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QQRKSRC1 //$Header: /cvsroot/quark/runtime/addons/Quake_2/Rogueq2.qrk,v 1.1 2001/02/11 11:08:40 decker_dk Exp $ // ----------- REVISION HISTORY ------------ //$Log: Rogueq2.qrk,v $ //Revision 1.1 2001/02/11 11:08:40 decker_dk //Moved from addons directory // { QuArKProtected = "1" Rogue directory infos.qctx = { Game = "Quake 2" SourceDir = "rogue" GameDir = "rogue" } NewMapItems.qtx = { ToolBox = "New Map Items..." Root = "Rogue Entities.qtxfolder" Rogue Entities.qtxfolder = { Player Starts.qtxfolder = { info_player_coop_lava:e = { angle="360" origin = "0 0 0" ;desc = "" } } Weapons and Ammo.qtxfolder = { weapon_chainfist:e = { angle="360" origin = "0 0 0" ;desc = "Chainfist" } weapon_disintegrator:e = { angle="360" origin = "0 0 0" ;desc = "Disruptor" } weapon_etf_rifle:e = { angle="360" origin = "0 0 0" ;desc = "ETF Rifle" } weapon_plasmabeam:e = { angle="360" origin = "0 0 0" ;desc = "Plasma Beam" } weapon_proxlauncher:e = { angle="360" origin = "0 0 0" ;desc = "Prox Launcher" } ammo_disruptor:e = { angle="360" origin = "0 0 0" ;desc = "Disruptor" } ammo_flechettes:e = { angle="360" origin = "0 0 0" ;desc = "Ammo for ETF Rifle" } ammo_nuke:e = { angle="360" origin = "0 0 0" ;desc = "Nuke" } ammo_prox:e = { angle="360" origin = "0 0 0" ;desc = "Ammo for Prox Launcher" } ammo_tesla:e = { angle="360" origin = "0 0 0" ;desc = "Tesla" } } DeathMatch Stuff..qtxfolder = { dm_dball_ball:e = { angle="360" origin = "0 0 0" ;desc = "Deathmatch Ball" } dm_dball_ball_start:e = { angle="360" origin = "0 0 0" ;desc = "Deathball ball start point" } dm_dball_goal:b = { ;desc = "Deathball goal" } dm_dball_speed_change:b = { angle="360" ;desc = "Deathmatch ball speed changing field" } dm_dball_team1_start:e = { angle="360" origin = "0 0 0" ;desc = "Deathball team 1 start point" } dm_dball_team2_start:e = { angle="360" origin = "0 0 0" ;desc = "Deathball team 2 start point" } // dm_tag_token:e = { angle="360" origin = "0 0 0" ;desc = "Tag Token" } } Monsters.qtxfolder = { monster_carrier:e = { angle="360" origin = "0 0 0" ;desc = "Carrier" } monster_daedalus:e = { angle="360" origin = "0 0 0" ;desc = "Daedalus" } monster_medic:e = { angle="360" origin = "0 0 0" ;desc = "Medic" } monster_medic_commander:e = { angle="360" origin = "0 0 0" ;desc = "Medic Commander" } monster_stalker:e = { angle="360" origin = "0 0 0" ;desc = "Stalker" } monster_turret:e = { angle="360" origin = "0 0 0" ;desc = "Turret" } monster_widow:e = { angle="360" origin = "0 0 0" ;desc = "Widow" } monster_widow2:e = { angle="360" origin = "0 0 0" ;desc = "Widow2" } } Items.qtxfolder = { item_compass:e = { angle="360" origin = "0 0 0" ;desc = "Compass" } item_doppleganger:e = { angle="360" origin = "0 0 0" ;desc = "Doppleganger" } item_double:e = { angle="360" origin = "0 0 0" ;desc = "Double" } item_ir_goggles:e = { angle="360" origin = "0 0 0" ;desc = "IR Goggles" } item_sphere_defender:e = { angle="360" origin = "0 0 0" ;desc = "Defender sphere" } item_sphere_hunter:e = { angle="360" origin = "0 0 0" ;desc = "Hunter sphere" } item_sphere_vengeance:e = { angle="360" origin = "0 0 0" ;desc = "Venegance sphere" } } Keys.qtxfolder = { key_nuke:e = { angle="360" origin = "0 0 0" ;desc = "Antimatter Bomb" } key_nuke_container:e = { angle="360" origin = "0 0 0" ;desc = "Antimatter Pod" } } Func_.qtxfolder = { func_door_secret2:b = { angle="360" ;desc="Basic secret door." ;incl="defpoly" } func_force_wall:b = { ;desc="A vertical particle force wall" ;incl="defpoly" } func_plat2:b = { angle="360" ;desc="func_plat2" ;incl="defpoly" } } Target_.qtxfolder = { target_anger:e = { angle="360" origin = "0 0 0" ;desc = "" } target_blacklight:e = { angle="360" origin = "0 0 0" ;desc = "" } target_killplayers:e = { angle="360" origin = "0 0 0" ;desc = "" } target_orb:e = { angle="360" origin = "0 0 0" ;desc = "" } target_steam:e = { angle="360" origin = "0 0 0" ;desc = "" } } Trigger_.qtxfolder = { trigger_disguise:b = { ;desc="trigger_disguise" ;incl="defpoly" } trigger_teleport:b = { ;desc="trigger_teleport" ;incl="defpoly" } } Misc stuff.qtxfolder = { hint_path:e = { angle="360" origin = "0 0 0" ;desc = "" } misc_actor:e = { angle="360" origin = "0 0 0" ;desc = "" } misc_nuke_core:e = { angle="360" origin = "0 0 0" ;desc = "" } trap_flameshooter:e = { angle="360" origin = "0 0 0" ;desc = "" } turret_invisible_brain:e = { origin = "0 0 0" ;desc = "Invisible brain to drive the turret." } } } } Entity forms.qctx = { t_player:incl = { bbox='-16 -16 -24 16 16 32' } t_weapon:incl = { bbox='-16 -16 -16 16 16 16' targetname: = { Txt="&" Hint="Use this to make it disappear by making it the killtarget of a monster." } target: = { Txt="&" Hint = "Trigger something when the player picks this up." } } t_ammo:incl = { bbox='-16 -16 -16 16 16 16' targetname: = { Txt="&" Hint="Use this to make it disappear by making it the killtarget of a monster." } target: = { Txt="&" Hint = "Trigger something when the player picks this up." } } t_item:incl = { bbox='-16 -16 -16 16 16 16' targetname: = { Txt="&" Hint="Use this to make it disappear by making it the killtarget of a monster." } target: = { Txt="&" Hint = "Trigger something when the player picks this up." } } weapon_chainfist:form = { t_weapon=! mdl="models/weapons/g_chainf/tris.md2" } weapon_disintegrator:form = { t_weapon=! mdl="models/weapons/g_dist/tris.md2" } weapon_etf_rifle:form = { t_weapon=! mdl="models/weapons/g_etf_rifle/tris.md2" } weapon_plasmabeam:form = { t_weapon=! mdl="models/weapons/g_beamer/tris.md2" } weapon_proxlauncher:form = { t_weapon=! mdl="models/weapons/g_plaunch/tris.md2" } ammo_disruptor:form = { t_ammo=! mdl="models/ammo/am_disr/tris.md2" } ammo_flechettes:form = { t_ammo=! mdl="models/ammo/am_flechette/tris.md2" } ammo_nuke:form = { t_ammo=! mdl="models/weapons/g_nuke/tris.md2" } ammo_prox:form = { t_ammo=! mdl="models/ammo/am_prox/tris.md2" } ammo_tesla:form = { t_ammo=! mdl="models/ammo/am_tesl/tris.md2" } info_player_coop_lava:form = {} item_compass:form = { t_item=! mdl="models/objects/fire/tris.md2" } item_doppleganger:form = { t_item=! mdl="models/items/dopple/tris.md2" } item_double:form = { t_item=! mdl="models/items/ddamage/tris.md2" } item_ir_goggles:form = { t_item=! mdl="models/items/goggles/tris.md2" } item_sphere_defender:form = { t_item=! mdl="models/items/defender/tris.md2" } item_sphere_hunter:form = { t_item=! mdl="models/items/hunter/tris.md2" } item_sphere_vengeance:form = { t_item=! mdl="models/items/vengnce/tris.md2" } dm_tag_token:form = { t_item=! mdl="models/items/tagtoken/tris.md2" } key_nuke:form = { t_item=! mdl="models/weapons/g_nuke/tris.md2" } key_nuke_container:form = { t_item=! mdl="models/weapons/g_nuke/tris.md2" } dm_dball_ball:form = { bbox='-48 -48 -48 48 48 48' } dm_dball_ball_start:form = { bbox='-48 -48 -48 48 48 48' } dm_dball_goal:form = { HELP="Team1/Team2 - beneficiary of this goal. when the ball enters this goal, the beneficiary team will score." spawnflags: = { txt="&" typ="X1" cap="Team 1" } spawnflags: = { txt="&" typ="X2" cap="Team 2" } wait: = { txt="Score" hint="score to be given for this goal (default 10) player gets score+5." } } dm_dball_speed_change:form = { spawnflags: = { txt="&" typ="X1" cap="One Way" } speed: = { txt="&" hint="multiplier for speed (.5 = half, 2 = double, etc) (default = double)" } angle: = { txt="&" hint="used with ONEWAY so speed change is only one way." } delay: = { txt="&" hint="time between speed changes (default: 0.2 sec)" } } dm_dball_team1_start:form = { t_player=! } dm_dball_team2_start:form = { t_player=! } func_plat2:form = { spawnflags: = { txt="&" typ="X1" cap="PLAT_LOW_TRIGGER" hint="creates a short trigger field at the bottom" } spawnflags: = { txt="&" typ="X2" cap="PLAT2_TOGGLE" hint="plat will not return to default position." } spawnflags: = { txt="&" typ="X4" cap="PLAT2_TOP" hint="plat's default position will the the top." } spawnflags: = { txt="&" typ="X8" cap="PLAT2_TRIGGER_TOP" hint="plat will trigger it's targets each time it hits top" } spawnflags: = { txt="&" typ="X16" cap="PLAT2_TRIGGER_BOTTOM" hint="plat