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Text File | 2004-12-31 | 70.3 KB | 2,585 lines |
- QQRKSRC1
- // This file has been written by QuArK QuArK 6.4 alpha
- // It's the text version of file: DataQ3CoD.qrk
-
- {
- Description = "Call of Duty Add-on"
- CallofDuty directory infos.qctx =
- {
- Game = "Quake 3"
- SourceDir = "CoD"
- GameDir = "baseq3"
- }
- Textures.qtx =
- {
- ToolBox = "Texture Browser..."
- Root = "CoD (Call of Duty).qtxfolder"
- CoD (Call of Duty).qtxfolder =
- {
- CoD Textures & Shaders.osfolder =
- {
- path = "CoD"
- }
- }
- }
-
- Toolbox Folders.qtx =
- {
- Toolbox = "New map items..."
- Root = "CoD (Call of Duty) Entities.qtxfolder"
- CoD (Call of Duty) Entities.qtxfolder =
- {
- ;desc = "Created from CoD.def"
- func_* entities.qtxfolder =
- {
- func_bobbing:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Makes things bob, normally on the Z axis."
- }
- func_cullgroup:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used to group brushes for culling in the portal-basedrender"
- "er."
- }
- func_door:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Normal type door."
- }
- func_door_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Rotating type door."
- }
- func_group:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used to group brushes together for editor convenience."
- }
- func_pendulum:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Swinging pendulum."
- }
- func_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "To make things rotate."
- }
- func_static:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Can be used for conditional walls and models."
- }
- }
- info_* entities.qtxfolder =
- {
- info_grenade_hint:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "AI will try to get a grenade to go through this point."
- }
- info_notnull:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for things like jumppad targets."
- }
- info_notnull_big:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "info_notnull with a bigger box for ease of positioning."
- }
- info_null:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for things like spotlights, etc."
- }
- info_player_start:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "equivelant to info_player_deathmatch."
- }
- info_vehicle_node:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for vehicle path."
- }
- info_vehicle_node_rotate:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used to rotate vehicle."
- }
- }
- item_* entities.qtxfolder =
- {
- item_ammo_stielhandgranate_closed:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "MODEL FOR RADIANT ONLY - DO NOT USE"
- }
- item_ammo_stielhandgranate_open:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "MODEL FOR RADIANT ONLY - DO NOT USE"
- }
- item_health:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "MODEL FOR RADIANT ONLY - DO NOT USE"
- }
- item_health_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "MODEL FOR RADIANT ONLY - DO NOT USE"
- }
- item_health_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "MODEL FOR RADIANT ONLY - DO NOT USE"
- }
- }
- misc_* entities.qtxfolder =
- {
- misc_mg42:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for weapon settings."
- }
- misc_model:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for model settings."
- }
- misc_portal_camera:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for camera settings, used with misc_portal_surface."
- }
- misc_portal_surface:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used with misc_portal_camera."
- }
- misc_turret:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for creating a turret."
- }
- }
- mp_* entities.qtxfolder =
- {
- mp_target_location:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for setting a target."
- }
- }
- node_* entities.qtxfolder =
- {
- node_balcony:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for balcony settings."
- }
- node_concealment_crouch:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for concealment crouch settings."
- }
- node_concealment_prone:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for concealment prone settings."
- }
- node_concealment_stand:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for concealment stand settings."
- }
- node_cover_crouch:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Cover is valid against enemies from this direction."
- }
- node_cover_left:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Cover is valid against enemies from this direction."
- }
- node_cover_prone:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Cover is valid against enemies from this direction."
- }
- node_cover_right:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Cover is valid against enemies from this direction."
- }
- node_cover_stand:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Cover is valid against enemies from this direction."
- }
- node_cover_wide_left:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Wide cover is valid against enemies from this direction."
- }
- node_cover_wide_right:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Wide cover is valid against enemies from this direction."
- }
- node_negotiation_begin:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Contributes to node's animation navigation data."
- }
- node_negotiation_end:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Contributes to node's animation navigation data."
- }
- node_pathnode:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for node's path settings."
- }
- node_reacquire:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for node's reacquire settings."
- }
- node_scripted:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for node's animation settings."
- }
- node_stack:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for node's stack settings."
- }
- }
- other entities.qtxfolder =
- {
- corona:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for corona settings."
- }
- light:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for Non-displayed light settings."
- }
- worldspawn:b =
- {
- ;desc = "World entity."
- }
- }
- props_* entities.qtxfolder =
- {
- props_skyportal:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for sky fogged settings."
- }
- }
- script_* entities.qtxfolder =
- {
- script_brushmodel:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used for script brushmodel settings."
- }
- script_model:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for script model settings."
- }
- script_origin:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for script origin settings."
- }
- script_vehicle:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for script vehicle settings."
- }
- }
- trigger_* entities.qtxfolder =
- {
- trigger_damage:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Trigger that responds to taking damage."
- }
- trigger_friendlychain:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Forces any touching entity to be considered on the targeted"
- " friendly chain."
- }
- trigger_hurt:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Any entity that touches this will be hurt."
- }
- trigger_lookat:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Just for debugging level - dont use"
- }
- trigger_multiple:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Can be triggered more than once."
- }
- trigger_once:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Can only be triggered once."
