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Text File | 2004-12-31 | 106.7 KB | 3,261 lines |
- QQRKSRC1
- // This file has been written by QuArK QuArK 6.4 alpha
- // It's the text version of file: DataQ3ET.qrk
-
- {
- Description = "Enemy Terror Add-on"
- Game Context.qctx =
- {
- Game = "Quake 3"
- SourceDir = "ET"
- GameDir = "baseq3"
- }
- Textures.qtx =
- {
- ToolBox = "Texture Browser..."
- Root = "ET (Enemy Terror).qtxfolder"
- ET (Enemy Terror).qtxfolder =
- {
- ET Textures & Shaders.osfolder =
- {
- path = "ET"
- }
- }
- }
-
- Toolbox Folders.qtx =
- {
- Toolbox = "New map items..."
- Root = "ET (Enemy Terror) Entities.qtxfolder"
- ET (Enemy Terror) Entities.qtxfolder =
- {
- ;desc = "Created from ET.def"
- _* entities.qtxfolder =
- {
- _decal:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Compiler-only specifies decal to be projected."
- }
- }
- func_* entities.qtxfolder =
- {
- func_bobbing:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Makes things bob, normally on the Z axis."
- }
- func_brushmodel:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used with entities based around func_constructible."
- }
- func_constructible:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Constructible object that functions as target for engineers"
- "."
- }
- func_debris:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Target at an entity for direction of travel."
- }
- func_door:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Normal type door."
- }
- func_door_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Rotating type door."
- }
- func_explosive:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used to make things explode."
- }
- func_group:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Used to group brushes together just for editor convenience."
- }
- func_invisible_user:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "when activated will use its target."
- }
- func_pendulum:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Swinging pendulum."
- }
- func_plat:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Drawn in the extended position so they will light correctly"
- "."
- }
- 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."
- }
- func_timer:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Repeatedly fires its targets."
- }
- }
- info_* entities.qtxfolder =
- {
- info_limbo_camera:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used with info_null entity EXCEPT for cameras."
- }
- info_notnull:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used as a positional target for in-game calculation."
- }
- info_notnull_big:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used as a positional target for in-game calculation."
- }
- info_null:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used as a positional target for calculations in the utiliti"
- "es."
- }
- info_player_deathmatch:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Potential spawning position for deathmatch games."
- }
- info_player_intermission:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "The intermission will be viewed from this point."
- }
- info_train_spline_control:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Defines a control point for a spline curve."
- }
- info_train_spline_main:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Defines a main point for a spline curve."
- }
- }
- misc_* entities.qtxfolder =
- {
- misc_beam:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "When on, displays a electric beam from target to target2."
- }
- misc_cabinet_health:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Entity to link trigger_heal entity to, for visual display."
- }
- misc_cabinet_supply:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Entity to link trigger_ammo entity to, for visual display."
- }
- misc_commandmap_marker:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Command map marker entity."
- }
- misc_constructiblemarker:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "If used will behave like a func_static entity."
- }
- misc_gamemodel:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "md3 placed in the game at runtime."
- }
- misc_mg42:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Emplaced MG42 weapon."
- }
- misc_model:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "This can be used to place models in a map."
- }
- misc_vis_dummy:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "If this entity is visible then it's target is forced to be "
- "active."
- }
- misc_vis_dummy_multiple:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "If this entity is visible then it's target is forced to be "
- "active."
- }
- }
- other entities.qtxfolder =
- {
- corona:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for corona settings."
- }
- dlight:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used to set color or key color."
- }
- light:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for Non-displayed light settings."
- }
- lightJunior:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Non-displayed light that only affects dynamic game models."
- }
- worldspawn:b =
- {
- ;desc = "World entity."
- }
- }
- path_* entities.qtxfolder =
- {
- path_corner:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Train path corners."
- }
- path_corner_2:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "This version will not contribute towards ingame entity coun"
- "t."
- }
- }
- props_* entities.qtxfolder =
- {
- props_chair:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Spawns shards."
- }
- props_skyportal:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Allows you to place a far away looking scene around the map"
- "."
- }
- }
- script_* entities.qtxfolder =
- {
- script_mover:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "A simplified means of moving brushes around based on events"
- "."
- }
- script_multiplayer:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "This is used to script multiplayer maps."
- }
- }
- shooter_* entities.qtxfolder =
- {
- shooter_grenade:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Fires at either the target or the current direction."
- }
- shooter_mortar:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Lobs a mortar to pass through the info_notnull targeted by "
- "this entity."
- }
- shooter_rocket:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Fires (a panzerfaust) at either the target or the current d"
- "irection."
- }
- }
- target_* entities.qtxfolder =
- {
- target_delay:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Fires off targets after a delay."
- }
- target_effect:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Targets a special effect."
- }
- target_explosion:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Targets an explosion."
- }
- target_fog:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Sets the type of fog."
- }
- target_kill:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Kills all targets when activated."
- }
- target_push:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Pushes the activator."
- }
- target_rumble:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Causes clients' views to shake."
- }
- target_script_trigger:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Will run trigger event relating to target."
- }
- target_smoke:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "A particle emmiter."
- }
- target_speaker:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Targets a sound file."
- }
- }
- team_* entities.qtxfolder =
- {
- team_CTF_blueflag:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for dual objectives in ET.."
- }
- team_CTF_bluespawn:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "potential spawning position allied team in wolfdm games."
- }
- team_CTF_redflag:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Used for dual objectives in ET."
- }
- team_CTF_redspawn:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "potential spawning position for axis team in wolfdm games."
- }
- team_WOLF_objective:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "Marker for objective."
- }
- }
- trigger_* entities.qtxfolder =
- {
- trigger_always:e =
- {
- angle = "360"
- origin = "0 0 0"
- ;desc = "A trigger which fires at map start."
- }
- trigger_ammo:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Entity that touches this will get additional ammo."
- }
- trigger_flagonly_multiple:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Will call the death function in the object's script."
- }
- trigger_heal:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Entity that touches this will be healed."
- }
- trigger_hurt:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Any entity that touches this will be hurt."
- }
- trigger_multiple:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Variable sized repeatable trigger."
- }
- trigger_objective_info:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Players in this field will see an objective message."
- }
- trigger_once:b =
- {
- angle = "360"
- ;incl = "defpoly"
- ;desc = "Must be targeted at one or more entities."
- }
- }
- }
- }
- Entity Forms.fctx =
- {
- t_soundbrowser:incl =
- {
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- t_modelbrowser:incl =
- {
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- script_multiplayer:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"This is used to script m"
- "ultiplayer maps. Entity not displayed in game."$0D"You MUST have one,"
- " and one only, of these in your map for it to function correctly."
- bbox = '-8 -8 -8 8 8 8'
- }
- worldspawn:form =
- {
- help = "-------- KEYS --------"$0D22"music"$22" Music wav file"$0D22"gra"
- "vity"$22" 800 is default gravity"$0D22"message"$22" Text to print duri"
- "ng connection process"$0D22"ambient"$22" Ambient light value (must use"
- " '_color')"$0D22"_color"$22" Ambient light color (must be used with 'a"
- "mbient')"$0D22"sun"$22" Shader to use for 'sun' image"$0D22"_blocksize"
- $22" q3map always splits the BSP tree along the planes X=blocksize*n an"
- "d Y=_blocksize*n. Default _blocksize value is 1024. Increase the _bloc"
- "ksize using larger powers of 2 to reduce compile times on very large m"
- "aps with low structural brush density."$0D22"gridsize"$22" granularity"
- " of the light grid created by q3map. Values of three intergers by spac"
- "es, represents number of units between grid points in X, Y and Z. Defa"
- "ult gridsize is 128 128 256. Use larger powers of 2 to reduce BSP size"
- " and compile time on very large maps."$0D22"fogclip"$22" Uses vis to e"
- "xclude stuff beyond the specified distance. q3map support varies."$0D22
- "mapcoordsmins"$22" Top left corner coordinate. Example "$22"-256 256"$22
- "."$0D22"mapcoordsmaxs"$22" Lower right corner coordinate. Example "$22
- "256 -256"$22". Both mapcoordsmins and mapcoordsmaxs must be set for co"
- "mmand map and auto map to work properly."$0D"-------- SPAWNFLAGS -----"
- "---"$0D"NO_GT_WOLF regular wolf cannot be played on this map"$0D"NO_ST"
- "OPWATCH stopwatch cannot be played on this map"$0D"NO_LMS lms cannot b"
- "e played on this map"$0D"-------- NOTES --------"$0D"Every map should "
- "have exactly one worldspawn."
- spawnflags: =
- {
- typ = "X1"
- cap = "NO_GT_WOLF"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NO_STOPWATCH"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NO_LMS"
- }
- music: =
- {
- hint = "Music wav file."$0D0D"The file selection button ... to the rig"
- "ht"$0D"lets you pick the sound you want by clicking on it."$0D"Creat"
- "e a sub-folder named 'sound' in your tmpQuArk folder"$0D"and place y"
- "our .wav files there. You can also create"$0D"sub-folders within the"
- " 'sound' folder to group your files."$0D0D"Right clicking on the sou"
- "nd file will let you play it."$0D"The path is set so it will work if"
- " put into a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- gravity: =
- {
- txt = "&"
- hint = "800 is default gravity."
- }
- message: =
- {
- txt = "&"
- hint = "Text to print during connection process."
- }
- ambient: =
- {
- txt = "&"
- hint = "Ambient light value (must use '_color')."
- }
- _color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "Ambient light color (must be used with 'ambient')."
- }
- sun: =
- {
- txt = "&"
- hint = "Shader to use for 'sun' image."
- }
- _blocksize: =
- {
- txt = "&"
- hint = "Default _blocksize value is 1024. Also see Help above."
- }
- gridsize: =
- {
- txt = "&"
- hint = "Granularity of the light grid created by q3map. Also see Help "
- "above."
- }
- fogclip: =
- {
- txt = "&"
- hint = "Uses vis to exclude stuff beyond the specified distance."$0D"q"
- "3map support varies."
- }
- mapcoordsmins: =
- {
- txt = "&"
- hint = "See Help above for details."
- }
- mapcoordsmaxs: =
- {
- txt = "&"
- hint = "See Help above for details."
- }
- }
- info_player_deathmatch:form =
- {
- help = "-------- KEYS --------"$0D22"nobots"$22" will prevent bots from "
- "using this spot."$0D22"nohumans"$22" will prevent non-bots from using "
- "this spot."$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NO"
- "TES --------"$0D"Potential spawning position for deathmatch games."$0D
- "Targets will be fired when someone spawns in on them."$0D"If the start"
- " position is targeting an entity, the players camera will start out fa"
- "cing that ent (like an info_notnull)"
- bbox = '-18 -18 -24 18 18 48'
- 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"
- nobots: =
- {
- txt = "&"
- hint = "will prevent bots from using this spot."
