as released 2003-11-21
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Docs/CoD_Tools_License.rtf
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\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li360 }}\ls1}}{\info{\title END-USER LICENSE AGREEMENT}{\author David Silverman}{\operator John Fritts}{\creatim\yr2003\mo11\dy11\hr13\min26}{\revtim\yr2003\mo11\dy11\hr13\min26}
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{\printim\yr2003\mo7\dy30\hr19\min3}{\version2}{\edmins0}{\nofpages2}{\nofwords1244}{\nofchars7094}{\*\company Activision}{\nofcharsws8711}{\vern8203}}\margl1728\margr1728\margt907\margb1080 \widowctrl\ftnbj\aenddoc\lytprtmet\formshade\horzdoc\dghspace120
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{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9
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\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \s15\qc \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \b\fs22\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\f1\fs18 END USER SOFTWARE LICENSE AGREEMENT
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\par
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\par }{\i\f1\fs18 CALL OF DUTY MAP MAKING TOOLS
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\par }\pard \s15\qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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\par }\pard\plain \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 \fs20\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\f1\fs18 IMPORTANT - READ CAREFULLY: }{\f1
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These files contain certain design, programming and processing utilities, tools, assets and other resources (the \'93Program Utilities\'94) for use with the }{\i\f1 Call of Duty}{\f1
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map editor that allow you to customize or create new maps, missions, game levels, environments and/or other related game materials for personal use in and with }{\i\f1 Call of Duty }{\f1 (the \'93New Game Materials\'94)}{\f1 .}{\f1
|
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The use of the Program Utilities shall be subject to the Software License Agreement contained within the }{\i\f1 Call of Duty}{\f1 manual, as well as the following additional license terms and restrictions}{\f1\fs18 :
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\par
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\par }{\b\f1\fs18 LIMITED USE LICENSE: }{\f1\fs18 Activision grants you the non-exclusive, non-transferable, limited right and license to u
|
||||
se the Program Utilities solely for your own personal, non-commercial use in order to create the New Game Materials. All rights not specifically granted under this Agreement are reserved by Activision and, as applicable, Activision\rquote
|
||||
s licensors. The Program Utilities are licensed, not sold. This license confers no title or ownership in the Program Utilities and should not be construed as a sale of any rights in the Program Utilities.
|
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\par
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\par }{\b\f1\fs18 LICENSE CONDITIONS:
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\par }{\f1\fs18
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\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
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You agree that, as a condition to your using the P
|
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rogram Utilities, you will not use or allow third parties to use the Program Utilities and/or the New Game Materials created by you for any commercial purposes, including, but not limited to, selling, renting, leasing, licensing, distributing, or otherwis
|
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e
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transferring the ownership of the Program Utilities or the New Game Materials, whether on a stand alone basis or packaged in combination with the New Game Materials created by others, through any and all distribution channels, including, without limitati
|
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o
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n, retail sales and on-line electronic distribution. You agree not to solicit, initiate or encourage any proposal or offer from any person or entity to create any New Game Materials for commercial distribution. You agree to promptly inform Activision in
|
||||
writing of any instances of your receipt of any such proposal or offer.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
If you decide to make available the use of the New Game Materials created by you to other gamers, you agree to do so solely without charge.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
New Game Materials may be created only if such New Game Materials can be used exclusively in combination with the retail version of }{\i\f1\fs18 Call of Duty}{\f1\fs18 . New Game Materials may not be designed to be used as a stand-alone product.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
New Game Materials must not contain any illegal, obscene or defamatory mat
|
||||
erials, materials that infringe rights of privacy and publicity of third parties or (without appropriate irrevocable licenses granted specifically for that purpose) any trademarks, copyright-protected works or other properties of third parties.
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
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||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18 New Game M
|
||||
aterials must contain prominent identification at least in any on-line description and with reasonable duration on the opening screen: (a) the name and E-mail address of the New Game Materials\rquote creator(s) and (b) the words \'93
|
||||
THIS MATERIAL IS NOT MADE OR SUPPORTED BY ACTIVISION.\'94
|
||||
\par }\pard \qj \li0\ri0\widctlpar{\*\pn \pnlvlcont\ilvl0\ls0\pnrnot0\pndec }\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par {\pntext\pard\plain\f3\fs18 \loch\af3\dbch\af0\hich\f3 \'b7\tab}}\pard \qj \fi-360\li360\ri0\widctlpar{\*\pn \pnlvlblt\ilvl0\ls1\pnrnot0\pnf3\pnstart1\pnindent360\pnhang{\pntxtb \'b7}}\nooverflow\faroman\ls1\rin0\lin360\itap0 {\f1\fs18
|
||||
You agree not to export or re-export the Program Utilities or New Game Materials or any copy or adaptation thereof in violation of any applicable laws or regulations.