- }
- trigger_use:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "When activated will use its target."
- }
- }
- }
- }
- Entity Forms.qctx =
- {
- t_model:incl = {
- model: = { Txt = " "
- Typ = "B"
- Cap = "models..."
- form ="t_models_form:form"
- hint ="Available .MD3 files"
- }
- }
-
- info_grenade_hint:form =
- {
- help = "AI will try to get a grenade to go through this point in space w"
- "hen throwing a grenade. This is how AI understandsthrowing grenades t"
- "hrough windows and doors."
- bbox = '-4 -4 -4 4 4 4'
- }
- info_player_start:form =
- {
- help = "equivelant to info_player_deathmatch"
- bbox = '-16 -16 0 16 16 72'
- t_player_size = !
- mdl = "models/players/sarge/upper.md3"
- md3_autolink = "1"
- :u_torso = "Frame 125"
- :u_rshoulder = "Frame 125"
- :l_legs = "Frame 170"
- :h_cigar = "Frame 1"
- :h_head = "Frame 1"
- }
- func_group:form =
- {
- help = "Used to group brushes together just for editor convenience."$0D"T"
- "hey are turned into normal brushes by the utilities."
- }
- func_cullgroup:form =
- {
- help = "Used to group brushes together for culling in the portal-based r"
- "enderer."$0D"They are turned into world brushes by the utilities."
- }
- info_null:form =
- {
- help = "Used as a positional target for calculations in the utilities"$0D
- "(spotlights, etc), but removed during gameplay."
- bbox = '-4 -4 -4 4 4 4'
- }
- info_notnull:form =
- {
- help = "Used as a positional target for in-game calculation,"$0D"like ju"
- "mppad targets."
- bbox = '-4 -4 -4 4 4 4'
- }
- info_notnull_big:form =
- {
- help = "info_notnull with a bigger box for ease of positioning"
- bbox = '-16 -16 -24 16 16 32'
- }
- light:form =
- {
- help = "Non-displayed light."$0D22"light"$22" overrides the default 300 "
- "intensity."$0D"Nonlinear checkbox gives inverse square falloff instead"
- " of linear"$0D"Angle adds light:surface angle calculations (only valid"
- " for "$22"Linear"$22" lights) (wolf)"$0D"Lights pointed at a target wi"
- "ll be spotlights."$0D22"radius"$22" overrides the default 64 unit radi"
- "us of a spotlight at the target point."$0D22"exponent"$22" changes the"
- " default 0 exponent for the angle falloff. Must be a non-negative int"
- "eger. High numbers (10-20) are needed for narrow spotlight angles to "
- "show falloff over angle."$0D22"fade"$22" falloff/radius adjustment val"
- "ue. multiply the run of the slope by "$22"fade"$22" (1.0f default) (on"
- "ly valid for "$22"Linear"$22" lights) (wolf)"$0D22"overbrightShift"$22
- " controls overbright radius. 0 is default, 1 is no overbrighting at a"
- "ll, fractions in between do linear interpolation."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "linear"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "angle"
- hint = "Click Help above."
- }
- light: =
- {
- txt = "&"
- hint = "overrides the default 300 intensity."
- } _color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "light color (not the intensity, only the color)"
- }
- radius: =
- {
- txt = "&"
- hint = "overrides the default 64 unit radius"$0D"of a spotlight at the"
- " target point."
- }
- exponent: =
- {
- txt = "&"
- hint = "changes the default 0 exponent"$0D"for the angle falloff."
- }
- fade: =
- {
- txt = "&"
- hint = "falloff/radius adjustment value."
- }
- overbrightShift: =
- {
- txt = "&"
- hint = "controls overbright radius."
- }
- }
- misc_model:form =
- {
- mdl = "[model]"
- help = "If the misc_model has a targetname, it is kept as a server-side "
- "entity, so game scripts can modify it."$0D"If the misc_model does not "
- "have a targetname, it is only in the renderer on the client, so it can"
- "not change."$0D22"model"$22" arbitrary xmodel file to displ"
- "ay"$0D22"modelscale"$22" scale multiplier (defaults to 1x, and scal"
- "es uniformly)"$0D22"modelscale_vec"$22" scale multiplier (defaults "
- "to 1 1 1, scales each axis as requested)"$0D"ORIENT_LOD - if flagged, "
- "the entity will yaw towards the player when the LOD switches"$0D"NO_SH"
- "ADOW - the opaque surfaces will not cast shadows"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "ORIENT_LOD"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NO_SHADOW"
- hint = "Click Help above."
- }
- angle: =
- {
- Txt = "&"
- Hint = "direction in which model will be oriented."
- angle = "360"
- }
- model: =
- {
- txt = "&"
- hint = "arbitrary xmodel file to display."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- t_model = !
- modelscale: =
- {
- txt = "&"
- hint = "scale multiplier (defaults to 1x, and scales uniformly)."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "scale multiplier"$0D"(defaults to 1 1 1, scales each axis as r"
- "equested)."
