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Text File | 2002-06-14 | 220.2 KB | 7,409 lines |
- QQRKSRC1
- // Configuration file for RTCW
-
- //$Header: /cvsroot/quark/runtime/addons/RTCW/DataRTCW.qrk,v 1.7 2002/06/15 05:15:31 tiglari Exp $
- // ----------- REVISION HISTORY ------------
- //$Log: DataRTCW.qrk,v $
- //Revision 1.7 2002/06/15 05:15:31 tiglari
- //fix misc_model models (many skins still AWOL, dunno why)
- //
- //Revision 1.6 2002/05/11 01:59:08 tiglari
- //Added misc_model info
- //
- //Revision 1.5 2002/04/29 01:11:51 tiglari
- //oops fixed goof
- //
- //Revision 1.4 2002/04/29 00:16:49 tiglari
- //altered texture loading to use GtkRadiant clean shaders
- //
- //Revision 1.3 2002/04/28 11:40:18 tiglari
- //Modifications to get RTCW support working better
- //
- //Revision 1.2 2002/02/05 18:32:38 decker_dk
- //Corrected default room textures, and converted GTKRadiant's Wolf_Entites.def file to this file.
- //
- //Revision 1.1 2001/12/05 20:38:04 decker_dk
- //Added RTCW (Return To Castle Wolfenstein)
- //
-
- {
- QuArKProtected = "1"
- Description = "Base RTCW data"
-
- RTCW setup.qctx =
- {
- Game = "RTCW"
- HTML = "help/index.html"
- Palette = $0000000F0F0F1F1F1F2F2F2F3F3F3F4B4B4B5B5B5B6B6B6B7B7B7B8B8B8B9B9B9BAB
- $ABABBBBBBBCBCBCBDBDBDBEBEBEB634B235B431F533F1F4F3B1B47371B3F2F173B2B1733
- $27132F23132B1F13271B0F23170F1B130B170F0B130F070F0B075F5F6F5B5B675B535F57
- $4F5B534B534F474B473F433F3B3B3B3737332F2F2F2B2B2727272323231B1B1B17171713
- $13138F77537B6343735B3B674F2FCF974BA77B3B8B672F6F5327EB9F27CB8B23AF771F93
- $631B774F175B3B0F3F270B231707A73B2B9F2F23972B1B8B27137F1F0F73170B67170757
- $13004B0F00430F003B0F00330B002B0B00230B001B07001307007B5F4B7357436B533F67
- $4F3B5F4737574333533F2F4B372B4333273F2F2337271B2F2317271B131F170F170F0B0F
- $0B076F3B175F3717532F17432B17372313271B0F1B130B0F0B07B35B4FBF7B6FCB9B93D7
- $BBB7CBD7DFB3C7D39FB7C387A7B77397A75B879B47778B2F677F17536F134B670F435B0B
- $3F5307374B072F3F072733001F2B00171F000F1300070B0000008B5757834F4F7B474773
- $43436B3B3B6333335B2F2F572B2B4B23233F1F1F331B1B2B13131F0F0F130B0B0B070700
- $0000979F7B8F9773878B6B7F8363777B5F7373576B6B4F6363475B5B434F4F3B43433337
- $372B2F2F2323231B1717130F0F0B9F4B3F9343378B3B2F7F3727772F236B2B1B63231757
- $1F134F1B0F43170B37130B2B0F071F0B071707000B0000000000777BCF6F73C3676BB763
- $63A75B5B9B53578F4B4F7F4747733F3F673737572F2F4B27273F231F2F1B1723130F170B
- $07079BAB7B8F9F6F8797637B8B5773834B6777435F6F3B5767334B5B273F4F1B3743132F
- $3B0B232F071B23001317000B0F0000FF0023E70F3FD31B53BB275FA72F5F8F335F7B33FF
- $FFFFFFFFD3FFFFA7FFFF7FFFFF53FFFF27FFEB1FFFD717FFBF0FFFAB07FF9300EF7F00E3
- $6B00D35700C74700B73B00AB2B009B1F008F17007F0F007307005F00004700002F00001B
- $0000EF00003737FFFF00000000FF2B2B231B1B1713130FEB977FC373539F57337B3F1BEB
- $D3C7C7AB9BA78B77876B579F5B53
- ShaderFiles: =
- {
- scripts/shaderlist.txt =
- {
- Data =
- "// Created by QuArK"$0D0A
- "// All shaders are extracted to a single file called 'quark.shader'"$0D0A
- "quark"$0D0A
- }
- scripts/shaderlist.txt = // 2nd case: if there is no shader in the map
- {
- Data =
- "// Created by QuArK"$0D0A
- "// No shader in this map"$0D0A
- }
- }
-
- TextureFlags:form = // a form for setting Quake 2 texture flags on polyhedron faces
- {
- Style = "5"
- Reset: = // Reset button
- {
- Cap = "Reset to default" // button caption
- Typ = "B" // "B"utton
- Hint = "Reset all flags to the texture's default"
- Delete: =
- {
- Flags = "" // the button deletes these Specifics
- Contents = ""
- Value = ""
- }
- }
- Contents:={Cap="detail" Typ="X134217728" Hint="for small, detail brushes that QVIS3 can ignore"}
- }
- }
-
- NewFiles.qtx =
- {
- ToolBox = "New files..."
- Root = "RTCW file types.qtxfolder"
-
- RTCW file types.qtxfolder =
- {
- Pk3.pk3 = { }
- }
- }
-
- // Basic Map! With some modifications by Maleficus!
- NewMap:incl =
- {
- Game = "RTCW"
- Root = "worldspawn:b"
-
- // Maleficus: gotta show all those newbie mappers how to caulk! :)
- // Its best to caulk ALL unseen faces! This reduces compile times, and the size
- // of the .bsp file
-
- worldspawn:b =
- {
- Border walls:g =
- {
- East wall:p =
- {
- west:f =
- {
- v = '256 192 -96 256 96 -96 256 192 0'
- tex = "xlab_wall/xconcrete_c53b"
- }
- east:f =
- {
- v = '272 -192 -96 272 -64 -96 272 -192 32'
- tex = "common/caulk"
- }
- south:f =
- {
- v = '256 -192 -96 288 -192 -96 256 -192 32'
- tex = "common/caulk"
- }
- north:f =
- {
- v = '272 192 -96 240 192 -96 272 192 32'
- tex = "common/caulk"
- }
- down:f =
- {
- v = '256 192 -96 288 192 -96 256 64 -96'
- tex = "common/caulk"
- }
- up:f =
- {
- v = '256 -192 96 288 -192 96 256 -64 96'
- tex = "common/caulk"
- }
- }
- West wall:p =
- {
- west:f =
- {
- v = '-272 192 -96 -272 64 -96 -272 192 32'
- tex = "common/caulk"
- }
- east:f =
- {
- v = '-256 -192 -96 -256 -96 -96 -256 -192 0'
- tex = "xlab_wall/xconcrete_c53b"
- }
- south:f =
- {
- v = '-272 -192 -96 -240 -192 -96 -272 -192 32'
- tex = "common/caulk"
- }
- north:f =
- {
- v = '-256 192 -96 -288 192 -96 -256 192 32'
- tex = "common/caulk"
- }
- down:f =
- {
- v = '-272 192 -96 -240 192 -96 -272 64 -96'
- tex = "common/caulk"
- }
- up:f =
- {
- v = '-272 -192 96 -240 -192 96 -272 -64 96'
- tex = "common/caulk"
- }
- }
- North wall:p =
- {
- west:f =
- {
- v = '-256 208 -96 -256 176 -96 -256 208 32'
- tex = "common/caulk"
- }
- east:f =
- {
- v = '256 192 -96 256 224 -96 256 192 32'
- tex = "common/caulk"
- }
- south:f =
- {
- v = '-256 192 -96 -128 192 -96 -256 192 0'
- tex = "xlab_wall/xconcrete_c53b"
- }
- north:f =
- {
- v = '256 208 -96 128 208 -96 256 208 32'
- tex = "common/caulk"
- }
- down:f =
- {
- v = '-256 208 -96 -128 208 -96 -256 176 -96'
- tex = "common/caulk"
- }
- up:f =
- {
- v = '-256 192 96 -128 192 96 -256 224 96'
- tex = "common/caulk"
- }
- }
- South wall:p =
- {
- west:f =
- {
- v = '-256 -192 -96 -256 -224 -96 -256 -192 32'
- tex = "common/caulk"
- }
- east:f =
- {
- v = '256 -208 -96 256 -176 -96 256 -208 32'
- tex = "common/caulk"
- }
- south:f =
- {
- v = '-256 -208 -96 -128 -208 -96 -256 -208 32'
- tex = "common/caulk"
- }
- north:f =
- {
- v = '256 -192 -96 128 -192 -96 256 -192 0'
- tex = "xlab_wall/xconcrete_c53b"
- }
- down:f =
- {
- v = '-256 -192 -96 -128 -192 -96 -256 -224 -96'
- tex = "common/caulk"
- }
- up:f =
- {
- v = '-256 -208 96 -128 -208 96 -256 -176 96'
- tex = "common/caulk"
- }
- }
- Sky:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- tex = "skies/a_skybox"
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- tex = "skies/a_skybox"
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- tex = "skies/a_skybox"
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- tex = "skies/a_skybox"
- }
- down:f =
- {
- v = '432 0 96 560 0 96 432 -128 96'
- tex = "skies/a_skybox"
- }
- up:f =
- {
- v = '432 0 112 560 0 112 432 128 112'
- tex = "skies/a_skybox"
- }
- }
- Floor:p =
- {
- west:f =
- {
- v = '-256 0 272 -256 -128 272 -256 0 400'
- tex = "common/caulk"
- }
- east:f =
- {
- v = '256 0 272 256 128 272 256 0 400'
- tex = "common/caulk"
- }
- south:f =
- {
- v = '432 -192 272 560 -192 272 432 -192 400'
- tex = "common/caulk"
- }
- north:f =
- {
- v = '432 192 272 304 192 272 432 192 400'
- tex = "common/caulk"
- }
- down:f =
- {
- v = '432 0 -112 560 0 -112 432 -128 -112'
- tex = "common/caulk"
- }
- up:f =
- {
- v = '432 0 -96 560 0 -96 432 128 -96'
- tex = "xlab_floor/xfloor_c07"
- }
- }
- }
- info_player_start:e =
- {
- origin = "-144 0 -64"
- angle = "360"
- }
- info_player_deathmatch:e =
- {
- origin = "144 0 -64"
- angle = "0"
- }
- light:e =
- {
- origin = "144 0 0"
- light = "300"
- _color = "1 1 1"
- }
- light:e =
- {
- origin = "-144 0 0"
- light = "300"
- _color = "1 1 1"
- }
- }
- }
-
- Textures.qtx =
- {
- Toolbox = "Texture Browser..."
- Root = "RTCW Textures and Shaders.qtxfolder"
-
- RTCW Textures and Shaders.qtxfolder =
- {
- Main (GtkRadiant clean).osfolder =
- {
- path = "Main"
- }
- // All shaders from pk3s.osfolder =
- // {
- / path = "Main"
- // allshaders = "1"
- // }
- }
- }
-
- t_originpoly:incl =
- {
- ORIGIN:p =
- {
- east:f = { v = '8 0 0 8 64 0 8 0 64' tex = "common/origin" }
- west:f = { v = '-8 0 0 -8 -64 0 -8 0 64' tex = "common/origin" }
- north:f = { v = '0 8 0 -64 8 0 0 8 64' tex = "common/origin" }
- south:f = { v = '0 -8 0 64 -8 0 0 -8 64' tex = "common/origin" }
- up:f = { v = '0 0 24 64 0 24 0 64 24' tex = "common/origin" }
- down:f = { v = '0 0 -24 64 0 -24 0 -64 -24' tex = "common/origin" }
- }
- poly:p =
- {
- east:f = { v = '32 -32 -32 32 96 -32 32 -32 96' tex = "[auto]" }
- west:f = { v = '-32 -32 -32 -32 -32 96 -32 96 -32' tex = "[auto]" m = "1" }
- north:f = { v = '-32 32 -32 -32 32 96 96 32 -32' tex = "[auto]" m = "1" }
- south:f = { v = '-32 -32 -32 96 -32 -32 -32 -32 96' tex = "[auto]" }
- up:f = { v = '-32 -32 32 96 -32 32 -32 96 32' tex = "[auto]" }
- down:f = { v = '-32 -32 -32 -32 96 -32 96 -32 -32' tex = "[auto]" m = "1" }
- }
- }
-
- RTCWEntities.qtx =
- {
- ToolBox = "New map items..."
- Root = "RTCW Entities.qtxfolder"
-
- RTCW Entities.qtxfolder =
- {
- ;desc = "Created from wolf_entities.def"
- ai_* entities.qtxfolder =
- {
- ai_american:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_blackguard:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_boss_heinrich:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_boss_helga:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_civilian:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_eliteguard:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_femzombie:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_loper:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_marker:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_partisan:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_protosoldier:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_soldier:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_supersoldier:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_trigger:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- ai_venom:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_warzombie:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ai_zombie:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- }
- alarm_* entities.qtxfolder =
- {
- alarm_box:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- }
- ammo_* entities.qtxfolder =
- {
- ammo_127mm:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_30cal:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_30cal_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_30cal_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_45cal:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_45cal_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_45cal_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_792mm:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_792mm_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_792mm_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_9mm:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_9mm_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_9mm_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_cell:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_dynamite:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_fuel:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_grenades:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_grenades_american:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- ammo_panzerfaust:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- }
- camera_* entities.qtxfolder =
- {
- camera_cam:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- camera_reset_player:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- }
- func_* entities.qtxfolder =
- {
- func_bobbing:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_button:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_door:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_door_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_explosive:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_group:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_invisible_user:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_leaky:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_pendulum:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_plat:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_static:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- func_timer:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- func_train_rotating:b =
- {
- angle = "360"
- ;incl = "defpoly"
- }
- }
- holdable_* entities.qtxfolder =
- {
- holdable_11:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_12:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_13:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_14:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_15:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_book1:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_book2:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_book3:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_medkit:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_stamina:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- holdable_wine:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- }
- info_* entities.qtxfolder =
- {
- info_camp:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_notnull:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_notnull_big:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_null:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_player_checkpoint:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_player_deathmatch:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_player_intermission:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- info_player_start:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- }
- item_* entities.qtxfolder =
- {
- item_armor_body:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_armor_body_hang:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_armor_head:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_clipboard:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_breadandmeat:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_large:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_small:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_turkey:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_wall:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_health_wall_box:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_stamina_brandy:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_stamina_stein:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- item_treasure:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- }
- key_* entities.qtxfolder =
- {
- key_7:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- key_binocs:e =
- {
- angle = "360"
- origin = "0 0 0"
- }
- key_chalice2:e =
- {
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- "/models/mapobjects/bjui/bjui_c.md3"
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- "bodyparts/zomtorso.md3"
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- "/models/mapobjects/bodyparts/nazitorso.md3"$0D
- "/models/mapobjects/bodyparts/torso.md3"$0D
- "/models/mapobjects/bodyparts/zom_loog.md3"$0D
- "/models/mapobjects/bodyparts/zomarm.md3"$0D
- "/models/mapobjects/bodyparts/zomtorso.md3"
- }
- model: = { typ="C" txt="book"
- items=
- "book/book.md3"
- values=
- "/models/mapobjects/book/book.md3"
- }
- model: = { typ="C" txt="boxes"
- items=
- "boxes/box32.md3"$0D
- "boxes/box48.md3"$0D
- "boxes/box64.md3"
- values=
- "/models/mapobjects/boxes/box32.md3"$0D
- "/models/mapobjects/boxes/box48.md3"$0D
- "/models/mapobjects/boxes/box64.md3"
- }
- model: = { typ="C" txt="bush"
- items=
- "bush/bu.md3"$0D
- "bush/hedge.md3"
- values=
- "/models/mapobjects/bush/bu.md3"$0D
- "/models/mapobjects/bush/hedge.md3"
- }
- model: = { typ="C" txt="chandelier"
- items=
- "chandelier/chandelier.md3"$0D