- }
- nohumans: =
- {
- txt = "&"
- hint = "will prevent non-bots from using this spot."
- }
- }
- info_player_intermission:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"AXIS This intermission point will be used if Axis win the match"
- $0D"ALLIED This intermission point will be used if Allies win the match"
- $0D"-------- NOTES --------"$0D"The intermission will be viewed from th"
- "is point."$0D"Target an info_notnull for the view direction."
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED"
- }
- }
- info_null:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Used as a positional tar"
- "get for calculations in the utilities (spotlights, etc), but removed d"
- "uring gameplay."
- bbox = '-4 -4 -4 4 4 4'
- }
- info_notnull:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Used as a positional tar"
- "get for in-game calculation, like jumppad targets."$0D"target_position"
- " does the same thing"
- bbox = '-4 -4 -4 4 4 4'
- }
- info_notnull_big:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Used as a positional tar"
- "get for in-game calculation, like jumppad targets."$0D"target_position"
- " does the same thing"
- bbox = '-32 -32 -32 32 32 32'
- }
- func_group:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Used to group brushes to"
- "gether just for editor convenience. They are turned into normal brush"
- "es by the utilities."
- }
- light:form =
- {
- help = "-------- KEYS --------"$0D22"light"$22" overrides the default 30"
- "0 intensity."$0D22"radius"$22" overrides the default 64 unit radius of"
- " a spotlight at the target point."$0D22"fade"$22" falloff/radius adjus"
- "tment value. multiply the run of the slope by "$22"fade"$22" (1.0f def"
- "ault) (only valid for "$22"Linear"$22" lights) (wolf)"$0D"-------- SPA"
- "WNFLAGS --------"$0D"NONLINEAR checkbox gives inverse square falloff i"
- "nstead of linear"$0D"Q3MAP_NON-DYNAMIC specifies that this light shoul"
- "d not contribute to the world's 'light grid' and therefore will not li"
- "ght dynamic models in the game.(wolf)"$0D"ANGLE adds light:surface ang"
- "le calculations (only valid for "$22"Linear"$22" lights) (wolf)"$0D"--"
- "------ NOTES --------"$0D"Non-displayed light."$0D"Lights pointed at a"
- " target will be spotlights."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "NONLINEAR"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ANGLE"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "Q3MAP_NON-DYNAMIC"
- }
- light: =
- {
- txt = "&"
- hint = "overrides the default 300 intensity."
- }
- radius: =
- {
- txt = "&"
- hint = "overrides the default 64 unit radius of a spotlight at the tar"
- "get point."
- }
- fade: =
- {
- txt = "&"
- hint = "falloff/radius adjustment value. Multiply the run of the slope"
- " by 'fade'"$0D"(1.0f default) (only valid for 'Linear' lights) (wolf"
- ")."
- }
- }
- lightJunior:form =
- {
- help = "-------- KEYS --------"$0D22"light"$22" overrides the default 30"
- "0 intensity."$0D22"radius"$22" overrides the default 64 unit radius of"
- " a spotlight at the target point."$0D22"fade"$22" falloff/radius adjus"
- "tment value. multiply the run of the slope by "$22"fade"$22" (1.0f def"
- "ault) (only valid for "$22"Linear"$22" lights) (wolf)"$0D"-------- SPA"
- "WNFLAGS --------"$0D"NONLINEAR checkbox gives inverse square falloff i"
- "nstead of linear"$0D"ANGLE adds light:surface angle calculations (only"
- " valid for "$22"Linear"$22" lights) (wolf)"$0D"-------- NOTES --------"
- $0D"Non-displayed light that only affects dynamic game models, but does"
- " not contribute to lightmaps"$0D"Lights pointed at a target will be sp"
- "otlights."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "NONLINEAR"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ANGLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "NEGATIVE_SPOT"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NEGATIVE_POINT"
- }
- light: =
- {
- txt = "&"
- hint = "overrides the default 300 intensity."
- }
- radius: =
- {
- txt = "&"
- hint = "overrides the default 64 unit radius of a spotlight at the tar"
- "get point."
- }
- fade: =
- {
- txt = "&"
- hint = "falloff/radius adjustment value. Multiply the run of the slope"
- " by 'fade'"$0D"(1.0f default) (only valid for 'Linear' lights) (wolf"
- ")."
- }
- }
- misc_constructiblemarker:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" optional model"$0D22"an"
- "gles"$22" angles for the model"$0D22"skin"$22" optional .skin file to "
- "use for the model"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"----"
- "---- NOTES --------"$0D"The entity has to target the trigger_objective"
- "_info entity"$0D"belonging to the constructible."$0D"Not used any more"
- " in the game."$0D"If used will behave like a func_static entity."
- model2: =
- {
- txt = "&"
- hint = "optional model."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- angles: =
- {
- txt = "&"
- hint = "Angles for the model."
- }
- skin: =
- {
- txt = "&"
- hint = "Optional .skin file to use for the model."
- }
- }
- misc_model:form =
- {
- mdl = "[model]"
- help = "-------- KEYS --------"$0D22"model"$22" arbitrary .md3 file t"
- "o display"$0D22"modelscale"$22" scale multiplier (defaults to 1x)"$0D22
- "modelscale_vec"$22" scale multiplier (defaults to 1 1 1, scales each a"
- "xis as requested)"$0D22"modelscale_vec"$22" Set scale per-axis. Overr"
- "ides "$22"modelscale"$22", so if you have both, the "$22"modelscale"$22
- " is ignored"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- N"
- "OTES --------"$0D"Model that will be compiled into the map."
- bbox = '-16 -16 -16 16 16 16'
- model: =
- {
- txt = "&"
- hint = "arbitrary .md3 file to display."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- t_model = !
- modelscale: =
- {
- txt = "&"
- hint = "scale multiplier (defaults to 1x)."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "scale multiplier (defaults to 1 1 1, scales each axis as reque"
- "sted)."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "Set scale per-axis. Overrides 'modelscale',"$0D"so if you have"
- " both, the 'modelscale' is ignored."
- }
- }
- misc_gamemodel:form =
- {
- mdl = "[model]"
- help = "-------- KEYS --------"$0D22"model"$22" arbitrary .md3 file t"
- "o display"$0D22"modelscale"$22" scale multiplier (defaults to 1x, and "
- "scales uniformly)"$0D22"modelscale_vec"$22" scale multiplier (defaults"
- " to 1 1 1, scales each axis as requested)"$0D22"skin"$22" .skin file u"
- "sed to define shaders for model"$0D22"trunk"$22" diameter of solid cor"
- "e (used for trace visibility and collision (not ai pathing))"$0D22"tru"
- "nkheight"$22" height of trunk"$0D22"frames"$22" number of animation fr"
- "ames"$0D22"start"$22" frame to start on"$0D22"fps"$22" fps to animate "
- "with"$0D22"modelscale_vec"$22" Set scale per-axis. Overrides "$22"mode"
- "lscale"$22", so if you have both, the "$22"modelscale"$22" is ignored"$0D
- "-------- SPAWNFLAGS --------"$0D"ORIENT_LOD the entity will yaw toward"
- "s the player when the LOD switches (digibob: non-functional?)"$0D"STAR"
- "T_ANIMATE the entity will spawn animating"$0D"-------- NOTES --------"$0D
- "md3 placed in the game at runtime (rather than in the bsp)"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "ORIENT_LOD"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "START_ANIMATE"
- }
- model: =
- {
- txt = "&"
- hint = "arbitrary .md3 file to display."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- modelscale: =
- {
- txt = "&"
- hint = "scale multiplier (defaults to 1x, and scales uniformly)."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "scale multiplier (defaults to 1 1 1, scales each axis as reque"
- "sted)."
- }
- skin: =
- {
- txt = "&"
- hint = ".skin file used to define shaders for model."
- }
- trunk: =
- {
- txt = "&"
- hint = "diameter of solid core (used for trace visibility"$0D"and coll"
- "ision (not ai pathing))."
- }
- trunkheight: =
- {
- txt = "&"
- hint = "height of trunk."
- }
- frames: =
- {
- txt = "&"
- hint = "number of animation frames."
- }
- start: =
- {
- txt = "&"
- hint = "frame to start on."
- }
- fps: =
- {
- txt = "&"
- hint = "fps to animate with."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "Set scale per-axis. Overrides 'modelscale',"$0D"so if you have"
- " both, the 'modelscale' is ignored."
- }
- }
- misc_vis_dummy:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"If this entity is "$22"v"
- "isible"$22" (in player's PVS) then it's target is forced to be active "
- "whether it is in the player's PVS or not."$0D"This entity itself is ne"
- "ver visible or transmitted to clients."$0D"For safety, you should have"
- " each dummy only point at one entity (however, it's okay to have many "
- "dummies pointing at one entity)"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_vis_dummy_multiple:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"If this entity is "$22"v"
- "isible"$22" (in player's PVS) then it's target is forced to be active "
- "whether it is in the player's PVS or not."$0D"This entity itself is ne"
- "ver visible or transmitted to clients."$0D"This entity was created to "
- "have multiple speakers targeting it"
- bbox = '-8 -8 -8 8 8 8'
- }
- shooter_mortar:form =
- {
- help = "-------- KEYS --------"$0D22"random"$22" the number of degrees o"
- "f deviance from the target. (1.0 default)"$0D"-------- SPAWNFLAGS ----"
- "----"$0D"LAUNCH_FX a smoke effect will play at the origin of this enti"
- "ty."$0D"FLASH_FX a muzzle flash effect will play at the origin of this"
- " entity."$0D"-------- NOTES --------"$0D"Lobs a mortar so that it will"
- " pass through the info_notnull targeted by this entity"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SMOKE_FX"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "FLASH_FX"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "LAUNCH_FX"
- }
- random: =
- {
- txt = "&"
- hint = "the number of degrees of deviance from the target. (1.0 defaul"
- "t)."
- }
- }
- shooter_rocket:form =
- {
- help = "-------- KEYS --------"$0D22"random"$22" the number of degrees o"
- "f deviance from the target. (1.0 default)"$0D"-------- SPAWNFLAGS ----"
- "----"$0D"(none)"$0D"-------- NOTES --------"$0D"Fires (a panzerfaust) "
- "at either the target or the current direction."
- bbox = '-16 -16 -16 16 16 16'
- random: =
- {
- txt = "&"
- hint = "the number of degrees of deviance from the target. (1.0 defaul"
- "t)."