- }
- }
- misc_portal_surface:form =
- {
- help = "The portal surface nearest this entity will show a view from the"
- " targeted misc_portal_camera, or a mirror view if untargeted."$0D"This"
- " must be within 64 world units of the surface!"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_portal_camera:form =
- {
- help = "The target for a misc_portal_director. You can set either angle"
- "s or target another entity to determine the direction of view."$0D22"r"
- "oll"$22" an angle modifier to orient the camera around the target vect"
- "or;"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "slowrotate"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "fastrotate"
- hint = "Click Help above."
- }
- roll: =
- {
- txt = "&"
- hint = "an angle modifier to orient the"$0D"camera around the target v"
- "ector."
- }
- }
- corona:form =
- {
- help = "Use color picker to set color or key "$22"color"$22". values ar"
- "e 0.0-1.0 for each color (rgb)."$0D22"scale"$22" will designate a mult"
- "iplier to the default size. (so 2.0 is 2xdefault size, 0.5 is half)"
- bbox = '-4 -4 -4 4 4 4'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OFF"
- hint = "Click Help above."
- }
- scale: =
- {
- txt = "&"
- hint = "will designate a multiplier to the default size."$0D"(so 2.0 i"
- "s 2xdefault size, 0.5 is half)"
- }
- }
- misc_mg42:form =
- {
- help = "weaponinfo - weapon info"$0D"leftarc - horizonal left fire arc."$0D
- "rightarc - horizonal left fire arc."$0D"toparc - vertical top fire arc"
- "."$0D"bottomarc - vertical bottom fire arc."$0D"convergencetime - time"
- " (in seconds) to converge to target."$0D"maxrange - maximum firing/sig"
- "ht range."$0D"damage - determines how much the weapon will inflict if "
- "a non player uses it"$0D"accuracy - all guns are 100% accurate a value"
- " of 0.5 would make it 50%"
- bbox = '-16 -16 0 16 16 56'
- weaponinfo: =
- {
- txt = "&"
- hint = "weapon info."
- }
- leftarc: =
- {
- txt = "&"
- hint = "horizonal left fire arc."
- }
- rightarc: =
- {
- txt = "&"
- hint = "horizonal right fire arc."
- }
- toparc: =
- {
- txt = "&"
- hint = "vertical top fire arc."
- }
- bottomarc: =
- {
- txt = "&"
- hint = "vertical bottom fire arc."
- }
- convergencetime: =
- {
- txt = "&"
- hint = "time (in seconds) to converge to target."
- }
- maxrange: =
- {
- txt = "&"
- hint = "maximum firing/sight range."
- }
- damage: =
- {
- txt = "&"
- hint = "determines how much the weapon will inflict"$0D"if a non playe"
- "r uses it."
- }
- accuracy: =
- {
- txt = "&"
- hint = "all guns are 100% accurate a value"$0D"of 0.5 would make it 50"
- "%."
- }
- }
- misc_turret:form =
- {
- help = "weaponinfo - weapon info"$0D"leftarc - horizonal left fire arc."$0D
- "rightarc - horizonal left fire arc."$0D"toparc - vertical top fire arc"
- "."$0D"bottomarc - vertical bottom fire arc."$0D"convergencetime - time"
- " (in seconds) to converge to target."$0D"maxrange - maximum firing/sig"
- "ht range."$0D"damage - determines how much the weapon will inflict if "
- "a non player uses it"$0D"accuracy - all guns are 100% accurate a value"
- " of 0.5 would make it 50%"
- bbox = '-16 -16 0 16 16 56'
- weaponinfo: =
- {
- txt = "&"
- hint = "weapon info."
- }
- leftarc: =
- {
- txt = "&"
- hint = "horizonal left fire arc."
- }
- rightarc: =
- {
- txt = "&"
- hint = "horizonal right fire arc."
- }
- toparc: =
- {
- txt = "&"
- hint = "vertical top fire arc."
- }
- bottomarc: =
- {
- txt = "&"
- hint = "vertical bottom fire arc."
- }
- convergencetime: =
- {
- txt = "&"
- hint = "time (in seconds) to converge to target."
- }
- maxrange: =
- {
- txt = "&"
- hint = "maximum firing/sight range."
- }
- damage: =
- {
- txt = "&"
- hint = "determines how much the weapon will inflict"$0D"if a non playe"
- "r uses it."
- }
- accuracy: =
- {
- txt = "&"
- hint = "all guns are 100% accurate a value"$0D"of 0.5 would make it 50"
- "%."
- }
- }
- func_door:form =
- {
- help = "TOGGLE wait in both the start and end states for a trigger "
- "event."$0D"START_OPEN the door to moves to its destination when spawn"
- "ed, and operate in reverse. It is used to temporarily or permanently "
- "close off an area when triggered (not useful for touch or takedamage d"
- "oors)."$0D"NOMONSTER monsters will not trigger this door"$0D"SHOOT-T"
- "HRU Bullets don't stop when they hit the door. Set "$22"shoot_thru"
- "_scale"$22" with bullet damage scale (see below)"$0D22"key"$22" "
- "set to any non-zero value to start door as locked"$0D22"angle"$22" "
- " determines the opening direction"$0D22"targetname"$22" if set, no "
- "touch field will be spawned and a remote button or trigger field activ"
- "ates the door."$0D22"speed"$22" movement speed (100 default)"$0D
- $22"closespeed"$22" optional different movement speed for door closing"$0D
- $22"wait"$22" wait before returning (3 default, -1 = never return)"
- $0D22"lip"$22" lip remaining at end of move (8 default)"$0D22"dmg"
- $22" damage to inflict when blocked (2 default)"$0D22"color"$22" "
- " constantLight color"$0D22"light"$22" constantLight radius"$0D22
- "health"$22" if set, the door must be shot open"$0D22"teamname"$22" "
- " team name. other doors with same team name will open/close in sync"
- "ronicity"$0D22"noisescale"$22"multiplier for how far the noise from th"
- "e door will travel to alert AI"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OPEN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOGGLE"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "CRUSHER"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "TOUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SHOOT"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "THRU"
- hint = "Click Help above"
- }
- key: =
- {
- txt = "&"
- hint = "set to any non-zero value to start door as locked."
