//--------------------------------------------------------------------------------------------- /*QUAKED func_TOWObjective (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) StartOn Respawner This object is an extension of the standard objective object. It is used for Tug of War Maps. object used to simplify placing objectives. You may optionally connect this object to the target you want to use for the compass position.... Checkboxes: StartOn - check this if you want this objective to be displayed when the level first loads Respawner - check this if the objective is the respawn point for a team. If you set this you must set ControlledBy to a valid team and not Neutral. Parameters: ControlledBy 0 = Axis, 1 = Allies, 2 = Neutral AxisObjNum 1 - 5. Set the objective number for the axis. This will associate the objective with the check box for the corresponding text in the score screen. AlliesObjNum 1 - 5. Set the objective number for the allies. This will associate the objective with the check box for the corresponding text in the score screen. ObjectiveNbr Please ignore this for now. Events: TurnOn TurnOff Complete Text SetCurrent SetController - This will set the starting controller default is neutral. See ControlledBy var above. //--------------------------------------------------------------------------------------------- */ /*****************************************************************************/ /*QUAKED ProjectileGenerator_Target (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) Place this target down and assign it a ProjectileGenerator ID and it will shoot here.... Here are the params: ID (Generator ID number.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED ProjectileGenerator_Projectile (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) LaunchSound x TargetRandom StartOn FlipYaw FlipRoll TargetPlayer HideModel Allows you to launch projectiles without the need for actual AI. Useful for faking large battles. Here are the params: ID Model (Defaults to bazooka weapon) Projectile (Defaults to bazooka projectile) MinDuration (Min burst cycle duration) MaxDuration (Max burst cycle duration) Cycles (0=infinite) MinNumShots (Minimum # of shots per cycle) MaxNumShots (Maximum # of shots per cycle) MinDelay (min amount of time between cycles) MaxDelay (max amount of time between cycles) Accuracy (accuracy measured in feet. 0-25 feet range) FireOnStartUp (defaults to 1. This flag tells the PG to fire immediately when turned on. Then do its delay from then on.) IsDonut (indicates to use donut to calculate impact location) Arc (mindistance from player) maxDonut (maxdistance from player) launchsound (Defaults to no sound) preimpactsound (Defaults to no sound) preimpactsoundtime (Time before impact to begin preimpact sound) preimpactsoundprob (Chance of an impact sound being played. 0..1 range ) Here are some useful script commands: $ TurnOn $ TurnOff $ playpreimpact ( plays the preimpact sound immediately ) $ gettargetentity ( return the entity that is targeted ) $ isturnedon ( is the projectil generator turned on? ) ******************************************************************************/ /*****************************************************************************/ /*QUAKED ProjectileGenerator_Gun (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) LaunchSound x TargetRandom StartOn FlipYaw FlipRoll TargetPlayer HideModel Allows you to launch projectiles without the need for actual AI. Useful for faking large battles. Here are the params: ID MinDuration (Min burst cycle duration) MaxDuration (Max burst cycle duration) Cycles (0=infinite) MinNumShots (Minimum # of shots per cycle) MaxNumShots (Maximum # of shots per cycle) MinDelay (min amount of time between cycles) MaxDelay (max amount of time between cycles) Accuracy (accuracy measured in feet. 0-25 feet range) launchsound (Defaults to no sound) FireOnStartUp (defaults to 1. This flag tells the PG to fire immediately when turned on. Then do its delay from then on.) bulletLarge <0,1,2,3> (whether to fire normal, rifle, artillery or larger bullets) tracerSpeed <0,2> (scale factor for tracer speed) Here are some useful script commands: $ TurnOn $ TurnOff $ gettargetentity ( return the entity that is targeted ) $ isturnedon ( is the projectil generator turned on? ) ******************************************************************************/ /*****************************************************************************/ /*QUAKED ProjectileGenerator_Heavy (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) LaunchSound x TargetRandom StartOn FlipYaw FlipRoll TargetPlayer HideModel Allows you to launch projectiles without the need for actual AI. Useful for faking large battles. Here are the params: ID Model (Defaults to bazooka weapon) Projectile (Defaults to bazooka projectile) MinDuration (Min burst cycle duration) MaxDuration (Max burst cycle duration) Cycles (0=infinite) MinNumShots (Minimum # of shots per cycle) MaxNumShots (Maximum # of shots per cycle) MinDelay (min amount of time between cycles) MaxDelay (max amount of time between cycles) Accuracy (accuracy measured in feet. 0-25 feet range) FireOnStartUp (defaults to 1. This flag tells the PG to fire immediately when turned on. Then do its delay from then on.) IsDonut (indicates to use donut to calculate impact location) Arc (mindistance from player) maxDonut (maxdistance from player) launchsound (Defaults to no sound) Here are some useful script commands: $ TurnOn $ TurnOff $ gettargetentity ( return the entity that is targeted ) $ isturnedon ( is the projectil generator turned on? ) ******************************************************************************/ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_explosive (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) ReplaceModel Explosive throbbing box. Connect to the object you want to make explode. ReplaceModel - check this if you want the destroy model to replace the model instead of doing a model switch. Parameters: Model - name of pulse model (default=items/pulse_explosive.tik") UsedModel - name of non-pulse version (default=items/explosive.tik") ExplosionSound - name of explosion sound (default=explode_flak88) ActivateSound - name of activation sound (default=plantbomb) TickSound - name of 'ticking' sound (default=bombtick) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the stopwatch go (default=5 seconds) DestroyModel - name of model to switch target to. setthread - name of thread to call when the explosion happens... setusethread - name of thread to call when explosive was placed. Note: * Set stopwatchduration to 0 to prevent the explosion and stopwatch from happening. * You may then send the Explode event to this object to make the explosion happen. --------------------------------------------------------------------------------------------- */ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_ExplodePlayerFlak88 (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) Explosive throbbing box. Connect to the object you want to make explode. Parameters: Model - name of pulse model (default=items/pulse_explosive.tik") UsedModel - name of non-pulse version (default=items/explosive.tik") ExplosionSound - name of explosion sound (default=explode_flak88) ActivateSound - name of activation sound (default=plantbomb) TickSound - name of 'ticking' sound (default=bombtick) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the stopwatch go (default=5 seconds) setthread - name of