// Bkgnd = $03 // gray (color indices in the Quake palette)
// Normal = $FF // rose-brown
// GroupSel = $0F // white
// UniqueSel = $6F // yellow
// HiddenSel = $6B // orange
// Duplicator = $D2 // blue
// Model = $00 // black (for the lines)
// ModelNoSkin= $05 // gray
// }
}
NewFiles.qtx =
{
ToolBox = "New files..."
Root = "Quake 1 file types.qtxfolder"
Quake 1 file types.qtxfolder =
{
QuakeC.qc = { }
Texture Wad.wad = { }
}
}
NewEntities.qtx = // Quake 1 entities
{
ToolBox = "New map items..." // the same name as in Defaults.qrk
Root = "Quake1 Entities.qtxfolder"
Quake1 Entities.qtxfolder =
{
Doors & lifts.qtxfolder =
{
func_door:b =
{
angle = "0"
;desc = "A door"
;incl = "defpoly"
}
func_door_secret:b =
{
angle = "0"
sounds = "3"
;desc = "A secret door"
;incl = "defpoly"
}
func_wall:b =
{
;desc = "Just a solid wall if not inhibited"
;incl = "defpoly"
}
func_button:b =
{
angle = "0"
;desc = "A button"
;incl = "defpoly"
}
func_train:b =
{
;desc = "A platform (moves along a train)"
;incl = "defpoly"
}
func_plat:b =
{
angle = "0"
sounds = "2"
;desc = "A lift/elevator"
;incl = "defpoly"
}
func_bossgate:b =
{
;desc = "This bmodel disappears when player has all the episode runes"
;incl = "defpoly"
}
func_episodegate:b =
{
;desc = "Appears if episode has been completed so player can't re-enter it"
;incl = "defpoly"
}
func_illusionary:b =
{
;desc = "Entity that looks solid but lets you walk right through it"
;incl = "defpoly"
}
}
Triggers.qtxfolder =
{
trigger_teleport:b =
{
;desc = "Teleporter (all trigger_tags are triggered by walkover"
;incl = "defpoly"
}
trigger_changelevel:b =
{
map = "start"
;desc = "Changes to another level"
;incl = "defpoly"
}
trigger_counter:e =
{
origin = "0 0 0"
count = "2"
;desc = "Counter"
}
trigger_setskill:b =
{
message = "1"
;desc = "Changes skill level"
;incl = "defpoly"
}
trigger_once:b =
{
;desc = "Triggers action only once"
;incl = "defpoly"
}
trigger_multiple:b =
{
;desc = "Triggers action (can be triggered more than once)"
;incl = "defpoly"
}
trigger_onlyregistered:b =
{
;desc = "Only triggers if game is registered"
;incl = "defpoly"
}
trigger_secret:b =
{
sounds = "1"
;desc = "Awards credit for secret"
;incl = "defpoly"
}
trigger_monsterjump:b =
{
angle = "0"
;desc = "Walking monsters that touch this will jump"
;incl = "defpoly"
}
trigger_hurt:b =
{
dmg = "5"
;desc = "Any object touching this will be hurt"
;incl = "defpoly"
}
trigger_push:b =
{
angle = "0"
speed = "1000"
;desc = "Pushes player in any direction (like a windtunnel)"
;incl = "defpoly"
}
trigger_relay:e =
{
origin = "0 0 0"
;desc = "Allows delayed/multiple actions from one trigger"
}
}
Lights.qtxfolder =
{
light:e =
{
origin = "0 0 0"
;desc = "An unsourced light (no visible light source)"
}
light_torch_small_walltorch:e =
{
origin = "0 0 0"
;desc = "Short walltorch"
}
light_flame_large_yellow:e =
{
origin = "0 0 0"
;desc ="Large yellow flame"
}
light_flame_small_yellow:e =
{
origin = "0 0 0"
;desc = "Small yellow flame"
}
light_flame_small_white:e =
{
origin = "0 0 0"
;desc = "Small white flame"
}
light_fluoro:e =
{
origin = "0 0 0"
;desc = "Light that makes steady fluorescent humming"
}
light_fluorospark:e =
{
origin = "0 0 0"
;desc = "Light that makes sparking, broken fluorescent sound"
}
light_globe:e =
{
origin = "0 0 0"
;desc = "Sphere globe light"
}
}
Ambient sounds.qtxfolder =
{
ambient_drip:e =
{
origin = "0 0 0"
;desc = "Dripping sound"
}
ambient_drone:e =
{
origin = "0 0 0"
;desc = "Engine/machinery sound"
}
ambient_comp_hum:e =
{
origin = "0 0 0"
;desc = "Computer background sounds"
}
ambient_swamp1:e =
{
origin = "0 0 0"
;desc = "Frogs croaking"
}
ambient_swamp2:e =
{
origin = "0 0 0"
;desc = "Slightly different sounding frogs croaking"
}