- }
- angle: =
- {
- txt = "&"
- hint = "determines the opening direction."
- }
- targetname: =
- {
- txt = "&"
- hint = "if set, no touch field will be spawned and a remote"$0D"button"
- " or trigger field activates the door."
- }
- speed: =
- {
- txt = "&"
- hint = "movement speed (100 default)."
- }
- closespeed: =
- {
- txt = "&"
- hint = "optional different movement speed for door closing."
- }
- wait: =
- {
- txt = "&"
- hint = "wait before returning (3 default, -1 = never return)."
- }
- lip: =
- {
- txt = "&"
- hint = "lip remaining at end of move (8 default)."
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)."
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- health: =
- {
- txt = "&"
- hint = "if set, the door must be shot open."
- }
- teamname: =
- {
- txt = "&"
- hint = "team name. other doors with same team name"$0D"will open/clos"
- "e in syncronicity."
- }
- noisescale: =
- {
- txt = "&"
- hint = "multiplier for how far the noise from"$0D"the door will travel"
- " to alert AI."
- }
- }
- func_static:form =
- {
- help = "A bmodel that just sits there, doing nothing. Can be used for c"
- "onditional walls and models."$0D22"color"$22" constantLight col"
- "or"$0D22"light"$22" constantLight radius"$0D22"start_invis"$22" "
- "will start the entity as non-existant"$0D"If targeted, it will toggle "
- "existance when triggered"$0D"pain will use its target"$0D"When using p"
- "ain you will need to specify the delay time"$0D"value of 1 = 1 sec 2 ="
- " 2 sec so on..."$0D"default is 1 sec you can use decimals"$0D"example "
- ":"$0D"delay"$0D"1.27"$0D"painEFX will spawn a shards"$0D"example:"$0D"s"
- "hard"$0D"4"$0D"will spawn rubble"$0D"shard default is 4"$0D"shard ="$0D
- "shard_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_ce"
- "ramic = 3,"$0D"shard_pebbles = 4"
- spawnflags: =
- {
- typ = "X1"
- cap = "start_invis"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "pain"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "painEFX"
- hint = "Click Help above"
- }
- shard: =
- {
- txt = "&"
- hint = "default is 4, Click Help above"
- typ = "C"
- items = "0>shard_glass"$0D"1>shard_wood"$0D"2>shard_metal"$0D"3>shard_"
- "ceramic"$0D"4>shard_pebbles"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"1"$0D"4"
- }
- }
- func_rotating:form =
- {
- help = "You need to have an origin brush as part of this entity."$0D"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."$0D22"speed"$22" determines"
- " how fast it moves; default value is 100."$0D22"dmg"$22" damage"
- " to inflict when blocked (2 default)"$0D22"color"$22" constantL"
- "ight color"$0D22"light"$22" constantLight radius"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTINVIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "X_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "Y_AXIS"
- hint = "Click Help above"
- }
- speed: =
- {
- txt = "&"
- hint = "determines how fast it moves; default value is 100."
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)."
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- func_bobbing:form =
- {
- help = "Normally bobs on the Z axis"$0D22"height"$22" amplitude of bo"
- "b (32 default)"$0D22"speed"$22" seconds to complete a bob cycle"
- " (4 default)"$0D22"phase"$22" the 0.0 to 1.0 offset in the cycl"
- "e to start at"$0D22"dmg"$22" damage to inflict when blocked (2 "
- "default)"$0D22"color"$22" constantLight color"$0D22"light"$22" "
- " constantLight radius"
- spawnflags: =
- {
- typ = "X1"
- cap = "X_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "Y_AXIS"
- hint = "Click Help above"
- }
- height: =
- {
- txt = "&"
- hint = "amplitude of bob (32 default)."
- }
- speed: =
- {
- txt = "&"
- hint = "seconds to complete a bob cycle (4 default)."
- }
- phase: =
- {
- txt = "&"
- hint = "the 0.0 to 1.0 offset in the cycle to start at."
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)."
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- func_pendulum:form =
- {
- help = "You need to have an origin brush as part of this entity."$0D"Pen"
- "dulums always swing north / south on unrotated models. Add an angles "
- "field to the model to allow rotation in other directions."$0D"Pendulum"
- " frequency is a physical constant based on the length of the beam and "
- "gravity."$0D22"speed"$22" the number of degrees each way the pe"
- "ndulum swings, (30 default)"$0D22"phase"$22" the 0.0 to 1.0 off"
- "set in the cycle to start at"$0D22"dmg"$22" damage to inflict w"
- "hen blocked (2 default)"$0D22"color"$22" constantLight color"$0D
- $22"light"$22" constantLight radius"
- speed: =
- {
- txt = "&"
- hint = "the number of degrees each way the"$0D"pendulum swings, (30 de"
- "fault)."
