F4B372B4333273F2F2337271B2F2317271B131F170F170F
- $0B0F0B076F3B175F3717532F17432B17372313271B0F1B130B0F0B07B35B4FBF7B6FCB9B
- $93D7BBB7CBD7DFB3C7D39FB7C387A7B77397A75B879B47778B2F677F17536F134B670F43
- $5B0B3F5307374B072F3F072733001F2B00171F000F1300070B0000008B5757834F4F7B47
- $477343436B3B3B6333335B2F2F572B2B4B23233F1F1F331B1B2B13131F0F0F130B0B0B07
- $07000000979F7B8F9773878B6B7F8363777B5F7373576B6B4F6363475B5B434F4F3B4343
- $3337372B2F2F2323231B1717130F0F0B9F4B3F9343378B3B2F7F3727772F236B2B1B6323
- $17571F134F1B0F43170B37130B2B0F071F0B071707000B0000000000777BCF6F73C3676B
- $B76363A75B5B9B53578F4B4F7F4747733F3F673737572F2F4B27273F231F2F1B1723130F
- $170B07079BAB7B8F9F6F8797637B8B5773834B6777435F6F3B5767334B5B273F4F1B3743
- $132F3B0B232F071B23001317000B0F0000FF0023E70F3FD31B53BB275FA72F5F8F335F7B
- $33FFFFFFFFFFD3FFFFA7FFFF7FFFFF53FFFF27FFEB1FFFD717FFBF0FFFAB07FF9300EF7F
- $00E36B00D35700C74700B73B00AB2B009B1F008F17007F0F007307005F00004700002F00
- $001B0000EF00003737FFFF00000000FF2B2B231B1B1713130FEB977FC373539F57337B3F
- $1BEBD3C7C7AB9BA78B77876B579F5B53
- ShaderFiles: =
- {
- shaders/shaderlist.txt =
- {
- Data = "// Created by QuArK"$0D0A"// All shaders are extracted to a si"
- "ngle file called 'quark.shader'"$0D0A"quark"$0D0A
- }
- shaders/shaderlist.txt =
- {
- Data = "// Created by QuArK"$0D0A"// No shader in this map"$0D0A
- }
- }
- TextureFlags:form =
- {
- Style = "5"
- Reset: =
- {
- Cap = "Reset to default"
- Typ = "B"
- Hint = "Reset all flags to the texture's default"
- Delete: =
- {
- Flags = ""
- Contents = ""
- Value = ""
- }
- }
- Contents: =
- {
- Cap = "detail"
- Typ = "X134217728"
- Hint = "for small, detail brushes that QVIS3 can ignore"
- }
- }
- }
- NewFiles.qtx =
- {
- ToolBox = "New files..."
- Root = "JK2 file types.qtxfolder"
- JK2 file types.qtxfolder =
- {
- Pk3.pk3 =
- {
- }
- }
- }
- NewMap:incl =
- {
- Game = "JK2"
- Root = "worldspawn:b"
- worldspawn:b =
- {
- Border walls:g =
- {
- East wall:p =
- {
- west:f =
- {
- v = '256 192 -96 256 96 -96 256 192 0'
- tex = "doomgiver/wall1green"
- tv = '0 0 48 0 0 -48'
- }
- east:f =
- {
- v = '272 -192 -96 272 -64 -96 272 -192 32'
- tex = "system/caulk"
- }
- south:f =
- {
- v = '256 -192 -96 288 -192 -96 256 -192 32'
- tex = "system/caulk"
- }
- north:f =
- {
- v = '272 192 -96 240 192 -96 272 192 32'
- tex = "system/caulk"
- }
- down:f =
- {
- v = '256 192 -96 288 192 -96 256 64 -96'
- tex = "system/caulk"
- }
- up:f =
- {
- v = '256 -192 96 288 -192 96 256 -64 96'
- tex = "system/caulk"
- }
- }
- West wall:p =
- {
- west:f =
- {
- v = '-272 192 -96 -272 64 -96 -272 192 32'
- tex = "system/caulk"
- }
- east:f =
- {
- v = '-256 -192 -96 -256 -96 -96 -256 -192 0'
- tex = "doomgiver/wall1green"
- tv = '0 0 48 0 0 -48'
- }
- south:f =
- {
- v = '-272 -192 -96 -240 -192 -96 -272 -192 32'
- tex = "system/caulk"
- }
- north:f =
- {
- v = '-256 192 -96 -288 192 -96 -256 192 32'
- tex = "system/caulk"
- }
- down:f =
- {
- v = '-272 192 -96 -240 192 -96 -272 64 -96'
- tex = "system/caulk"
- }
- up:f =
- {
- v = '-272 -192 96 -240 -192 96 -272 -64 96'
- tex = "system/caulk"
- }
- }
- North wall:p =
- {
- west:f =
- {
- v = '-256 208 -96 -256 176 -96 -256 208 32'
- tex = "system/caulk"
- }
- east:f =
- {
- v = '256 192 -96 256 224 -96 256 192 32'
- tex = "system/caulk"
- }
- south:f =
- {
- v = '-256 192 -96 -128 192 -96 -256 192 0'
- tex = "doomgiver/wall1green"
- tv = '0 0 64 0 0 -48'
- }
- north:f =
- {
- v = '256 208 -96 128 208 -96 256 208 32'
- tex = "system/caulk"
- }
- down:f =
- {
- v = '-256 208 -96 -128 208 -96 -256 176 -96'
- tex = "system/caulk"
- }
- up:f =
- {
- v = '-256 192 96 -128 192 96 -256 224 96'
- tex = "system/caulk"
- }
- }
- South wall:p =
- {
- west:f =
- {
- v = '-256 -192 -96 -256 -224 -96 -256 -192 32'
- tex = "system/caulk"
- }
- east:f =
- {
- v = '256 -208 -96 256 -176 -96 256 -208 32'
- tex = "system/caulk"
- }
- south:f =
- {
- v = '-256 -208 -96 -128 -208 -96 -256 -208 32'
- tex = "system/caulk"
- }
- north:f =
- {
- v = '256 -192 -96 128 -192 -96 256 -192 0'
- tex = "doomgiver/wall1green"
- tv = '0 0 64 0 0 -48'
- }
- down:f =
- {
- v = '-256 -192 -96 -128 -192 -96 -256 -224 -96'
- tex = "system/caulk"
- }
- up:f =
- {
- v = '-256 -208 96 -128 -208 96 -256 -176 96'
- tex = "system/caulk"
- }
- }
- Sky:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- tex = "skies/space"
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- tex = "skies/space"
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- tex = "skies/space"
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- tex = "skies/space"
- }
- down:f =
- {
- v = '432 0 96 560 0 96 432 -128 96'
- tex = "skies/space"
- }
- up:f =
- {
- v = '432 0 112 560 0 112 432 128 112'
- tex = "skies/space"
- }
- }
- Floor:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- tex = "system/caulk"
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- tex = "system/caulk"
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- tex = "system/caulk"
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- tex = "system/caulk"
- }
- down:f =
- {
- v = '432 0 -112 560 0 -112 432 -128 -112'
- tex = "system/caulk"
- }
- up:f =
- {
- v = '432 0 -96 560 0 -96 432 128 -96'
- tex = "doomgiver/floord"
- tv = '-192 -688 -192 -560 -96 -688'
- }
- }
- }
- info_player_deathmatch:e =
- {
- origin = "-144 0 -64"
- angle = "360"
- }
- light:e =
- {
- origin = "0 0 0"
- light = "300"
- _color = "1 1 1"
- }
- }
- }
- t_originpoly:incl =
- {
- ORIGIN:p =
- {
- east:f =
- {
- v = '8 0 0 8 64 0 8 0 64'
- tex = "system/origin"
- }
- west:f =
- {
- v = '-8 0 0 -8 -64 0 -8 0 64'
- tex = "system/origin"
- }
- north:f =
- {
- v = '0 8 0 -64 8 0 0 8 64'
- tex = "system/origin"
- }
- south:f =
- {
- v = '0 -8 0 64 -8 0 0 -8 64'
- tex = "system/origin"
- }
- up:f =
- {
- v = '0 0 24 64 0 24 0 64 24'
- tex = "system/origin"
- }
- down:f =
- {
- v = '0 0 -24 64 0 -24 0 -64 -24'
- tex = "system/origin"
- }
- }
- poly:p =
- {
- east:f =
- {
- v = '32 -32 -32 32 96 -32 32 -32 96'
- tex = "[auto]"
- }
- west:f =
- {
- v = '-32 -32 -32 -32 -32 96 -32 96 -32'
- tex = "[auto]"
- m = "1"
- }
- north:f =
- {
- v = '-32 32 -32 -32 32 96 96 32 -32'
- tex = "[auto]"
- m = "1"
- }
- south:f =
- {
- v = '-32 -32 -32 96 -32 -32 -32 -32 96'
- tex = "[auto]"
- }
- up:f =
- {
- v = '-32 -32 32 96 -32 32 -32 96 32'
- tex = "[auto]"
- }
- down:f =
- {
- v = '-32 -32 -32 -32 96 -32 96 -32 -32'
- tex = "[auto]"
- m = "1"
- }
- }
- }
-
- Textures.qtx =
- {
- Toolbox = "Texture Browser..."
- Root = "JK2 Textures.qtxfolder"
-
- JK2 Textures.qtxfolder =
- {
- Bespin.txlist =
- {
- bespin/wall_teeth.wl = { a = "Base" }
- bespin/wall_panel.wl = { a = "Base" }
- bespin/wall_orn2.wl = { a = "Base" }
- bespin/wall_new.wl = { a = "Base" }
- bespin/wall_middle.wl = { a = "Base" }
- bespin/wall_iron.wl = { a = "Base" }
- bespin/wall_holes_c.wl = { a = "Base" }
- bespin/wall_holes_b.wl = { a = "Base" }
- bespin/wall_holes.wl = { a = "Base" }
- bespin/wall_bottom.wl = { a = "Base" }
- bespin/wall9.wl = { a = "Base" }
- bespin/wall8.wl = { a = "Base" }
- bespin/wall7.wl = { a = "Base" }
- bespin/wall6.wl = { a = "Base" }
- bespin/wall5a.wl = { a = "Base" }
- bespin/wall5.wl = { a = "Base" }
- bespin/wall4.wl = { a = "Base" }
- bespin/wall2.wl = { a = "Base" }
- bespin/wall12.wl = { a = "Base" }
- bespin/wall10.wl = { a = "Base" }
- bespin/wall.wl = { a = "Base" }
- bespin/u_wall10.wl = { a = "Base" }
- bespin/u_wall09.wl = { a = "Base" }
- bespin/u_wall08.wl = { a = "Base" }
- bespin/u_wall07.wl = { a = "Base" }
- bespin/u_wall06.wl = { a = "Base" }
- bespin/u_wall05.wl = { a = "Base" }
- bespin/u_wall04a.wl = { a = "Base" }
- bespin/u_wall03.wl = { a = "Base" }
- bespin/u_wall02.wl = { a = "Base" }
- bespin/u_wall01.wl = { a = "Base" }
- bespin/u_tunpipe02_glw.wl = { a = "Base" }
- bespin/u_tunpipe02.wl = { a = "Base" }
- bespin/u_tunpipe.wl = { a = "Base" }
- bespin/u_tubeglw.wl = { a = "Base" }
- bespin/u_tube.wl = { a = "Base" }
- bespin/u_trim01.wl = { a = "Base" }
- bespin/u_shaft_glow02.wl = { a = "Base" }
- bespin/u_shaft_glow.wl = { a = "Base" }
- bespin/u_shaftwall02.wl = { a = "Base" }
- bespin/u_shaftwall.wl = { a = "Base" }
- bespin/u_shaftstrut01.wl = { a = "Base" }
- bespin/u_shaftstreak.wl = { a = "Base" }
- bespin/u_pipe09.wl = { a = "Base" }
- bespin/u_pipe07.wl = { a = "Base" }
- bespin/u_pipe06.wl = { a = "Base" }
- bespin/u_pipe05.wl = { a = "Base" }
- bespin/u_pipe04.wl = { a = "Base" }
- bespin/u_pipe03.wl = { a = "Base" }
- bespin/u_pipe02.wl = { a = "Base" }
- bespin/u_pipe01.wl = { a = "Base" }
- bespin/u_outpipe.wl = { a = "Base" }
- bespin/u_metalorange02.wl = { a = "Base" }
- bespin/u_metalorange.wl = { a = "Base" }
- bespin/u_metallg.wl = { a = "Base" }
- bespin/u_metalgreenrib.wl = { a = "Base" }
- bespin/u_metalgreen.wl = { a = "Base" }
- bespin/u_lightglow01.wl = { a = "Base" }
- bespin/u_light04glow.wl = { a = "Base" }
- bespin/u_light04.wl = { a = "Base" }
- bespin/u_light03glow.wl = { a = "Base" }
- bespin/u_light03.wl = { a = "Base" }
- bespin/u_light02glow.wl = { a = "Base" }
- bespin/u_light02aglow.wl = { a = "Base" }
- bespin/u_light02a.wl = { a = "Base" }
- bespin/u_light02.wl = { a = "Base" }
- bespin/u_light01.wl = { a = "Base" }
- bespin/u_hangdoorglw.wl = { a = "Base" }
- bespin/u_hangdoor02.wl = { a = "Base" }
- bespin/u_hangdoor.wl = { a = "Base" }
- bespin/u_grate.wl = { a = "Base" }
- bespin/u_floor04.wl = { a = "Base" }
- bespin/u_floor03.wl = { a = "Base" }
- bespin/u_floor02.wl = { a = "Base" }
- bespin/u_floor01.wl = { a = "Base" }
- bespin/u_elpad.wl = { a = "Base" }
- bespin/u_combust01.wl = { a = "Base" }
- bespin/u_ceiling02.wl = { a = "Base" }
- bespin/u_ceiling01.wl = { a = "Base" }
- bespin/u_casting05.wl = { a = "Base" }
- bespin/u_casing04.wl = { a = "Base" }
- bespin/u_casing03glw.wl = { a = "Base" }
- bespin/u_casing03.wl = { a = "Base" }
- bespin/u_casing02.wl = { a = "Base" }
- bespin/u_casing01.wl = { a = "Base" }
- bespin/u_carbfloor_glw.wl = { a = "Base" }
- bespin/u_carbfloor02_glw.wl = { a = "Base" }
- bespin/u_carbfloor02.wl = { a = "Base" }
- bespin/u_carbfloor.wl = { a = "Base" }
- bespin/u_carb06.wl = { a = "Base" }
- bespin/u_carb05.wl = { a = "Base" }
- bespin/u_carb04.wl = { a = "Base" }
- bespin/u_carb03.wl = { a = "Base" }
- bespin/u_carb02.wl = { a = "Base" }
- bespin/u_carb01.wl = { a = "Base" }
- bespin/u_beam02.wl = { a = "Base" }
- bespin/u_beam01.wl = { a = "Base" }
- bespin/rib_wall.wl = { a = "Base" }
- bespin/plating_b.wl = { a = "Base" }
- bespin/pipesnwall.wl = { a = "Base" }
- bespin/pillar_plating.wl = { a = "Base" }
- bespin/pillar.wl = { a = "Base" }
- bespin/n_win03glow.wl = { a = "Base" }
- bespin/n_win03.wl = { a = "Base" }
- bespin/n_win02glow.wl = { a = "Base" }
- bespin/n_win02.wl = { a = "Base" }
- bespin/n_win01glow.wl = { a = "Base" }
- bespin/n_win01.wl = { a = "Base" }
- bespin/n_wall10.wl = { a = "Base" }
- bespin/n_wall09.wl = { a = "Base" }
- bespin/n_wall08.wl = { a = "Base" }
- bespin/n_wall07.wl = { a = "Base" }
- bespin/n_wall06.wl = { a = "Base" }
- bespin/n_wall05.wl = { a = "Base" }
- bespin/n_wall04.wl = { a = "Base" }
- bespin/n_wall03.wl = { a = "Base" }
- bespin/n_wall02.wl = { a = "Base" }
- bespin/n_wall01.wl = { a = "Base" }
- bespin/n_trim01.wl = { a = "Base" }
- bespin/n_light01_glw.wl = { a = "Base" }
- bespin/n_light01.wl = { a = "Base" }
- bespin/n_floor02.wl = { a = "Base" }
- bespin/n_floor01.wl = { a = "Base" }
- bespin/n_door01.wl = { a = "Base" }
- bespin/n_crate.wl = { a = "Base" }
- bespin/newfloor.wl = { a = "Base" }
- bespin/mp_r_wall04_glow.wl = { a = "Base" }
- bespin/mp_r_wall04a.wl = { a = "Base" }
- bespin/mp_r_wall04.wl = { a = "Base" }
- bespin/mp_r_pipe09.wl = { a = "Base" }
- bespin/mp_r_pipe06.wl = { a = "Base" }
- bespin/mp_r_light04_glow.wl = { a = "Base" }
- bespin/mp_r_light04.wl = { a = "Base" }
- bespin/mp_r_light02a_glow.wl = { a = "Base" }
- bespin/mp_r_light02a.wl = { a = "Base" }
- bespin/mp_r_casing04_glow.wl = { a = "Base" }
- bespin/mp_r_casing04.wl = { a = "Base" }
- bespin/mp_r_carb02.wl = { a = "Base" }
- bespin/mp_b_wall04a.wl = { a = "Base" }
- bespin/mp_b_wall04.wl = { a = "Base" }
- bespin/mp_b_pipe09.wl = { a = "Base" }
- bespin/mp_b_pipe06.wl = { a = "Base" }
- bespin/mp_b_light04_glow.wl = { a = "Base" }
- bespin/mp_b_light04.wl = { a = "Base" }
- bespin/mp_b_light02a_glow.wl = { a = "Base" }
- bespin/mp_b_light02a.wl = { a = "Base" }
- bespin/mp_b_casing04_glow.wl = { a = "Base" }
- bespin/mp_b_casing04.wl = { a = "Base" }
- bespin/mp_b_carb02.wl = { a = "Base" }
- bespin/hydraulic.wl = { a = "Base" }
- bespin/grate.wl = { a = "Base" }
- bespin/force.wl = { a = "Base" }
- bespin/floor4.wl = { a = "Base" }
- bespin/floor3.wl = { a = "Base" }
- bespin/floor2.wl = { a = "Base" }
- bespin/floor.wl = { a = "Base" }
- bespin/ele_teeth.wl = { a = "Base" }
- bespin/door_new.wl = { a = "Base" }
- bespin/doorbase1.wl = { a = "Base" }
- bespin/door02.wl = { a = "Base" }
- bespin/door01open_glw.wl = { a = "Base" }
- bespin/door01lock_glw.wl = { a = "Base" }
- bespin/door01.wl = { a = "Base" }
- bespin/cortosis.wl = { a = "Base" }
- bespin/control04_glw.wl = { a = "Base" }
- bespin/control04.wl = { a = "Base" }
- bespin/control03_glw.wl = { a = "Base" }
- bespin/control03.wl = { a = "Base" }
- bespin/control02_glw.wl = { a = "Base" }
- bespin/control02.wl = { a = "Base" }
- bespin/control01_glw.wl = { a = "Base" }
- bespin/control01.wl = { a = "Base" }
- bespin/ceiling01.wl = { a = "Base" }
- bespin/bswitchx.wl = { a = "Base" }
- bespin/bswitchb.wl = { a = "Base" }
- bespin/bswitcha.wl = { a = "Base" }
- bespin/bswitch2.wl = { a = "Base" }
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- Cairn.txlist =
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- }
- colors.txlist =
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- }
- common.txlist =
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- common/glass2.wl = { a = "Base" }
- common/dissolve.wl = { a = "Base" }
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- }
- decals.txlist =
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- }
- DoomGiver.txlist =
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- doomgiver/metalpanel1gd.wl = { a = "Base" }
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- doomgiver/largepipe.wl = { a = "Base" }
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- doomgiver/doortrim01d.wl = { a = "Base" }
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- doomgiver/comp_panel_alphaglow.wl = { a = "Base" }
- doomgiver/comp_panel_alpha.wl = { a = "Base" }
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- doomgiver/comp_panelcursor1.wl = { a = "Base" }
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- }
- flares.txlist =
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- }
- fogs.txlist =
- {
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- }
- Hoth.txlist =
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- hoth/snow_01.wl = { a = "Base" }
- hoth/grid_02a.wl = { a = "Base" }
- hoth/floorpanel_01.wl = { a = "Base" }
- }
- ImpDetention.txlist =
- {
- impdetention/wardoor.wl = { a = "Base" }
- impdetention/walkway2.wl = { a = "Base" }
- impdetention/walkend.wl = { a = "Base" }
- impdetention/vslot2a.wl = { a = "Base" }
- impdetention/vslot2.wl = { a = "Base" }
- impdetention/vslot.wl = { a = "Base" }
- impdetention/uppertrim.wl = { a = "Base" }
- impdetention/trooper_doorbig2.wl = { a = "Base" }
- impdetention/trim1.wl = { a = "Base" }
- impdetention/towerdoortrim_b.wl = { a = "Base" }
- impdetention/towerdoortrim.wl = { a = "Base" }
- impdetention/towerdoor.wl = { a = "Base" }
- impdetention/symbol2.wl = { a = "Base" }
- impdetention/symbol.wl = { a = "Base" }
- impdetention/screen_long.wl = { a = "Base" }
- impdetention/screen2.wl = { a = "Base" }
- impdetention/screen1.wl = { a = "Base" }
- impdetention/ribs.wl = { a = "Base" }
- impdetention/piller.wl = { a = "Base" }
- impdetention/newtrim1_glow.wl = { a = "Base" }
- impdetention/newtrim1.wl = { a = "Base" }
- impdetention/newcolumn.wl = { a = "Base" }
- impdetention/mp_r_trimlight_glow.wl = { a = "Base" }
- impdetention/mp_r_trimlight.wl = { a = "Base" }
- impdetention/mp_r_symbol.wl = { a = "Base" }
- impdetention/mp_r_pillar.wl = { a = "Base" }
- impdetention/mp_r_metalpanel.wl = { a = "Base" }
- impdetention/mp_b_trimlight_glow.wl = { a = "Base" }
- impdetention/mp_b_trimlight.wl = { a = "Base" }
- impdetention/mp_b_symbol.wl = { a = "Base" }
- impdetention/mp_b_pillar.wl = { a = "Base" }
- impdetention/mp_b_metalpanel.wl = { a = "Base" }
- impdetention/metalsec1.wl = { a = "Base" }
- impdetention/metalpanel7.wl = { a = "Base" }
- impdetention/metalpanel5.wl = { a = "Base" }
- impdetention/metalpanel4.wl = { a = "Base" }
- impdetention/metalpanel3match.wl = { a = "Base" }
- impdetention/metalpanel2a.wl = { a = "Base" }
- impdetention/metalpanel1new.wl = { a = "Base" }
- impdetention/metalpanel1h.wl = { a = "Base" }
- impdetention/metalpanel1g1.wl = { a = "Base" }
- impdetention/metalpanel1g.wl = { a = "Base" }
- impdetention/metalpanel1f1darkglow.wl = { a = "Base" }
- impdetention/metalpanel1f1dark.wl = { a = "Base" }
- impdetention/metalpanel1f.wl = { a = "Base" }
- impdetention/metalpanel1c.wl = { a = "Base" }
- impdetention/metalpanel1b.wl = { a = "Base" }
- impdetention/metal2.wl = { a = "Base" }
- impdetention/metal.wl = { a = "Base" }
- impdetention/lpanel6tuwglow.wl = { a = "Base" }
- impdetention/lpanel6tuw.wl = { a = "Base" }
- impdetention/lpanel6tu.wl = { a = "Base" }
- impdetention/lowertrim.wl = { a = "Base" }
- impdetention/light_white_off.wl = { a = "Base" }
- impdetention/light_white.wl = { a = "Base" }
- impdetention/light_red.wl = { a = "Base" }
- impdetention/light_fx.wl = { a = "Base" }
- impdetention/light_blue.wl = { a = "Base" }
- impdetention/lightnewglow.wl = { a = "Base" }
- impdetention/lightnew.wl = { a = "Base" }
- impdetention/light1.wl = { a = "Base" }
- impdetention/large_vator.wl = { a = "Base" }
- impdetention/landing.wl = { a = "Base" }
- impdetention/interference2.wl = { a = "Base" }
- impdetention/innertrim.wl = { a = "Base" }
- impdetention/innerdoor.wl = { a = "Base" }
- impdetention/hangerdoorb_red.wl = { a = "Base" }
- impdetention/hangerdoorb_green.wl = { a = "Base" }
- impdetention/hangerdoorb.wl = { a = "Base" }
- impdetention/hangerdoor.wl = { a = "Base" }
- impdetention/greybase.wl = { a = "Base" }
- impdetention/floorpanel1bdark.wl = { a = "Base" }
- impdetention/floorpanel1b.wl = { a = "Base" }
- impdetention/floorgrate1.wl = { a = "Base" }
- impdetention/floorgrate.wl = { a = "Base" }
- impdetention/floordet.wl = { a = "Base" }
- impdetention/floor2.wl = { a = "Base" }
- impdetention/floor1.wl = { a = "Base" }
- impdetention/floor.wl = { a = "Base" }
- impdetention/elevat_floor.wl = { a = "Base" }
- impdetention/edge1.wl = { a = "Base" }
- impdetention/edge.wl = { a = "Base" }
- impdetention/doortrim01.wl = { a = "Base" }
- impdetention/doordirt2.wl = { a = "Base" }
- impdetention/doordirt1.wl = { a = "Base" }
- impdetention/doordirt.wl = { a = "Base" }
- impdetention/door1_b.wl = { a = "Base" }
- impdetention/door1c_red.wl = { a = "Base" }
- impdetention/door1c_green.wl = { a = "Base" }
- impdetention/door1c.wl = { a = "Base" }
- impdetention/door1.wl = { a = "Base" }
- impdetention/deathconlight.wl = { a = "Base" }
- impdetention/deathcon2a.wl = { a = "Base" }
- impdetention/deathcon2.wl = { a = "Base" }
- impdetention/deathcon1a.wl = { a = "Base" }
- impdetention/deathcon1.wl = { a = "Base" }
- impdetention/crate7.wl = { a = "Base" }
- impdetention/control_ff_on.wl = { a = "Base" }
- impdetention/control_baseglow.wl = { a = "Base" }
- impdetention/control_base.wl = { a = "Base" }
- impdetention/controlpanel1.wl = { a = "Base" }
- impdetention/control5_glow.wl = { a = "Base" }
- impdetention/control5.wl = { a = "Base" }
- impdetention/control4_glow.wl = { a = "Base" }
- impdetention/control4_backglow.wl = { a = "Base" }
- impdetention/control4_back.wl = { a = "Base" }
- impdetention/control4.wl = { a = "Base" }
- impdetention/control3_back.wl = { a = "Base" }
- impdetention/control3.wl = { a = "Base" }
- impdetention/control2.wl = { a = "Base" }
- impdetention/bpipe2.wl = { a = "Base" }
- impdetention/blue_glow.wl = { a = "Base" }
- impdetention/black_panel.wl = { a = "Base" }
- impdetention/back_glow.wl = { a = "Base" }
- impdetention/512_512lights.wl = { a = "Base" }
- impdetention/512_512.wl = { a = "Base" }
- impdetention/512_128.wl = { a = "Base" }
- }
- ImpGarrison.txlist =
- {
- impgarrison/wall03.wl = { a = "Base" }
- impgarrison/wall02.wl = { a = "Base" }
- impgarrison/wall01a.wl = { a = "Base" }
- impgarrison/wall01.wl = { a = "Base" }
- impgarrison/sw_panel_b.wl = { a = "Base" }
- impgarrison/side_panel_02.wl = { a = "Base" }
- impgarrison/side_panel_01.wl = { a = "Base" }
- impgarrison/pipes1.wl = { a = "Base" }
- impgarrison/panwall1.wl = { a = "Base" }
- impgarrison/new9.wl = { a = "Base" }
- impgarrison/new8.wl = { a = "Base" }
- impgarrison/new7.wl = { a = "Base" }
- impgarrison/new5.wl = { a = "Base" }
- impgarrison/new3.wl = { a = "Base" }
- impgarrison/new2.wl = { a = "Base" }
- impgarrison/metal_sq.wl = { a = "Base" }
- impgarrison/metal_lg_lt.wl = { a = "Base" }
- impgarrison/metal_lg_dk.wl = { a = "Base" }
- impgarrison/metal_lg.wl = { a = "Base" }
- impgarrison/metal2.wl = { a = "Base" }
- impgarrison/metal1.wl = { a = "Base" }
- impgarrison/metal.wl = { a = "Base" }
- impgarrison/light_panel_01.wl = { a = "Base" }
