Value: = {Txt="Value" Typ="E" Hint="The meaning of this depends on the other flags"}
}
}
// File written by perlkp.pl 0.3 2000-06-04
NewEntities.qtx =
{
ToolBox = "New map items..."
Root = "KingPin Entities.qtxfolder"
KingPin Entities.qtxfolder =
{
target.qtxfolder =
{
target_crosslevel_trigger:e =
{
origin = "0 0 0"
;desc = "Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work."
}
target_speaker:e =
{
origin = "0 0 0"
;desc = "Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.Multiple identical looping sounds will just increase volume without any speed cost."
angle = "360"
}
target_explosion:e =
{
origin = "0 0 0"
;desc = "Spawns an explosion temporary entity when used."
}
target_changelevel:e =
{
origin = "0 0 0"
;desc = "Changes level to map when fired"
angle = "360"
}
target_lightramp:e =
{
origin = "0 0 0"
;desc = ""
}
target_fire:e =
{
origin = "0 0 0"
;desc = ""
}
target_crosslevel_target:e =
{
origin = "0 0 0"
;desc = "Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work."
}
target_character:b =
{
;desc = "used with target_string (must be on same team)"
t_triggerpoly=!
}
target_string:e =
{
origin = "0 0 0"
;desc = ""
}
target_spawner:e =
{
origin = "0 0 0"
;desc = "Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels.For monsters Set direction to the facing you want it to have.For gibs Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped"
}
target_earthquake:e =
{
origin = "0 0 0"
;desc = "When triggered, this initiates a level-wide earthquake. All players and monsters are affected."
}
target_splash:e =
{
origin = "0 0 0"
;desc = "Creates a particle splash effect when used."
}
}
key.qtxfolder =
{
key_key1:e =
{
origin = "0 0 0"
;desc = "Will allow player to unlock doors with a value of key 1"
}
key_key2:e =
{
origin = "0 0 0"
;desc = "Will allow player to unlock doors with a value of key 2"
}
key_key3:e =
{
origin = "0 0 0"
;desc = "Will allow player to unlock doors with a value of key 3"
}
key_key4:e =
{
origin = "0 0 0"
;desc = "Will allow player to unlock doors with a value of key 4"
}
key_key5:e =
{
origin = "0 0 0"
;desc = "Will allow player to unlock doors with a value of key 5"
}
key_fuse:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
ai.qtxfolder =
{
ai_boundary:b =
{
;desc = "Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one)."
t_triggerpoly=!
}
ai_guard:e =
{
origin = "0 0 0"
;desc = "Set a cast's guard_target to the targetname of this entity. That character will then guard this location."
}
ai_event_follow:b =
{
;desc = "Client touching this brush will become a leader to all other characters in LOS, that have the same cast_group as the brush."
t_triggerpoly=!
}
ai_reset:b =
{
;desc = "This is a brush that will reset a cast location to his startup location FIXME Is this implemented yet?"
t_triggerpoly=!
}
ai_combat_spot:e =
{
origin = "0 0 0"
;desc = " A good place to go to get a vantage point during fighting."
}
ai_ty_fuseblown:e =
{
origin = "0 0 0"
;desc = ""
}
ai_locked_door:b =
{
;desc = "A character touching this brush will check the targetted door to see if it is closed. If so, the character will head towards the specified path_corner_cast. Example use guiding AI characters away from a locked door"
t_triggerpoly=!
}
ai_sy_dykes_boundry:e =
{
origin = "0 0 0"
;desc = ""
}
ai_pv_deadlouie:e =
{
origin = "0 0 0"
;desc = ""
}
ai_trigger_character:b =
{
;desc = "When the player touches this brush, the targetted character will start following it's path_corner."
t_triggerpoly=!
}
ai_safespot:e =
{
origin = "0 0 0"
;desc = "Set a cast's flee_target to the targetname of this entity. That character will then flee to this location."
}
ai_ty_valvehandle:e =
{
origin = "0 0 0"
;desc = ""
}
ai_event_hostile:b =
{
;desc = "Character touching this brush will become a hostile enemy to all other characters in LOS, that have the same cast_group as the brush."
t_triggerpoly=!
}
ai_territory:b =
{
;desc = "Marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. !!NOTE!! Point the angles in the direction of the territory. This lets the AI know if the character is walking into or out of the territory."
angle = "360"
t_triggerpoly=!
}
ai_sy_oilcan:e =
{
origin = "0 0 0"
;desc = ""
}
ai_moker_notinoffice:e =
{
origin = "0 0 0"
;desc = ""
}
ai_pv_fuseblown1:e =
{
origin = "0 0 0"
;desc = ""
}
ai_pv_fuseblown2:e =
{
origin = "0 0 0"
;desc = ""
}
}
ammo.qtxfolder =
{
ammo_shells:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_bullets:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_grenades:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_cylinder:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_308:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_rockets:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
ammo_flametank:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
cast.qtxfolder =
{
cast_thug:e =
{
origin = "0 0 0"
;desc = "One handed weapon thug"
angle = "360"
}
cast_whore:e =
{
origin = "0 0 0"
;desc = "Two handed weapon chick"
angle = "360"
}
cast_thug_sit:e =
{
origin = "0 0 0"
;desc = "guy with the pistol"
}
cast_punk:e =
{
origin = "0 0 0"
;desc = "Two handed weapon thug"
angle = "360"
}
cast_dog:e =
{
origin = "0 0 0"
;desc = "Dogcast_group defines which group the character is a member of default cast_group is 0, which is neutral (won't help others out) player's cast_group is 1 (friendly characters)"
angle = "360"
}
cast_bitch:e =
{
origin = "0 0 0"
;desc = "One handed weapon chick"
angle = "360"
}
cast_buma:e =
{
origin = "0 0 0"
;desc = "Bum "
}
cast_bumb:e =
{
origin = "0 0 0"
;desc = "Bum "
}
cast_bum_sit:e =
{
origin = "0 0 0"
;desc = "A bum"
angle = "360"
}
cast_runt:e =
{
origin = "0 0 0"
;desc = "One handed weapon runt"
angle = "360"
}
cast_shorty:e =
{
origin = "0 0 0"
;desc = "Two handed weapon runt"
angle = "360"
}
}
misc.qtxfolder =
{
misc_teleporter_dest:e =
{
origin = "0 0 0"
;desc = "Point teleporters at these."
}
misc_use_cutscene:e =
{
origin = "0 0 0"
;desc = "This fixed size trigger targets a misc_cutscene_camera"
}
misc_kroker_afraid:e =
{
origin = "0 0 0"
;desc = ""
}
misc_cut_scene:e =
{
origin = "0 0 0"
;desc = ""
}
misc_steeltown_afraid:e =
{
origin = "0 0 0"
;desc = ""
}
misc_teleporter:e =
{
origin = "0 0 0"
;desc = "Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object."
}
misc_skidrow_ai_reset:e =
{
origin = "0 0 0"
;desc = ""
}
misc_fire:e =
{
origin = "0 0 0"
;desc = "ALPHA1 = 0.1ALPHA8 = 0.8all fire gets scaled down 50 percent"
}
misc_skidrow_radio:e =
{
origin = "0 0 0"
;desc = "Bernie and the guys will listen to this. After the radio has stopped, they'll discuss the game for some time."
}
misc_sy_afraid:e =
{
origin = "0 0 0"
;desc = ""
}
misc_cutscene_camera:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
misc_skidrow_ambush:e =
{
origin = "0 0 0"
;desc = "Used to set ambush location for the 3 guards when the player goes into the 2nd door."
}
misc_cutscene_trigger:b =
{
;desc = "Targets a misc_cutscene_camera"
t_triggerpoly=!
}
misc_skidrow_radio_repeater:e =
{
origin = "0 0 0"
;desc = "Use to tag the speaker inside the warehouse"
}
misc_skidrow_afraid:e =
{
origin = "0 0 0"
;desc = "used by actors to pick location where it is safer to run away from the player"
}
misc_pv_afraid:e =
{
origin = "0 0 0"
;desc = ""
}
misc_alarm:e =
{
origin = "0 0 0"
;desc = "must be triggered to work"
}
worldspawn:b =
{
;desc = "Only used for the world."
angle = "360"
t_triggerpoly=!
}
pawn_o_matic:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
info.qtxfolder =
{
info_player_deathmatch:e =
{
origin = "0 0 0"
;desc = "potential spawning position for deathmatch games"
angle = "360"
}
info_null:e =
{
origin = "0 0 0"
;desc = "Used as a positional target for spotlights, etc."
}
info_player_coop:e =
{
origin = "0 0 0"
;desc = "potential spawning position for ai gang members"
angle = "360"
}
info_player_start:e =
{
origin = "0 0 0"
;desc = "The normal starting point for a level."
angle = "360"
}
info_player_intermission:e =
{
origin = "0 0 0"
;desc = "The deathmatch intermission point will be at one of theseUse 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'"
angle = "360"
}
info_notnull:e =
{
origin = "0 0 0"
;desc = "Used as a positional target for lightning."
}
}
func.qtxfolder =
{
func_killbox:b =
{
;desc = "Kills everything inside when fired, irrespective of protection."
t_triggerpoly=!
}
func_explosive:b =
{
;desc = "Any brush that you want to explode or break apart. If you want anexplosion, set dmg and it will do a radius explosion of that amountat the center of the bursh.If targeted it will not be shootable."
t_triggerpoly=!
}
func_door_rotating:b =
{
;desc = "TOGGLE causes the door to wait in both the start and end states for a trigger event.START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).NOMONSTER monsters will not trigger this doorYou need to have an origin brush as part of this entity. The center of that brush will bethe point around which it is rotated. It will rotate around the Z axis by default. You cancheck either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the door to rotate in the opposite direction."
angle = "360"
t_originpoly=!
}
func_train_rotating:b =
{
;desc = "Trains are moving platforms that players can ride.The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated.On the path cornerspeed departure speed from that corner rotate angle change for X Y Z to next corner duration duration for angle change (overrides speed)"
t_originpoly=!
}
func_areaportal:b =
{
;desc = "This is a non-visible object that divides the world intoareas that are seperated when this portal is not activated.Usually enclosed in the middle of a door."
t_triggerpoly=!