- "chandelier/chandelier_lt.md3"$0D
- "chandelier/chandelier_lt_sm.md3"$0D
- "chandelier/chandlier_new.md3"
- values=
- "/models/mapobjects/chandelier/chandelier.md3"$0D
- "/models/mapobjects/chandelier/chandelier_lt.md3"$0D
- "/models/mapobjects/chandelier/chandelier_lt_sm.md3"$0D
- "/models/mapobjects/chandelier/chandlier_new.md3"
- }
- model: = { typ="C" txt="clipboard"
- items=
- "clipboard/clipboard_h.md3"$0D
- "clipboard/clipboard_v.md3"
- values=
- "/models/mapobjects/clipboard/clipboard_h.md3"$0D
- "/models/mapobjects/clipboard/clipboard_v.md3"
- }
- model: = { typ="C" txt="clonetube"
- items=
- "clonetube/clone.md3"
- values=
- "/models/mapobjects/clonetube/clone.md3"
- }
- model: = { typ="C" txt="coat"
- items=
- "coat/coat.md3"
- values=
- "/models/mapobjects/coat/coat.md3"
- }
- model: = { typ="C" txt="coffin"
- items=
- "coffin/coffin.md3"
- values=
- "/models/mapobjects/coffin/coffin.md3"
- }
- model: = { typ="C" txt="corpse"
- items=
- "corpse/bone1.md3"$0D
- "corpse/bone2.md3"$0D
- "corpse/bone3.md3"$0D
- "corpse/bone4.md3"$0D
- "corpse/corpse.md3"$0D
- "corpse/leg.md3"$0D
- "corpse/legbroke.md3"
- values=
- "/models/mapobjects/corpse/bone1.md3"$0D
- "/models/mapobjects/corpse/bone2.md3"$0D
- "/models/mapobjects/corpse/bone3.md3"$0D
- "/models/mapobjects/corpse/bone4.md3"$0D
- "/models/mapobjects/corpse/corpse.md3"$0D
- "/models/mapobjects/corpse/leg.md3"$0D
- "/models/mapobjects/corpse/legbroke.md3"
- }
- model: = { typ="C" txt="curtain"
- items=
- "curtain/2curt_lghtwind.md3"$0D
- "curtain/2curt_lghtwindB.md3"$0D
- "curtain/2curtains_96.md3"$0D
- "curtain/curtain.md3"$0D
- "curtain/curtain_200.md3"$0D
- "curtain/curtain_direct.md3"
- values=
- "/models/mapobjects/curtain/2curt_lghtwind.md3"$0D
- "/models/mapobjects/curtain/2curt_lghtwindB.md3"$0D
- "/models/mapobjects/curtain/2curtains_96.md3"$0D
- "/models/mapobjects/curtain/curtain.md3"$0D
- "/models/mapobjects/curtain/curtain_200.md3"$0D
- "/models/mapobjects/curtain/curtain_direct.md3"
- }
- model: = { typ="C" txt="deadosa"
- items=
- "deadosa/deadosa.md3"$0D
- "deadosa/deadosa_new.md3"
- values=
- "/models/mapobjects/deadosa/deadosa.md3"$0D
- "/models/mapobjects/deadosa/deadosa_new.md3"
- }
- model: = { typ="C" txt="debris"
- items=
- "debris/boulder.md3"$0D
- "debris/boulder2.md3"$0D
- "debris/boulder3.md3"$0D
- "debris/brick1.md3"$0D
- "debris/brick2.md3"$0D
- "debris/brick3.md3"$0D
- "debris/brick4.md3"$0D
- "debris/brick5.md3"$0D
- "debris/brick6.md3"$0D
- "debris/bricksm.md3"$0D
- "debris/brickxl.md3"$0D
- "debris/fabric1.md3"$0D
- "debris/fabric2.md3"$0D
- "debris/fabric3.md3"$0D
- "debris/personal1.md3"$0D
- "debris/personal2.md3"$0D
- "debris/personal3.md3"$0D
- "debris/personal4.md3"$0D
- "debris/personal5.md3"$0D
- "debris/rubble1.md3"$0D
- "debris/rubble2.md3"$0D
- "debris/rubble3.md3"$0D
- "debris/woodm.md3"$0D
- "debris/woodsm.md3"$0D
- "debris/woodxl.md3"
- values=
- "/models/mapobjects/debris/boulder.md3"$0D
- "/models/mapobjects/debris/boulder2.md3"$0D
- "/models/mapobjects/debris/boulder3.md3"$0D
- "/models/mapobjects/debris/brick1.md3"$0D
- "/models/mapobjects/debris/brick2.md3"$0D
- "/models/mapobjects/debris/brick3.md3"$0D
- "/models/mapobjects/debris/brick4.md3"$0D
- "/models/mapobjects/debris/brick5.md3"$0D
- "/models/mapobjects/debris/brick6.md3"$0D
- "/models/mapobjects/debris/bricksm.md3"$0D
- "/models/mapobjects/debris/brickxl.md3"$0D
- "/models/mapobjects/debris/fabric1.md3"$0D
- "/models/mapobjects/debris/fabric2.md3"$0D
- "/models/mapobjects/debris/fabric3.md3"$0D
- "/models/mapobjects/debris/personal1.md3"$0D
- "/models/mapobjects/debris/personal2.md3"$0D
- "/models/mapobjects/debris/personal3.md3"$0D
- "/models/mapobjects/debris/personal4.md3"$0D
- "/models/mapobjects/debris/personal5.md3"$0D
- "/models/mapobjects/debris/rubble1.md3"$0D
- "/models/mapobjects/debris/rubble2.md3"$0D
- "/models/mapobjects/debris/rubble3.md3"$0D
- "/models/mapobjects/debris/woodm.md3"$0D
- "/models/mapobjects/debris/woodsm.md3"$0D
- "/models/mapobjects/debris/woodxl.md3"
- }
- model: = { typ="C" txt="door"
- items=
- "door/door.md3"$0D
- "door/slidingdoor.md3"
- values=
- "/models/mapobjects/door/door.md3"$0D
- "/models/mapobjects/door/slidingdoor.md3"
- }
- model: = { typ="C" txt="electronics"
- items=
- "electronics/3radios.md3"$0D
- "electronics/alarmbox.md3"$0D
- "electronics/enigma.md3"$0D
- "electronics/gramophone.md3"$0D
- "electronics/gramophone_anim.md3"$0D
- "electronics/loudspeaker.md3"$0D
- "electronics/loudspeaker2.md3"$0D
- "electronics/parloradio.md3"$0D
- "electronics/phone.md3"$0D
- "electronics/radar.md3"$0D
- "electronics/radar_105.md3"$0D
- "electronics/radar_90.md3"$0D
- "electronics/radar_panel_blown.md3"$0D
- "electronics/radar_panel_blown105.md3"$0D
- "electronics/radar_panel_blown90.md3"$0D
- "electronics/radio1.md3"$0D
- "electronics/radio_port.md3"$0D
- "electronics/radios.md3"$0D
- "electronics/speaker.md3"$0D
- "electronics/speaker_control.md3"$0D
- "electronics/tesla_prod.md3"$0D
- "electronics/tuberadio_a.md3"
- values=
- "/models/mapobjects/electronics/3radios.md3"$0D
- "/models/mapobjects/electronics/alarmbox.md3"$0D
- "/models/mapobjects/electronics/enigma.md3"$0D
- "/models/mapobjects/electronics/gramophone.md3"$0D
- "/models/mapobjects/electronics/gramophone_anim.md3"$0D
- "/models/mapobjects/electronics/loudspeaker.md3"$0D
- "/models/mapobjects/electronics/loudspeaker2.md3"$0D
- "/models/mapobjects/electronics/parloradio.md3"$0D
- "/models/mapobjects/electronics/phone.md3"$0D
- "/models/mapobjects/electronics/radar.md3"$0D
- "/models/mapobjects/electronics/radar_105.md3"$0D
- "/models/mapobjects/electronics/radar_90.md3"$0D
- "/models/mapobjects/electronics/radar_panel_blown.md3"$0D
- "/models/mapobjects/electronics/radar_panel_blown105.md3"$0D
- "/models/mapobjects/electronics/radar_panel_blown90.md3"$0D
- "/models/mapobjects/electronics/radio1.md3"$0D
- "/models/mapobjects/electronics/radio_port.md3"$0D
- "/models/mapobjects/electronics/radios.md3"$0D
- "/models/mapobjects/electronics/speaker.md3"$0D
- "/models/mapobjects/electronics/speaker_control.md3"$0D
- "/models/mapobjects/electronics/tesla_prod.md3"$0D
- "/models/mapobjects/electronics/tuberadio_a.md3"
- }
- model: = { typ="C" txt="end"
- items=
- "end/castle.md3"
- values=
- "/models/mapobjects/end/castle.md3"
- }
- model: = { typ="C" txt="eye"
- items=
- "eye/eye.md3"
- values=
- "/models/mapobjects/eye/eye.md3"
- }
- model: = { typ="C" txt="firehead"
- items=
- "firehead/kid.md3"
- values=
- "/models/mapobjects/firehead/kid.md3"
- }
- model: = { typ="C" txt="flag"
- items=
- "flag/american.md3"$0D
- "flag/banner1.md3"$0D
- "flag/british.md3"$0D
- "flag/flag.md3"$0D
- "flag/flag01.md3"$0D
- "flag/flag1a.md3"$0D
- "flag/flag1b.md3"$0D
- "flag/flag1c.md3"$0D
- "flag/flag_americanui.md3"$0D
- "flag/flag_escape.md3"$0D
- "flag/flag_larg.md3"$0D
- "flag/flag_med.md3"$0D
- "flag/flag_naziui.md3"$0D
- "flag/uibanner.md3"$0D
- "flag/uibanner2.md3"
- values=
- "/models/mapobjects/flag/american.md3"$0D
- "/models/mapobjects/flag/banner1.md3"$0D
- "/models/mapobjects/flag/british.md3"$0D
- "/models/mapobjects/flag/flag.md3"$0D
- "/models/mapobjects/flag/flag01.md3"$0D
- "/models/mapobjects/flag/flag1a.md3"$0D
- "/models/mapobjects/flag/flag1b.md3"$0D
- "/models/mapobjects/flag/flag1c.md3"$0D
- "/models/mapobjects/flag/flag_americanui.md3"$0D
- "/models/mapobjects/flag/flag_escape.md3"$0D
- "/models/mapobjects/flag/flag_larg.md3"$0D
- "/models/mapobjects/flag/flag_med.md3"$0D
- "/models/mapobjects/flag/flag_naziui.md3"$0D
- "/models/mapobjects/flag/uibanner.md3"$0D
- "/models/mapobjects/flag/uibanner2.md3"
- }
- model: = { typ="C" txt="furniture"
- items=
- "furniture/beerstein.md3"$0D
- "furniture/bench.md3"$0D
- "furniture/bkshelfsm.md3"$0D
- "furniture/bkshelfxl.md3"$0D
- "furniture/bunks.md3"$0D
- "furniture/candelabra_sm.md3"$0D
- "furniture/candelabra_xl.md3"$0D
- "furniture/castletable1.md3"$0D
- "furniture/cbkshelfsm.md3"$0D
- "furniture/cbkshelfxl.md3"$0D
- "furniture/chandelier.md3"$0D
- "furniture/chat_armchair.md3"$0D
- "furniture/chat_chair.md3"$0D
- "furniture/chat_couch.md3"$0D
- "furniture/chat_endtable.md3"$0D
- "furniture/chat_table_sm.md3"$0D
- "furniture/chat_walltable.md3"$0D
- "furniture/churchair.md3"$0D
- "furniture/churchtable.md3"$0D
- "furniture/churchutch.md3"$0D
- "furniture/clubchair.md3"$0D
- "furniture/cuckoo.md3"$0D
- "furniture/cup.md3"$0D
- "furniture/director_chair.md3"$0D
- "furniture/eagleflag.md3"$0D
- "furniture/eaglestand.md3"$0D
- "furniture/faucet.md3"$0D
- "furniture/floor_radio.md3"$0D
- "furniture/footlocker.md3"$0D
- "furniture/fptools.md3"$0D
- "furniture/fptools_b.md3"$0D
- "furniture/furnace.md3"$0D
- "furniture/furnace1.md3"$0D
- "furniture/globe.md3"$0D
- "furniture/grandclock.md3"$0D
- "furniture/heater.md3"$0D
- "furniture/heinrichbust.md3"$0D
- "furniture/heinrichsculptor.md3"$0D
- "furniture/hitlerbust.md3"$0D
- "furniture/locker_broken.md3"$0D
- "furniture/loveseat.md3"$0D
- "furniture/manacle.md3"$0D
- "furniture/manacles.md3"$0D
- "furniture/manacles_dark.md3"$0D
- "furniture/metalchairgrid.md3"$0D
- "furniture/metalshelf.md3"$0D
- "furniture/plate1.md3"$0D
- "furniture/plate2.md3"$0D
- "furniture/plate3.md3"$0D
- "furniture/sausage.md3"$0D
- "furniture/sculptor.md3"$0D
- "furniture/shelfxl.md3"$0D
- "furniture/testchair.md3"$0D
- "furniture/torture.md3"$0D
- "furniture/type.md3"
- values=
- "/models/mapobjects/furniture/beerstein.md3"$0D
- "/models/mapobjects/furniture/bench.md3"$0D
- "/models/mapobjects/furniture/bkshelfsm.md3"$0D
- "/models/mapobjects/furniture/bkshelfxl.md3"$0D
- "/models/mapobjects/furniture/bunks.md3"$0D
- "/models/mapobjects/furniture/candelabra_sm.md3"$0D
- "/models/mapobjects/furniture/candelabra_xl.md3"$0D
- "/models/mapobjects/furniture/castletable1.md3"$0D
- "/models/mapobjects/furniture/cbkshelfsm.md3"$0D
- "/models/mapobjects/furniture/cbkshelfxl.md3"$0D
- "/models/mapobjects/furniture/chandelier.md3"$0D
- "/models/mapobjects/furniture/chat_armchair.md3"$0D
- "/models/mapobjects/furniture/chat_chair.md3"$0D
- "/models/mapobjects/furniture/chat_couch.md3"$0D
- "/models/mapobjects/furniture/chat_endtable.md3"$0D
- "/models/mapobjects/furniture/chat_table_sm.md3"$0D
- "/models/mapobjects/furniture/chat_walltable.md3"$0D
- "/models/mapobjects/furniture/churchair.md3"$0D
- "/models/mapobjects/furniture/churchtable.md3"$0D
- "/models/mapobjects/furniture/churchutch.md3"$0D
- "/models/mapobjects/furniture/clubchair.md3"$0D
- "/models/mapobjects/furniture/cuckoo.md3"$0D
- "/models/mapobjects/furniture/cup.md3"$0D
- "/models/mapobjects/furniture/director_chair.md3"$0D
- "/models/mapobjects/furniture/eagleflag.md3"$0D
- "/models/mapobjects/furniture/eaglestand.md3"$0D
- "/models/mapobjects/furniture/faucet.md3"$0D
- "/models/mapobjects/furniture/floor_radio.md3"$0D
- "/models/mapobjects/furniture/footlocker.md3"$0D
- "/models/mapobjects/furniture/fptools.md3"$0D
- "/models/mapobjects/furniture/fptools_b.md3"$0D
- "/models/mapobjects/furniture/furnace.md3"$0D
- "/models/mapobjects/furniture/furnace1.md3"$0D
- "/models/mapobjects/furniture/globe.md3"$0D
- "/models/mapobjects/furniture/grandclock.md3"$0D
- "/models/mapobjects/furniture/heater.md3"$0D
- "/models/mapobjects/furniture/heinrichbust.md3"$0D
- "/models/mapobjects/furniture/heinrichsculptor.md3"$0D
- "/models/mapobjects/furniture/hitlerbust.md3"$0D
- "/models/mapobjects/furniture/locker_broken.md3"$0D
- "/models/mapobjects/furniture/loveseat.md3"$0D
- "/models/mapobjects/furniture/manacle.md3"$0D
- "/models/mapobjects/furniture/manacles.md3"$0D
- "/models/mapobjects/furniture/manacles_dark.md3"$0D
- "/models/mapobjects/furniture/metalchairgrid.md3"$0D
- "/models/mapobjects/furniture/metalshelf.md3"$0D
- "/models/mapobjects/furniture/plate1.md3"$0D
- "/models/mapobjects/furniture/plate2.md3"$0D
- "/models/mapobjects/furniture/plate3.md3"$0D
- "/models/mapobjects/furniture/sausage.md3"$0D
- "/models/mapobjects/furniture/sculptor.md3"$0D
- "/models/mapobjects/furniture/shelfxl.md3"$0D
- "/models/mapobjects/furniture/testchair.md3"$0D
- "/models/mapobjects/furniture/torture.md3"$0D
- "/models/mapobjects/furniture/type.md3"
- }
- model: = { typ="C" txt="gargoyle"
- items=
- "gargoyle/gargoyle.md3"
- values=
- "/models/mapobjects/gargoyle/gargoyle.md3"
- }
- model: = { typ="C" txt="gears"
- items=
- "gears/gear1.md3"$0D
- "gears/gear2.md3"$0D
- "gears/gear3.md3"$0D
- "gears/gear4.md3"$0D
- "gears/gear5.md3"
- values=
- "/models/mapobjects/gears/gear1.md3"$0D
- "/models/mapobjects/gears/gear2.md3"$0D
- "/models/mapobjects/gears/gear3.md3"$0D
- "/models/mapobjects/gears/gear4.md3"$0D
- "/models/mapobjects/gears/gear5.md3"
- }
- model: = { typ="C" txt="generator"
- items=
- "generator/expl_gen.md3"$0D
- "generator/gen.md3"$0D
- "generator/gen_lrg.md3"$0D
- "generator/gen_med.md3"$0D
- "generator/gen_sm.md3"
- values=
- "/models/mapobjects/generator/expl_gen.md3"$0D
- "/models/mapobjects/generator/gen.md3"$0D
- "/models/mapobjects/generator/gen_lrg.md3"$0D
- "/models/mapobjects/generator/gen_med.md3"$0D
- "/models/mapobjects/generator/gen_sm.md3"
- }
- model: = { typ="C" txt="goblet"
- items=
- "goblet/chalice.md3"
- values=
- "/models/mapobjects/goblet/chalice.md3"
- }
- model: = { typ="C" txt="ironmaiden"
- items=
- "ironmaiden/maiden.md3"
- values=
- "/models/mapobjects/ironmaiden/maiden.md3"
- }
- model: = { typ="C" txt="jetengine"
- items=
- "jetengine/jetengine.md3"
- values=
- "/models/mapobjects/jetengine/jetengine.md3"
- }
- model: = { typ="C" txt="knight"
- items=
- "knight/knight.md3"$0D
- "knight/knight115.md3"$0D
- "knight/knight_anim.md3"$0D
- "knight/knight_anim2.md3"$0D
- "knight/knight_anim3.md3"$0D
- "knight/knight_stone.md3"
- values=
- "/models/mapobjects/knight/knight.md3"$0D
- "/models/mapobjects/knight/knight115.md3"$0D
- "/models/mapobjects/knight/knight_anim.md3"$0D
- "/models/mapobjects/knight/knight_anim2.md3"$0D
- "/models/mapobjects/knight/knight_anim3.md3"$0D
- "/models/mapobjects/knight/knight_stone.md3"
- }
- model: = { typ="C" txt="lamps"
- items=
- "lamps/desklamp.md3"
- values=
- "/models/mapobjects/lamps/desklamp.md3"
- }
- model: = { typ="C" txt="leaf"
- items=
- "leaf/leaf.md3"
- values=
- "/models/mapobjects/leaf/leaf.md3"
- }
- model: = { typ="C" txt="letters"
- items=
- "letters/type.md3"
- values=
- "/models/mapobjects/letters/type.md3"
- }
- model: = { typ="C" txt="light"
- items=
- "light/bel_lamp2.md3"$0D
- "light/bel_lamp_10k.md3"$0D
- "light/bel_lamp_2k.md3"$0D
- "light/bel_lamp_5k.md3"$0D
- "light/bel_lamp_7k.md3"$0D
- "light/bel_lamp_arm.md3"$0D
- "light/bel_lamp_top.md3"$0D
- "light/bel_lamp_top128.md3"$0D
- "light/bel_lamp_top24.md3"$0D
- "light/bel_lamp_top40.md3"$0D
- "light/bel_lamp_top64.md3"$0D
- "light/bel_lamp_top96.md3"$0D
- "light/cagelight.md3"$0D
- "light/cagelighta.md3"$0D
- "light/cagelighta12k.md3"$0D
- "light/cagelighta1k.md3"$0D
- "light/cagelighta2k.md3"$0D
- "light/cagelighta3k.md3"$0D
- "light/cagelighta4k.md3"$0D
- "light/cagelighta5k.md3"$0D
- "light/cagelighta7k.md3"$0D
- "light/cagelighta9k.md3"$0D
- "light/cagelightr.md3"$0D
- "light/camplt.md3"$0D
- "light/camplt45.md3"$0D
- "light/chad1.md3"$0D
- "light/chad2.md3"$0D
- "light/chandelier.md3"$0D
- "light/floor_worklamp.md3"$0D
- "light/gen_2lamps.md3"$0D
- "light/lantern.md3"$0D
- "light/lantern_r.md3"$0D
- "light/p_nolight.md3"$0D
- "light/pendant.md3"$0D
- "light/pendant_1k.md3"$0D
- "light/pendantb.md3"$0D
- "light/sconce.md3"$0D
- "light/sconce2.md3"$0D
- "light/sconce3.md3"$0D
- "light/searchlight.md3"$0D
- "light/searchlight1_b.md3"$0D
- "light/searchlight1_l.md3"$0D
- "light/searchlight_l_broke.md3"$0D
- "light/searchlight_pivot.md3"$0D
- "light/test.md3"$0D
- "light/worklamp.md3"$0D
- "light/worklamp_floor.md3"
- values=
- "/models/mapobjects/light/bel_lamp2.md3"$0D
- "/models/mapobjects/light/bel_lamp_10k.md3"$0D
- "/models/mapobjects/light/bel_lamp_2k.md3"$0D
- "/models/mapobjects/light/bel_lamp_5k.md3"$0D
- "/models/mapobjects/light/bel_lamp_7k.md3"$0D