thread to call when the explosion happens... --------------------------------------------------------------------------------------------- */ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_ExplodeFlak88 (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) Explosive throbbing box. Connect to the object you want to make explode. Parameters: Model - name of pulse model (default=items/pulse_explosive.tik") UsedModel - name of non-pulse version (default=items/explosive.tik") ExplosionSound - name of explosion sound (default=explode_flak88) ActivateSound - name of activation sound (default=plantbomb) TickSound - name of 'ticking' sound (default=bombtick) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the stopwatch go (default=5 seconds) setthread - name of thread to call when the explosion happens... --------------------------------------------------------------------------------------------- */ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_ExplodeNebelwerfer (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) ReplaceModel Explosive throbbing box. Connect to the object you want to make explode. Parameters: Model - name of pulse model (default=items/pulse_explosive.tik") UsedModel - name of non-pulse version (default=items/explosive.tik") ExplosionSound - name of explosion sound (default=explode_flak88) ActivateSound - name of activation sound (default=plantbomb) TickSound - name of 'ticking' sound (default=bombtick) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the stopwatch go (default=5 seconds) setthread - name of thread to call when the explosion happens... --------------------------------------------------------------------------------------------- */ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_ExplodePlayerNebelwerfer (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) ReplaceModel Explosive throbbing box. Connect to the object you want to make explode. Parameters: Model - name of pulse model (default=items/pulse_explosive.tik") UsedModel - name of non-pulse version (default=items/explosive.tik") ExplosionSound - name of explosion sound (default=explode_flak88) ActivateSound - name of activation sound (default=plantbomb) TickSound - name of 'ticking' sound (default=bombtick) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the stopwatch go (default=5 seconds) setthread - name of thread to call when the explosion happens... --------------------------------------------------------------------------------------------- */ // --------------------------------------------------------------------------------------------- /*QUAKED ThrobbingBox_Stickybomb (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) ReplaceModel WetFuse Stickybomb throbbing box. Connect to the object you want to make explode. When WetFuse is selected, the bomb will fizzle out and can only be destroyed by shooting it. Parameters: ExplosionSound - name of explosion sound (default=explode_flak88) Damage - amount of damage to do (default=300) radius - radius to do the damage (default=300) stopwatchduration - how long should the fuse go (default=5 seconds) setthread - name of thread to call when the explosion happens... DestroyModel - name of model to switch target to. setusethread - name of thread to call when stickybomb is placed. --------------------------------------------------------------------------------------------- */ //--------------------------------------------------------------------------------------------- /*QUAKED func_objective (1.0 0.0 1.0) (-12 -12 -12) (12 12 12) StartOn object used to simplify placing objectives. You may optionally connect this object to the target you want to use for the compass position.... Checkboxes: StartOn - check this if you want this objective to be displayed when the level first loads Parameters: ObjectiveNbr Text Events: TurnOn TurnOff Complete Text SetCurrent //--------------------------------------------------------------------------------------------- */ //--------------------------------------------------------------------------------------------- /*QUAKED func_fencepost (0 1 0) ? fencepost that can be blown up "health" how much health the fence post should have (default 50) //--------------------------------------------------------------------------------------------- */ /*****************************************************************************/ /*QUAKED script_object (0 0.5 1) ? NOT_SOLID ******************************************************************************/ /*****************************************************************************/ /*QUAKED script_model (0 0.5 1) (0 0 0) (0 0 0) NOT_SOLID ALWAYS_DRAW ******************************************************************************/ /*****************************************************************************/ /*QUAKED script_model_realdamage (0 0.5 1) (0 0 0) (0 0 0) NOT_SOLID ALWAYS_DRAW ******************************************************************************/ /*****************************************************************************/ /*QUAKED script_origin (1.0 0 0) (-8 -8 -8) (8 8 8) Used as an alternate origin for objects. Bind the object to the script_origin in order to simulate changing that object's origin. ******************************************************************************/ /*****************************************************************************/ /*QUAKED script_skyorigin (1.0 0 0) (-8 -8 -8) (8 8 8) Used to specify the origin of a portal sky ******************************************************************************/ /*****************************************************************************/ /*QUAKED worldspawn (0 0 0) ? CINEMATIC Only used for the world. "soundtrack" the soundtrack to use on the map "gravity" 800 is default gravity "skipthread" thread that is activated to skip this level (if cinematic) "nextmap" map to goto when player exits "message" text to print at user logon "script" script to run on start of map "farplane_color" color to fade to when the far clip plane is on "farplane_cull" whether or not the far plane should cull, default is yes "farplane" distance from the viewer that the far clip plane is "farplane_bias" distance biasing for fog "skybox_farplane" distance from the viewer that the skybox far clip plane is "skybox_speed" speed relative to player movement that the skybox camera will move "ambientlight" ambient lighting to be applied to all entities "ambient" ambient lighting to be applied to all entities, use _color to specify color "suncolor" color (and intensity) of the sun. Full daylight would be "70 70 70" "sundirection" direction of the sun in the level "sundiffuse" fraction of the sunlight to make diffuse (default 1) "sundiffusecolor" color of the diffuse sunlight. Uses the same value scale as suncolor. "sunflarename" sets the flare to use for the sun (default is sun) "sunflaredirection" allows you to specify a direction of the sun flare. Defaluts to using the direction specified for the sunlight. "lightmapdensity" default lightmap density to be used for all surfaces "overbright" forces on overbright lighting. "world" makes it only affect the world, "entities" makes it affect entity lighting, and "all" makes it affect both. Also, setting it to "none" forces all overbright lighting off. "skyalpha" initial value of the sky's alpha, defaults to 1 "vis_derived" whether or not the vis compiler derives additional vis info from the manual vis. default is 0. 