will trigger it's targets each time it hits bottom" } spawnflags: = { txt="&" typ="X32" cap="BOX_LIFT" hint="this indicates that the lift is a box, rather than just a platform" } Help = "Lift that moves up and down" targetname: = { Txt = "&" Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp" "awned and a remote button or trigger field activates the platform." } speed: = { Txt = "&" Hint = "Speed of the lift (default 200)." } accel: = { Txt = "&" Hint = "acceleration (default 500)." } lip: = { Txt = "&" Hint = "Lip remaining at end of move (default 8)." } height: = { Txt = "&" Hint = "the amount the plat moves. If not set it is implicitly determined " "by the model's height" } sounds: = { Txt = "&" Typ = "C" Items = "1) base fast"$0D"2) chain slow" Values = "1"$0D"2" Hint = "Sound it makes while moving." } } func_door_secret2:form = { Help = "Basic secret door. Slides back, then to the left. Angle determines direction." // spawnflags: = { txt="&" typ="X1" cap="open_once" hint="not implemented yet" } spawnflags: = { txt="&" typ="X2" cap="1st_left" hint="1st move is left/right of arrow" } spawnflags: = { txt="&" typ="X4" cap="1st_down" hint="1st move is forwards/backwards" } // spawnflags: = { txt="&" typ="X8" cap="no_shoot" hint="not implemented yet" } spawnflags: = { txt="&" typ="X16" cap="always_shoot" hint="even if targeted, keep shootable" } spawnflags: = { txt="&" typ="X32" cap="reverse_left" hint="the sideways move will be to right of arrow" } spawnflags: = { txt="&" typ="X64" cap="reverse_back" hint="the to/fro move will be forward" } targetname: = { Txt = "&" Hint = "Set this if it must be opened with a switch of some kind." } speed: = { Txt = "&" Hint = "Default is 100" } dmg: = { Txt = "&" Hint = "Damage to inflict when blocked (default 2)." } wait: = { Txt = "&" Hint = "How long to hold in the open position (default 5, -1 means hold)." } } func_force_wall:form = { targetname: = { txt="&" } spawnflags: = { txt="&" typ="X1" cap="start_on" hint="forcewall begins activated. triggering will turn it off." } style: = { Typ="C" Hint="color of particles to use." items="Green"$0D "Red"$0D "Blue"$0D "Orange" values="208"$0D"240"$0D"241"$0D"224" } } target_anger:form = { HELP="This trigger will cause an entity to be angry at another entity when a player touches it. Target the"$0D "entity you want to anger, and killtarget the entity you want it to be angry at." targetname: = { txt="&" } target: = { txt="&" hint="entity to piss off" } killtarget: = { txt="&" hint="entity to be pissed off at" } } target_blacklight:form = { bbox='-16 -16 -24 16 16 24' help="Pulsing black light with sphere in the center" } target_killplayers:form = { help="When triggered, this will kill all the players on the map." targetname: = { txt="&" } } target_orb:form = { bbox='-16 -16 -24 16 16 24' HELP="Translucent pulsing orb with speckles" } target_steam:form = { bbox='-8 -8 -8 8 8 8' HELP="Creates a steam effect (particles w/ velocity in a line)."$0D "best way to use this is to tie it to a func_timer that 'pokes'"$0D "it every second (or however long you set the wait time)" targetname: = { txt="&" } speed: = { txt="&" hint="velocity of particles (default 50)" } count: = { txt="&" hint="number of particles (default 32)" } wait: = { txt="&" hint="seconds to run before stopping (overrides default value derived from func_timer)" } sounds: = { typ="C" txt="Colors" hint="color of particles (default 8 for steam) the color range is from this color to this color + 6" items="white-A"$0D "white-B"$0D "white-C"$0D "white-D"$0D "sparks"$0D "blue water"$0D "brown water"$0D "slime"$0D "blood" values="6"$0D "7"$0D "8"$0D "9"$0D "224"$0D "176"$0D "80"$0D "208"$0D "232" } } trigger_teleport:form = { help="Any object touching this will be transported to the corresponding"$0D "info_teleport_destination entity. You must set the 'target' field,"$0D "and create an object with a 'targetname' field that matches." targetname: = { txt="&" } spawnflags: = { txt="&" typ="X1" cap="player_only" hint="only players