- "/models/mapobjects/light/bel_lamp_arm.md3"$0D
- "/models/mapobjects/light/bel_lamp_top.md3"$0D
- "/models/mapobjects/light/bel_lamp_top128.md3"$0D
- "/models/mapobjects/light/bel_lamp_top24.md3"$0D
- "/models/mapobjects/light/bel_lamp_top40.md3"$0D
- "/models/mapobjects/light/bel_lamp_top64.md3"$0D
- "/models/mapobjects/light/bel_lamp_top96.md3"$0D
- "/models/mapobjects/light/cagelight.md3"$0D
- "/models/mapobjects/light/cagelighta.md3"$0D
- "/models/mapobjects/light/cagelighta12k.md3"$0D
- "/models/mapobjects/light/cagelighta1k.md3"$0D
- "/models/mapobjects/light/cagelighta2k.md3"$0D
- "/models/mapobjects/light/cagelighta3k.md3"$0D
- "/models/mapobjects/light/cagelighta4k.md3"$0D
- "/models/mapobjects/light/cagelighta5k.md3"$0D
- "/models/mapobjects/light/cagelighta7k.md3"$0D
- "/models/mapobjects/light/cagelighta9k.md3"$0D
- "/models/mapobjects/light/cagelightr.md3"$0D
- "/models/mapobjects/light/camplt.md3"$0D
- "/models/mapobjects/light/camplt45.md3"$0D
- "/models/mapobjects/light/chad1.md3"$0D
- "/models/mapobjects/light/chad2.md3"$0D
- "/models/mapobjects/light/chandelier.md3"$0D
- "/models/mapobjects/light/floor_worklamp.md3"$0D
- "/models/mapobjects/light/gen_2lamps.md3"$0D
- "/models/mapobjects/light/lantern.md3"$0D
- "/models/mapobjects/light/lantern_r.md3"$0D
- "/models/mapobjects/light/p_nolight.md3"$0D
- "/models/mapobjects/light/pendant.md3"$0D
- "/models/mapobjects/light/pendant_1k.md3"$0D
- "/models/mapobjects/light/pendantb.md3"$0D
- "/models/mapobjects/light/sconce.md3"$0D
- "/models/mapobjects/light/sconce2.md3"$0D
- "/models/mapobjects/light/sconce3.md3"$0D
- "/models/mapobjects/light/searchlight.md3"$0D
- "/models/mapobjects/light/searchlight1_b.md3"$0D
- "/models/mapobjects/light/searchlight1_l.md3"$0D
- "/models/mapobjects/light/searchlight_l_broke.md3"$0D
- "/models/mapobjects/light/searchlight_pivot.md3"$0D
- "/models/mapobjects/light/test.md3"$0D
- "/models/mapobjects/light/worklamp.md3"$0D
- "/models/mapobjects/light/worklamp_floor.md3"
- }
- model: = { typ="C" txt="lion"
- items=
- "lion/lion.md3"
- values=
- "/models/mapobjects/lion/lion.md3"
- }
- model: = { typ="C" txt="lop"
- items=
- "lop/lop.md3"$0D
- "lop/lop3.md3"
- values=
- "/models/mapobjects/lop/lop.md3"$0D
- "/models/mapobjects/lop/lop3.md3"
- }
- model: = { typ="C" txt="miltary_trim"
- items=
- "miltary_trim/barbwire.md3"$0D
- "miltary_trim/dish_only.md3"$0D
- "miltary_trim/dragon_clip.md3"$0D
- "miltary_trim/dragon_teeth.md3"$0D
- "miltary_trim/dragon_teeth_e.md3"$0D
- "miltary_trim/eagle150.md3"$0D
- "miltary_trim/eagle250.md3"$0D
- "miltary_trim/eagle90.md3"$0D
- "miltary_trim/gangway.md3"$0D
- "miltary_trim/gangway_up.md3"$0D
- "miltary_trim/helmutbot.md3"$0D
- "miltary_trim/helmuttop.md3"$0D
- "miltary_trim/radar_twr.md3"$0D
- "miltary_trim/rocket.md3"$0D
- "miltary_trim/sandbag1.md3"$0D
- "miltary_trim/sandbag1_45.md3"$0D
- "miltary_trim/sbag_cr.md3"$0D
- "miltary_trim/sbag_crs.md3"$0D
- "miltary_trim/sbag_crs_90.md3"$0D
- "miltary_trim/sbag_st.md3"
- values=
- "/models/mapobjects/miltary_trim/barbwire.md3"$0D
- "/models/mapobjects/miltary_trim/dish_only.md3"$0D
- "/models/mapobjects/miltary_trim/dragon_clip.md3"$0D
- "/models/mapobjects/miltary_trim/dragon_teeth.md3"$0D
- "/models/mapobjects/miltary_trim/dragon_teeth_e.md3"$0D
- "/models/mapobjects/miltary_trim/eagle150.md3"$0D
- "/models/mapobjects/miltary_trim/eagle250.md3"$0D
- "/models/mapobjects/miltary_trim/eagle90.md3"$0D
- "/models/mapobjects/miltary_trim/gangway.md3"$0D
- "/models/mapobjects/miltary_trim/gangway_up.md3"$0D
- "/models/mapobjects/miltary_trim/helmutbot.md3"$0D
- "/models/mapobjects/miltary_trim/helmuttop.md3"$0D
- "/models/mapobjects/miltary_trim/radar_twr.md3"$0D
- "/models/mapobjects/miltary_trim/rocket.md3"$0D
- "/models/mapobjects/miltary_trim/sandbag1.md3"$0D
- "/models/mapobjects/miltary_trim/sandbag1_45.md3"$0D
- "/models/mapobjects/miltary_trim/sbag_cr.md3"$0D
- "/models/mapobjects/miltary_trim/sbag_crs.md3"$0D
- "/models/mapobjects/miltary_trim/sbag_crs_90.md3"$0D
- "/models/mapobjects/miltary_trim/sbag_st.md3"
- }
- model: = { typ="C" txt="nazi"
- items=
- "nazi/soldier120.md3"$0D
- "nazi/soldier128.md3"$0D
- "nazi/soldier72.md3"$0D
- "nazi/soldier76.md3"$0D
- "nazi/soldier80.md3"$0D
- "nazi/soldier86.md3"$0D
- "nazi/soldier96.md3"$0D
- "nazi/soldierscale.md3"
- values=
- "/models/mapobjects/nazi/soldier120.md3"$0D
- "/models/mapobjects/nazi/soldier128.md3"$0D
- "/models/mapobjects/nazi/soldier72.md3"$0D
- "/models/mapobjects/nazi/soldier76.md3"$0D
- "/models/mapobjects/nazi/soldier80.md3"$0D
- "/models/mapobjects/nazi/soldier86.md3"$0D
- "/models/mapobjects/nazi/soldier96.md3"$0D
- "/models/mapobjects/nazi/soldierscale.md3"
- }
- model: = { typ="C" txt="parachute"
- items=
- "parachute/assaultchute3.md3"$0D
- "parachute/asschute.md3"$0D
- "parachute/assualtchute.md3"$0D
- "parachute/assualtchute2.md3"$0D
- "parachute/bjchute.md3"$0D
- "parachute/test.md3"$0D
- "parachute/test2.md3"
- values=
- "/models/mapobjects/parachute/assaultchute3.md3"$0D
- "/models/mapobjects/parachute/asschute.md3"$0D
- "/models/mapobjects/parachute/assualtchute.md3"$0D
- "/models/mapobjects/parachute/assualtchute2.md3"$0D
- "/models/mapobjects/parachute/bjchute.md3"$0D
- "/models/mapobjects/parachute/test.md3"$0D
- "/models/mapobjects/parachute/test2.md3"
- }
- model: = { typ="C" txt="piano"
- items=
- "piano/babyg.md3"
- values=
- "/models/mapobjects/piano/babyg.md3"
- }
- model: = { typ="C" txt="plants"
- items=
- "plants/bush.md3"$0D
- "plants/bush2.md3"$0D
- "plants/flowers1.md3"$0D
- "plants/flowers1_no_pot.md3"$0D
- "plants/small_tree.md3"$0D
- "plants/vine.md3"
- values=
- "/models/mapobjects/plants/bush.md3"$0D
- "/models/mapobjects/plants/bush2.md3"$0D
- "/models/mapobjects/plants/flowers1.md3"$0D
- "/models/mapobjects/plants/flowers1_no_pot.md3"$0D
- "/models/mapobjects/plants/small_tree.md3"$0D
- "/models/mapobjects/plants/vine.md3"
- }
- model: = { typ="C" txt="punchingbag"
- items=
- "punchingbag/pbag.md3"
- values=
- "/models/mapobjects/punchingbag/pbag.md3"
- }
- model: = { typ="C" txt="sawblade"
- items=
- "sawblade/saw.md3"$0D
- "sawblade/saw_arm.md3"
- values=
- "/models/mapobjects/sawblade/saw.md3"$0D
- "/models/mapobjects/sawblade/saw_arm.md3"
- }
- model: = { typ="C" txt="sfx"
- items=
- "sfx/blob.md3"$0D
- "sfx/blob1.md3"$0D
- "sfx/blob2.md3"$0D
- "sfx/hportal.md3"$0D
- "sfx/hportal1.md3"$0D
- "sfx/hportal2.md3"$0D
- "sfx/hportal3.md3"$0D
- "sfx/hportal4.md3"$0D
- "sfx/punchingbag/pbag.md3"$0D
- "sfx/punchingbag/pbag4way.md3"
- values=
- "/models/mapobjects/sfx/blob.md3"$0D
- "/models/mapobjects/sfx/blob1.md3"$0D
- "/models/mapobjects/sfx/blob2.md3"$0D
- "/models/mapobjects/sfx/hportal.md3"$0D
- "/models/mapobjects/sfx/hportal1.md3"$0D
- "/models/mapobjects/sfx/hportal2.md3"$0D
- "/models/mapobjects/sfx/hportal3.md3"$0D
- "/models/mapobjects/sfx/hportal4.md3"$0D
- "/models/mapobjects/sfx/punchingbag/pbag.md3"$0D
- "/models/mapobjects/sfx/punchingbag/pbag4way.md3"
- }
- model: = { typ="C" txt="shadtest"
- items=
- "shadtest/cin.md3"
- values=
- "/models/mapobjects/shadtest/cin.md3"
- }
- model: = { typ="C" txt="shield"
- items=
- "shield/shield.md3"$0D
- "shield/shield_anim.md3"
- values=
- "/models/mapobjects/shield/shield.md3"$0D
- "/models/mapobjects/shield/shield_anim.md3"
- }
- model: = { typ="C" txt="size"
- items=
- "size/bjsize.md3"
- values=
- "/models/mapobjects/size/bjsize.md3"
- }
- model: = { typ="C" txt="skel"
- items=
- "skel/hand.md3"$0D
- "skel/hand_bone.md3"$0D
- "skel/hand_bone2.md3"$0D
- "skel/leg.md3"$0D
- "skel/leg_bone.md3"$0D
- "skel/skel02mid.md3"$0D
- "skel/skel_ribs.md3"$0D
- "skel/skeltest.md3"
- values=
- "/models/mapobjects/skel/hand.md3"$0D
- "/models/mapobjects/skel/hand_bone.md3"$0D
- "/models/mapobjects/skel/hand_bone2.md3"$0D
- "/models/mapobjects/skel/leg.md3"$0D
- "/models/mapobjects/skel/leg_bone.md3"$0D
- "/models/mapobjects/skel/skel02mid.md3"$0D
- "/models/mapobjects/skel/skel_ribs.md3"$0D
- "/models/mapobjects/skel/skeltest.md3"
- }
- model: = { typ="C" txt="skull"
- items=
- "skull/skul2.md3"$0D
- "skull/skul2t.md3"$0D
- "skull/skull.md3"$0D
- "skull/skull_scale.md3"$0D
- "skull/skull_scale_t45.md3"$0D
- "skull/skull_scale_t90.md3"$0D
- "skull/skull_tilt1.md3"$0D
- "skull/skull_wall.md3"$0D
- "skull/skull_wall_f.md3"$0D
- "skull/skull_wallb.md3"
- values=
- "/models/mapobjects/skull/skul2.md3"$0D
- "/models/mapobjects/skull/skul2t.md3"$0D
- "/models/mapobjects/skull/skull.md3"$0D
- "/models/mapobjects/skull/skull_scale.md3"$0D
- "/models/mapobjects/skull/skull_scale_t45.md3"$0D
- "/models/mapobjects/skull/skull_scale_t90.md3"$0D
- "/models/mapobjects/skull/skull_tilt1.md3"$0D
- "/models/mapobjects/skull/skull_wall.md3"$0D
- "/models/mapobjects/skull/skull_wall_f.md3"$0D
- "/models/mapobjects/skull/skull_wallb.md3"
- }
- model: = { typ="C" txt="sky"
- items=
- "sky/inner.md3"$0D
- "sky/inner2.md3"$0D
- "sky/mount2.md3"$0D
- "sky/outer.md3"$0D
- "sky/outer2.md3"$0D
- "sky/plane.md3"$0D
- "sky/plane2.md3"$0D
- "sky/terrain.md3"$0D
- "sky/terrain1.md3"$0D
- "sky/terrain10.md3"$0D
- "sky/terrain11.md3"$0D
- "sky/terrain12.md3"$0D
- "sky/terrain13.md3"$0D
- "sky/terrain14.md3"$0D
- "sky/terrain15.md3"$0D
- "sky/terrain16.md3"$0D
- "sky/terrain2.md3"$0D
- "sky/terrain3.md3"$0D
- "sky/terrain4.md3"$0D
- "sky/terrain5.md3"$0D
- "sky/terrain6.md3"$0D
- "sky/terrain7.md3"$0D
- "sky/terrain8.md3"$0D
- "sky/terrain9.md3"$0D
- "sky/terrain_ns.md3"
- values=
- "/models/mapobjects/sky/inner.md3"$0D
- "/models/mapobjects/sky/inner2.md3"$0D
- "/models/mapobjects/sky/mount2.md3"$0D
- "/models/mapobjects/sky/outer.md3"$0D
- "/models/mapobjects/sky/outer2.md3"$0D
- "/models/mapobjects/sky/plane.md3"$0D
- "/models/mapobjects/sky/plane2.md3"$0D
- "/models/mapobjects/sky/terrain.md3"$0D
- "/models/mapobjects/sky/terrain1.md3"$0D
- "/models/mapobjects/sky/terrain10.md3"$0D
- "/models/mapobjects/sky/terrain11.md3"$0D
- "/models/mapobjects/sky/terrain12.md3"$0D
- "/models/mapobjects/sky/terrain13.md3"$0D
- "/models/mapobjects/sky/terrain14.md3"$0D
- "/models/mapobjects/sky/terrain15.md3"$0D
- "/models/mapobjects/sky/terrain16.md3"$0D
- "/models/mapobjects/sky/terrain2.md3"$0D
- "/models/mapobjects/sky/terrain3.md3"$0D
- "/models/mapobjects/sky/terrain4.md3"$0D
- "/models/mapobjects/sky/terrain5.md3"$0D
- "/models/mapobjects/sky/terrain6.md3"$0D
- "/models/mapobjects/sky/terrain7.md3"$0D
- "/models/mapobjects/sky/terrain8.md3"$0D
- "/models/mapobjects/sky/terrain9.md3"$0D
- "/models/mapobjects/sky/terrain_ns.md3"
- }
- model: = { typ="C" txt="space"
- items=
- "space/galaxy.md3"$0D
- "space/galaxy1.md3"$0D
- "space/galaxyout.md3"$0D
- "space/galaxystar.md3"
- values=
- "/models/mapobjects/space/galaxy.md3"$0D
- "/models/mapobjects/space/galaxy1.md3"$0D
- "/models/mapobjects/space/galaxyout.md3"$0D
- "/models/mapobjects/space/galaxystar.md3"
- }
- model: = { typ="C" txt="toolshed"
- items=
- "toolshed/generator.md3"$0D
- "toolshed/pickax.md3"$0D
- "toolshed/pickax_v.md3"$0D
- "toolshed/shovel.md3"$0D
- "toolshed/shovel_flat.md3"$0D
- "toolshed/tools1.md3"$0D
- "toolshed/weldtanksm.md3"$0D
- "toolshed/weldtankxl.md3"
- values=
- "/models/mapobjects/toolshed/generator.md3"$0D
- "/models/mapobjects/toolshed/pickax.md3"$0D
- "/models/mapobjects/toolshed/pickax_v.md3"$0D
- "/models/mapobjects/toolshed/shovel.md3"$0D
- "/models/mapobjects/toolshed/shovel_flat.md3"$0D
- "/models/mapobjects/toolshed/tools1.md3"$0D
- "/models/mapobjects/toolshed/weldtanksm.md3"$0D
- "/models/mapobjects/toolshed/weldtankxl.md3"
- }
- model: = { typ="C" txt="torture"
- items=
- "torture/beheader.md3"$0D
- "torture/brainjar.md3"$0D
- "torture/cage1.md3"$0D
- "torture/cage1BK.md3"$0D
- "torture/cage2.md3"$0D
- "torture/clamp.md3"$0D
- "torture/fptools.md3"$0D
- "torture/fptools_b.md3"$0D
- "torture/headcrusher.md3"$0D
- "torture/l_engine.md3"$0D
- "torture/slash.md3"$0D
- "torture/tools1.md3"$0D
- "torture/tools2.md3"
- values=
- "/models/mapobjects/torture/beheader.md3"$0D
- "/models/mapobjects/torture/brainjar.md3"$0D
- "/models/mapobjects/torture/cage1.md3"$0D
- "/models/mapobjects/torture/cage1BK.md3"$0D
- "/models/mapobjects/torture/cage2.md3"$0D
- "/models/mapobjects/torture/clamp.md3"$0D
- "/models/mapobjects/torture/fptools.md3"$0D
- "/models/mapobjects/torture/fptools_b.md3"$0D
- "/models/mapobjects/torture/headcrusher.md3"$0D
- "/models/mapobjects/torture/l_engine.md3"$0D
- "/models/mapobjects/torture/slash.md3"$0D
- "/models/mapobjects/torture/tools1.md3"$0D
- "/models/mapobjects/torture/tools2.md3"
- }
- model: = { typ="C" txt="tree"
- items=
- "tree/bush1.md3"$0D
- "tree/dead_tree.md3"$0D
- "tree/dead_tree2.md3"$0D
- "tree/dead_tree3.md3"$0D
- "tree/dead_tree4.md3"$0D
- "tree/dead_tree5.md3"$0D
- "tree/dead_tree5a.md3"$0D
- "tree/shrub.md3"$0D
- "tree/shrubaa.md3"$0D
- "tree/training_tree1.md3"$0D
- "tree/training_tree2.md3"$0D
- "tree/training_tree3.md3"$0D
- "tree/tree_big.md3"$0D
- "tree/tree_big1.md3"$0D
- "tree/tree_big2.md3"$0D
- "tree/tree_big3.md3"$0D
- "tree/tree_big4.md3"$0D
- "tree/tree_big5.md3"$0D
- "tree/tree_d1.md3"$0D
- "tree/tree_litl.md3"$0D
- "tree/tree_low1.md3"$0D
- "tree/tree_m01.md3"$0D
- "tree/tree_m01s.md3"$0D
- "tree/tree_m02.md3"$0D
- "tree/tree_m03.md3"$0D
- "tree/tree_m04.md3"$0D
- "tree/tree_m05.md3"$0D
- "tree/tree_m06.md3"$0D
- "tree/tree_m07.md3"$0D
- "tree/tree_m07_1.md3"$0D
- "tree/tree_m07a.md3"$0D
- "tree/tree_m08.md3"$0D
- "tree/tree_m08_1.md3"$0D
- "tree/tree_m08_snow.md3"$0D
- "tree/tree_m08a.md3"$0D
- "tree/tree_m09s.md3"$0D
- "tree/tree_med.md3"$0D
- "tree/tree_mp01.md3"$0D
- "tree/tree_mp01_1.md3"$0D
- "tree/tree_mp01_up.md3"$0D
- "tree/tree_mp01a.md3"$0D
- "tree/tree_mp01ab.md3"$0D
- "tree/tree_mp02.md3"$0D
- "tree/tree_new.md3"$0D
- "tree/tree_pine.md3"$0D
- "tree/tree_pine3.md3"$0D
- "tree/tree_pine4.md3"$0D
- "tree/tree_pine5.md3"$0D
- "tree/tree_pine6.md3"$0D
- "tree/tree_pine7.md3"$0D
- "tree/tree_pine8.md3"$0D
- "tree/tree_pine_2.md3"$0D
- "tree/tree_pine_2_1.md3"$0D
- "tree/tree_small.md3"$0D
- "tree/tree_small3.md3"$0D
- "tree/tree_tall.md3"$0D
- "tree/tree_tall_256.md3"$0D
- "tree/tree_vil1.md3"$0D
- "tree/tree_vil2.md3"$0D
- "tree/tree_village2.md3"$0D
- "tree/weed_m01.md3"
- values=
- "/models/mapobjects/tree/bush1.md3"$0D
- "/models/mapobjects/tree/dead_tree.md3"$0D
- "/models/mapobjects/tree/dead_tree2.md3"$0D
- "/models/mapobjects/tree/dead_tree3.md3"$0D
- "/models/mapobjects/tree/dead_tree4.md3"$0D
- "/models/mapobjects/tree/dead_tree5.md3"$0D
- "/models/mapobjects/tree/dead_tree5a.md3"$0D
- "/models/mapobjects/tree/shrub.md3"$0D
- "/models/mapobjects/tree/shrubaa.md3"$0D
- "/models/mapobjects/tree/training_tree1.md3"$0D
- "/models/mapobjects/tree/training_tree2.md3"$0D
- "/models/mapobjects/tree/training_tree3.md3"$0D
- "/models/mapobjects/tree/tree_big.md3"$0D
- "/models/mapobjects/tree/tree_big1.md3"$0D
- "/models/mapobjects/tree/tree_big2.md3"$0D
- "/models/mapobjects/tree/tree_big3.md3"$0D
- "/models/mapobjects/tree/tree_big4.md3"$0D
- "/models/mapobjects/tree/tree_big5.md3"$0D
- "/models/mapobjects/tree/tree_d1.md3"$0D
- "/models/mapobjects/tree/tree_litl.md3"$0D
- "/models/mapobjects/tree/tree_low1.md3"$0D
- "/models/mapobjects/tree/tree_m01.md3"$0D
- "/models/mapobjects/tree/tree_m01s.md3"$0D
- "/models/mapobjects/tree/tree_m02.md3"$0D
- "/models/mapobjects/tree/tree_m03.md3"$0D
- "/models/mapobjects/tree/tree_m04.md3"$0D
- "/models/mapobjects/tree/tree_m05.md3"$0D
- "/models/mapobjects/tree/tree_m06.md3"$0D
- "/models/mapobjects/tree/tree_m07.md3"$0D
- "/models/mapobjects/tree/tree_m07_1.md3"$0D
- "/models/mapobjects/tree/tree_m07a.md3"$0D
- "/models/mapobjects/tree/tree_m08.md3"$0D
- "/models/mapobjects/tree/tree_m08_1.md3"$0D
- "/models/mapobjects/tree/tree_m08_snow.md3"$0D
- "/models/mapobjects/tree/tree_m08a.md3"$0D
- "/models/mapobjects/tree/tree_m09s.md3"$0D
- "/models/mapobjects/tree/tree_med.md3"$0D
- "/models/mapobjects/tree/tree_mp01.md3"$0D
- "/models/mapobjects/tree/tree_mp01_1.md3"$0D
- "/models/mapobjects/tree/tree_mp01_up.md3"$0D