ambient_flouro_buzz:e =
{
origin = "0 0 0"
;desc = "Buzzing sound"
}
ambient_light_buzz:e =
{
origin = "0 0 0"
;desc = "Humming sound"
}
ambient_suck_wind:e =
{
origin = "0 0 0"
;desc = "Wind sound"
}
ambient_thunder:e =
{
origin = "0 0 0"
;desc = "Thunder sound"
}
}
Misc.qtxfolder =
{
air_bubbles:e =
{
origin = "0 0 0"
;desc = "Rising air bubbles"
}
event_lightning:e =
{
origin = "0 0 0"
;desc = "Used to kill Chthon: Shareware Boss"
}
info_intermission:e =
{
origin = "0 0 0"
mangle = "0 0 0"
;desc = "Camera position during intermissions"
}
info_null:e =
{
origin = "0 0 0"
;desc = "Used as a positional target for spotlights"
}
info_notnull:e =
{
origin = "0 0 0"
;desc = "Used as a positional target for 'event_lightning' entity"
}
info_teleport_destination:e =
{
origin = "0 0 0"
;desc = "Teleport destination"
targetname = "[auto]"
angle = "0"
}
misc_fireball:e =
{
origin = "0 0 0"
;desc = "This is the ball that jumps up from lava"
}
misc_explobox:e =
{
origin = "0 0 0"
;desc = "Exploding box (explodes upon being shot, harms player)"
}
misc_explobox2:e =
{
origin = "0 0 0"
;desc = "Small exploding box"
}
trap_spikeshooter:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Shoots a spike when triggered"
}
path_corner:e =
{
origin = "0 0 0"
;desc = "Used to define a path for func_train platforms"
}
misc_teleporttrain:e =
{
origin = "0 0 0"
;desc = "Used to kill Shub-Niggurath"
}
trap_shooter:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Continuously fires spikes"
}
}
Items.qtxfolder =
{
item_health:e =
{
origin = "0 0 0"
;desc = "Medkit"
}
item_health:e =
{
origin = "0 0 0"
;desc = "Megahealth (+100)"
}
item_artifact_envirosuit:e =
{
origin = "0 0 0"
;desc = "Environmental protection suit"
}
item_artifact_super_damage:e =
{
origin = "0 0 0"
;desc = "Quad Damage"
}
item_artifact_invulnerability:e =
{
origin = "0 0 0"
;desc = "Pentagram of Protection"
}
item_artifact_invisibility:e =
{
origin = "0 0 0"
;desc = "Ring of Shadows"
}
item_armor1:e =
{
origin = "0 0 0"
;desc = "Green Armor"
}
item_armor2:e =
{
origin = "0 0 0"
;desc = "Yellow Armor"
}
item_armorInv:e =
{
origin = "0 0 0"
;desc = "Red Armor"
}
item_key1:e =
{
origin = "0 0 0"
;desc = "Silver Key"
}
item_key2:e =
{
origin = "0 0 0"
;desc = "Gold Key"
}
item_sigil:e =
{
origin = "0 0 0"
;desc = "Any Rune"
}
}
Weapons & Ammo.qtxfolder =
{
weapon_supershotgun:e =
{
origin = "0 0 0"
;desc = "Double Barrelled Shotgun"
}
weapon_nailgun:e =
{
origin = "0 0 0"
;desc = "Nailgun"
}
weapon_supernailgun:e =
{
origin = "0 0 0"
;desc = "SuperNailgun"
}
weapon_grenadelauncher:e =
{
origin = "0 0 0"
;desc = "Grenade Launcher"
}
weapon_rocketlauncher:e =
{
origin = "0 0 0"
;desc = "Rocket Launcher"
}
weapon_lightning:e =
{
origin = "0 0 0"
;desc = "Thunderbolt"
}
item_shells:e =
{
origin = "0 0 0"
;desc = "Ammo for both shotguns"
}
item_spikes:e =
{
origin = "0 0 0"
;desc = "Ammo for both nailguns"
}
item_rockets:e =
{
origin = "0 0 0"
;desc = "Ammo for both Grenade/Rocket Launcher"
}
item_cells:e =
{
origin = "0 0 0"
;desc = "Ammo for Thunderbolt"
}
}
Monsters.qtxfolder =
{
monster_army:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Grunt"
}
monster_dog:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Rottweiler"
}
monster_ogre:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Ogre"
}
monster_ogre_marksman:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Ogre Marksman"
}
monster_knight:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Knight"
}
monster_zombie:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Zombie"
}
monster_wizard:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Scrag (Wizard)"
}
monster_demon1:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Fiend (Demon)"
}