- }
- phase: =
- {
- txt = "&"
- hint = "the 0.0 to 1.0 offset in the cycle to start at."
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)."
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- func_door_rotating:form =
- {
- help = "You need to have an origin brush as part of this entity."$0D"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 (only one axis allowed. If both X a"
- "nd Y are checked, the default of Z will be used)."$0D"FORCE doo"
- "r opens even if blocked"$0D22"key"$22" set to any non-zero value"
- " to start door as locked"$0D22"degrees"$22" determines how many degr"
- "ees it will turn (90 default)"$0D22"speed"$22" movement speed ("
- "100 default)"$0D22"closespeed"$22" optional different movement speed f"
- "or door closing"$0D22"time"$22" how many milliseconds it will tak"
- "e to open 1 sec = 1000"$0D22"dmg"$22" damage to inflict when blo"
- "cked (2 default)"$0D22"color"$22" constantLight color"$0D22"light"$22
- " constantLight radius"$0D22"teamname"$22" team name. other doo"
- "rs with same team name will open/close in syncronicity"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OPEN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOGGLE"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "X_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "Y_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "REVERSE"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "FORCE"
- hint = "Click Help above"
- }
- key: =
- {
- txt = "&"
- hint = "set to any non-zero value to start door as locked."
- }
- degrees: =
- {
- txt = "&"
- hint = "determines how many degrees it will turn (90 default)."
- }
- speed: =
- {
- txt = "&"
- hint = "movement speed (100 default)."
- }
- closespeed: =
- {
- txt = "&"
- hint = "optional different movement speed for door closing."
- }
- time: =
- {
- txt = "&"
- hint = "how many milliseconds it will take to open 1 sec = 1000."
- }
- dmg: =
- {
- txt = "&"
- hint = "damage to inflict when blocked (2 default)."
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- teamname: =
- {
- txt = "&"
- hint = "other doors with same team name"$0D"will open/close in syncron"
- "icity."
- }
- }
- props_skyportal:form =
- {
- help = $22"fov"$22" for the skybox default is 90"$0D"To have the portal "
- "sky fogged, enter any of the following values:"$0D22"fogcolor"$22" (r "
- "g b) (values 0.0-1.0)"$0D22"fognear"$22" distance from entity to start"
- " fogging"$0D22"fogfar"$22" distance from entity that fog is opaque"
- bbox = '-8 -8 0 8 8 16'
- fov: =
- {
- txt = "&"
- hint = "for the skybox (default is 90)."
- }
- fogcolor: =
- {
- txt = "&"
- Typ = "LN"
- hint = "(r g b) (values 0.0-1.0)."
- }
- fognear: =
- {
- txt = "&"
- hint = "distance from entity to start fogging."
- }
- fogfar: =
- {
- txt = "&"
- hint = "distance from entity that fog is opaque."
- }
- }
- script_brushmodel:form =
- {
- help = $22"color"$22" constantLight color"$0D22"light"$22" const"
- "antLight radius"
- spawnflags: =
- {
- typ = "X1"
- cap = "DYNAMICPATH"
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- script_model:form =
- {
- help = $22"color"$22" constantLight color"$0D22"light"$22" const"
- "antLight radius"
- bbox = '-16 -16 -16 16 16 16'
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- script_origin:form =
- {
- help = $22"color"$22" constantLight color"$0D22"light"$22" const"
- "antLight radius"
- bbox = '-8 -8 -8 8 8 8'
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- info_vehicle_node:form =
- {
- help = $22"targetname"$22" - name of this node"$0D22"target"$22" - name "
- "of next node in this path"$0D22"speed"$22" - speed[mph] vehicle should"
- " have at this node"$0D22"lookahead"$22" - time[sec] vehicle should loo"
- "k ahead at this node"
- bbox = '-24 -24 -24 24 24 24'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_NODE"
- hint = "Click Help above"
- }
- targetname: =
- {
- txt = "&"
- hint = "name of this node."
- }
- target: =
- {
- txt = "&"
- hint = "name of next node in this path."
- }
- speed: =
- {
- txt = "&"
- hint = "speed[mph] vehicle should have at this node."
- }
- lookahead: =
- {
- txt = "&"
- hint = "time[sec] vehicle should look ahead at this node."
- }
- }
- info_vehicle_node_rotate:form =
- {
- help = $22"targetname"$22" - name of this node"$0D22"target"$22" - name "
- "of next node in this path"$0D22"speed"$22" - speed[mph] vehicle should"
- " have at this node"$0D22"lookahead"$22" - time[sec] vehicle should loo"
- "k ahead at this node"
- bbox = '-24 -24 -24 24 24 24'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_NODE"
- hint = "Click Help above"
- }
- targetname: =
- {
- txt = "&"
- hint = "name of this node."
- }
- target: =
- {
- txt = "&"
- hint = "name of next node in this path."