0 means vis compile will be slower since manual vis data is added after auto vis data. 1 means vis is faster and lower runtime poly count, but erroneous no draw could result from incorrect manual vis data. "ai_visiondistance" default vision distance for all ai, defaults to 2048 "northyaw" sets the yaw angle that is considered to be north ******************************************************************************/ /*****************************************************************************/ /*QUAKED light (0.75 0.5 0) (-8 -8 -8) (8 8 8) LINEAR NO_ENTITIES ENTITY_TRACE ENTITY_ONLY INVERTED Non-displayed light. If it targets another entity it will become a spot light if "LINEAR" is set, it will be a linear light if "NO_ENTITIES" is set, this light will only effect the world, not entities if "ENTITY_TRACE" is set, a trace is done betwee the light and the entity. if "ENTITY_ONLY" is set, this light will only effect entities, not the world if "INVERTED" is set, this light will only cast shadows on occluded geometry "shader" - specify a shader to be used as a light filter "scale" - when a shder is employed as a filter, scale controls the texture sampling rate "no_entity_light" - this light will not effect entities, just the world "light" - the intensity of the light, default 300 "color" - the color of the light "falloff" - if linear, specify the linear falloff (defaults to 1) "radius" - make this a spot light of the given radius "angles" - make this a spot light centered on angles "spot_angle" - if this is a spot light, what angle to use (default 45) "entity_trace" - trace between the entity and the light "overbright_range" - fraction of standard overbright range used for overbrighting (0.01 - 2.5). Default = 1 ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_camera (0 0.25 0.5) (-8 -8 0) (8 8 16) ORBIT START_ON AUTOMATIC NO_TRACE NO_WATCH LEVEL_EXIT Camera used for cinematic sequences. "target" points to the target to orbit or follow. If it points to a path, the camera will follow the path. "speed" specifies how fast to move on the path or orbit. (default 1). "fov" specifies fov of camera, default 90. if fov is less than 3 than an auto-fov feature is assumed. The fov will then specify the ratio to be used to keep a watched entity zoomed in and on the screen "follow_yaw" specifies yaw of the follow camera, default 0. "follow_distance" the distance to follow or orbit if the target is not a path. (default 128). "orbit_height" specifies height of camera from origin for orbiting, default 128. "nextcamera" a link to the next camera in a chain of cameras "thread" a thread label that will be fired when the camera is looked through "auto_state" if specified, denotes the state the player must be in for the camera to engage any number of states can be specified and only the first few letters need be specified as well a state of 'pipe' would mean that any player state that started with 'pipe' would trigger this camera "auto_radius" the radius, in which the camera will automatically turn on (default 512) "auto_starttime" how long it takes for the camera to be switched to (default 0.2) "auto_stoptime" how long it takes for the camera to switch back to the player (default 0.2) "auto_maxfov" Sets the maximum FOV that should be used when automatically calculating FOV. (default 90) ORBIT tells the camera to create a circular path around the object it points to. It the camera points to a path, it will loop when it gets to the end of the path. START_ON causes the camera to be moving as soon as it is spawned. AUTOMATIC causes the camera to be switched to automatically when the player is within a certain radius, if "thread" is specified, that thread will be triggered when the camers is activated NO_TRACE when the camera is in automatic mode, it will try to trace to the player before switching automatically, this turns off that feature NO_WATCH if this is an automatic camera, the camera will automatically watch the player unless this is set, camera's "score" will be affected by how close to the middle of the camera the player is. LEVEL_EXIT if the camera is being used, the level exit state will be set ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_multiple (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES x x DAMAGE Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" is set, the trigger waits some time after activating before firing. "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. "cone" the cone in which a directed trigger can be triggered (default 60 degrees) "wait" : Seconds between triggerings. (.2 default) "cnt" how many times it can be triggered (infinite default) "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) If DAMAGE is set, the trigger will only respond to bullets set "message" to text string ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_vehicle (0.25 0.5 0.35) ? x x x x x x x x works exactly like a trigger_multiple but only responds to vehicles. ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_multipleall (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES x x DAMAGE Variable sized repeatable trigger. Must be targeted at one or more entities. If "health" is set, the trigger must be killed to activate each time. If "delay" is set, the trigger waits some time after activating before firing. "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. "cone" the cone in which a directed trigger can be triggered (default 60 degrees) "wait" : Seconds between triggerings. (.2 default) "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) If DAMAGE is set, the trigger will only respond to bullets set "message" to text string ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_once (1 0 0) ? NOTOUCH x NOT_PLAYERS MONSTERS PROJECTILES Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching If "health" is set, the trigger must be killed to activate it. If "delay" is set, the trigger waits some time after activating before firing. "targetname". If "health" is set, the trigger must be killed to activate. "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. "cone" the cone in which a directed trigger can be triggered (default 60 degrees) "triggerable" turn trigger on "nottriggerable" turn trigger off If NOTOUCH is set, trigger will not respond to touch If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) set "message" to text string ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_save (1 0 0) ? NOTOUCH x NOT_PLAYERS MONSTERS PROJECTILES Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching "savename". The Save Name that is appended to the world.message. If "health" is set, the trigger must be killed to activate it. If "delay" is set, the trigger waits some time after activating before firing. "targetname". If "health" is set, the trigger must be killed to activate. "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired. if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. "cone" the cone in which a directed trigger can be triggered (default 60 degrees) "triggerable" turn trigger on "nottriggerable" turn trigger off If NOTOUCH is set, trigger will not respond to touch If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) set "message" to text string ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_relay (1 0 0) (-8 -8 -8) (8 8 8) x x NOT_PLAYERS MONSTERS PROJECTILES This fixed size trigger cannot be touched, it can only be fired by other events. It can contain killtargets, targets, delays, and messages. If NOT_PLAYERS is set, the trigger does not respond to events triggered