- }
- }
- shooter_grenade:form =
- {
- help = "-------- KEYS --------"$0D22"random"$22" is the number of degree"
- "s of deviance from the target. (1.0 default)"$0D"-------- SPAWNFLAGS -"
- "-------"$0D"(none)"$0D"-------- NOTES --------"$0D"Fires at either the"
- " target or the current direction."
- bbox = '-16 -16 -16 16 16 16'
- random: =
- {
- txt = "&"
- hint = "the number of degrees of deviance from the target. (1.0 defaul"
- "t)."
- }
- }
- corona:form =
- {
- help = "-------- KEYS --------"$0D22"scale"$22" will designate a multipl"
- "ier to the default size. (so 2.0 is 2xdefault size, 0.5 is half)"$0D"-"
- "------- SPAWNFLAGS --------"$0D"START_OFF starts non-visible"$0D"-----"
- "--- NOTES --------"$0D"Use color picker to set color or key "$22"color"
- $22". values are 0.0-1.0 for each color (rgb)."
- bbox = '-4 -4 -4 4 4 4'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OFF"
- }
- scale: =
- {
- txt = "&"
- hint = "will designate a multiplier to the default size."$0D"(so 2.0 i"
- "s 2xdefault size, 0.5 is half)."
- }
- }
- dlight:form =
- {
- help = "-------- KEYS --------"$0D22"style"$22" value is an int from 1-1"
- "9 that contains a pre-defined 'flicker' string."$0D22"stylestring"$22" "
- "set your own 'flicker' string. (ex. "$22"klmnmlk"$22"). NOTE: this sh"
- "ould be all lowercase"$0D22"offset"$22" change the initial index in a "
- "style string. So val of 3 in the above example would start this light"
- " at 'N'. (used to get dlights using the same style out of sync)."$0D22
- "atten"$22" offset from the alpha values of the stylestring. stylestri"
- "ng of "$22"ddeeffzz"$22" with an atten of -1 would result in "$22"ccdd"
- "eeyy"$220D22"shader"$22" name of shader to apply"$0D22"sound"$22" soun"
- "d to loop every cycle (this actually just plays the sound at the begin"
- "ning of each cycle)"$0D"-------- SPAWNFLAGS --------"$0D"FORCEACTIVE "
- " toggle makes sure this light stays alive in a map even if the user h"
- "as r_dynamiclight set to 0."$0D"STARTOFF means the dlight doesn't spaw"
- "n in until ent is triggered"$0D"ONETIME when the dlight is triggere"
- "d, it will play through it's cycle once, then shut down until triggere"
- "d again"$0D"-------- NOTES --------"$0D"Stylestring characters run at "
- "10 cps in the game. (meaning the alphabet, at 24 characters, would tak"
- "e 2.4 seconds to cycle)"$0D"Use color picker to set color or key "$22"c"
- "olor"$22". values are 0.0-1.0 for each color (rgb)."
- bbox = '-12 -12 -12 12 12 12'
- spawnflags: =
- {
- typ = "X1"
- cap = "FORCEACTIVE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTOFF"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ONETIME"
- }
- _color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "light color (not the intensity, only the color)"
- }
- style: =
- {
- txt = "&"
- hint = "value is an int from 1-19 that contains a pre-defined 'flicker"
- "' string."
- typ = "C"
- items = "1>mmnmmommommnonmmonqnmmo"$0D"2>abcdefghijklmnopqrstuvwxyzyxw"
- "vutsrqponmlkjihgfedcba"$0D"3>mmmmmaaaaammmmmaaaaaabcdefgabcdefg"$0D"4"
- ">ma"$0D"5>jklmnopqrstuvwxyzyxwvutsrqponmlkj"$0D"6>nmonqnmomnmomomono"
- $0D"7>mmmaaaabcdefgmmmmaaaammmaamm"$0D"8>aaaaaaaazzzzzzzz"$0D"9>mmama"
- "mmmmammamamaaamammma"$0D"10>abcdefghijklmnopqrrqponmlkjihgfedcba11>m"
- "mnommomhkmmomnonmmonqnmmo"$0D"12>kmamaamakmmmaakmamakmakmmmma"$0D"13"
- ">kmmmakakmmaaamammamkmamakmmmma"$0D"14>mmnnoonnmmmmmmmmmnmmmmnonmmmm"
- "mmm"$0D"15>mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm"$0D"16>zzzzzzzzaaaaaaaa"
- $0D"17>zzzzzzzzaaaaaaaaaaaaaaaa"$0D"18>aaaaaaaazzzzzzzzaaaaaaaa"$0D"1"
- "9>aaaaaaaaaaaaaaaazzzzzzzz"
- values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"$0D"8"$0D"9"$0D"10"$0D
- "11"$0D"12"$0D"13"$0D"14"$0D"15"$0D"16"$0D"17"$0D"18"$0D"19"
- }
- stylestring: =
- {
- txt = "&"
- hint = "set your own 'flicker' string. (ex. 'klmnmlk')."$0D"NOTE: thi"
- "s should be all lowercase."
- }
- offset: =
- {
- txt = "&"
- hint = "change the initial index in a style string."$0D"So val of 3 in"
- " the above example would start this light at 'N'."$0D"(used to get d"
- "lights using the same style out of sync).."
- }
- atten: =
- {
- txt = "&"
- hint = "offset from the alpha values of the stylestring."$0D"stylestri"
- "ng of 'ddeeffzz' with an atten of -1"$0D"would result in 'ccddeeyy'."
- }
- shader: =
- {
- txt = "&"
- hint = "name of shader to apply."
- }
- sound: =
- {
- txt = "&"
- hint = "sound to loop every cycle (this actually just"$0D"plays the so"
- "und at the beginning of each cycle)."
- Typ = "EP"
- DefExt = "wav"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\sound"
- DirSep = "/"
- AugPath = "sound"
- }
- }
- misc_mg42:form =
- {
- help = "-------- KEYS --------"$0D22"harc"$22" horizonal fire arc, defau"
- "lt 115"$0D22"varc"$22" vertical fire arc, default 45"$0D22"health"$22" "
- "how much damage can it take, default 50"$0D22"damage"$22" determines h"
- "ow much the weapon will inflict if a non player uses it"$0D22"accuracy"
- $22" all guns are 100% accurate an entry of 0.5 would make it 50%"$0D"-"
- "------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D
- "Emplaced MG42 weapon."
- bbox = '-16 -16 -24 16 16 24'
- spawnflags: =
- {
- typ = "X1"
- cap = "HIGH"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOTRIPOD"
- }
- harc: =
- {
- txt = "&"
- hint = "horizonal fire arc, default 115."
- }
- varc: =
- {
- txt = "&"
- hint = "vertical fire arc, default 45."
- }
- health: =
- {
- txt = "&"
- hint = "how much damage can it take, default 50."
- }
- damage: =
- {
- txt = "&"
- hint = "determines how much the weapon will inflict if a non player us"
- "es it."
- }
- accuracy: =
- {
- txt = "&"
- hint = "all guns are 100% accurate an entry of 0.5 would make it 50%."
- }
- }
- func_door:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"key"$22" -1 for locked, key number "
- "for which key opens, 0 for open. default '0' unless door is targeted."
- " (trigger_aidoor entities targeting this door do /not/ affect the key"
- " status)"$0D22"model2"$22" .md3 model to also draw"$0D22"angle"$22" de"
- "termines the opening direction"$0D22"targetname"$22" if set, no touch "
- "field will be spawned and a remote button or trigger field activates t"
- "he door."$0D22"speed"$22" movement speed (100 default)"$0D22"closespee"
- "d"$22" optional different movement speed for door closing"$0D22"wait"$22
- " wait before returning (3 default, -1 = never return)"$0D22"lip"$22" l"
- "ip remaining at end of move (8 default)"$0D22"dmg"$22" damage to infli"
- "ct when blocked (2 default)"$0D22"color"$22" constantLight color"$0D22
- "light"$22" constantLight radius"$0D22"health"$22" if set, the door mus"
- "t be shot open"$0D22"team"$22" team name. other doors with same team "
- "name will open/close in syncronicity"$0D22"type"$22" use sounds based "
- "on construction of door"$0D"-------- SPAWNFLAGS --------"$0D"TOGGLE wa"
- "it in both the start and end states for a trigger event."$0D"START_OPE"
- "N the door to moves to its destination when spawned, and operate in re"
- "verse. It is used to temporarily or permanently close off an area whe"
- "n triggered (not useful for touch or takedamage doors)."$0D"-------- N"
- "OTES --------"$0D"sound types:"$0D"0 - nosound (default)"$0D"1 - metal"
- $0D"2 - stone"$0D"3 - lab"$0D"4 - wood"$0D"5 - iron/jail"$0D"6 - portcu"
- "llis"$0D"7 - wood (quiet)"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OPEN"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOGGLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "CRUSHER"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "TOUCH"
- }
- key: =
- {
- txt = "&"
- hint = "-1 for locked, key number for which key opens, 0 for open."$0D
- "default '0' unless door is targeted. (trigger_aidoor enti"$0D"ties "
- "targeting this door do /not/ affect the key status)."
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- angle: =
- {
- txt = "&"
- hint = "determines the opening direction."
- }
- targetname: =
- {
- txt = "&"
- hint = "if set, no touch field will be spawned and a remote button o"$0D
- "r 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."
- }
- team: =
- {
- txt = "&"
- hint = "team name. other doors with same team name will open/close in "
- "syncronicity."
- }
- type: =
- {
- txt = "&"
- hint = "use sounds based on construction of door."
- }
- }
- func_plat:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"lip"$22" default 8, protrusion abov"
- "e rest position"$0D22"height"$22" total height of movement, defaults t"
- "o model height"$0D22"speed"$22" overrides default 200."$0D22"dmg"$22
- " overrides default 2"$0D22"model2"$22" .md3 model to also draw"$0D22"c"
- "olor"$22" constantLight color"$0D22"light"$22" constantLight rad"
- "ius"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES ---"
- "-----"$0D"Plats are always drawn in the extended position so they will"
- " light correctly."
- lip: =
- {
- txt = "&"
- hint = "default 8, protrusion above rest position."
- }
- height: =
- {
- txt = "&"
- hint = "total height of movement, defaults to model height."
- }
- speed: =
- {
- txt = "&"
- hint = "overrides default 200."
- }
- dmg: =
- {
- txt = "&"
- hint = "overrides default 2."
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- path_corner:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Train path corners."
- bbox = '-8 -8 -8 8 8 8'
- }
- path_corner_2:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Train path corners."$0D"T"
- "his version will not contribute towards ingame entity count."