}
func_wall:b =
{
;desc = "This is just a solid wall if not inhibitedTRIGGER_SPAWN the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's wayTOGGLE only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and offSTART_ON only valid for TRIGGER_SPAWN walls the wall will initially be present"
t_triggerpoly=!
}
func_group:e =
{
origin = "0 0 0"
;desc = ""
}
func_rotating:b =
{
;desc = " You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the it to rotate in the opposite direction.STOP mean it will stop moving instead of pushing entities"
t_originpoly=!
}
func_subdoor_handle1:b =
{
;desc = "Will rotate 90 deg with the func_subdoor_base.You need to have an origin brush in the center of this entity. The center of that brush will bethe point around which it is rotated. It will rotate around the Z axis by default. You cancheck either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the handle to rotate in the opposite direction."
t_triggerpoly=!
}
func_subdoor_handle2:e =
{
origin = "0 0 0"
;desc = "Will rotate with doorIt's origin should be the door's origin"
}
func_conveyor:b =
{
;desc = "Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled."
t_triggerpoly=!
}
func_door_secret:b =
{
;desc = "A secret door. Slide back and then to the side.open_once doors never closes1st_left 1st move is left of arrow1st_down 1st move is down from arrowalways_shoot door is shootebale even if targeted"
angle = "360"
t_triggerpoly=!
}
func_timer:e =
{
origin = "0 0 0"
;desc = "so, the basic time between firing is a random time between (wait - random) and (wait + random)These can used but not touched."
}
func_plat:b =
{
;desc = "Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.If the height key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height."
t_triggerpoly=!
}
func_door:b =
{
;desc = "TOGGLE wait in both the start and end states for a trigger event.START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).NOMONSTER monsters will not trigger this door"
angle = "360"
t_triggerpoly=!
}
func_object:b =
{
;desc = "This is solid bmodel that will fall if it's support it removed."
t_triggerpoly=!
}
func_water:b =
{
;desc = "func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.START_OPEN causes the water to move to its destination when spawned and operate in reverse."
angle = "360"
t_triggerpoly=!
}
func_subdoor_base:b =
{
;desc = "The func_subdoor_handle1 will rotate 90 deg then the door will open with func_subdoor_handle2.TOGGLE causes the door to wait in both the start and end states for a trigger event.NOMONSTER monsters will not trigger this doorYou need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.You also need a func_subdoor_handle1 - Handle with origin in the center, func_subdoor_handle2 - Handle with origin at the door origin. Both handles are in the same area in level spaceREVERSE will cause the door to rotate in the opposite direction."
angle = "360"
t_triggerpoly=!
}
func_lift:b =
{
;desc = "Lifts are moving platforms that players and ai_characters can ride. (Use only for up and down!!)(MUST BE BUTTON ACTIVATED FOR AI TO USE)The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated."
t_triggerpoly=!
}
func_button:b =
{
;desc = " When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again."
angle = "360"
t_triggerpoly=!
}
func_clock:e =
{
origin = "0 0 0"
;desc = "target a target_string with thisThe default is to be a time of day clockTIMER_UP and TIMER_DOWN run for count seconds and the fire pathtargetIf START_OFF, this entity must be used before it starts"
}
func_train:b =
{
;desc = "Trains are moving platforms that players can ride.The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated."
angle = "360"
t_triggerpoly=!
}
}
path.qtxfolder =
{
path_corner:e =
{
origin = "0 0 0"
;desc = "NOTE Use path_corner_cast for character path's"
}
path_corner_cast:e =
{
origin = "0 0 0"
;desc = ""
}
path_attractor:e =
{
origin = "0 0 0"
;desc = "When this is placed on the map it will attract actors by name from the episodic ai routines"
}
}
item.qtxfolder =
{
item_cashbaglarge:e =
{
origin = "0 0 0"
;desc = ""
}
item_health_sm:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_pack:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_cashbagsmall:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_armor_jacket:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_adrenaline:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_valve:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_lizzyhead:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_watch:e =
{
origin = "0 0 0"
;desc = "Watch for Lenny"
}
item_oilcan:e =
{
origin = "0 0 0"
;desc = ""
}
item_armor_legs_heavy:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_health_lg:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_battery:e =
{
origin = "0 0 0"
;desc = ""
}
item_armor_helmet:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_armor_jacket_heavy:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_whiskey:e =
{
origin = "0 0 0"
;desc = "Whiskey for the bum"
}
item_safedocs:e =
{
origin = "0 0 0"
;desc = ""
}
item_cashroll:e =
{
origin = "0 0 0"
;desc = ""
}
item_flashlight:e =
{
origin = "0 0 0"
;desc = ""
}
item_coil:e =
{
origin = "0 0 0"
;desc = ""
}
item_armor_legs:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
item_armor_helmet_heavy:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
unknown.qtxfolder =
{
ep_skidrow_flag:e =
{
origin = "0 0 0"
;desc = ""
}
rc_initiation_observer:e =
{
origin = "0 0 0"
;desc = ""
}
rc_initiation_brush:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
dm.qtxfolder =
{
dm_safebag:e =
{
origin = "0 0 0"
;desc = "Bag that holds the money in the safe."
}
dm_props_banner:e =
{
origin = "0 0 0"
;desc = "Temp banner for teamplay"
angle = "360"
}
dm_cashspawn:e =
{
origin = "0 0 0"
;desc = "Spawn location for cash during Grab da Loot games"
angle = "360"
}
}
trigger.qtxfolder =
{
trigger_counter:b =
{
;desc = "Acts as an intermediary for an action that takes multiple inputs.If nomessage is not set, t will print 1 more.. etc when triggered and sequence complete when finished."
t_triggerpoly=!
}
trigger_once:b =
{
;desc = "Triggers once, then removes itself. You must set the key target to the name of another object in the level that has a matching targetname.If TRIGGERED, this trigger must be triggered before it is live."
angle = "360"
t_triggerpoly=!
}
trigger_motorcycle:b =
{
;desc = "Will trigger the motorcycle"
t_triggerpoly=!
}
trigger_push:b =
{
;desc = "Pushes the player"
angle = "360"
t_triggerpoly=!
}
trigger_elevator:e =
{
origin = "0 0 0"
;desc = ""
}
trigger_always:e =
{
origin = "0 0 0"
;desc = "This trigger will always fire. It is activated by the world."
}
trigger_unlock:b =
{
;desc = "Player will unlock a targeted door when this brush is touchedCan be triggered also!door's key should equal -1"
t_triggerpoly=!
}
trigger_hurt:b =
{
;desc = "Any entity that touches this will be hurt.SILENT supresses playing the soundSLOW changes the damage rate to once per secondNO_PROTECTION *nothing* stops the damage"
t_triggerpoly=!
}
trigger_hurt_fire:b =
{
;desc = "Any entity that touches this will be hurt.It does dmg points of damage each server frame and burns the playerSILENT supresses playing the soundSLOW changes the damage rate to once per secondNO_PROTECTION *nothing* stops the damage"
t_triggerpoly=!
}
trigger_key:e =
{
origin = "0 0 0"
;desc = ""
}
trigger_multiple:b =
{
;desc = "Variable sized repeatable trigger. Must be targeted at one or more entities. If delay is set, the trigger waits some time after activating before firing."
angle = "360"
t_triggerpoly=!
}
trigger_relay:e =
{
origin = "0 0 0"
;desc = "This fixed size trigger cannot be touched, it can only be fired by other events."
}
trigger_hurt_electric:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
trigger_monsterjump:b =
{
;desc = "Walking monsters that touch this will jump in the direction of the trigger's angle"
t_triggerpoly=!
}
}
props.qtxfolder =
{
props_mattressA:e =
{
origin = "0 0 0"
;desc = "A mattress"
}
props_mattressB:e =
{
origin = "0 0 0"
;desc = "A mattress"
}
props_trashcanA:b =
{
;desc = "Trash can you can push. You can override its mass (400),"
t_triggerpoly=!
}
props_mattressC:e =
{
origin = "0 0 0"
;desc = "A mattress"
angle = "360"
}
props_phone:e =
{
origin = "0 0 0"
;desc = "A phone (telephone)"
angle = "360"
}
props_steam_machine:e =
{
origin = "0 0 0"
;desc = "A real steam producer "
}
props_crate_bust_32:b =
{
;desc = "Crate can bust and you can push"
angle = "360"
t_triggerpoly=!
}
props_cola_machine:e =
{
origin = "0 0 0"
;desc = "A cola machineThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props_motorcycle:e =
{
origin = "0 0 0"
;desc = "A motorcycle"
angle = "360"
}
props_antenna1a:e =
{
origin = "0 0 0"
;desc = "An antenna"
}
props_crate_bust_48:b =
{
;desc = "Crate can bust and you can push"
angle = "360"
t_triggerpoly=!
}
props_antenna1b:e =
{
origin = "0 0 0"
;desc = "An antenna"
angle = "360"
}
props_antenna1c:e =
{
origin = "0 0 0"
;desc = "An antenna"
angle = "360"
}
props_wall_fall:e =
{
origin = "0 0 0"
;desc = "A wall that falls when trigered "
angle = "360"
}
props_antenna2a:e =
{
origin = "0 0 0"
;desc = "An antenna"
angle = "360"
}
props_antenna2b:e =
{
origin = "0 0 0"
;desc = "An antenna"
}
props_antenna2c:e =
{
origin = "0 0 0"
;desc = "An antenna"
angle = "360"
}
props_rat_spawner:e =
{
origin = "0 0 0"
;desc = "Base rat spawner"
}
props_rat:e =
{
origin = "0 0 0"
;desc = "A rat"
angle = "360"
}
props_crate_bust_64:b =
{
;desc = "Crate you can bust"
angle = "360"
t_triggerpoly=!