|
||||
\par }\pard \qj \li0\ri0\widctlpar\nooverflow\faroman\rin0\lin0\itap0 {\f1\fs18
|
||||
\par }{\b\f1\fs18 OWNERSHIP. }{\f1\fs18 All title, ownership rights and intellectual proper
|
||||
ty rights in and to the Program Utilities and any and all copies thereof are owned by Activision or its licensors. The Program Utilities are protected by the copyright laws of the United States, international copyright treaties and conventions and other l
|
||||
aws. The Program Utilities may contain certain licensed materials and, in that event, Activision\rquote
|
||||
s licensors may protect their rights in the event of any violation of this Agreement. You agree not to remove, disable or circumvent any proprietary notices o
|
||||
r labels contained on or within the Program Utilities. All New Game Materials created by you shall be exclusively owned by Activision and/or its licensors as a derivative work (as such term is described under U.S. copyright law) of the Program Utilities
|
||||
and }{\i\f1\fs18 Call of Duty}{\f1\fs18 and Activision and its licensors may use any New Game Materials made publicly available by you for any purpose whatsoever, including but not limited to, for purpose of advertising and promoting }{\i\f1\fs18
|
||||
Call of Duty}{\f1\fs18 .
|
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\par
|
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\par }{\b\f1\fs18 NO WARRANTIES/NO SUPPORT.}{\f1\fs18 }{\b\caps\f28\fs18 THE
|
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RE ARE NO WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESS OR IMPLIED, INCLUDING ANY WARRANTY OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, AND NO OTHER REPRESENTATIONS OR CLAIMS OF ANY KIND SHALL BE BINDING ON OR OBLIGATE ACTIVISI
|
||||
ON. THE PROGRAM UTILITIES ARE PROVIDED TO YOU \'93AS IS.\'94 }{\b\caps\f28
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Activision does not provide technical or customer support for the Program Utilities or the New Game Materials created by using the Program Utilities. All use of such materials is at your own risk.}{\f1\fs18
|
||||
\par
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\par }{\b\f1\fs18 LIMITATION ON DAMAGES. }{\f1\fs18
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IN NO EVENT WILL ACTIVISION BE LIABLE FOR DIRECT, INDIRECT, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSESSION, USE OR MALFUNCTION OF THE PROGRAM UTILITIES, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER
|
||||
FAILURE OR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF ACTIVISION HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. ACTIVISION\rquote
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||||
S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID BY YOU TO ACTIVISION FOR THE
|
||||
LICENSE TO USE THE PROGRAM UTILITIES. SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSION OR LIMITAION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITAIONS AND/OR EXCLUSION OR LIMITAION OF
|
||||
LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTS THAT VARY FROM JURISDICTION TO JURISDICTION.
|
||||
\par
|
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\par }{\b\f1\fs18 TERMINATION.}{\f1\fs18 Without prejudice to any other rights of Activision, this Agreement will terminate autom
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||||
atically if you fail to comply with its terms and conditions. In such event, you must destroy all copies of the Program Utilities and New Game Materials created by you or in your possession.
|
||||
\par
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\par }{\b\f1\fs18 U.S. GOVERNMENT RESTRICTED RIGHTS.}{\f1\fs18 The Program Utilities and documentation have been developed entirely at private expense and are provided as \'93Commercial Computer Software\'94 or \'93restricted computer software.\'94
|
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Use, duplication or disclosure by the U.S. Government or a U.S. Government subcontractor is subject to the res
|
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trictions set forth in subparagraph (c)(1)(ii) of the Rights in Technical Data and Computer Software clauses in DFARS 252.227-7013 or as set forth in subparagraph (c)(1) and (2) of the Commercial Computer Software Restricted Rights clauses at FAR 52.227-1
|
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9, as applicable. The Contractor/Manufacturer is Activision, Inc., 3100 Ocean Park Boulevard, Santa Monica, California 90405.
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\par
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\par }{\b\f1\fs18 INJUNCTION. }{\f1\fs18 Because Activision would be irreparably damaged if the terms of this Agreement were not specifically enforced, you agr
|
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ee that Activision shall be entitled, without bond, other security or proof of damages, to appropriate equitable remedies with respect to breaches of this Agreement, in addition to such other remedies as Activision may otherwise have under applicable laws
|
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.
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||||
\par
|
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\par }{\b\f1\fs18 INDEMNITY.}{\f1\fs18
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||||
You agree to indemnify, defend and hold Activision, its partners, licensors, affiliates, contractors, officers, directors, employees and agents harmless from all damages, losses and expenses arising directly or indirectly from your acts and o
|
||||
missions to act in using the Program Utilities and creating the New Game Materials pursuant to the terms of this Agreement
|
||||
\par
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\par }{\b\f1\fs18 MISCELLANEOUS. }{\f1\fs18 This Agreement represents the complete agreement concerning this license between the parties and supersedes all prio
|
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r agreements and representations between them. It may be amended only by a writing executed by both parties. If any provision of this Agreement is held to be unenforceable for any reason, such provision shall be reformed only to the extent necessary to
|
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m
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ake it enforceable and the remaining provisions of this Agreement shall not be affected. This Agreement shall be construed under California law as such law is applied to agreements between California residents entered into and to be performed within Cali
|
||||
fornia, except as governed by federal law and you consent to the exclusive jurisdiction of the state and federal courts in Los Angeles, California.
