doom3-bfg/base/def/misc.def

169 lines
5.8 KiB
Modula-2

/***********************************************************************
miscellaneous
***********************************************************************/
entityDef worldspawn {
"editor_color" "0 0 0"
"editor_mins" "?"
"editor_maxs" "?"
"editor_usage" "Every map should have exactly one worldspawn."
"editor_var music" "music wav file."
"editor_var gravity" "gravity value for the level."
"editor_var no_stamina" "disables stamina so the player can always run"
"editor_var no_Weapons" "only fists and no melee attacks"
"editor_var def_player" "player def to use when spawning this world"
"spawnclass" "idWorldspawn"
"gravity" "1066"
"name" "world"
}
entityDef light {
"editor_color" "0 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_rotatable" "1"
"editor_usage" "Light source. If health is set, light becomes breakable and turns off when shot."
"editor_material texture" "light shader to use."
"editor_color color" "light color"
"editor_var shaderParm3" "shaderParm 3"
"editor_var shaderParm4" "shaderParm 4"
"editor_var shaderParm5" "shaderParm 5"
"editor_var shaderParm6" "shaderParm 6"
"editor_var shaderParm7" "shaderParm 7"
"editor_var count" "how many times light must be triggered to toggle."
"editor_var break" "break when triggered."
"editor_model model" "model to use."
"editor_model broken" "model to use when the light is broken (defaults to model name with '_broken' appended to name)"
"editor_var hideModelOnBreak" "hides the model when broken"
"editor_var health" "amount of damage to recieve before becoming broken. 0 is nonbreakable."
"editor_var target" "entities to trigger if shot."
"editor_var levels" "the number of times a light must be triggered until it turns off. Each time it's triggered, it's dimmed to a lower level."
"editor_var start_off" "causes the light to be off when the level starts."
"editor_var snd_broken" "sound shader to use when broken"
"editor_var mtr_broken" "material to use when broken"
"editor_color color_demonic" "demonic color to use if in demonic mode."
"editor_material mat_demonic" "demonic shader to use if in demonic mode."
"editor_var leave_demonic_mat" "leaves the demonic shader when the effect expires.. color is still reverted back."
"spawnclass" "idLight"
"health" "0"
"levels" "1"
"start_off" "0"
"count" "1"
"break" "0"
// jmarshall: Quake 1 light styles
/*
"style" "-1"
"ls_frametime" "100"
"num_styles" "12"
"light_style0" "m"
"light_style1" "mmnmmommommnonmmonqnmmo"
"light_style2" "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
"light_style3" "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
"light_style4" "mamamamamama"
"light_style5" "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
"light_style6" "nmonqnmomnmomomno"
"light_style7" "mmmaaaabcdefgmmmmaaaammmaamm"
"light_style8" "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
"light_style9" "aaaaaaaazzzzzzzz"
"light_style10" "mmamammmmammamamaaamammma"
"light_style11" "abcdefghijklmnopqrrqponmlkjihgfedcba"
*/
// jmarshall end
}
entityDef speaker {
"editor_color" "0 1 0"
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
"editor_material" "textures/common/speaker"
"editor_usage" ""
"editor_snd s_shader" "the sound shader or wavefile."
"editor_snd snd_demonic" "demonic sound shader."
"editor_var overlayDemonic" "set to 1 overlays the demonic sound instead of replacing it."
"editor_var s_waitfortrigger" "play on load or play when triggered."
"editor_var s_volume" "override shader volume level."
"editor_var s_minDistance" "override shader minDistance."
"editor_var s_maxDistance" "override shader maxDistance."
"editor_var s_omni" "force omnidirectional"
"editor_var s_looping" "force looping"
"editor_var s_occlusion" "force no portal occlusion"
"editor_var s_global" "force no falloff at all"
"editor_var s_shakes" "this entity can make the screen shake when the sound is loud."
"editor_var wait" "when set > 0, seconds between triggerings. time between sounds is wait + or - random"
"editor_var random" "wait variance."
"spawnclass" "idSound"
}
entityDef info_location {
"editor_color" "1 1 0"
"editor_mins" "-4 -4 -4"
"editor_maxs" "4 4 4"
"editor_usage" "Place one of these in each door-separated area for naming the gameplay sections"
"editor_var name" "location name for HUD. Cannot be the same as any other entity in the game."
"editor_var location" "use this when you have two locations with the same name."
"spawnclass" "idLocationEntity"
}
entityDef info_locationSeparator {
"editor_color" "1 1 0"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Touch a vis-portal with this to break location name flood filling without using a door"
"spawnclass" "idLocationSeparatorEntity"
}
entityDef info_vacuum {
"editor_color" "1 1 0"
"editor_mins" "-4 -4 -4"
"editor_maxs" "4 4 4"
"editor_usage" "Place one of these in an outside area in each map for vacuum flooding"
"spawnclass" "idVacuumEntity"
}
entityDef info_vacuumSeparator {
"editor_color" "1 1 0"
"editor_mins" "-16 -16 -16"
"editor_maxs" "16 16 16"
"editor_usage" "Touch a vis-portal with this to break air/vacuum flood filling at windows. Trigger it to allow vacuum to flood through."
"spawnclass" "idVacuumSeparatorEntity"
}
entityDef text {
"editor_color" "1 1 0"
"editor_mins" "-4 -4 -4"
"editor_maxs" "4 4 4"
"editor_showangle" "1"
"editor_rotatable" "1"
"editor_usage" "Used to display debug text in a level"
"editor_var text" "text to print"
"editor_var force" "if set to 1 prints always otherwise only in developer mode"
"editor_var playerOriented" "if set to 1 text always faces the player"
"spawnclass" "idTextEntity"
}