}
props_ammocrate_bust:e =
{
origin = "0 0 0"
;desc = "Crate you may bust.The bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props_antenna3a:e =
{
origin = "0 0 0"
;desc = "An antenna"
}
props_antenna3b:e =
{
origin = "0 0 0"
;desc = "An antenna"
}
props_antenna3c:e =
{
origin = "0 0 0"
;desc = "An antenna"
}
props_motorcycle_runaway:e =
{
origin = "0 0 0"
;desc = "A motorcycle riding in place"
angle = "360"
}
props_trashbottle_vert:e =
{
origin = "0 0 0"
;desc = "A vertical trash bottle"
angle = "360"
}
props_trashcan_fall:e =
{
origin = "0 0 0"
;desc = "Trash can you can push. You can override its mass (100),"
}
props_shelf:e =
{
origin = "0 0 0"
;desc = "The pawn shop shelf "
angle = "360"
}
props_motorcycle_run:e =
{
origin = "0 0 0"
;desc = "A motorcycle speeding away"
}
props_rat_trigger:e =
{
origin = "0 0 0"
;desc = "A rat that is spawned when triggered"
}
props_aircon:e =
{
origin = "0 0 0"
;desc = "A cool box deluxe"
}
props_blimp:e =
{
origin = "0 0 0"
;desc = "A path corner blimp - trigger to make visable and start moving"
}
props_extinguisherA:e =
{
origin = "0 0 0"
;desc = "An extingusher"
angle = "360"
}
props_extinguisherB:e =
{
origin = "0 0 0"
;desc = "An extingusher"
}
props_trash:e =
{
origin = "0 0 0"
;desc = "Some trash"
angle = "360"
}
props_cig_machine:e =
{
origin = "0 0 0"
;desc = "A cigarette machineThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props_radio:e =
{
origin = "0 0 0"
;desc = "A radio that will take damage and activate triggers on destruction"
angle = "360"
}
props_trashpaper:e =
{
origin = "0 0 0"
;desc = "Some trash"
angle = "360"
}
props_rat_spawner_node:e =
{
origin = "0 0 0"
;desc = "Possible rat spawn point from props_rat_spawner"
angle = "360"
}
props_chair:e =
{
origin = "0 0 0"
;desc = "A chair (with no bounding box)"
angle = "360"
}
props_shelf_fall:e =
{
origin = "0 0 0"
;desc = "An falling shelfThe bounding box can be rotated in angles of 90 deg and block properly"
}
props_trashcorner:e =
{
origin = "0 0 0"
;desc = "Some trash"
angle = "360"
}
props_shelfB_fall:e =
{
origin = "0 0 0"
;desc = "Another falling shelf"
}
props_trashwall:e =
{
origin = "0 0 0"
;desc = "Some trash"
angle = "360"
}
props_fan:e =
{
origin = "0 0 0"
;desc = "A fan"
angle = "360"
}
props_hydrant:e =
{
origin = "0 0 0"
;desc = "A hydrant that does jack"
}
props_roof_vent:e =
{
origin = "0 0 0"
;desc = "A moving roof vent"
}
props_tv:e =
{
origin = "0 0 0"
;desc = "A television"
angle = "360"
}
props_tablesetA:e =
{
origin = "0 0 0"
;desc = "Card-shark table setting"
angle = "360"
}
props_trashbottle:e =
{
origin = "0 0 0"
;desc = "Some trash"
angle = "360"
}
props2_shelf_metal_B_fall:e =
{
origin = "0 0 0"
;desc = "Another falling metal shelfThe bounding box can be rotated in angles of 90 deg and block properly"
}
props2_plant_fern:e =
{
origin = "0 0 0"
;desc = "A fern plant"
angle = "360"
}
props2_clubchair:e =
{
origin = "0 0 0"
;desc = "A pushable chair"
}
props2_deadguy_underwater:e =
{
origin = "0 0 0"
;desc = "An underwater dead guy in cement body you can shootThe bounding box can be rotated in angles of 90 deg and block properly"
}
props2_deadguy:e =
{
origin = "0 0 0"
;desc = "An dead guy body you can shootThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props2_boat_animate:e =
{
origin = "0 0 0"
;desc = "An animated boat"
angle = "360"
}
props2_chair_push:e =
{
origin = "0 0 0"
;desc = "A pushable chair"
angle = "360"
}
props2_fish_spawner_node:e =
{
origin = "0 0 0"
;desc = " Possible fish spawn point from props2_fish_spawner"
}
props2_barrels_fall_ST:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_vaseA:e =
{
origin = "0 0 0"
;desc = "A vase"
}
props2_vaseB:e =
{
origin = "0 0 0"
;desc = "A vase"
}
props2_truck_die:e =
{
origin = "0 0 0"
;desc = "A truck that becomes toast"
angle = "360"
}
props2_car_topdown:e =
{
origin = "0 0 0"
;desc = "A car with top downThe bounding box can be rotated in angles of 90 deg and block properly"
}
props2_buoy_side:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
props2_fish_spawner:e =
{
origin = "0 0 0"
;desc = "Base fish spawner"
}
props2_wall_fish:e =
{
origin = "0 0 0"
;desc = "A fish on the wall The bounding box can be rotated in angles of 90 deg and block properly"
}
props2_ashtray:e =
{
origin = "0 0 0"
;desc = "An ashtray"
angle = "360"
}
props2_buoy_animate:e =
{
origin = "0 0 0"
;desc = "An animated buoy"
}
props2_buoy:e =
{
origin = "0 0 0"
;desc = "A buoy"
}
props2_plant_bush:e =
{
origin = "0 0 0"
;desc = "A bush like plant"
}
props2_fish_trigger:e =
{
origin = "0 0 0"
;desc = "A fish that is spawned when triggered"
}
props2_boatphone:e =
{
origin = "0 0 0"
;desc = "A boat phone"
}
props2_clothesline:b =
{
;desc = "A clothes line"
angle = "360"
t_triggerpoly=!
}
props2_plant_SM:e =
{
origin = "0 0 0"
;desc = "A plant"
}
props2_car_topup:e =
{
origin = "0 0 0"
;desc = "A car with top upThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props2_barrels_PV_A:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_sign:e =
{
origin = "0 0 0"
;desc = "A sign The bounding box can be rotated in angles of 90 deg and block properly"
}
props2_barrels_PV_B:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_barrels_PV_C:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_barrels_PV_D:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_barrels_PV_E:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_barrels_PV_F:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
}
props2_pinball_machine:b =
{
;desc = "A pinball machine The bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
t_triggerpoly=!
}
props2_clubcouch:e =
{
origin = "0 0 0"
;desc = "A couchThe bounding box can be rotated in angles of 90 deg and block properly"
}
props2_chair_conf:e =
{
origin = "0 0 0"
;desc = "An pushable chair"
angle = "360"
}
props2_helicopter_animate:e =
{
origin = "0 0 0"
;desc = "A helicopter and actor that animate when trigered "
angle = "360"
}
props2_boat:e =
{
origin = "0 0 0"
;desc = "A boat The bounding box can be rotated in angles of 90 deg and block properly"
}
props2_shelf_metal_A_fall:e =
{
origin = "0 0 0"
;desc = "A falling metal shelfThe bounding box can be rotated in angles of 90 deg and block properly"
}
props2_car_animate:e =
{
origin = "0 0 0"
;desc = "A car and actors that animate when trigered "
angle = "360"
}
props2_lunch:e =
{
origin = "0 0 0"
;desc = "A lunch"
angle = "360"
}
props2_plant_XL:e =
{
origin = "0 0 0"
;desc = "A plant"
angle = "360"
}
props2_fish:e =
{
origin = "0 0 0"
;desc = "A fish"
}
props2_lighthouse_beam:e =
{
origin = "0 0 0"
;desc = "A light house light beam that rotates"
}
props2_deadgal_headless:e =
{
origin = "0 0 0"
;desc = "A female dead body you can shoot that has no headThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
}
props2_air_train:e =
{
origin = "0 0 0"
;desc = "An an train that animates when trigger "
}
props2_gargoyle:e =
{
origin = "0 0 0"
;desc = "A gargoyle"
angle = "360"
}
props2_barrels_fallA:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props2_barrels_fallB:e =
{
origin = "0 0 0"
;desc = "Another set of barrels that you can trigger to fall "
angle = "360"
}
props2_flag:b =
{
;desc = "A flagThe bounding box can be rotated in angles of 90 deg and block properly"
angle = "360"
t_triggerpoly=!
}
props3_cut_train_run_animate:e =
{
origin = "0 0 0"
;desc = "A guy that likes to run to trains "
angle = "360"
}
props3_whiskey_glass:e =
{
origin = "0 0 0"
;desc = "A decanter "
angle = "360"
}
props3_decanter:e =
{
origin = "0 0 0"
;desc = "A decanter "
angle = "360"
}
props3_cut_A_animate:e =
{
origin = "0 0 0"
;desc = "A guy sitting on a chair "
angle = "360"
}
props3_cut_C_animate:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
props3_barrels_fall_nikki_A:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props3_barrels_fall_nikki_B:e =
{
origin = "0 0 0"
;desc = "A set of barrels that you can trigger to fall "
angle = "360"
}
props3_dead_louie:e =
{
origin = "0 0 0"
;desc = "An dead louie body you can shoot"
angle = "360"
}
props3_cash:e =
{
origin = "0 0 0"
;desc = "Some cash"
angle = "360"
}
props3_deco_fixture:e =
{
origin = "0 0 0"
;desc = "A deco fixture"
angle = "360"
}
props3_cut_boss_chick_animate:e =
{
origin = "0 0 0"
;desc = "A boss and chick that animate on a balcony when trigered "
angle = "360"
}
props3_cut_pinball_guy_animate:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
props3_cut_truck_driver:e =
{
origin = "0 0 0"
;desc = "The driver driving a truck"
angle = "360"
}
props3_cash_counter_animate:e =
{
origin = "0 0 0"
;desc = "A cash counter machine that animates when triggered "
}
props3_cut_B_animate:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
props3_cut_D_animate:e =
{
origin = "0 0 0"
;desc = ""
}
props3_cut_boss_player_animate:e =
{
origin = "0 0 0"
;desc = "A boss and player that animate when trigered "
angle = "360"
}
props3_cut_final_animate:e =
{
origin = "0 0 0"
;desc = "The final cut scene"
angle = "360"
}
props3_cut_run_to_car_animate:e =
{
origin = "0 0 0"
;desc = "An actor running to a car "
}
}
light.qtxfolder =
{
junior:e =
{
origin = "0 0 0"
;desc = "Used for dynamic lighting of characters."