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\par
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\par If you have any questions concerning this license, you may contact Activision at 3100 Ocean Park Boulevard, Santa Monica, California 90405, USA, (310) 255-2000, Attn. Business and Legal Affairs, }{\field{\*\fldinst {\f1\fs18
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HYPERLINK "mailto:legal@activision.com" }{\f1\fs18 {\*\datafield
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00d0c9ea79f9bace118c8200aa004ba90b0200000017000000150000006c006500670061006c004000610063007400690076006900730069006f006e002e0063006f006d000000e0c9ea79f9bace118c8200aa004ba90b380000006d00610069006c0074006f003a006c006500670061006c00400061006300740069007600
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6900730069006f006e002e0063006f006d000000}}}{\fldrslt {\cs16\f1\fs18\ul\cf2 legal@activision.com}}}{\f1\fs18 .
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\par
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\par }}
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|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5040\jclisttab\tx5040 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2
|
||||
\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5760\jclisttab\tx5760 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693
|
||||
\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6480\jclisttab\tx6480 }{\listname ;}\listid147018629}{\list\listtemplateid-102098426\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0
|
||||
\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698695\'01\u-3983 ?;}{\levelnumbers;}\f14\fs16\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1080\jclisttab\tx1080 }{\listlevel\levelnfc23
|
||||
\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1800\jclisttab\tx1800 }{\listlevel
|
||||
\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2520
|
||||
\jclisttab\tx2520 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0
|
||||
\fi-360\li3240\jclisttab\tx3240 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3960\jclisttab\tx3960 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4680\jclisttab\tx4680 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689
|
||||
\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5400\jclisttab\tx5400 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext
|
||||
\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6120\jclisttab\tx6120 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0
|
||||
{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6840\jclisttab\tx6840 }{\listname ;}\listid903174836}{\list\listtemplateid-102098426\listhybrid{\listlevel
|
||||
\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li720\jclisttab\tx720
|
||||
}{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1440
|
||||
\jclisttab\tx1440 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2160\jclisttab\tx2160 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2880\jclisttab\tx2880 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2
|
||||
\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3600\jclisttab\tx3600 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext\leveltemplateid67698693
|
||||
\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4320\jclisttab\tx4320 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360\levelindent0{\leveltext
|
||||
\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5040\jclisttab\tx5040 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace360
|
||||
\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5760\jclisttab\tx5760 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1
|
||||
\levelspace360\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6480\jclisttab\tx6480 }{\listname ;}\listid1682313819}{\list\listtemplateid630075922
|
||||
\listhybrid{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid191503832\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0
|
||||
\fi-360\li720\jclisttab\tx720 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1
|
||||
\chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li1800\jclisttab\tx1800 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr
|
||||
