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db4ab5daaa
* changed gametools path in game definition file (this allows us to store more than one game in the games/ directory) git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@234 8a3a26a2-13c4-0310-b231-cf6edde360e5
140 lines
5.2 KiB
Modula-2
140 lines
5.2 KiB
Modula-2
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
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Starting point for a player.
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"team" the number of the team for this player starting point. 0 is reserved for civilians and critters (use info_civilian_start instead)
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*/
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/*QUAKED info_human_start (0 1 0) (-16 -16 -24) (16 16 32)
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Starting point for a single player human.
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*/
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/*QUAKED info_alien_start (0 0 1) (-16 -16 -24) (16 16 32)
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Starting point for a single player alien.
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*/
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/*QUAKED info_2x2_start (1 1 0) (-32 -32 -24) (32 32 32)
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Starting point for a ugv 2x2 units.
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"team" the number of the team for this player starting point. Only for multiplayer teams.
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*/
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/*QUAKED info_civilian_start (0 1 1) (-16 -16 -24) (16 16 32)
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Starting point for a civilian.
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*/
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/*QUAKED misc_model (1 1 0) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 server_solid glow
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Displays a md2 model.
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Set the level flags correctly!
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Use angles [pitch yaw roll] to rotate the model. pitch (up/down), yaw (left/right) and roll (fall over)
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"model" arbitrary .md2 file to display
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"angles" direction of the model [pitch yaw roll]
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"angle" direction of the model [yaw]
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"skin" skin number (default 0)
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"frame" frame number (default 0) - use frame or anim - but not both
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"anim" is this an animated model (default empty otherwise fill the animname)
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*/
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/*QUAKED misc_particle (0 0 1) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8 noday
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Creates a particle. Particle properties can be set here with a preceding '-' or '+'.
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'-' property is set before calling the particle init function
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'+' do it afterwards
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noday means that the particle is not shown at the day version of the map. E.g. useful for flare particles around streetlight.
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Wait times are of the format "a b". It spawns particles in random intervals ranging from (a) to (a+b) seconds. If no wait time is specified one particle is created at map start.
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"particle" name of the particle definition
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"wait" wait time
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*/
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) day
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Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
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"_color" Color for the light RGB
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"light" intensity 0-255
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"target" entity target name (info_null)
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"_cone"
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"origin"
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"angle" Special values: UP -1; DOWN -2;
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*/
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/*QUAKED light_spot (0 1 0) (-8 -8 -8) (8 8 8) day
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Non-displayed light. All lights are for the night version. If you want them to show up in the day version, too - mark the day flag
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"_color" Color for the light RGB
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"light" intensity 0-255
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"_cone"
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"origin"
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"angle" Special values: UP -1; DOWN -2;
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*/
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/*QUAKED worldspawn (0 0 0) ?
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Only used for the world.
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"maxteams" max. teams for multiplayer
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"maxlevel" highest selectable level
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for spotlights, etc.
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"targetname" target name
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*/
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/*QUAKED info_civilian_target (0.5 0.8 0.1) (-16 -16 -24) (16 16 32)
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Used as a target where civilians try to get in a mission (TODO: Implement me)
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"count" The priority of this waypoint - the lower the number, the nearer the end-target
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*/
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/*QUAKED misc_sound (0.5 1 0.5) (-8 -8 -8) (8 8 8) level1 level2 level3 level4 level5 level6 level7 level8
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Used to play ambient sounds (looped sounds)
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"noise" sound file name relative to sound/ambience
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"volume" 0 - 128
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*/
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/*QUAKED misc_mission (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
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Defines a mission target
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"particle" display a particle
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"time" if set the entity has to be occupied x rounds to win the mission
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"radius" if the entity has to be occupied this defines the radius that is needed
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"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
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*/
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/*QUAKED misc_mission_alien (0.1 0.6 0.3) (-16 -16 -16) (16 16 16) level1 level2 level3 level4 level5 level6 level7 level8
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Defines the alien mission target
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"particle" display a particle
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"time" if set the entity has to be occupied x rounds to win the mission
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"radius" if the entity has to be occupied this defines the radius that is needed
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"health" if set the entity has to be destroyed to win the mission - otherwise is has just to be reached (see time)
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*/
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/*QUAKED func_door (0 .5 .8) ? level1 level2 level3 level4 level5 level6 level7 level8
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"angle" determines the opening direction
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"health" if set, door must be shot open
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"speed" movement speed (100 default)
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"wait" wait before returning (3 default, -1 = never return)
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"lip" lip remaining at end of move (8 default)
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*/
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/*QUAKED func_group (0 0 0) ?
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Only for editor and terrain convenience.
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"terrain"
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"gensurf"
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"phongshading"
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*/
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/*QUAKED func_breakable (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
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"health" damage until destroyed
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"particle" particle id
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"material" material id MAT_GLASS = 0 (default), MAT_METAL = 1, MAT_ELECTRICAL = 2, MAT_WOOD = 3
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*/
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/*QUAKED func_rotating (0 0 0) ? level1 level2 level3 level4 level5 level6 level7 level8
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"health" damage until destroyed
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"particle" particle id
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"speed" rotation speed
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"angle" rotate around this angle - pitch = 0, yaw = 1, roll = 2
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*/
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/*QUAKED trigger_hurt (0 0 0) ? KILL STUN DAZE
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Any entity that touches this will be hurt. It does dmg points of damage each server frame
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"dmg" default 5 (whole numbers only)
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*/
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