}
light_sconce:e =
{
origin = "0 0 0"
;desc = "A cage light modelNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
}
light:e =
{
origin = "0 0 0"
;desc = "Non-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
angle = "360"
}
light_bulb:e =
{
origin = "0 0 0"
;desc = "A bulb that outputs lightNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
}
light_pendant:e =
{
origin = "0 0 0"
;desc = "A pendant lightNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
}
light_deco_sconce:e =
{
origin = "0 0 0"
;desc = "A deco sconceNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
angle = "360"
}
light_fire_lg:e =
{
origin = "0 0 0"
;desc = "Cool fire large"
}
light_fire_esm:e =
{
origin = "0 0 0"
;desc = "Cool fire extra-small "
}
light_fire_med:e =
{
origin = "0 0 0"
;desc = "Cool fire medium"
angle = "360"
}
lightflare:e =
{
origin = "0 0 0"
;desc = "Non-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
angle = "360"
}
light_chandelier:e =
{
origin = "0 0 0"
;desc = "A chandelierNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
}
light_fire_sm:e =
{
origin = "0 0 0"
;desc = "Cool fire small"
}
}
weapons.qtxfolder =
{
hmg_mod_cooling:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_crowbar:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_grenadelauncher:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_flamethrower:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_heavymachinegun:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_shotgun:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_tommygun:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_pistol:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
weapon_bazooka:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
pistol_mod_damage:e =
{
origin = "0 0 0"
;desc = ""
}
pistol_mod_rof:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
pistol_mod_reload:e =
{
origin = "0 0 0"
;desc = ""
angle = "360"
}
}
specialfx.qtxfolder =
{
elements_raincloud:b =
{
;desc = "Snow falls from this invisable cloud at random points center of cloud to ground trace determines the drop fall distancecloud can be any recatangle size"
t_triggerpoly=!
}
elements_snowcloud:b =
{
;desc = "Snow falls from this invisable cloud at random points center of cloud to ground trace determines the flake fall distancecloud can be any recatangle size"
t_triggerpoly=!
}
smoke_esm:e =
{
origin = "0 0 0"
;desc = "Cool smoke extra-small"
}
smoke_med:e =
{
origin = "0 0 0"
;desc = "Cool smoke medium"
}
smoke_sm:e =
{
origin = "0 0 0"
;desc = "Cool smoke small"
}
smoke_lg:e =
{
origin = "0 0 0"
;desc = "Cool smoke large"
angle = "360"
}
}
}
}
// File written by perlkp.pl 0.3 2000-06-04
Entity forms.qctx =
{
ai_boundary:form =
{
help ="Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one)."
cast_group: =
{
Txt = "&"
Hint = ""
}
moral: =
{
Txt = "&"
Hint = " range from 1 (Coward) to 7 (Psycotic). Only characters with an equal or lower moral level will be effected by this brush."
Typ = "C"
Items = "4"$0D"5"$0D"6"$0D"7"
values = "4"$0D"5"$0D"6"$0D"7"
}
}
ai_combat_spot:form =
{
help =" A good place to go to get a vantage point during fighting."
bbox ='-16 -16 -24 16 16 48'
targetname: =
{
Txt = "&"
Hint = ""
}
}
ai_event_follow:form =
{
help ="Client touching this brush will become a leader to all other characters in LOS, that have the same cast_group as the brush."
cast_group: =
{
Txt = "&"
Hint = " must be > 0 for this brush to have any effect."
}
}
ai_event_hostile:form =
{
help ="Character touching this brush will become a hostile enemy to all other characters in LOS, that have the same cast_group as the brush."
cast_group: =
{
Txt = "&"
Hint = " must be > 0 for this brush to have any effect."
}
}
ai_guard:form =
{
help ="Set a cast's guard_target to the targetname of this entity. That character will then guard this location."
bbox ='-16 -16 -24 16 16 48'
guard_radius: =
{
Txt = "&"
Hint = " is the max guarding radius (default = 512)"
}
targetname: =
{
Txt = "&"
Hint = " links to guard_target for the cast entity(s)"
}
}
ai_locked_door:form =
{
help ="A character touching this brush will check the targetted door to see if it is closed. If so, the character will head towards the specified path_corner_cast. Example use guiding AI characters away from a locked door"
pathtarget: =
{
Txt = "&"
Hint = " linked with targetname of path_corner_cast to head for"
}
target: =
{
Txt = "&"
Hint = " link this with the targetname of the door to check"
}
}
ai_moker_notinoffice:form =
{
help =""
}
ai_reset:form =
{
help ="This is a brush that will reset a cast location to his startup location FIXME Is this implemented yet?"
}
ai_safespot:form =
{
help ="Set a cast's flee_target to the targetname of this entity. That character will then flee to this location."
bbox ='-16 -16 -24 16 16 48'
targetname: =
{
Txt = "&"
Hint = " links to flee_target for the cast entity(s)"
}
}
ai_territory:form =
{
help ="Marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. !!NOTE!! Point the angles in the direction of the territory. This lets the AI know if the character is walking into or out of the territory."
angle: =
{
Txt = "&"
Hint = ""
}
angles: =
{
Txt = "&"
Hint = " 0 0points to the direction of the territory"
}
cast_group: =
{
Txt = "&"
Hint = " is the group that owns this territory"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"4"$0D"5"$0D"6"$0D"7"
values = "1"$0D"4"$0D"5"$0D"6"$0D"7"
}
radius: =
{
Txt = "&"
Hint = " distance from brush before the player will be attacked (default 512)"
}
}
ai_trigger_character:form =
{
help ="When the player touches this brush, the targetted character will start following it's path_corner."
target: =
{
Txt = "&"
Hint = " link this with the targetname of the character to be triggered"
}
}
ammo_308:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/hmgclip/tris.md2"
values = "models/pu_icon/hmgclip/tris.md2"
}
}
ammo_bullets:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/pclip/tris.md2"
values = "models/pu_icon/pclip/tris.md2"
}
}
ammo_cylinder:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/tgclip/tris.md2"
values = "models/pu_icon/tgclip/tris.md2"
}
}
ammo_flametank:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/flametank/tris.md2"
values = "models/pu_icon/flametank/tris.md2"
}
}
ammo_grenades:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/grenade/tris.md2"
values = "models/pu_icon/grenade/tris.md2"
}
}
ammo_rockets:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
currentcash: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/rocket/tris.md2"
values = "models/pu_icon/rocket/tris.md2"
}
}
ammo_shells:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/shotgun_shell/tris.md2"
values = "models/pu_icon/shotgun_shell/tris.md2"
}
}
cast_bitch:form =
{
help ="One handed weapon chick"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "MELEE"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "NOSHADOW"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cal: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
currentcash: =
{
Txt = "&"
Hint = ""
}
head: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "2"
values = "2"
}
health: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\bitch\"
values = "models\actors\bitch\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_bum_sit:form =
{
help ="A bum"
bbox ='-24 -24 -24 24 24 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " neutral They should only be neutrals"
}
health: =
{
Txt = "&"
Hint = ""
}
killtarget: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\bum_sit\"
values = "models\actors\bum_sit\"
}
name: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_buma:form =
{
help ="Bum "
bbox ='-30 -16 -25 31 43 13'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\bum_seg"
values = "models\actors\bum_seg"
}
}
cast_bumb:form =
{
help ="Bum "
bbox ='-30 -16 -25 31 43 13'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\bum_seg"
values = "models\actors\bum_seg"
}
}
cast_dog:form =
{
help ="Dogcast_group defines which group the character is a member of default cast_group is 0, which is neutral (won't help others out) player's cast_group is 1 (friendly characters)"
bbox ='-16 -16 -16 16 16 22'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
angle: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
currentcash: =
{
Txt = "&"
Hint = ""
}
deathtarget: =
{
Txt = "&"
Hint = ""
}
gun_noise_delay: =
{
Txt = "&"
Hint = ""
}
leader_target: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\dog\"
values = "models\actors\dog\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "5"$0D"7"
values = "5"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
skin: =
{
Txt = "&"
Hint = " 1 or 2"
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_punk:form =
{
help ="Two handed weapon thug"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "FLASH_LIGHT"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "FLAM_BE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "BAZOOKA"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "HMG"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "TOMMYGUN"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "GRENADE"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cal: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
currentcash: =
{
Txt = "&"
Hint = ""
}
deathtarget: =
{
Txt = "&"
Hint = ""
}
head: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"3"
values = "1"$0D"3"
}
health: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\punk\"
values = "models\actors\punk\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "3"$0D"4"$0D"5"$0D"6"$0D"7"
values = "3"$0D"4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
scale: =
{
Txt = "&"
Hint = ""
}
skin: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = ""
}
}
cast_runt:form =
{
help ="One handed weapon runt"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "MELEE"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "NOSHADOW"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cal: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
count: =
{
Txt = "&"
Hint = ""
}
currentcash: =
{
Txt = "&"
Hint = ""
}
deathtarget: =
{
Txt = "&"
Hint = ""
}
guard_target: =
{
Txt = "&"
Hint = ""
}
gun_noise_delay: =
{
Txt = "&"
Hint = ""
}
head: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"
values = "1"
}
health: =
{
Txt = "&"
Hint = ""
}
health_target: =
{
Txt = "&"
Hint = ""
}
health_threshold: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\runt\"
values = "models\actors\runt\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
scale: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_shorty:form =
{
help ="Two handed weapon runt"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "FLASH_LIGHT"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "FLAM_BE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "BAZOOKA"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "HMG"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "TOMMYGUN"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "GRENADE"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cal: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
count: =
{
Txt = "&"
Hint = ""
}
currentcash: =
{
Txt = "&"
Hint = ""
}
deathtarget: =
{
Txt = "&"
Hint = ""
}
delay: =
{
Txt = "&"
Hint = ""
}
gun_noise_delay: =
{
Txt = "&"
Hint = ""
}
head: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "0"
values = "0"
}
health: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\shorty\"
values = "models\actors\shorty\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "3"$0D"4"$0D"5"$0D"6"$0D"7"
values = "3"$0D"4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_thug:form =
{
help ="One handed weapon thug"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "MELEE"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "NOSHADOW"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
combattarget: =
{
Txt = "&"
Hint = ""
}
currentcash: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\thug\"
values = "models\actors\thug\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
scale: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
cast_thug_sit:form =
{
help ="guy with the pistol"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "MELEE"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "NOSHADOW"
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\thug_sit\"
values = "models\actors\thug_sit\"
}
}
cast_whore:form =
{
help ="Two handed weapon chick"
bbox ='-16 -16 -24 16 16 48'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "FLASH_LIGHT"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TRIGGERED_START"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "FLAM_BE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "BAZOOKA"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "HMG"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "IMMEDIATE_FOLLOW_PATH"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "TOMMYGUN"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "GRENADE"
}
acc: =
{
Txt = "&"
Hint = ""
}
aiflags: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
art_skins: =
{
Txt = "&"
Hint = ""
}
cal: =
{
Txt = "&"
Hint = ""
}
cast_group: =
{
Txt = "&"
Hint = " 0=neutral 1=friendly 2+ =enemy"
}
currentcash: =
{
Txt = "&"
Hint = ""
}
deathtarget: =
{
Txt = "&"
Hint = ""
}
delay: =
{
Txt = "&"
Hint = ""
}
head: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "0"$0D"2"
values = "0"$0D"2"
}
health: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = ""
}
localteam: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\actors\whore\"
values = "models\actors\whore\"
}
moral: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "4"$0D"5"$0D"6"$0D"7"
values = "4"$0D"5"$0D"6"$0D"7"
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
scale: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
dm_cashspawn:form =
{
help ="Spawn location for cash during Grab da Loot games"
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = " direction to project cash upon spawning"
}
speed: =
{
Txt = "&"
Hint = " speed of projection"
}
type: =
{
Txt = "&"
Hint = " cashroll or cashbag (more money, longer delay)"
}
}
dm_props_banner:form =
{
help ="Temp banner for teamplay"
bbox ='-47 -6 -100 47 6 100'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\flag\flag1.md2"
values = "models\props\flag\flag1.md2"
}
scale: =
{
Txt = "&"
Hint = " scale the size up/down (2 = double size)"
}
style: =
{
Txt = "&"
Hint = " team (1 / 2)"
Typ = "C"
Items = "1"$0D"2"
values = "1"$0D"2"
}
}
dm_safebag:form =
{
help ="Bag that holds the money in the safe."