\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li2520\jclisttab\tx2520 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers
|
||||
;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3240\jclisttab\tx3240 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698691
|
||||
\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li3960\jclisttab\tx3960 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0\levelindent0{\leveltext
|
||||
\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li4680\jclisttab\tx4680 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1\levelspace0
|
||||
\levelindent0{\leveltext\leveltemplateid67698689\'01\u-3913 ?;}{\levelnumbers;}\f3\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li5400\jclisttab\tx5400 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0\levelstartat1
|
||||
\levelspace0\levelindent0{\leveltext\leveltemplateid67698691\'01o;}{\levelnumbers;}\f2\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6120\jclisttab\tx6120 }{\listlevel\levelnfc23\levelnfcn23\leveljc0\leveljcn0\levelfollow0
|
||||
\levelstartat1\levelspace0\levelindent0{\leveltext\leveltemplateid67698693\'01\u-3929 ?;}{\levelnumbers;}\f14\chbrdr\brdrnone\brdrcf1 \chshdng0\chcfpat1\chcbpat1\fbias0 \fi-360\li6840\jclisttab\tx6840 }{\listname ;}\listid1694304763}}{\*\listoverridetable
|
||||
{\listoverride\listid903174836\listoverridecount0\ls1}{\listoverride\listid1682313819\listoverridecount0\ls2}{\listoverride\listid147018629\listoverridecount0\ls3}{\listoverride\listid1694304763\listoverridecount0\ls4}}{\info
|
||||
{\title CALL OF DUTY\'99 MINIMUM SYSTEM REQUIREMENTS:}{\author bsaavedra}{\operator Dan Hagerty}{\creatim\yr2003\mo11\dy11\hr14\min30}{\revtim\yr2003\mo11\dy18\hr17\min33}{\version4}{\edmins4}{\nofpages1}{\nofwords153}{\nofchars873}
|
||||
{\*\company Activision, Inc.}{\nofcharsws0}{\vern8299}}\widowctrl\ftnbj\aenddoc\noxlattoyen\expshrtn\noultrlspc\dntblnsbdb\nospaceforul\hyphcaps0\formshade\horzdoc\dgmargin\dghspace180\dgvspace180\dghorigin1800\dgvorigin1440\dghshow1\dgvshow1
|
||||
\jexpand\viewkind1\viewscale143\viewzk2\pgbrdrhead\pgbrdrfoot\splytwnine\ftnlytwnine\htmautsp\nolnhtadjtbl\useltbaln\alntblind\lytcalctblwd\lyttblrtgr\lnbrkrule \fet0\sectd \linex0\sectdefaultcl {\*\pnseclvl1\pnucrm\pnstart1\pnindent720\pnhang{\pntxta .}}
|
||||
{\*\pnseclvl2\pnucltr\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl3\pndec\pnstart1\pnindent720\pnhang{\pntxta .}}{\*\pnseclvl4\pnlcltr\pnstart1\pnindent720\pnhang{\pntxta )}}{\*\pnseclvl5\pndec\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}
|
||||
{\*\pnseclvl6\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl7\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl8\pnlcltr\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}{\*\pnseclvl9
|
||||
\pnlcrm\pnstart1\pnindent720\pnhang{\pntxtb (}{\pntxta )}}\pard\plain \ql \li0\ri0\widctlpar\faauto\rin0\lin0\itap0 \fs24\lang1033\langfe1033\cgrid\langnp1033\langfenp1033 {\b\f1 CALL OF DUTY\'99 MINIMUM SYSTEM REQUIREMENTS:
|
||||
\par }{\f1
|
||||
\par }\pard \ql \li360\ri0\widctlpar\faauto\rin0\lin360\itap0 {\f3\fs20 \'b7\tab }{\f1\fs20 Pentium}{\f1\fs20\super \'ae}{\f1\fs20 III 700MHz or Athlon}{\f1\fs20\super \'ae}{\f1\fs20 700MHz processor or higher for systems with Windows}{\f1\fs20\super \'ae}{
|
||||
\f1\fs20 2000/XP
|
||||
\par }\pard \ql \fi-360\li720\ri0\widctlpar\faauto\rin0\lin720\itap0 {\f3\fs20 \'b7\tab }{\f1\fs20 Microsoft}{\f1\fs20\super \'ae}{\f1\fs20 Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 128MB of RAM
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 20MB of uncompressed free hard disk space (plus 250MB for Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP swap file)
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 100% Windows}{\f1\fs20\super \'ae}{\f1\fs20 2000/XP compatible mouse, keyboard and latest drivers
|
||||
\par }{\f3\fs20 \'b7\tab }{\f1\fs20 DirectX}{\f1\fs20\super \'ae}{\f1\fs20 9.0b (not included)
|
||||
\par
|
||||
\par }}
|
11
Docs/CoD_Tools_Readme.txt
Normal file
11
Docs/CoD_Tools_Readme.txt
Normal file
|
@ -0,0 +1,11 @@
|
|||
Call Of Duty
|
||||
Map & Mod Tools
|
||||
===============
|
||||
|
||||
IMPORTANT NOTE: These tools are not supported by Activision Customer Support.
|
||||
|
||||