- impgarrison/grate3.wl = { a = "Base" }
- impgarrison/grate01.wl = { a = "Base" }
- impgarrison/floor01.wl = { a = "Base" }
- impgarrison/disk_side_02.wl = { a = "Base" }
- impgarrison/disk_base.wl = { a = "Base" }
- impgarrison/control_panel_02.wl = { a = "Base" }
- impgarrison/comp_panel_up_3.wl = { a = "Base" }
- impgarrison/comp_panel_up.wl = { a = "Base" }
- impgarrison/comp_panel_new_3.wl = { a = "Base" }
- impgarrison/comp_panel_new_2.wl = { a = "Base" }
- impgarrison/blastdoor_01.wl = { a = "Base" }
- }
- Imp_Mine.txlist =
- {
- imp_mine/wall_outside.wl = { a = "Base" }
- imp_mine/wallnew2.wl = { a = "Base" }
- imp_mine/wallnew1.wl = { a = "Base" }
- imp_mine/wall2c.wl = { a = "Base" }
- imp_mine/wall2.wl = { a = "Base" }
- imp_mine/vator.wl = { a = "Base" }
- imp_mine/trim_floor.wl = { a = "Base" }
- imp_mine/trim.wl = { a = "Base" }
- imp_mine/tower_frame.wl = { a = "Base" }
- imp_mine/towertop_side.wl = { a = "Base" }
- imp_mine/towertop.wl = { a = "Base" }
- imp_mine/tower2.wl = { a = "Base" }
- imp_mine/tower.wl = { a = "Base" }
- imp_mine/top_support.wl = { a = "Base" }
- imp_mine/tiescreen.wl = { a = "Base" }
- imp_mine/sup_beam.wl = { a = "Base" }
- imp_mine/supsection_b.wl = { a = "Base" }
- imp_mine/supsection.wl = { a = "Base" }
- imp_mine/support_beam.wl = { a = "Base" }
- imp_mine/support_base.wl = { a = "Base" }
- imp_mine/strobe_on_glow.wl = { a = "Base" }
- imp_mine/strobe_on.wl = { a = "Base" }
- imp_mine/strobe_off.wl = { a = "Base" }
- imp_mine/slime.wl = { a = "Base" }
- imp_mine/siding2.wl = { a = "Base" }
- imp_mine/siding1.wl = { a = "Base" }
- imp_mine/side_support.wl = { a = "Base" }
- imp_mine/rustmetal1.wl = { a = "Base" }
- imp_mine/runner.wl = { a = "Base" }
- imp_mine/rooftrim.wl = { a = "Base" }
- imp_mine/rock_color_digs3g.wl = { a = "Base" }
- imp_mine/rock_color_digs3.wl = { a = "Base" }
- imp_mine/rock_color.wl = { a = "Base" }
- imp_mine/ramp.wl = { a = "Base" }
- imp_mine/pipe_glowing.wl = { a = "Base" }
- imp_mine/pipeput_rust.wl = { a = "Base" }
- imp_mine/pipeput.wl = { a = "Base" }
- imp_mine/panellong.wl = { a = "Base" }
- imp_mine/panelling2.wl = { a = "Base" }
- imp_mine/panelling1.wl = { a = "Base" }
- imp_mine/newstrip.wl = { a = "Base" }
- imp_mine/newfloor.wl = { a = "Base" }
- imp_mine/newdoor1_b_red.wl = { a = "Base" }
- imp_mine/newdoor1_b_green.wl = { a = "Base" }
- imp_mine/newdoor1_b.wl = { a = "Base" }
- imp_mine/newdoor1.wl = { a = "Base" }
- imp_mine/monorail_top_2.wl = { a = "Base" }
- imp_mine/monorail_top.wl = { a = "Base" }
- imp_mine/monorail_2.wl = { a = "Base" }
- imp_mine/monorailglow.wl = { a = "Base" }
- imp_mine/monorail.wl = { a = "Base" }
- imp_mine/minelightglow.wl = { a = "Base" }
- imp_mine/minelight.wl = { a = "Base" }
- imp_mine/middle_support.wl = { a = "Base" }
- imp_mine/midbrace.wl = { a = "Base" }
- imp_mine/metalpipe1.wl = { a = "Base" }
- imp_mine/locker.wl = { a = "Base" }
- imp_mine/lighttrackglow.wl = { a = "Base" }
- imp_mine/lighttrack3glow.wl = { a = "Base" }
- imp_mine/lighttrack3.wl = { a = "Base" }
- imp_mine/lighttrack2glow.wl = { a = "Base" }
- imp_mine/lighttrack2.wl = { a = "Base" }
- imp_mine/lighttrack.wl = { a = "Base" }
- imp_mine/lights1.wl = { a = "Base" }
- imp_mine/lightmap_fan2b.wl = { a = "Base" }
- imp_mine/lightmap_fan2.wl = { a = "Base" }
- imp_mine/lightmap5.wl = { a = "Base" }
- imp_mine/lightmap4.wl = { a = "Base" }
- imp_mine/lightmap3.wl = { a = "Base" }
- imp_mine/lightmap2.wl = { a = "Base" }
- imp_mine/lightmap.wl = { a = "Base" }
- imp_mine/light.wl = { a = "Base" }
- imp_mine/lava2.wl = { a = "Base" }
- imp_mine/largetrim.wl = { a = "Base" }
- imp_mine/largepipe4.wl = { a = "Base" }
- imp_mine/landingpad.wl = { a = "Base" }
- imp_mine/kplates.wl = { a = "Base" }
- imp_mine/kplatek.wl = { a = "Base" }
- imp_mine/kplate4.wl = { a = "Base" }
- imp_mine/kplate3.wl = { a = "Base" }
- imp_mine/kplate2.wl = { a = "Base" }
- imp_mine/kplate.wl = { a = "Base" }
- imp_mine/kgrille2.wl = { a = "Base" }
- imp_mine/kgrille1.wl = { a = "Base" }
- imp_mine/hugemine2.wl = { a = "Base" }
- imp_mine/hallwall1a.wl = { a = "Base" }
- imp_mine/grating_breakable.wl = { a = "Base" }
- imp_mine/grating.wl = { a = "Base" }
- imp_mine/glowingcore_on.wl = { a = "Base" }
- imp_mine/glowingcore_dam.wl = { a = "Base" }
- imp_mine/girderwall.wl = { a = "Base" }
- imp_mine/frame.wl = { a = "Base" }
- imp_mine/floortrack.wl = { a = "Base" }
- imp_mine/floorsection.wl = { a = "Base" }
- imp_mine/floorgrid.wl = { a = "Base" }
- imp_mine/energy.wl = { a = "Base" }
- imp_mine/endlight.wl = { a = "Base" }
- imp_mine/elevatorpanel_red.wl = { a = "Base" }
- imp_mine/elevatorpanelglow2.wl = { a = "Base" }
- imp_mine/elevatorpanelglow1.wl = { a = "Base" }
- imp_mine/elevatorpanel.wl = { a = "Base" }
- imp_mine/elevatorfloor.wl = { a = "Base" }
- imp_mine/door.wl = { a = "Base" }
- imp_mine/crystal3_glow.wl = { a = "Base" }
- imp_mine/crystal3.wl = { a = "Base" }
- imp_mine/crystal2_glow.wl = { a = "Base" }
- imp_mine/crystal2.wl = { a = "Base" }
- imp_mine/crystal1_glow.wl = { a = "Base" }
- imp_mine/crystal1.wl = { a = "Base" }
- imp_mine/control7c.wl = { a = "Base" }
- imp_mine/control7b.wl = { a = "Base" }
- imp_mine/control7a.wl = { a = "Base" }
- imp_mine/control7.wl = { a = "Base" }
- imp_mine/control6.wl = { a = "Base" }
- imp_mine/control5_2.wl = { a = "Base" }
- imp_mine/control5c.wl = { a = "Base" }
- imp_mine/control5b.wl = { a = "Base" }
- imp_mine/control5a.wl = { a = "Base" }
- imp_mine/control5.wl = { a = "Base" }
- imp_mine/control4.wl = { a = "Base" }
- imp_mine/control3.wl = { a = "Base" }
- imp_mine/control2.wl = { a = "Base" }
- imp_mine/control1.wl = { a = "Base" }
- imp_mine/compacter_trim.wl = { a = "Base" }
- imp_mine/compacter_treads.wl = { a = "Base" }
- imp_mine/compacter_side.wl = { a = "Base" }
- imp_mine/compacter.wl = { a = "Base" }
- imp_mine/circuitwall.wl = { a = "Base" }
- imp_mine/ceiling_light.wl = { a = "Base" }
- imp_mine/ceilingbase1.wl = { a = "Base" }
- imp_mine/bottom_support.wl = { a = "Base" }
- imp_mine/blastshield_small.wl = { a = "Base" }
- imp_mine/blastshield.wl = { a = "Base" }
- imp_mine/blastdoor_piece.wl = { a = "Base" }
- imp_mine/blastdoor.wl = { a = "Base" }
- imp_mine/bigside2.wl = { a = "Base" }
- imp_mine/bigside1.wl = { a = "Base" }
- imp_mine/bigflatrust.wl = { a = "Base" }
- imp_mine/bigflat.wl = { a = "Base" }
- imp_mine/basefloor2.wl = { a = "Base" }
- imp_mine/basefloor.wl = { a = "Base" }
- imp_mine/arch_inside.wl = { a = "Base" }
- imp_mine/arch_bottom.wl = { a = "Base" }
- imp_mine/arch.wl = { a = "Base" }
- imp_mine/512_128rust.wl = { a = "Base" }
- imp_mine/256_128rustv.wl = { a = "Base" }
- imp_mine/256_128rust.wl = { a = "Base" }
- imp_mine/128_128rust.wl = { a = "Base" }
- }
- Kejim.txlist =
- {
- kejim/warndoor.wl = { a = "Base" }
- kejim/wall_heavy.wl = { a = "Base" }
- kejim/wallpanel11.wl = { a = "Base" }
- kejim/wallpanel10.wl = { a = "Base" }
- kejim/wallpanel09.wl = { a = "Base" }
- kejim/wallpanel08.wl = { a = "Base" }
- kejim/wallpanel07.wl = { a = "Base" }
- kejim/wallpanel06_glw.wl = { a = "Base" }
- kejim/wallpanel06.wl = { a = "Base" }
- kejim/wallpanel05.wl = { a = "Base" }
- kejim/wallpanel04.wl = { a = "Base" }
- kejim/wallpanel03glow.wl = { a = "Base" }
- kejim/wallpanel03.wl = { a = "Base" }
- kejim/wallpanel02.wl = { a = "Base" }
- kejim/wallpanel01glow.wl = { a = "Base" }
- kejim/wallpanel01.wl = { a = "Base" }
- kejim/trim06.wl = { a = "Base" }
- kejim/trim05.wl = { a = "Base" }
- kejim/trim03.wl = { a = "Base" }
- kejim/trim02.wl = { a = "Base" }
- kejim/trim01.wl = { a = "Base" }
- kejim/tanks.wl = { a = "Base" }
- kejim/switch_glowred1.wl = { a = "Base" }
- kejim/switch_glowred.wl = { a = "Base" }
- kejim/switch_glowgreen1.wl = { a = "Base" }
- kejim/switch_glowgreen.wl = { a = "Base" }
- kejim/switch_glowblue1.wl = { a = "Base" }
- kejim/switch_glowblue.wl = { a = "Base" }
- kejim/switch_glow2.wl = { a = "Base" }
- kejim/switch_brokenb.wl = { a = "Base" }
- kejim/switch_brokena.wl = { a = "Base" }
- kejim/switch_broken.wl = { a = "Base" }
- kejim/switch3.wl = { a = "Base" }
- kejim/switch2glow2.wl = { a = "Base" }
- kejim/switch2glow.wl = { a = "Base" }
- kejim/switch2.wl = { a = "Base" }
- kejim/strutmid.wl = { a = "Base" }
- kejim/strutlightglow.wl = { a = "Base" }
- kejim/strutlight.wl = { a = "Base" }
- kejim/strutbase.wl = { a = "Base" }
- kejim/stars_scroll.wl = { a = "Base" }
- kejim/sentrytrim03.wl = { a = "Base" }
- kejim/sentrytrim02.wl = { a = "Base" }
- kejim/sentrytrim01.wl = { a = "Base" }
- kejim/security_glass_border.wl = { a = "Base" }
- kejim/security_glass.wl = { a = "Base" }
- kejim/screen.wl = { a = "Base" }
- kejim/refpanel.wl = { a = "Base" }
- kejim/refcolumn.wl = { a = "Base" }
- kejim/redlightsglow.wl = { a = "Base" }
- kejim/redlights.wl = { a = "Base" }
- kejim/redfield2.wl = { a = "Base" }
- kejim/redfield1.wl = { a = "Base" }
- kejim/puzzleg12.wl = { a = "Base" }
- kejim/puzzleg11.wl = { a = "Base" }
- kejim/puzzleg10.wl = { a = "Base" }
- kejim/puzzleg09.wl = { a = "Base" }
- kejim/puzzleg08.wl = { a = "Base" }
- kejim/puzzleg07.wl = { a = "Base" }
- kejim/puzzleg06.wl = { a = "Base" }
- kejim/puzzleg05.wl = { a = "Base" }
- kejim/puzzleg04.wl = { a = "Base" }
- kejim/puzzleg03.wl = { a = "Base" }
- kejim/puzzleg02.wl = { a = "Base" }
- kejim/puzzleg01.wl = { a = "Base" }
- kejim/puzzleb12.wl = { a = "Base" }
- kejim/puzzleb11.wl = { a = "Base" }
- kejim/puzzleb10.wl = { a = "Base" }
- kejim/puzzleb09.wl = { a = "Base" }
- kejim/puzzleb08.wl = { a = "Base" }
- kejim/puzzleb07.wl = { a = "Base" }
- kejim/puzzleb06.wl = { a = "Base" }
- kejim/puzzleb05.wl = { a = "Base" }
- kejim/puzzleb04.wl = { a = "Base" }
- kejim/puzzleb03.wl = { a = "Base" }
- kejim/puzzleb02.wl = { a = "Base" }
- kejim/puzzleb01.wl = { a = "Base" }
- kejim/puzzle12.wl = { a = "Base" }
- kejim/puzzle11.wl = { a = "Base" }
- kejim/puzzle10.wl = { a = "Base" }
- kejim/puzzle09.wl = { a = "Base" }
- kejim/puzzle08.wl = { a = "Base" }
- kejim/puzzle07.wl = { a = "Base" }
- kejim/puzzle06.wl = { a = "Base" }
- kejim/puzzle05.wl = { a = "Base" }
- kejim/puzzle04.wl = { a = "Base" }
- kejim/puzzle03.wl = { a = "Base" }
- kejim/puzzle02.wl = { a = "Base" }
- kejim/puzzle01.wl = { a = "Base" }
- kejim/prison_plating.wl = { a = "Base" }
- kejim/prisondoor2.wl = { a = "Base" }
- kejim/powerscreen3.wl = { a = "Base" }
- kejim/powerscreen256.wl = { a = "Base" }
- kejim/powerscreen2.wl = { a = "Base" }
- kejim/powerscreen1h.wl = { a = "Base" }
- kejim/powerscreen1g.wl = { a = "Base" }
- kejim/powerscreen1f.wl = { a = "Base" }
- kejim/powerscreen1e.wl = { a = "Base" }
- kejim/powerscreen1d.wl = { a = "Base" }
- kejim/powerscreen1c.wl = { a = "Base" }
- kejim/powerscreen1b.wl = { a = "Base" }
- kejim/powerscreen1a.wl = { a = "Base" }
- kejim/powerscreen1.wl = { a = "Base" }
- kejim/pipe_inside.wl = { a = "Base" }
- kejim/pipewall.wl = { a = "Base" }
- kejim/pipe02.wl = { a = "Base" }
- kejim/pipe01.wl = { a = "Base" }
- kejim/pipe.wl = { a = "Base" }
- kejim/path_red.wl = { a = "Base" }
- kejim/path_green.wl = { a = "Base" }
- kejim/path_blue.wl = { a = "Base" }
- kejim/newsquare.wl = { a = "Base" }
- kejim/newfloor_kej.wl = { a = "Base" }
- kejim/mp_r_panelglow.wl = { a = "Base" }
- kejim/mp_r_panel3.wl = { a = "Base" }
- kejim/mp_r_panel2.wl = { a = "Base" }
- kejim/mp_emptrim2.wl = { a = "Base" }
- kejim/mp_emptrim.wl = { a = "Base" }
- kejim/mp_b_panelglow.wl = { a = "Base" }
- kejim/mp_b_panel3.wl = { a = "Base" }
- kejim/mp_b_panel2.wl = { a = "Base" }
- kejim/mp_barrel.wl = { a = "Base" }
- kejim/metalpanel1c_r.wl = { a = "Base" }
- kejim/metalpanel1c_b.wl = { a = "Base" }
- kejim/metalpanel1c.wl = { a = "Base" }
- kejim/metalpanel1b.wl = { a = "Base" }
- kejim/metal2.wl = { a = "Base" }
- kejim/metal1glow.wl = { a = "Base" }
- kejim/metal1.wl = { a = "Base" }
- kejim/metal.wl = { a = "Base" }
- kejim/map_display3_glow.wl = { a = "Base" }
- kejim/map_display3.wl = { a = "Base" }
- kejim/map_display2_glow.wl = { a = "Base" }
- kejim/map_display2.wl = { a = "Base" }
- kejim/map_display1_glow.wl = { a = "Base" }
- kejim/map_display1.wl = { a = "Base" }
- kejim/lightpanelglow.wl = { a = "Base" }
- kejim/lightpanel02glow.wl = { a = "Base" }
- kejim/lightpanel02.wl = { a = "Base" }
- kejim/lightpanel.wl = { a = "Base" }
- kejim/lift_onglow.wl = { a = "Base" }
- kejim/lift_on.wl = { a = "Base" }
- kejim/lift_off.wl = { a = "Base" }
- kejim/lift_glowb1.wl = { a = "Base" }
- kejim/lift_glowb.wl = { a = "Base" }
- kejim/labwell_square.wl = { a = "Base" }
- kejim/labwell_common.wl = { a = "Base" }
- kejim/labwell4.wl = { a = "Base" }
- kejim/labwell3.wl = { a = "Base" }
- kejim/labwell2.wl = { a = "Base" }
- kejim/labwell.wl = { a = "Base" }
- kejim/kmousepanel1.wl = { a = "Base" }
- kejim/kmousepanel.wl = { a = "Base" }
- kejim/kgunpanel_redlights.wl = { a = "Base" }
- kejim/kgunpanelimg.wl = { a = "Base" }
- kejim/kgunpanel1.wl = { a = "Base" }
- kejim/kgunpanel.wl = { a = "Base" }
- kejim/kgeneratorpanel2.wl = { a = "Base" }
- kejim/kgeneratorpanel.wl = { a = "Base" }
- kejim/keyportonb.wl = { a = "Base" }
- kejim/keyporton.wl = { a = "Base" }
- kejim/keyportoff.wl = { a = "Base" }
- kejim/keyport2.wl = { a = "Base" }
- kejim/keyport.wl = { a = "Base" }
- kejim/kej_wall_gun.wl = { a = "Base" }
- kejim/kej_wall_03.wl = { a = "Base" }
- kejim/kej_wall.wl = { a = "Base" }
- kejim/kej_trim_blue.wl = { a = "Base" }
- kejim/kej_pipe.wl = { a = "Base" }
- kejim/kej_lights_glow.wl = { a = "Base" }
- kejim/kej_lights.wl = { a = "Base" }
- kejim/kej_control_glow.wl = { a = "Base" }
- kejim/kej_control6_glow.wl = { a = "Base" }
- kejim/kej_control6.wl = { a = "Base" }
- kejim/kej_control5_glow.wl = { a = "Base" }
- kejim/kej_control5.wl = { a = "Base" }
- kejim/kej_control3_glow.wl = { a = "Base" }
- kejim/kej_control3.wl = { a = "Base" }
- kejim/kej_control2_glow.wl = { a = "Base" }
- kejim/kej_control2.wl = { a = "Base" }
- kejim/kej_control.wl = { a = "Base" }
- kejim/kej_blastdoor.wl = { a = "Base" }
- kejim/kejim_spike.wl = { a = "Base" }
- kejim/kejim_runner.wl = { a = "Base" }
- kejim/icicle.wl = { a = "Base" }
- kejim/greenlightsglow.wl = { a = "Base" }
- kejim/greenlights.wl = { a = "Base" }
- kejim/grate02_long_broken.wl = { a = "Base" }
- kejim/grate02_long.wl = { a = "Base" }
- kejim/grate02_broke.wl = { a = "Base" }
- kejim/grate02.wl = { a = "Base" }
- kejim/grate01.wl = { a = "Base" }
- kejim/gen_glow3.wl = { a = "Base" }
- kejim/gen_glow2.wl = { a = "Base" }
- kejim/gen_glow1.wl = { a = "Base" }
- kejim/gen_door_text.wl = { a = "Base" }
- kejim/frostvent.wl = { a = "Base" }
- kejim/frosttrim05a.wl = { a = "Base" }
- kejim/frosttrim05.wl = { a = "Base" }
- kejim/frostpipe01.wl = { a = "Base" }
- kejim/freezerwall_plain.wl = { a = "Base" }
- kejim/freezerwall_grate.wl = { a = "Base" }
- kejim/freezerwall.wl = { a = "Base" }
- kejim/frame2_gold.wl = { a = "Base" }
- kejim/frame2.wl = { a = "Base" }
- kejim/frame1_off.wl = { a = "Base" }
- kejim/frame1_gold.wl = { a = "Base" }
- kejim/frame1_glow.wl = { a = "Base" }
- kejim/frame1.wl = { a = "Base" }
- kejim/floor_green.wl = { a = "Base" }
- kejim/floorsquare2.wl = { a = "Base" }
- kejim/floorsquare.wl = { a = "Base" }
- kejim/floor02.wl = { a = "Base" }
- kejim/floor01.wl = { a = "Base" }
- kejim/flatwhite_nolight.wl = { a = "Base" }
- kejim/flatwhite.wl = { a = "Base" }
- kejim/flatblue.wl = { a = "Base" }
- kejim/flashscreen_blightglow4.wl = { a = "Base" }
- kejim/flashscreen_blightglow3.wl = { a = "Base" }
- kejim/flashscreen_blightglow2.wl = { a = "Base" }
- kejim/flashscreen_blightglow1.wl = { a = "Base" }
- kejim/flashscreen_blightglow.wl = { a = "Base" }
- kejim/flashscreen_base.wl = { a = "Base" }
- kejim/env_newfloor_kej.wl = { a = "Base" }
- kejim/energy.wl = { a = "Base" }
- kejim/elevatortext2.wl = { a = "Base" }
- kejim/elevatortext1.wl = { a = "Base" }
- kejim/droidport.wl = { a = "Base" }
- kejim/droiddoor.wl = { a = "Base" }
- kejim/drawer1glow.wl = { a = "Base" }
- kejim/drawer1.wl = { a = "Base" }
- kejim/door_symbol_red.wl = { a = "Base" }
- kejim/door_symbol_green.wl = { a = "Base" }
- kejim/door_symbol_blue.wl = { a = "Base" }
- kejim/dish_final.wl = { a = "Base" }
- kejim/crystalscreen.wl = { a = "Base" }
- kejim/crateswitchglow.wl = { a = "Base" }
- kejim/crateswitch.wl = { a = "Base" }
- kejim/coruscant_win_r.wl = { a = "Base" }
- kejim/coruscant_win_l.wl = { a = "Base" }
- kejim/coruscant_win_fg.wl = { a = "Base" }
- kejim/coruscantwall4a.wl = { a = "Base" }
- kejim/coruscantwall4.wl = { a = "Base" }
- kejim/coruscantwall2.wl = { a = "Base" }
- kejim/coruscantwall1.wl = { a = "Base" }
- kejim/coruscantdoor.wl = { a = "Base" }
- kejim/coruscantcarpet.wl = { a = "Base" }
- kejim/coruscant.wl = { a = "Base" }
- kejim/coolant.wl = { a = "Base" }
- kejim/compwall01.wl = { a = "Base" }
- kejim/compwall.wl = { a = "Base" }
- kejim/ceilinglight01glow.wl = { a = "Base" }
- kejim/ceilinglight01.wl = { a = "Base" }
- kejim/cameraswitchlight.wl = { a = "Base" }
- kejim/cameraswitch.wl = { a = "Base" }
- kejim/bluelightsglow.wl = { a = "Base" }
- kejim/bluelights.wl = { a = "Base" }
- kejim/blastdoor_onoff_glowr.wl = { a = "Base" }
- kejim/blastdoor_onoff_glowg.wl = { a = "Base" }
- kejim/blastdoor_onoff.wl = { a = "Base" }
- kejim/blastdoor.wl = { a = "Base" }
- kejim/bigwall02.wl = { a = "Base" }
- kejim/basepanel04.wl = { a = "Base" }
- kejim/basepanel03.wl = { a = "Base" }
- kejim/basepanel02.wl = { a = "Base" }
- kejim/basepanel01glow.wl = { a = "Base" }
- kejim/basepanel01a.wl = { a = "Base" }
- kejim/basepanel01.wl = { a = "Base" }
- kejim/barrelglow.wl = { a = "Base" }
- kejim/barrel.wl = { a = "Base" }
- kejim/alpha.wl = { a = "Base" }
- }
- Narshaddaa.txlist =
- {
- narshaddaa/wall_beat.wl = { a = "Base" }
- narshaddaa/walkway2.wl = { a = "Base" }
- narshaddaa/tunnellights_glow.wl = { a = "Base" }
- narshaddaa/tunnellights.wl = { a = "Base" }
- narshaddaa/tank2.wl = { a = "Base" }
- narshaddaa/tank1.wl = { a = "Base" }
- narshaddaa/starpad_doors.wl = { a = "Base" }
- narshaddaa/pipe_red.wl = { a = "Base" }
- narshaddaa/pipe_blue.wl = { a = "Base" }
- narshaddaa/piller2.wl = { a = "Base" }
- narshaddaa/longarmbottom.wl = { a = "Base" }
- narshaddaa/ll_wall.wl = { a = "Base" }
- narshaddaa/ll_walkway.wl = { a = "Base" }
- narshaddaa/ll_tracklight_glow.wl = { a = "Base" }
- narshaddaa/ll_tracklight.wl = { a = "Base" }
- narshaddaa/ll_smalllights_glow.wl = { a = "Base" }
- narshaddaa/ll_smalllights.wl = { a = "Base" }
- narshaddaa/ll_sidedoors.wl = { a = "Base" }
- narshaddaa/ll_outsidedeck.wl = { a = "Base" }
- narshaddaa/ll_midceiling.wl = { a = "Base" }
- narshaddaa/ll_longbrace.wl = { a = "Base" }
- narshaddaa/ll_intdoor.wl = { a = "Base" }
- narshaddaa/ll_insideshutter.wl = { a = "Base" }
- narshaddaa/ll_hull2.wl = { a = "Base" }
- narshaddaa/ll_control2.wl = { a = "Base" }
- narshaddaa/ll_control.wl = { a = "Base" }
- narshaddaa/ll_carpet.wl = { a = "Base" }
- narshaddaa/light1_glow.wl = { a = "Base" }
- narshaddaa/light1.wl = { a = "Base" }
- narshaddaa/hangerstruts.wl = { a = "Base" }
- narshaddaa/fuelpump_glow.wl = { a = "Base" }
- narshaddaa/fuelpump4.wl = { a = "Base" }
- narshaddaa/fuelpump3.wl = { a = "Base" }
- narshaddaa/fuelpump2.wl = { a = "Base" }
- narshaddaa/fuelpump1.wl = { a = "Base" }
- narshaddaa/floor2_b.wl = { a = "Base" }
- narshaddaa/ceiling_large.wl = { a = "Base" }
- narshaddaa/bigside.wl = { a = "Base" }
- }
- Nar_Hideout.txlist =
- {
- nar_hideout/wedge.wl = { a = "Base" }
- nar_hideout/wall_worn2.wl = { a = "Base" }
- nar_hideout/wall_worn.wl = { a = "Base" }
- nar_hideout/wall_brushworn.wl = { a = "Base" }
- nar_hideout/wall_bolt_sm.wl = { a = "Base" }
- nar_hideout/wall_bolt.wl = { a = "Base" }
- nar_hideout/wall_beat.wl = { a = "Base" }
- nar_hideout/walltop01.wl = { a = "Base" }
- nar_hideout/wallpanel01.wl = { a = "Base" }
- nar_hideout/wallnew.wl = { a = "Base" }
- nar_hideout/wallcap02.wl = { a = "Base" }
- nar_hideout/wallbeam02.wl = { a = "Base" }
- nar_hideout/wallbase02.wl = { a = "Base" }
- nar_hideout/tile1_frost.wl = { a = "Base" }
- nar_hideout/tile1.wl = { a = "Base" }
- nar_hideout/ro_wall02.wl = { a = "Base" }
- nar_hideout/ro_desk.wl = { a = "Base" }
- nar_hideout/ro_curved_desk_side.wl = { a = "Base" }
- nar_hideout/ro_curved_desk.wl = { a = "Base" }
- nar_hideout/ro_carpet.wl = { a = "Base" }
- nar_hideout/pushcart_top.wl = { a = "Base" }
- nar_hideout/pushcart_side.wl = { a = "Base" }
- nar_hideout/pushcart_front.wl = { a = "Base" }
- nar_hideout/plating_large.wl = { a = "Base" }
- nar_hideout/pipe1.wl = { a = "Base" }
- nar_hideout/pipe.wl = { a = "Base" }
- nar_hideout/paneling1.wl = { a = "Base" }
- nar_hideout/ns_newcrate.wl = { a = "Base" }
- nar_hideout/nscameraswitchglow.wl = { a = "Base" }
- nar_hideout/nscameraswitch.wl = { a = "Base" }
- nar_hideout/newsidewall.wl = { a = "Base" }
- nar_hideout/nar_piller.wl = { a = "Base" }
- nar_hideout/narcontrol2.wl = { a = "Base" }
- nar_hideout/narcontrol.wl = { a = "Base" }
- nar_hideout/narchutec.wl = { a = "Base" }
- nar_hideout/narchutebasic.wl = { a = "Base" }
- nar_hideout/narchuteb.wl = { a = "Base" }
- nar_hideout/narchute.wl = { a = "Base" }
- nar_hideout/marble.wl = { a = "Base" }
- nar_hideout/lightshaft_glow.wl = { a = "Base" }
- nar_hideout/lightshaft2.wl = { a = "Base" }
- nar_hideout/lightshaft.wl = { a = "Base" }
- nar_hideout/ledge.wl = { a = "Base" }
- nar_hideout/hideout_foyer.wl = { a = "Base" }
- nar_hideout/girder4.wl = { a = "Base" }