bbox ='-12 -12 -16 12 12 12'
style: =
{
Txt = "&"
Hint = " team that this bag belongs to (1 or 2)"
Typ = "C"
Items = "1"$0D"2"
values = "1"$0D"2"
}
}
elements_raincloud:form =
{
help ="Snow falls from this invisable cloud at random points center of cloud to ground trace determines the drop fall distancecloud can be any recatangle size"
distance: =
{
Txt = "&"
Hint = ""
}
firetype: =
{
Txt = "&"
Hint = " - type of drops, 0 = rain 1 = drip"
}
fxdensity: =
{
Txt = "&"
Hint = " - total number of drops in the sky 1 - 1000 (default 400) "
}
}
elements_snowcloud:form =
{
help ="Snow falls from this invisable cloud at random points center of cloud to ground trace determines the flake fall distancecloud can be any recatangle size"
fxdensity: =
{
Txt = "&"
Hint = " - total number of flakes in the sky 1 - 1000 (default 400) "
}
}
func_areaportal:form =
{
help ="This is a non-visible object that divides the world intoareas that are seperated when this portal is not activated.Usually enclosed in the middle of a door."
help =" When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "AUTO_OPEN"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "ONOFF"
}
angle: =
{
Txt = "&"
Hint = " determines the opening direction"
}
health: =
{
Txt = "&"
Hint = " if set, the button must be killed instead of touched"
}
lip: =
{
Txt = "&"
Hint = " override the default 4 pixel lip remaining at end of move"
}
sounds: =
{
Txt = "&"
Hint = " 1) silent 2) steam metal 3) wooden clunk 4) metallic click 5) in-out"
Typ = "C"
Items = "1"$0D"4"$0D"5"$0D"7"
values = "1"$0D"4"$0D"5"$0D"7"
}
speed: =
{
Txt = "&"
Hint = " override the default 40 speed"
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "5"
values = "5"
}
target: =
{
Txt = "&"
Hint = " all entities with a matching targetname will be used"
}
target2: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " override the default 1 second wait (-1 = never return)"
}
}
func_clock:form =
{
help ="target a target_string with thisThe default is to be a time of day clockTIMER_UP and TIMER_DOWN run for count seconds and the fire pathtargetIf START_OFF, this entity must be used before it starts"
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "TIMER_UP"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TIMER_DOWN"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "MULTI_USE"
}
style: =
{
Txt = "&"
Hint = " 0=xx 1=xxxx 2=xxxxxx"
Typ = "C"
Items = ""
values = ""
}
}
func_conveyor:form =
{
help ="Conveyors are stationary brushes that move what's on them. The brush should be have a surface with at least one current content enabled."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
speed: =
{
Txt = "&"
Hint = " default 100"
}
}
func_door:form =
{
help ="TOGGLE wait in both the start and end states for a trigger event.START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).NOMONSTER monsters will not trigger this door"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OPEN"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "AUTO_OPEN"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "CRUSHER"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "NOMONSTER"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "ANIMATED_FAST"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "SURF2_ALPHA"
}
_minlight: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = " determines the opening direction"
}
dmg: =
{
Txt = "&"
Hint = " damage to inflict when blocked (2 default)"
}
health: =
{
Txt = "&"
Hint = " if set, door must be shot open"
}
key: =
{
Txt = "&"
Hint = ""
}
lip: =
{
Txt = "&"
Hint = " lip remaining at end of move (8 default)"
}
message: =
{
Txt = "&"
Hint = " is printed when the door is touched if it is a trigger door and it hasn't been fired yet"
}
sounds: =
{
Txt = "&"
Hint = " default = 2; 1) silent 2) Medium metal sliding rollup door 3) Wooden swinging door 4) Metal swinging door 5) Metal light sliding TRAIN door 6) Very large rolling metal door 7) Metal swing-up garage door"
Typ = "C"
Items = "1"$0D"10"$0D"2"$0D"5"$0D"6"$0D"9"
values = "1"$0D"10"$0D"2"$0D"5"$0D"6"$0D"9"
}
speed: =
{
Txt = "&"
Hint = " movement speed (100 default)"
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = " if set, no touch field will be spawned and a remote button or trigger field activates the door."
}
team: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " wait before returning (3 default, -1 = never return)"
}
}
func_door_rotating:form =
{
help ="TOGGLE causes the door to wait in both the start and end states for a trigger event.START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).NOMONSTER monsters will not trigger this doorYou need to have an origin brush as part of this entity. The center of that brush will bethe point around which it is rotated. It will rotate around the Z axis by default. You cancheck either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the door to rotate in the opposite direction."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OPEN"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "REVERSE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "SURF_ALPHA"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "NOMONSTER"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "X_AXIS"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "Y_AXIS"
}
_min;ight: =
{
Txt = "&"
Hint = ""
}
_minlight: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = " determines the opening direction"
}
distance: =
{
Txt = "&"
Hint = " is how many degrees the door will be rotated."
}
dmg: =
{
Txt = "&"
Hint = " damage to inflict when blocked (2 default)"
}
health: =
{
Txt = "&"
Hint = " if set, door must be shot open"
}
key: =
{
Txt = "&"
Hint = ""
}
message: =
{
Txt = "&"
Hint = " is printed when the door is touched if it is a trigger door and it hasn't been fired yet"
}
sounds: =
{
Txt = "&"
Hint = " default = 2; 1) silent 2) Medium metal sliding rollup door 3) Wooden swinging door 4)Metal swinging door 3) Metal light sliding TRAIN door 6) Very large rolling metal door 7) Metal swing-up garage door"
Typ = "C"
Items = "1"$0D"3"$0D"4"$0D"6"
values = "1"$0D"3"$0D"4"$0D"6"
}
speed: =
{
Txt = "&"
Hint = " movement speed (100 default)"
}
style: =
{
Txt = "&"
Hint = " 0 = rotate away from it's activator, 1 = fixed rotation (default 0)"
Typ = "C"
Items = "0"$0D"1"
values = "0"$0D"1"
}
target: =
{
Txt = "&"
Hint = ""
}
target2: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = " if set, no touch field will be spawned and a remote button or trigger field activates the door."
}
team: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " wait before returning (3 default, -1 = never return)"
}
}
func_door_secret:form =
{
help ="A secret door. Slide back and then to the side.open_once doors never closes1st_left 1st move is left of arrow1st_down 1st move is down from arrowalways_shoot door is shootebale even if targeted"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "always_shoot"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "1st_left"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "1st_down"
}
angle: =
{
Txt = "&"
Hint = " determines the direction"
}
dmg: =
{
Txt = "&"
Hint = " damage to inflic when blocked (default 2)"
}
wait: =
{
Txt = "&"
Hint = " how long to hold in the open position (default 5, -1 means hold)"
}
}
func_explosive:form =
{
help ="Any brush that you want to explode or break apart. If you want anexplosion, set dmg and it will do a radius explosion of that amountat the center of the bursh.If targeted it will not be shootable."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "Trigger_Spawn"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "ANIMATED_FAST"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "SURF2_ALPHA"
}
dmg: =
{
Txt = "&"
Hint = " how much radius damage should be done, defaults to 0"
}
fxdensity: =
{
Txt = "&"
Hint = " size of explosion 1 - 100 (default is 10)"
}
health: =
{
Txt = "&"
Hint = " defaults to 100."
}
killtarget: =
{
Txt = "&"
Hint = ""
}
mass: =
{
Txt = "&"
Hint = " defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most."
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
type: =
{
Txt = "&"
Hint = " type of debris (glass, wood or metal) type default is glass"
}
volume: =
{
Txt = "&"
Hint = ""
}
}
func_group:form =
{
help =""
}
func_killbox:form =
{
help ="Kills everything inside when fired, irrespective of protection."