- "/models/mapobjects/tree/tree_mp01a.md3"$0D
- "/models/mapobjects/tree/tree_mp01ab.md3"$0D
- "/models/mapobjects/tree/tree_mp02.md3"$0D
- "/models/mapobjects/tree/tree_new.md3"$0D
- "/models/mapobjects/tree/tree_pine.md3"$0D
- "/models/mapobjects/tree/tree_pine3.md3"$0D
- "/models/mapobjects/tree/tree_pine4.md3"$0D
- "/models/mapobjects/tree/tree_pine5.md3"$0D
- "/models/mapobjects/tree/tree_pine6.md3"$0D
- "/models/mapobjects/tree/tree_pine7.md3"$0D
- "/models/mapobjects/tree/tree_pine8.md3"$0D
- "/models/mapobjects/tree/tree_pine_2.md3"$0D
- "/models/mapobjects/tree/tree_pine_2_1.md3"$0D
- "/models/mapobjects/tree/tree_small.md3"$0D
- "/models/mapobjects/tree/tree_small3.md3"$0D
- "/models/mapobjects/tree/tree_tall.md3"$0D
- "/models/mapobjects/tree/tree_tall_256.md3"$0D
- "/models/mapobjects/tree/tree_vil1.md3"$0D
- "/models/mapobjects/tree/tree_vil2.md3"$0D
- "/models/mapobjects/tree/tree_village2.md3"$0D
- "/models/mapobjects/tree/weed_m01.md3"
- }
- model: = { typ="C" txt="tree_snow"
- items=
- "tree_snow/snow_bush1.md3"$0D
- "tree_snow/snow_rock.md3"$0D
- "tree_snow/snow_tree1.md3"$0D
- "tree_snow/snow_tree3.md3"$0D
- "tree_snow/snow_tree4.md3"
- values=
- "/models/mapobjects/tree_snow/snow_bush1.md3"$0D
- "/models/mapobjects/tree_snow/snow_rock.md3"$0D
- "/models/mapobjects/tree_snow/snow_tree1.md3"$0D
- "/models/mapobjects/tree_snow/snow_tree3.md3"$0D
- "/models/mapobjects/tree_snow/snow_tree4.md3"
- }
- model: = { typ="C" txt="ubergun"
- items=
- "ubergun/ubergun1.md3"$0D
- "ubergun/ubergun2.md3"
- values=
- "/models/mapobjects/ubergun/ubergun1.md3"$0D
- "/models/mapobjects/ubergun/ubergun2.md3"
- }
- model: = { typ="C" txt="ui"
- items=
- "ui/icon_burn.md3"
- values=
- "/models/mapobjects/ui/icon_burn.md3"
- }
- model: = { typ="C" txt="undead"
- items=
- "undead/undnazi1.md3"$0D
- "undead/undnazi76.md3"$0D
- "undead/undnazi80.md3"$0D
- "undead/zom2.md3"$0D
- "undead/zom71.md3"$0D
- "undead/zom76.md3"$0D
- "undead/zom80.md3"
- values=
- "/models/mapobjects/undead/undnazi1.md3"$0D
- "/models/mapobjects/undead/undnazi76.md3"$0D
- "/models/mapobjects/undead/undnazi80.md3"$0D
- "/models/mapobjects/undead/zom2.md3"$0D
- "/models/mapobjects/undead/zom71.md3"$0D
- "/models/mapobjects/undead/zom76.md3"$0D
- "/models/mapobjects/undead/zom80.md3"
- }
- model: = { typ="C" txt="v2"
- items=
- "v2/v4.md3"$0D
- "v2/v4_b.md3"$0D
- "v2/v4_bw.md3"$0D
- "v2/v4_c.md3"$0D
- "v2/v4_cw.md3"$0D
- "v2/v4_g.md3"$0D
- "v2/v4_gw.md3"$0D
- "v2/v4_side.md3"$0D
- "v2/v4_side_lm.md3"$0D
- "v2/v4_sideb.md3"$0D
- "v2/v4_sideb_lm.md3"$0D
- "v2/v4_tags.md3"$0D
- "v2/v4_tagsdestroyed.md3"
- values=
- "/models/mapobjects/v2/v4.md3"$0D
- "/models/mapobjects/v2/v4_b.md3"$0D
- "/models/mapobjects/v2/v4_bw.md3"$0D
- "/models/mapobjects/v2/v4_c.md3"$0D
- "/models/mapobjects/v2/v4_cw.md3"$0D
- "/models/mapobjects/v2/v4_g.md3"$0D
- "/models/mapobjects/v2/v4_gw.md3"$0D
- "/models/mapobjects/v2/v4_side.md3"$0D
- "/models/mapobjects/v2/v4_side_lm.md3"$0D
- "/models/mapobjects/v2/v4_sideb.md3"$0D
- "/models/mapobjects/v2/v4_sideb_lm.md3"$0D
- "/models/mapobjects/v2/v4_tags.md3"$0D
- "/models/mapobjects/v2/v4_tagsdestroyed.md3"
- }
- model: = { typ="C" txt="vacum"
- items=
- "vacum/bl.md3"$0D
- "vacum/box.md3"$0D
- "vacum/vacum.md3"$0D
- "vacum/zom.md3"
- values=
- "/models/mapobjects/vacum/bl.md3"$0D
- "/models/mapobjects/vacum/box.md3"$0D
- "/models/mapobjects/vacum/vacum.md3"$0D
- "/models/mapobjects/vacum/zom.md3"
- }
- model: = { typ="C" txt="vehicles"
- items=
- "vehicles/M109_T.md3"$0D
- "vehicles/M109_T1.md3"$0D
- "vehicles/M109_T2.md3"$0D
- "vehicles/TRAINCAR.md3"$0D
- "vehicles/TRAIN_W.md3"$0D
- "vehicles/blimp.md3"$0D
- "vehicles/boat_door.md3"$0D
- "vehicles/flatbed.md3"$0D
- "vehicles/gunflare.md3"$0D
- "vehicles/halftrack.md3"$0D
- "vehicles/halftrack2.md3"$0D
- "vehicles/heinkel.md3"$0D
- "vehicles/heinkel2.md3"$0D
- "vehicles/heinkel3.md3"$0D
- "vehicles/heinkelb1.md3"$0D
- "vehicles/heinkelb2.md3"$0D
- "vehicles/jeep.md3"$0D
- "vehicles/jeepOLD.md3"$0D
- "vehicles/jet_shadow.md3"$0D
- "vehicles/lander.md3"$0D
- "vehicles/lander1w.md3"$0D
- "vehicles/lander2.md3"$0D
- "vehicles/lander2w.md3"$0D
- "vehicles/lander_door.md3"$0D
- "vehicles/lander_ndoor.md3"$0D
- "vehicles/m109.md3"$0D
- "vehicles/m109_prop.md3"$0D
- "vehicles/m109crash.md3"$0D
- "vehicles/m109debris_a.md3"$0D
- "vehicles/m109debris_b.md3"$0D
- "vehicles/m109debris_c.md3"$0D
- "vehicles/m109debris_d.md3"$0D
- "vehicles/natter.md3"$0D
- "vehicles/natter_apart.md3"$0D
- "vehicles/panzer.md3"$0D
- "vehicles/panzer_a.md3"$0D
- "vehicles/panzer_b.md3"$0D
- "vehicles/panzer_c.md3"$0D
- "vehicles/panzer_d.md3"$0D
- "vehicles/panzer_dBK.md3"$0D
- "vehicles/panzer_e.md3"$0D
- "vehicles/raft.md3"$0D
- "vehicles/raft1a.md3"$0D
- "vehicles/raft2.md3"$0D
- "vehicles/raft3.md3"$0D
- "vehicles/rocket_notop.md3"$0D
- "vehicles/rocket_top.md3"$0D
- "vehicles/rocket_train.md3"$0D
- "vehicles/rocket_trans.md3"$0D
- "vehicles/rocketrain.md3"$0D
- "vehicles/rocketrainWR.md3"$0D
- "vehicles/rocketraingear.md3"$0D
- "vehicles/shermanimtest.md3"$0D
- "vehicles/shermanimtest_135.md3"$0D
- "vehicles/shermanimtestbk.md3"$0D
- "vehicles/sltrack.md3"$0D
- "vehicles/srtrack.md3"$0D
- "vehicles/staff4wheels.md3"$0D
- "vehicles/staff_car.md3"$0D
- "vehicles/staff_car_v.md3"$0D
- "vehicles/staffcar.md3"$0D
- "vehicles/staffdwheel.md3"$0D
- "vehicles/staffpwheel.md3"$0D
- "vehicles/sturret.md3"$0D
- "vehicles/sub1.md3"$0D
- "vehicles/sub1a.md3"$0D
- "vehicles/sub2a.md3"$0D
- "vehicles/sub3a.md3"$0D
- "vehicles/tag_chassis.md3"$0D
- "vehicles/tag_turret.md3"$0D
- "vehicles/tankchassis.md3"$0D
- "vehicles/tanktracks.md3"$0D
- "vehicles/tankturret.md3"$0D
- "vehicles/tankturret_b.md3"$0D
- "vehicles/test.md3"$0D
- "vehicles/torpedo.md3"$0D
- "vehicles/train_trailer.md3"$0D
- "vehicles/transport.md3"$0D
- "vehicles/transport_w1.md3"$0D
- "vehicles/transport_w1a.md3"$0D
- "vehicles/transport_w2.md3"$0D
- "vehicles/transport_w2a.md3"$0D
- "vehicles/transport_w3.md3"$0D
- "vehicles/transport_w3a.md3"$0D
- "vehicles/truck.md3"$0D
- "vehicles/truck_4wheels.md3"$0D
- "vehicles/truck_b.md3"$0D
- "vehicles/truck_base.md3"$0D
- "vehicles/truck_exp.md3"$0D
- "vehicles/truck_exp_ref.md3"$0D
- "vehicles/truck_flatbed.md3"$0D
- "vehicles/truck_flatbed_fire.md3"$0D
- "vehicles/truck_flatbed_grey.md3"$0D
- "vehicles/truck_lwheel.md3"$0D
- "vehicles/truck_rwheel.md3"$0D
- "vehicles/truck_shadow.md3"$0D
- "vehicles/truck_support_grey.md3"$0D
- "vehicles/truckn2.md3"$0D
- "vehicles/truckn2aa.md3"$0D
- "vehicles/truckn2bk.md3"$0D
- "vehicles/truckn_90.md3"$0D
- "vehicles/truckn_BK.md3"$0D
- "vehicles/truckn_door.md3"$0D
- "vehicles/trucknaa.md3"$0D
- "vehicles/u_boat.md3"$0D
- "vehicles/u_boat_ice.md3"$0D
- "vehicles/vtol.md3"$0D
- "vehicles/vtol2.md3"$0D
- "vehicles/vtol2_w1.md3"$0D
- "vehicles/vtol2_w2.md3"$0D
- "vehicles/vtol2_w3.md3"$0D
- "vehicles/vtol_explode.md3"$0D
- "vehicles/vtol_explode_ref.md3"$0D
- "vehicles/wagon_tilt.md3"$0D
- "vehicles/wheel.md3"
- values=
- "/models/mapobjects/vehicles/M109_T.md3"$0D
- "/models/mapobjects/vehicles/M109_T1.md3"$0D
- "/models/mapobjects/vehicles/M109_T2.md3"$0D
- "/models/mapobjects/vehicles/TRAINCAR.md3"$0D
- "/models/mapobjects/vehicles/TRAIN_W.md3"$0D
- "/models/mapobjects/vehicles/blimp.md3"$0D
- "/models/mapobjects/vehicles/boat_door.md3"$0D
- "/models/mapobjects/vehicles/flatbed.md3"$0D
- "/models/mapobjects/vehicles/gunflare.md3"$0D
- "/models/mapobjects/vehicles/halftrack.md3"$0D
- "/models/mapobjects/vehicles/halftrack2.md3"$0D
- "/models/mapobjects/vehicles/heinkel.md3"$0D
- "/models/mapobjects/vehicles/heinkel2.md3"$0D
- "/models/mapobjects/vehicles/heinkel3.md3"$0D
- "/models/mapobjects/vehicles/heinkelb1.md3"$0D
- "/models/mapobjects/vehicles/heinkelb2.md3"$0D
- "/models/mapobjects/vehicles/jeep.md3"$0D
- "/models/mapobjects/vehicles/jeepOLD.md3"$0D
- "/models/mapobjects/vehicles/jet_shadow.md3"$0D
- "/models/mapobjects/vehicles/lander.md3"$0D
- "/models/mapobjects/vehicles/lander1w.md3"$0D
- "/models/mapobjects/vehicles/lander2.md3"$0D
- "/models/mapobjects/vehicles/lander2w.md3"$0D
- "/models/mapobjects/vehicles/lander_door.md3"$0D
- "/models/mapobjects/vehicles/lander_ndoor.md3"$0D
- "/models/mapobjects/vehicles/m109.md3"$0D
- "/models/mapobjects/vehicles/m109_prop.md3"$0D
- "/models/mapobjects/vehicles/m109crash.md3"$0D
- "/models/mapobjects/vehicles/m109debris_a.md3"$0D
- "/models/mapobjects/vehicles/m109debris_b.md3"$0D
- "/models/mapobjects/vehicles/m109debris_c.md3"$0D
- "/models/mapobjects/vehicles/m109debris_d.md3"$0D
- "/models/mapobjects/vehicles/natter.md3"$0D
- "/models/mapobjects/vehicles/natter_apart.md3"$0D
- "/models/mapobjects/vehicles/panzer.md3"$0D
- "/models/mapobjects/vehicles/panzer_a.md3"$0D
- "/models/mapobjects/vehicles/panzer_b.md3"$0D
- "/models/mapobjects/vehicles/panzer_c.md3"$0D
- "/models/mapobjects/vehicles/panzer_d.md3"$0D
- "/models/mapobjects/vehicles/panzer_dBK.md3"$0D
- "/models/mapobjects/vehicles/panzer_e.md3"$0D
- "/models/mapobjects/vehicles/raft.md3"$0D
- "/models/mapobjects/vehicles/raft1a.md3"$0D
- "/models/mapobjects/vehicles/raft2.md3"$0D
- "/models/mapobjects/vehicles/raft3.md3"$0D
- "/models/mapobjects/vehicles/rocket_notop.md3"$0D
- "/models/mapobjects/vehicles/rocket_top.md3"$0D
- "/models/mapobjects/vehicles/rocket_train.md3"$0D
- "/models/mapobjects/vehicles/rocket_trans.md3"$0D
- "/models/mapobjects/vehicles/rocketrain.md3"$0D
- "/models/mapobjects/vehicles/rocketrainWR.md3"$0D
- "/models/mapobjects/vehicles/rocketraingear.md3"$0D
- "/models/mapobjects/vehicles/shermanimtest.md3"$0D
- "/models/mapobjects/vehicles/shermanimtest_135.md3"$0D
- "/models/mapobjects/vehicles/shermanimtestbk.md3"$0D
- "/models/mapobjects/vehicles/sltrack.md3"$0D
- "/models/mapobjects/vehicles/srtrack.md3"$0D
- "/models/mapobjects/vehicles/staff4wheels.md3"$0D
- "/models/mapobjects/vehicles/staff_car.md3"$0D
- "/models/mapobjects/vehicles/staff_car_v.md3"$0D
- "/models/mapobjects/vehicles/staffcar.md3"$0D
- "/models/mapobjects/vehicles/staffdwheel.md3"$0D
- "/models/mapobjects/vehicles/staffpwheel.md3"$0D
- "/models/mapobjects/vehicles/sturret.md3"$0D
- "/models/mapobjects/vehicles/sub1.md3"$0D
- "/models/mapobjects/vehicles/sub1a.md3"$0D
- "/models/mapobjects/vehicles/sub2a.md3"$0D
- "/models/mapobjects/vehicles/sub3a.md3"$0D
- "/models/mapobjects/vehicles/tag_chassis.md3"$0D
- "/models/mapobjects/vehicles/tag_turret.md3"$0D
- "/models/mapobjects/vehicles/tankchassis.md3"$0D
- "/models/mapobjects/vehicles/tanktracks.md3"$0D
- "/models/mapobjects/vehicles/tankturret.md3"$0D
- "/models/mapobjects/vehicles/tankturret_b.md3"$0D
- "/models/mapobjects/vehicles/test.md3"$0D
- "/models/mapobjects/vehicles/torpedo.md3"$0D
- "/models/mapobjects/vehicles/train_trailer.md3"$0D
- "/models/mapobjects/vehicles/transport.md3"$0D
- "/models/mapobjects/vehicles/transport_w1.md3"$0D
- "/models/mapobjects/vehicles/transport_w1a.md3"$0D
- "/models/mapobjects/vehicles/transport_w2.md3"$0D
- "/models/mapobjects/vehicles/transport_w2a.md3"$0D
- "/models/mapobjects/vehicles/transport_w3.md3"$0D
- "/models/mapobjects/vehicles/transport_w3a.md3"$0D
- "/models/mapobjects/vehicles/truck.md3"$0D
- "/models/mapobjects/vehicles/truck_4wheels.md3"$0D
- "/models/mapobjects/vehicles/truck_b.md3"$0D
- "/models/mapobjects/vehicles/truck_base.md3"$0D
- "/models/mapobjects/vehicles/truck_exp.md3"$0D
- "/models/mapobjects/vehicles/truck_exp_ref.md3"$0D
- "/models/mapobjects/vehicles/truck_flatbed.md3"$0D
- "/models/mapobjects/vehicles/truck_flatbed_fire.md3"$0D
- "/models/mapobjects/vehicles/truck_flatbed_grey.md3"$0D
- "/models/mapobjects/vehicles/truck_lwheel.md3"$0D
- "/models/mapobjects/vehicles/truck_rwheel.md3"$0D
- "/models/mapobjects/vehicles/truck_shadow.md3"$0D
- "/models/mapobjects/vehicles/truck_support_grey.md3"$0D
- "/models/mapobjects/vehicles/truckn2.md3"$0D
- "/models/mapobjects/vehicles/truckn2aa.md3"$0D
- "/models/mapobjects/vehicles/truckn2bk.md3"$0D
- "/models/mapobjects/vehicles/truckn_90.md3"$0D
- "/models/mapobjects/vehicles/truckn_BK.md3"$0D
- "/models/mapobjects/vehicles/truckn_door.md3"$0D
- "/models/mapobjects/vehicles/trucknaa.md3"$0D
- "/models/mapobjects/vehicles/u_boat.md3"$0D
- "/models/mapobjects/vehicles/u_boat_ice.md3"$0D
- "/models/mapobjects/vehicles/vtol.md3"$0D
- "/models/mapobjects/vehicles/vtol2.md3"$0D
- "/models/mapobjects/vehicles/vtol2_w1.md3"$0D
- "/models/mapobjects/vehicles/vtol2_w2.md3"$0D
- "/models/mapobjects/vehicles/vtol2_w3.md3"$0D
- "/models/mapobjects/vehicles/vtol_explode.md3"$0D
- "/models/mapobjects/vehicles/vtol_explode_ref.md3"$0D
- "/models/mapobjects/vehicles/wagon_tilt.md3"$0D
- "/models/mapobjects/vehicles/wheel.md3"
- }
- model: = { typ="C" txt="watertower"
- items=
- "watertower/watertower.md3"
- values=
- "/models/mapobjects/watertower/watertower.md3"
- }
- model: = { typ="C" txt="weapons"
- items=
- "weapons/flak_a.md3"$0D
- "weapons/flak_b.md3"$0D
- "weapons/flakgun.md3"$0D
- "weapons/flakredux.md3"$0D
- "weapons/mauser1.md3"$0D
- "weapons/mauser2.md3"$0D
- "weapons/mg42a.md3"$0D
- "weapons/mg42a_BK.md3"$0D
- "weapons/mg42b.md3"$0D
- "weapons/monoflakgun.md3"$0D
- "weapons/mortar.md3"$0D
- "weapons/mp40_upright.md3"$0D
- "weapons/mp40_upright_old.md3"$0D
- "weapons/satchel_charge.md3"$0D
- "weapons/sdagger.md3"$0D
- "weapons/test.md3"$0D
- "weapons/truckn_BK.md3"$0D
- "weapons/turret_a.md3"$0D
- "weapons/turret_b.md3"$0D
- "weapons/turret_c.md3"
- values=
- "/models/mapobjects/weapons/flak_a.md3"$0D
- "/models/mapobjects/weapons/flak_b.md3"$0D
- "/models/mapobjects/weapons/flakgun.md3"$0D
- "/models/mapobjects/weapons/flakredux.md3"$0D
- "/models/mapobjects/weapons/mauser1.md3"$0D
- "/models/mapobjects/weapons/mauser2.md3"$0D
- "/models/mapobjects/weapons/mg42a.md3"$0D
- "/models/mapobjects/weapons/mg42a_BK.md3"$0D
- "/models/mapobjects/weapons/mg42b.md3"$0D
- "/models/mapobjects/weapons/monoflakgun.md3"$0D
- "/models/mapobjects/weapons/mortar.md3"$0D
- "/models/mapobjects/weapons/mp40_upright.md3"$0D
- "/models/mapobjects/weapons/mp40_upright_old.md3"$0D
- "/models/mapobjects/weapons/satchel_charge.md3"$0D
- "/models/mapobjects/weapons/sdagger.md3"$0D
- "/models/mapobjects/weapons/test.md3"$0D
- "/models/mapobjects/weapons/truckn_BK.md3"$0D
- "/models/mapobjects/weapons/turret_a.md3"$0D
- "/models/mapobjects/weapons/turret_b.md3"$0D
- "/models/mapobjects/weapons/turret_c.md3"
- }
- model: = { typ="C" txt="wine"
- items=
- "wine/wine.md3"$0D
- "wine/wine_barrel.md3"
- values=
- "/models/mapobjects/wine/wine.md3"$0D
- "/models/mapobjects/wine/wine_barrel.md3"
- }
- model: = { typ="C" txt="xlab"
- items=
- "xlab/cart.md3"$0D
- "xlab/shockchair.md3"$0D
- "xlab/tanks.md3"
- values=
- "/models/mapobjects/xlab/cart.md3"$0D
- "/models/mapobjects/xlab/shockchair.md3"$0D
- "/models/mapobjects/xlab/tanks.md3"
- }
- model: = { typ="C" txt="xlab_props"
- items=
- "xlab_props/xlab_refer.md3"$0D
- "xlab_props/xlab_refer_insert.md3"$0D
- "xlab_props/xlab_refer_insert2.md3"$0D
- "xlab_props/xlight.md3"$0D
- "xlab_props/xlight2.md3"$0D
- "xlab_props/xlight_dwn.md3"$0D
- "xlab_props/xlight_dwn2.md3"$0D
- "xlab_props/xlight_up.md3"$0D
- "xlab_props/xlight_up2.md3"
- values=
- "/models/mapobjects/xlab_props/xlab_refer.md3"$0D
- "/models/mapobjects/xlab_props/xlab_refer_insert.md3"$0D
- "/models/mapobjects/xlab_props/xlab_refer_insert2.md3"$0D
- "/models/mapobjects/xlab_props/xlight.md3"$0D
- "/models/mapobjects/xlab_props/xlight2.md3"$0D
- "/models/mapobjects/xlab_props/xlight_dwn.md3"$0D
- "/models/mapobjects/xlab_props/xlight_dwn2.md3"$0D
- "/models/mapobjects/xlab_props/xlight_up.md3"$0D
- "/models/mapobjects/xlab_props/xlight_up2.md3"
- }
- model: = { typ="C" txt="zemph"
- items=
- "zemph/zemph.md3"
- values=
- "/models/mapobjects/zemph/zemph.md3"
- }
- model: = { typ="C" txt="zombie"
- items=
- "zombie/zombie.md3"
- values=
- "/models/mapobjects/zombie/zombie.md3"
- }
- }
-
-
- Entity Forms.fctx =
- {
- t_model:incl = {
- model: = { Txt = " "
- Typ = "B"
- Cap = "models..."