- nar_hideout/girder2.wl = { a = "Base" }
- nar_hideout/floortile.wl = { a = "Base" }
- nar_hideout/floor7.wl = { a = "Base" }
- nar_hideout/floor6_frost.wl = { a = "Base" }
- nar_hideout/floor6.wl = { a = "Base" }
- nar_hideout/floor5.wl = { a = "Base" }
- nar_hideout/floor4.wl = { a = "Base" }
- nar_hideout/floor3.wl = { a = "Base" }
- nar_hideout/elevatorpiston.wl = { a = "Base" }
- nar_hideout/door_big.wl = { a = "Base" }
- nar_hideout/door_b.wl = { a = "Base" }
- nar_hideout/doorhatch.wl = { a = "Base" }
- nar_hideout/doorframe.wl = { a = "Base" }
- nar_hideout/door4.wl = { a = "Base" }
- nar_hideout/door3_frost.wl = { a = "Base" }
- nar_hideout/door3.wl = { a = "Base" }
- nar_hideout/door1.wl = { a = "Base" }
- nar_hideout/darkceiling.wl = { a = "Base" }
- nar_hideout/crate_frost.wl = { a = "Base" }
- nar_hideout/crate5.wl = { a = "Base" }
- nar_hideout/crate4.wl = { a = "Base" }
- nar_hideout/crate3.wl = { a = "Base" }
- nar_hideout/crate2_frost.wl = { a = "Base" }
- nar_hideout/crate2.wl = { a = "Base" }
- nar_hideout/crate.wl = { a = "Base" }
- nar_hideout/con_metal.wl = { a = "Base" }
- nar_hideout/conveyor.wl = { a = "Base" }
- nar_hideout/controlpanel.wl = { a = "Base" }
- nar_hideout/ceiling_frost.wl = { a = "Base" }
- nar_hideout/ceilingpanel01.wl = { a = "Base" }
- nar_hideout/catwalk_top2.wl = { a = "Base" }
- nar_hideout/catwalk_top.wl = { a = "Base" }
- nar_hideout/catwalk_bottom.wl = { a = "Base" }
- nar_hideout/bumpfloor.wl = { a = "Base" }
- nar_hideout/bin02.wl = { a = "Base" }
- nar_hideout/bin01flat.wl = { a = "Base" }
- nar_hideout/bin01.wl = { a = "Base" }
- nar_hideout/basic4.wl = { a = "Base" }
- nar_hideout/basic3.wl = { a = "Base" }
- nar_hideout/basic2.wl = { a = "Base" }
- nar_hideout/basic1_red_spill.wl = { a = "Base" }
- nar_hideout/basic1_red.wl = { a = "Base" }
- nar_hideout/basic1_newb.wl = { a = "Base" }
- nar_hideout/basic1_new.wl = { a = "Base" }
- nar_hideout/basic1.wl = { a = "Base" }
- nar_hideout/basetexture5.wl = { a = "Base" }
- nar_hideout/basetexture3.wl = { a = "Base" }
- nar_hideout/basetexture1.wl = { a = "Base" }
- }
- Nar_Streets.txlist =
- {
- nar_streets/winlite.wl = { a = "Base" }
- nar_streets/wall_2.wl = { a = "Base" }
- nar_streets/wall_1.wl = { a = "Base" }
- nar_streets/wall10.wl = { a = "Base" }
- nar_streets/wall09.wl = { a = "Base" }
- nar_streets/wall08_glow.wl = { a = "Base" }
- nar_streets/wall08.wl = { a = "Base" }
- nar_streets/wall07.wl = { a = "Base" }
- nar_streets/wall06.wl = { a = "Base" }
- nar_streets/wall05a.wl = { a = "Base" }
- nar_streets/wall05.wl = { a = "Base" }
- nar_streets/wall04.wl = { a = "Base" }
- nar_streets/wall03.wl = { a = "Base" }
- nar_streets/wall02a.wl = { a = "Base" }
- nar_streets/wall02.wl = { a = "Base" }
- nar_streets/wall01.wl = { a = "Base" }
- nar_streets/walkway_b.wl = { a = "Base" }
- nar_streets/walkway.wl = { a = "Base" }
- nar_streets/trimlights1_glow.wl = { a = "Base" }
- nar_streets/trimlights1.wl = { a = "Base" }
- nar_streets/tracklight_glow.wl = { a = "Base" }
- nar_streets/tracklight_b.wl = { a = "Base" }
- nar_streets/tracklight.wl = { a = "Base" }
- nar_streets/support4.wl = { a = "Base" }
- nar_streets/support3.wl = { a = "Base" }
- nar_streets/support2.wl = { a = "Base" }
- nar_streets/support.wl = { a = "Base" }
- nar_streets/stucwall_1.wl = { a = "Base" }
- nar_streets/stucwall2.wl = { a = "Base" }
- nar_streets/streetwindow1.wl = { a = "Base" }
- nar_streets/speaker_side.wl = { a = "Base" }
- nar_streets/speaker_broken.wl = { a = "Base" }
- nar_streets/speaker.wl = { a = "Base" }
- nar_streets/sconce_1.wl = { a = "Base" }
- nar_streets/piller.wl = { a = "Base" }
- nar_streets/pillar_1.wl = { a = "Base" }
- nar_streets/pillartop3.wl = { a = "Base" }
- nar_streets/panel4.wl = { a = "Base" }
- nar_streets/panel3.wl = { a = "Base" }
- nar_streets/panel2.wl = { a = "Base" }
- nar_streets/panel.wl = { a = "Base" }
- nar_streets/ns_screen_red.wl = { a = "Base" }
- nar_streets/ns_screen_green_glow.wl = { a = "Base" }
- nar_streets/ns_screen_green.wl = { a = "Base" }
- nar_streets/midsection2.wl = { a = "Base" }
- nar_streets/ll_sidedoors.wl = { a = "Base" }
- nar_streets/ll_general.wl = { a = "Base" }
- nar_streets/garbage_top_b.wl = { a = "Base" }
- nar_streets/garbage_top.wl = { a = "Base" }
- nar_streets/garbage_side2.wl = { a = "Base" }
- nar_streets/garbage_side.wl = { a = "Base" }
- nar_streets/garbage_bottom.wl = { a = "Base" }
- nar_streets/forceswitchb.wl = { a = "Base" }
- nar_streets/forceswitcha2.wl = { a = "Base" }
- nar_streets/forceswitcha.wl = { a = "Base" }
- nar_streets/forceswitch.wl = { a = "Base" }
- nar_streets/flashred_glow.wl = { a = "Base" }
- nar_streets/flashred.wl = { a = "Base" }
- nar_streets/eleswitchb.wl = { a = "Base" }
- nar_streets/eleswitcha.wl = { a = "Base" }
- nar_streets/eleswitch.wl = { a = "Base" }
- nar_streets/door_trim.wl = { a = "Base" }
- nar_streets/doorwall01.wl = { a = "Base" }
- nar_streets/crate2.wl = { a = "Base" }
- nar_streets/crate1top.wl = { a = "Base" }
- nar_streets/crate1.wl = { a = "Base" }
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- cairn/cairn_screen2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen6.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen7.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/cairn_screen8.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/control5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/control5on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/control5_b1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/control5_b2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/control5_b3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/c_cameraswitch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/c_conbeltmov.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/c_conbeltmov2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/c_feedbackscreen.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/c_feedbackscreenon.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_oil01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_oil02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_oil03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_scorch01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_scrape.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/dec_scrape02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/door02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/door3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/door_display_glow.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/door_display_glow2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/door_molding.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/elcallon.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/elcon01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/elcon01on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/frame1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/grate.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/gratebreak.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/kplate2_e.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/light01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lightning3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lightning4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lightvice.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lock01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lock01lock.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/lock01open.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/mine_face.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/mp_win02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/mp_win03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/newpipe.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/outsidewall.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/pipe01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/pipe02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/postcontrol.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/screen_reactor.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/screen_vator.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/screen_vator_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/tracklight.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/tracklight2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/tracklight3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/tunlights.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/tunwall.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/wall02_reactor.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/wallpanel04_e.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- cairn/win01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- }
- colors.txlist =
- {
- colors/black.wl = { a = "Base" b = "system.shader" shader = "1" }
- colors/black_nomarks.wl = { a = "Base" b = "system.shader" shader = "1" }
- colors/white.wl = { a = "Base" b = "system.shader" shader = "1" }
- colors/white2.wl = { a = "Base" b = "system.shader" shader = "1" }
- colors/yellow.wl = { a = "Base" b = "system.shader" shader = "1" }
- }
- common.txlist =
- {
- common/glass.wl = { a = "Base" b = "common.shader" shader = "1" }
- common/glass_no_tess.wl = { a = "Base" b = "common.shader" shader = "1" }
- common/glass_reflective.wl = { a = "Base" b = "common.shader" shader = "1" }
- common/glass_reflective_double-sided.wl = { a = "Base" b = "common.shader" shader = "1" }
- }
- decals.txlist =
- {
- decals/burnmark1.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/burnmark2.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/burnmark3.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/burnmark4.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/burnmark5.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/caution.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_b_lstrip.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_b_lstripcap.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_b_stripe.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_imperial_symbol.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_rebel_symbol.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_r_lstrip.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_r_lstripcap.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/mp_r_stripe.wl = { a = "Base" b = "decals.shader" shader = "1" }
- decals/whiteline.wl = { a = "Base" b = "decals.shader" shader = "1" }
- }
- doomgiver.txlist =
- {
- doomgiver/512_512d.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/bay_wall1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/bigpipe1d.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/centerpipes2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/cfield.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/comm_panel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comm_panel1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comm_panel2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comm_room.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/comp_panel.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/comp_panel_alpha.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/comp_panel_b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comp_panel_ba.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comp_panel_g.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comp_panel_ga.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comp_panel_new_2.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/comp_panel_r.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/comp_panel_ra.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/conduit_field.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/control5.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/control_panel_02.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/control_panel_03.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/control_panel_04.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/deathcon1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/deathcon1a.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/deathcon2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/deathconlight.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/doomscreen.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/doom_display.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/doom_screen1.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/door1_locked.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/doorhangar2.wl = { a = "Base" b = "mgiver.shader" shader = "1" }
- doomgiver/doortrim01d.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/door_opener.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/door_red.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/d_cameraswitch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/d_doorswitch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/d_doorswitchon.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/d_switch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/d_switchon.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/elevatorcall.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/elevatorup.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/flare_blue.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/forcefield.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/fuel1.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/grate01d.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/grating.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/hyper03_b.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/hyperspace.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/kyle.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- doomgiver/largepipe.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/light1d.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/lightnewd.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/light_whited.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/mapd.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/mapd1.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/mapd2.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/oz_test.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/oz_test2.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/pipe1.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/pipe2.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/puzzleb1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb6.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb7.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleb8.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg6.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg7.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzleg8.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler6.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler7.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/puzzler8.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/redlightsd.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/screen01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/screen04.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/shieldpanel.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/shieldpaneloff.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/tramtrack.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/trim4b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/trim4d.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/trim4g.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- doomgiver/trimabc.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- doomgiver/trimabc2.wl = { a = "Base" b = "doomgiver.shader" shader = "1" }
- }
- flares.txlist =
- {
- flares/blueflare.wl = { a = "Base" b = "flares.shader" shader = "1" }
- flares/flare_blue.wl = { a = "Base" b = "flares.shader" shader = "1" }
- flares/flare_red.wl = { a = "Base" b = "flares.shader" shader = "1" }
- flares/flare_white.wl = { a = "Base" b = "flares.shader" shader = "1" }
- flares/light_white.wl = { a = "Base" b = "flares.shader" shader = "1" }
- flares/redflare.wl = { a = "Base" b = "flares.shader" shader = "1" }
- }
- fogs.txlist =
- {
- fogs/bespin.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/bespin_cloud_layer.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/bespin_notex.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/bespin_test.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/cairn_red.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/fog1.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/fog_black.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/fog_black_reverse.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/kejim_cold.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/narshadaa.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/narshadaa2.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/proto.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/test1.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/yavin.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/yavin2.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/yavin_swamp.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- fogs/yavin_white.wl = { a = "Base" b = "fogs.shader" shader = "1" }
- }
- impdetention.txlist =
- {
- impdetention/512_512lights.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/control3_back.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/control4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/control4_back.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/control5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/control_base.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/control_ff_on.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/crate.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/deathcon1.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/deathcon1a.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/deathcon2.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/deathcon2a.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/door1c.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/doortrim01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/elevatorcall.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/elevatordown.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/elevatordown_on.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/elevatorup.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/elevatorup_on.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/elevat_floor.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/ff_edge.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/floor.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floor1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floor2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floordet.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floorgrate.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floorgrate1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floorpanel1b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/floorpanel1bdark.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/hangerdoorb.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/lightnew.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/light_blue.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/light_red.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/light_white.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/light_white_flare.wl = { a = "Base" b = "test.shader" shader = "1" }
- impdetention/lpanel6tuw.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/metal.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/metalpanel1f1dark.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/mp_b_trimlight.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/mp_r_trimlight.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/newtrim1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- impdetention/screen1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- }
- impgarrison.txlist =
- {
- impgarrison/blastdoor_lock.wl = { a = "Base" b = "test.shader" shader = "1" }
- }
- imp_mine.txlist =
- {