- bbox = '-8 -8 -8 8 8 8'
- }
- func_static:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" .md3 model to also draw"
- $0D22"color"$22" constantLight color"$0D22"light"$22" constantLig"
- "ht radius"$0D"-------- SPAWNFLAGS --------"$0D"START_INVIS will start "
- "the entity as non-existant, if targeted, it will toggle existance when"
- " triggered"$0D"-------- NOTES --------"$0D"A bmodel that just sits the"
- "re, doing nothing."$0D"Can be used for conditional walls and models."
- spawnflags: =
- {
- typ = "X1"
- cap = "START_INVIS"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- color: =
- {
- txt = "&"
- Typ = "LN"
- hint = "constantLight color."
- }
- light: =
- {
- txt = "&"
- hint = "constantLight radius."
- }
- }
- func_rotating:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" .md3 model to also draw"
- $0D22"speed"$22" determines how fast it moves; default value is 100."$0D
- $22"dmg"$22" damage to inflict when blocked (2 default)"$0D22"color"$22
- " constantLight color"$0D22"light"$22" constantLight radius"$0D"-"
- "------- SPAWNFLAGS --------"$0D"X_AXIS rotate around the x-axis"$0D"Y_"
- "AXIS rotate around the y-axis"$0D"STARTINVIS Spawn triggered"$0D"START"
- "_ON Initially turning upon start of map"$0D"-------- NOTES --------"$0D
- "You need to have an origin brush as part of this entity."$0D"The cente"
- "r of that brush will be the point around which it is rotated."$0D"It w"
- "ill rotate around the Z axis by default."
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTINVIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "X_AXIS"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "Y_AXIS"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- 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 =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" .md3 model to also draw"
- $0D22"height"$22" amplitude of bob (32 default)"$0D22"speed"$22" sec"
- "onds to complete a bob cycle (4 default)"$0D22"phase"$22" the 0.0 t"
- "o 1.0 offset in the cycle to start at"$0D22"dmg"$22" damage to inflict"
- " when blocked (2 default)"$0D22"color"$22" constantLight color"$0D22
- "light"$22" constantLight radius"$0D"-------- SPAWNFLAGS --------"$0D
- "X_AXIS bobs on the x-axis"$0D"Y_AXIS bobs on the y-axis"$0D"-------- N"
- "OTES --------"$0D"Normally bobs on the Z axis"
- spawnflags: =
- {
- typ = "X1"
- cap = "X_AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "Y_AXIS"
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- 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 =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" .md3 model to also draw"
- $0D22"speed"$22" the number of degrees each way the pendulum swings,"
- " (30 default)"$0D22"phase"$22" the 0.0 to 1.0 offset in the cycle t"
- "o start at"$0D22"dmg"$22" damage to inflict when blocked (2 default)"$0D
- $22"color"$22" constantLight color"$0D22"light"$22" constantLight"
- " radius"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES"
- " --------"$0D"You need to have an origin brush as part of this entity."
- $0D"Pendulums always swing north / south on unrotated models. Add an a"
- "ngles field to the model to allow rotation in other directions."$0D"Pe"
- "ndulum frequency is a physical constant based on the length of the bea"
- "m and gravity."
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- speed: =
- {
- txt = "&"
- hint = "the number of degrees each way the pendulum swings, (30 defaul"
- "t)."
- }
- 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 =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"key"$22" -1 for locked, key number "
- "for which key opens, 0 for open. default '0' unless door is targeted."
- " (trigger_aidoor entities targeting this door do /not/ affect the key"
- " status)"$0D22"model2"$22" .md3 model to also draw"$0D22"degrees"$22" "
- "determines how many degrees it will turn (90 default)"$0D22"speed"$22" "
- "movement speed (100 default)"$0D22"closespeed"$22" optional different "
- "movement speed for door closing"$0D22"time"$22" how many milliseconds "
- "it will take to open 1 sec = 1000"$0D22"dmg"$22" damage to inflict whe"
- "n blocked (2 default)"$0D22"color"$22" constantLight color"$0D22"light"
- $22" constantLight radius"$0D22"type"$22" use sounds based on construct"
- "ion of door:"$0D22"team"$22" team name. other doors with same team na"
- "me will open/close in syncronicity"$0D"-------- SPAWNFLAGS --------"$0D
- "FORCE door opens even if blocked"$0D"-------- NOTES --------"$0D"You n"
- "eed 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 rotat"
- "e 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 and Y are ch"
- "ecked, the default of Z will be used)."$0D"sound types:"$0D"0 - nosoun"
- "d (default)"$0D"1 - metal"$0D"2 - stone"$0D"3 - lab"$0D"4 - wood"$0D"5"
- " - iron/jail"$0D"6 - portcullis"$0D"7 - wood (quiet)"
- spawnflags: =
- {
- typ = "X2"
- cap = "TOGGLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "X_AXIS"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "Y_AXIS"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "REVERSE"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "FORCE"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "STAYOPEN"
- }
- key: =
- {
- txt = "&"
- hint = "-1 for locked, key number for which key opens, 0 for open."$0D
- "default '0' unless door is targeted."$0D"(trigger_aidoor entities ta"
- "rgeting this door do /not/ affect the key status)."
- }
- model2: =
- {
- txt = "&"
- hint = ".md3 model to also draw."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- 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."
- }
- type: =
- {
- txt = "&"
- hint = "use sounds based on construction of door."
- }
- team: =
- {
- txt = "&"
- hint = "team name. other doors with same team name will open/close in"
- " syncronicity."
- }
- sound types: =
- {
- txt = "&"
- hint = "Sets the sound for the door."
- typ = "C"
- items = "0>nosound (default)"$0D"1>metal"$0D"2>stone"$0D"3>lab"$0D"4>w"
- "ood"$0D"5>iron/jail"$0D"6>portcullis"$0D"7>wood (quiet)"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"$0D"7"
- }
- }
- target_script_trigger:form =
- {
- help = "-------- KEYS --------"$0D22"target"$22" The name of the trigge"
- "r"$0D22"scriptname"$22" This corrisponds to the block"$0D"-------- SPA"
- "WNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D"must have "
- "a target"$0D"when used it will run the trigger event relating to it's "
- "target within it's routine"
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "The name of the trigger."
- }
- scriptname: =
- {
- txt = "&"
- hint = "This corrisponds to the block."
- }
- }
- target_kill:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Kills all targets when a"
- "ctivated"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_effect:form =
- {
- help = "-------- KEYS --------"$0D22"mass"$22" defaults to 15. This det"
- "ermines how much debris is emitted when it explodes. (number of piece"
- "s)"$0D22"dmg"$22" defaults to 0. damage radius blast when triggered"$0D
- $22"type"$22" rubble mdel type"$0D"-------- SPAWNFLAGS --------"$0D"TNT"
- " Big explosion when triggered"$0D"EXPLODE explosion when triggered"$0D
- "SMOKE Produces smoke when triggered"$0D"-------- NOTES --------"$0D"ru"
- "bble types:"$0D22"glass"$220D22"wood"$22" (default)"$0D22"metal"$220D22
- "gibs"$220D22"brick"$220D22"rock"$22
- bbox = '-6 -6 -6 6 6 6'
- type = "[rubble types]"
- spawnflags: =
- {
- typ = "X1"
- cap = "TNT"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "EXPLODE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "SMOKE"
- }
- mass: =
- {
- txt = "&"
- hint = "defaults to 15. This determines how much debris"$0D"is emitte"
- "d when it explodes. (number of pieces)."
- }
- dmg: =
- {
- txt = "&"
- hint = "defaults to 0. damage radius blast when triggered."
- }
- rubble types: =
- {
- txt = "&"
- hint = "Sets the effect sound."
- typ = "C"
- items = "0>glass"$0D"1>wood (default)"$0D"2>metal"$0D"3>gibs"$0D"4>bri"
- "ck"$0D"5>rock"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"
- }
- }
- func_explosive:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"model2"$22" optional md3 to draw ov"
- "er the solid clip brush"$0D22"wait"$22" how long (in seconds) to leave"
- " the model after it's 'dead'. '-1' leaves forever."$0D22"dmg"$22" how"
- " much radius damage should be done, defaults to 0"$0D22"health"$22" de"
- "faults to 100. If health is set to '0' the brush will not be shootabl"
- "e."$0D22"targetname"$22" if set, no touch field will be spawned and a "
- "remote button or trigger field triggers the explosion."$0D22"scriptnam"
- "e"$22" script whose death is triggered when the object is destroyed"$0D
- $22"type"$22" type of debris ("$22"glass"$22", "$22"wood"$22", "$22"met"
- "al"$22", "$22"gibs"$22", "$22"brick"$22", "$22"rock"$22", "$22"fabric"$22
- ") default is "$22"wood"$220D22"mass"$22" defaults to 75. This determi"
- "nes how much debris is emitted when it explodes. You get one large ch"
- "unk per 100 of mass (up to 8) and one small chunk per 25 of mass (up t"
- "o 16). So 800 gives the most."$0D22"noise"$22" sound to play when tri"
- "ggered. The explosive will default to a sound that matches it's 'type"
- "'. Use the sound name "$22"nosound"$22" (case in-sensitive) if you wa"
- "nt it silent."$0D"-------- SPAWNFLAGS --------"$0D"TOUCHABLE means aut"
- "omatic use on player contact."$0D"USESHADER will apply the shader used"
- " on the brush model to the debris."$0D"LOWGRAV specifies that the debr"
- "is will /always/ fall slowly"$0D"START_INVIS spawn trigger"$0D"TANK Wi"
- "ll show as a tank on a command map if linked to by a trigger_objective"
- "_info"$0D"-------- NOTES --------"$0D"the default sounds are:"$0D22"wo"
- "od"$22" - "$22"sound/world/boardbreak.wav"$220D22"glass"$22" - "$22
- "sound/world/glassbreak.wav"$220D22"metal"$22" - "$22"sound/world/me"
- "talbreak.wav"$220D22"gibs"$22" - "$22"sound/player/gibsplit1.wav"$22
- $0D22"brick"$22" - "$22"sound/world/brickfall.wav"$220D22"stone"$22" "
- " - "$22"sound/world/stonefall.wav"$220D"Yf you use model2, you must "
- "have an origin brush in the explosive with the center of the origin at"
- " the origin of the model"$0D"If you want an explosion, set dmg and it "
- "will do a radius explosion of that amount at the center of the bursh."
- type = "[rubble types]"
- noise = "[default sounds]"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_INVIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOUCHABLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "USESHADER"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "LOWGRAV"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "TANK"
- }
- model2: =
- {
- txt = "&"
- hint = "optional md3 to draw over the solid clip brush."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- wait: =
- {
- txt = "&"
- hint = "how long (in seconds) to leave the model after it's 'dead'."$0D
- "'-1' leaves forever.."
- }
- dmg: =
- {
- txt = "&"
- hint = "how much radius damage should be done, defaults to 0."