- form ="t_models_form:form"
- hint ="Available .MD3 files"
- }
- }
-
- ai_soldier:form =
- {
- help = "soldier entity"$0D22"skin"$22" the .skin file to use for this ch"
- "aracter (must exist in the player characters directory, otherwise 'inf"
- "antryss/default' is used)"$0D22"head"$22" the .skin file to use for hi"
- "s head (must exist in the pc's dir, otherwise 'default' is used)"$0D22
- "ainame"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_american:form =
- {
- help = "american entity"$0D22"skin"$22" the .skin file to use for this c"
- "haracter (must exist in the player characters directory, otherwise 'am"
- "erican/default' is used)"$0D22"head"$22" the .skin file to use for his"
- " head (must exist in the pc's dir, otherwise 'default' is used)"$0D22"a"
- "iname"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_zombie:form =
- {
- help = "zombie entity"$0D22"skin"$22" the .skin file to use for this cha"
- "racter (must exist in the player characters directory, otherwise 'zomb"
- "ie/default' is used)"$0D22"head"$22" the .skin file to use for his hea"
- "d (must exist in the pc's dir, otherwise 'default' is used)"$0D22"aina"
- "me"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "PortalZombie"
- }
- }
- ai_warzombie:form =
- {
- help = "warrior zombie entity"$0D22"skin"$22" the .skin file to use for "
- "this character (must exist in the player characters directory, otherwi"
- "se 'warrior/default' is used)"$0D22"head"$22" the .skin file to use fo"
- "r his head (must exist in the pc's dir, otherwise 'default' is used)"$0D
- $22"ainame"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "PortalZombie"
- }
- }
- ai_femzombie:form =
- {
- help = "zombie entity"$0D22"skin"$22" the .skin file to use for this cha"
- "racter (must exist in the player characters directory, otherwise 'femz"
- "ombie/default' is used)"$0D22"head"$22" the .skin file to use for his "
- "head (must exist in the pc's dir, otherwise 'default' is used)"$0D22"a"
- "iname"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_venom:form =
- {
- help = "venom entity"$0D22"skin"$22" the .skin file to use for this char"
- "acter (must exist in the player characters directory, otherwise 'venom"
- "/default' is used)"$0D22"head"$22" the .skin file to use for his head "
- "(must exist in the pc's dir, otherwise 'default' is used)"$0D22"ainame"
- $22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_loper:form =
- {
- help = "loper entity"$0D22"skin"$22" the .skin file to use for this char"
- "acter (must exist in the player characters directory, otherwise 'loper"
- "/default' is used)"$0D22"head"$22" the .skin file to use for his head "
- "(must exist in the pc's dir, otherwise 'default' is used)"$0D22"ainame"
- $22" name of AI"
- bbox = '-32 -32 -24 32 32 48'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_boss_helga:form =
- {
- help = "helga entity"$0D22"skin"$22" the .skin file to use for this char"
- "acter (must exist in the player characters directory, otherwise 'helga"
- "/default' is used)"$0D22"head"$22" the .skin file to use for his head "
- "(must exist in the pc's dir, otherwise 'default' is used)"$0D22"ainame"
- $22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_boss_heinrich:form =
- {
- help = "heinrich entity"$0D22"skin"$22" the .skin file to use for this c"
- "haracter (must exist in the player characters directory, otherwise 'he"
- "lga/default' is used)"$0D22"head"$22" the .skin file to use for his he"
- "ad (must exist in the pc's dir, otherwise 'default' is used)"$0D22"ain"
- "ame"$22" name of AI"
- bbox = '-32 -32 -24 32 32 156'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_partisan:form =
- {
- help = $22"skin"$22" the .skin file to use for this character (must exis"
- "t in the player characters directory, otherwise 'partisan/default' is "
- "used)"$0D22"head"$22" the .skin file to use for his head (must exist i"
- "n the pc's dir, otherwise 'default' is used)"$0D22"ainame"$22" name of"
- " AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_civilian:form =
- {
- help = $22"skin"$22" the .skin file to use for this character (must exis"
- "t in the player characters directory, otherwise 'civilian/default' is "
- "used)"$0D22"head"$22" the .skin file to use for his head (must exist i"
- "n the pc's dir, otherwise 'default' is used)"$0D22"ainame"$22" name of"
- " AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_eliteguard:form =
- {
- help = "elite guard entity"$0D22"skin"$22" the .skin file to use for thi"
- "s character (must exist in the player characters directory, otherwise "
- "'eliteguard/default' is used)"$0D22"head"$22" the .skin file to use fo"
- "r his head (must exist in the pc's dir, otherwise 'default' is used)"$0D
- $22"ainame"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_supersoldier:form =
- {
- help = "supersoldier entity"$0D22"skin"$22" the .skin file to use for th"
- "is character (must exist in the player characters directory, otherwise"
- " 'supersoldier/default' is used)"$0D22"head"$22" the .skin file to use"
- " for his head (must exist in the pc's dir, otherwise 'default' is used"
- ")"$0D22"ainame"$22" name of AI"
- bbox = '-32 -32 -24 32 32 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_protosoldier:form =
- {
- help = "protosoldier entity"$0D22"skin"$22" the .skin file to use for th"
- "is character (must exist in the player characters directory, otherwise"
- " 'protosoldier/default' is used)"$0D22"head"$22" the .skin file to use"
- " for his head (must exist in the pc's dir, otherwise 'default' is used"
- ")"$0D22"ainame"$22" name of AI"
- bbox = '-32 -32 -24 32 32 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_blackguard:form =
- {
- help = "black guard entity"$0D22"skin"$22" the .skin file to use for thi"
- "s character (must exist in the player characters directory, otherwise "
- "'blackguard/default' is used)"$0D22"head"$22" the .skin file to use fo"
- "r his head (must exist in the pc's dir, otherwise 'default' is used)"$0D
- $22"ainame"$22" name of AI"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NoRevive"
- }
- }
- ai_marker:form =
- {
- help = "AI marker"
- bbox = '-18 -18 -24 18 18 48'
- spawnflags: =
- {
- typ = "X1"
- cap = "NODROP"
- }
- }
- ai_trigger:form =
- {
- help = "Triggered only by the player touching it"$0D22"wait"$22" : Secon"
- "ds between triggerings, -1 = one time only (default)."$0D22"ainame"$22
- " : name of AI to target (use "$22"player"$22" for the.. player)"$0D22"t"
- "arget"$22" : trigger identifier for that AI script"
- spawnflags: =
- {
- typ = "X1"
- cap = "Startoff"
- }
- }
- item_clipboard:form =
- {
- help = $22"model"$22" - model to display in the world. defaults to 'mod"
- "els/powerups/clipboard/clipboard.md3' (the clipboard laying flat is 'c"
- "lipboard2.md3')"$0D22"popup"$22" - menu to popup. no default since yo"
- "u won't want the same clipboard laying around. (clipboard will display"
- " a 'put popup here' message)"$0D22"notebookpage"$22" - when clipboard "
- "is picked up, this page (menu) will be added to your notebook (FIXME: "
- "TODO: more info goes here)"$0D"We currently use:"$0D"clip_interrogatio"
- "n"$0D"clip_codeddispatch"$0D"clip_alertstatus"$0D"-------- MODEL FOR R"
- "ADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/"
- "powerups/clipboard/clipboard.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "PERSISTANT"
- }
- }
- item_treasure:form =
- {
- help = "Items the player picks up that are just used to tally a score at"
- " end-level"$0D22"model"$22" defaults to 'models/powerups/treasure/gold"
- "bar.md3'"$0D22"noise"$22" sound to play on pickup. defaults to 'sound"
- "/pickup/treasure/gold.wav'"$0D22"message"$22" what to call the item wh"
- "en it's picked up. defaults to "$22"Treasure Item"$22" (SA: temp)"$0D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/treasure/goldbar.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- }
- item_health_small:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/health/health_s.md3"$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"model="$22"models/powerups/health/health_m.md3"$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"model="$22"models/powerups/health/health_l.md3"$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_turkey:form =
- {
- help = "multi-stage health item."$0D"gives amount on first use based on "
- "skill:"$0D"skill 1: 50"$0D"skill 2: 50"$0D"skill 3: 50"$0D"skill 4: 40"
- $0D"skill 5: 30"$0D"then gives 15 on "$22"finishing up"$220D"player wil"
- "l only eat what he needs. health at 90, turkey fills up and leaves re"
- "mains (leaving 15). health at 5 you eat the whole thing."$0D"--------"
- " MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="
- $22"models/powerups/health/health_t1.md3"$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_breadandmeat:form =
- {
- help = "multi-stage health item."$0D"amount on first use is based on ski"
- "ll:"$0D"then gives 10 on "$22"finishing up"$220D"-------- MODEL FOR RA"
- "DIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/p"
- "owerups/health/health_b1.md3"$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_wall_box:form =
- {
- help = "single use health with dual state model."$0D"please set the susp"
- "ended flag to keep it from falling on the ground"$0D"defaults to 50 pt"
- "s health"$0D"-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KE"
- "Y --------"$0D"model="$22"models/powerups/health/health_wallbox.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_health_wall:form =
- {
- help = "defaults to 50 pts health"$0D"you will probably want to check th"
- "e 'suspended' box to keep it from falling to the ground"$0D"-------- M"
- "ODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22
- "models/powerups/health/health_w.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_stamina_stein:form =
- {
- help = "defaults to 30 sec stamina boost"$0D"-------- MODEL FOR RADIANT "
- "ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerup"
- "s/instant/stamina_stein.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_stamina_brandy:form =
- {
- help = "defaults to 30 sec stamina boost"$0D"-------- MODEL FOR RADIANT "
- "ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerup"
- "s/instant/stamina_brandy1.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_armor_body:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/armor/armor_body1.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_armor_body_hang:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/armor/armor_body2.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- item_armor_head:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/armor/armor_head1.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_knife:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/knife/knife.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_luger:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/luger/luger.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_mauserRifle:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/mauser/mauser.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_thompson:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/thompson/thompson.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_sten:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/sten/sten.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_colt:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/colt/colt.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_mp40:form =
- {
- help = $22"stand"$22" values:"$0D"no value: laying in a default posit"
- "ion on it's side (default)"$0D"2: upright, barrel pointing "
- "up, slightly angled (rack mount)"$0D"-------- MODEL FOR RADIANT ONLY -"
- " DO NOT SET THIS AS A KEY --------"$0D"model="$22"models\weapons2\mp40"
- "\mp40.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_fg42:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/fg42/fg42.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_silencer:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/sp5/sp5.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_panzerfaust:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/panzerfaust/pf.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_venom:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/venom/pu_venom.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_flamethrower:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/flamethrower/pu_flamethrower.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_tesla:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/tesla/pu_tesla.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_sniperScope:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/mauser/pu_mauser_scope.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- weapon_snooperrifle:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/weapons2/garand/garand.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_9mm_small:form =
- {
- help = "used by: Luger pistol, MP40 machinegun"$0D"-------- MODEL FOR RA"
- "DIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/p"
- "owerups/ammo/am9mm_s.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_9mm:form =
- {
- help = "used by: Luger pistol, MP40 machinegun"$0D"-------- MODEL FOR RA"
- "DIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/p"
- "owerups/ammo/am9mm_m.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_9mm_large:form =
- {
- help = "used by: Luger pistol, MP40 machinegun"$0D"-------- MODEL FOR RA"
- "DIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/p"
- "owerups/ammo/am9mm_l.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_45cal_small:form =
- {
- help = "used by: Thompson, Colt"$0D"-------- MODEL FOR RADIANT ONLY - DO"
- " NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am"
- "45cal_s.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_45cal:form =
- {
- help = "used by: Thompson, Colt"$0D"-------- MODEL FOR RADIANT ONLY - DO"
- " NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am"
- "45cal_m.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_45cal_large:form =
- {
- help = "used by: Thompson, Colt"$0D"-------- MODEL FOR RADIANT ONLY - DO"
- " NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am"
- "45cal_l.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_792mm_small:form =
- {
- help = "used by: Mauser rifle, FG42"$0D"-------- MODEL FOR RADIANT ONLY "
- "- DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/amm"
- "o/am792mm_s.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_792mm:form =
- {
- help = "used by: Mauser rifle, FG42"$0D"-------- MODEL FOR RADIANT ONLY "
- "- DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/amm"
- "o/am792mm_m.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_792mm_large:form =
- {
- help = "used by: Mauser rifle, FG42"$0D"-------- MODEL FOR RADIANT ONLY "
- "- DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/amm"
- "o/am792mm_l.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_30cal_small:form =
- {
- help = "used by: Garand rifle"$0D"-------- MODEL FOR RADIANT ONLY - DO N"
- "OT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am30"
- "cal_s.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_30cal:form =
- {
- help = "used by: Garand rifle"$0D"-------- MODEL FOR RADIANT ONLY - DO N"
- "OT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am30"
- "cal_m.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_30cal_large:form =
- {
- help = "used by: Garand rifle"$0D"-------- MODEL FOR RADIANT ONLY - DO N"
- "OT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am30"
- "cal_l.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_127mm:form =
- {
- help = "used by: Venom gun"$0D"-------- MODEL FOR RADIANT ONLY - DO NOT "
- "SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/am127mm"
- ".md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_grenades:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/ammo/amgren_bag.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_grenades_american:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/ammo/amgrenus_bag.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_dynamite:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/ammo/dynamite.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_cell:form =
- {
- help = "used by: Tesla"$0D"Boosts recharge on Tesla"$0D"-------- MODEL F"
- "OR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"mod"
- "els/powerups/ammo/amcell.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_fuel:form =
- {
- help = "used by: Flamethrower"$0D"-------- MODEL FOR RADIANT ONLY - DO N"
- "OT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/ammo/amfu"
- "el.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- ammo_panzerfaust:form =
- {
- help = "used by: German Panzerfaust"$0D"-------- MODEL FOR RADIANT ONLY "
- "- DO NOT SET THIS AS A KEY --------"$0D"model="$22"models/powerups/amm"
- "o/ampf.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_medkit:form =
- {
- help = "pickup sound : "$22"sound/pickup/holdable/get_medkit.wav"$220D"u"
- "se sound : "$22"sound/pickup/holdable/get_medkit.wav"$220D"-------- MO"
- "DEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22
- "models/powerups/holdable/medkit.md3"$22
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_wine:form =
- {
- help = "pickup sound : "$22"sound/pickup/holdable/get_wine.wav"$220D"use"
- " sound : "$22"sound/pickup/holdable/use_wine.wav"$220D"-------- MODEL "
- "FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"model="$22"mo"
- "dels/powerups/holdable/wine.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_stamina:form =
- {
- help = "Protection from fatigue"$0D"Using the "$22"sprint"$22" key will "
- "not fatigue the character"$0D"pickup sound : "$22"sound/pickup/holdabl"
- "e/get_stamina.wav"$220D"use sound : "$22"sound/pickup/holdable/use_sta"
- "mina.wav"$220D"-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A "
- "KEY --------"$0D"model="$22"models/powerups/holdable/stamina.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_book1:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/venom_book.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_book2:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/paranormal_book.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_book3:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/zemphr_book.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_11:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/11.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_12:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/12.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_13:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/13.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_14:form =
- {
- help = "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY -----"
- "---"$0D"model="$22"models/powerups/holdable/14.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- holdable_15:form =
- {
- help = "/"$0D"{"$0D22"holdable_15"$22","$0D22"sound/pickup/holdable/get_"
- "15.wav"$22","$0D"{"$0D22"models/powerups/holdable/15.md3"$22","$0D"0, "
- "0, 0"$0D", 0 },"$0D22"icons/15"$22", // icon"$0D"NUL"
- "L, // ammo icon"$0D22"15"$22", "
- " // pickup"$0D"1,"$0D"IT_HOLDABLE,"$0D"HI_15,"$0D"0,"$0D2222", "
- " // precache"$0D22"sound/pickup/holdable/"
- "use_15.wav"$22", // sounds"$0D"{0,0,0,0,0}"$0D"},"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_skull1:form =
- {
- help = "key 1"$0D"pickup sound : "$22"sound/pickup/keys/skull.wav"$220D"-"
- "------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/skull.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_chalice2:form =
- {
- help = "key 2"$0D"pickup sound : "$22"sound/pickup/keys/chalice.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/chalice.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_eye3:form =
- {
- help = "key 3"$0D"pickup sound : "$22"sound/pickup/keys/eye.wav"$220D"--"
- "------ MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D"m"
- "odel="$22"models/powerups/keys/eye.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_radio4:form =
- {
- help = "key 4"$0D"pickup sound : "$22"sound/pickup/keys/radio.wav"$220D"-"
- "------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/radio_port.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_satchelcharge5:form =
- {
- help = "key 5"$0D"pickup sound : "$22"sound/pickup/keys/satchelcharge.wa"
- "v"$220D"-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY ---"
- "-----"$0D"model="$22"models/powerups/keys/satchel_charge.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_binocs:form =
- {
- help = "Binoculars."$0D"pickup sound : "$22"sound/pickup/keys/binocs.wav"
- $220D"-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY ------"
- "--"$0D"model="$22"models/powerups/keys/binoculars.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_7:form =
- {
- help = "key 7"$0D"pickup sound : "$22"sound/pickup/keys/key7.wav"$220D"-"
- "------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key7.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key8:form =
- {
- help = "key 8"$0D"pickup sound : "$22"sound/pickup/keys/key8.wav"$220D"-"
- "------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key9:form =
- {
- help = "key 9"$0D"pickup sound : "$22"sound/pickup/keys/key9.wav"$220D"-"
- "------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key10:form =
- {
- help = "key 10"$0D"pickup sound : "$22"sound/pickup/keys/key10.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key11:form =
- {
- help = "key 11"$0D"pickup sound : "$22"sound/pickup/keys/key11.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key12:form =
- {
- help = "key 12"$0D"pickup sound : "$22"sound/pickup/keys/key12.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key13:form =
- {
- help = "key 13"$0D"pickup sound : "$22"sound/pickup/keys/key13.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key14:form =
- {
- help = "key 14"$0D"pickup sound : "$22"sound/pickup/keys/key14.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key15:form =
- {
- help = "key 15"$0D"pickup sound : "$22"sound/pickup/keys/key15.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- key_key16:form =
- {
- help = "key 16"$0D"pickup sound : "$22"sound/pickup/keys/key16.wav"$220D
- "-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------"$0D
- "model="$22"models/powerups/keys/key.md3"$22
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "SUSPENDED"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SPIN"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "RESPAWN"
- }
- }
- alarm_box:form =
- {
- help = "You need to have an origin brush as part of this entity"$0D"curr"
- "ent alarm box model is (8 x 16 x 28)"$0D22"health"$22" defaults to 10"$0D
- $22"noise"$22" the sound to play over the system (this would be the sir"
- "en sound)"$0D"START_ON means the button is pushed in, any dlights are "
- "cycling, and alarms are sounding"$0D22"team"$22" key/value is valid fo"
- "r teamed alarm boxes"$0D"teamed alarm_boxes work in tandem (switches/l"
- "ights syncronize)"$0D"target a box to dlights to have them activate/de"
- "activate with the system (use a stylestring that matches the cycletime"
- " for the alarmbox sound)"$0D"alarm sound locations are also placed in "
- "the dlights, so wherever you place an attached dlight, you will hear t"
- "he alarm"$0D"model: the model used is "$22"models/mapobjects/electroni"
- "cs/alarmbox.md3"$220D"place the origin at the center of your trigger b"
- "ox"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- }
- info_player_deathmatch:form =
- {
- help = "potential spawning position for deathmatch games."$0D"The first "
- "time a player enters the game, they will be at an 'initial' spot."$0D"T"
- "argets will be fired when someone spawns in on them."$0D22"nobots"$22" "
- "will prevent bots from using this spot."$0D22"nohumans"$22" will preve"
- "nt non-bots from using this spot."$0D"If the start position is targeti"
- "ng an entity, the players camera will start out facing that ent (like "
- "an info_notnull)"
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "initial"
- }
- }
- info_player_checkpoint:form =
- {
- help = "these are start points /after/ the level start"$0D"the letter (a"
- " b c d) designates the checkpoint that needs to be complete in order t"
- "o use this start position"
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "a"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "b"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "c"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "d"
- }
- }
- info_player_start:form =
- {
- help = "equivelant to info_player_deathmatch"
- bbox = '-16 -16 -24 16 16 32'
- }
- info_player_intermission:form =
- {
- help = "The intermission will be viewed from this point. Target an info"
- "_notnull for the view direction."$0D"AXIS This intermission poi"
- "nt will be used if Axis win the match"$0D"ALLIED This intermiss"
- "ion point will be used if Allies win the match"
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED"
- }
- }
- func_group:form =
- {
- help = "Used to group brushes together just for editor convenience. The"
- "y are turned into normal brushes by the utilities."