monster_shambler:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Shambler"
}
monster_boss:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Chthon (Shareware Boss)"
}
monster_enforcer:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Enforcer"
}
monster_fish:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Rotfish"
}
monster_hell_knight:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Death Knight (HellKnight)"
}
monster_oldone:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Shub-Niggurath"
}
monster_shalrath:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Vore (Shalrath)"
}
monster_tarbaby:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Spawn (Tarbaby)"
}
}
Player Starts.qtxfolder =
{
info_player_start:e =
{
origin = "0 0 0"
angle = "0"
;desc = "This is where the player starts"
}
info_player_deathmatch:e =
{
origin = "0 0 0"
angle = "0"
;desc = "A deathmatch start (more than one allowed)"
}
info_player_coop:e =
{
origin = "0 0 0"
angle = "0"
;desc = "A coop player start (more than one allowed)"
}
info_player_start2:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Only used in the start map for return point"
}
testplayerstart:e =
{
origin = "0 0 0"
angle = "0"
;desc = "Used to temporarily change the info_player_start"
}
}
}
Entity forms.qctx = // here are the forms used to edit the Specifics of entities in the map.
{
// Doors & lifts
func_door:form =
{
Help = "If two doors touch, they are assumed to be connected and operate as a" $0D "unit unless the 'Don't link' is set." $0D $0D "'Toggle' makes the door wait in both the start and end for a trigger event." $0D $0D "'Start open' makes the door move to its destination when spawned and" $0D "operate in reverse. It is used to temporarily or permanently close off" $0D "an area when triggered." $0D $0D "Key doors always have 'wait' set to '-1'."
spawnflags:=
{Txt="&"
Typ="X1"
Cap="Start open"
Hint="Makes the door move to its destination when spawned"
}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="Don't link"
Hint="Makes touching doors operate independently"
}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="Gold Key"
Hint="You will need the Gold Key to open the door"
}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="Silver Key"
Hint="You will need the Silver Key to open the door"
}
spawnflags: =
{Txt="&"
Typ="X32"
Cap="Toggle"
Hint="Makes the door wait in both the start and end states for a trigger event"
}
target:=
{Txt="&"
Typ="E"
Hint=""
}
targetname:=
{Txt="&"
Typ="E"
Hint="If set, no touch field will be spawned and a remote button or trigger field activates the door"
}
message:=
{Txt="&"
Typ="E"
Hint="Is printed when a door is touched, but only if it's a triggered door that hasn't been fired yet"
}
angle:=
{Txt="&"
Typ="E"
Hint="Determines the opening direction (default 0, -1 is up, -2 is down)"
}
health:=
{Txt="&"
Typ="E"
Hint="If >0, must be shot to open"
}
speed:=
{Txt="&"
Typ="E"
Hint="Movement speed (default 100)"
}
wait:=
{Txt="&"
Typ="E"
Hint="How long the door waits before returning (default 3, -1 never return)"
}
lip:=
{Txt="&"
Typ="E"
Hint="Lip remaining after opening (default 8)"
}
dmg:=
{Txt="&"
Typ="E"
Hint="Damage to inflict on player when blocking the door (default 2)"
Help = "Basic secret door; slides back, then to the side." $0D $0D "If a secret door has a targetname, it will only be opened by the button or trigger, not by damage."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Open once"
Hint="The door will not close again when it has been opened"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="1st left"
Hint="1st move is left of arrow"
}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="1st down"
Hint="1st move is down from arrow"