- }
- health: =
- {
- txt = "&"
- hint = "defaults to 100. If health is set to '0' the brush will not b"
- "e shootable."
- }
- targetname: =
- {
- txt = "&"
- hint = "if set, no touch field will be spawned and a remote button"$0D
- "or trigger field triggers the explosion."
- }
- scriptname: =
- {
- txt = "&"
- hint = "script whose death is triggered when the object is destroyed."
- }
- rubble types: =
- {
- txt = "&"
- hint = "Sets the type of rubble to be used."
- typ = "C"
- items = "0>glass"$0D"1>wood (default)"$0D"2>metal"$0D"3>gibs"$0D"4>bri"
- "ck"$0D"5>rock"$0D"6>fabric"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- mass: =
- {
- txt = "&"
- hint = "defaults to 75. This determines how much debris is emitted"$0D
- "when it explodes. You get one large chunk per 100 of mass"$0D"(up t"
- "o 8) and one small chunk per 25 of mass (up to 16)."$0D"So 800 gives"
- " the most.."
- }
- default sounds: =
- {
- txt = "&"
- hint = "sound to play when triggered. The explosive will default to"$0D
- "a sound that matches it's 'type'."$0D"Use the sound name 'nosound' i"
- "f you want it silent.."
- typ = "C"
- items = "0>nosound"$0D"1>sound/world/boardbreak.wav"$0D"2>sound/world/"
- "glassbreak.wav"$0D"3>sound/world/metalbreak.wav"$0D"4>sound/player/g"
- "ibsplit1.wav"$0D"5>sound/world/brickfall.wav"$0D"6>sound/world/stone"
- "fall.wav"
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- }
- func_invisible_user:form =
- {
- help = "-------- KEYS --------"$0D22"delay"$22" time (in seconds) before"
- " it can be used again"$0D22"offnoise"$22" specifies an alternate sound"
- $0D22"cursorhint"$22" overrides the auto-location of targeted entity (l"
- "ist below)"$0D"-------- SPAWNFLAGS --------"$0D"NO_OFF_NOISE no sound "
- "will play if the invis_user is used when 'off'"$0D"NOT_KICKABLE kickin"
- "g doesn't fire, only player activating"$0D"STARTOFF isn't functional t"
- "ill toggled"$0D"-------- NOTES --------"$0D"when activated will use it"
- "s target"$0D"Normally when a player 'activates' this entity, if the en"
- "tity has been turned 'off' (by a scripted command) you will hear a sou"
- "nd to indicate that you cannot activate the user."$0D"The sound defaul"
- "ts to "$22"sound/movers/invis_user_off.wav"$220D"cursorhint types:"$0D
- "HINT_NONE"$0D"HINT_FORCENONE"$0D"HINT_PLAYER"$0D"HINT_ACTIVATE"$0D"HIN"
- "T_DOOR"$0D"HINT_DOOR_ROTATING"$0D"HINT_DOOR_LOCKED"$0D"HINT_DOOR_ROTAT"
- "ING_LOCKED"$0D"HINT_MG42"$0D"HINT_BREAKABLE"$0D"HINT_BREAKABLE_DYNAMIT"
- "E"$0D"HINT_CHAIR"$0D"HINT_ALARM"$0D"HINT_HEALTH"$0D"HINT_TREASURE"$0D"H"
- "INT_KNIFE"$0D"HINT_LADDER"$0D"HINT_BUTTON"$0D"HINT_WATER"$0D"HINT_CAUT"
- "ION"$0D"HINT_DANGER"$0D"HINT_SECRET"$0D"HINT_QUESTION"$0D"HINT_EXCLAMA"
- "TION"$0D"HINT_CLIPBOARD"$0D"HINT_WEAPON"$0D"HINT_AMMO"$0D"HINT_ARMOR"$0D
- "HINT_POWERUP"$0D"HINT_HOLDABLE"$0D"HINT_INVENTORY"$0D"HINT_SCENARIC"$0D
- "HINT_EXIT"$0D"HINT_NOEXIT"$0D"HINT_PLYR_FRIEND"$0D"HINT_PLYR_NEUTRAL"$0D
- "HINT_PLYR_ENEMY"$0D"HINT_PLYR_UNKNOWN"$0D"HINT_BUILD"$0D"HINT_DISARM"$0D
- "HINT_REVIVE"$0D"HINT_DYNAMITE"$0D"HINT_CONSTRUCTIBLE"$0D"HINT_UNIFORM"$0D
- "HINT_LANDMINE"$0D"HINT_TANK"$0D"HINT_SATCHELCHARGE"$0D"HINT_LOCKPICK"$0D
- "HINT_BAD_USER"$0D"HINT_NUM_HINTS"
- type = "[cursorhint types]"
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTOFF"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "NO_OFF_NOISE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOT_KICKABLE"
- }
- delay: =
- {
- txt = "&"
- hint = "time (in seconds) before it can be used again."
- }
- offnoise: =
- {
- hint = "specifies an alternate sound."$0D0D"The file selection button "
- "... to the right"$0D"lets you pick the sound you want by clicking on"
- " it."$0D"Create a sub-folder named 'sound' in your tmpQuArk folder"$0D
- "and place your .wav files there. You can also create"$0D"sub-folders"
- " within the 'sound' folder to group your files."$0D0D"Right clicking"
- " on the sound file will let you play it."$0D"The path is set so it w"
- "ill work if put into a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- cursorhint: =
- {
- txt = "&"
- hint = "overrides the auto-location of targeted entity (list below)."
- }
- cursorhint types: =
- {
- txt = "&"
- hint = "cursor type hints given."
- typ = "C"
- items = "0>HINT_NONE"$0D"1>HINT_FORCENONE"$0D"2>HINT_PLAYER"$0D"3>HINT"
- "_ACTIVATE"$0D"4>HINT_DOOR"$0D"5>HINT_DOOR_ROTATING"$0D"6>HINT_DOOR_L"
- "OCKED"$0D"7>HINT_DOOR_ROTATING_LOCKED"$0D"8>HINT_MG42"$0D"9>HINT_BRE"
- "AKABLE"$0D"10>HINT_BREAKABLE_DYNAMITE"$0D"11>HINT_CHAIR"$0D"12>HINT_"
- "ALARM"$0D"13>HINT_HEALTH"$0D"14>HINT_TREASURE"$0D"15>HINT_KNIFE"$0D"1"
- "6>HINT_LADDER"$0D"17>HINT_BUTTON"$0D"18>HINT_WATER"$0D"19>HINT_CAUTI"
- "ON"$0D"20>HINT_DANGER"$0D"21>HINT_SECRET"$0D"22>HINT_QUESTION"$0D"23"
- ">HINT_EXCLAMATION"$0D"24>HINT_CLIPBOARD"$0D"25>HINT_WEAPON"$0D"26>HI"
- "NT_AMMO"$0D"27>HINT_ARMOR"$0D"28>HINT_POWERUP"$0D"29>HINT_HOLDABLE"$0D
- "30>HINT_INVENTORY"$0D"31>HINT_SCENARIC"$0D"32>HINT_EXIT"$0D"33>HINT_"
- "NOEXIT"$0D"34>HINT_PLYR_FRIEND"$0D"35>HINT_PLYR_NEUTRAL"$0D"36>HINT_"
- "PLYR_ENEMY"$0D"37>HINT_PLYR_UNKNOWN"$0D"38>HINT_BUILD"$0D"39>HINT_DI"
- "SARM"$0D"40>HINT_REVIVE"$0D"41>HINT_DYNAMITE"$0D"42>HINT_CONSTRUCTIB"
- "LE"$0D"43>HINT_UNIFORM"$0D"44>HINT_LANDMINE"$0D"45>HINT_TANK"$0D"46>"
- "HINT_SATCHELCHARGE"$0D"47>HINT_LOCKPICK"$0D"48>HINT_BAD_USER"$0D"49>"
- "HINT_NUM_HINTS"$0D
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- }
- props_chair:form =
- {
- help = "-------- KEYS --------"$0D22"health"$22" default 10"$0D22"wait"$22
- " default 5, how many shards to spawn ( try not to exceed 20 )"$0D22"sh"
- "ard"$22" type of shard to spawn"$0D"-------- SPAWNFLAGS --------"$0D"("
- "none)"$0D"-------- NOTES --------"$0D"shard types:"$0D"0 = glass"$0D"1"
- " = wood"$0D"2 = metal"$0D"3 = ceramic"
- bbox = '-16 -16 0 16 16 32'
- shard = "[shard types]"
- health: =
- {
- txt = "&"
- hint = "default 10."
- }
- wait: =
- {
- txt = "&"
- hint = "default 5, how many shards to spawn ( try not to exceed 20 )."
- }
- shard types: =
- {
- txt = "&"
- hint = "type of shard to spawn."
- typ = "C"
- items = "0>glass"$0D"1>wood"$0D"2>metal"$0D"3>ceramic"$0D
- values = "0"$0D"1"$0D"2"$0D"3"
- }
- }
- props_skyportal:form =
- {
- help = "-------- KEYS --------"$0D22"fov"$22" for the skybox default is "
- "90"$0D22"fogcolor"$22" (r g b) (values 0.0-1.0)"$0D22"fognear"$22" dis"
- "tance from entity to start fogging"$0D22"fogfar"$22" distance from ent"
- "ity that fog is opaque"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D
- "-------- NOTES --------"$0D"Allows you to place a static "$22"far away"
- $22" looking scene around the map."
- 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_mover:form =
- {
- mdl = "[model2]"
- help = "-------- KEYS --------"$0D22"modelscale"$22" Scale multiplier (d"
- "efaults to 1, and scales uniformly)"$0D22"modelscale_vec"$22" Set scal"
- "e per-axis. Overrides "$22"modelscale"$22", so if you have both, the "
- $22"modelscale"$22" is ignored"$0D22"model2"$22" optional md3 to draw o"
- "ver the solid clip brush"$0D22"scriptname"$22" name used for scripting"
- " purposes"$0D22"health"$22" optionally make this entity damagable"$0D22
- "tagent"$22" target entity a mounted gun will be attached to"$0D22"gun"$22
- " variable gun type, only other option other than default is "$22"brown"
- "ing"$220D"-------- SPAWNFLAGS --------"$0D"TRIGGERSPAWN wont spawn unt"
- "il activated"$0D"SOLID non-solid unless set"$0D"EXPLOSIVEDAMAGEONLY wi"
- "ll only take damage from explosive weapons"$0D"RESURECTABLE will not d"
- "isappear when fully damaged"$0D"COMPASS shows up on compass"$0D"ALLIED"
- " only axis can damage"$0D"AXIS only allies can damage"$0D"MOUNTED_GUN "
- "has a mounted gun attached to it"$0D"-------- NOTES --------"$0D"Scrip"
- "ted brush entity. A simplified means of moving brushes around based on"
- " events."