- }
- info_camp:form =
- {
- help = "Used as a positional target for calculations in the utilities (s"
- "potlights, etc), but removed during gameplay."
- bbox = '-4 -4 -4 4 4 4'
- }
- info_null:form =
- {
- help = "Used as a positional target for calculations in the utilities (s"
- "potlights, 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, like jumppa"
- "d targets."$0D"target_position does the same thing"
- 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"fade"$22" falloff/radius "
- "adjustment value. multiply the run of the slope by "$22"fade"$22" (1.0"
- "f default) (only valid for "$22"Linear"$22" lights) (wolf)"$0D22"q3map"
- "_non-dynamic"$22" specifies that this light should not contribute to t"
- "he world's 'light grid' and therefore will not light dynamic models in"
- " the game.(wolf)"
- 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"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "q3map_non"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "dynamic"
- }
- }
- lightJunior:form =
- {
- help = "Non-displayed light that only affects dynamic game models, but d"
- "oes not contribute to lightmaps"$0D22"light"$22" overrides the default"
- " 300 intensity."$0D"Nonlinear checkbox gives inverse square falloff in"
- "stead of linear"$0D"Angle adds light:surface angle calculations (only "
- "valid for "$22"Linear"$22" lights) (wolf)"$0D"Lights pointed at a targ"
- "et will be spotlights."$0D22"radius"$22" overrides the default 64 unit"
- " radius of a spotlight at the target point."$0D22"fade"$22" falloff/ra"
- "dius adjustment value. multiply the run of the slope by "$22"fade"$22" "
- "(1.0f default) (only valid for "$22"Linear"$22" lights) (wolf)"
- 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"
- }
- }
- misc_teleporter_dest:form =
- {
- help = "Point teleporters at these."$0D"Now that we don't have teleport "
- "destination pads, this is just"$0D"an info_notnull"
- bbox = '-32 -32 -24 32 32 -16'
- }
- misc_grabber_trap:form =
- {
- help = "fields:"$0D22"adist"$22" - radius of 'wakeup' box. player pass"
- "ing closer than distance activates grabber (def: 64)"$0D22"bdist"$22" "
- " - radius of 'attack' box. player passing into this gets a swipe. (d"
- "ef: 32)"$0D22"health"$22" - how much damage grabber can take after 'wa"
- "keup' (def: 100)"$0D22"range"$22" - when attacking, how far from the "
- "origin the grabber can strike (def: 64)"$0D22"dmg"$22" - max damage"
- " to give on a successful strike (def: 10)"$0D22"wait"$22" - how long"
- " to wait between strikes if the player stays within the 'attack' box ("
- "def: see below)"$0D"If you do not set a "$22"wait"$22" value, then it "
- "will default to the duration of the animations. (so since the first a"
- "ttack animation is 11 frames long and plays at 15 fps, the default wai"
- "t after using attack 1 would be 11/15, or 0.73 seconds)"$0D"grabber me"
- "dia:"$0D"model - "$22"models/misc/grabber/grabber.md3"$220D"wake sound"
- " - "$22"models/misc/grabber/grabber_wake.wav"$220D"attack sound - "$22
- "models/misc/grabber/grabber_attack.wav"$220D"pain sound - "$22"models/"
- "misc/grabber/grabber_pain.wav"$220D"The current frames are:"$0D"first "
- "frame"$0D"| length"$0D"| looping frames"$0D"| fps"$0D"| damage"
- " at frame"$0D"|"$0D"0 6 6 5 0 (main idle)"$0D"5 21 21 7 "
- " 0 (random idle)"$0D"25 11 10 15 7 (attack big swipe)"$0D"35 16"
- " 0 15 6 (attack small swipe)"$0D"50 16 0 15 7 (attack grab)"
- $0D"66 1 1 15 0 (starting position)"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_spotlight:form =
- {
- help = $22"target"$22" - .camera (spline) file for light to track. do n"
- "ot specify file extension."$0D"BACK_AND_FORTH - when end of target spl"
- "ine is hit, reverse direction rather than looping (looping is default)"
- $0D"( /\ not active yet /\ )"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "BACK_AND_FORTH"
- }
- }
- misc_model:form =
- {
- mdl = "[model]"
- Help = "This is placable model for your map."
- //Decker 2001.03.17 - This point-entity should not have a bounding-box, as it
- //would give a wrong impression of the model
- // bbox = '-16 -16 -32 16 16 32'
- angle: =
- {
- Txt = "&"
- Hint = "direction in which model will be oriented."
- }
- model: =
- {
- Txt = "&"
- Hint = "Path and name of a model to use."
- // Typ = "ED"
- }
- t_model = !
- }
-
- // misc_model:form =
- // {
- // help = $22"model"$22" arbitrary .md3 file to display"$0D22"models"
- // "cale"$22" scale multiplier (defaults to 1x)"$0D22"modelscale_vec"$22
- // " scale multiplier (defaults to 1 1 1, scales each axis as requested"
- // ")"$0D22"modelscale_vec"$22" - Set scale per-axis. Overrides "$22"mode"
- // "lscale"$22", so if you have both, the "$22"modelscale"$22" is ignored"
- // bbox = '-16 -16 -16 16 16 16'
- // }
- misc_gamemodel:form =
- {
- help = "md3 placed in the game at runtime (rather than in the bsp)"$0D22
- "model"$22" arbitrary .md3 file to display"$0D22"modelscale"$22
- " scale multiplier (defaults to 1x, and scales uniformly)"$0D22"mode"
- "lscale_vec"$22" scale multiplier (defaults to 1 1 1, scales each ax"
- "is as requested)"$0D22"trunk"$22" diameter of solid core (u"
- "sed for trace visibility and collision (not ai pathing))"$0D22"trunkhe"
- "ight"$22" height of trunk"$0D"ORIENT_LOD - if flagged, the entity w"
- "ill yaw towards the player when the LOD switches"$0D22"modelscale_vec"$22
- " - Set scale per-axis. Overrides "$22"modelscale"$22", so if you have"
- " both, the "$22"modelscale"$22" is ignored"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "ORIENT_LOD"
- }
- }
- misc_vis_dummy:form =
- {
- help = "If this entity is "$22"visible"$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 never visible or transmitted to clients."$0D
- "For safety, you should have each dummy only point at one entity (howev"
- "er, it's okay to have many dummies pointing at one entity)"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_vis_dummy_multiple:form =
- {
- help = "If this entity is "$22"visible"$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 never visible or transmitted to clients."$0D
- "This entity was created to have multiple speakers targeting it"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_light_surface:form =
- {
- help = "The surfaces nearest these entities will be the only surfaces li"
- "t by the targeting light"$0D"This must be within 64 world units of the"
- " surface to be lit!"
- bbox = '-8 -8 -8 8 8 8'
- }
- 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"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "fastrotate"
- }
- }
- shooter_mortar:form =
- {
- help = "Lobs a mortar so that it will pass through the info_notnull targ"
- "eted by this entity"$0D22"random"$22" the number of degrees of devianc"
- "e from the taget. (1.0 default)"$0D"if LAUNCH_FX is checked a smoke ef"
- "fect will play at the origin of this entity."$0D"if FLASH_FX is checke"
- "d a muzzle flash effect will play at the origin of this entity."
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "SMOKE_FX"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "FLASH_FX"
- }
- }
- shooter_rocket:form =
- {
- help = "Fires at either the target or the current direction."$0D22"rando"
- "m"$22" the number of degrees of deviance from the taget. (1.0 default)"
- bbox = '-16 -16 -16 16 16 16'
- }
- shooter_zombiespit:form =
- {
- help = "Fires at either the target or the current direction."$0D22"rando"
- "m"$22" the number of degrees of deviance from the taget. (1.0 default)"
- bbox = '-16 -16 -16 16 16 16'
- }
- shooter_tesla:form =
- {
- help = "START_ON means it starts out active, the default is to start off"
- " and fire when triggered"$0D"DLIGHT will have a built-in dlight flashi"
- "ng too (use color picker to set color of dlight. (def: blue) )"$0D22"s"
- "ticktime"$22" - how long each bolt should 'stick' to an impact point ("
- "def: .5)"$0D22"random"$22" - how far away to drift from the target. (d"
- "ef: 0.0)"$0D22"width"$22" - width of the bolts (def: 20)"$0D22"count"$22
- " - number of bolts to fire per impact point. (def: 2)"$0D22"dlightsiz"
- "e"$22" - how big to make the attached light. (def: 500)"
- bbox = '-16 -16 -16 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DLIGHT"
- }
- }
- shooter_grenade:form =
- {
- help = "Fires at either the target or the current direction."$0D22"rando"
- "m"$22" is the number of degrees of deviance from the taget. (1.0 defau"
- "lt)"
- bbox = '-16 -16 -16 16 16 16'
- }
- shooter_sniper:form =
- {
- help = "Fires at either the target or the current direction."$0D22"rando"
- "m"$22" is the number of degrees of deviance from the taget. (1.0 defau"
- "lt)"$0D22"damage"$22" the amount of damage sniper will cause when he h"
- "its his target default is 10"$0D22"radius"$22" is the dist the target "
- "would need to travel before sniper lost his beat default 256"$0D22"del"
- "ay"$22" is the rate of fire defaults to 1 sec"
- bbox = '-16 -16 -16 16 16 16'
- }
- sniper_brush:form =
- {
- help = "this should be a volume that will encompase the area where the s"
- "niper target assigned to the"$0D"brush would fire at the player"
- }
- 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"
- }
- }
- dlight:form =
- {
- help = $22"style"$22": value is an int from 1-19 that contains a pre-def"
- "ined 'flicker' string."$0D22"stylestring"$22": set your own 'flicker' "
- "string. (ex. "$22"klmnmlk"$22"). NOTE: this should be all lowercase"$0D
- "Stylestring characters run at 10 cps in the game. (meaning the alphabe"
- "t, at 24 characters, would take 2.4 seconds to cycle)"$0D22"offset"$22
- ": change the initial index in a style string. So val of 3 in the abov"
- "e example would start this light at 'N'. (used to get dlights using t"
- "he same style out of sync)."$0D22"atten"$22": offset from the alpha va"
- "lues of the stylestring. stylestring of "$22"ddeeffzz"$22" with an at"
- "ten of -1 would result in "$22"ccddeeyy"$220D"Use color picker to set "
- "color or key "$22"color"$22". values are 0.0-1.0 for each color (rgb)"
- "."$0D"FORCEACTIVE - toggle makes sure this light stays alive in a m"
- "ap even if the user has r_dynamiclight set to 0."$0D"STARTOFF - mea"
- "ns the dlight doesn't spawn in until ent is triggered"$0D"ONETIME "
- " - when the dlight is triggered, it will play through it's cycle onc"
- "e, then shut down until triggered again"$0D22"shader"$22" name of shad"
- "er to apply"$0D22"sound"$22" sound to loop every cycle (this actually "
- "just plays the sound at the beginning of each cycle)"$0D"styles:"$0D"1"
- " - "$22"mmnmmommommnonmmonqnmmo"$220D"2 - "$22"abcdefghijklmnopqrstuvw"
- "xyzyxwvutsrqponmlkjihgfedcba"$220D"3 - "$22"mmmmmaaaaammmmmaaaaaabcdef"
- "gabcdefg"$220D"4 - "$22"ma"$220D"5 - "$22"jklmnopqrstuvwxyzyxwvutsrqpo"
- "nmlkj"$220D"6 - "$22"nmonqnmomnmomomono"$220D"7 - "$22"mmmaaaabcdefgmm"
- "mmaaaammmaamm"$220D"8 - "$22"aaaaaaaazzzzzzzz"$220D"9 - "$22"mmamammmm"
- "ammamamaaamammma"$220D"10 - "$22"abcdefghijklmnopqrrqponmlkjihgfedcba"$22
- $0D"11 - "$22"mmnommomhkmmomnonmmonqnmmo"$220D"12 - "$22"kmamaamakmmmaa"
- "kmamakmakmmmma"$220D"13 - "$22"kmmmakakmmaaamammamkmamakmmmma"$220D"14"
- " - "$22"mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm"$220D"15 - "$22"mmmmnonmmmmnm"
- "mmmmnonmmmmmnmmmmmmm"$220D"16 - "$22"zzzzzzzzaaaaaaaa"$220D"17 - "$22"z"
- "zzzzzzzaaaaaaaaaaaaaaaa"$220D"18 - "$22"aaaaaaaazzzzzzzzaaaaaaaa"$220D
- "19 - "$22"aaaaaaaaaaaaaaaazzzzzzzz"$22
- bbox = '-12 -12 -12 12 12 12'
- spawnflags: =
- {
- typ = "X1"
- cap = "FORCEACTIVE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTOFF"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ONETIME"
- }
- }
- misc_snow256:form =
- {
- help = "health = density defaults to 32"
- bbox = '-256 -256 -16 256 256 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_snow128:form =
- {
- help = "health = density defaults to 32"
- bbox = '-128 -128 -16 128 128 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_snow64:form =
- {
- help = "health = density defaults to 32"
- bbox = '-64 -64 -16 64 64 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_snow32:form =
- {
- help = "health = density defaults to 32"
- bbox = '-32 -32 -16 32 32 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_bubbles8:form =
- {
- help = "health = density defaults to 32"
- bbox = '-8 -8 0 8 8 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_bubbles16:form =
- {
- help = "health = density defaults to 32"
- bbox = '-16 -16 0 16 16 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_bubbles32:form =
- {
- help = "health = density defaults to 32"
- bbox = '-32 -32 0 32 32 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_bubbles64:form =
- {
- help = "health = density defaults to 32"
- bbox = '-64 -64 0 64 64 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TURBULENT"
- }
- }
- misc_mg42:form =
- {
- help = "harc = horizonal fire arc Default is 115"$0D"varc = vertical fir"
- "e arc Default is 45"$0D"health = how much damage can it take default i"
- "s 50"$0D"damage = determines how much the weapon will inflict if a non"
- " player uses it"$0D22"accuracy"$22" all guns are 100% accurate an entr"
- "y of 0.5 would make it 50%"
- bbox = '-16 -16 -24 16 16 24'
- spawnflags: =
- {
- typ = "X1"
- cap = "HIGH"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOTRIPOD"
- }
- }
- misc_flak:form =
- {
- bbox = '-32 -32 0 32 32 100'
- }
- misc_spawner:form =
- {
- help = "use the pickup name"$0D"when this entity gets used it will spawn"
- " an item"$0D"that matches its spawnitem field"$0D"e.i."$0D"spawnitem"$0D
- "9mm"
- bbox = '-8 -8 -8 8 8 8'
- }
- misc_firetrails:form =
- {
- help = "This entity must target the plane its going to be attached to"$0D
- "its use function will turn the fire stream effect on and off"$0D"an al"
- "ert entity call will kill it"
- bbox = '-16 -16 -16 16 16 16'
- }
- 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" "
- "-1 for locked, key number for which key opens, 0 for open. default '0"
- "' unless door is targeted. (trigger_aidoor entities targeting this do"
- "or do /not/ affect the key status)"$0D22"model2"$22" .md3 model to "
- "also draw"$0D22"angle"$22" determines the opening direction"$0D
- $22"targetname"$22" if set, no touch field will be spawned and a remote"
- " button or trigger field activates the door."$0D22"speed"$22" m"
- "ovement speed (100 default)"$0D22"closespeed"$22" optional different m"
- "ovement speed for door closing"$0D22"wait"$22" wait before return"
- "ing (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"li"
- "ght"$22" constantLight radius"$0D22"health"$22" if set, the doo"
- "r must be shot open"$0D22"team"$22" team name. other doors wit"
- "h same team name will open/close in syncronicity"$0D22"shoot_thru_scal"
- "e"$22" Multiplier for how much damage bullets do that have passed t"
- "hrough the door. Effectively how much damage the door 'absorbs'. 0.0"
- " - 1.0 (0.0 will turn SHOOT-THRU off, 1.0 is full damage)"$0D22"type"$22
- " use sounds based on construction of door:"$0D"0 - nosound (def"
- "ault)"$0D"1 - metal"$0D"2 - stone"$0D"3 - lab"$0D"4 - wood"$0D"5 - iro"
- "n/jail"$0D"6 - portcullis"$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"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "SHOOT"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "THRU"
- }
- }
- func_plat:form =
- {
- help = "Plats are always drawn in the extended position so they will lig"
- "ht correctly."$0D22"lip"$22" default 8, protrusion above rest p"
- "osition"$0D22"height"$22" total height of movement, defaults to mod"
- "el height"$0D22"speed"$22" overrides default 200."$0D22"dmg"$22
- " overrides default 2"$0D22"model2"$22" .md3 model to also dr"
- "aw"$0D22"color"$22" constantLight color"$0D22"light"$22" "
- " constantLight radius"
- }
- func_button:form =
- {
- help = "When a button is touched, it moves some distance in the directio"
- "n of it's angle, triggers all of it's targets, waits some time, then r"
- "eturns to it's original position where it can be triggered again."$0D22
- "model2"$22" .md3 model to also draw"$0D22"angle"$22" determi"
- "nes the opening direction"$0D22"target"$22" all entities with a mat"
- "ching targetname will be used"$0D22"speed"$22" override the def"
- "ault 40 speed"$0D22"wait"$22" override the default 1 second wai"
- "t (-1 = never return)"$0D22"lip"$22" override the default 4 pix"
- "el lip remaining at end of move"$0D22"health"$22" if set, the butto"
- "n must be killed instead of touched"$0D22"color"$22" constantLi"
- "ght color"$0D22"light"$22" constantLight radius"
- spawnflags: =
- {
- typ = "X8"
- cap = "TOUCH"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "STAYOPEN"
- }
- }
- path_corner:form =
- {
- help = "Train path corners."$0D"Target: next path corner and other targe"
- "ts to fire"$0D22"speed"$22" speed to move to the next corner"$0D22"wai"
- "t"$22" seconds to wait before behining move to next corner"$0D22"count"
- "2"$22" used only in conjunction with the truck_cam to control playing "
- "of gear changes"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "STOP"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "END"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "REVERSE"
- }
- }
- func_train_rotating:form =
- {
- help = "*** use script_mover instead ***"$0D"A train is a mover that mov"
- "es between path_corner target points."$0D"This train can also rotate a"
- "long the X Y Z"$0D"Trains MUST HAVE AN ORIGIN BRUSH."$0D"The train spa"
- "wns at the first target it is pointing at."$0D22"model2"$22" .md3 m"
- "odel to also draw"$0D22"dmg"$22" default 2"$0D22"speed"$22" "
- " default 100"$0D22"noise"$22" looping sound to play when "
- "the train is in motion"$0D22"target"$22" next path corner"$0D22"col"
- "or"$22" constantLight color"$0D22"light"$22" constantLig"
- "ht radius"$0D"On the path corner:"$0D"speed departure speed from th"
- "at corner"$0D"rotate angle change for X Y Z to next corner"$0D"durat"
- "ion duration for angle change (overrides speed)"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOGGLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "BLOCK_STOPS"
- }
- }
- func_leaky:form =
- {
- help = $22"type"$22" - leaks particles of this type"$0D"1:oil"$0D"2:wate"
- "r"$0D"3:steam"
- }
- func_static:form =
- {
- help = "A bmodel that just sits there, doing nothing. Can be used for c"
- "onditional walls and models."$0D22"model2"$22" .md3 model to also d"
- "raw"$0D22"color"$22" constantLight color"$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 pain you will need to speci"
- "fy the delay time"$0D"value of 1 = 1 sec 2 = 2 sec so on..."$0D"defaul"
- "t is 1 sec you can use decimals"$0D"example :"$0D"delay"$0D"1.27"$0D"p"
- "ainEFX will spawn a shards"$0D"example:"$0D"shard"$0D"4"$0D"will spawn"
- " rubble"$0D"shard default is 4"$0D"shard ="$0D"shard_glass = 0,"$0D"sh"
- "ard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_ceramic = 3,"$0D"shard_pe"
- "bbles = 4"
- spawnflags: =
- {
- typ = "X1"
- cap = "start_invis"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "pain"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "painEFX"
- }
- }
- 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"model2"$22" .md3 model to"
- " also draw"$0D22"speed"$22" determines how fast it moves; defau"
- "lt value is 100."$0D22"dmg"$22" damage to inflict when blocked "
- "(2 default)"$0D22"color"$22" constantLight color"$0D22"light"$22
- " constantLight radius"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "STARTINVIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "X_AXIS"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "Y_AXIS"
- }
- }
- func_bobbing:form =
- {
- help = "Normally bobs on the Z axis"$0D22"model2"$22" .md3 model to a"
- "lso draw"$0D22"height"$22" amplitude of bob (32 default)"$0D22"spee"
- "d"$22" seconds to complete a bob cycle (4 default)"$0D22"phase"$22
- " the 0.0 to 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"
- spawnflags: =
- {
- typ = "X1"
- cap = "X_AXIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "Y_AXIS"
- }
- }
- 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"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 to start "
- "at"$0D22"dmg"$22" damage to inflict when blocked (2 default)"$0D
- $22"color"$22" constantLight color"$0D22"light"$22" const"
- "antLight 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"$0D"TAKE_KEY removes the key from the playe"
- "rs inventory"$0D"SHOOT-THRU Bullets don't stop when they hit the do"
- "or. Set "$22"shoot_thru_scale"$22" with bullet damage scale (see belo"
- "w)"$0D22"key"$22" -1 for locked, key number for which key opens,"
- " 0 for open. default '0' unless door is targeted. (trigger_aidoor en"
- "tities targeting this door do /not/ affect the key status)"$0D22"model"
- "2"$22" .md3 model to also draw"$0D22"degrees"$22" determines how "
- "many degrees it will turn (90 default)"$0D22"speed"$22" movemen"
- "t speed (100 default)"$0D22"closespeed"$22" optional different movemen"
- "t speed for door closing"$0D22"time"$22" how many milliseconds it"
- " will take to open 1 sec = 1000"$0D22"dmg"$22" damage to inflict"
- " when blocked (2 default)"$0D22"color"$22" constantLight color"$0D
- $22"light"$22" constantLight radius"$0D22"shoot_thru_scale"$22" "
- "Multiplier for how much damage bullets do that have passed through the"
- " door. Effectively how much damage the door 'absorbs'. 0.0 - 1.0 (0."