by players If MONSTERS is set, the trigger will respond to events triggered by monsters If PROJECTILES is set, the trigger will respond to events triggered by projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_secret (1 0 0) ? NOTOUCH x NOT_PLAYERS MONSTERS PROJECTILES Secret counter trigger. Automatically sets and increments script variables \ level.total_secrets and level.found_secrets. set "message" to text string if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. "cone" the cone in which a directed trigger can be triggered (default 60 degrees) "setthread" name of thread to trigger. This can be in a different script file as well \ by using the '::' notation. (defaults to "global/universal_script.scr::secret") "triggerable" turn trigger on "nottriggerable" turn trigger off If NOTOUCH is set, trigger will not respond to touch If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_push (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES Pushes entities as if they were caught in a heavy wind. "speed" indicates the rate that entities are pushed (default 1000). "angle" indicates the direction the wind is blowing (-1 is up, -2 is down) "target" if target is set, then a velocity will be calculated based on speed "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not push players If MONSTERS is set, the trigger will push monsters If PROJECTILES is set, the trigger will push projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_pushany (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES Pushes entities as if they were caught in a heavy wind. "speed" indicates the rate that entities are pushed (default 1000). "angles" indicates the direction of the push "target" if target is set, then a velocity will be calculated based on speed "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not push players If MONSTERS is set, the trigger will push monsters If PROJECTILES is set, the trigger will push projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED sound_speaker (0 0.75 0.75) (-8 -8 -8) (8 8 8) AMBIENT-ON AMBIENT-OFF NOT_PLAYERS MONSTERS PROJECTILES TOGGLE play a sound when it is used AMBIENT-ON specifies an ambient sound that starts on AMBIENT-OFF specifies an ambient sound that starts off TOGGLE specifies that the speaker toggles on triggering if (AMBIENT-?) is not set, then the sound is sent over explicitly this creates more net traffic "volume" how loud 0-4 (1 default full volume, ambients do not respond to volume) "noise" sound to play "channel" channel on which to play sound\ (0 auto, 1 weapon, 2 voice, 3 item, 4 body, 8 don't use PHS) (voice is default) "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. Normal sounds play each time the target is used. Ambient Looped sounds have a volume 1, and the use function toggles it on/off. If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED sound_randomspeaker (0 0.75 0.75) (-8 -8 -8) (8 8 8) x x NOT_PLAYERS MONSTERS PROJECTILES x x play a sound at random times "mindelay" minimum delay between sound triggers (default 3) "maxdelay" maximum delay between sound triggers (default 10) "chance" chance that sound will play when fired (default 1) "volume" how loud 0-4 (1 default full volume) "noise" sound to play "channel" channel on which to play sound\ (0 auto, 1 weapon, 2 voice, 3 item, 4 body, 8 don't use PHS) (voice is default) Normal sounds play each time the target is used. If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_changelevel (1 0 0) ? NO_INTERMISSION x NOT_PLAYERS MONSTERS PROJECTILES When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats. "spawnspot" name of the spawn location to start at in next map. "setthread" This defaults to "LevelComplete" and should point to a thread that is called just before the level ends. "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_use (1 0 0) ? x x NOT_PLAYERS MONSTERS Activates targets when 'used' by an entity "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_useonce (1 0 0) ? x x NOT_PLAYERS MONSTERS Activates targets when 'used' by an entity, but only once "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_hurt (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES "damage" amount of damage to cause. (default 10) "damagetype" what kind of damage should be given to the player. (default CRUSH) "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not hurt players If MONSTERS is set, the trigger hurts monsters If PROJECTILES is set, the trigger will hurt projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_damagetargets (1 0 0) ? SOLID x NOT_PLAYERS MONSTERS PROJECTILES "damage" amount of damage to cause. If no damage is specified, objects\ are damaged by the current health+1 if a trigger_damagetargets is shot at and the SOLID flag is set,\ the damage is passed on to the targets "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not hurt players If MONSTERS is set, the trigger hurts monsters If PROJECTILES is set, the trigger will hurt projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_camerause (1 0 0) ? VISIBLE x NOT_PLAYERS MONSTERS Activates 'targeted' camera when 'used' If activated, toggles through cameras "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_music (1 0 0) ? NORMAL ACTION NOT_PLAYERS MONSTERS PROJECTILES SUSPENSE MYSTERY SURPRISE Variable sized repeatable trigger to change the music mood. If "delay" is set, the trigger waits some time after activating before firing. "current" can be used to set the current mood "fallback" can be used to set the fallback mood "altcurrent" can be used to set the current mood of the opposite face, if multiFaceted "altfallback" can be used to set the fallback mood of the opposite face, if multiFaceted "edgeTriggerable" trigger only fires when entering a trigger "multiFaceted" if 1, then trigger is North/South separate triggerable\ if 2, then trigger East/West separate triggerable "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "wait" : Seconds between triggerings. (1.0 default) "cnt" how many times it can be triggered (infinite default) "oneshot" make this a one time trigger "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) NORMAL, ACTION, SUSPENSE, MYSTERY, and SURPRISE are the moods that can be triggered ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_pushobject (1 0 0) ? Special trigger that can only be triggered by a push object. "triggername" if set, trigger only responds to objects with a targetname the same as triggername. "cnt" how many times it can be triggered (default 1, use -1 for infinite) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_givepowerup (1 0 0) ? x x NOT_PLAYERS MONSTERS x Variable sized repeatable trigger to give a powerup to the player "oneshot" makes this triggerable only once "powerupname" sets the name of the powerup to give to the player If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_clickitem (1 0 0) ? Trigger that detects a hit by items like the camera of binoculars. If "delay" is set, the trigger waits some time after activating before firing. "reverbtype" what kind of reverb should be used "reverblevel" how much of the reverb effect should be applied "altreverbtype" what kind of reverb should be used "altreverblevel" how much of the reverb effect should be applied "edgeTriggerable" trigger only fires when entering a trigger "multiFaceted" if 1, then trigger is North/South separate triggerable\ if 2, then trigger East/West separate triggerable "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "wait" : Seconds