}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="No shoot"
Hint="Makes door only operable with trigger"
}
spawnflags: =
{Txt="&"
Typ="X16"
Cap="Always shoot"
Hint="Even if targeted, it's shootable"
}
targetname:=
{Txt="&"
Typ="E"
Hint="If set, no touch field will be spawned and a remote button or trigger field activates the door"
}
angle:=
{Txt="&"
Typ="E"
Hint="Determines the opening direction (default 0, -1 is up, -2 is down)"
}
health:=
{Txt="&"
Typ="E"
Hint="If >0, must be shot to open"
}
speed:=
{Txt="&"
Typ="E"
Hint="Movement speed (default 100)"
}
wait:=
{Txt="&"
Typ="E"
Hint="How long the door waits before returning (default 5, -1 never return)"
}
t_width:=
{Txt="&"
Typ="E"
Hint="1st move length"
}
t_length:=
{Txt="&"
Typ="E"
Hint="2nd move length"
}
dmg:=
{Txt="&"
Typ="E"
Hint="Damage to inflict on player when blocking the door (default 2)"
}
sounds: =
{Txt="&"
Typ="C"
Items="1)medieval" $0D "2)metal" $0D "3)base"
values= "1" $0D "2" $0D "3"
Hint="Sounds it makes while moving"
}
}
func_wall:form =
{
Help = "This is just a solid wall if not inhibited" $0D "that can be made to appear in certain skills and modes" $0D "and can be made to have switchable texture."
targetname:=
{Txt="&"
Typ="E"
hint="Used to trigger or kill a wall"
}
}
func_button:form =
{
Help = "When a button is touched, it moves some distance in the direction of its angle and triggers all of its targets," $0D "waits some time then returns to its original position where it can be triggered again."
Hint="Determines the pushing direction (default 0, -1 is up, -2 is down)"
}
lip:=
{Txt="&"
Typ="E"
Hint="How much the button will stick out when pressed (default 4)"
}
speed:=
{Txt="&"
Typ="E"
Hint="Speed of movement (default 40)"
}
delay:=
{Txt="&"
Typ="E"
Hint="Delay before trigger occurs"
}
wait:=
{Txt="&"
Typ="E"
Hint="How long before it can be pushed again (default 1, -1 never return)"
}
health:=
{Txt="&"
Typ="E"
Hint="If >0, must be shot to be triggered"
}
}
func_train:form =
{
Help = "Trains are moving platforms that players can ride." $0D $0D "The targets origin specifies the min point of the train at each corner." $0D "The train spawns at the first target." $0D "If the train is the target of a button or trigger, it will not begin moving until triggered."
sounds: =
{Txt="&"
Typ="C"
Items="0)none" $0D "1)ratchet metal"
values="0" $0D "1"
}
target: =
{Txt="&"
Typ="E"
Hint="First stop target"
}
targetname:=
{Txt="&"
Typ="E"
Hint="Used if train is activated by trigger. Note: train will not start by player's presence"
}
speed:=
{Txt="&"
Typ="E"
Hint="Default 100"
}
message:=
{Txt="&"
Typ="E"
Hint="Message displayed when triggered"
}
dmg:=
{Txt="&"
Typ="E"
Hint="Amount of damage inflicted when player gets in the way of the train (default 2)"
}
}
func_plat:form =
{
Help = "Plats are always drawn in the extended position, so they will light correctly." $0D $0D "If the plat is the target of a trigger or a button, it will start disabled in the extended position until it's triggered," $0D "then it will lower and become a normal plat." $0D $0D "If the 'height' key is set, that will determine the amount the plat moves, instead of being" $0D "implicitly determined by the model's height."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Plat low trigger"
Hint="Starts plat in the up position"
}
sounds: =
{Txt="&"
Typ="C"
Items="1)base fast" $0D "2)chain slow"
values= "1" $0D "2"
}
targetname: =
{Txt="&"
Typ="E"
Hint="The name of this entity"
}
height: =
{Txt="&"
Typ="E"
Hint="How high it will rise. (Note plat is drawn extended)"
}
speed:=
{Txt="&"
Typ="E"
Hint="Default 150"
}
}
func_bossgate:form =
{
Help = "This bmodel disappears when player has all of the episode runes."