- "0 will turn SHOOT-THRU off, 1.0 is full damage)"$0D22"type"$22" "
- " use sounds based on construction of door:"$0D"0 - nosound (default)"$0D
- "1 - metal"$0D"2 - stone"$0D"3 - lab"$0D"4 - wood"$0D"5 - iron/jail"$0D
- "6 - portcullis"$0D"7 - wood (quiet)"$0D22"team"$22" team name. "
- " other doors with same team name will open/close in syncronicity"
- 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"
- }
- spawnflags: =
- {
- typ = "X128"
- cap = "TAKE_KEY"
- }
- }
- target_effect:form =
- {
- help = $22"mass"$22" defaults to 15. This determines how much debris is"
- " emitted when it explodes. (number of pieces)"$0D22"dmg"$22" defaults"
- " to 0. damage radius blast when triggered"$0D22"type"$22" - if 'rubbl"
- "e' is specified, this is the model type ("$22"glass"$22", "$22"wood"$22
- ", "$22"metal"$22", "$22"gibs"$22", "$22"brick"$22", "$22"rock"$22", "$22
- "fabric"$22") default is "$22"wood"$22
- bbox = '-6 -6 -6 6 6 6'
- spawnflags: =
- {
- typ = "X1"
- cap = "TNT"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "explode"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "smoke"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "rubble"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "gore"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "lowgrav"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "debris"
- }
- }
- func_explosive:form =
- {
- help = "EXPLO only explosives can damage it rockets grendades etc"$0D"DY"
- "NOMITE only can be damaged by DY-NO-MITE!"$0D"Any brush that you want "
- "to explode or break apart. If you want an explosion, set dmg and it w"
- "ill do a radius explosion of that amount at the center of the bursh."$0D
- "TOUCHABLE means automatic use on player contact."$0D"USESHADER will ap"
- "ply the shader used on the brush model to the debris."$0D"LOWGRAV spec"
- "ifies that the debris will /always/ fall slowly"$0D22"model2"$22" opti"
- "onal md3 to draw over the solid clip brush"$0D22"numLivingFrames"$22" "
- "- how many frames to loop while the ent is 'alive' (model should have "
- "two animations: living->dead. living always starts at frame '0')"$0D22
- "numDeadFrames"$22" - how many frames to play when the ent 'dies' ('nnn"
- "Frames' parameters must go together)"$0D22"wait"$22" - how long (in se"
- "conds) to leave the model after it's 'dead'. '-1' leaves forever."$0D
- "NOTE: if you use model2, you must have an origin brush in the explosiv"
- "e with the center of the origin at the origin of the model"$0D22"item"$22
- " - when it explodes, pop this item out with the debirs (use QUAKED nam"
- "e. ex: "$22"item_health_small"$22")"$0D22"dmg"$22" - how much radius d"
- "amage should be done, defaults to 0"$0D22"health"$22" - defaults to 10"
- "0. If health is set to '0' the brush will not be shootable."$0D22"tar"
- "getname"$22" - if set, no touch field will be spawned and a remote but"
- "ton or trigger field triggers the explosion."$0D22"type"$22" - type of"
- " debris ("$22"glass"$22", "$22"wood"$22", "$22"metal"$22", "$22"gibs"$22
- ", "$22"brick"$22", "$22"rock"$22", "$22"fabric"$22") default is "$22"w"
- "ood"$220D22"mass"$22" - defaults to 75. This determines how much debr"
- "is is emitted when it explodes. You get one large chunk per 100 of ma"
- "ss (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gi"
- "ves the most."$0D22"noise"$22" - sound to play when triggered. The ex"
- "plosive will default to a sound that matches it's 'type'. Use the sou"
- "nd name "$22"nosound"$22" (case in-sensitive) if you want it silent."$0D
- "the default sounds are:"$0D22"wood"$22" - "$22"sound/world/boardbre"
- "ak.wav"$220D22"glass"$22" - "$22"sound/world/glassbreak.wav"$220D22
- "metal"$22" - "$22"sound/world/metalbreak.wav"$220D22"gibs"$22" -"
- " "$22"sound/player/gibsplit1.wav"$220D22"brick"$22" - "$22"sound/wo"
- "rld/brickfall.wav"$220D22"stone"$22" - "$22"sound/world/stonefall.w"
- "av"$220D22"fabric"$22" - "$22"sound/world/metalbreak.wav"$22" //"
- " (SA) temp"$0D22"fxdensity"$22" size of explosion 1 - 100 (default is "
- "10)"
- spawnflags: =
- {
- typ = "X1"
- cap = "START_INVIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TOUCHABLE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "USESHADER"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "LOWGRAV"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "NOBLOCKAAS"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "EXPLO"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "DYNOMITE"
- }
- }
- func_invisible_user:form =
- {
- help = "when activated will use its target"$0D22"delay"$22" - time (in s"
- "econds) before it can be used again"$0D22"offnoise"$22" - specifies an"
- " alternate sound"$0D22"cursorhint"$22" - overrides the auto-location o"
- "f targeted entity (list below)"$0D"Normally when a player 'activates' "
- "this entity, if the entity has been turned 'off' (by a scripted comman"
- "d) you will hear a sound to indicate that you cannot activate the user"
- "."$0D"The sound defaults to "$22"sound/movers/invis_user_off.wav"$220D
- "NO_OFF_NOISE - no sound will play if the invis_user is used when 'off'"
- $0D"NOT_KICKABLE - kicking doesn't fire, only player activating"$0D22"c"
- "ursorhint"$22" cursor types: (probably more, ask sherman if you think "
- "the list is out of date)"$0D"they /don't/ need to be all uppercase"$0D
- "HINT_NONE"$0D"HINT_PLAYER"$0D"HINT_ACTIVATE"$0D"HINT_DOOR"$0D"HINT_DOO"
- "R_ROTATING"$0D"HINT_DOOR_LOCKED"$0D"HINT_DOOR_ROTATING_LOCKED"$0D"HINT"
- "_MG42"$0D"HINT_BREAKABLE"$0D"HINT_BREAKABLE_BIG"$0D"HINT_CHAIR"$0D"HIN"
- "T_ALARM"$0D"HINT_HEALTH"$0D"HINT_TREASURE"$0D"HINT_KNIFE"$0D"HINT_LADD"
- "ER"$0D"HINT_BUTTON"$0D"HINT_WATER"$0D"HINT_CAUTION"$0D"HINT_DANGER"$0D
- "HINT_SECRET"$0D"HINT_QUESTION"$0D"HINT_EXCLAMATION"$0D"HINT_CLIPBOARD"$0D
- "HINT_WEAPON"$0D"HINT_AMMO"$0D"HINT_ARMOR"$0D"HINT_POWERUP"$0D"HINT_HOL"
- "DABLE"$0D"HINT_INVENTORY"$0D"HINT_SCENARIC"$0D"HINT_EXIT"$0D"HINT_PLYR"
- "_FRIEND"$0D"HINT_PLYR_NEUTRAL"$0D"HINT_PLYR_ENEMY"$0D"HINT_PLYR_UNKNOW"
- "N"
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTOFF"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "HAS_USER"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "NO_OFF_NOISE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOT_KICKABLE"
- }
- }
- props_box_32:form =
- {
- bbox = '-16 -16 -16 16 16 16'
- }
- props_box_48:form =
- {
- bbox = '-24 -24 -24 24 24 24'
- }
- props_box_64:form =
- {
- bbox = '-32 -32 -32 32 32 32'
- }
- props_sparks:form =
- {
- help = "the default direction is strait up use info_no_null for alt dire"
- "ction"$0D"delay = how long till next spark effect"$0D"wait = life of t"
- "he spark with some random variance default 1.0 sec"$0D"health = random"
- " number of sparks upto specified amount default 8"$0D"start_size defau"
- "lt 8 along the x"$0D"end_size default 8 along the y"$0D"by changing th"
- "e size will change the spawn origin of the individual spark"$0D"ei 16 "
- "x 8 or 24 x 32 would cause the sparks to spawn that many units from"$0D
- "the origin"$0D"speed controls how quickly the sparks will travel defau"
- "lt is 2"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "ELECTRIC"
- }
- }
- props_gunsparks:form =
- {
- help = "the default direction is strait up use info_no_null for alt dire"
- "ction"$0D"this entity must be used to see the effect"$0D22"speed"$22" "
- "default is 20"$0D22"health"$22" number to spawn default is 4"
- bbox = '-8 -8 -8 8 8 8'
- }
- props_smokedust:form =
- {
- help = "health = how many pieces 16 is default"
- bbox = '-8 -8 -8 8 8 8'
- }
- props_dust:form =
- {
- help = "you should give this ent a target use a not null"$0D"or you coul"
- "d set its angles in the editor"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "WHITE"
- }
- }
- props_bench:form =
- {
- help = "requires an origin brush"$0D"health = 10 by default"
- }
- props_radio:form =
- {
- help = "requires an origin brush"$0D"health = defaults to 100"
- }
- props_radioSEVEN:form =
- {
- help = "requires an origin brush"$0D"health = defaults to 100"$0D"the mo"
- "dels dims are"$0D"x 32"$0D"y 136"$0D"z 32"$0D"if you want more explosi"
- "ons you'll need func explosive"$0D"it will fire all its targets upon d"
- "eath"
- }
- props_locker_tall:form =
- {
- help = "requires an origin brush"
- }
- props_chair_chat:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_chair_chatarm:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_chair_side:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_chair_hiback:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_chair:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_damageinflictor:form =
- {
- help = "this entity when used will cause 9999 damage to all entities it "
- "is targeting"$0D"then it will be removed"
- bbox = '-8 -8 -8 8 8 8'
- }
- props_shard_generator:form =
- {
- help = "wait = defaults to 5 how many shards to spawn ( try not to excee"
- "d 20 )"$0D"shard ="$0D"shard_glass = 0,"$0D"shard_wood = 1,"$0D"shard_"
- "metal = 2,"$0D"shard_ceramic = 3"
- bbox = '-4 -4 -4 4 4 4'
- }
- props_desklamp:form =
- {
- help = "point entity"$0D"health = default = 10"$0D"wait = defaults to 5 "
- "how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shar"
- "d_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_cerami"
- "c = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_flamebarrel:form =
- {
- help = "angle will determine which way the lid will fly off when it expl"
- "odes"$0D"when selecting the OIL spawnflag you have the option of givin"
- "g it a target"$0D"this will ensure that the oil sprite will show up wh"
- "ere you want it"$0D"( be sure to put it on the floor )"$0D"the default"
- " is in the middle of the barrel on the floor"
- bbox = '-13 -13 0 13 13 40'
- spawnflags: =
- {
- typ = "X1"
- cap = "SMOKING"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NOLID"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "OIL"
- }
- }
- props_crate_64:form =
- {
- help = "breakable pushable"$0D"health = default = 20"$0D"wait = defaults"
- " to 10 how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D
- "shard_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_ce"
- "ramic = 3"
- bbox = '-32 -32 0 32 32 64'
- }
- props_crate_32:form =
- {
- help = "breakable pushable"$0D"health = default = 20"$0D"wait = defaults"
- " to 10 how many shards to spawn ( try not to exceed 20 )"$0D"shard ="$0D
- "shard_glass = 0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_ce"
- "ramic = 3"
- bbox = '-16 -16 0 16 16 32'
- }
- props_crate_32x64:form =
- {
- help = "requires an origin brush"$0D"breakable NOT pushable"$0D"brushmod"
- "el only"$0D"health = default = 20"$0D"wait = defaults to 10 how many s"
- "hards to spawn ( try not to exceed 20 )"$0D"shard ="$0D"shard_glass = "
- "0,"$0D"shard_wood = 1,"$0D"shard_metal = 2,"$0D"shard_ceramic = 3"
- }
- props_58x112tablew:form =
- {
- help = "dimensions are 58 x 112 x 32 (x,y,z)"$0D"requires an origin brus"
- "h"$0D"breakable NOT pushable"$0D"brushmodel only"$0D"health = default "
- "= 10"$0D"wait = defaults to 10 how many shards to spawn ( try not to e"
- "xceed 20 )"$0D"shard ="$0D"shard_glass = 0,"$0D"shard_wood = 1,"$0D"sh"
- "ard_metal = 2,"$0D"shard_ceramic = 3"
- }
- props_castlebed:form =
- {
- help = "dimensions are 112 x 128 x 80 (x,y,z)"$0D"requires an origin bru"
- "sh"$0D"breakable NOT pushable"$0D"brushmodel only"$0D"health = default"
- " = 20"$0D"wait = defaults to 10 how many shards to spawn ( try not to "
- "exceed 20 )"$0D"shard ="$0D"shard_glass = 0,"$0D"shard_wood = 1,"$0D"s"
- "hard_metal = 2,"$0D"shard_ceramic = 3"
- }
- props_snowGenerator:form =
- {
- help = "entity brush need to be targeted to an info notnull this"$0D"wil"
- "l determine the direction the snow particles will travel."$0D"speed"$0D
- "gravity"$0D"turb"$0D"count is the number of snowflurries 3 to 5 would "
- "be a good number"$0D"duration is how long the effect will last 1 is 1 "
- "second"
- spawnflags: =
- {
- typ = "X1"
- cap = "TOGGLE_ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALWAYS_ON"
- }
- }
- props_FireColumn:form =
- {
- help = "this entity will require a target use an infonotnull to specifiy"
- " its direction"$0D"defaults:"$0D"will leave a flaming trail by default"
- $0D"will not be affected by gravity"$0D"radius = distance flame will co"
- "rkscrew from origin"$0D"speed = default is 900"$0D"duration = default "
- "is 3 sec"$0D"start_size = default is 5"$0D"end_size = defaults 7 thru "
- "17"$0D"count = defaults 100 thru 500"$0D"Pending:"$0D"delay before it "
- "happens again use trigger_relay for now"$0D"assign a model"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "CORKSCREW"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SMOKE"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "GRAVITY"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "HALFGRAVITY"
- }
- }
- props_ExploPart:form =
- {
- help = $22"model"$22" will load a discreet model"$0D22"noise"$22" will l"
- "oad looping sound for the model"$0D22"target"$22" point to an infonotn"
- "ull to specify dir default will be up"$0D22"speed"$22" default to 9"
- "00"$0D22"type"$22" wood concrete or stone"$0D22"count"$22"in the abse"
- "nse of a model count will determine the piece to spawn"$0D"for wood:"$0D
- "it can be one of the following 64 48 32 24 16 8"$0D"for concrete:"$0D"f"
- "or stone:"
- bbox = '-8 -8 -16 8 8 16'
- }
- props_decoration:form =
- {
- help = $22"model2"$22" will specify the model to load"$0D22"noise"$22" "
- "the looping sound entity is to make"$0D22"type"$22" type of debris ("$22
- "glass"$22", "$22"wood"$22", "$22"metal"$22", "$22"ceramic"$22", "$22"r"
- "ubble"$22") default is "$22"wood"$220D22"count"$22" how much debris ei"
- ". default 4 pieces"$0D"you will need to specify the bounding box for t"
- "he entity"$0D22"high"$22" default is 4"$0D22"wide"$22" default is "
- "4"$0D22"frames"$22" how many frames of animation to play"$0D22"loop"
- $22" when the animation is done start again on this frame"$0D22"starton"
- "frame"$22" on what frame do you want to start the animation"
- bbox = '-8 -8 0 8 8 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTINVIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEBRIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ANIMATE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "KEEPBLOCK"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "TOUCHACTIVATE"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "LOOPING"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "STARTON"
- }
- }
- props_decorBRUSH:form =
- {
- help = "ANIMATE animate on death"$0D"STARTON playanimation on death"$0D"m"
- "ust have an origin brush"$0D22"model2"$22" will specify the model to l"
- "oad"$0D22"noise"$22" the looping sound entity is to make"$0D22"type"$22
- " type of debris ("$22"glass"$22", "$22"wood"$22", "$22"metal"$22", "$22
- "ceramic"$22", "$22"rubble"$22") default is "$22"wood"$220D22"count"$22
- " how much debris ei. default 4 pieces"$0D22"frames"$22" how many fr"
- "ames of animation to play"$0D22"loop"$22" when the animation is done s"
- "tart again on this frame"$0D22"startonframe"$22" on what frame do you "
- "want to start the animation"
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTINVIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEBRIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ANIMATE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "KEEPBLOCK"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "LOOPING"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "STARTON"
- }
- }
- props_decoration_scale:form =
- {
- help = $22"modelscale"$22" - Scale multiplier (defaults to 1.0 and scale"
- "s uniformly)"$0D22"modelscale_vec"$22" - Set scale per-axis. Override"
- "s "$22"modelscale"$22", so if you have both the "$22"modelscale"$22" i"
- "s ignored"$0D22"model2"$22" will specify the model to load"$0D22"noise"
- $22" the looping sound entity is to make"$0D22"type"$22" type of debri"
- "s ("$22"glass"$22", "$22"wood"$22", "$22"metal"$22", "$22"ceramic"$22","
- " "$22"rubble"$22") default is "$22"wood"$220D22"count"$22" how much de"
- "bris ei. default 4 pieces"$0D"you will need to specify the bounding bo"
- "x for the entity"$0D22"high"$22" default is 4"$0D22"wide"$22" defa"
- "ult is 4"$0D22"frames"$22" how many frames of animation to play"$0D
- $22"loop"$22" when the animation is done start again on this frame"$0D22
- "startonframe"$22" on what frame do you want to start the animation"
- bbox = '-8 -8 0 8 8 16'
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTINVIS"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEBRIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ANIMATE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "KEEPBLOCK"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "TOUCHACTIVATE"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "LOOPING"
- }
- spawnflags: =
- {
- typ = "X64"
- cap = "STARTON"
- }
- }
- 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'
- }
- props_statue:form =
- {
- help = $22"model2"$22" will specify the model to load"$0D22"noise"$22" "
- "the sound entity is to make"$0D22"type"$22" type of debris ("$22"glass"
- $22", "$22"wood"$22", "$22"metal"$22", "$22"ceramic"$22", "$22"rubble"$22
- ") default is "$22"wood"$220D22"count"$22" how much debris ei. default "
- "4 pieces"$0D"you will need to specify the bounding box for the entity"$0D
- $22"high"$22" default is 4"$0D22"wide"$22" default is 4"$0D22"frame"
- "s"$22" how many frames of animation to play"$0D22"delay"$22" "
- " how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec"
- $0D22"damage"$22" amount of damage to be inflicted"
- bbox = '-8 -8 0 8 8 128'
- spawnflags: =
- {
- typ = "X1"
- cap = "HURT"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEBRIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ANIMATE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "KEEPBLOCK"
- }
- }
- props_statueBRUSH:form =
- {
- help = "needs an origin brush"$0D22"model2"$22" will specify the model t"
- "o load"$0D22"noise"$22" the sound entity is to make"$0D22"type"$22" t"
- "ype of debris ("$22"glass"$22", "$22"wood"$22", "$22"metal"$22", "$22"c"
- "eramic"$22", "$22"rubble"$22") default is "$22"wood"$220D22"count"$22" "
- "how much debris ei. default 4 pieces"$0D22"frames"$22" how many fra"
- "mes of animation to play"$0D22"delay"$22" how long of a delay b"
- "efore damage is inflicted ei. 0.5 sec or 2.7 sec"$0D"THE damage has be"
- "en disabled at the moment"$0D22"damage"$22" amount of damage to be "