- imp_mine/control5switch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/control5switched.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/control7off.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/control7on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/crystal1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/crystal2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/crystal3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/elevatorpanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/elevatorpanel_red.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/grating.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/grating_breakable.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lava.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/light.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap_fan.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lightmap_fan2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lighttrack.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lighttrack2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/lighttrack3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/minelight.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/monorail.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/monorail_top.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/newdoor1_b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/pipeput.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/pipeput_rust.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/pipe_glowing.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/pipe_glowing2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/rock_color_crystal.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/rock_color_digs.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/rock_color_digs2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/rock_color_digs3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/shield.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/slime.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/strobe_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/tiescreen.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- imp_mine/tower_frame.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- }
- kejim.txlist =
- {
- kejim/alpha.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/barrel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/basepanel01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/blastdoor_onoff.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/bluelights.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/blue_puzzle01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/blue_puzzle02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/blue_puzzle03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/cameraswitch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/ceilinglight01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/compwall01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/coolantbubbles.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/coruscant.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/coruscantwall4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/crateswitch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/crystalscreen.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/crystalscreen2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/dish_final.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/drawer1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/flashscreen_base.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/flatblue.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/flatwhite.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/flatwhite_half.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/floor01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/floor02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/floorsquare.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/floorsquare2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/floor_green.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/forcefield2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/frame1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/gen_glow.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/glass.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate01b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate02_broke.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate02_long.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate02_long_broken.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/grate03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/greenlights.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/green_puzzle01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/green_puzzle02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/green_puzzle03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/icicle.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kejim_closed.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kejim_open.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control5.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_control6.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kej_lights.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/keyport.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/keyportblue.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kgeneratorpanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kgeneratorpanel2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kgunpanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kgunpanelon.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kmousepanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/kmousepanel_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/ktrippanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/ktrippaneloff.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/lift_off.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/lift_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/lightpanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/lightpanel02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/map_display1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/map_display2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/map_display3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/map_display4.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/metal.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/metal1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/mp_b_metalpanel1b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/mp_emptrim.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/mp_lazerg.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/mp_lazery.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/mp_r_metalpanel1b.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/newfloor_kej.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/newplating_kej.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/path_blue.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/path_green.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/path_red.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/pipe.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/pipe2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/pipe3.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/powerscreen1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/powerscreen256.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/redfield1.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/redfield2.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/redlights.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/red_puzzle01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/red_puzzle02.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/red_puzzle03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/refcolumn.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/refpanel.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/stars_scroll.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/strutlight.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switch.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchblue.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchblue_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchgreen.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchgreen_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchold.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchred.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switchred_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switch_broken.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switch_on.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/switch_onold.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/tubescreen.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/wallpanel01.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/wallpanel03.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- kejim/wallpanel06.wl = { a = "Base" b = "imperial.shader" shader = "1" }
- }
- metashader.txlist =
- {
- metashader/canyon_0.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/canyon_0to1.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/canyon_0to2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/canyon_1.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/canyon_1to2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/canyon_2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_0.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_0to1.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_0to2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_1.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_1to2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- metashader/s_2.wl = { a = "Base" b = "metashader.shader" shader = "1" }
- }
- narshaddaa.txlist =
- {
- narshaddaa/fuelpump1.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/fuelpump2.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/fuelpump3.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/fuelpump4.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/light1.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/ll_smalllights.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/ll_tracklight.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/symbols.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- narshaddaa/tunnellights.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- }
- nar_hideout.txlist =
- {
- nar_hideout/lightshaft.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_hideout/nscameraswitch.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_hideout/pipe1_ref.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- }
- nar_streets.txlist =
- {
- nar_streets/barswitch.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/barswitchon.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/baselight1.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/baselight2.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/eleswitch.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/eleswitchon.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/flashred_glow.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/forceswitchblue.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/forceswitchred.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/ns_screen_green.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/tracklight.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/tracklight_streets.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/trimlights1.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/wall01.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- nar_streets/wall08.wl = { a = "Base" b = "nar_shaddaa.shader" shader = "1" }
- }
- skies.txlist =
- {
- skies/artus_light.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/bespin.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/bluelight.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/col10.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/dm_col1.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/ice.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/kejim.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/kejim_light.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/new_test.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/normallight.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/orangelight.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/right_light.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/ships.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/space.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/stars.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/test.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/test2.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/test3.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/test4.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/test5.wl = { a = "Base" b = "skies.shader" shader = "1" }
- skies/yavin.wl = { a = "Base" b = "skies.shader" shader = "1" }
- }
- sprites.txlist =
- {
- sprites/ss_raintest.wl = { a = "Base" b = "sprites.shader" shader = "1" }
- sprites/ss_test1.wl = { a = "Base" b = "sprites.shader" shader = "1" }
- sprites/ss_test2.wl = { a = "Base" b = "sprites.shader" shader = "1" }
- sprites/ss_test3.wl = { a = "Base" b = "sprites.shader" shader = "1" }
- sprites/ss_testall.wl = { a = "Base" b = "sprites.shader" shader = "1" }
- }
- system.txlist =
- {
- system/areaportal.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/blocknpc.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/blockplayer.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/caulk.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/caulk_nonsolid.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/clip.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/cluster_portal.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/cushion.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/do_not_enter.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/fog_black.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/hint.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/ladder.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/mirror1.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/mirror_yavin.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/nodraw.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/nodraw_slime.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/nodraw_solid.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/nodrop.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/noimpact.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/origin.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/outside.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/physics_clip.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/portal.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/portal_doomgiver.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/portal_yavin.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/securitycode.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/securitycode_blue.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/securitycode_green.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/securitycode_red.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/shotonlyclip.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/skip.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/slick.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/terrain.wl = { a = "Base" b = "system.shader" shader = "1" }
- system/trigger.wl = { a = "Base" b = "system.shader" shader = "1" }
- }
- test.txlist =
- {
- dots.wl = { a = "Base" b = "test.shader" shader = "1" }
- lines.wl = { a = "Base" b = "test.shader" shader = "1" }
- region.wl = { a = "Base" b = "system.shader" shader = "1" }
- shapes.wl = { a = "Base" b = "test.shader" shader = "1" }
- }
- tests.txlist =
- {
- tests/energything3.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/energything_block.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/floor_slick.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/floor_specular.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/forcefield.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/forcefield_2.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/forcefield_block.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/forcefield_nonsolid.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass1.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass1_opaque.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glasspartition.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_green.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_nolightmap.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_portal.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_reflective.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_security.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_security_border.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/glass_vertexlight.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/light_blue.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/light_red.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/light_red2.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/light_red3.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/light_test.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/metal1.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/mirror_floor.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/mirror_floor2.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/slick_tube.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/temp5.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/test1.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/test2.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/test3.wl = { a = "Base" b = "test.shader" shader = "1" }
- tests/waste.wl = { a = "Base" b = "test.shader" shader = "1" }
- }
- video.txlist =
- {
- video/kyle_rummage.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/kyle_rummage_stop.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/lightspeed_loop.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/lightspeed_start.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/mon_mothma.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/mon_mothma_back.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/mon_mothma_idle.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/morgan_idle.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/morgan_side_idle.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/morgan_side_talking.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/morgan_talking.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/raven.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- video/static.wl = { a = "Base" b = "cinematics.shader" shader = "1" }
- }
- yavin.txlist =
- {
- yavin/control01.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/coolant_test.wl = { a = "Base" b = "test.shader" shader = "1" }
- yavin/crate03.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/dirt1_sprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/dirtgrasscorner_sprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/dirtgrassedge_sprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/doorlight_green.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/doorlight_red.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy2.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy_reeds.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy_sm_sprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy_sprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy_swampsprite.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/grasspatchy_underwater.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/gravel.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/groundjungle.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/light.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/light_blue.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/light_yellow.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/map.wl = { a = "Base" b = "test.shader" shader = "1" }
- yavin/mrj_water.wl = { a = "Base" b = "test.shader" shader = "1" }
- yavin/rock2.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/slime.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/slipdirt.wl = { a = "Base" b = "test.shader" shader = "1" }
- yavin/stone_tile2.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/swater1.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/swater1_2sided.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/swater_opaque_bottom.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/s_rock1_vines.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/temple_illusion.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/temple_vinesalpha.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water1.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water1_2sided.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water1_2sided_redux.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water1_nofog.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water1_temple.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/waterfall.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_test.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_test2.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_test3.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_test4.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_test5.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/water_yavintrail.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/ycamera.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/ydoorswitch.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/ydoorswitchon.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/yeleswitch.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/yeleswitchon.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/yswitch.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- yavin/yswitchon.wl = { a = "Base" b = "yavin.shader" shader = "1" }
- }
- }
- }
-
- JK2Entities.qtx =
- {
- ToolBox = "New map items..."