}
func_episodegate:form =
{
Help = "This bmodel will appear if the episode has already been completed, so player can't re-enter it."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="E1"
Hint="Episode 1"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="E2"
Hint="Episode 2"
}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="E3"
Hint="Episode 3"
}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="E4"
Hint="Episode 4"
}
}
func_illusionary:form =
{
Help = "A simple entity that looks solid but lets you walk through it."
}
//Triggers
trigger_teleport:form =
{
Help = "Any object touching this will be transported to the corresponding info_teleport_destination entity. You must set" $0D "the 'target' field, and create an object with a 'targetname' field that matches." $0D $0D "If the 'trigger_teleport' has a targetname, it will only teleport entities when it has been triggered."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Player only"
Hint="Only allows player to use teleport, not monsters"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="Silent"
Hint="No teleporter sound"
}
target: =
{Txt="&"
Typ="E"
Hint="The name of the info_teleport_destination the player should be teleported to"
}
targetname:=
{Txt="&"
Typ="E"
Hint="If set, teleporter must be triggered to work"
}
}
trigger_changelevel:form =
{
Help = "When the player touches this, he gets sent to the map listed in the 'map' variable. Unless the 'No intermission'" $0D "flag is set, the view will go to the info_intermission spot and display stats."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="No intermission"
Hint="Don't show intermission screen"
}
map:=
{Txt="&"
Typ="E"
Hint="What map to change to"
}
}
trigger_counter:form =
{
Help = "Acts as an intermediary for an action that takes multiple inputs." $0D $0D "If 'No message' is not set, it will print '1 more..' etc when triggered and 'sequence completed' when finished." $0D $0D "After the counter has been triggered 'count' times, it will fire all of its targets and remove itself." $0D "A custom message can be used as final message, possibly with a delay set."
spawnflags: =
{Txt="&"
Typ="X1"
Cap="No message"
Hint=""
}
target: =
{Txt="&"
Typ="E"
Hint="The name of the entity/ies that this one should trigger ex. 'tcount1'"
}
targetname: =
{Txt="&"
Typ="E"
Hint="The name of this entity ex. 'Count1'"
}
message:=
{Txt="&"
Typ="E"
Hint="Message to display when counter fires"
}
count: =
{Txt="&"
Typ="E"
Hint="How many times triggered before counter will fire (default 2)"
}
killtarget:=
{Txt="&"
Typ="E"
Hint="Removes object with targetname"
}
delay:=
{Txt="&"
Typ="E"
Hint="Delay before trigger occurs"
}
}
trigger_setskill:form =
{
Help = "Sets skill level to the value of 'message'."
Help = "Variable sized trigger. Triggers once, then removes itself." $0D $0D "You must set the key 'target' to the name of another object in the level that has a matching name."
spawnflags:=
{Txt="&"
Typ="X1"
Cap="No touch"
Hint="Makes trigger only activated by other triggers"
Hint="How long it should wait before targeting trigger is activated"
}
message: =
{Txt="&"
Typ="E"
Hint="Message to display when activated"
}
killtarget:=
{Txt="&"
Typ="E"
Hint="Removes target object"
}
}
//Lights
light:form =
{
help = "Unsourced light (without a visible model)." $0D $0D "If targeted it will toggle between on or off." $0D "If 'target' and 'angle' is set, the light is projected" $0D "in the direction of the target as a cone of the size" $0D "set by angle."