- }
- speed: =
- {
- txt = "&"
- hint = "speed[mph] vehicle should have at this node."
- }
- lookahead: =
- {
- txt = "&"
- hint = "time[sec] vehicle should look ahead at this node."
- }
- }
- script_vehicle:form =
- {
- mdl = "[model]"
- help = $22"targetname"$22" - name of this vehicle"$0D22"model"$22" - xmo"
- "del file to use as vehicle"$0D22"vehicletype"$22" - name of vehicle ty"
- "pe to use in AssetManager"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "USABLE"
- hint = "Click Help above"
- }
- targetname: =
- {
- txt = "&"
- hint = "name of this vehicle."
- }
- model: =
- {
- txt = "&"
- hint = "xmodel file to use as vehicle."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- t_model = !
- vehicletype: =
- {
- txt = "&"
- hint = "name of vehicle type to use in AssetManager."
- }
- }
- worldspawn:form =
- {
- help = "Every map should have exactly one worldspawn."$0D22"music"$22" "
- " Music wav file. Can optionally specify intro & loop files to play"$0D
- $22"ambienttrack"$22" Ambient wav file."$0D22"gravity"$22" 800 is def"
- "ault gravity"$0D22"message"$22" Text to print during connection proces"
- "s"$0D22"ambient"$22" Ambient light value (single scale, 1 = full brig"
- "ht, 2 = full overbright, must use '_color')"$0D22"_color"$22" Ambie"
- "nt light color (RGB triple, must be used with 'ambient')"$0D22"sun"$22
- " Shader to use for 'sun' image"$0D22"suncolor"$22" RGB value"
- "s for direct sunlight color (color only, not brightness, 0-1 scale, wo"
- "rks with 'sunlight')"$0D22"sunlight"$22" Intensity of the sun (1 = "
- "fullbright, 2 = full overbright for something facing directly at the s"
- "un, must use 'suncolor')"$0D22"sundiffusecolor"$22" RGB values for di"
- "ffuse sunlight color (color only, not brightness, 0-1 scale, works wit"
- "h 'diffusefraction')"$0D22"diffusefraction"$22" fraction of sunlight i"
- "ntensity to come from the diffuse lighting (in range 0-1; eg, 0.5, wor"
- "ks with 'sundiffusecolor')"$0D22"sundirection"$22" pitch-yaw-roll for "
- "direction to sun (eg, sundirection -45 135 0)"$0D22"minlight"$22" min"
- "imum intensity for a lightmap pixel (does not affect models in-game)"$0D
- $22"minlightcolor"$22" color to clamp to for minlight (color gets norm"
- "alized)"$0D22"northyaw"$22" yaw angle that denotes the direction of n"
- "orth"$0D"Multiplayer specific stuff:"$0D"NO_GT_WOLF specifies no objec"
- "tive mode for this map"$0D"NO_STOPWATCH specifies no stopwatch mode fo"
- "r this map"$0D"NO_CHECKPOINT specifies no checkpoint mode for this map"
- spawnflags: =
- {
- typ = "X1"
- cap = "sun_cameraflare"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "NO_GT_WOLF"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "NO_STOPWATCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X128"
- cap = "NO_CHECKPOINT"
- hint = "Click Help above"
- }
- music: =
- {
- txt = "&"
- hint = "Music wav file. Can optionally specify"$0D"intro & loop files "
- "to play."
- }
- ambienttrack: =
- {
- txt = "&"
- hint = "Ambient wav file."
- }
- gravity: =
- {
- txt = "&"
- hint = "800 is default gravity."
- }
- message: =
- {
- txt = "&"
- hint = "Text to print during connection process."
- }
- ambient: =
- {
- txt = "&"
- hint = "Ambient light value (single scale,"$0D"1 = full bright,"$0D"2 "
- "= full overbright, must use _color)."
- }
- _color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "Ambient light color (RGB triple,"$0D"must be used with 'ambien"
- "t')."
- }
- sun: =
- {
- txt = "&"
- hint = "Shader to use for 'sun' image."
- }
- suncolor: =
- {
- txt = "&"
- Typ = "LN"
- hint = "RGB values for direct sunlight color"$0D"(color only, not brig"
- "htness,"$0D"0-1 scale, works with 'sunlight')."
- }
- sunlight: =
- {
- txt = "&"
- hint = "Intensity of the sun (1 = fullbright,"$0D"2 = full overbright "
- "for something"$0D"facing directly at the sun, must use 'suncolor')."
- }
- sundiffusecolor: =
- {
- txt = "&"
- Typ = "LN"
- hint = "RGB values for diffuse sunlight color"$0D"(color only, not bri"
- "ghtness,"$0D"0-1 scale, works with 'diffusefraction')."
- }
- diffusefraction: =
- {
- txt = "&"
- hint = "fraction of sunlight intensity to come from"$0D"the diffuse li"
- "ghting (in range 0-1; eg, 0.5,"$0D"works with 'sundiffusecolor')."
- }
- sundirection: =
- {
- txt = "&"
- hint = "pitch-yaw-roll for direction to sun"$0D"(eg, sundirection -45 "
- "135 0)."
- }
- minlight: =
- {
- txt = "&"
- hint = "minimum intensity for a lightmap pixel"$0D"(does not affect mo"
- "dels in-game)."