- Root = "JK2 Entities.qtxfolder"
- JK2 Entities.qtxfolder =
- {
- Player Start.qtxfolder =
- {
- info_player_deathmatch:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- info_player_start:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- info_jedimaster_start:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- info_player_imperial:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- info_player_rebel:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- info_player_intermission:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- info_saga_objective:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- Weapon & Ammo.qtxfolder =
- {
- weapon_demp2:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_flechette:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_thermal:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_repeater:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_trip_mine:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_det_pack:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_emplaced:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_bowcaster:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_blaster:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_bryar_pistol:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_disruptor:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_stun_baton:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_rocket_launcher:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- weapon_saber:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_detpack:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_metallic_bolts:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_rockets:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_blaster:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_powercell:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_tripmine:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ammo_thermal:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- Holocron.qtxfolder =
- {
- misc_holocron:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_heal:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_levitation:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_speed:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_push:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_pull:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_telepathy:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_grip:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_lightining:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- holocron_force_saberthrow:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- Func.qtxfolder =
- {
- func_rotating:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_plat:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_wall:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_timer:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- func_train:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- path_corner:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- func_glass:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_usable:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_button:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_breakable:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_bobbing:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_pendulum:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- func_door:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- Angle = "360"
- }
- func_static:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- }
- Trigger.qtxfolder =
- {
- trigger_push:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_visible:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- trigger_hurt:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_location:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_once:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_multiple:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_always:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_teleport:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- trigger_entdist:b =
- {
- ;desc = ""
- ;incl = "defpoly"
- }
- }
- Target.qtxfolder =
- {
- info_notnull:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- info_null:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_push:e =
- {
- ;desc = "Pushable item"
- Origin = "0 0 0"
- }
- target_random:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_interest:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_gravity_change:e =
- {
- ;desc = "changes level gravity"
- Origin = "0 0 0"
- }
- target_laser:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_autosave:e =
- {
- ;desc = "autosave"
- Origin = "0 0 0"
- }
- target_kill:e =
- {
- ;desc = "kill"
- Origin = "0 0 0"
- }
- target_delay:e =
- {
- ;desc = "delay"
- Origin = "0 0 0"
- }
- target_play_music:e =
- {
- ;desc = "play/change music"
- Origin = "0 0 0"
- }
- target_position:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_secret:e =
- {
- ;desc = "secret"
- Origin = "0 0 0"
- }
- target_level_change:e =
- {
- ;desc = "level change"
- Origin = "0 0 0"
- }
- target_counter:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_activate:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_relay:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_scriptrunner:e =
- {
- ;desc = "runs a script"
- Origin = "0 0 0"
- }
- target_deactivate:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_speaker:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_give:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_score:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_teleporter:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_print:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_location:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_friction_change:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_change_parm:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- target_remove_powerups:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- ref_tag:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- Light.qtxfolder =
- {
- light:e =
- {
- origin = "0 0 0"
- light = "300"
- _color = "1.0 1.0 1.0"
- }
- misc_spotlight:e =
- {
- ;desc = "Spotlight"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_dlight:e =
- {
- ;desc = ""
- origin = "0 0 0"
- }
- }
- Item.qtxfolder =
- {
- item_security_key:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_force_enlighten:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_health:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_force_boon:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_force_enlighten_light:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_force_enlighten_dark:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_ysalimari:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_shield:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_medpac:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_la_goggles:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_shield_lrg_instant:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_sentry_gun:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_medpak_instant:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_shield_sm_instant:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_goodie_key:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_seeker:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_battery:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- item_bacta:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- Misc.qtxfolder =
- {
- misc_crystal_crate:e =
- {
- ;desc = "Crystal Crate"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_ion_cannon:e =
- {
- ;desc = "Ion Cannon"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_welder:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_ghoul:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_portal_camera:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_security_panel:e =
- {
- ;desc = "Security Panel"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_exploding_crate:e =
- {
- ;desc = "Exploding Crate"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_gun_rack:e =
- {
- ;desc = "Gun Rack"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_trip_mine:e =
- {
- ;desc = "Trip Mine"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_maglock:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_shield_power_converter:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_cargo_small:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_ammo_rack:e =
- {
- ;desc = "Ammo Rack"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_jabba_cam:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_camera:e =
- {
- ;desc = "Security Camera"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_ns_turret:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_panel_turret:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_turret:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_sentry_turret:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_laser_arm:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_gas_tank:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_portal_surface:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_ammo_floor_unit:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_ammo_power_converter:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_shield_floor_unit:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_atst_drivable:e =
- {
- ;desc = "ATST - Drivable"
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- misc_model_breakable:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- object_cargo_barrel1:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- emplaced_gun:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- }
- Waypoint.qtxfolder =
- {
- waypoint:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_small:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_navgoal_1:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_navgoal_8:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_navgoal_4:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_navgoal:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- waypoint_navgoal_2:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- }
- FX.qtxfolder =
- {
- fx_cloudlayer:e =
- {
- ;desc = "Cloud Layer"
- Origin = "0 0 0"
- }
- fx_target_beam:e =
- {
- ;desc = "Beam Target"
- Origin = "0 0 0"
- }
- fx_explosion_trail:e =
- {
- ;desc = "Explosion Trail"
- Origin = "0 0 0"
- }
- fx_rain:e =
- {
- ;desc = "Rain Effect"
- Origin = "0 0 0"
- }
- fx_snow:e =
- {
- ;desc = "Snow Effect"
- Origin = "0 0 0"
- }
- fx_runner:e =
- {
- ;desc = "Runner"
- Origin = "0 0 0"
- angle = "180"
- }
- }
- Team.qtxfolder =
- {
- team_CTF_redflag:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_redplayer:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_redspawn:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_blueflag:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_blueplayer:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_bluespawn:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- team_CTF_neutralflag:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- }
- NPC.qtxfolder =
- {
- point_combat:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- }
- NPC_Trandoshan:e =
- {
- ;desc = "Trandoshan"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_BespinCop:e =
- {
- ;desc = "Bespin Cop"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Ugnaught:e =
- {
- ;desc = "Ugnaught"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Mark2:e =
- {
- ;desc = "Droid (Mk2)"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Seeker:e =
- {
- ;desc = "Droid (Seeker)"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Tie_Pilot:e =
- {
- ;desc = "Tie Pilot"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Mark1:e =
- {
- ;desc = "Droid (Mk1)"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Prisoner:e =
- {
- ;desc = "Prisoner"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Interrogator:e =
- {
- ;desc = "Interrogator Droid"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Galak:e =
- {
- ;desc = "Galek"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Sentry:e =
- {
- ;desc = "Senry Droid"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_MonMothma:e =
- {
- ;desc = "Mon Mothma"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Mouse:e =
- {
- ;desc = "Mouse"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Imperial:e =
- {
- ;desc = "Imperial"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Reelo:e =
- {
- ;desc = "Reelo Baruk"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Lando:e =
- {
- ;desc = "Lando Calrissian"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_MineMonster:e =
- {
- ;desc = "Mine Monster"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Bartender:e =
- {
- ;desc = "Bartender"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Gran:e =
- {
- ;desc = "Gran"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Rodian:e =
- {
- ;desc = "Rodian"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Weequay:e =
- {
- ;desc = "Weequay"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Tavion:e =
- {
- ;desc = "Tavion"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_MorganKatarn:e =
- {
- ;desc = "Morgan Katarn"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_ImpWorker:e =
- {
- ;desc = "Imperial Worker"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Reborn:e =
- {
- ;desc = "Reborn Jedi"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Desann:e =
- {
- ;desc = "Desann"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_ATST:e =
- {
- ;desc = "ATST - AI Controlled"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Probe:e =
- {
- ;desc = "Probe Driod"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_ShadowTrooper:e =
- {
- ;desc = "Shadow Trooper"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Rebel:e =
- {
- ;desc = "Rebel"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Jan:e =
- {
- ;desc = "Jan Ors"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Stormtrooper:e =
- {
- ;desc = "Storm Trooper"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_SwampTrooper:e =
- {
- ;desc = "Swamp Trooper"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Protocol:e =
- {
- ;desc = "Protocol Droid"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Remote:e =
- {
- ;desc = "Remove Droid"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_Gonk:e =
- {
- ;desc = "Gonk"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_spawner:e =
- {
- ;desc = ""
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_R2D2:e =
- {
- ;desc = "R2D2"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Droid_R5D2:e =
- {
- ;desc = "R5D2"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Jedi:e =
- {
- ;desc = "Jedi"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Luke:e =
- {
- ;desc = "Luke Skywalker"
- Origin = "0 0 0"
- Angle = "360"
- }
- NPC_Kyle:e =
- {
- ;desc = "Kyle Katarn"
- Origin = "0 0 0"
- Angle = "360"
- }
- }
- }
- }
- Entity forms.qctx =
- {
- // Definition of "includes"
- t_modelbrowser:incl =
- {
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\base\"
- CutPath = "$Game\base\?"
- DirSep = "/"
- AugPath = "models"
- }
- t_efxbrowser:incl =
- {
- Typ = "EP"
- DefExt = "efx"
- BasePath = "$Game\base\"
- CutPath = "$Game\base\?\"
- DirSep = "/"
- }
- t_scriptbrowser:incl =
- {
- Typ = "EP"
- DefExt = "ibi"
- BasePath = "$Game\base\"
- CutPath = "$Game\base\?\"
- DirSep = "/"
- }
- t_soundbrowser:incl =
- {
- Typ = "EP"
- DefExt = "wav; mp3"
- BasePath = "$Game\base\"
- CutPath = "$Game\base\?"
- DirSep = "/"
- AugPath = "sound"
- }
- }
- Entity forms.fctx =
- {
- misc_crystal_crate:form =
- {
- bbox = '-34 -34 0 34 34 44'
- mdl = "models/map_objects/imp_mine/crate_open.md3"
- health: =
- {
- txt = "&"
- hint = "how much health the crate has, default 80"
- type = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "radius to do damage in, default 80"
- type = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "amount of damage to do when it explodes, default 40"
- type = "EF"
- }
- targetname: =
- {
- txt = "&"
- hint = "auto-explodes"
- type = "E"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- type = "E"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "NON_SOLID"
- Hint = "can only be shot"
- }
- }
- misc_spotlight:form =
- {
- bbox = '-10 -10 0 10 10 10'
- mdl = "models/map_objects/imp_mine/spotlight.md3"
- target: =
- {
- txt = "&"
- hint = "What to point at"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "What to use when detects player"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "Toggles it on/off"
- typ = "E"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "START_OFF"
- Hint = "Starts off"
- }
- }
- misc_ion_cannon:form =
- {
- bbox = '-140 -140 0 140 140 320'
- mdl = "models/map_objects/imp_mine/ioncannon.md3"
- wait: =
- {
- txt = "&"
- hint = "How fast it shoots (default 1500 ms between shots, can't be le"
- "ss than 500 ms)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "milliseconds wait variation (default 400 ms...up to plus or mi"
- "nus .4 seconds)"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "Number of milliseconds between bursts (default 6000 ms, can't "
- "be less than 1000 ms, only works when BURSTS checked)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "default 2000"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "how much damage to do when it dies, must be greater than 0 to "
- "actually work"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "damage radius, must be greater than 0 to actually work"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "What to use when destroyed"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "Toggles it on/off"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "What to use when it fires a shot."
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- typ = "X1"
- hint = ""
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BURSTS"
- typ = "X2"
- hint = ""
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHIELDED"
- typ = "X4"
- hint = ""
- }
- }
- misc_model_welder:form =
- {
- mdl = "models/map_objects/cairn/welder.md3"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- typ = "X1"
- hint = "welder starts off, using it toggles it on/off"
- }
- }
- misc_holocron:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- count: =
- {
- typ = "C"
- txt = "&"
- hint = "Set to type of holocron (based on force power value)"
- items = "HEAL"$0D"JUMP"$0D"SPEED"$0D"PUSH"$0D"PULL"$0D"TELEPATHY"$0D"G"
- "RIP"$0D"LIGHTNING"$0D"RAGE"$0D"PROTECT"$0D"ABSORB"$0D"TEAM HEAL"$0D"T"
- "EAM FORCE"$0D"DRAIN"$0D"SEE"$0D"SABERATTACK"$0D"SABERDEFEND"$0D"SABE"
- "RTHROW"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"
- }
- }
- misc_model_ghoul:form =
- {
- bbox = '-16 -16 -37 16 16 32'
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 60 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- model: =
- {
- txt = "&"
- hint = "arbitrary .glm file to display"
- typ = "E"
- }
- }
- misc_portal_camera:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "You can set either angles or target another entity (NOT an inf"
- "o_null) to determine the direction of view."
- typ = "E"
- }
- roll: =
- {
- txt = "&"
- hint = "angle modifier to orient the camera around the target vector"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SLOWROTATE"
- hint = ""
- typ = "x1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FASTROTATE"
- hint = ""
- typ = "X2"
- }
- }
- misc_security_panel:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- mdl = "models/map_objects/kejim/sec_panel.md3"
- target: =
- {
- txt = "&"
- hint = "thing to use when successfully opened"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "thing to use when player uses the panel without the key"
- typ = "E"
- }
- message: =
- {
- txt = "&"
- hint = "name of the key player must have"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "Start off, has to be activated to be usable"
- typ = "X128"
- }
- }
- misc_exploding_crate:form =
- {
- mdl = "models/map_objects/nar_shaddar/crate_xplode.md3"
- bbox = '-24 -24 0 24 24 64'
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "auto-explodes"
- typ = "E"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "radius to do damage in - default 128"
- typ = "E"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "amount of damage to do when it explodes - default 50"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 40 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- }
- misc_model_gun_rack:form =
- {
- bbox = '-14 -14 -4 14 14 30'
- mdl = "models/map_objects/kejim/weaponsrack.md3"
- spawnflags: =
- {
- txt = "&"
- cap = "BLASTER"
- hint = "Puts one or more blaster guns on the rack."
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "REPEATER"
- hint = "Puts one or more repeater guns on the rack."
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ROCKET"
- hint = "Puts one or more rocket launchers on the rack."
- typ = "X4"
- }
- }
- misc_trip_mine:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- targetname: =
- {
- txt = "&"
- hint = "starts off, when used, turns on (toggles)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_ON"
- hint = "If you give it a targetname to make it toggle-able, but want i"
- "t to start on, set this flag"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BROADCAST"
- hint = "ONLY USE THIS IF YOU HAVE TO! causes the trip wire and loop s"
- "ound to always happen, use this if the beam drops out in certain sit"
- "uations"
- typ = "X2"
- }
- }
- misc_maglock:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "thing to use when destoryed (not doors - it automatically unlo"
- "cks the door it was angled at)"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "default is 10"
- typ = "EF"
- }
- }
- misc_model_shield_power_converter:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- mdl = "models/items/psd_big.md3"
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 60 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "the amount of ammo given when used (default 100)"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "dies and displays damagemodel when used, if any (if not, remov"
- "es itself)"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USETARGET"
- hint = "when used it fires off target"
- typ = "X8"
- }
- }
- misc_model_cargo_small:form =
- {
- bbox = '-14 -14 -4 14 14 30'
- mdl = "models/map_objects/kejim/cargo_small.md3"
- health: =
- {
- txt = "&how much damage to take before blowing up ( default 25 )"
- hint = ""
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "damage range when it explodes ( default 96 )"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "damage to do within explode range ( default 1 )"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MEDPACK"
- hint = "instant use medpacks"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHIELDS"
- hint = "instant shields"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BACTA"
- hint = "bacta tanks"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BATTERIES"
- hint = "batteries"
- typ = "X8"
- }
- }
- misc_model_ammo_rack:form =
- {
- bbox = '-14 -14 -4 14 14 30'
- mdl = "models/map_objects/kejim/weaponsrung.md3"
- spawnflags: =
- {
- txt = "&"
- cap = "BLASTER"
- hint = "Adds one or more ammo packs that are compatible with Blasters "
- "and the Bryar pistol."
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "METAL_BOLTS"
- hint = "Adds one or more metal bolt ammo packs that are compatible wit"
- "h the heavy repeater and the flechette gun"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ROCKETS"
- hint = "Puts one or more rocket packs on a rack."
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "WEAPON"
- hint = "adds a weapon matching a selected ammo type to the rack."