Hint="Fade distance (default 1.0, lower values are brighter, 0 also means 1.0)"
}
}
// Ambient Sounds
ambient_drip:form =
{
Help = "Dripping sound."
bbox='-8 -8 -8 8 8 8'
}
ambient_drone:form =
{
Help = "Engine/machinery sound."
bbox='-8 -8 -8 8 8 8'
}
ambient_comp_hum:form =
{
Help = "Computer background sounds."
bbox='-8 -8 -8 8 8 8'
}
ambient_swamp1:form =
{
Help = "Frogs croaking."
bbox='-8 -8 -8 8 8 8'
}
ambient_swamp2:form =
{
Help = "Slightly different sound of frogs croaking."
bbox='-8 -8 -8 8 8 8'
}
ambient_fluoro_buzz:form =
{
Help = "Buzzing sound"
bbox='-8 -8 -8 8 8 8'
}
ambient_light_buzz:form =
{
Help = "Humming sound."
bbox='-8 -8 -8 8 8 8'
}
ambient_suck_wind:form =
{
Help = "Wind sound."
bbox='-8 -8 -8 8 8 8'
}
ambient_thunder:form =
{
Help = "Thunder sound"
bbox='-8 -8 -8 8 8 8'
}
//Misc
air_bubbles:form =
{
Help = "Rising air bubbles."
bbox='-8 -8 -8 8 8 8'
mdl="progs/s_bubble.spr"
}
event_lightning:form =
{
Help = "Used to kill Chthon: Shareware Boss."
targetname: =
{Txt="&"
Hint=""
}
}
info_intermission:form =
{
Help = "This is the camera point for the intermission." $0D "Use 'mangle' instead of angle, so you can set pitch, yaw and roll." $0D $0D "Pitch is vertical angle (-90 degrees up to 90 down), 0 being horizontal and with positive values pointing down." $0D "Yaw is horizontal angle (0 to 360 degrees around the Z-axis), 0 being east and 90 being north." $0D "Roll is rotation around the direction axis (-180 to 180), 0 being straight and positive values tilting right." $0D $0D "Example: '30 135 0' means the camera is facing downwards at a 30 degree angle, straight northwest and with no tilt."
mangle: =
{Txt="&"
Hint="Angles for the intermission camera; 'pitch yaw roll'"
}
}
info_null:form =
{
Help = "Used as a positional target for spotlights etc."
targetname: =
{Txt="&"
Typ="E"
Hint="The name of this entity"
}
}
info_notnull:form =
{
Help = "Used as a positional target for lightning etc."
targetname: =
{Txt="&"
Typ="E"
Hint="The name of this entity"
}
}
info_teleport_destination:form =
{
// Help = "This is the destination marker for a teleporter." $0D "It should have a 'targetname' field with the same value as a" $0D "teleporter's 'target' field." $0D $0D "Make sure to leave 27 units free above the bbox otherwise the teleported entity might get stuck."
Help = "This is the destination marker for a teleporter." $0D "It should have a 'targetname' field with the same value as a" $0D "teleporter's 'target' field." $0D $0D "Bbox is extended 27 units up to follow real QC behaviour."
// bbox='-8 -8 -8 8 8 32'
bbox='-8 -8 -8 8 8 59'
targetname: =
{Txt="&"
Typ="E"
Hint="Name of a teleporter's 'targetname'"
}
angle:=
{Txt="&"
Typ="E"
Hint="Direction after teleportation (default 0, -1 is up, -2 is down)"
}
}
misc_fireball:form =
{
Help = "This is the ball that jumps up from the lava."
speed: =
{Txt="&"
Typ="E"
Hint="How high the lava ball should jump"
}
}
misc_explobox:form =
{
Help = "Exploding box (explodes upon being shot, harms player)."
bbox='0 0 0 32 32 64'
mdl="maps/b_explob.bsp"
}
misc_explobox2:form =
{
Help = "Smaller exploding box (registered only)."
bbox='0 0 0 32 32 32'
mdl="maps/b_exbox2.bsp"
}
trap_spikeshooter:form =
{
Help = "When triggered, fires a spike in the direction set in angle." $0D "Laser is only for registered."
bbox='-8 -8 -8 8 8 8'
spawnflags: =
{Txt="&"
Typ="X1"
Cap="superspike"
Hint="Double damage"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="laser"
Hint="Laser instead of spike"
}
targetname: =
{Txt="&"
Hint="Used to trigger the trap"
}
angle:=
{Txt="&"
Typ="E"
Hint="Angle of firing direction (default 0, -1 is up, -2 is down)"
}
}
path_corner:form =
{
Help = "Monsters/Train will continue to moving towards the next target corner."