- }
- minlightcolor: =
- {
- txt = "&"
- Typ = "LN"
- hint = "color to clamp to for minlight (color gets normalized)."
- }
- northyaw: =
- {
- txt = "&"
- hint = "yaw angle that denotes the direction of north."
- }
- }
- trigger_multiple:form =
- {
- help = $22"wait"$22" : Seconds between triggerings, 0.5 default, -1 = on"
- "e time only."$0D22"random"$22" wait variance, default is 0"$0D"Vari"
- "able sized repeatable trigger. Must be targeted at one or more entiti"
- "es."$0D"so, the basic time between firing is a random time between"$0D
- "(wait - random) and (wait + random)"
- spawnflags: =
- {
- typ = "X1"
- cap = "AI_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "AI_ALLIES"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "AI_NEUTRAL"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOTPLAYER"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "VEHICLE"
- hint = "Click Help above"
- }
- wait: =
- {
- txt = "&"
- hint = "Seconds between triggerings, 0.5 default, -1 = one time only."
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0."
- }
- }
- trigger_friendlychain:form =
- {
- help = "Forces any touching entity to be considered on the targeted frie"
- "ndly chain."
- spawnflags: =
- {
- typ = "X1"
- cap = "AI_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "AI_ALLIES"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "AI_NEUTRAL"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOTPLAYER"
- hint = "Click Help above"
- }
- }
- trigger_hurt:form =
- {
- help = "Any entity that touches this will be hurt."$0D"It does dmg point"
- "s of damage each server frame"$0D"Targeting the trigger will toggle it"
- "s on / off state."$0D"PLAYER_ONLY - only damages the player"$0D"SILE"
- "NT - supresses playing the sound"$0D"NO_PROTECTION - *nothing* "
- "stops the damage"$0D"SLOW - changes the damage rate to once p"
- "er second"$0D22"dmg"$22" default 5 (whole numbers only)"$0D
- $22"life"$22" time this brush will exist if value is zero will live "
- "for ever ei 0.5 sec 2.sec"$0D"default is zero"$0D"the entity must be u"
- "sed first before it will count down its life"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OFF"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "PLAYER_ONLY"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "SILENT"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NO_PROTECTION"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SLOW"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "ONCE"
- hint = "Click Help above"
- }
- dmg: =
- {
- txt = "&"
- hint = "default 5 (whole numbers only)."
- }
- life: =
- {
- txt = "&"
- hint = "time this brush will exist if value is zero will"$0D"live for "
- "ever ei 0.5 sec 2.sec (default is zero)."$0D"the entity must be used"
- " first"$0D"before it will count down its life"
- }
- }
- trigger_once:form =
- {
- help = "Must be targeted at one or more entities."$0D"Once triggered, th"
- "is entity is destroyed"$0D"(you can actually do the same thing with tr"
- "igger_multiple with a wait of -1)"
- spawnflags: =
- {
- typ = "X1"
- cap = "AI_AXIS"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "AI_ALLIES"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "AI_NEUTRAL"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOTPLAYER"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "VEHICLE"
- hint = "Click Help above"
- }
- }
- trigger_damage:form =
- {
- help = "Trigger that responds to taking damage."$0D22"wait"$22" "
- " base time between triggering all targets, default is 1"$0D22"random"
- $22" wait variance, default is 0"$0D"so, the basic time between "
- "firing is a random time between"$0D"(wait - random) and (wait + random"
- ")"$0D22"accumulate"$22" If set, this much damage must be accumulate"
- "d before it will trigger"$0D22"threshold"$22" If set, the min a"
- "mount of damage that must be done to it to trigger it"$0D"Note that ac"
- "cumulate & threshold can be used at the same time."$0D"PISTOL_NO turns"
- " off response to pistol damage"$0D"RIFLE_NO turns off response to rifl"
- "e damage"$0D"PROJ_NO turns off response to projectile damage"$0D"EXPLO"
- "SION_NO turns off response to explosion damage"$0D"SPLASH_NO turns off"
- " response to splash damage"$0D"MELEE_NO turns off response to melee da"
- "mage"$0D"FLAME_NO turns off response to fire damage"$0D"MISC_NO turns "
- "off response to all other misc types of damage"
- spawnflags: =
- {
- typ = "X1"
- cap = "PISTOL_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "RIFLE_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "PROJ_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "EXPLOSION_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SPLASH_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "MELEE_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "FLAME_NO"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X256"
- cap = "MISC_NO"
- hint = "Click Help above"
- }
- wait: =
- {
- txt = "&"
- hint = "base time between triggering all targets (default is 1)."
- }
- random: =
- {
- txt = "&"
- hint = "wait variance (default is 0)."$0D"so, the basic time between f"
- "iring"$0D"is a random time between"$0D"(wait - random) and (wait + r"
- "andom)"
- }
- accumulate: =
- {
- txt = "&"
- hint = "If set, this much damage must be accumulated before it will tr"
- "igger."
- }
- threshold: =
- {
- txt = "&"
- hint = "If set, the min amount of damage that"$0D"must be done to it t"
- "o trigger it."
- }
- }
- node_pathnode:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - face this way when"
- " at this node on a friendly chain"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "face this way when at this node on a friendly chain."