The Call Of Duty tools are not designed to run on Microsoft Windows® 98 or ME. They are designed to run on Windows® 2000 or XP.
|
||||
|
||||
The Map & Mod tools must be installed to an existing, valid Call of Duty directory. The installer will detect the location of your CoD installation automatically.
|
||||
|
||||
On running CoDRadiant for the first time, you will need to load the included cod.qe4 project file which is located in "tools/bin". If you ever reinstall CoDRadiant to a different location you will need to reload this project file from the new location.
|
67
Tools/aitype/aitype.gdt
Normal file
67
Tools/aitype/aitype.gdt
Normal file
|
@ -0,0 +1,67 @@
|
|||
|
||||
{
|
||||
"sample_aitype" ( "aitype.gdf" )
|
||||
{
|
||||
"radiantModel" "Airborne"
|
||||
"team" "allies"
|
||||
"accuracy" "0.2"
|
||||
"health" "100"
|
||||
"weapon" "thompson"
|
||||
"secondaryweapon" ""
|
||||
"grenadeWeapon" "fraggrenade"
|
||||
"scariness" "1"
|
||||
"bravery" "6"
|
||||
"grenadeAmmo" "0"
|
||||
"comments" ""
|
||||
"character1" "Foley"
|
||||
"character2" "sample_character"
|
||||
"character3" ""
|
||||
"character4" ""
|
||||
"character5" ""
|
||||
"character6" ""
|
||||
"character7" ""
|
||||
"character8" ""
|
||||
"character9" ""
|
||||
"character10" ""
|
||||
"character11" ""
|
||||
"character12" ""
|
||||
"character13" ""
|
||||
"character14" ""
|
||||
"character15" ""
|
||||
"character16" ""
|
||||
"character17" ""
|
||||
"character18" ""
|
||||
"character19" ""
|
||||
"character20" ""
|
||||
"character21" ""
|
||||
"character22" ""
|
||||
"character23" ""
|
||||
"character24" ""
|
||||
"character25" ""
|
||||
"character26" ""
|
||||
"character27" ""
|
||||
"character28" ""
|
||||
"character29" ""
|
||||
"character30" ""
|
||||
"character31" ""
|
||||
"character32" ""
|
||||
"character33" ""
|
||||
"character34" ""
|
||||
"character35" ""
|
||||
"character36" ""
|
||||
"character37" ""
|
||||
"character38" ""
|
||||
"character39" ""
|
||||
"character40" ""
|
||||
"character41" ""
|
||||
"character42" ""
|
||||
"character43" ""
|
||||
"character44" ""
|
||||
"character45" ""
|
||||
"character46" ""
|
||||
"character47" ""
|
||||
"character48" ""
|
||||
"character49" ""
|
||||
"character50" ""
|
||||
}
|
||||
}
|
121
Tools/aitype/character.gdt
Normal file
121
Tools/aitype/character.gdt
Normal file
|
@ -0,0 +1,121 @@
|
|||
|
||||
{
|
||||
"Foley" ( "character.gdf" )
|
||||
{
|
||||
"body" "character_Foley"
|
||||
"bodyAlias" ""
|
||||
"head" "head_Foley"
|
||||
"headAlias" ""
|
||||
"hat" "gear_US_helmet_scrim"
|
||||
"hatAlias" ""
|
||||
"viewmodel" ""
|
||||
"TAG_BELT_BACK" ""
|
||||
"TAG_BELT_BACK_required" "0"
|
||||
"TAG_BELT_BACKLEFT" ""
|
||||
"TAG_BELT_BACKLEFT_required" "0"
|
||||
"TAG_BELT_BACKRIGHT" ""
|
||||
"TAG_BELT_BACKRIGHT_required" "0"
|
||||
"TAG_BELT_FRONT" ""
|
||||
"TAG_BELT_FRONT_required" "0"
|
||||
"TAG_BELT_FRONTLEFT" ""
|
||||
"TAG_BELT_FRONTLEFT_required" "0"
|
||||
"TAG_BELT_FRONTRIGHT" ""
|
||||
"TAG_BELT_FRONTRIGHT_required" "0"
|
||||
"TAG_BELT_LEFT" ""
|
||||
"TAG_BELT_LEFT_required" "0"
|
||||
"TAG_BELT_RIGHT" ""
|
||||
"TAG_BELT_RIGHT_required" "0"
|
||||
"TAG_BREASTPOCKET_LEFT" ""
|
||||
"TAG_BREASTPOCKET_LEFT_required" "0"
|
||||
"TAG_BREASTPOCKET_RIGHT" ""
|
||||
"TAG_BREASTPOCKET_RIGHT_required" "0"
|
||||
"TAG_CALF_LEFT" ""
|
||||
"TAG_CALF_LEFT_required" "0"
|
||||
"TAG_CALF_RIGHT" ""
|
||||
"TAG_CALF_RIGHT_required" "0"
|
||||
"TAG_HELMET" ""
|
||||
"TAG_HELMET_required" "0"
|
||||
"TAG_HELMETSIDE" ""
|
||||
"TAG_HELMETSIDE_required" "0"
|
||||
"TAG_SHIN_LEFT" ""
|
||||
"TAG_SHIN_LEFT_required" "0"
|
||||
"TAG_SHIN_RIGHT" ""
|
||||
"TAG_SHIN_RIGHT_required" "0"
|
||||
"TAG_THIGH_LEFT" ""
|
||||
"TAG_THIGH_LEFT_required" "0"
|
||||
"TAG_THIGH_RIGHT" ""
|
||||
"TAG_THIGH_RIGHT_required" "0"
|
||||
"TAG_WEAPON_LEFT" ""
|
||||
"TAG_WEAPON_LEFT_required" "0"
|
||||
"TAG_WEAPON_RIGHT" ""
|
||||
"TAG_WEAPON_RIGHT_required" "0"
|
||||
"TAG_ORIGIN" ""
|
||||
"TAG_ORIGIN_required" "0"
|
||||
"misc1" "gear_US_Foley"
|
||||
"misc1_required" "0"
|
||||
"misc2" ""
|
||||
"misc2_required" "0"
|
||||
"misc3" ""
|
||||
"misc3_required" "0"
|
||||
"voice" "foley"
|
||||
}
|
||||
"sample_character" ( "character.gdf" )
|
||||
{
|
||||
"body" ""
|
||||
"bodyAlias" "sample_bodyAlias"
|
||||
"head" "head_Foley"