between triggerings. (1.0 default) "cnt" how many times it can be triggered (infinite default) "oneshot" make this a one time trigger "triggerable" turn trigger on "nottriggerable" turn trigger off ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_nodamage (1 0 0) ? x x NOT_PLAYERS MONSTERS PROJECTILES When the player is in this field, he will be invulnerable "triggerable" turn trigger on "nottriggerable" turn trigger off If NOT_PLAYERS is set, the trigger does not hurt players ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_pathnode (1 0 1) (-16 -16 0) (16 16 32) DONT_LINK DUCK COVER CONCEALMENT CORNER_LEFT CORNER_RIGHT SNIPER CRATE "low_wall_arc" key enables low-wall behavior and specifies an arc centered around "angles" where this node is good for low-wall behavior. "low_wall_arc 30" would flag this as good for +/- 30 degrees from angles. DONT_LINK marks the node as not linking into navigation. DUCK marks the node as a good place to crouch at during weapon fire. COVER marks the node as a good place to hide at during weapon fire. CONCEALMENT marks the node as a cover node that doesn't get sight checked; use for foliage and combat locations. CORNER_LEFT marks the node as a place to fire around a corner to the left; cannot also be CRATE CORNER_RIGHT marks the node as a place to fire around a corner to the right; cannot also be CRATE SNIPER marks the node as a sniper node. Actor will move to the sniper node to target the enemy if directly running towards the enemy is inconvenient. CRATE marks the node as a place to stand up and fire over; should always be used with DUCK corner behaviors should have their origin 16 units from the wall and 16 units from the appropriate corner. ******************************************************************************/ /*QUAKED info_grenadehint (.5 .5 .5) (-8 -8 -8) (8 8 8) Just a hint to the AI that it may be able to throw a grenade through this point */ /*****************************************************************************/ /*QUAKED func_barrel (0 0.25 0.5) ? INDESTRUCTABLE Brush model barrel object Bashing only makes thunk or gong sounds (depending on wether it's full or not) Bullets and explosions effects are dependant apon the type of barrel. "barreltype" sets the type of barrel that it is. Valid settings are: - "water" makes the barrel be filled with water. Always non-volitile. Only destroyed by explosion. - "oil" makes the barrel be filled with oil. Leakes oil when shot (not destroyed), shower of flames when exploded. - "gas" makes the barrel be filled with gas. A few bullet hits will make it explode. Explosions will also make it explode. - "empty" makes the barrel completely empty. Does nothing special at all. It's just a poor empty barrel. aww :( */ /*****************************************************************************/ /*****************************************************************************/ /*QUAKED info_splinepath (0.2 0.5 1) (-16 -16 -16) (16 16 16) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_crate (0 0.25 0.5) ? INDESTRUCTABLE NOTSTACKEDON Brush model crate object "spawnitems" is a list of items to spawn when the crate is destroyed. INDESTRUCTABLE makes the crate, well, indestructable. Since the same effect can be achieved by not making it an entity, this should only be used when stacking indestructable crates on top of destructable crates. Otherwise, they should just be brushes to save on entity count. NOTSTACKED prevents the crate from causing crates above it to fall. Great for crates on shelves. "health" sets the crate's health. Default is 300 "debristype" sets the type of debris to spawn from the crate. Valid values are from 0 - ?. Default is 0 0: wooden crate 32 units to a side 1: wooden crate 64 units to a side 2: cardboard crate 16 units to a side 3: cardboard crate 32 units to a side */ /*****************************************************************************/ /*****************************************************************************/ /*QUAKED func_rotatingdoor (0 0.25 0.5) ? START_OPEN OPEN_DIRECTION DOOR_DONT_LINK NOT_PLAYERS NOT_MONSTERS TOGGLE AUTO_OPEN TARGETED if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. DOOR_DONT_LINK is for when you have two doors that are touching but you want to operate independently. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). OPEN_DIRECTION indicates which direction to open when START_OPEN is set. AUTO_OPEN causes the door to open when a player is near instead of waiting for the player to use the door. TARGETED door is only operational from triggers or script "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "openangle" how wide to open the door "angle" determines the opening direction. point toward the middle of the door (away from the hinge) "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "time" move time (0.3 default) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (0 default) "alwaysaway" makes the door always open away from the opener "sound_open_start" Specify the sound that plays when the door starts opening (default global door_wood_open) "sound_close_start" Specify the sound that plays when the door starts closing (default global door_wood_close) "sound_open_end" Sets the sound to use when the door stops to opens. (defaults to door_wood_open_stop) "sound_close_end" Sets the sound to use when the door closes. (defaults to door_wood_close_stop "sound_message" Specify the sound that plays when the door displays a message "sound_locked" Specify the sound that plays when the door is locked (default global door_wood_locked) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_door (0 0.25 0.5) ? START_OPEN x DOOR_DONT_LINK NOT_PLAYERS NOT_MONSTERS TOGGLE AUTO_OPEN TARGETED if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. DOOR_DONT_LINK is for when you have two doors that are touching but you want to operate independently. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). OPEN_DIRECTION indicates which direction to open when START_OPEN is set. AUTO_OPEN causes the door to open when a player is near instead of waiting for the player to use the door. TARGETED door is only operational from triggers or script "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction. point toward the middle of the door (away from the hinge) "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" move speed (100 default) "time" move time (1/speed default, overides speed) "wait" wait before returning (3 default, -1 = never return) "lip" lip remaining at end of move (8 default) "dmg" damage to inflict when blocked (0 default) "sound_stop" Specify the sound that plays when the door stops moving (default global door_stop) "sound_move" Specify the sound that plays when the door opens or closes (default global door_moving) "sound_message" Specify the sound that plays when the door displays a message "sound_locked" Specify the sound that plays when the door is locked ******************************************************************************/ /*****************************************************************************/ /*QUAKED script_door (0 0.5 1) ? START_OPEN x DOOR_DONT_LINK NOT_PLAYERS NOT_MONSTERS TOGGLE AUTO_OPEN TARGETED if two doors touch, they are assumed to be connected and operate as a unit. TOGGLE causes the door to wait in both the start and end states for a trigger event. DOOR_DONT_LINK is for when you have two doors that are touching but you want to operate independently. START_OPEN causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors). OPEN_DIRECTION indicates which direction to open when START_OPEN is set. AUTO_OPEN causes the door to open when a player is near instead of waiting for the player to use the door. TARGETED door is only operational from triggers or script "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction. point toward the middle of the door (away from the hinge) "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "health" if set, door must be shot open "speed" move speed (100 default) "time" move time (1/speed default, overides speed) "wait" wait before returning (3 default, -1 = never return) "dmg" damage to inflict when blocked (0 default) "initthread" code to execute to setup the door (optional) "openthread" code to execute when opening the door (required) The openthread should send the "dooropened" event to the door, when it is completely open "closethread" code to execute when closing the door (required) The closethread should send the "doorclosed" event to the door, when it is completely closed "sound_stop" Specify the sound that plays when the door stops moving (default global door_stop) "sound_move" Specify the sound that plays when the door opens or closes (default global door_moving) "sound_message" Specify the sound that plays when the door displays a message "sound_locked" Specify the sound that plays when the door is locked ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_viewjitter (0 0.25 0.5) (-8 -8 -8) (8 8 8) Causes a radius view jitter "radius" sets the max effective range if the view jitter. Default is 128 "edgeeffect" set the fraction of the total jitter to apply at the max range. Default is 0.2 "jitteramount" sets the amount to jitter the view. Set in angles as "pitch yaw roll". Default is "2 2 3" "duration" set how long the view jitter should last. Default is 0 (instantanious) "timedecay" sets how the jitter angles will fall off over the jitter's duraction in degrees per second. Default is "2 2 3" "donedeath" makes the view jitter remove itself after being fired once. Any non-zero value will work. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_exploder (0 0.25 0.5) (0 0 0) (8 8 8) Spawns an explosion when triggered. Triggers any targets. "dmg" specifies how much damage to cause. Default indicates 120. "key" The item needed to activate this. (default nothing) "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_multi_exploder (0 0.25 0.5) ? MULTI_USE RANDOM_TIME VISIBLE RANDOM_SCALE Spawns an explosion when triggered. Triggers any targets. size of brush determines where explosions will occur. "dmg" specifies how much damage to cause from each explosion. (Default 120) "delay" delay before exploding (Default 0 seconds) "duration" how long to explode for (Default 1 second) "wait" time between each explosion (default 0.25 seconds) "random" random factor (default 0.25) "key" The item needed to activate this. (default nothing) "setthread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "health" makes the object damageable "scale" set the maximum size for spawned debris and explosions. MULTI_USE allows the func_multi_exploder to be used more than once RANDOM_TIME adjusts the wait between each explosion by the random factor VISIBLE allows you to make the trigger visible RANDOM_SCALE scale explosions randomly. size will be between 0.25 and 1 times scale ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_explodeobject (0 0.25 0.5) ? MULTI_USE RANDOM_TIME VISIBLE RANDOM_SCALE NO_EXPLOSIONS METAL_DEBRIS ROCK_DEBRIS NOTSOLID Spawns different kinds of debris when triggered. Triggers any targets. size of brush determines where explosions and debris will be spawned. "dmg" specifies how much damage to cause from each explosion. (Default 120) "delay" delay before exploding (Default 0 seconds) "duration" how long to explode for (Default 1 second) "wait" time between each explosion (default 0.25 seconds) "random" random factor (default 0.25) "health" if specified, object must be damaged to trigger "key" The item needed to activate this. (default nothing) "severity" how violent the debris should be ejected from the object( default 1.0 ) "debrismodel" What kind of debris to spawn (default nothing) "amount" how much debris to spawn for each explosion (default 4) "thread" name of thread to trigger. This can be in a different script file as well\ by using the '::' notation. "health" makes the object damageable "scale" set the maximum size for spawned debris and explosions MULTI_USE allows the func_explodeobject to be used more than once RANDOM_TIME adjusts the wait between each explosion by the random factor VISIBLE allows you to make the trigger visible RANDOM_SCALE scale explosions and debris randomly. size will be between 0.25 and 1 times scale NO_EXPLOSIONS, if checked no explosions will be created METAL_DEBRIS automatically spawn metal debris, no need for debrismodel to be set ROCK_DEBRIS automatically spawn rock debris, no need for debrismodel to be set NOTSOLID debris is not solid other valid tiki files include: obj_debris_glass1-4.tik obj_debris_wood1-4.tik ******************************************************************************/ /*****************************************************************************/ /*QUAKED detail (0.5 0 1.0) ? Used to fake detail brushes, convenient for grouping ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_group (0.5 0.5 0.5) ? Used to group brushes together just for editor convenience. ******************************************************************************/ /*****************************************************************************/ /*QUAKED vis_leafgroup (1.0 0.25 0.25) ? Used to manually block visibility between groups of leafs. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_remove (0.75 0.75 0.75) ? Used for lighting and such ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for spotlights, etc. ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Used as a positional target for lightning. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_explodingwall (0 0.25 0.5) ? RANDOMANGLES LANDSHATTER NOT_PLAYERS MONSTERS PROJECTILES INVISIBLE ACCUMALATIVE TWOSTAGE Blows up on activation or when attacked "explosions" number of explosions to spawn ( default 1 ) "land_angles" The angles you want this piece to\ orient to when it lands on the ground "land_radius" The distance of the ground the piece\ should be when on the ground ( default 16 ) "anglespeed" Speed at which pieces rotate ( default 100 ) \ if RANDOMANGLES ( default is 600 ) "key" The item needed to activate this. (default nothing) "base_velocity" The speed that the debris will have when triggered. (default 0 0 280) "random_velocity" The variation of the velocity. x & y will be from -n < X,Y < n and z is 0 <= Z < n. (default 140 140 140) IF RANDOMANGLES is set, object randomly spins while in the air. IF LANDSHATTER is set, object shatters when it hits the ground. IF TWOSTAGE is set, object can be shattered once it lands on the ground. IF ACCUMALATIVE is set, damage is accumlative not threshold IF INVISIBLE is set, these are invisible and not solid until triggered If NOT_PLAYERS is set, the trigger does not respond to players If MONSTERS is set, the trigger will respond to monsters If PROJECTILES is set, the trigger will respond to projectiles (rockets, grenades, etc.) ******************************************************************************/ /*****************************************************************************/ /*QUAKED trigger_teleport (0.5 0.5 0.5) ? VISIBLE x NOT_PLAYERS MONSTERS PROJECTILES NO_EFFECTS FAST_EFFECTS Touching this entity will teleport players to the targeted object. "key" The item needed to activate this. (default nothing) "teleportthread" The thread that is run when the player is teleported If NOT_PLAYERS is set, the teleporter does not teleport players If MONSTERS is set, the teleporter teleports monsters If PROJECTILES is set, the teleporter teleports projectiles (rockets, grenades, etc.) If NO_EFFECTS is set, the special effect will not happen and the teleport will be instant If FAST_EFFECTS is set, the teleport will be instant, and the effects will appear ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_teleportdest (0 0.25 0.5) (-32 -32 0) (32 32 8) Point trigger_teleport at these. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_useanim (0 0.5 0) ? VISIBLE TOUCHABLE CONTINUOUS This object allows you to place the player into a specific animation for the purposes of using an object within the world. This object should point at a func_useanimdest which contains specific information about how the player is supposed to be posed. "count" - how many times this should trigger (default -1, infinite) "thread" - thread to fire when used "triggertarget" - what to trigger when used. "delay" - how long it takes to be re-triggered ( default 3 seconds ) "key" - item needed to activate this VISIBLE - if this is checked the trigger itself will be visible TOUCHABLE - if this is set we can activate the trigger by standing in it. CONTINUOUS - if this is checked the thing will re-trigger continously, otherwise it waits until the player has left the trigger field. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_useobject (0 0.5 0) ? MULTI-STATE Allows you to setup a special object that places the player into a specific state sequence. Primarily used for levers and cranks. Object starts out in the "start" animation, when used the following occurs: It is determined whether or not the player is in the right position to activate the object, if it is, the player is moved to the exact offset and angle specified by "offset" and "yaw_offset". The right position is determined by a dot product with "offset" and "yaw_offset". The "cone" parameter controls the cone in which the object can be triggered. Once the player is in the right position, the player is placed into "state" and the "move" animation is played. Once the player animation ends, the "move_thread" will be called. If the use button is continued to be held down and count is not finite, the animation will be continued to be played until the use key is held down. Once the use key is let go, the "stop" animation will be played on the lever and the "stop_thread" will be called. "activate" - turns the useobject on "deactivate" - turns the useobject off "offset" - vector offset of where the player should stand "state" - state to go into when used "state_backwards" - what state to use when reversing the object "yaw_offset" - what direction the player should be facing when using the object "cone" - the cone in which the object can be used "count" - how many times this should trigger (default -1, infinite) "move_thread" - thread that is fired when the object has cycled one animation "stop_thread" - thread that is fired when the object has finished animating "reset_thread" - thread that is fired when the object is resetting itself "reset_time" - the time it takes for the object to reset, (default 0, it doesn't) "triggertarget" - target to trigger when finished animating, if reset_time is set, target will be fired again when resetting "damage_type" - if set, can be triggered by using a weapon to activate it. If set to "all", any damage will activate it. MULTI-STATE - the object has two different states and must be used each time to set the state when multi state is active, the reset_thread is called instead of stop_thread. All UseObjects have two states on and off. When reset_time is set, the object will automatically return to the off state after a preset amount of time. When multi-state is set this must be done manually. ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_waypoint (0 0.5 0) (-8 -8 -8) (8 8 8) Used as a positioning device for objects ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_vehiclepoint (0.15 0.5 0.25) (-8 -8 -8) (8 8 8) START_STOPPING START_SKIDDING STOP_SKIDDING Like info_waypoints, but with spawnflags for vehicles. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_pushobject (0.75 0.75 0.75) ? Pushable object "dmg" how much damage to cause when blocked. (default 2) "pushsound" Sound to play when object is pushed (default is none) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_fallingrock (0.75 0.75 0.75) ? AUTO_RESET NO_RANDOMNESS REMOVE_ON_GROUND Creates a rock that, when triggered, begins falling and bounces along a path specified by targetname. Use info_waypoint for the path. "targetname" the path to follow. "dmg" how much damage to cause creatures it hits (default 20). "speed" how fast to move (default 200). "wait" how long to wait before falling when triggered (default 0). "noise" sound to play when rock touches the world AUTO_RESET - when done falling, automatically return to the start NO_RANDOMNESS - don't use any randomness when making the rocks fall REMOVE_ON_GROUND - remove the rocks when done ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_ladder (0.75 0.75 0.75) ? Ladder trigger volume ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_emitter (0 0.25 0.5) ? "emitter" - Name of emitter to use. ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_rain (0 0.25 0.5) ? This creates a raining effect in the brush "emitter" - Name of emitter to use for the rain. ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_player_start (0.75 0.75 0) (-16 -16 0) (16 16 96) The normal starting point for a level. "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_player_deathmatch (0.6 1 0.6) (-16 -16 0) (16 16 96) potential spawning position for deathmatch games "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position "arena" - the arena that this start point is located in ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_player_allied (0.75 0.75 1) (-16 -16 0) (16 16 96) potential spawning position for an allied player in a team games... ignored for FFA. "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position "arena" - the arena that this start point is located in ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_player_axis (1 .75 .75) (-16 -16 0) (16 16 96) potential spawning position for an axis player in a team games... ignored for FFA. "angle" - the direction the player should face "thread" - the thread that should be called when spawned at this position "arena" - the arena that this start point is located in ******************************************************************************/ /*****************************************************************************/ /*QUAKED info_player_intermission (0.75 0.75 0.5) (-16 -16 0) (16 16 96) viewing point in between deathmatch levels ******************************************************************************/ /*QUAKED portal_surface (1 0 1) (-8 -8 -8) (8 8 8) The portal surface nearest this entity will show a view from the targeted portal_camera, or a mirror view if untargeted. */ /*QUAKED portal_camera (1 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate The target for a portal_surface. You can set