- spawnflags: =
- {
- typ = "X1"
- cap = "TRIGGERSPAWN"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SOLID"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "EXPLOSIVEDAMAGEONLY"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESURECTABLE"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "COMPASS"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "ALLIED"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "AXIS"
- }
- spawnflags: =
- {
- typ = "X128"
- cap = "MOUNTED_GUN"
- }
- modelscale: =
- {
- txt = "&"
- hint = "Scale multiplier (defaults to 1, and scales uniformly)."
- }
- modelscale_vec: =
- {
- txt = "&"
- hint = "Set scale per-axis. Overrides 'modelscale',"$0D"so if you hav"
- "e both, the 'modelscale' is ignored."
- }
- model2: =
- {
- txt = "&"
- hint = "optional md3 to draw over the solid clip brush."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- scriptname: =
- {
- txt = "&"
- hint = "name used for scripting purposes."
- }
- health: =
- {
- txt = "&"
- hint = "optionally make this entity damagable."
- }
- tagent: =
- {
- txt = "&"
- hint = "target entity a mounted gun will be attached to."
- }
- gun: =
- {
- txt = "&"
- hint = "variable gun type, only other option other than default is 'br"
- "owning'."
- }
- }
- target_delay:form =
- {
- help = "-------- KEYS --------"$0D22"wait"$22" seconds to pause before f"
- "iring targets."$0D22"random"$22" delay variance, total delay = delay +"
- "/- random seconds"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"----"
- "---- NOTES --------"$0D"Fires off targets after a delay."
- bbox = '-8 -8 -8 8 8 8'
- wait: =
- {
- txt = "&"
- hint = "seconds to pause before firing targets."
- }
- random: =
- {
- txt = "&"
- hint = "delay variance, total delay = delay +/- random seconds."
- }
- }
- target_speaker:form =
- {
- help = "-------- KEYS --------"$0D22"noise"$22" wav file to play"$0D22
- "wait"$22" Seconds between auto triggerings, 0 = don't auto trigger"$0D
- $22"random"$22" wait variance, default is 0"$0D22"volume"$22" allows va"
- "riance of the volume of the speaker, default is 255 (limit is 65535, b"
- "ut digital distortion will cut in long before then)"$0D"-------- SPAWN"
- "FLAGS --------"$0D"NO_PVS - this sound will not turn off when not in t"
- "he player's PVS"$0D"-------- NOTES --------"$0D"A global sound will pl"
- "ay full volume throughout the level."$0D"Activator sounds will play on"
- " the player that activated the target."$0D"Global and activator sounds"
- " can't be combined with looping."$0D"Normal sounds play each time the "
- "target is used."$0D"Looped sounds will be toggled by use functions."$0D
- "Multiple identical looping sounds will just increase volume without an"
- "y speed cost."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "LOOPED_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "LOOPED_OFF"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "GLOBAL"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "ACTIVATOR"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "VIS_MULTIPLE"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "NO_PVS"
- }
- noise: =
- {
- hint = "wav file to play."$0D0D"The file selection button ... to the r"
- "ight"$0D"lets you pick the sound you want by clicking on it."$0D"Cre"
- "ate a sub-folder named 'sound' in your tmpQuArk folder"$0D"and place"
- " your .wav files there. You can also create"$0D"sub-folders within t"
- "he 'sound' folder to group your files."$0D0D"Right clicking on the s"
- "ound file will let you play it."$0D"The path is set so it will work "
- "if put into a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\sound"
- DefExt = "wav"
- DirSep = "/"
- AugPath = "sound"
- }
- wait: =
- {
- txt = "&"
- hint = "Seconds between auto triggerings, 0 = don't auto trigger."
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0."
- }
- volume: =
- {
- txt = "&"
- hint = "allows variance of the volume of the speaker,"$0D"default is 2"
- "55 (limit is 65535, but digital"$0D"distortion will cut in long befo"
- "re then)."
- }
- }
- target_fog:form =
- {
- help = "-------- KEYS --------"$0D22"distance"$22" sets fog distance. U"
- "se value '0' to give control back to the game (and use the fog values "
- "specified in the sky shader if present)"$0D22"near"$22" is fog start d"
- "istance when using distance fog"$0D22"time"$22" time it takes to chang"
- "e fog to new value. default time is 1 sec"$0D"-------- SPAWNFLAGS ---"
- "-----"$0D"(none)"$0D"-------- NOTES --------"$0D"color picker chooses "
- "color of fog"$0D"distance value sets the type of fog. values > 1 are "
- "distance fog (ex. 2048), values < 1 are density fog (ex. .0002)"
- bbox = '-8 -8 -8 8 8 8'
- distance: =
- {
- txt = "&"
- hint = "sets fog distance. Use value '0' to give control back to the "
- "game"$0D"(and use the fog values specified in the sky shader if pres"
- "ent)."
- }
- near: =
- {
- txt = "&"
- hint = "is fog start distance when using distance fog."
- }
- time: =
- {
- txt = "&"
- hint = "time it takes to change fog to new value. default time is 1 s"
- "ec."
- }
- }
- target_smoke:form =
- {
- help = "-------- KEYS --------"$0D22"delay"$22" this is the maximum smok"
- "e that will show up, default 100ms"$0D22"time"$22" time before the smo"
- "ke disipates, default 5000ms"$0D22"duration"$22" time before the smoke"
- " starts to alpha, default 2000ms"$0D22"start_size"$22" default 24"$0D22
- "end_size"$22" default 96"$0D22"wait"$22" the rate at which it will tra"
- "vel up, default 50"$0D22"shader"$22" custom shader to use, overrides s"
- "pawnflags"$0D"-------- SPAWNFLAGS --------"$0D"BLACK black smoke"$0D"W"
- "HITE white/grey smoke"$0D"SMOKEON starts on"$0D"GRAVITY is affected by"
- " gravity"$0D"-------- NOTES --------"$0D"A particle emmiter"
- bbox = '-32 -32 -16 32 32 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "BLACK"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "WHITE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "SMOKEON"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "GRAVITY"
- }
- delay: =
- {
- txt = "&"
- hint = "this is the maximum smoke that will show up, default 100ms."
- }
- time: =
- {
- txt = "&"
- hint = "time before the smoke disipates, default 5000ms."
- }
- duration: =
- {
- txt = "&"
- hint = "time before the smoke starts to alpha, default 2000ms."
- }
- start_size: =
- {
- txt = "&"
- hint = "default 24."
- }
- end_size: =
- {
- txt = "&"
- hint = "default 96."
- }
- wait: =
- {
- txt = "&"
- hint = "the rate at which it will travel up, default 50."
- }
- shader: =
- {
- txt = "&"
- hint = "custom shader to use, overrides spawnflags."
- }
- }
- target_rumble:form =
- {
- help = "-------- KEYS --------"$0D22"wait"$22" time the entity will enab"
- "le rumble effect, default 2"$0D22"pitch"$22" value from 1 to 10 defaul"
- "t is 5"$0D22"yaw"$22" value from 1 to 10 default is 5"$0D22"rampup"$22
- " how much time it will take to reach maximum pitch and yaw in seconds"$0D
- $22"rampdown"$22" how long till effect ends after rampup is reached in "
- "seconds"$0D22"startnoise"$22" startingsound"$0D22"noise"$22" the loopi"
- "ng sound entity is to make"$0D22"endnoise"$22" endsound"$0D22"duration"
- $22" the amount of time the effect is to last ei 1.0 sec 3.6 sec"$0D"--"
- "------ SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D"C"
- "auses clients' views to shake"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTOFF"
- }
- wait: =
- {
- txt = "&"
- hint = "time the entity will enable rumble effect, default 2."
- }
- pitch: =
- {
- txt = "&"
- hint = "value from 1 to 10 default is 5."
- }
- yaw: =
- {
- txt = "&"
- hint = "value from 1 to 10 default is 5."
- }
- rampup: =
- {
- txt = "&"
- hint = "how much time it will take to reach maximum pitch and yaw in s"
- "econds."
- }
- rampdown: =
- {
- txt = "&"
- hint = "how long till effect ends after rampup is reached in seconds."
- }
- startnoise: =
- {
- hint = "startingsound."$0D0D"The file selection button ... to the righ"
- "t"$0D"lets you pick the sound you want by clicking on it."$0D"Create"
- " a sub-folder named 'sound' in your tmpQuArk folder"$0D"and place yo"
- "ur .wav files there. You can also create"$0D"sub-folders within the "
- "'sound' folder to group your files."$0D0D"Right clicking on the soun"
- "d file will let you play it."$0D"The path is set so it will work if "
- "put into a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- noise: =
- {
- hint = "the looping sound entity is to make."$0D0D"The file selection "
- "button ... to the right"$0D"lets you pick the sound you want by clic"
- "king on it."$0D"Create a sub-folder named 'sound' in your tmpQuArk f"
- "older"$0D"and place your .wav files there. You can also create"$0D"s"
- "ub-folders within the 'sound' folder to group your files."$0D0D"Righ"
- "t clicking on the sound file will let you play it."$0D"The path is s"
- "et so it will work if put into a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- endnoise: =
- {
- hint = "endsound."$0D0D"The file selection button ... to the right"$0D
- "lets you pick the sound you want by clicking on it."$0D"Create a sub"
- "-folder named 'sound' in your tmpQuArk folder"$0D"and place your .wa"
- "v files there. You can also create"$0D"sub-folders within the 'sound"
- "' folder to group your files."$0D0D"Right clicking on the sound file"
- " will let you play it."$0D"The path is set so it will work if put in"
- "to a .pak file."
- txt = "&"
- Typ = "EP"
- BasePath = "$Game\tmpQuArK\sound"
- CutPath = "$Game\?\?\"
- DefExt = "wav"
- DirSep = "/"
- }
- duration: =
- {
- txt = "&"
- hint = "the amount of time the effect is to last ei 1.0 sec 3.6 sec."