|
||||
"headAlias" ""
|
||||
"hat" ""
|
||||
"hatAlias" ""
|
||||
"viewmodel" ""
|
||||
"TAG_BELT_BACK" ""
|
||||
"TAG_BELT_BACK_required" "0"
|
||||
"TAG_BELT_BACKLEFT" ""
|
||||
"TAG_BELT_BACKLEFT_required" "0"
|
||||
"TAG_BELT_BACKRIGHT" ""
|
||||
"TAG_BELT_BACKRIGHT_required" "0"
|
||||
"TAG_BELT_FRONT" ""
|
||||
"TAG_BELT_FRONT_required" "0"
|
||||
"TAG_BELT_FRONTLEFT" ""
|
||||
"TAG_BELT_FRONTLEFT_required" "0"
|
||||
"TAG_BELT_FRONTRIGHT" ""
|
||||
"TAG_BELT_FRONTRIGHT_required" "0"
|
||||
"TAG_BELT_LEFT" ""
|
||||
"TAG_BELT_LEFT_required" "0"
|
||||
"TAG_BELT_RIGHT" ""
|
||||
"TAG_BELT_RIGHT_required" "0"
|
||||
"TAG_BREASTPOCKET_LEFT" ""
|
||||
"TAG_BREASTPOCKET_LEFT_required" "0"
|
||||
"TAG_BREASTPOCKET_RIGHT" ""
|
||||
"TAG_BREASTPOCKET_RIGHT_required" "0"
|
||||
"TAG_CALF_LEFT" ""
|
||||
"TAG_CALF_LEFT_required" "0"
|
||||
"TAG_CALF_RIGHT" ""
|
||||
"TAG_CALF_RIGHT_required" "0"
|
||||
"TAG_HELMET" ""
|
||||
"TAG_HELMET_required" "0"
|
||||
"TAG_HELMETSIDE" ""
|
||||
"TAG_HELMETSIDE_required" "0"
|
||||
"TAG_SHIN_LEFT" ""
|
||||
"TAG_SHIN_LEFT_required" "0"
|
||||
"TAG_SHIN_RIGHT" ""
|
||||
"TAG_SHIN_RIGHT_required" "0"
|
||||
"TAG_THIGH_LEFT" ""
|
||||
"TAG_THIGH_LEFT_required" "0"
|
||||
"TAG_THIGH_RIGHT" ""
|
||||
"TAG_THIGH_RIGHT_required" "0"
|
||||
"TAG_WEAPON_LEFT" ""
|
||||
"TAG_WEAPON_LEFT_required" "0"
|
||||
"TAG_WEAPON_RIGHT" ""
|
||||
"TAG_WEAPON_RIGHT_required" "0"
|
||||
"TAG_ORIGIN" ""
|
||||
"TAG_ORIGIN_required" "0"
|
||||
"misc1" ""
|
||||
"misc1_required" "0"
|
||||
"misc2" ""
|
||||
"misc2_required" "0"
|
||||
"misc3" ""
|
||||
"misc3_required" "0"
|
||||
"voice" "american"
|
||||
}
|
||||
}
|
56
Tools/aitype/xmodelalias.gdt
Normal file
56
Tools/aitype/xmodelalias.gdt
Normal file
|
@ -0,0 +1,56 @@
|
|||
|
||||
{
|
||||
"sample_bodyAlias" ( "xmodelalias.gdf" )
|
||||
{
|
||||
"model1" "Airborne"
|
||||
"model2" "character_Foley"
|
||||
"model3" ""
|
||||
"model4" ""
|
||||
"model5" ""
|
||||
"model6" ""
|
||||
"model7" ""
|
||||
"model8" ""
|
||||
"model9" ""
|
||||
"model10" ""
|
||||
"model11" ""
|
||||
"model12" ""
|
||||
"model13" ""
|
||||
"model14" ""
|
||||
"model15" ""
|
||||
"model16" ""
|
||||
"model17" ""
|
||||
"model18" ""
|
||||
"model19" ""
|
||||
"model20" ""
|
||||
"model21" ""
|
||||
"model22" ""
|
||||
"model23" ""
|
||||
"model24" ""
|
||||
"model25" ""
|
||||
"model26" ""
|
||||
"model27" ""
|
||||
"model28" ""
|
||||
"model29" ""
|
||||
"model30" ""
|
||||
"model31" ""
|
||||
"model32" ""
|
||||
"model33" ""
|
||||
"model34" ""
|
||||
"model35" ""
|
||||
"model36" ""
|
||||
"model37" ""
|
||||
"model38" ""
|
||||
"model39" ""
|
||||
"model40" ""
|
||||
"model41" ""
|
||||
"model42" ""
|
||||
"model43" ""
|
||||
"model44" ""
|
||||
"model45" ""
|
||||
"model46" ""
|
||||
"model47" ""
|
||||
"model48" ""
|
||||
"model49" ""
|
||||
"model50" ""
|
||||
}
|
||||
}
|
BIN
Tools/bin/CoDRadiant.exe
Normal file
BIN
Tools/bin/CoDRadiant.exe
Normal file
Binary file not shown.
BIN
Tools/bin/asset_manager.exe
Normal file
BIN
Tools/bin/asset_manager.exe
Normal file
Binary file not shown.
541
Tools/bin/cod.def
Normal file
541
Tools/bin/cod.def
Normal file
|
@ -0,0 +1,541 @@
|
|||
/*QUAKED info_grenade_hint (0.4 0.6 0.8) (-4 -4 -4) (4 4 4)
|
||||
AI will try to get a grenade to go through this point in space when throwing a grenade. This is how AI understand throwing grenades through windows and doors.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_player_start (1 0 0) (-16 -16 0) (16 16 72)
|
||||
equivelant to info_player_deathmatch
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_group (0 0 0) ?
|
||||
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_cullgroup (0 .5 .5) ?
|
||||
Used to group brushes together for culling in the portal-based renderer. They are turned into world brushes by the utilities.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
|
||||
Used as a positional target for in-game calculation, like jumppad targets.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_notnull_big (1 0 0) (-16 -16 -24) (16 16 32)
|
||||
info_notnull with a bigger box for ease of positioning
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear angle
|
||||
Non-displayed light.
|
||||
"light" overrides the default 300 intensity.