- }
- }
- node_cover_stand:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_crouch:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_prone:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_right:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_left:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_wide_right:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_cover_wide_left:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - cover is valid aga"
- "inst enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "cover is valid against enemies from this direction."
- }
- }
- node_concealment_stand:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - concealment is val"
- "id against enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "concealment is valid against enemies from this direction."
- }
- }
- node_concealment_crouch:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - concealment is val"
- "id against enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "concealment is valid against enemies from this direction."
- }
- }
- node_concealment_prone:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - concealment is val"
- "id against enemies from this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "concealment is valid against enemies from this direction."
- }
- }
- node_stack:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - face this directio"
- "n while stacking here"$0D"This node must target a cover node or anothe"
- "r stack node. It is treated as overflow for the first targeted non-st"
- "ack node."
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "face this direction while stacking here."
- }
- }
- node_reacquire:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - node can reacquire"
- " against enemies in this direction"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "node can reacquire against enemies in this direction."
- }
- }
- node_balcony:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"NO_RAILING - the balcony is"
- " against a ledge and not a railing"$0D"angles - the edge is in this di"
- "rection"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "NO_RAILING"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "the edge is in this direction."
- }
- }
- node_scripted:form =
- {
- help = "DONT_LINK - node is not included in navigation data"$0D"NOT_CHAI"
- "N - node cannot start a friendly chain"$0D"angles - orients the node f"
- "or the animation"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "DONT_LINK"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOT_CHAIN"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- angles: =
- {
- txt = "&"
- hint = "orients the node for the animation."
- }
- }
- node_negotiation_begin:form =
- {
- help = "STOP_FIRST - if set, the AI comes to a complete stop before star"
- "ting the node's animation script"$0D22"animscript"$22" - name without "
- "path or extension of the animation script to play when you reach this "
- "node. This script must be in "$22"animscripts/traverse/"$22"."$0D"Mus"
- "t target a single "$22"node_negotiation_end"$22"."$0D"Always contribut"
- "es to navigation data."$0D"Can never be included in a friendly chain."
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "STOP_FIRST"
- hint = "Click Help above"
- }
- animscript: =
- {
- txt = "&"
- hint = "orients the node for the animation."
- }
- angles: =
- {
- txt = "&"
- hint = "Click Help above."
- }
- }
- node_negotiation_end:form =
- {
- help = "Must be targeted by a "$22"node_negotiation_begin"$22"."$0D"Alwa"
- "ys contributes to navigation data."$0D"Can never be included in a frie"
- "ndly chain."
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X4"
- cap = "DONT_STAND"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "DONT_CROUCH"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "DONT_PRONE"
- hint = "Click Help above."
- }
- }
- mp_target_location:form =
- {
- help = "Set "$22"message"$22" to the name of this location."$0D"Set "$22
- "count"$22" to 0-7 for color."$0D"0:white 1:red 2:green 3:yellow 4:blue"
- " 5:cyan 6:magenta 7:white"$0D"Closest target_location in sight used fo"
- "r the location, if none"$0D"in site, closest in distance"
- bbox = '-8 -8 -8 8 8 8'
- message: =
- {
- txt = "&"
- hint = "Set to the name of this location."
- }
- count: =
- {
- txt = "&"
- hint = "Set to 0-7 for color"
- typ = "C"
- items = "0>white"$0D"1>red"$0D"2>green"$0D"3>yellow"$0D"4>blue"$0D"5>c"
- "yan"$0D"6>magenta"$0D"7>white"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
- }
- }
- item_ammo_stielhandgranate_open:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"defaultmdl="$22"xmodel/ammo_stielhandgranate1"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_ammo_stielhandgranate_closed:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"defaultmdl="$22"xmodel/ammo_stielhandgranate2"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_health_small:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"defaultmdl="$22"xmodel/health_small"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_health:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"defaultmdl="$22"xmodel/health_medium"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_health_large:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"defaultmdl="$22"xmodel/health_large"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- trigger_use:form =
- {
- help = "when activated will use its target."$0D"cursorhint - sets the cu"
- "rsor hint icon to display when the player looks at it."$0D"Default is "
- "HINT_ACTIVATE."$0D0D"HINT_string - is the hint string to display over "
- "the icon. Auto replaces [Use] with the key the player must press."$0D"E"
- "xample: Press [Use] to plant the bomb"
- bbox = '-4 -4 -4 4 4 4'
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTOFF"
- hint = "Click Help above."
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "HAS_USER"
- hint = "Click Help above."
- }
- cursorhint: =
- {
- txt = "&"
- hint = "cursorhint - sets the cursor hint icon to"$0D"display when the"
- " player looks at it."
- typ = "C"
- items = "0>HINT_INHERIT"$0D"1>HINT_NONE"$0D"2>HINT_ACTIVATE"$0D"3>HINT"
- "_NOACTIVATE"$0D"4>HINT_DOOR"$0D"5>HINT_DOOR_LOCKED"$0D"6>HINT_MG42"$0D
- "7>HINT_HEALTH"$0D"8>HINT_LADDER"$0D"9>HINT_EXIT"$0D"10>HINT_FRIENDLY"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"1"
- "0"
- }
- }
- }
- }
-