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "HEALTH"
- hint = "adds a health pack to the top shelf of the ammo rack"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PWR_CELL"
- hint = "Adds one or more power cell packs that are compatible with the"
- " Disuptor, bowcaster, and demp2"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_FILL"
- hint = "Only puts selected ammo on the rack, it never fills up all thr"
- "ee slots if only one or two items were checked"
- typ = "X64"
- }
- }
- misc_model_jabba_cam:form =
- {
- mdl = "models/map_objects/nar_shaddar/jabacam.md3"
- bbox = '0 -8 0 60 8 16'
- targetname: =
- {
- txt = "&"
- hint = "Toggles it on/off"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "EXTENDED"
- hint = "Starts in the extended position"
- typ = "X1"
- }
- }
- misc_camera:form =
- {
- bbox = '-8 -8 -12 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "how long to wait between being used (default 0.5)"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "camera will remain pointed at this entity (if it's a train or "
- "some other moving object, it will keep following it)"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "when player is in this camera and hits the use button, it will"
- " cycle to this next camera (if no target2, returns to normal view )"
- typ = "E"
- }
- target3: =
- {
- txt = "&"
- hint = "thing to use when player enters this camera view"
- typ = "E"
- }
- target4: =
- {
- txt = "&"
- hint = "thing to use when player leaves this camera view"
- typ = "E"
- }
- closetarget: =
- {
- txt = "&"
- hint = "fired this when it's destroyed"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "VULNERABLE"
- hint = "allow camera to be destroyed"
- typ = "X1"
- }
- }
- misc_ns_turret:form =
- {
- bbox = '-8 -8 -32 8 8 29'
- wait: =
- {
- txt = "&"
- hint = "Time between shots (default 150 ms)"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "How much damage each shot does (default 5)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "How much damage it can take before exploding (default 100)"
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "How far away an enemy can be for it to pick it up (default 512"
- ")"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "How much damage the explosion does. If either splashDamage or "
- "splashRadius are 0, it will not make an explosion"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "The radius of the explosion. If either splashRadius or splashD"
- "amage are 0, it will not make an explosion"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "team that is not targeted by and does not take damage from thi"
- "s turret [player, enemy (default), neutral]"
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = "What to use when destroyed"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "Toggles it on/off"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- hint = "Starts off"
- typ = "X1"
- }
- }
- misc_panel_turret:form =
- {
- bbox = '-8 -8 -12 8 8 16'
- speed: =
- {
- txt = "&"
- hint = "missile speed, (default 3000)"
- typ = "EF"
- }
- damage: =
- {
- txt = "&"
- hint = "amount of damage shots do, (default 50)"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "time between shots, in milliseconds (default 200)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "the max pitch range in degrees, (default 60) which means you c"
- "an move 60 degrees above or below the start angles"
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "the max yaw range in degrees, (default 90) which means you can"
- " move 90 degrees on either side of the start angles"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much heatlh the thing has, (default 200) only works if HEA"
- "LTH is checked, otherwise it can't be destroyed"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "thing to use when player enters the turret view"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "thing to use when player leaves the turret view"
- typ = "E"
- }
- target3: =
- {
- txt = "&"
- hint = "thing to use when it dies"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "HEALTH"
- hint = "gun turret has health and displays a hud with its current heal"
- "th"
- typ = "X1"
- }
- }
- misc_turret:form =
- {
- bbox = '-8 -8 -22 8 8 0'
- wait: =
- {
- txt = "&"
- hint = "Time between shots (default 150 ms)"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "How much damage each shot does (default 5)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "How much damage it can take before exploding (default 100)"
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "How far away an enemy can be for it to pick it up (default 512"
- ")"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "How much damage the explosion does. If either splashDamage or "
- "splashRadius are 0, it will not make an explosion"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "The radius of the explosion. If either splashRadius or splashD"
- "amage are 0, it will not make an explosion"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "team that is not targeted by and does not take damage from thi"
- "s turret [player, enemy (default), neutral]"
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = "What to use when destroyed"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "What to use when it decides to start shooting at an enemy"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "Toggles it on/off"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- hint = "Starts off"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "UPSIDE_DOWN"
- hint = "make it rest on a surface/floor instead of hanging from the ce"
- "iling"
- typ = "X2"
- }
- }
- misc_sentry_turret:form =
- {
- bbox = '-16 -16 0 16 16 24'
- count: =
- {
- txt = "&"
- hint = "number of shots before thing deactivates. -1 = infinite, defau"
- "lt 150"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "How much damage it can take before exploding (default 50)"
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "How far away an enemy can be for it to pick it up (default 512"
- ")"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "How much damage the explosion does. If either splashDamage or "
- "splashRadius are 0, it will not make an explosion"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "The radius of the explosion. If either splashRadius or splashD"
- "amage are 0, it will not make an explosion"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "team that is not targeted by and does not take damage from thi"
- "s turret [player, enemy, neutral]"
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = "What to use when destroyed"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "What to use when it decides to fire at an enemy"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- hint = "Starts off"
- typ = "X1"
- }
- }
- misc_laser_arm:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- count: =
- {
- txt = "&"
- hint = "0 (default) - Fire in direction facing: 1 turn left: 2 turn ri"
- "ght: 3 aim up: 4 aim down"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "How long the beam lasts, in seconds (default is 3)"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "How fast it turns (degrees per second, default 30)"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "What thing for it to be pointing at to start with"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "to use it"
- typ = "E"
- }
- }
- misc_gas_tank:form =
- {
- bbox = '-4 -4 0 4 4 40'
- mdl = "models/map_objects/imp_mine/tank.md3"
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "auto-explodes"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 20 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "amount of damage to do when it explodes - default 32"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "radius to do damage in - default 48"
- typ = "EF"
- }
- }
- misc_portal_surface:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- txt = "&"
- hint = "When used, cycles to the next misc_portal_camera it's targeted"
- typ = "E"
- }
- wait: =
- {
- txt = "&"
- hint = "makes it auto-cycle between all cameras it's pointed at at int"
- "evervals of specified number of seconds"
- typ = "EF"
- }
- }
- misc_ammo_floor_unit:form =
- {
- bbox = '-16 -16 0 16 16 32'
- mdl = "models/items/a_pwr_converter.md3"
- count: =
- {
- txt = "&"
- hint = "the amount of ammo given when used (default 100)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 60 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "dies and displays damagemodel when used, if any (if not, remov"
- "es itself)"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USETARGET"
- hint = "when used it fires off target"
- typ = "X8"
- }
- }
- misc_model_ammo_power_converter:form =
- {
- bbox = '-16 -16 0 16 16 16'
- mdl = "models/items/power_converter.md3"
- count: =
- {
- txt = "&"
- hint = "the amount of ammo given when used (default 100)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 60 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "dies and displays damagemodel when used, if any (if not, remov"
- "es itself)"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USETARGET"
- hint = "when used it fires off target"
- typ = "X8"
- }
- }
- misc_shield_floor_unit:form =
- {
- bbox = '-16 -16 0 16 16 32'
- mdl = "/models/items/a_shield_converter.md3"
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much health the model has - default 60 (zero makes non-bre"
- "akable)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "max charge value (default MP:50 SP:100)"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "dies and displays damagemodel when used, if any (if not, remov"
- "es itself)"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "USETARGET"
- Hint = "when used it fires off target"
- }
- }
- misc_atst_drivable:form =
- {
- bbox = '-40 -40 -24 40 40 248'
- mdl = "models/map_objects/imp_detention/atst.md3"
- health: =
- {
- txt = "&"
- hint = "how much health the atst has - default 800"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "what to use when it dies"
- typ = "E"
- }
- }
- object_cargo_barrel1:form =
- {
- bbox = '-16 -16 -16 16 16 29'
- mdl = "models/map_objects/cairn/barrels.md3"
- health: =
- {
- txt = "&"
- hint = "default = 20"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "default = 100"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "default = 200"
- typ = "EF"
- }
- targetname: =
- {
- txt = "&"
- hint = "if given a targetname, using it makes it explode"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SMALLER"
- hint = "small barrel"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "KLINGON"
- hint = "klingon style barrel"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_SMOKE"
- hint = "will not leave lingering smoke cloud when killed"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "POWDERKEG"
- hint = "wooden explosive barrel"
- typ = "X8"
- }
- }
- misc_model:form =
- {
-
- bbox = '-16 -16 -24 16 16 32'
- mdl = "[model]"
- model: =
- {
- t_modelbrowser = !
- txt = "&"
- hint = "arbitrary .md3 or .ase file to display"
- typ = "E"
- }
- }
- misc_model_breakable:form =
- {
- mdl = "[model]"
- model: =
- {
- t_modelbrowser = !
- txt = "&"
- hint = "arbitrary .md3 file to display"
- typ = "E"
- }
- splashradius: =
- {
- txt = "&"
- hint = "radius of damage"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "damage to do (will make it explode on death)"
- typ = "EF"
- }
- gravity: =
- {
- txt = "&"
- hint = "if set to 1, this will be affected by gravity"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much health to have - default is zero (not breakable) If "
- "you don't set the SOLID flag, but give it health, it can be shot but"
- " will not block NPCs or players from moving"
- typ = "EF"
- }
- material: =
- {
- txt = "&"
- hint = "default is MAT_NONE"
- typ = "C"
- items = "MAT_METAL"$0D"MAT_GLASS"$0D"MAT_ELECTRICAL"$0D"MAT_ELEC_METAL"
- $0D"MAT_DRK_STONE"$0D"MAT_LT_STONE"$0D"MAT_GLASS_METAL"$0D"MAT_METAL2"
- $0D"MAT_NONE"$0D"MAT_GREY_STONE"$0D"MAT_METAL3"$0D"MAT_CRATE1"$0D"MAT"
- "_GRATE1"$0D"MAT_ROPE"$0D"MAT_CRATE2"$0D"MAT_WHITE_METAL"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"
- }
- radius: =
- {
- txt = "&"
- hint = "Chunk code tries to pick a good volume of chunks, but you can "
- "alter this to scale the number of spawned chunks. (default 1) (.5) "
- "is half as many chunks, (2) is twice as many chunks"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "cannot take damage from members of this team"
- typ = "C"
- items = "player"$0D"neutral"$0D"enemy"
- values = "player"$0D"neutral"$0D"enemy"
- }
- target: =
- {
- txt = "&"
- hint = "What to use when it dies"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "What to use when it's repaired"
- typ = "E"
- }
- target3: =
- {
- txt = "&"
- hint = "What to use when it's used while it's broken"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "when used, dies and displays damagemodel, if any (if not, remo"
- "ves itself)"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID"
- hint = "Movement is blocked by it, if not set, can still be broken by "
- "explosions and shots if it has health"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "AUTOANIMATE"
- hint = "Will cycle it's anim"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DEADSOLID"
- hint = "Stay solid even when destroyed (in case damage model is rather"
- " large)"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_DMODEL"
- hint = "Makes it NOT display a damage model when destroyed, even if on"
- "e exists"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_SMOKE"
- hint = ""
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USE_MODEL"
- hint = "When used, will toggle to it's usemodel (model name + '_u1.md3"
- "')... this obviously does nothing if USE_NOT_BREAK is not checked"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USE_NOT_BREAK"
- hint = "Using it doesn't make it break, still can be destroyed by dama"
- "ge"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_EXPLOSION"
- hint = "Does not play an explosion effect, though will still create ch"
- "unks if specified"
- typ = "X256"
- }
- }
- NPC_Trandoshan:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_BespinCop:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Ugnaught:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Mark2:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Tie_Pilot:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Mark1:form =
- {
- bbox = '-36 -36 -24 36 36 80'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Prisoner:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Interrogator:form =
- {
- bbox = '-12 -12 -24 12 12 0'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Galak:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MECH"
- hint = "will be the armored Galak"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Sentry:form =
- {
- bbox = '-24 -24 -24 24 24 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Sentry:form =
- {
- bbox = '-24 -24 -24 24 24 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_MonMothma:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Mouse:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Imperial:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- message: =
- {
- txt = "&"
- hint = "if a COMMANDER, turns on his key surface. This is the name of"
- " the key you get when you walk over his body. This must match the '"
- "message' field of the func_security_panel you want this key to open."
- " Set to 'goodie' to have him carrying a goodie key that player can "
- "use to operate doors with 'GOODIE' spawnflag."
- typ = "E"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- mindtrickscript: =
- {
- txt = "&"
- hint = "default script to run when mindtrick is used on"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "OFFICER"
- hint = "Brownshirt Officer, uses blaster rifle, 40 health"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "COMMANDER"
- hint = "Blackshirt Commander, uses rapid-fire blaster rifle, 80 health"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Reelo:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Lando:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_MineMonster:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Bartender:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Gran:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHOOTER"
- hint = "uses blaster instead of"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BOXER"
- hint = "uses fists only"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Rodian:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLASTER"
- hint = "uses a blaster instead of sniper rifle, different skin"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_HIDE"
- hint = "(only applicable with snipers) does not duck and hide between "
- "shots"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Weequay:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Tavion:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CEILING"
- hint = "Sticks to the ceiling until he sees an enemy or takes pain"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_MorganKatarn:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_ImpWorker:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Reborn:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FORCE"
- hint = "Uses force powers but is not the best lightsaber fighter and n"
- "ot acrobatic. Purple saber, 75 health."
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FENCER"
- hint = "A good lightsaber fighter, but not acrobatic and uses no force"
- " powers. Yellow saber, 100 health."
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ACROBAT"
- hint = "quite acrobatic, but not the best lightsaber fighter and uses "
- "no force powers. Red saber, 100 health."
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BOSS"
- hint = "quite acrobatic, good lightsaber fighter and uses force powers"
- ". Orange saber, 150 health."
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CEILING"
- hint = "Sticks to the ceiling until he sees an enemy or takes pain"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Desann:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CEILING"
- hint = "Sticks to the ceiling until he sees an enemy or takes pain"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_ATST:form =
- {
- bbox = '-40 -40 -24 40 40 248'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Probe:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_ShadowTrooper:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CEILING"
- hint = "Sticks to the ceiling until he sees an enemy or takes pain"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Rebel:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Jan:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Stormtrooper:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "OFFICER"
- hint = "60 health, flechette"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "COMMANDER"
- hint = "60 health, heavy repeater"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ALTOFFICER"
- hint = "0 health, alt-fire flechette (grenades)"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ROCKET"
- hint = "60 health, rocket launcher"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_SwampTrooper:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "REPEATER"
- hint = "Swaptrooper who uses the repeater"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Protocol:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "IMPERIAL"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Remote:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_Gonk:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_spawner:form =
- {
- NPC_targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- npc_target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- count: =
- {
- txt = "&"
- hint = ""
- typ = "EF"
- }
- spawnscript: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- NPC_type: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- NPC_Droid_R2D2:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "IMPERIAL"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Droid_R5D2:form =
- {
- bbox = '-12 -12 -24 12 12 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "IMPERIAL"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ALWAYSDIE"
- hint = "won't go into spinning zombie AI when at low health."
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Jedi:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TRAINER"
- hint = "Special Jedi- instructor"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Luke:form =
- {
- bbox = '-16 -16 -24 16 16 40'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CEILING"
- hint = "Sticks to the ceiling until he sees an enemy or takes pain"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- NPC_Kyle:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- target: =
- {
- txt = "&"
- hint = "NPC will fire this when it spawns it's last NPC"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name this NPC goes by for targetting"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "starting health (default = 100)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many NPCs to spawn (only if targetted) default = 1"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "after spawned or triggered, how many seconds to wait to spawn "
- "the NPC"
- typ = "EF"
- }
- NPC_targetname: =
- {
- txt = "&"
- hint = "NPC's targetname AND script_targetname"
- typ = "E"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC's target to fire when killed"
- typ = "E"
- }
- playerTeam: =
- {
- txt = "&"
- hint = "Who not to shoot! (default is TEAM_STARFLEET)"
- typ = "E"
- }
- enemyTeam: =
- {
- txt = "&"
- hint = "Who to shoot (all but own if not set)"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "default script to run once spawned (none by default)"
- typ = "E"
- }
- usescript: =
- {
- txt = "&"
- hint = "default script to run when used (none by default)"
- typ = "E"
- }
- awakescript: =
- {
- txt = "&"
- hint = "default script to run once awoken (none by default)"
- typ = "E"
- }
- angerscript: =
- {
- txt = "&"
- hint = "default script to run once angered (none by default)"
- typ = "E"
- }
- painscript: =
- {
- txt = "&"
- hint = "default script to run when hit (none by default)"
- typ = "E"
- }
- fleescript: =
- {
- txt = "&"
- hint = "default script to run when hit and below 50% health (none by d"
- "efault)"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "default script to run when killed (none by default)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RIFLEMAN"
- hint = ""
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PHASER"
- hint = ""
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TRICORDER"
- hint = ""
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "NPC can be in air, but will spawn on the closest floor surface"
- " below it"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CINEMATIC"
- hint = "Will spawn with no default AI (BS_CINEMATIC)"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTSOLID"
- hint = "Starts not solid"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTINSOLID"
- hint = "Don't try to fix if spawn in solid"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SHY"
- hint = "Spawner is shy"
- typ = "X256"
- }
- }
- fx_cloudlayer:form =
- {
- wait: =
- {
- txt = "&"
- hint = "adds curvature as it moves out to the edge of the layer. ( de"
- "fault 0 ), 1 = small up, 3 = up more, -1 = small down, -3 = down mor"
- "e, etc."
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "outer radius of cloud layer, (default 2048)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "inner radius of cloud layer, (default 128) only works for TUBE"
- " type"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TUBE"
- hint = "creates cloud layer with tube opening in the middle, must an I"
- "NNER radius also"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ALT"
- hint = "uses slightly different shader, good if using two layers sort "
- "of close together"
- typ = "X2"
- }
- }
- fx_target_beam:form =
- {
- fxFile: =
- {
- txt = "&"
- hint = "Effect used to draw the beam, ( default 'env/targ_beam' )"
- typ = "E"
- }
- fxFile2": =
- {
- txt = "&"
- hint = "Effect used for the beam impact effect, ( default 'env/targ_be"
- "am_impact' )"
- typ = "E"
- }
- random: =
- {
- txt = "&"
- hint = "random amount of seconds added to/subtracted from 'wait' each "
- "firing"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "If always on, how long to wait between blasts, in MILLISECONDS"
- " - default/min is 100 (1 frame at 10 fps), -1 means it will never fi"
- "re again"
- typ = "EF"
- }
- damage: =
- {
- txt = "&"
- hint = "How much damage to inflict PER FRAME (so probably want it kind"
- " of low), default is none"
- typ = "EF"
- }
- duration: =
- {
- txt = "&"
- hint = "How many seconds each burst lasts, -1 will make it stay on for"
- "ever"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "ent to point at- you MUST have this. This can be anything you"
- " want, including a moving ent - for static beams, just use info_null"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "Fires only when used"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTOFF"
- hint = "must be used before it's on"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "OPEN"
- hint = "will draw all the way to the target, regardless of where the t"
- "race hits"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_KNOCKBACK"
- hint = "beam damage does no knockback"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ONE_SHOT"
- hint = ""
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_IMPACT"
- hint = ""
- typ = "X16"
- }
- }
- fx_explosion_trail:form =
- {
- radius: =
- {
- txt = "&"
- hint = "damage radius around trail as it travels through the world ( d"
- "efault 128 )"
- typ = "EF"
- }
- damage: =
- {
- txt = "&"
- hint = "radius damage ( default 128 )"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "damage radius on impact ( default 0 )"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "damage when thing impacts ( default 0 )"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "velocity through the world, ( default 350 )"
- typ = "EF"
- }
- fxFile: =
- {
- txt = "&"
- hint = "name of the effect to play for the trail ( default 'env/exp_tr"
- "ail_comp' )"
- typ = "E"
- }
- fxFile2: =
- {
- txt = "&"
- hint = "effect file to play on impact"
- typ = "E"
- }
- model: =
- {
- txt = "&"
- hint = "model to attach to the trail"
- typ = "E"
- }
- soundSet: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = "direction to aim the trail in, required unless you specify ang"
- "les"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "(required) trail effect spawns only when used"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "GRAVITY"
- hint = "object uses gravity instead of linear motion"
- typ = "X1"
- }
- }
- fx_rain:form =
- {
- count: =
- {
- txt = "&"
- hint = "the number of rain particles (default of 1000)"
- typ = "EF"
- }
- }
- fx_snow:form =
- {
- count: =
- {
- txt = "&"
- hint = "the number of snow particles (default of 1000)"
- typ = "EF"
- }
- }
- fx_runner:form =
- {
- splashDamage: =
- {
- txt = "&"
- hint = "only works when damage is checked ( default 5 )"
- typ = "EF"
- }
- splashRadius: =
- {
- txt = "&"
- hint = "only works when damage is checked ( default 16 )"
- typ = "EF"
- }
- soundSet: =
- {
- txt = "&"
- hint = "bmodel set to use, plays start sound when toggled on, loop sou"
- "nd while on ( doesn't play on a oneshot), and a stop sound when turn"
- "ed off"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "how often to call the effect, don't over-do this ( default 200"
- " )"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random amount of time to add to delay, ( default 0, 200 = 0ms "
- "to 200ms )"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "direction to aim the effect in, otherwise defaults to up"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "uses its target2 when the fx gets triggered"
- typ = "E"
- }
- fxFile: =
- {
- t_efxbrowser = !
- txt = "&"
- hint = "name of the effect file to play"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTOFF"
- hint = "effect starts off, toggles on/off when used"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ONESHOT"
- hint = "effect fires only when used"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DAMAGE"
- hint = "does radius damage around effect every 'delay' milliseonds"
- typ = "X4"
- }
- }
- target_push:form =
- {
- speed: =
- {
- txt = "&"
- hint = "defaults to 1000"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BOUNCEPAD [ENERGYNOISE]"
- hint = "play bounce noise instead of windfly"$0D"[SP: plays energy noi"
- "se]"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CONSTANT"
- hint = "will push activator in direction of 'target' at constant 'spee"
- "d'"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_DAMAGE"
- hint = "the activator won't take falling damage after being pushed"
- typ = "X4"
- }
- }
- target_random:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USEONCE"
- hint = "set to never fire again"
- typ = "X1"
- }
- }
- target_interest:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- }
- target_gravity_change:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- gravity: =
- {
- txt = "&"
- hint = "Normal = 800, Valid range: any"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "GLOBAL"
- hint = "Apply to entire world, not just the activator"
- typ = "X1"
- }
- }
- target_friction_change:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- friction: =
- {
- txt = "&"
- hint = "Normal = 6, Valid range 0 - 10"
- typ = "EF"
- }
- }
- target_laser:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_ON"
- hint = ""
- typ = "X1"
- }
- }
- target_autosave:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- }
- target_kill:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- txt = "&"
- cap = "FALLING"
- hint = "death by falling"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ELECTRICAL"
- hint = "death by electrocution"
- typ = "X2"
- }
- }
- target_give:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- }
- target_score:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- count: =
- {
- txt = "&"
- hint = "number of points to add, default 1"
- typ = "EF"
- }
- }
- target_teleporter:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- }
- target_print:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- message: =
- {
- txt = "&"
- hint = "text to print"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "REDTEAM"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLUETEAM"
- hint = ""
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PRIVATE"
- hint = "only the activator gets the message"
- typ = "X4"
- }
- }
- target_delay:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- random: =
- {
- txt = "&"
- hint = "delay variance, total delay = delay +/- random seconds"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "seconds to pause before firing targets."