|
||||
Nonlinear checkbox gives inverse square falloff instead of linear
|
||||
Angle adds light:surface angle calculations (only valid for "Linear" lights) (wolf)
|
||||
Lights pointed at a target will be spotlights.
|
||||
"radius" overrides the default 64 unit radius of a spotlight at the target point.
|
||||
"exponent" changes the default 0 exponent for the angle falloff. Must be a non-negative integer. High numbers (10-20) are needed for narrow spotlight angles to show falloff over angle.
|
||||
"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf)
|
||||
"overbrightShift" controls overbright radius. 0 is default, 1 is no overbrighting at all, fractions in between do linear interpolation.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD NO_SHADOW
|
||||
If the misc_model has a targetname, it is kept as a server-side entity, so game scripts can modify it.
|
||||
If the misc_model does not have a targetname, it is only in the renderer on the client, so it cannot change.
|
||||
"model" arbitrary xmodel file to display
|
||||
"modelscale" scale multiplier (defaults to 1x, and scales uniformly)
|
||||
"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested)
|
||||
ORIENT_LOD - if flagged, the entity will yaw towards the player when the LOD switches
|
||||
NO_SHADOW - the opaque surfaces will not cast shadows
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
|
||||
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
|
||||
This must be within 64 world units of the surface!
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) slowrotate fastrotate
|
||||
The target for a misc_portal_director. 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 corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF
|
||||
Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb).
|
||||
"scale" will designate a multiplier to the default size. (so 2.0 is 2xdefault size, 0.5 is half)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_mg42 (1 0 0) (-16 -16 0) (16 16 56) x x
|
||||
weaponinfo - weapon info
|
||||
leftarc - horizonal left fire arc.
|
||||
rightarc - horizonal left fire arc.
|
||||
toparc - vertical top fire arc.
|
||||
bottomarc - vertical bottom fire arc.
|
||||
convergencetime - time (in seconds) to converge to target.
|
||||
maxrange - maximum firing/sight range.
|
||||
damage - determines how much the weapon will inflict if a non player uses it
|
||||
accuracy - all guns are 100% accurate a value of 0.5 would make it 50%
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED misc_turret (1 0 0) (-16 -16 0) (16 16 56) x x
|
||||
weaponinfo - weapon info
|
||||
leftarc - horizonal left fire arc.
|
||||
rightarc - horizonal left fire arc.
|
||||
toparc - vertical top fire arc.
|
||||
bottomarc - vertical bottom fire arc.
|
||||
convergencetime - time (in seconds) to converge to target.
|
||||
maxrange - maximum firing/sight range.
|
||||
damage - determines how much the weapon will inflict if a non player uses it
|
||||
accuracy - all guns are 100% accurate a value of 0.5 would make it 50%
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_door (0 .5 .8) ? START_OPEN TOGGLE CRUSHER TOUCH SHOOT-THRU
|
||||
TOGGLE wait in both the start and end states for a trigger event.
|
||||
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
|
||||
NOMONSTER monsters will not trigger this door
|
||||
SHOOT-THRU Bullets don't stop when they hit the door. Set "shoot_thru_scale" with bullet damage scale (see below)
|
||||
|
||||
"key" set to any non-zero value to start door as locked
|
||||
"angle" determines the opening direction
|
||||
"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
|
||||
"speed" movement speed (100 default)
|
||||
"closespeed" optional different movement speed for door closing
|
||||
"wait" wait before returning (3 default, -1 = never return)
|
||||
"lip" lip remaining at end of move (8 default)
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"health" if set, the door must be shot open
|
||||
"teamname" team name. other doors with same team name will open/close in syncronicity
|
||||
"noisescale"multiplier for how far the noise from the door will travel to alert AI
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_static (0 .5 .8) ? start_invis pain painEFX
|
||||
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"start_invis" will start the entity as non-existant
|
||||
If targeted, it will toggle existance when triggered
|
||||
|
||||
pain will use its target
|
||||
|
||||
When using pain you will need to specify the delay time
|
||||
value of 1 = 1 sec 2 = 2 sec so on...
|
||||
default is 1 sec you can use decimals
|
||||
example :
|
||||
delay
|
||||
1.27
|
||||
|
||||
painEFX will spawn a shards
|
||||
example:
|
||||
shard
|
||||
4
|
||||
will spawn rubble
|
||||
|
||||
shard default is 4
|
||||
|
||||
shard =
|
||||
shard_glass = 0,
|
||||
shard_wood = 1,
|
||||
shard_metal = 2,
|
||||
shard_ceramic = 3,
|
||||
shard_pebbles = 4
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_rotating (0 .5 .8) ? START_ON STARTINVIS X_AXIS Y_AXIS
|
||||
You need to have an origin brush as part of this entity.
|
||||
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.
|
||||
|
||||
"speed" determines how fast it moves; default value is 100.