bbox='-8 -8 -8 8 8 8'
target: =
{Txt="&"
Hint="Next stop target"
}
targetname: =
{Txt="&"
Hint=""
}
wait:=
{Txt="&"
Typ="E"
Hint="How long monster or train will wait when reaching corner (-1 means stop)"
}
}
misc_teleporttrain:form =
{
Help = "This is used for Shub-Niggurath."
bbox='-8 -8 -8 8 8 8'
}
trap_shooter:form =
{
Help = "Continuously fires spikes in the direction set in angle."
bbox='-8 -8 -8 8 8 8'
spawnflags: =
{Txt="&"
Typ="X1"
Cap="superspike"
Hint="Double damage"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="laser"
Hint="Laser instead of spike"
}
angle:=
{Txt="&"
Typ="E"
Hint="Angle of firing direction (default 0, -1 is up, -2 is down)"
}
wait: =
{Txt="&"
Typ="E"
Hint="Time between shots (default 1)"
}
nextthink: =
{Txt="&"
Typ="E"
Hint="Delay before firing first spike, so multiple shooters can be staggered."
}
}
//Items
item_health:form =
{
Help = "Health box, normally gives 25 points." $0D "Rotten box heals 15 points." $0D "Megahealth will add 100 health, then rot you down" $0D "to your maximum health limit, one point per second."
bbox='0 0 0 32 32 56'
mdl="maps/b_bh25.bsp"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="rotten"
Hint=""
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="megahealth"
Hint=""
}
}
item_artifact_envirosuit:form =
{
Help = "Player takes no damage from water or slime for 30 seconds."
bbox='-16 -16 -24 16 16 32'
mdl="progs/suit.mdl"
}
item_artifact_super_damage:form =
{
Help = "The next attack from the player will do x4 damage."
bbox='-16 -16 -24 16 16 32'
mdl="progs/quaddama.mdl"
target: =
{Txt="&"
Hint="Fired when item is picked up"
}
}
item_artifact_invulnerability:form =
{
Help = "Player is invulnerable for 30 seconds."
bbox='-16 -16 -24 16 16 32'
mdl="progs/invulner.mdl"
}
item_artifact_invisibility:form =
{
Help = "Player is invisible for 30 seconds."
bbox='-16 -16 -24 16 16 32'
mdl="progs/invisbl.mdl"
}
item_armor1:form =
{
Help = "This is the Green Armor."
bbox='-16 -16 0 16 16 32'
mdl="progs/armor.mdl"
}
item_armor2:form =
{
Help = "This is the Yellow Armor."
bbox='-16 -16 0 16 16 32'
mdl="progs/armor.mdl"
mdlskin='1'
}
item_armorInv:form =
{
Help = "This is the Red Armor."
bbox='-16 -16 0 16 16 32'
mdl="progs/armor.mdl"
mdlskin='2'
}
item_key1:form =
{
Help = "Silver Key" $0D $0D "In order for keys to work you must set your map's" $0D "'worldtype' correctly (see worldspawn)."
bbox='-16 -16 -24 16 16 32'
mdl="progs/w_s_key.mdl"
target: =
{Txt="&"
Hint="Fired when item is picked up"
}
}
item_key2:form =
{
Help = "Gold Key" $0D $0D "In order for keys to work you must set your map's" $0D "'worldtype' correctly (see worldspawn)."
bbox='-16 -16 -24 16 16 32'
mdl="progs/w_g_key.mdl"
target: =
{Txt="&"
Hint="Fired when item is picked up"
}
}
item_sigil:form =
{
Help = "End of level rune, pick up to end episode and return to start."
bbox='-16 -16 -24 16 16 32'
mdl="progs/end1.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="E1"
Hint="Episode 1"
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="E2"
Hint="Episode 2"
}
spawnflags: =
{Txt="&"
Typ="X4"
Cap="E3"
Hint="Episode 3"
}
spawnflags: =
{Txt="&"
Typ="X8"
Cap="E4"
Hint="Episode 4"
}
target: =
{Txt="&"
Hint="Fired when item is picked up"
}
}
//Weapons & ammo
weapon_supershotgun:form =
{
Help = "Uses item_shells."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_shot.mdl"
}
weapon_nailgun:form =
{
Help = "Uses item_spikes."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_nail.mdl"
}
weapon_supernailgun:form =
{
Help = "Uses item_spikes."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_nail2.mdl"
}
weapon_grenadelauncher:form =
{
Help = "Uses item_rockets."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_rock.mdl"
}
weapon_rocketlauncher:form =
{
Help = "Uses item_rockets."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_rock2.mdl"
}
weapon_lightning:form =
{
Help = "Uses item_cells."