- }
- }
- team_CTF_redspawn:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"INVULNERABE player is invulnerable for 3 seconds after spawning"
- $0D"STARTACTIVE this spawn is active at map start"$0D"-------- NOTES --"
- "------"$0D"potential spawning position for axis team in wolfdm games."$0D
- "This allows spawnpoints to advance across the battlefield as new ones "
- "are"$0D"placed and/or activated. If target is set, point spawnpoint to"
- "ward target activation"
- bbox = '-18 -18 -24 18 18 48'
- spawnflags: =
- {
- typ = "X1"
- cap = "INVULNERABE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTACTIVE"
- }
- }
- team_CTF_bluespawn:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"INVULNERABE player is invulnerable for 3 seconds after spawning"
- $0D"STARTACTIVE this spawn is active at map start"$0D"-------- NOTES --"
- "------"$0D"potential spawning position for allied team in wolfdm games"
- "."$0D"This allows spawnpoints to advance across the battlefield as new"
- " ones are"$0D"placed and/or activated. If target is set, point spawnpo"
- "int toward target activation"
- bbox = '-18 -18 -24 18 18 48'
- spawnflags: =
- {
- typ = "X1"
- cap = "INVULNERABE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTACTIVE"
- }
- }
- team_CTF_redflag:form =
- {
- mdl = "[model]"
- help = "-------- KEYS --------"$0D22"model"$22" Set model to disp"
- "lay in game"$0D22"message"$22" Name of object in game (ex: the Rada"
- "r Parts)"$0D22"scriptname"$22" name used for scripting purposes"$0D
- "-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D
- "Used for dual objectives in ET."
- bbox = '-16 -16 -16 16 16 16'
- model: =
- {
- txt = "&"
- hint = "Set model to display in game."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- message: =
- {
- txt = "&"
- hint = "Name of object in game (ex: the Radar Parts)."
- }
- scriptname: =
- {
- txt = "&"
- hint = "name used for scripting purposes."
- }
- }
- team_CTF_blueflag:form =
- {
- mdl = "[model]"
- help = "-------- KEYS --------"$0D22"model"$22" Set model to disp"
- "lay in game"$0D22"message"$22" Name of object in game (ex: the Rada"
- "r parts)"$0D22"scriptname"$22" name used for scripting purposes"$0D
- "-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D
- "Used for dual objectives in ET."
- bbox = '-16 -16 -16 16 16 16'
- model: =
- {
- txt = "&"
- hint = "Set model to display in game."
- Typ = "EP"
- DefExt = "md3"
- BasePath = "$Game\baseq3"
- CutPath = "$Game\?\models"
- DirSep = "/"
- AugPath = "models"
- }
- message: =
- {
- txt = "&"
- hint = "Name of object in game (ex: the Radar Parts)."
- }
- scriptname: =
- {
- txt = "&"
- hint = "name used for scripting purposes."
- }
- }
- team_WOLF_objective:form =
- {
- help = "-------- KEYS --------"$0D22"description"$22" short text key for"
- " objective name that will appear in objective selection in limbo UI."$0D
- "-------- SPAWNFLAGS --------"$0D"DEFAULT_AXIS This spawn region belong"
- "s to the Axis at the start of the map"$0D"DEFAULT_ALLIES This spawn re"
- "gion belongs to the Alles at the start of the map"$0D"-------- NOTES -"
- "-------"$0D"marker for objective"$0D"This marker will be used for comp"
- "uting effective radius for"$0D"dynamite damage, as well as generating "
- "a list of objectives"$0D"that players can elect to spawn near to in th"
- "e limbo spawn"$0D"screen."
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "DEFAULT_AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEFAULT_ALLIES"
- }
- description: =
- {
- txt = "&"
- hint = "short text key for objective name that will appear"$0D"in obje"
- "ctive selection in limbo UI.."
- }
- }
- trigger_multiple:form =
- {
- help = "-------- KEYS --------"$0D22"wait"$22" Seconds between triggerin"
- "gs, 0.5 default, -1 = one time only."$0D22"random"$22" wait variance, "
- "default is 0"$0D"-------- SPAWNFLAGS --------"$0D"AXIS_ONLY only axis "
- "may trigger this"$0D"ALLIED_ONLY only allies may trigger this"$0D"SOLD"
- "IER_ONLY only soldiers may trigger this"$0D"FIELDOPS_ONLY only fieldop"
- "s may trigger this"$0D"MEDIC_ONLY only medics may trigger this"$0D"ENG"
- "INEER_ONLY only engineers may trigger this"$0D"COVERTOPS_ONLY only cov"
- "ertops may trigger this"$0D"-------- NOTES --------"$0D"Variable sized"
- " repeatable trigger. Must be targeted at one or more entities."$0D"so"
- ", the basic time between firing is a random time between"$0D"(wait - r"
- "andom) and (wait + random)"
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS_ONLY"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED_ONLY"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SOLDIER_ONLY"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "FIELDOPS_ONLY"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "MEDIC_ONLY"
- }
- spawnflags: =
- {
- typ = "X128"
- cap = "ENGINEER_ONLY"
- }
- spawnflags: =
- {
- typ = "X256"
- cap = "COVERTOPS_ONLY"
- }
- wait: =
- {
- txt = "&"
- hint = "Seconds between triggerings, 0.5 default, -1 = one time only.."
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0."
- }
- }
- trigger_always:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"A trigger which fires at"
- " map start, redundant through script usage."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_push:form =
- {
- help = "-------- KEYS --------"$0D22"speed"$22" defaults to 1000"$0D"-"
- "------- SPAWNFLAGS --------"$0D"BOUNCEPAD play bounce noise instead of"
- " windfly"$0D"-------- NOTES --------"$0D"Pushes the activator in the d"
- "irection.of angle, or towards a target apex."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "BOUNCEPAD"
- }
- speed: =
- {
- txt = "&"
- hint = "defaults to 1000."
- }
- }
- trigger_hurt:form =
- {
- help = "-------- KEYS --------"$0D22"dmg"$22" default 5"$0D22"life"$22" "
- " time this brush will exist if value is 0 will live for ever i.e. 0."
- "5sec 2sec default 0"$0D"-------- SPAWNFLAGS --------"$0D"SILENT "
- " supresses playing the sound"$0D"SLOW changes the damag"
- "e rate to once per second"$0D"NO_PROTECTION *nothing* stops the dam"
- "age"$0D"-------- NOTES --------"$0D"Any entity that touches this will "
- "be hurt."$0D"It does dmg points of damage each server frame"$0D"Target"
- "ing the trigger will toggle its on / off state."$0D"The entity must be"
- " used first before it will count down its life"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_OFF"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "SILENT"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NO_PROTECTION"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SLOW"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "ONCE"
- }
- dmg: =
- {
- txt = "&"
- hint = "default 5."
- }
- life: =
- {
- txt = "&"
- hint = "time this brush will exist if value is 0 will live for"$0D"eve"
- "r i.e. 0.5sec 2sec default 0."
- }
- }
- func_timer:form =
- {
- help = "-------- KEYS --------"$0D22"wait"$22" base time between trigger"
- "ing all targets, default is 1"$0D22"random"$22" wait variance, default"
- " is 0"$0D"-------- SPAWNFLAGS --------"$0D"START_ON starts enabled"$0D
- "-------- NOTES --------"$0D"This should be renamed trigger_timer..."$0D
- "Repeatedly fires its targets."$0D"Can be turned on or off by using."$0D
- "So, the basic time between firing is a random time between (wait - ran"
- "dom) and (wait + random)"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- wait: =
- {
- txt = "&"
- hint = "base time between triggering all targets, default is 1."
- }
- random: =
- {
- txt = "&"
- hint = "wait variance, default is 0."
- }
- }
- trigger_once:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"AXIS_ONLY only axis may trigger this"$0D"ALLIED_ONLY only allie"
- "s may trigger this"$0D"SOLDIER_ONLY only soldiers may trigger this"$0D
- "FIELDOPS_ONLY only fieldops may trigger this"$0D"MEDIC_ONLY only medic"
- "s may trigger this"$0D"ENGINEER_ONLY only engineers may trigger this"$0D
- "COVERTOPS_ONLY only covertops may trigger this"$0D"-------- NOTES ----"
- "----"$0D"Must be targeted at one or more entities."$0D"Once triggered,"
- " this entity is destroyed"$0D"(you can actually do the same thing with"
- " trigger_multiple with a wait of -1)"
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS_ONLY"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED_ONLY"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SOLDIER_ONLY"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "FIELDOPS_ONLY"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "MEDIC_ONLY"
- }
- spawnflags: =
- {
- typ = "X128"
- cap = "ENGINEER_ONLY"
- }
- spawnflags: =
- {
- typ = "X256"
- cap = "COVERTOPS_ONLY"
- }
- }
- trigger_objective_info:form =
- {
- help = "-------- KEYS --------"$0D22"customimage"$22" image used on the "
- "commandmap, overrides the team-individual ones"$0D22"customaxisimage"$22
- " image to show axis players on the commandmap"$0D22"customalliesimage"$22
- " image to show allied players on the commandmap"$0D22"track"$22" Ma"
- "ndatory, this text will be appended to "$22"You are near "$220D22"targ"
- "et"$22" You may target dynamitable objectives"$0D22"score"$22" If targ"
- "eting a dynamitable objective, give this score when blown."$0D22"short"
- "name"$22" Name to display on the command map"$0D"-------- SPAWNFLAGS -"
- "-------"$0D"AXIS_OBJECTIVE Set if targeting an objective owned by AXI"
- "S, then only allied dynamite will blow it up."$0D"ALLIED_OBJECTIVE Set"
- " if targeting an objective owned by ALLIES, then only axis dynamite wi"
- "ll blow it up."$0D"TANK Will use a tank icon on the command map"$0D"IS"
- "_COMMANDPOST Will use a command post icon on the command map"$0D"IS_HE"
- "ALTHAMMOCABINET Will use a healthammo cabinet icon on the command map"$0D
- "IS_OBJECTIVE Will use a standard objective icon on the command map"$0D
- "-------- NOTES --------"$0D"Players in this field will see a message s"
- "aying that they are near an objective."$0D"Also, if targeting a dynami"
- "table objective, the dynamite must be armed inside"$0D"of the trigger "
- "to blow up the objective."
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS_OBJECTIVE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED_OBJECTIVE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "TANK"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "IS_OBJECTIVE"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "IS_HEALTHAMMOCABINET"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "IS_COMMANDPOST"
- }
- customimage: =
- {
- txt = "&"
- hint = "image used on the commandmap, overrides the team-individual on"
- "es."
- }
- customaxisimage: =
- {
- txt = "&"
- hint = "image to show axis players on the commandmap."
- }
- customalliesimage: =
- {
- txt = "&"
- hint = "image to show allied players on the commandmap."
- }
- track: =
- {
- txt = "&"
- hint = "Mandatory, this text will be appended to 'You are near '."
- }
- target: =
- {
- txt = "&"
- hint = "You may target dynamitable objectives."
- }
- score: =
- {
- txt = "&"
- hint = "If targeting a dynamitable objective, give this score when blo"
- "wn.."
- }
- shortname: =
- {
- txt = "&"
- hint = "Name to display on the command map."