either angles or target another entity to determine the direction of view. "roll" an angle modifier to orient the camera around the target vector; */ /*****************************************************************************/ /*QUAKED func_window (0 0.25 0.5) ? WINDOW_BROKEN_BLOCK Brush model Window object "spawnitems" is a list of items to spawn when the Window is destroyed. "health" sets the Window's health. Default is 250 "debristype" sets the type of debris to spawn from the Window. Valid values are from 0 - ?. Default is 0 0: clear glass Window 1: colored glass Window "target" is the targetname of the script_object to use as the broken version of the window WINDOW_BROKEN_BLOCK will make the window still block the passage of the player & monsters when broken */ /*****************************************************************************/ /*****************************************************************************/ /*QUAKED ai_actor (0.5 1.0 1.0) (-16 -16 0) (16 16 92) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_beam (0 0.25 .5) (-8 -8 -8) (8 8 8) START_ON PERSIST WAVE NOISE This creates a beam effect from the origin to the target's origin. If no target is specified, uses angles and projects beam out from there. "model" Specifies the model to use as the beam "overlap" Specifies the amount of overlap each beam link should have. Use this to fill in the cracks when using electric on beams. (Default is 0) "minoffset" Minimum amount of electrical variation (Default is 0) "maxoffset" Maximum amount of electrical variation (Default is 5) "color" Vector specifiying the red,green, and blue components. (Default is "1 1 1") "alpha" Alpha of the beam (Default is 1.0) "damage" Amount of damage the beam inflicts if beam hits someone (Default is 0) "angles" Sets the angle of the beam if no target is specified. "life" Sets the life of the beam for use with the persist spawnflag. This is how long a beam will be displayed. "numsegments" Number of segments in a beam (Default is 4) "delay" Delay between beam updates. (i.e. slows the effect of the beam down) "shader" Set the shader of the beam "scale" Set the width of the beam START_ON - Starts the beam on PERSIST - Keeps the last few beams around and fades them out over the life of the beam WAVE - Make the beam follow a sin wave pattern NOISE - Use a more computationally expensive random effect, but the results are smoother If the model field is not set, then a renderer generated beam will be created using the color, minoffset, maxoffset, scale, and subdivisions fields If the targetname is set, it will use the target specified as the endpoint of the beam /*****************************************************************************/ /*****************************************************************************/ /*QUAKED func_spawn(0 0.25 0.5) (-8 -8 -8) (8 8 8) "modelname" The name of the TIKI file you wish to spawn. (Required) "spawntargetname" This will be the targetname of the spawned model. (default is null) "spawntarget" This will be the target of the spawned model. (default is null) "pickup_thread" passed on to the spawned model "key" The item needed to activate this. (default nothing) "attackmode" Attacking mode of the spawned actor (default 0) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_randomspawn(0 0.25 0.5) (-8 -8 -8) (8 8 8) START_OFF Randomly spawns an entity. The time between spawns is determined by min_time and max_time The entity can be turned off and on by triggering it "modelname" The name of the TIKI file you wish to spawn. (Required) "key" The item needed to activate this. (default nothing) "min_time" The minimum time between spawns (default 0.2 seconds) "max_time" The maximum time between spawns (default 1 seconds) START_OFF - spawn is off by default ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_respawn(0 0.25 0.5) (-8 -8 -8) (8 8 8) When the thing that is spawned is killed, this func_respawn will get triggered. "modelname" The name of the TIKI file you wish to spawn. (Required) "key" The item needed to activate this. (default nothing) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_spawnoutofsight(0 0.25 0.5) (-8 -8 -8) (8 8 8) Will only spawn something out of sight of its targets. "modelname" The name of the TIKI file you wish to spawn. (Required) "spawntargetname" This will be the targetname of the spawned model. (default is null) "spawntarget" This will be the target of the spawned model. (default is null) "key" The item needed to activate this. (default nothing) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_spawnchain(0 0.25 0.5) (-8 -8 -8) (8 8 8) Tries to spawn something out of the sight of players. If it fails, it will trigger its targets. "modelname" The name of the TIKI file you wish to spawn. (Required) "spawntargetname" This will be the targetname of the spawned model. (default is null) "spawntarget" This will be the target of the spawned model. (default is null) "key" The item needed to activate this. (default nothing) ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_fulcrum (0 0 1) ? X_AXIS_ONLY Y_AXIS_ONLY This creates a fulcrum that when you stand on it, it will rotate due to the weight exerted it will start rotating, when not standing on it, it will return to its rest position. "speed" - set the speed at which the fulcrum will operate (default is 48) "resetspeed" - speed at whcih fulcrum resets, (default speed * 0.002) "dampening" - dampen constant (default 0.95) "limit" - limit the movement of the fulcrum (default 90 degrees) "movesound" - sound to be played while fulcrum is moving X_AXIS_ONLY - only adjust the X axis Y_AXIS_ONLY - only adjust the Y axis ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_runthrough (0 0 1) ? This is a trigger field that the player can run through and spawn tiki models at that position. Used for releasing chaff from grass or butterflys from flower gardens "speed" - speed at which you have to be moving to trigger ( default 100 ) "delay" - time between triggering ( default 0.1 ) "chance" - chance that the trigger will spawn something( default 0.5 ) "lip" - how far below the surface of the trigger we should spawn these things ( default 3 ) "offset" - vector offset oriented along velocity vector( default "0 0 0" ) "spawnmodel" - thing to spawn when triggered ******************************************************************************/ /*****************************************************************************/ /*QUAKED func_sinkobject (0 0 1) ? x FALLAWAY NO_RESET This creates an object which gradually sinks downward when stepped on. "delay" - delay between when object starts reacting towards weight (default 0 seconds) "speed" - set the speed at which sinkobject sinks (default is 50) "resetspeed" - speed at which sinkobject resets its position, (default speed * 0.1) "dampening" - dampening constant to mitigate acceleration (default 0.95) "limit" - limit the movement of the sinkobject how far down it should go (default 1000 units) "resetdelay" - time between player gets off platform, and platform starts resetting itself. "sinksound" - sound to be played while platform is sinking. "resetsound" - sound to be played while platform is resetting. "active" - make the sink object active "notactive" - make the sink object not active FALLAWAY - the sink object will progressively fall down faster and faster NO_RESET - the sink object will not reset, only move downward ******************************************************************************/