}
func_lift:form =
{
help ="Lifts are moving platforms that players and ai_characters can ride. (Use only for up and down!!)(MUST BE BUTTON ACTIVATED FOR AI TO USE)The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "BLOCK_STOPS"
}
_minlight: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = " default 2"
}
noise: =
{
Txt = "&"
Hint = " looping sound to play when the train is in motion"
}
speed: =
{
Txt = "&"
Hint = " default 100"
}
target: =
{
Txt = "&"
Hint = ""
}
target2: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
func_object:form =
{
help ="This is solid bmodel that will fall if it's support it removed."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "TRIGGER_SPAWN"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "ANIMATED_FAST"
}
}
func_plat:form =
{
help ="Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.If the height key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "PLAT_LOW_TRIGGER"
}
accel: =
{
Txt = "&"
Hint = " overrides default 500"
}
distance: =
{
Txt = "&"
Hint = ""
}
height: =
{
Txt = "&"
Hint = ""
}
lip: =
{
Txt = "&"
Hint = " overrides default 8 pixel lip"
}
sounds: =
{
Txt = "&"
Hint = " 1= base fast 2= chain slow"
Typ = "C"
Items = "1"
values = "1"
}
speed: =
{
Txt = "&"
Hint = " overrides default 200."
}
}
func_rotating:form =
{
help =" You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the it to rotate in the opposite direction.STOP mean it will stop moving instead of pushing entities"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "REVERSE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X_AXIS"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "Y_AXIS"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "TOUCH_PAIN"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "STOP"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "ANIMATED_FAST"
}
_minlight: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = " damage to inflict when blocked (2 default)"
}
light: =
{
Txt = "&"
Hint = ""
}
speed: =
{
Txt = "&"
Hint = " determines how fast it moves; default value is 100."
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
func_subdoor_base:form =
{
help ="The func_subdoor_handle1 will rotate 90 deg then the door will open with func_subdoor_handle2.TOGGLE causes the door to wait in both the start and end states for a trigger event.NOMONSTER monsters will not trigger this doorYou need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.You also need a func_subdoor_handle1 - Handle with origin in the center, func_subdoor_handle2 - Handle with origin at the door origin. Both handles are in the same area in level spaceREVERSE will cause the door to rotate in the opposite direction."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "REVERSE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "CRUSHER"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "NOMONSTER"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "X_AXIS"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "Y_AXIS"
}
spawnflags: =
{
Typ = "X256"
Txt = "&"
Cap= "AUTO_OPEN"
}
angle: =
{
Txt = "&"
Hint = " determines the opening direction"
}
distance: =
{
Txt = "&"
Hint = " is how many degrees the door will be rotated."
}
dmg: =
{
Txt = "&"
Hint = " damage to inflict when blocked (2 default)"
}
health: =
{
Txt = "&"
Hint = " if set, door must be shot open"
}
message: =
{
Txt = "&"
Hint = " is printed when the door is touched if it is a trigger door and it hasn't been fired yet"
}
sounds: =
{
Txt = "&"
Hint = " 1) silent 2) light 3) medium 4) heavy"
Typ = "C"
Items = ""
values = ""
}
speed: =
{
Txt = "&"
Hint = " movement speed (100 default)"
}
targetname: =
{
Txt = "&"
Hint = " if set, no touch field will be spawned and a remote button or trigger field activates the door."
}
wait: =
{
Txt = "&"
Hint = " wait before returning (3 default, -1 = never return)"
}
}
func_subdoor_handle1:form =
{
help ="Will rotate 90 deg with the func_subdoor_base.You need to have an origin brush in the center of this entity. The center of that brush will bethe point around which it is rotated. It will rotate around the Z axis by default. You cancheck either the X_AXIS or Y_AXIS box to change that.REVERSE will cause the handle to rotate in the opposite direction."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "REVERSE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "X_AXIS"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "Y_AXIS"
}
duration: =
{
Txt = "&"
Hint = " is how long the rotation will take place."
}
}
func_subdoor_handle2:form =
{
help ="Will rotate with doorIt's origin should be the door's origin"
}
func_timer:form =
{
help ="so, the basic time between firing is a random time between (wait - random) and (wait + random)These can used but not touched."
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
delay: =
{
Txt = "&"
Hint = " delay before first firing when turned on, default is 0"
}
noise: =
{
Txt = "&"
Hint = ""
}
pausetime: =
{
Txt = "&"
Hint = " additional delay used only the very first time and only if spawned with START_ON"
}
random: =
{
Txt = "&"
Hint = " wait variance, default is 0"
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " base time between triggering all targets, default is 1"
}
}
func_train:form =
{
help ="Trains are moving platforms that players can ride.The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "BLOCK_STOPS"
}
_minlight: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = " default 2"
}
noise: =
{
Txt = "&"
Hint = " looping sound to play when the train is in motion"
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
sounds: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "6"
values = "6"
}
speed: =
{
Txt = "&"
Hint = " default 100"
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
team: =
{
Txt = "&"
Hint = ""
}
}
func_train_rotating:form =
{
help ="Trains are moving platforms that players can ride.The targets origin specifies the min point of the train at each corner.The train spawns at the first target it is pointing at.If the train is the target of a button or trigger, it will not begin moving until activated.On the path cornerspeed departure speed from that corner rotate angle change for X Y Z to next corner duration duration for angle change (overrides speed)"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "BLOCK_STOPS"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
dmg: =
{
Txt = "&"
Hint = " default 2"
}
noise: =
{
Txt = "&"
Hint = " looping sound to play when the train is in motion"
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
speed: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
team: =
{
Txt = "&"
Hint = ""
}
}
func_wall:form =
{
help ="This is just a solid wall if not inhibitedTRIGGER_SPAWN the wall will not be present until triggered it will then blink in to existance; it will kill anything that was in it's wayTOGGLE only valid for TRIGGER_SPAWN walls this allows the wall to be turned on and offSTART_ON only valid for TRIGGER_SPAWN walls the wall will initially be present"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "TRIGGER_SPAWN"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "START_ON"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "ANIMATED"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "ANIMATED_FAST"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "SURF2_ALPHA"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
light: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
func_water:form =
{
help ="func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.START_OPEN causes the water to move to its destination when spawned and operate in reverse."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OPEN"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
angle: =
{
Txt = "&"
Hint = " determines the opening direction (up or down only)"
}
dmg: =
{
Txt = "&"
Hint = ""
}
lip: =
{
Txt = "&"
Hint = " lip remaining at end of move (0 default)"
}
sounds: =
{
Txt = "&"
Hint = " (yes, these need to be changed) 0) no sound 1) water 2) lava"
Typ = "C"
Items = "1"
values = "1"
}
speed: =
{
Txt = "&"
Hint = " movement speed (25 default)"
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " wait before returning (-1 default, -1 = TOGGLE)"
}
}
hmg_mod_cooling:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
angle: =
{
Txt = "&"
Hint = ""
}
}
info_notnull:form =
{
help ="Used as a positional target for lightning."
bbox ='-4 -4 -4 4 4 4'
targetname: =
{
Txt = "&"
Hint = ""
}
}
info_null:form =
{
help ="Used as a positional target for spotlights, etc."
bbox ='-4 -4 -4 4 4 4'
_cone: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
info_player_coop:form =
{
help ="potential spawning position for ai gang members"
bbox ='-16 -16 -24 16 16 48'
angle: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
info_player_deathmatch:form =
{
help ="potential spawning position for deathmatch games"
bbox ='-16 -16 -24 16 16 48'
angle: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"2"
values = "1"$0D"2"
}
}
info_player_intermission:form =
{
help ="The deathmatch intermission point will be at one of theseUse 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'"
help ="Will allow player to unlock doors with a value of key 1"
bbox ='-16 -16 -16 16 16 16'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/key/key_a.md2"
values = "models/pu_icon/key/key_a.md2"
}
}
key_key2:form =
{
help ="Will allow player to unlock doors with a value of key 2"
bbox ='-16 -16 -16 16 16 16'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/key/key_a.md2"
values = "models/pu_icon/key/key_a.md2"
}
}
key_key3:form =
{
help ="Will allow player to unlock doors with a value of key 3"
bbox ='-16 -16 -16 16 16 16'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/key/key_a.md2"
values = "models/pu_icon/key/key_a.md2"
}
}
key_key4:form =
{
help ="Will allow player to unlock doors with a value of key 4"
bbox ='-16 -16 -16 16 16 16'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/key/key_a.md2"
values = "models/pu_icon/key/key_a.md2"
}
}
key_key5:form =
{
help ="Will allow player to unlock doors with a value of key 5"
bbox ='-16 -16 -16 16 16 16'
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models/pu_icon/key/key_a.md2"
values = "models/pu_icon/key/key_a.md2"
}
}
light:form =
{
help ="Non-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
help ="A bulb that outputs lightNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-2 -2 -5 2 2 5'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
_cone: =
{
Txt = "&"
Hint = ""
}
_fade: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "0"
values = "0"
}
}
light_chandelier:form =
{
help ="A chandelierNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-36 -34 -32 36 34 32'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
light: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\chandelier\tris.md2"
values = "models\props\chandelier\tris.md2"
}
}
light_deco_sconce:form =
{
help ="A deco sconceNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-8 -8 -12 8 8 12'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
angle: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\decosconce\tris.md2"
values = "models\props\decosconce\tris.md2"
}
}
light_fire_esm:form =
{
help ="Cool fire extra-small "
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 5) "
}
light: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"
values = "1"
}
}
light_fire_lg:form =
{
help ="Cool fire large"
bbox ='-32 -32 -32 32 32 32'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 5)"
}
light: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"$0D"10"$0D"12"
values = "1"$0D"10"$0D"12"
}
}
light_fire_med:form =
{
help ="Cool fire medium"
bbox ='-24 -24 -24 24 24 24'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
_fade: =
{
Txt = "&"
Hint = ""
}
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 5)"
}
angle: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"
values = "1"
}
}
light_fire_sm:form =
{
help ="Cool fire small"
bbox ='-16 -16 -16 16 16 16'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "X"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 5)"
}
}
light_pendant:form =
{
help ="A pendant lightNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-16 -16 -4 16 16 4'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
health: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\pendant\tris.md2"
values = "models\props\pendant\tris.md2"
}
}
light_sconce:form =
{
help ="A cage light modelNon-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-4 -4 -8 4 4 8'
_FADE: =
{
Txt = "&"
Hint = ""
}
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "LBLUE"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "LGREEN"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "LRED"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "LYELLOW"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
_fade: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\sconce\light.md2"
values = "models\props\sconce\light.md2"
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "13"$0D"6"
values = "13"$0D"6"
}
}
lightflare:form =
{
help ="Non-displayed light.Default light value is 300.Default style is 0.If targeted, will toggle between on and off.Default _cone value is 10 (used to set size of light for spotlights)movedir will be the color of the flarehealth is size for lightflaredmg will specify the flare typeFLARE_WHITE 0FLARE_SUN 1FLARE_AMBER 2FLARE_RED 3FLARE_BLUE 4FLARE_GREEN 5"
bbox ='-2 -2 -2 2 2 2'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "FLARE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "NORESIZE"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "DYNAMIC"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
_fade: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
}
misc_alarm:form =
{
help ="must be triggered to work"
bbox ='-8 -8 -8 8 8 8'
count: =
{
Txt = "&"
Hint = " is the duration of the alarm ringing default is 60 sec"
}
}
misc_cut_scene:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
}
misc_cutscene_camera:form =
{
help =""
bbox ='-16 -16 -16 16 16 16'
accel: =
{
Txt = "&"
Hint = ""
}
angle: =
{
Txt = "&"
Hint = ""
}
cameraangle: =
{
Txt = "&"
Hint = ""
}
cameraorigin: =
{
Txt = "&"
Hint = ""
}
cameravel: =
{
Txt = "&"
Hint = ""
}
cameravelrel: =
{
Txt = "&"
Hint = ""
}
count: =
{
Txt = "&"
Hint = ""
}
deadticks: =
{
Txt = "&"
Hint = ""
}
decel: =
{
Txt = "&"
Hint = ""
}
delay: =
{
Txt = "&"
Hint = ""
}
duration: =
{
Txt = "&"
Hint = ""
}
name: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
rotate: =
{
Txt = "&"
Hint = ""
}
scriptname: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
target2: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = ""
}
}
misc_cutscene_trigger:form =
{
help ="Targets a misc_cutscene_camera"
debugprint: =
{
Txt = "&"
Hint = " set to 1 to print out camera end position and angles "
}
duration: =
{
Txt = "&"
Hint = " fade in time. "
}
scriptname: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = " camera to target"
}
}
misc_fire:form =
{
help ="ALPHA1 = 0.1ALPHA8 = 0.8all fire gets scaled down 50 percent"
bbox ='-16 -16 -16 16 16 16'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "ALPHA1"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "ALPHA2"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "ALPHA4"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "ALPHA6"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "ALPHA8"
}
}
misc_kroker_afraid:form =
{
help =""
}
misc_skidrow_afraid:form =
{
help ="used by actors to pick location where it is safer to run away from the player"
bbox ='-16 -16 -24 16 16 48'
}
misc_skidrow_ambush:form =
{
help ="Used to set ambush location for the 3 guards when the player goes into the 2nd door."