- }
- }
- info_train_spline_main:form =
- {
- help = "-------- KEYS --------"$0D22"targetname"$22" name of this point"$0D
- $22"target"$22" target spline point"$0D22"control"$22" sets a control p"
- "oint for this spline"$0D22"controlX"$22" (where X is a number greater "
- "than or equal to 2) sets additional control points"$0D"-------- SPAWNF"
- "LAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D"Defines a mai"
- "n point for a spline curve."
- bbox = '-8 -8 -8 8 8 8'
- targetname: =
- {
- txt = "&"
- hint = "name of this point."
- }
- target: =
- {
- txt = "&"
- hint = "target spline point."
- }
- control: =
- {
- txt = "&"
- hint = "sets a control point for this spline."
- }
- controlX: =
- {
- txt = "&"
- hint = "(where X is a number greater than or equal to 2)"$0D"sets addi"
- "tional control points."
- }
- }
- info_train_spline_control:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"Defines a control point "
- "for a spline curve."
- bbox = '-8 -8 -8 8 8 8'
- }
- func_constructible:form =
- {
- help = "-------- KEYS --------"$0D22"track"$22" functions as a gr"
- "oup name. All entities with the same 'track' as the func_constructible"
- " will be constructed at the same time."$0D22"constages"$22" list of"
- " target func_brushmodel entities (up to 3) that make up the constructi"
- "on stages (example: "$22"stage1;stage2;"$22")"$0D22"desstages"$22" "
- "list of target func_brushmodel entities (up to 3) that make up the des"
- "truction stages (example: "$22"desstage1;desstage2;"$22")"$0D"--------"
- " SPAWNFLAGS --------"$0D"START_BUILT : building starts built"$0D"INVUL"
- "NERABLE : building can't be destroyed"$0D"AXIS_CONSTRUCTIBLE : buildin"
- "g is constructible by axis"$0D"ALLIED_CONSTRUCTIBLE : building is cons"
- "tructible by allies"$0D"-------- NOTES --------"$0D"A constructible ob"
- "ject that functions as target for engineers."
- spawnflags: =
- {
- typ = "X1"
- cap = "START_BUILT"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "INVULNERABLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "AXIS_CONSTRUCTIBLE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "ALLIED_CONSTRUCTIBLE"
- }
- track: =
- {
- txt = "&"
- hint = "functions as a group name. All entities with the same 'track'"$0D
- "as the func_constructible will be constructed at the same time.."
- }
- constages: =
- {
- txt = "&"
- hint = "list of target func_brushmodel entities (up to 3) that make up"
- $0D"the construction stages (example: 'stage1;stage2;')."
- }
- desstages: =
- {
- txt = "&"
- hint = "list of target func_brushmodel entities (up to 3) that make up"
- $0D"the destruction stages (example: 'desstage1;desstage2;')."
- }
- }
- func_brushmodel:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"(none)"$0D"-------- NOTES --------"$0D"A brushmodel that gets d"
- "eleted on the fourth frame. We use this to hijack it's brushmodel in f"
- "unc_constructible"$0D"entities that are based around staged constructi"
- "on."
- }
- trigger_flagonly_multiple:form =
- {
- help = "-------- KEYS --------"$0D22"scriptName"$22" The object name "
- "in the script file"$0D"-------- SPAWNFLAGS --------"$0D"RED_FLAG only "
- "trigger if player is carrying red flag"$0D"BLUE_FLAG only trigger if p"
- "layer is carrying blue flag"$0D"-------- NOTES --------"$0D"Player mus"
- "t be carrying the proper flag for it to trigger."$0D"It will call the "
- $22"death"$22" function in the object's script."
- spawnflags: =
- {
- typ = "X1"
- cap = "RED_FLAG"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "BLUE_FLAG"
- }
- scriptName: =
- {
- txt = "&"
- hint = "The object name in the script file."
- }
- }
- misc_beam:form =
- {
- help = "-------- KEYS --------"$0D22"target"$22" start of beam"$0D22"m"
- "essage"$22" end of beam"$0D22"shader"$22" the shader"$0D"-------"
- "- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --------"$0D"When "
- "on, displays a electric beam from target to target2."$0D"Used by the c"
- "ranes in railgun."
- bbox = '-8 -8 -8 8 8 8'
- target: =
- {
- txt = "&"
- hint = "start of beam."
- }
- message: =
- {
- txt = "&"
- hint = "end of beam."
- }
- shader: =
- {
- txt = "&"
- hint = "the shader."
- }
- }
- target_explosion:form =
- {
- help = "-------- KEYS --------"$0D22"type"$22" type of debris"$0D"------"
- "-- SPAWNFLAGS --------"$0D"LOWGRAV the explosive debris will move with"
- " low gravity"$0D"-------- NOTES --------"$0D"debris types:"$0D22"glass"
- $220D22"wood"$22" (default)"$0D22"metal"$220D22"gibs"$220D22"brick"$220D
- $22"rock"$220D22"fabric"$22
- bbox = '-32 -32 -32 32 32 32'
- type = "[debris types]"
- spawnflags: =
- {
- typ = "X1"
- cap = "LOWGRAV"
- }
- debris types: =
- {
- txt = "&"
- hint = "type of debris."
- typ = "C"
- items = "0>glass"$0D"1>wood (default)"$0D"2>metal"$0D"3>gibs"$0D"4>bri"
- "ck"$0D"5>rock"$0D"6>fabric"$0D
- values = "0"$0D"1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6"
- }
- }
- trigger_heal:form =
- {
- help = "-------- KEYS --------"$0D22"healrate"$22" rate of healing per s"
- "econd, default 5 (whole numbers only)"$0D22"healtotal"$22" the maximum"
- " of healing this trigger can do. if <= 0, it's unlimited. default 0 (w"
- "hole numbers only)"$0D22"target"$22" cabinet that this entity is linke"
- "d to"$0D"-------- SPAWNFLAGS --------"$0D"(none)"$0D"-------- NOTES --"
- "------"$0D"Any entity that touches this will be healed at a specified "
- "rate up to a specified maximum."
- healrate: =
- {
- txt = "&"
- hint = "rate of healing per second, default 5 (whole numbers only)."
- }
- healtotal: =
- {
- txt = "&"
- hint = "the maximum of healing this trigger can do."$0D"if <= 0, it's "
- "unlimited. default 0 (whole numbers only)."
- }
- target: =
- {
- txt = "&"
- hint = "cabinet that this entity is linked to."
- }
- }
- trigger_ammo:form =
- {
- help = "-------- KEYS --------"$0D22"ammorate"$22" rate of ammo c"
- "lips per second. default 1. (whole number only)"$0D22"ammototal"$22" "
- " the maximum clips of ammo this trigger can add. if <= 0, it's un"
- "limited. default 0 (whole numbers only)"$0D22"target"$22" cabin"
- "et that this entity is linked to"$0D"-------- SPAWNFLAGS --------"$0D"("
- "none)"$0D"-------- NOTES --------"$0D"Any entity that touches this wil"
- "l get additional ammo a specified rate up to a specified maximum."
- ammorate: =
- {
- txt = "&"
- hint = "rate of ammo clips per second. default 1. (whole number only)."
- }
- ammototal: =
- {
- txt = "&"
- hint = "the maximum clips of ammo this trigger can add."$0D"if <= 0, i"
- "t's unlimited. default 0 (whole numbers only)."
- }
- target: =
- {
- txt = "&"
- hint = "cabinet that this entity is linked to."
- }
- }
- misc_cabinet_health:form =
- {
- help = "model="$22"models/mapobjects/supplystands/stand_health.md3"$220D
- "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS --------"$0D
- "(none)"$0D"-------- NOTES --------"$0D"Entity to link trigger_heal ent"
- "ity to, for visual display"
- bbox = '-20 -20 0 20 20 60'
- }
- misc_cabinet_supply:form =
- {
- help = "model="$22"models/mapobjects/supplystands/stand_ammo.md3"$220D"-"
- "------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS --------"$0D"("
- "none)"$0D"-------- NOTES --------"$0D"Entity to link trigger_ammo enti"
- "ty to, for visual display"
- bbox = '-20 -20 0 20 20 60'
- }
- func_debris:form =
- {
- help = "-------- KEYS --------"$0D22"speed"$22" modifies how fast the de"
- "bris starts at default 800"$0D"-------- SPAWNFLAGS --------"$0D"(none)"
- $0D"-------- NOTES --------"$0D"Target at an entity for direction of tr"
- "avel"$0D"This entity MUST have a targetname"
- speed: =
- {
- txt = "&"
- hint = "modifies how fast the debris starts at default 800."
- }
- }
- _decal:form =
- {
- help = "-------- KEYS --------"$0D22"target"$22" the name of the entity "
- "targetted at for projection"$0D"-------- SPAWNFLAGS --------"$0D"(none"
- ")"$0D"-------- NOTES --------"$0D"Compiler-only entity that specifies "
- "a decal to be projected. Should contain 1 or more patch meshes (curves"
- ") and target an info_null entity. The distance between the center of t"
- "he _decal entity and the target is the axis and distance of projection"
- "."
- target: =
- {
- txt = "&"
- hint = "the name of the entity targetted at for projection."
- }
- }
- info_limbo_camera:form =
- {
- help = "-------- KEYS ---------"$0D22"objective"$22" a number starting f"
- "rom 1 possibly going anywhere up to 8, but maybe more later. (only req"
- "uired for objectives, not spawns)"$0D"-------- SPAWNFLAGS --------"$0D
- "DEFAULT is all modes NOT including LMS mode."$0D"LMS_ONLY is used for "
- "limbo cameras that only appear in LMS mode."$0D"ALL_MODES is used for "
- "limbo cameras that appear in all modes including LMS."$0D"-------- NOT"
- "ES --------"$0D"Target an "$22"info_null"$22" entity EXCEPT for camera"
- "s overlooking SPAWNS (which target the "$22"yellow blob"$22")."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "LMS_ONLY"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALL_MODES"
- }
- objective: =
- {
- txt = "&"
- hint = "a number starting from 1 possibly going anywhere up to 8,"$0D"b"
- "ut maybe more later. (only required for objectives, not spawns)."
- }
- }
- misc_commandmap_marker:form =
- {
- help = "-------- KEYS --------"$0D"(none)"$0D"-------- SPAWNFLAGS ------"
- "--"$0D"ONLY_AXIS only shows for axis players"$0D"ONLY_ALLIED only show"
- "s for allied players"$0D"-------- NOTES --------"$0D"Has to be targett"
- "ed by a trigger_objective_info to work."$0D"Command map marker entity."
- " When set to state default it shows, any other state and it isn't visi"
- "ble."
- bbox = '-16 -16 0 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "ONLY_AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ONLY_ALLIED"
- }
- }
- }
- }
-