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_RETRIGGER"
- hint = "Keeps the delay from resetting the time if it is activated aga"
- "in while it is counting down to an event"
- typ = "X1"
- }
- }
- target_play_music:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- music: =
- {
- txt = "&"
- hint = "music WAV or MP3 file ( music/introfile.mp3 [optional] music/"
- "loopfile.mp3 )"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- target_position:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- }
- target_location:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- message: =
- {
- txt = "&"
- hint = "name of this location"
- typ = "E"
- }
- count: =
- {
- txt = "&"
- hint = "color of message 0:white 1:red 2:green 3:yellow 4:blue 5:cyan "
- "6:magenta 7:white"
- typ = "C"
- items = "white"$0D"red"$0D"green"$0D"yellow"$0D"blue"$0D"cyan"$0D"mage"
- "nta"$0D"white"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
- }
- }
- target_secret:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- count: =
- {
- txt = "&"
- hint = "how many secrets on this level, if more than one on a level, b"
- "e sure they all have the same count!"
- typ = "EF"
- }
- }
- target_level_change:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- target: =
- {
- txt = "&"
- hint = "Name of spawnpoint to start at in the new map"
- typ = "E"
- }
- mapname: =
- {
- txt = "&"
- hint = "Name of map to change to"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "HUB"
- hint = "Will save the current map's status and load the next map with "
- "any saved status it may have"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "HIDEINFO"
- hint = ""
- typ = "X2"
- }
- }
- target_change_parm:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- parm1: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm2: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm3: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm4: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm5: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm6: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm7: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm8: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm9: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm10: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm11: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm12: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm13: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm14: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm15: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- parm16: =
- {
- txt = "&"
- hint = "Copies any parms set on this ent to the entity that fired the"
- " trigger/button/whatever that uses this"
- typ = "E"
- }
- }
- target_counter:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- bounceCount: =
- {
- txt = "&"
- hint = "number of times the counter should reset to it's full count wh"
- "en it's done"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = ""
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "what the counter should fire each time it's incremented and do"
- "es NOT reach it's count"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- count: =
- {
- txt = "&"
- hint = "After the counter has been triggered 'count' times (default 2)"
- ", it will fire all of it's targets and remove itself."
- typ = "EF"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "cannot be used until used by a target_activate"
- typ = "X128"
- }
- }
- target_activate:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- target_remove_powerups:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- }
- target_relay:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- wait: =
- {
- txt = "&"
- hint = "Cannot be fired again until this many seconds after the last t"
- "ime it was used"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "Will actually fire this many seconds after being used"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RED_ONLY"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLUE_ONLY"
- hint = ""
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RANDOM"
- hint = "only one of the targets will be fired, not all of them"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "Can't be used until activated"
- typ = "X128"
- }
- }
- target_scriptrunner:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- delay: =
- {
- txt = "&"
- hint = "how long to wait after use to run script"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "can't be used again in this amount of seconds (Default is 1 se"
- "cond if it's multiple-use)"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "how many times to run, -1 = infinite. Default is 1"
- typ = "EF"
- }
- usescript: =
- {
- t_scriptbrowser = !
- txt = "&"
- hint = "Script to run when used"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RUNONACTIVATOR"
- hint = "Will run the script on the entity that used this or tripped th"
- "e trigger that used this"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "start off"
- typ = "X1"
- }
- }
- target_deactivate:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- target_speaker:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- wait: =
- {
- txt = "&"
- hint = "Seconds between triggerings, 0 = don't auto trigger"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0"
- typ = "EF"
- }
- noise: =
- {
- t_soundbrowser = !
- txt = "&"
- hint = "wav file to play"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LOOPED-ON"
- hint = "Looped sounds will be toggled by use functions."
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LOOPED-OFF"
- hint = "Looped sounds will be toggled by use functions."
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "GLOBAL"
- hint = "A global sound will play full volume throughout the level."
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ACTIVATOR"
- hint = "Activator sounds will play on the player that activated the ta"
- "rget."
- typ = "X1"
- }
- }
- waypoint_small:form =
- {
- bbox = '-2 -2 -24 2 2 32'
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "X1"
- }
- }
- waypoint_navgoal_1:form =
- {
- bbox = '-1 -1 -24 1 1 32'
- targetname: =
- {
- txt = "&"
- hint = "name you would use in script when setting a navgoal"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "X1"
- }
- }
- waypoint_navgoal_8:form =
- {
- bbox = '-8 -8 -24 8 8 32'
- targetname: =
- {
- txt = "&"
- hint = "name you would use in script when setting a navgoal"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "X1"
- }
- }
- waypoint_navgoal_4:form =
- {
- bbox = '-4 -4 -24 4 4 32'
- targetname: =
- {
- txt = "&"
- hint = "name you would use in script when setting a navgoal"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "X1"
- }
- }
- waypoint_navgoal:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- radius: =
- {
- txt = "&"
- hint = "how far from the navgoal an ent can be before it thinks it rea"
- "ched it - default is '0' which means no radius check, just have to t"
- "ouch it"
- typ = "EF"
- }
- targetname: =
- {
- txt = "&"
- hint = "name you would use in script when setting a navgoal"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "X1"
- }
- }
- waypoint_navgoal_2:form =
- {
- bbox = '-2 -2 -24 2 2 32'
- script_targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- item_security_key:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- message: =
- {
- txt = "&"
- hint = "used to differentiate one key from another."
- typ = "E"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_goodie_key:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_force_enlighten:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- }
- item_health:form =
- {
- }
- item_force_boon:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_force_enlighten_light:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_force_enlighten_dark:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_ysalimari:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_shield:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_medpac:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_la_goggles:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- item_shield_lrg_instant:form =
- {
- bbox = '-8 -8 -4 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_sentry_gun:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_medpak_instant:form =
- {
- bbox = '-8 -8 -4 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_shield_sm_instant:form =
- {
- bbox = '-8 -8 -4 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_seeker:form =
- {
- bbox = '-8 -8 -4 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- type = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "Random number of plus or minus seconds varied from the respawn"
- " time."
- type = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "Override quantity or duration."
- type = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- item_battery:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- item_bacta:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- team_CTF_redflag:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- }
- team_CTF_blueflag:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- }
- team_CTF_bluespawn:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- }
- team_CTF_redspawn:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- }
- team_CTF_redplayer:form =
- {
- bbox = '-16 -16 -16 16 16 32'
- }
- team_CTF_blueplayer:form =
- {
- bbox = '-16 -16 -16 16 16 32'
- }
- team_CTF_neutralflag:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- }
- weapon_demp2:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_flechette:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_thermal:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_repeater:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_trip_mine:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_det_pack:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_emplaced:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- }
- weapon_bowcaster:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_blaster:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_stun_baton:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_bryar_pistol:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- weapon_disruptor:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_rocket_launcher:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- weapon_saber:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- info_jedimaster_start:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- }
- info_player_imperial:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- }
- info_player_rebel:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- }
- info_player_intermission:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- target: =
- {
- txt = "&"
- hint = "The intermission will be viewed from this point. Target an inf"
- "o_notnull for the view direction."
- typ = "E"
- }
- }
- info_player_start:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- txt = "&"
- cap = "KEEP_PREV"
- hint = "keep previous health/ammo/etc"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DROPTOFLOOR"
- hint = "Player will start on the first solid structure under it"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STUN_BATON"
- hint = "Gives player the stun baton and bryar pistol, but not the sabe"
- "r, plus any weapons they may have carried over from previous levels."
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOWEAPON"
- hint = "Start player witn no weapons"
- typ = "X64"
- }
- }
- info_player_deathmatch:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- nobots: =
- {
- txt = "&"
- hint = "prevent bots from using this spot"
- typ = "EF"
- }
- nohumans: =
- {
- txt = "&"
- hint = "will prevent non-bots from using this spot"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INITIAL"
- hint = "The first time a player enters the game, they will be at an 'i"
- "nitial' spot."
- typ = "X1"
- }
- }
- info_notnull:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- info_null:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- info_saga_objective:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- objective: =
- {
- txt = "&"
- hint = "specifies the objective to complete upon activation"
- typ = "E"
- }
- side: =
- {
- txt = "&"
- hint = "set to 1 to specify an imperial goal, 2 to specify rebels"
- typ = "C"
- items = "Rebel"$0D"Imperial"
- values = "1"$0D"2"
- }
- }
- func_rotating:form =
- {
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "determines how fast it moves; default value is 100."
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_ON"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TOUCH_KILL"
- hint = "Inflicts massive damage upon touching it, disitegrates bodies"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "X_AXIS"
- hint = "rotate around X axis, instead of default Z axis"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "Y_AXIS"
- hint = "rotate around Y axis, instead of default Z axis"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_plat:form =
- {
- speed: =
- {
- txt = "&"
- hint = "overrides default 200"
- typ = "EF"
- }
- lip: =
- {
- txt = "&"
- hint = "default 8, protrusion above rest position"
- typ = "EF"
- }
- height: =
- {
- txt = "&"
- hint = "total height of movement, defaults to model height"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "overrides default 2"
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_bobbing:form =
- {
- speed: =
- {
- txt = "&"
- hint = "seconds to complete a bob cycle (4 default)"
- typ = "EF"
- }
- height: =
- {
- txt = "&"
- hint = "amplitude of bob (32 default)"
- typ = "EF"
- }
- phase: =
- {
- txt = "&"
- hint = "the 0.0 to 1.0 offset in the cycle to start at"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)"
- typ = "EF"
- }
- targetname: =
- {
- txt = "&"
- hint = "turns on/off when used"
- typ = "E"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_pendulum:form =
- {
- speed: =
- {
- txt = "&"
- hint = "the number of degrees each way the pendulum swings, (30 defaul"
- "t)"
- typ = "EF"
- }
- phase: =
- {
- txt = "&"
- hint = "the 0.0 to 1.0 offset in the cycle to start at"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)"
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_wall:form =
- {
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- hint = "the wall will not be there"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "AUTOANIMATE"
- hint = "if a model is used it will animate"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_timer:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "base time between triggering all targets, default is 1"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_ON"
- hint = ""
- typ = "X1"
- }
- }
- trigger_entdist:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- distance: =
- {
- txt = "&"
- hint = "radius entity can be away to fire trigger"
- typ = "EF"
- }
- NPC_target: =
- {
- txt = "&"
- hint = "NPC_types to look for"
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = "fired if entity is within distance"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "fired if entity is NOT within distance"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NPC"
- hint = ""
- typ = "X2"
- }
- }
- func_train:form =
- {
- target: =
- {
- txt = "&"
- hint = "first path corner"
- typ = "E"
- }
- target3: =
- {
- txt = "&"
- hint = "what to use when it breaks"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "will not start until used"
- typ = "E"
- }
- health: =
- {
- txt = "&"
- hint = "default 0"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "default"$09"2"
- typ = "EF"
- }
- linear: =
- {
- txt = "&"
- hint = "set to 1 and it will move linearly rather than with accelerati"
- "on (default is 0)"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "default 100"
- typ = "EF"
- }
- noise: =
- {
- txt = "&"
- hint = "looping sound to play when the train is in motion"
- typ = "E"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- startframe: =
- {
- txt = "&"
- hint = "default 0...ghoul2 animation start frame"
- typ = "EF"
- }
- endframe: =
- {
- txt = "&"
- hint = "default 0...ghoul2 animation end frame"
- typ = "EF"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_ON"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TOGGLE"
- hint = ""
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLOCK_STOPS"
- hint = "stops when blocked"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LOOP"
- hint = "if it's a ghoul2 model, it will just loop the animation"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TIE"
- hint = "flying Tie-fighter hack, should be made more flexible so other"
- " things can use this if needed"
- typ = "X256"
- }
- }
- func_glass:form =
- {
- maxshards: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "sets the light's color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "sets the light's color"
- }
- light: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- }
- func_usable:form =
- {
- wait: =
- {
- txt = "&"
- hint = "amount of time before the object is usable again (only valid w"
- "ith ALWAYS_ON flag)"
- typ = "EF"
- }
- Usescript: =
- {
- txt = "&"
- hint = "script to run when turned on"
- typ = "E"
- }
- deathscript: =
- {
- txt = "&"
- hint = "script to run when turned off"
- typ = "E"
- }
- endframe: =
- {
- txt = "&"
- hint = "Will make it animate to next shader frame when used, not turn "
- "on/off... set this to number of frames in the shader, minus 1"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "if it has health, it will be used whenever shot at/killed - if"
- " you want it to only be used once this way, set health to 1"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "Will fire this target every time it is toggled OFF"
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "Will fire this target every time it is toggled ON"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "When used, will toggle on and off"
- typ = "E"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STARTOFF"
- hint = "the wall will not be there"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "AUTOANIMATE"
- hint = "the wall will not be there"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ANIM_ONCE"
- hint = "the wall will not be there"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ALWAYS_ON"
- hint = "the wall will not be there"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLOCKCHECK"
- hint = "the wall will not be there"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NPC_USE"
- hint = "the wall will not be there"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "the wall will not be there"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "the wall will not be there"
- typ = "X128"
- }
- }
- func_button:form =
- {
- sound: =
- {
- txt = "&"
- hint = "sound of button"
- typ = "EF"
- }
- lip: =
- {
- txt = "&"
- hint = "override the default 4 pixel lip remaining at end of move"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "all entities with a matching targetname will be used"
- typ = "E"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default 1 second wait (-1 = never return)"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "if set, the button must be killed instead of touched"
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "EF"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_breakable:form =
- {
- chunks: =
- {
- txt = "&"
- hint = "number of chunks when broken"
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- splashradius: =
- {
- txt = "&"
- hint = "radius of damage"
- typ = "EF"
- }
- splashDamage: =
- {
- txt = "&"
- hint = "damage to do"
- typ = "EF"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color (Don't know if works)"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color (Don't know if works)"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius (Don't know if works)"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "When killed or used, how long (in seconds) to wait before blow"
- "ing up (none by default)"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "how long minimum to wait between firing paintarget each time h"
- "it"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "Specifying this will make the object explode when destroyed"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "object's health"
- typ = "EF"
- }
- noise: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- material: =
- {
- txt = "&"
- hint = ""
- typ = "C"
- items = "MAT_METAL"$0D"MAT_GLASS"$0D"MAT_ELECTRICAL"$0D"MAT_ELEC_METAL"
- $0D"MAT_DRK_STONE"$0D"MAT_LT_STONE"$0D"MAT_GLASS_METAL"$0D"MAT_METAL2"
- $0D"MAT_NONE"$0D"MAT_GREY_STONE"$0D"MAT_METAL3"$0D"MAT_CRATE1"$0D"MAT"
- "_GRATE1"$0D"MAT_ROPE"$0D"MAT_CRATE2"$0D"MAT_WHITE_METAL"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"$0D"11"$0D"12"$0D"13"$0D"14"$0D"15"
- }
- radius: =
- {
- txt = "&"
- hint = "Chunk code tries to pick a good volume of chunks, but you can "
- "alter this to scale the number of spawned chunks. (default 1) (.5) "
- "is half as many chunks, (2) is twice as many chunks"
- typ = "EF"
- }
- dmgrad: =
- {
- txt = "&"
- hint = "Radius for explosion of dmg is set"
- typ = "EF"
- }
- debrismodel: =
- {
- txt = "&"
- hint = "Model of debris chunks to throw when object is destroyed."
- typ = "C"
- items = "rock"$0D"chunks"$0D"wood"$0D"glass"$0D"none"
- values = "rock"$0D"chunks"$0D"wood"$0D"glass"$0D"none"
- }
- debrissound: =
- {
- txt = "&"
- hint = "Sound to play when debris hits a surface. Default is none."
- typ = "E"
- }
- breaksound: =
- {
- txt = "&"
- hint = "Sound to play when destroyed"
- typ = "E"
- }
- team: =
- {
- txt = "&"
- hint = "cannot take damage from members of this team"
- typ = "C"
- items = "player"$0D"neutral"$0D"enemy"
- values = "player"$0D"neutral"$0D"enemy"
- }
- target: =
- {
- txt = "&"
- hint = "all entities with a matching targetname will be used when this"
- " is destoryed"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "entities with matching target will fire it"
- typ = "E"
- }
- paintarget: =
- {
- txt = "&"
- hint = "target to fire when hit (but not destroyed)"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INVINCIBLE"
- hint = "can only be broken by being used"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "IMPACT"
- hint = "does damage on impact"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CRUSHER"
- hint = "won't reverse movement when hit an obstacle"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "THIN"
- hint = "can be broken by impact damage, like glass"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SABERONLY"
- hint = "only takes damage from sabers"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "HEAVY_WEAP"
- hint = "only takes damage by a heavy weapon, like an emplaced gun or A"
- "T-ST gun"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USE_NOT_BREAK"
- hint = "Using it doesn't make it break, still can be destroyed by dama"
- "ge"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_EXPLOSION"
- hint = "Does not play an explosion effect, though will still create ch"
- "unks if specified"
- typ = "X256"
- }
- }
- func_door:form =
- {
- target: =
- {
- txt = "&"
- hint = "Door fires this when it starts moving from it's closed positio"
- "n to its open position."
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "Door fires this when it starts moving from it's open position "
- "to its closed position."
- typ = "E"
- }
- opentarget: =
- {
- txt = "&"
- hint = "Door fires this after reaching its 'open' position"
- typ = "E"
- }
- closetarget: =
- {
- txt = "&"
- hint = "Door fires this after reaching its 'closed' position"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "if set, no touch field will be spawned and a remote button or "
- "trigger field activates the door."
- typ = "E"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- sound: =
- {
- txt = "&"
- hint = "sound door makes when opening/closing"
- typ = "EF"
- }
- linear: =
- {
- txt = "&"
- hint = "set to 1 and it will move linearly rather than with accelerati"
- "on (default is 0)"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default, set to negative for"
- " no damage)"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "multiple doors to move as one unit"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "when used, how many seconds to wait before moving - default is"
- " none"
- typ = "EF"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- sounds: =
- {
- txt = "&"
- hint = "sound door makes when opening/closing"
- typ = "E"
- }
- wait: =
- {
- txt = "&"
- hint = "wait before returning (3 default, -1 = never return)"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "movement speed (100 default)"
- typ = "EF"
- }
- lip: =
- {
- txt = "&"
- hint = "lip remaining at end of move (8 default)"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OPEN"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FORCE_ACTIVATE"
- hint = ""
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CRUSHER"
- hint = "crushes player"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TOGGLE"
- hint = "wait in both the start and end states for a trigger event - do"
- "es NOT work on Trek doors."
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LOCKED"
- hint = "Starts locked, with the shader animmap at the first frame and "
- "inactive. Once used, the animmap changes to the second frame and th"
- "e door operates normally. Note that you cannot use the door again a"
- "fter this."