bbox ='-16 -16 -24 16 16 48'
}
misc_skidrow_radio:form =
{
help ="Bernie and the guys will listen to this. After the radio has stopped, they'll discuss the game for some time."
bbox ='-16 -16 -24 16 16 48'
delay: =
{
Txt = "&"
Hint = " time to wait between starting to listen to the radio"
}
speed: =
{
Txt = "&"
Hint = " time spent discussing the game afterwards"
}
target: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " time spent listening to the radio each time"
}
}
misc_skidrow_radio_repeater:form =
{
help ="Use to tag the speaker inside the warehouse"
bbox ='-16 -16 -24 16 16 48'
}
misc_steeltown_afraid:form =
{
help =""
}
misc_sy_afraid:form =
{
help =""
}
misc_teleporter:form =
{
help ="Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object."
bbox ='-32 -32 -24 32 32 -16'
}
misc_teleporter_dest:form =
{
help ="Point teleporters at these."
bbox ='-32 -32 -24 32 32 -16'
}
misc_use_cutscene:form =
{
help ="This fixed size trigger targets a misc_cutscene_camera"
bbox ='-8 -8 -8 8 8 8'
debugprint: =
{
Txt = "&"
Hint = " set to 1 to print out camera end position and angles "
}
duration: =
{
Txt = "&"
Hint = " fade in time. "
}
target: =
{
Txt = "&"
Hint = " camera to target"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
path_attractor:form =
{
help ="When this is placed on the map it will attract actors by name from the episodic ai routines"
bbox ='-16 -16 -24 16 16 48'
delay: =
{
Txt = "&"
Hint = " default delay is 10 sec. "
}
}
path_corner:form =
{
help ="NOTE Use path_corner_cast for character path's"
bbox ='-8 -8 -8 8 8 8'
Pathtarget: =
{
Txt = "&"
Hint = " gets used when an entity that has this path_corner targeted touches it"
}
Target: =
{
Txt = "&"
Hint = " next path corner"
}
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "TELEPORT"
}
accel: =
{
Txt = "&"
Hint = ""
}
decel: =
{
Txt = "&"
Hint = ""
}
duration: =
{
Txt = "&"
Hint = ""
}
pathtarget: =
{
Txt = "&"
Hint = ""
}
rotate: =
{
Txt = "&"
Hint = ""
}
speed: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = ""
}
}
path_corner_cast:form =
{
help =""
bbox ='-16 -16 -24 16 16 42'
Combattarget: =
{
Txt = "&"
Hint = " when the cast reaches this marker, they'll take on this combattarget"
}
Pathtarget: =
{
Txt = "&"
Hint = " gets used when an entity that has this path_corner targeted touches it Could be used to trigger a button, or a character"
}
Scriptname: =
{
Txt = "&"
Hint = " hard-coded script to call when reaching this marker"
Hint = " number of steam puffs per length element 1- 10 (default 2)"
}
firetype: =
{
Txt = "&"
Hint = " length of steam 1 - 100 (default 15)"
}
thudsnd: =
{
Txt = "&"
Hint = " end size steam increase 1 - 10 (default 5)"
}
thudsurf: =
{
Txt = "&"
Hint = " start size of steam 1 - 10 (default 5)"
}
}
props_tablesetA:form =
{
help ="Card-shark table setting"
bbox ='-26 -27 -6 26 27 6'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\tablesets\set.mdx"
values = "models\props\tablesets\set.mdx"
}
option: =
{
Txt = "&"
Hint = ""
}
skin: =
{
Txt = "&"
Hint = "The skin"
}
}
props_trash:form =
{
help ="Some trash"
bbox ='-64 -64 -4 64 64 4'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trash\tris.md2"
values = "models\props\trash\tris.md2"
}
option: =
{
Txt = "&"
Hint = " 1 will set these to turn off when props are set to off."
}
}
props_trashbottle:form =
{
help ="Some trash"
bbox ='-8 -2 -2 8 2 2'
angle: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trashbottle\tris.md2"
values = "models\props\trashbottle\tris.md2"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashbottle_vert:form =
{
help ="A vertical trash bottle"
bbox ='-2 -2 -8 2 2 8'
angle: =
{
Txt = "&"
Hint = ""
}
health: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trashbottle_vert\tris.md2"
values = "models\props\trashbottle_vert\tris.md2"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashcanA:form =
{
help ="Trash can you can push. You can override its mass (400),"
bbox ='-16 -16 -21 16 16 21'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "NON_MOVEABLE"
}
health: =
{
Txt = "&"
Hint = ""
}
item: =
{
Txt = "&"
Hint = " - Item to spawn on destruction "
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\t_can\"
values = "models\props\t_can\"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashcan_fall:form =
{
help ="Trash can you can push. You can override its mass (100),"
bbox ='-16 -16 -21 16 16 21'
health: =
{
Txt = "&"
Hint = " (80)."
}
item: =
{
Txt = "&"
Hint = " - Item to spawn on push down or destruction "
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\t_can2\"
values = "models\props\t_can2\"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashcorner:form =
{
help ="Some trash"
bbox ='-40 -40 -8 40 40 8'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trashcorner\tris.md2"
values = "models\props\trashcorner\tris.md2"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashpaper:form =
{
help ="Some trash"
bbox ='-18 -18 -2 18 18 2'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trashpaper\tris.md2"
values = "models\props\trashpaper\tris.md2"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_trashwall:form =
{
help ="Some trash"
bbox ='-70 -25 -10 70 25 10'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\trashwall\tris.md2"
values = "models\props\trashwall\tris.md2"
}
option: =
{
Txt = "&"
Hint = ""
}
}
props_tv:form =
{
help ="A television"
bbox ='-8 -16 -22 8 16 22'
angle: =
{
Txt = "&"
Hint = ""
}
lightit: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\tv\tv.md2"
values = "models\props\tv\tv.md2"
}
}
props_wall_fall:form =
{
help ="A wall that falls when trigered "
bbox ='-64 -26 -48 64 26 48'
angle: =
{
Txt = "&"
Hint = ""
}
model: =
{
Txt = "&"
Hint = "The model"
Typ = "C"
Items = "models\props\wall\wall.mdx"
values = "models\props\wall\wall.mdx"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
rc_initiation_brush:form =
{
help =""
angle: =
{
Txt = "&"
Hint = ""
}
}
rc_initiation_observer:form =
{
help =""
}
smoke_esm:form =
{
help ="Cool smoke extra-small"
bbox ='-8 -8 -8 8 8 8'
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 4)"
}
option: =
{
Txt = "&"
Hint = ""
}
}
smoke_lg:form =
{
help ="Cool smoke large"
bbox ='-32 -32 -32 32 32 32'
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 4)"
}
angle: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "1"
values = "1"
}
}
smoke_med:form =
{
help ="Cool smoke medium"
bbox ='-24 -24 -24 24 24 24'
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 4)"
}
}
smoke_sm:form =
{
help ="Cool smoke small"
bbox ='-16 -16 -16 16 16 16'
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 4)"
}
light: =
{
Txt = "&"
Hint = ""
}
}
target_changelevel:form =
{
help ="Changes level to map when fired"
bbox ='-8 -8 -8 8 8 8'
angle: =
{
Txt = "&"
Hint = ""
}
map: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
target_character:form =
{
help ="used with target_string (must be on same team)"
count: =
{
Txt = "&"
Hint = " is position in the string (starts at 1)"
}
}
target_crosslevel_target:form =
{
help ="Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work."