- "inflicted"
- spawnflags: =
- {
- typ = "X1"
- cap = "HURT"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "DEBRIS"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "ANIMATE"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "KEEPBLOCK"
- }
- }
- props_footlocker:form =
- {
- help = $22"noise"$22" the sound entity is to make upon death"$0D"the de"
- "fault sounds are:"$0D22"wood"$22" - "$22"sound/world/boardbreak.wav"
- $220D22"glass"$22" - "$22"sound/world/glassbreak.wav"$220D22"metal"$22
- " - "$22"sound/world/metalbreak.wav"$220D22"gibs"$22" - "$22"soun"
- "d/player/gibsplit1.wav"$220D22"brick"$22" - "$22"sound/world/brickf"
- "all.wav"$220D22"stone"$22" - "$22"sound/world/stonefall.wav"$220D22
- "fabric"$22" - "$22"sound/world/metalbreak.wav"$22" // (SA) temp"$0D
- $22"locknoise"$22" the locked sound to play"$0D22"wait"$22" denotes"
- " how long the wait is going to be before the locked sound is played ag"
- "ain default is 1 sec"$0D22"health"$22" default is 1"$0D22"spawnitem"$22
- " - will spawn this item unpon death use the pickup_name ei 9mm"$0D22"t"
- "ype"$22" - type of debris ("$22"glass"$22", "$22"wood"$22", "$22"metal"
- $22", "$22"gibs"$22", "$22"brick"$22", "$22"rock"$22", "$22"fabric"$22")"
- " default is "$22"wood"$220D22"mass"$22" - defaults to 75. This determ"
- "ines how much debris is emitted. You get one large chunk per 100 of m"
- "ass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 g"
- "ives the most."$0D22"dl_shader"$22" needs to be set the same way as a "
- "target_effect"$0D"TBD: the spawning of junk still pending and animatio"
- "n when used"$0D"-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A"
- " KEY --------"$0D"model="$22"models/mapobjects/furniture/footlocker.md"
- "3"$22
- bbox = '-12 -21 -12 12 21 12'
- spawnflags: =
- {
- typ = "X1"
- cap = "X"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "NO_JUNK"
- }
- }
- props_flamethrower:form =
- {
- help = "the effect occurs when this entity is used"$0D"needs to aim at a"
- " info_notnull"$0D22"duration"$22" how long the effect is going to last"
- " for example 1.2 sec 2.7 sec"$0D22"random"$22" how long of a random va"
- "riance so the effect isnt exactly the same each time for example 1.1 s"
- "ec or 0.2 sec"$0D22"size"$22" valid ranges are 1.0 to 0.1"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "TRACKING"
- }
- }
- script_mover:form =
- {
- help = "Scripted brush entity. A simplified means of moving brushes arou"
- "nd based on events."$0D22"modelscale"$22" - Scale multiplier (defaults"
- " to 1, and scales uniformly)"$0D22"modelscale_vec"$22" - Set scale per"
- "-axis. Overrides "$22"modelscale"$22", so if you have both the "$22"m"
- "odelscale"$22" is ignored"$0D22"model2"$22" optional md3 to draw over "
- "the solid clip brush"$0D22"scriptname"$22" name used for scripting pur"
- "poses (like aiName in AI scripting)"$0D22"health"$22" optionally make "
- "this entity damagable"
- spawnflags: =
- {
- typ = "X1"
- cap = "TRIGGERSPAWN"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "SOLID"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "EXPLOSIVEDAMAGEONLY"
- }
- }
- script_model_med:form =
- {
- help = "MEDIUM SIZED scripted entity, used for animating a model, moving"
- " it around, etc"$0D"SOLID spawnflag means this entity will clip the pl"
- "ayer and AI, otherwise they can walk"$0D"straight through it"$0D22"mod"
- "el"$22" the full path of the model to use"$0D22"scriptname"$22" name u"
- "sed for scripting purposes (like aiName in AI scripting)"
- bbox = '-16 -16 -24 16 16 64'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "Solid"
- }
- }
- script_camera:form =
- {
- help = "This is a camera entity. Used by the scripting to show cinematic"
- "s, via special"$0D"camera commands. See scripting documentation."$0D22
- "scriptname"$22" name used for scripting purposes (like aiName in AI sc"
- "ripting)"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "TriggerSpawn"
- }
- }
- script_multiplayer:form =
- {
- help = "This is used to script multiplayer maps. Entity not displayed i"
- "n game."$0D22"scriptname"$22" name used for scripting purposes (REQUIR"
- "ED=='game_manager')"
- bbox = '-8 -8 -8 8 8 8'
- }
- worldspawn:form =
- {
- help = "Every map should have exactly one worldspawn."$0D22"music"$22" "
- " Music wav file"$0D22"gravity"$22" 800 is default gravity"$0D22"me"
- "ssage"$22" Text to print during connection process"$0D22"ambient"$22" "
- " Ambient light value (must use '_color')"$0D22"_color"$22" Ambient "
- "light color (must be used with 'ambient')"$0D22"sun"$22" Shader"
- " to use for 'sun' image"
- spawnflags: =
- {
- typ = "X1"
- cap = "sun_cameraflare"
- }
- }
- target_give:form =
- {
- help = "Gives the activator all the items pointed to."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_remove_powerups:form =
- {
- help = "takes away all the activators powerups."$0D"Used to drop flight "
- "powerups into death puts."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_delay:form =
- {
- help = $22"wait"$22" seconds to pause before firing targets."$0D22"rando"
- "m"$22" delay variance, total delay = delay +/- random seconds"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_score:form =
- {
- help = $22"count"$22" number of points to add, default 1"$0D"The activat"
- "or is given this many points."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_print:form =
- {
- help = $22"message"$22" text to print"$0D"If "$22"private"$22", only "
- "the activator gets the message. If no checks, all clients get the mes"
- "sage."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "redteam"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "blueteam"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "private"
- }
- }
- target_speaker:form =
- {
- help = $22"noise"$22" wav file to play"$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."$0D"NO_PVS - this sound will not turn off when not in th"
- "e player's PVS"$0D22"wait"$22" : Seconds between auto triggerings, 0 ="
- " don't auto trigger"$0D22"random"$22" : wait variance, default is 0"
- 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"
- }
- }
- target_laser:form =
- {
- help = "When triggered, fires a laser. You can either set a target or a"
- " direction."
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- }
- target_teleporter:form =
- {
- help = "The activator will be teleported away."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_relay:form =
- {
- help = "This doesn't perform any actions except fire its targets."$0D"Th"
- "e activator can be forced to be from a certain team."$0D"if RANDOM is "
- "checked, only one of the targets will be fired, not all of them"$0D22"k"
- "ey"$22" specifies an item you can be carrying that affects the operati"
- "on of this relay"$0D"this key is currently an int (1-16) which matches"
- " the id of a key entity (key_key1 = 1, etc)"$0D"NOKEY_ONLY means "$22"f"
- "ire only if I do /not/ have the specified key"$220D"TAKE_KEY removes t"
- "he key from the players inventory"$0D22"lockednoise"$22" specifies a ."
- "wav file to play if the relay is used and the player doesn't have the "
- "necessary key."$0D"By default this sound is "$22"sound/movers/doors/de"
- "fault_door_locked.wav"$220D"NO_LOCKED_NOISE specifies that it will be "
- "silent if activated without proper key"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "RED_ONLY"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "BLUE_ONLY"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "RANDOM"
- }
- spawnflags: =
- {
- typ = "X8"
- cap = "NOKEY_ONLY"
- }
- spawnflags: =
- {
- typ = "X16"
- cap = "TAKE_KEY"
- }
- spawnflags: =
- {
- typ = "X32"
- cap = "NO_LOCKED_NOISE"
- }
- }
- target_kill:form =
- {
- help = "Kills the activator. (default)"$0D"If targets, they will be kill"
- "ed when this is fired"$0D22"kill_user_too"$22" will still kill the act"
- "ivator when this ent has targets (default is only kill targets, not ac"
- "tivator)"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "kill_user_too"
- }
- }
- 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'
- }
- target_fog:form =
- {
- help = "color picker chooses color of fog"$0D22"distance"$22" sets fog d"
- "istance. Use value '0' to give control back to the game (and use the "
- "fog values specified in the sky shader if present)"$0D"distance value "
- "sets the type of fog. values > 1 are distance fog (ex. 2048), values "
- "< 1 are density fog (ex. .0002)"$0D22"near"$22" is fog start distance "
- "when using distance fog"$0D22"time"$22" time it takes to change fog to"
- " new value. default time is 1 sec"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_counter:form =
- {
- help = "Increments the counter pointed to."$0D22"count"$22" is the key f"
- "or the count value"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_autosave:form =
- {
- help = "saves game to 'autosave.svg' when triggered then dies."
- bbox = '-8 -8 -8 8 8 8'
- }
- target_lock:form =
- {
- help = "Sets the door to a state requiring key n"$0D22"key"$22" is the r"
- "equired key"$0D"so:"$0D"key:0 unlocks the door"$0D"key:-1 locks the d"
- "oor until a target_lock with key:0"$0D"key:n means the door now requi"
- "res key n"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_alarm:form =
- {
- help = "does nothing yet (effectively a relay right now)"
- bbox = '-4 -4 -4 4 4 4'
- }
- target_smoke:form =
- {
- help = "1 second = 1000"$0D"1 FRAME = 100"$0D"delay = 100 = one millisec"
- "ond default this is the maximum smoke that will show up"$0D"time = 500"
- "0 default before the smoke disipates"$0D"duration = 2000 before the sm"
- "oke starts to alpha"$0D"start_size = 24 default"$0D"end_size = 96 defa"
- "ult"$0D"wait = default is 50 the rate at which it will travel up"
- 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"
- }
- }
- target_script_trigger:form =
- {
- help = "must have an aiName"$0D"must have a target"$0D"when used it will"
- " fire its targets"
- bbox = '-8 -8 -8 8 8 8'
- }
- target_rumble:form =
- {
- help = "wait = default is 2 seconds = time the entity will enable rumble"
- " effect"$0D22"pitch"$22" value from 1 to 10 default 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"$0D22"rampdown"$22
- " how long till effect ends after rampup is reached in seconds"$0D22"st"
- "artnoise"$22" startingsound"$0D22"noise"$22" the looping sound entity"
- " is to make"$0D22"endnoise"$22" endsound"$0D22"duration"$22" the amoun"
- "t of time the effect is to last ei 1.0 sec 3.6 sec"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "STARTOFF"
- }
- }
- team_CTF_redplayer:form =
- {
- help = "Only in CTF games. Red players spawn here at game start."
- bbox = '-16 -16 -16 16 16 32'
- }
- team_CTF_blueplayer:form =
- {
- help = "Only in CTF games. Blue players spawn here at game start."
- bbox = '-16 -16 -16 16 16 32'
- }
- team_CTF_redspawn:form =
- {
- help = "potential spawning position for axis team in wolfdm games."$0D"T"
- "ODO: SelectRandomTeamSpawnPoint() will choose team_CTF_redspawn point "
- "that:"$0D"1) has been activated (FL_SPAWNPOINT_ACTIVE)"$0D"2) isn't oc"
- "cupied and"$0D"3) is closest to team_WOLF_objective"$0D"This allows sp"
- "awnpoints to advance across the battlefield as new ones are"$0D"placed"
- " and/or activated."$0D"If target is set, point spawnpoint toward targe"
- "t activation"
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "invulnerable"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "startactive"
- }
- }
- team_CTF_bluespawn:form =
- {
- help = "potential spawning position for allied team in wolfdm games."$0D
- "TODO: SelectRandomTeamSpawnPoint() will choose team_CTF_bluespawn poin"
- "t that:"$0D"1) has been activated (active)"$0D"2) isn't occupied and"$0D
- "3) is closest to selected team_WOLF_objective"$0D"This allows spawnpoi"
- "nts to advance across the battlefield as new ones are"$0D"placed and/o"
- "r activated."$0D"If target is set, point spawnpoint toward target acti"
- "vation"
- bbox = '-16 -16 -24 16 16 32'
- spawnflags: =
- {
- typ = "X1"
- cap = "invulnerable"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "startactive"
- }
- }
- team_CTF_redflag:form =
- {
- help = "Can be used as an objective in Wolf."$0D22"model"$22" Set"
- " model to display in game"$0D22"message"$22" Name of object in game"
- " (ex: the War Documents)"
- bbox = '-16 -16 -16 16 16 16'
- }
- team_CTF_blueflag:form =
- {
- help = "Can be used as an objective in Wolf."$0D22"model"$22" Set"
- " model to display in game"$0D22"message"$22" Name of object in game"
- " (ex: the War Documents)"
- bbox = '-16 -16 -16 16 16 16'
- }
- team_WOLF_objective:form =
- {
- help = "marker for objective"$0D"This marker will be used to generate a "
- "list of objectives"$0D"that players can elect to spawn near in the lim"
- "bo spawn"$0D"screen."$0D22"description"$22" short text key for obje"
- "ctive name that"$0D"will appear in objective selection in limbo UI."
- bbox = '-16 -16 -24 16 16 32'
- }
- team_WOLF_checkpoint:form =
- {
- help = "This is the flagpole players touch in Capture and Hold game scen"
- "arios."$0D"It will call specific trigger funtions in the map script fo"
- "r this object."$0D"When allies capture, it will call "$22"allied_captu"
- "re"$22"."$0D"When axis capture, it will call "$22"axis_capture"$22"."$0D
- "// if spawnpoint flag is set, capture will turn on targeted spawnpoint"
- "s"$0D"// for capture team and turn *off* targeted spawnpoints for oppo"
- "sing team"$0D22"model"$22" model to use (will use same animatio"
- "ns as flagpole however)"
- bbox = '-16 -16 0 16 16 128'
- spawnflags: =
- {
- typ = "X1"
- cap = "spawnpoint"
- }
- }
- camera_cam:form =
- {
- help = $22"track"$22" is the targetname of the entity providing the star"
- "ting direction use an info_notnull"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "ON"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "TRACKING"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "MOVING"
- }
- }
- screen_fade:form =
- {
- help = $22"wait"$22" duration of fade out"$0D22"delay"$22" duration of f"
- "ade in"$0D"1 = 1 sec"$0D".5 = .5 sec"$0D"defaults are .5 sec"
- bbox = '-8 -8 -8 8 8 8'
- }
- camera_reset_player:form =
- {
- help = "touched will record the players position and fire off its target"
- "s and or cameras"$0D"used will reset the player back to his last posit"
- "ion"
- }
- 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_Touch"
- }
- }
- trigger_always:form =
- {
- help = "This trigger will always fire. It is activated by the world."
- bbox = '-8 -8 -8 8 8 8'
- }
- trigger_push:form =
- {
- help = "Must point at a target_position, which will be the apex of the l"
- "eap."$0D"This will be client side predicted, unlike target_push"
- spawnflags: =
- {
- typ = "X1"
- cap = "TOGGLE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "REMOVEAFTERTOUCH"
- }
- spawnflags: =
- {
- typ = "X4"
- cap = "PUSHPLAYERONLY"
- }
- }
- target_push:form =
- {
- help = "Pushes the activator in the direction.of angle, or towards a tar"
- "get apex."$0D22"speed"$22" defaults to 1000"$0D"if "$22"bouncep"
- "ad"$22", play bounce noise instead of windfly"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "bouncepad"
- }
- }
- trigger_teleport:form =
- {
- help = "Allows client side prediction of teleportation events."$0D"Must "
- "point at a target_position, which will be the teleport destination."
- }
- 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"SILENT supresses playing the sound"$0D
- "SLOW changes the damage rate to once per second"$0D"NO_PROT"
- "ECTION *nothing* stops the damage"$0D22"dmg"$22" default"
- " 5 (whole numbers only)"$0D22"life"$22" time this brush will exist "
- "if value is zero will live for ever ei 0.5 sec 2.sec"$0D"default is ze"
- "ro"$0D"the entity must be used first before it will count down its lif"
- "e"
- 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"
- }
- }
- func_timer:form =
- {
- help = "This should be renamed trigger_timer..."$0D"Repeatedly fires its"
- " targets."$0D"Can be turned on or off by using."$0D22"wait"$22" "
- " base time between triggering all targets, default is 1"$0D22"rand"
- "om"$22" wait variance, default is 0"$0D"so, the basic time betw"
- "een firing is a random time between"$0D"(wait - random) and (wait + ra"
- "ndom)"
- bbox = '-8 -8 -8 8 8 8'
- spawnflags: =
- {
- typ = "X1"
- cap = "START_ON"
- }
- }
- 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_Touch"
- }
- }
- trigger_deathCheck:form =
- {
- help = "GIBFLAG entity will never fire its target(s) if aiName entity wa"
- "s gibbed"$0D"aiName entity making alertentity call"$0D"this entity wil"
- "l test if aiName is in its volume"$0D"Must be targeted at one or more "
- "entities."$0D"Once triggered, this entity is destroyed"
- spawnflags: =
- {
- typ = "X2"
- cap = "GIBFLAG"
- }
- }
- trigger_aidoor:form =
- {
- help = "These entities must be placed on all doors one for each side of "
- "the door"$0D"this will enable ai's to operate the door and help in pre"
- "venting ai's and"$0D"the player from getting stuck when the door is de"
- "ciding which way to open"
- }
- trigger_flagonly:form =
- {
- help = "Player must be carrying the proper flag for it to trigger."$0D"I"
- "t will call the "$22"death"$22" function in the object's script."$0D22
- "scriptName"$22" The object name in the script file"$0D"RED_FLAG -- "
- "only trigger if player is carrying red flag"$0D"BLUE_FLAG -- only trig"
- "ger if player is carrying blue flag"
- spawnflags: =
- {
- typ = "X1"
- cap = "RED_FLAG"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "BLUE_FLAG"
- }
- }
- trigger_objective_info:form =
- {
- help = "Players in this field will see a message saying that they are ne"
- "ar an objective."$0D"Also, if targeting a dynamitable objective, the d"
- "ynamite must be armed inside"$0D"of the trigger to blow up the objecti"
- "ve."$0D22"track"$22" Mandatory, this text will be appended to "$22
- "You are near "$220D22"target"$22" You may target dynamitable ob"
- "jectives"$0D22"score"$22" If targeting a dynamitable objective,"
- " give this score when blown."$0D"AXIS_OBJECTIVE -- Set if targeting a"
- "n objective owned by AXIS, then only"$0D"allied dynamite will blow it "
- "up."$0D"ALLIED_OBJECTIVE -- Set if targeting an objective owned by ALL"
- "IES, then only"$0D"allied dynamite will blow it up."
- spawnflags: =
- {
- typ = "X1"
- cap = "AXIS_OBJECTIVE"
- }
- spawnflags: =
- {
- typ = "X2"
- cap = "ALLIED_OBJECTIVE"
- }
- }
- }
- }
-