bbox='-16 -16 0 16 16 32'
mdl="progs/g_light.mdl"
}
item_shells:form =
{
Help = "Ammo for shotguns."
bbox='0 0 0 32 32 56'
mdl="maps/b_shell0.bsp"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="big"
Hint="Big Box of Shells"
}
}
item_spikes:form =
{
Help = "Ammo for nailguns."
bbox='0 0 0 32 32 56'
mdl="maps/b_nail0.bsp"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="big"
Hint="Big Box of Nails"
}
}
item_rockets:form =
{
Help = "Ammo for Grenade & RocketLauncher."
bbox='0 0 0 32 32 56'
mdl="maps/b_rock0.bsp"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="big"
Hint="Big Box of Rockets"
}
}
item_cells:form =
{
Help = "Ammo for Thunderbolt."
bbox='0 0 0 32 32 56'
mdl="maps/b_batt0.bsp"
}
//Monsters
monster_army:form =
{
Help = "This is the Grunt."
bbox='-16 -16 -24 16 16 40'
mdl="progs/soldier.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_dog:form =
{
Help = "This is the Rottweiler."
bbox='-32 -32 -24 32 32 40'
mdl="progs/dog.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_ogre:form =
{
help = "This is the Ogre."
bbox='-32 -32 -24 32 32 64'
mdl="progs/ogre.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_ogre_marksman:form =
{
help = "This is the Ogre Marksman."
bbox='-32 -32 -24 32 32 64'
mdl="progs/ogre.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_knight:form =
{
Help = "This is the Knight."
bbox='-16 -16 -24 16 16 40'
mdl="progs/knight.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_zombie:form =
{
Help = "This is the Zombie." $0D "If crucified, stick the bounding box 12 units back into a wall to look right."
bbox='-16 -16 -24 16 16 32'
mdl="progs/zombie.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Crucified"
Hint=""
}
spawnflags: =
{Txt="&"
Typ="X2"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_wizard:form =
{
Help = "This is the Scrag."
bbox='-16 -16 -24 16 16 40'
mdl="progs/wizard.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_demon1:form =
{
Help = "This is the Fiend."
bbox='-32 -32 -24 32 32 64'
mdl="progs/demon.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_shambler:form =
{
Help = "This is the Shambler."
bbox='-32 -32 -24 32 32 64'
mdl="progs/shambler.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_boss:form =
{
Help = "This is Chthon (Boss of Shareware version)."
bbox='-128 -128 -24 128 128 256'
mdl="progs/boss.mdl"
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_enforcer:form =
{
Help = "This is the Enforcer."
bbox='-16 -16 -24 16 16 40'
mdl="progs/enforcer.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_fish:form =
{
Help = "This is the Rotfish."
bbox='-16 -16 -24 16 16 24'
mdl="progs/fish.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_hell_knight:form =
{
Help = "This is the Death Knight."
bbox='-16 -16 -24 16 16 40'
mdl="progs/hknight.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_oldone:form =
{
Help = "This is Shub-Niggurath."
bbox='-16 -16 -24 16 16 32'
mdl="progs/oldone.mdl"
}
monster_shalrath:form =
{
Help = "This is the Vore."
bbox='-32 -32 -24 32 32 48'
mdl="progs/shalrath.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"
}
target: =
{Txt="&"
Hint="Fired when monster dies"
}
targetname: =
{Txt="&"
Hint="Used to wake up monster"
}
}
monster_tarbaby:form =
{
Help = "This is the Spawn."
bbox='-16 -16 -24 16 16 24'
mdl="progs/tarbaby.mdl"
spawnflags: =
{Txt="&"
Typ="X1"
Cap="Ambush"
Hint="Must see player to wake up"
}
angle:=
{Txt="&"
Typ="E"
Hint="Monster direction (default 0, -1 is up, -2 is down)"