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "trigger1"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "trigger2"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "trigger3"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "trigger4"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "trigger5"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "trigger6"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "trigger7"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "trigger8"
}
cast_group: =
{
Txt = "&"
Hint = ""
}
delay: =
{
Txt = "&"
Hint = " delay before using targets if the trigger has been activated (default 1)"
}
killtarget: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
}
target_crosslevel_trigger:form =
{
help ="Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work."
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "trigger1"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "trigger2"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "trigger3"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "trigger4"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "trigger5"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "trigger6"
}
spawnflags: =
{
Typ = "X64"
Txt = "&"
Cap= "trigger7"
}
spawnflags: =
{
Typ = "X128"
Txt = "&"
Cap= "trigger8"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
target_earthquake:form =
{
help ="When triggered, this initiates a level-wide earthquake. All players and monsters are affected."
bbox ='-8 -8 -8 8 8 8'
count: =
{
Txt = "&"
Hint = " duration of the quake (default5)"
}
speed: =
{
Txt = "&"
Hint = " severity of the quake (default200)"
}
}
target_explosion:form =
{
help ="Spawns an explosion temporary entity when used."
bbox ='-8 -8 -8 8 8 8'
delay: =
{
Txt = "&"
Hint = " wait this long before going off"
}
dmg: =
{
Txt = "&"
Hint = " how much radius damage should be done, defaults to 0"
}
fxdensity: =
{
Txt = "&"
Hint = " size of explosion 1 - 100 (default is 10)"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
target_fire:form =
{
help =""
deadticks: =
{
Txt = "&"
Hint = ""
}
duration: =
{
Txt = "&"
Hint = ""
}
fxdensity: =
{
Txt = "&"
Hint = ""
}
reactdelay: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
target_lightramp:form =
{
help =""
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "TOGGLE"
}
message: =
{
Txt = "&"
Hint = " two letters; starting lightlevel and ending lightlevel"
}
speed: =
{
Txt = "&"
Hint = " How many seconds the ramping will take"
}
}
target_spawner:form =
{
help ="Set target to the type of entity you want spawned. Useful for spawning monsters and gibs in the factory levels.For monsters Set direction to the facing you want it to have.For gibs Set direction if you want it moving and speed how fast it should be moving otherwise it will just be dropped"
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "1"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "2"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "3"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "4"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "5"
}
spawnflags: =
{
Typ = "X32"
Txt = "&"
Cap= "6"
}
}
target_speaker:form =
{
help ="Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.Multiple identical looping sounds will just increase volume without any speed cost."
bbox ='-8 -8 -8 8 8 8'
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "looped-on"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "looped-off"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "reliable"
}
_color: =
{
Txt = "&"
Hint = "(R G B intensity)"
}
_color: =
{
Typ="L 3"
Txt="&"
Hint = "Click here to pick the light color"
}
angle: =
{
Txt = "&"
Hint = ""
}
attenuation: =
{
Txt = "&"
Hint = " -1 = none, send to whole level 1 = normal fighting sounds 2 = idle sound level 3 = ambient sound level"
}
delay: =
{
Txt = "&"
Hint = ""
}
light: =
{
Txt = "&"
Hint = ""
}
noise: =
{
Txt = "&"
Hint = " wav file to play"
}
pathtarget: =
{
Txt = "&"
Hint = ""
}
random: =
{
Txt = "&"
Hint = ""
}
sounds: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "sparks"
values = "sparks"
}
style: =
{
Txt = "&"
Hint = ""
Typ = "C"
Items = "13"
values = "13"
}
targetname: =
{
Txt = "&"
Hint = ""
}
volume: =
{
Txt = "&"
Hint = " 0.0 to 1.0"
}
wait: =
{
Txt = "&"
Hint = ""
}
}
target_splash:form =
{
help ="Creates a particle splash effect when used."
bbox ='-8 -8 -8 8 8 8'
alphalevel: =
{
Txt = "&"
Hint = " 1 - 10 (default 4) (smoke only)"
}
count: =
{
Txt = "&"
Hint = " how many pixels in the splash"
}
deadticks: =
{
Txt = "&"
Hint = " life in seconds 1 - 60 (default 6) (smoke only)"
}
dmg: =
{
Txt = "&"
Hint = " if set, does a radius damage at this location when it splashes useful for lava/sparks"
}
firetype: =
{
Txt = "&"
Hint = " smoke size (5 - 32) 5 = extra small 10 = small 24 = med 32 = large (default 24) (smoke only)"
}
fxdensity: =
{
Txt = "&"
Hint = " speed of rising smoke 1 - 100 (default 24) (smoke only)"
}
rotate: =
{
Txt = "&"
Hint = " X Y Z velocity to project smoke (up is default) (smoke only)"
}
sounds: =
{
Txt = "&"
Hint = " 1) sparks 2) blue water 3) brown water 4) slime 5) lava 6) blood 7) fireworks 8) smoke"
Typ = "C"
Items = "1"$0D"7"$0D"8"$0D"sparks"
values = "1"$0D"7"$0D"8"$0D"sparks"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
target_string:form =
{
help =""
bbox ='-8 -8 -8 8 8 8'
}
trigger_always:form =
{
help ="This trigger will always fire. It is activated by the world."
bbox ='-8 -8 -8 8 8 8'
target: =
{
Txt = "&"
Hint = ""
}
}
trigger_counter:form =
{
help ="Acts as an intermediary for an action that takes multiple inputs.If nomessage is not set, t will print 1 more.. etc when triggered and sequence complete when finished."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "nomessage"
}
count: =
{
Txt = "&"
Hint = " After the counter has been triggered count times (default 2), it will fire all of it's targets and remove itself."
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_elevator:form =
{
help =""
bbox ='-8 -8 -8 8 8 8'
}
trigger_hurt:form =
{
help ="Any entity that touches this will be hurt.SILENT supresses playing the soundSLOW changes the damage rate to once per secondNO_PROTECTION *nothing* stops the damage"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "SILENT"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "NO_PROTECTION"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "SLOW"
}
dmg: =
{
Txt = "&"
Hint = " points of damage each server frame default 5"
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_hurt_electric:form =
{
help =""
angle: =
{
Txt = "&"
Hint = ""
}
count: =
{
Txt = "&"
Hint = ""
}
dmg: =
{
Txt = "&"
Hint = ""
}
speed: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_hurt_fire:form =
{
help ="Any entity that touches this will be hurt.It does dmg points of damage each server frame and burns the playerSILENT supresses playing the soundSLOW changes the damage rate to once per secondNO_PROTECTION *nothing* stops the damage"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "START_OFF"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "TOGGLE"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "SILENT"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "NO_PROTECTION"
}
spawnflags: =
{
Typ = "X16"
Txt = "&"
Cap= "SLOW"
}
dmg: =
{
Txt = "&"
Hint = " default 5 (whole numbers only)"
}
}
trigger_key:form =
{
help =""
item: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_monsterjump:form =
{
help ="Walking monsters that touch this will jump in the direction of the trigger's angle"
height: =
{
Txt = "&"
Hint = " default to 200, the speed thrown upwards"
}
speed: =
{
Txt = "&"
Hint = " default to 200, the speed thrown forward"
}
}
trigger_motorcycle:form =
{
help ="Will trigger the motorcycle"
target: =
{
Txt = "&"
Hint = ""
}
}
trigger_multiple:form =
{
help ="Variable sized repeatable trigger. Must be targeted at one or more entities. If delay is set, the trigger waits some time after activating before firing."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "MONSTER"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "NOT_PLAYER"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "TRIGGERED"
}
angle: =
{
Txt = "&"
Hint = ""
}
message: =
{
Txt = "&"
Hint = " text string"
}
sounds: =
{
Txt = "&"
Hint = " 1) secret 2) beep beep 3) large switch 4)"
Typ = "C"
Items = ""
values = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
wait: =
{
Txt = "&"
Hint = " Seconds between triggerings. (.2 default)"
}
}
trigger_once:form =
{
help ="Triggers once, then removes itself. You must set the key target to the name of another object in the level that has a matching targetname.If TRIGGERED, this trigger must be triggered before it is live."
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "x"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "TRIGGERED"
}
spawnflags: =
{
Typ = "X8"
Txt = "&"
Cap= "SCENERIC"
}
angle: =
{
Txt = "&"
Hint = ""
}
killtarget: =
{
Txt = "&"
Hint = ""
}
message: =
{
Txt = "&"
Hint = " string to be displayed when triggered"
}
sounds: =
{
Txt = "&"
Hint = " secret 2) beep beep 3) large switch 4)"
Typ = "C"
Items = ""
values = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_push:form =
{
help ="Pushes the player"
spawnflags: =
{
Typ = "X1"
Txt = "&"
Cap= "PUSH_ONCE"
}
spawnflags: =
{
Typ = "X2"
Txt = "&"
Cap= "PUSH_PLUS"
}
spawnflags: =
{
Typ = "X4"
Txt = "&"
Cap= "PUSH_RAMP"
}
angle: =
{
Txt = "&"
Hint = ""
}
speed: =
{
Txt = "&"
Hint = " defaults to 1000"
}
wait: =
{
Txt = "&"
Hint = " defaults to 10 must use PUSH_PLUS used for on"
}
}
trigger_relay:form =
{
help ="This fixed size trigger cannot be touched, it can only be fired by other events."
bbox ='-8 -8 -8 8 8 8'
delay: =
{
Txt = "&"
Hint = ""
}
fxdensity: =
{
Txt = "&"
Hint = ""
}
killtarget: =
{
Txt = "&"
Hint = ""
}
pathtarget: =
{
Txt = "&"
Hint = ""
}
target: =
{
Txt = "&"
Hint = ""
}
targetname: =
{
Txt = "&"
Hint = ""
}
}
trigger_unlock:form =
{
help ="Player will unlock a targeted door when this brush is touchedCan be triggered also!door's key should equal -1"