are teleported" } // spawnflags: = { txt="&" typ="X2" cap="silent" hint="<not used right now>" } // spawnflags: = { txt="&" typ="X4" cap="ctf_only" hint="<not used right now>" } spawnflags: = { txt="&" typ="X8" cap="start_on" hint="when trigger has targetname, start active, deactivate when used." } } trigger_disguise:form = { help="Anything passing through this trigger when it is active will be marked as disguised." targetname: = { txt="&" } spawnflags: = { txt="&" typ="X1" cap="TOGGLE" hint="field is turned off and on when used." } spawnflags: = { txt="&" typ="X2" cap="START_ON" hint="field is active when spawned." } spawnflags: = { txt="&" typ="X4" cap="REMOVE" hint="field removes the disguise" } } trap_flameshooter:form = {} turret_invisible_brain:form = { bbox='-16 -16 -16 16 16 16' help="Does not search for targets. If targeted, can only be turned on once"$0D "and then off once. After that they are completely disabled." delay: = { txt="&" hint="the delay between firing (default ramps for skill level)" } target: = { txt="&" hint="the turret breach" } killtarget: = { txt="&" hint="the item you want it to attack." } targetname: = { txt="&" hint="Target the brain if you want it activated later, instead of immediately. It will wait 3 seconds before firing to acquire the target." } } t_monster:incl = { bbox = '-16 -16 -24 16 16 32' mdlskin = '0' item: = { Txt="&" Hint="This will be spawned when the monster is killed" } killtarget: = { Txt="&" Hint="This will be removed from the level when the monster is killed" } deathtarget: = { Txt="&" Hint="This will be triggered when the monster is killed" } targetname: = { Txt="&" Hint="Use if the monster is to be spawned in" } target: = { Txt="&" Hint="Target a point_combat or path_corner" } combattarget: = { Txt="&" Hint="This must be the name of a point_combat in order to work" } spawnflags: = { Txt="&" Typ="X1" Cap="Ambush" Hint="This will make the monster attack when it hears you fire a gun or when it sees you." } spawnflags: = { Txt="&" Typ="X2" Cap="Trigger_spawn" Hint="This will Spawn the monster when triggered." } spawnflags: = { Txt="&" Typ="X4" Cap="Sight" Hint="This will make the monster attack when it sees you." } } monster_daedalus:form = { t_monster=! help="This is the improved icarus monster." mdl = "models/monsters/hover/tris.md2" mdlskin = '2' } monster_carrier:form = { t_monster=! bbox='-56 -56 -44 56 56 44' mdl = "models/monsters/carrier/tris.md2" } monster_medic:form = { t_monster=! mdl = "models/monsters/medic/tris.md2" } monster_medic_commander:form = { t_monster=! mdl = "models/monsters/medic/tris.md2" mdlskin = '2' } monster_stalker:form = { t_monster=! bbox='-28 -28 -18 28 28 18' mdl = "models/monsters/stalker/tris.md2" spawnflags: = { Txt="&" Typ="X8" Cap="ONROOF" hint="Monster starts sticking to the roof." } } monster_turret:form = { t_monster=! bbox='-16 -16 -16 16 16 16' help="The automated defense turret that mounts on walls. " mdl = "models/monsters/turret/tris.md2" spawnflags: = { Txt="&" Typ="X8" Cap="Blaster" } spawnflags: = { Txt="&" Typ="X16" Cap="MachineGun" } spawnflags: = { Txt="&" Typ="X32" Cap="Rocket" } spawnflags: = { Txt="&" Typ="X64" Cap="Heatbeam" } spawnflags: = { Txt="&" Typ="X128" Cap="WallUnit" } } monster_widow:form = { t_monster=! bbox='-40 -40 0 40 40 144' mdl = "models/monsters/blackwidow/tris.md2" } monster_widow2:form = { t_monster=! bbox='-70 -70 0 70 70 144' mdl = "models/monsters/blackwidow2/tris.md2" } info_player_coop_lava:form = { t_player=! help="potential spawning position for coop games on rmine2"$0D "where lava level needs to be checked" } hint_path:form = { target: = { txt="&" hint="next hint path" } spawnflags: = { Txt="&" Typ="X1" Cap="END" hint="set this flag on the endpoints of each hintpath." } wait: = { txt="&" hint="set this if you want the monster to freeze when they touch this hintpath" } } misc_nuke_core:form = { bbox='-16 -16 -16 16 16 16' help="toggles visible/not visible. starts visible." mdl="models/objects/core/tris.md2" targetname: = { Txt="&" } } } }