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "GOODIE"
- hint = "Door will not work unless activator has a 'goodie key' in his "
- "inventory"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- }
- func_static:form =
- {
- linear: =
- {
- txt = "&"
- hint = "set to 1 and it will move linearly rather than with accelerati"
- "on (default is 0)"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "how much damage to do when it crushes (use with CRUSHER spawnf"
- "lag)"
- typ = "EF"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "constantLight color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "constantLight color"
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "F_PUSH"
- hint = "Will be used when you Force-Push it"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "F_PULL"
- hint = "Will be used when you Force-Pull it"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SWITCH_SHADER"
- hint = "Toggle the shader anim frame between 1 and 2 when used"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CRUSHER"
- hint = "Make it do damage when it's blocked"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "IMPACT"
- hint = "Make it do damage when it hits any entity"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYER_USE"
- hint = "Player can use it with the use button"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "must be used by a target_activate before it can be used"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BROADCAST"
- hint = "don't ever use this, it's evil"
- typ = "X256"
- }
- }
- emplaced_gun:form =
- {
- bbox = '-24 -24 0 24 24 64'
- wait: =
- {
- txt = "&"
- hint = "ONLY AFFECTS NPCs - time between bursts ( default 800 on harde"
- "st setting )"
- typ = "EF"
- }
- delay: =
- {
- txt = "&"
- hint = "ONLY AFFECTS NPCs - time between shots ( default 200 on hardes"
- "t setting )"
- typ = "EF"
- }
- health: =
- {
- txt = "&"
- hint = "how much damage the gun can take before it blows ( default 250"
- " )"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "if CANRESPAWN spawnflag, decides how long it is before gun res"
- "pawns (in ms)"$0D"[SP: how much ammo to give this gun ( default 999 "
- ")]"
- typ = "EF"
- }
- splashdamage: =
- {
- txt = "&"
- hint = "how much damage a blowing up gun deals ( default 80 )"
- typ = "EF"
- }
- splashradius: =
- {
- txt = "&"
- hint = "radius for exploding damage ( default 128 )"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CANRESPAWN [INACTIVE]"
- hint = "able to respawn"$0D"[SP: cannot be used until used by a target"
- "_activate]"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FACING"
- hint = "player must be facing relatively in the same direction as the "
- "gun in order to use it"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "VULNERABLE"
- hint = "allow the gun to take damage"
- typ = "X4"
- }
- }
- trigger_push:form =
- {
- speed: =
- {
- txt = "&"
- hint = "when used with the LINEAR spawnflag, pushes the client toward "
- "the position at a constant speed (default is 1000)"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "how long to wait between pushes: -1 = push only once"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "Must point at a target_position, which will be the apex of the"
- " leap."
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYERONLY"
- hint = "only the player is affected"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CHECKCLEAR"
- hint = "Every 1 second, it will check to see if it can trace to the ta"
- "rget_position, if it can, the trigger is touchable, if it can't, the"
- " trigger is not touchable"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LINEAR"
- hint = "Instead of tossing the client at the target_position, it will "
- "push them towards it. Must set a speed"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NPCONLY"
- hint = "only NPCs are affected"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RELATIVE"
- hint = "instead of pushing you in a direction that is always from the "
- "center of the trigger to the target_position, it pushes *you* toward"
- " the target position, relative to your current location (can use wit"
- "h 'speed'... if don't set a speed, it will use the distance from you"
- " to the target_position)"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CONVEYOR"
- hint = "acts like a conveyor belt, will only push if player is on the "
- "ground ( should probably use RELATIVE also, if you want a true conve"
- "yor belt )"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "not active until targeted by a target_activate"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MULTIPLE"
- hint = "multiple entities can touch this trigger in a single frame *an"
- "d* if needed, the trigger can have a wait of > 0"
- typ = "X256"
- }
- }
- trigger_visible:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "What to use when it fires."
- typ = "E"
- }
- FOV: =
- {
- txt = "&"
- hint = "how far off to the side of the player's field of view this can"
- " be, max, and still be considered 'seen'. Player FOV is 80, so the "
- "default for this value is 30."
- typ = "EF"
- }
- radius: =
- {
- txt = "&"
- hint = "how far this ent can be from player's eyes, max, and still be "
- "considered 'seen'"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NOTRACE"
- hint = "Doesn't check to make sure the line of sight is completely cle"
- "ar (penetrates walls, forcefields, etc)"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "won't check for player visibility until activated"
- typ = "X128"
- }
- }
- trigger_hurt:form =
- {
- NPC_targetname: =
- {
- txt = "&"
- hint = "If set, only an NPC with a matching NPC_targetname will trip t"
- "his trigger"
- typ = "E"
- }
- noise: =
- {
- txt = "&"
- hint = "sound to play when it hurts something ( default: 'sound/world/"
- "electro' )"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "How many seconds it takes to get from 0 to 'dmg' (default is 0"
- ")"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "Use in instead of 'SLOW' - determines how often the player get"
- "s hurt, 0.1 is every frame, 1.0 is once per second. -1 will stop af"
- "ter one use"
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "If set, FALLING death causes a fade to black in this many mill"
- "iseconds (default is 10000 = 10 seconds)"
- typ = "EF"
- }
- dmg: =
- {
- txt = "&"
- hint = "default 5 (whole numbers only)"
- typ = "EF"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "START_OFF"
- hint = ""
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "CAN_TARGET [PLAYERONLY]"
- hint = "Able to target"$0D"[SP: only the player is hurt by it]"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SILENT"
- hint = "supresses playing the sound"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_PROTECTION"
- hint = "*nothing* stops the damage"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SLOW [LOCKCAM]"
- hint = "changes the damage rate to once per second"$0D"[SP: Falling de"
- "ath results in camera locking in place]"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FALLING"
- hint = "Forces a falling scream and anim"
- typ = "X32"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ELECTRICAL"
- hint = "does electrical damage"
- typ = "X64"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "Cannot be triggered until used by a target_activate"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MULTIPLE"
- hint = "multiple entities can touch this trigger in a single frame *an"
- "d* if needed, the trigger can have a wait of > 0"
- typ = "X256"
- }
- }
- trigger_location:form =
- {
- message: =
- {
- txt = "&"
- hint = "location name"
- typ = "E"
- }
- }
- trigger_teleport:form =
- {
- target: =
- {
- txt = "&"
- hint = "Must point at a target_position, which will be the teleport de"
- "stination."
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SPECTATOR [SNAP_ANGLES]"
- hint = "only spectators can use this teleport"$0D"[SP: Make the entity"
- " that passes through snap to the target_position's angles]"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_MISSILES"
- hint = "Missiles and thrown objects cannot pass through"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NO_NPCS"
- hint = "NPCs cannot pass through"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "STASIS"
- hint = "will play stasis teleport sound and fx instead of starfleet"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "DEAD_OK"
- hint = "even if dead, you will teleport"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = ""
- typ = "X128"
- }
- }
- trigger_always:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- }
- trigger_once:form =
- {
- NPC_targetname: =
- {
- txt = "&"
- hint = "If set, only an NPC with a matching NPC_targetname will trip t"
- "his trigger"
- typ = "E"
- }
- noise: =
- {
- txt = "&"
- hint = "Sound to play when the trigger fires (plays at activator's ori"
- "gin)"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "how many seconds to wait to fire targets after tripped"
- typ = "EF"
- }
- soundSet: =
- {
- txt = "&"
- hint = "Ambient sound set to play when this trigger is activated"
- typ = "E"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0"
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "If set, only this team can trip this trigger [player, enemy, n"
- "eutral]"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "PLAYERONLY"
- hint = "only a player can trigger this by touch"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FACING"
- hint = "Won't fire unless triggering ent's view angles are within 45 d"
- "egrees of trigger's angles (in addition to any other conditions)"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USE_BUTTON"
- hint = "Won't fire unless player is in it and pressing use button (in "
- "addition to any other conditions)"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FIRE_BUTTON"
- hint = "Won't fire unless player/NPC is in it and pressing fire button"
- " (in addition to any other conditions)"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NPCONLY"
- hint = "only non-player NPCs can trigger this by touch"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "Start off, has to be activated to be touchable/usable"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MULTIPLE"
- hint = "multiple entities can touch this trigger in a single frame *an"
- "d* if needed, the trigger can have a wait of > 0"
- typ = "X256"
- }
- }
- ammo_detpack:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- trigger_multiple:form =
- {
- NPC_targetname: =
- {
- txt = "&"
- hint = "If set, only an NPC with a matching NPC_targetname will trip t"
- "his trigger"
- typ = "E"
- }
- noise: =
- {
- txt = "&"
- hint = "Sound to play when the trigger fires (plays at activator's ori"
- "gin)"
- typ = "E"
- }
- delay: =
- {
- txt = "&"
- hint = "how many seconds to wait to fire targets after tripped"
- typ = "EF"
- }
- speed: =
- {
- txt = "&"
- hint = "How many seconds to wait to fire the target2, default is 1"
- typ = "EF"
- }
- soundSet: =
- {
- txt = "&"
- hint = "Ambient sound set to play when this trigger is activated"
- typ = "E"
- }
- wait: =
- {
- txt = "&"
- hint = "Seconds between triggerings, 0 default, number < 0 means one t"
- "ime only."
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = ""
- typ = "E"
- }
- target2: =
- {
- txt = "&"
- hint = "The trigger will fire this only when the trigger has been acti"
- "vated and subsequently 'cleared'"
- typ = "E"
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0"
- typ = "EF"
- }
- hiderange: =
- {
- txt = "&"
- hint = "As long as NPC's head is in this trigger, NPCs out of this hid"
- "erange cannot see him. If you set an angle on the trigger, they're "
- "only hidden from enemies looking in that direction."
- typ = "EF"
- }
- team: =
- {
- txt = "&"
- hint = "If set, only this team can trip this trigger [player, enemy, n"
- "eutral]"
- typ = "E"
- }
- roffname: =
- {
- txt = "&"
- hint = "If set, will play a roff upon activation"
- typ = "E"
- }
- rofftarget: =
- {
- txt = "&"
- hint = "If set with roffname, will activate the roff an entity with th"
- "is as its targetname. Otherwise uses roff on activating entity."
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "USE_BUTTON [PLAYERONLY]"
- hint = "Won't fire unless player is in it and pressing use button (in "
- "addition to any other conditions)"$0D"[SP: only a player can trigger"
- " this by touch]"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "RED_ONLY [FACING]"
- hint = "Only red team can use"$0D"[SP: Won't fire unless triggering en"
- "t's view angles are within 45 degrees of trigger's angles (in additi"
- "on to any other conditions)]"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "BLUE_ONLY [USE_BUTTON]"
- hint = "Only blue team can use"$0D"[SP: Won't fire unless player is in"
- " it and pressing use button (in addition to any other conditions)]"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FIRE_BUTTON"
- hint = "Won't fire unless player/NPC is in it and pressing fire button"
- " (in addition to any other conditions)"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "NPCONLY"
- hint = "only non-player NPCs can trigger this by touch"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INACTIVE"
- hint = "Start off, has to be activated to be touchable/usable"
- typ = "X128"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "MULTIPLE"
- hint = "multiple entities can touch this trigger in a single frame *an"
- "d* if needed, the trigger can have a wait of > 0"
- typ = "X256"
- }
- }
- ammo_metallic_bolts:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- ammo_rockets:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- ammo_blaster:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- ammo_powercell:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- ammo_tripmine:form =
- {
- bbox = '-8 -8 0 8 8 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- ammo_thermal:form =
- {
- bbox = '-16 -16 0 16 16 16'
- notfree: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in free for all games."
- type = "EF"
- }
- notteam: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in team games."
- type = "EF"
- }
- notsingle: =
- {
- txt = "&"
- hint = "If set to 1, don't spawn in Single Player games."
- type = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X16"
- Cap = "VERTICAL"
- Hint = ""
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X32"
- Cap = "INVISIBLE"
- Hint = ""
- }
- }
- point_combat:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- txt = "&"
- cap = "DUCK"
- hint = "NPC will duck and fire from this point, NOT IMPLEMENTED?"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "FLEE"
- hint = "will choose this point when running"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INVESTIGATE"
- hint = "Will look here if a sound is heard near it"
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SQUAD"
- hint = "NOT IMPLEMENTED"
- typ = "X8"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "LEAN"
- hint = "Lean-type cover, NOT IMPLEMENTED"
- typ = "X16"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "SNIPE"
- hint = "Snipers look for these first, NOT IMPLEMENTED"
- typ = "X32"
- }
- }
- waypoint:form =
- {
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- txt = "&"
- cap = "SOLID_OK"
- hint = "only use if placing inside solid is unavoidable in map, but ma"
- "y be clear in-game (ie: at the bottom of a tall, solid lift that sta"
- "rts at the top position)"
- typ = "EF"
- }
- }
- holocron_force_push:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_levitation:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_speed:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_pull:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_heal:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_telepathy:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_grip:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_lightining:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- holocron_force_saberthrow:form =
- {
- bbox = '-8 -8 0 8 8 16'
- wait: =
- {
- txt = "&"
- hint = "override the default wait before respawning. -1 = never respa"
- "wn automatically, which can be used with targeted spawning."
- typ = "EF"
- }
- count: =
- {
- txt = "&"
- hint = "level of force power this holocron gives activator ( range: 0-"
- "3, default 1)"
- typ = "EF"
- }
- random: =
- {
- txt = "&"
- hint = "random number of plus or minus seconds varied from the respawn"
- " time"
- typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "SUSPENDED"
- Hint = "The suspended flag will allow items to hang in the air, otherw"
- "ise they are dropped to the next surface."
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "STARFLEET"
- Hint = "allows only starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "MONSTER"
- Hint = "allows only NON-starfleets to pick it up"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X8"
- Cap = "NOTSOLID"
- Hint = ""
- }
- }
- path_corner:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- speed: =
- {
- txt = "&"
- hint = "speed to move to the next corner"
- typ = "EF"
- }
- wait: =
- {
- txt = "&"
- hint = "seconds to wait before behining move to next corner"
- typ = "EF"
- }
- target: =
- {
- txt = "&"
- hint = "next path corner and other targets to fire"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "name of path_corner"
- typ = "E"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "TURN_TRAIN"
- hint = "func_train moving on this path will turn to face the next path"
- "_corner within 2 seconds"
- typ = "X1"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "INVISIBLE"
- hint = "train will become invisible ( but still solid ) when it reache"
- "s this path_corner. It will become visible again at the next path_co"
- "rner that does not have this option checked"
- typ = "X2"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "YAW_TRAIN"
- hint = ""
- typ = "X4"
- }
- spawnflags: =
- {
- txt = "&"
- cap = "ROLL_TRAIN"
- hint = ""
- typ = "X8"
- }
- }
- ref_tag:form =
- {
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "use to point the tag at something for angles"
- typ = "E"
- }
- targetname: =
- {
- txt = "&"
- hint = "the name of this tag"
- typ = "E"
- }
- ownername: =
- {
- txt = "&"
- hint = "the owner of this tag"
- typ = "E"
- }
- }
- misc_dlight:form =
- {
- bbox = '-4 -4 -4 4 4 4'
- ownername: =
- {
- txt = "&"
- hint = "Will display the light at the origin of the entity with this t"
- "argetname"
- typ = "E"
- }
- startRGBA: =
- {
- Txt = "&"
- Hint = "Red Green Blue Radius to start with - This MUST be set or your"
- " light won't do anything"
- Typ = "EF4"
- }
- finalRGBA: =
- {
- Txt = "&"
- Hint = "Red Green Blue Radius to end with (with PULSE flag on)"
- Typ = "EF4"
- }
- speed: =
- {
- Txt = "&"
- Hint = "how long to take to fade from start to final and final to star"
- "t. Also how long to fade on and off if appropriate flags are checke"
- "d (seconds) (with PULSE flag on)"
- Typ = "EF"
- }
- starttime: =
- {
- Txt = "&"
- Hint = "how long to hold at start (seconds) (with PULSE flag on)"
- Typ = "EF"
- }
- finaltime: =
- {
- Txt = "&"
- Hint = "how long to hold at final (seconds) (with PULSE flag on)"
- Typ = "EF"
- }
- spawnflags: =
- {
- Txt = "&"
- cap = "STARTOFF"
- Hint = "Starts off"
- Typ = "X1"
- }
- spawnflags: =
- {
- Txt = "&"
- cap = "FADEON"
- Hint = "Fades from 0 Radius to start Radius"
- Typ = "X2"
- }
- spawnflags: =
- {
- Txt = "&"
- cap = "FADEOFF"
- Hint = "Fades from current Radius to 0 Radius before turning off"
- Typ = "X4"
- }
- spawnflags: =
- {
- Txt = "&"
- cap = "PULSE"
- Hint = "This flag must be checked if you want it to fade/switch betwee"
- "n start and final RGBA, otherwise it will just sit at startRGBA"
- Typ = "X8"
- }
- }
- light:form =
- {
- light: =
- {
- Txt = "&"
- Hint = "light value, default 300"
- Typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "sets the light's color"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "sets the light's color"
- }
- radius: =
- {
- Txt = "&"
- Typ = "EF"
- Hint = "overrides the default 64 unit radius of a spotlight at the tar"
- "get point"
- }
- scale: =
- {
- Txt = "&"
- Hint = "multiplier for the light intensity - does not affect size (def"
- "ault 1)"
- Typ = "EF"
- }
- style: =
- {
- typ = "C"
- txt = "&"
- hint = "specify a specify light style, even for switchable lights"
- items = "FLICKER #1"$0D"SLOW STRONG PULSE"$0D"CANDLE #1"$0D"FAST STROB"
- "E"$0D"GENTLE PULSE 1"$0D"FLICKER #2"$0D"CANDLE #2"$0D"CANDLE #3"$0D"S"
- "LOW STROBE"$0D"FLUORESCENT FLICKER"$0D"SLOW PULSE NOT FADE TO BLACK"$0D
- "FAST PULSE FOR JEREMY"$0D"Test Blending"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D
- "11"$0D"12"$0D"13"
- }
- style_off: =
- {
- typ = "C"
- txt = "&"
- hint = "specify a specify light style, even for switchable lights"
- items = "FLICKER #1"$0D"SLOW STRONG PULSE"$0D"CANDLE #1"$0D"FAST STROB"
- "E"$0D"GENTLE PULSE 1"$0D"FLICKER #2"$0D"CANDLE #2"$0D"CANDLE #3"$0D"S"
- "LOW STROBE"$0D"FLUORESCENT FLICKER"$0D"SLOW PULSE NOT FADE TO BLACK"$0D
- "FAST PULSE FOR JEREMY"$0D"Test Blending"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D
- "11"$0D"12"$0D"13"
- }
- target: =
- {
- Txt = "&"
- Typ = "E"
- Hint = "Lights pointed at a target will be spotlights"
- }
- targetname: =
- {
- Txt = "&"
- Typ = "E"
- Hint = "to indicate a switchable light - NOTE that all lights with the"
- " same targetname will be grouped together and act as one light (ie: "
- "don't mix colors, styles or start_off flag)"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X1"
- Cap = "LINEAR"
- Hint = "checkbox gives linear falloff instead of inverse square"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X2"
- Cap = "NOINCIDENCE"
- Hint = "makes lighting smoother"
- }
- spawnflags: =
- {
- Txt = "&"
- Typ = "X4"
- Cap = "START_OFF"
- Hint = "Start off"
- }
- }
- worldspawn:form =
- {
- music: =
- {
- txt = "&"
- hint = "path to WAV or MP3 files (e.g. 'music\intro.mp3 music\loopfile"
- ".mp3')"
- typ = "E"
- }
- gravity: =
- {
- txt = "&"
- hint = "800 is default gravity"
- typ = "E"
- }
- message: =
- {
- txt = "&"
- hint = "Text to print during connection"
- typ = "E"
- }
- soundSet: =
- {
- txt = "&"
- hint = "Ambient sound set to play"
- typ = "E"
- }
- spawnscript: =
- {
- txt = "&"
- hint = "runs this script"
- typ = "E"
- }
- gridsize: =
- {
- txt = "&"
- hint = "size of lighting grid to 'X Y Z'. default='64 64 128'"
- typ = "EF3"
- }
- ambient: =
- {
- txt = "&"
- hint = "scale of global light (from _color)"
- typ = "E"
- }
- _color: =
- {
- Txt = "&"
- Hint = "color of ambient light"
- }
- _color: =
- {
- Txt = "&"
- Typ = "L"
- Hint = "color of ambient lightr"
- }
- fog: =
- {
- txt = "&"
- hint = "shader name of the global fog texture - must include the full "
- "path, such as 'textures/rj/fog1'"
- typ = "E"
- }
- distancecull: =
- {
- txt = "&"
- hint = "value for vis for the maximum viewing distance"
- typ = "EF"
- }
- chopsize: =
- {
- txt = "&"
- hint = "value for bsp on the maximum polygon / portal size"
- typ = "EF"
- }
- ls_Xr: =
- {
- txt = "&"
- hint = "override lightstyle X with this pattern for Red."
- typ = "E"
- }
- ls_Xg: =
- {
- txt = "&"
- hint = "green (valid patterns are 'a-z')"
- typ = "E"
- }
- ls_Xb: =
- {
- txt = "&"
- hint = "blue (a is OFF, z is ON)"
- typ = "E"
- }
- }
- }
- }
-
-