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS
|
||||
Normally bobs on the Z axis
|
||||
"height" amplitude of bob (32 default)
|
||||
"speed" seconds to complete a bob cycle (4 default)
|
||||
"phase" the 0.0 to 1.0 offset in the cycle to start at
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_pendulum (0 .5 .8) ?
|
||||
You need to have an origin brush as part of this entity.
|
||||
Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions.
|
||||
Pendulum frequency is a physical constant based on the length of the beam and gravity.
|
||||
"speed" the number of degrees each way the pendulum swings, (30 default)
|
||||
"phase" the 0.0 to 1.0 offset in the cycle to start at
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN TOGGLE X_AXIS Y_AXIS REVERSE FORCE x
|
||||
You need to have an origin brush as part of this entity.
|
||||
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 and Y are checked, the default of Z will be used).
|
||||
FORCE door opens even if blocked
|
||||
|
||||
"key" set to any non-zero value to start door as locked
|
||||
"degrees" determines how many degrees it will turn (90 default)
|
||||
"speed" movement speed (100 default)
|
||||
"closespeed" optional different movement speed for door closing
|
||||
"time" how many milliseconds it will take to open 1 sec = 1000
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
"teamname" team name. other doors with same team name will open/close in syncronicity
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_use (.3 .5 .8) STARTOFF HAS_USER
|
||||
when activated will use its target
|
||||
"delay" - time (in seconds) before it can be used again
|
||||
"offnoise" - specifies an alternate sound
|
||||
"cursorhint" - sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
|
||||
"hintstring" - hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb"
|
||||
|
||||
"cursorhint" cursor types:
|
||||
HINT_INHERIT
|
||||
HINT_NONE
|
||||
HINT_ACTIVATE
|
||||
HINT_NOACTIVATE
|
||||
HINT_DOOR
|
||||
HINT_DOOR_LOCKED
|
||||
HINT_MG42
|
||||
HINT_HEALTH
|
||||
HINT_LADDER
|
||||
HINT_EXIT
|
||||
HINT_FRIENDLY
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
|
||||
"fov" for the skybox default is 90
|
||||
To have the portal sky fogged, enter any of the following values:
|
||||
"fogcolor" (r g b) (values 0.0-1.0)
|
||||
"fognear" distance from entity to start fogging
|
||||
"fogfar" distance from entity that fog is opaque
|
||||
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_brushmodel (0 .5 .8) ? DYNAMICPATH
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_model (1 0 0) (-16 -16 -16) (16 16 16)
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_origin (1 0 0) (-8 -8 -8) (8 8 8)
|
||||
|
||||
"color" constantLight color
|
||||
"light" constantLight radius
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_vehicle_node (0.0 0.8 0.0) (-24 -24 -24) (24 24 24) START_NODE
|
||||
"targetname" - name of this node
|
||||
"target" - name of next node in this path
|
||||
"speed" - speed[mph] vehicle should have at this node
|
||||
"lookahead" - time[sec] vehicle should look ahead at this node
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED info_vehicle_node_rotate (0.2 0.4 1.0) (-24 -24 -24) (24 24 24) START_NODE
|
||||
"targetname" - name of this node
|
||||
"target" - name of next node in this path
|
||||
"speed" - speed[mph] vehicle should have at this node
|
||||
"lookahead" - time[sec] vehicle should look ahead at this node
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED script_vehicle (1 0 0) (-16 -16 -16) (16 16 16) USABLE
|
||||
"targetname" - name of this vehicle
|
||||
"model" - xmodel file to use as vehicle
|
||||
"vehicletype" - name of vehicle type to use in AssetManager
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED worldspawn (0 0 0) ? sun_cameraflare x x x x NO_GT_WOLF NO_STOPWATCH NO_CHECKPOINT
|
||||
|
||||
Every map should have exactly one worldspawn.
|
||||
"music" Music wav file. Can optionally specify intro & loop files to play
|
||||
"ambienttrack" Ambient wav file.
|
||||
"gravity" 800 is default gravity
|
||||
"message" Text to print during connection process
|
||||
"ambient" Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
|
||||
"_color" Ambient light color (RGB triple, must be used with 'ambient')
|
||||
"sun" Shader to use for 'sun' image
|
||||
"suncolor" RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
|
||||
"sunlight" Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
|
||||
"sundiffusecolor" RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
|
||||
"diffusefraction" fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
|
||||
"sundirection" pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0)
|
||||
"minlight" minimum intensity for a lightmap pixel (does not affect models in-game)
|
||||
"minlightcolor" color to clamp to for minlight (color gets normalized)
|
||||
"northyaw" yaw angle that denotes the direction of north
|
||||
|
||||
Multiplayer specific stuff:
|
||||
NO_GT_WOLF specifies no objective mode for this map
|
||||
NO_STOPWATCH specifies no stopwatch mode for this map
|
||||
NO_CHECKPOINT specifies no checkpoint mode for this map
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_multiple (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
|
||||
"wait" : Seconds between triggerings, 0.5 default, -1 = one time only.
|
||||
"random" wait variance, default is 0
|
||||
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_friendlychain (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER
|
||||
Forces any touching entity to be considered on the targeted friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_hurt (1 .3 .1) ? START_OFF PLAYER_ONLY SILENT NO_PROTECTION SLOW ONCE
|
||||
Any entity that touches this will be hurt.
|
||||
It does dmg points of damage each server frame
|
||||
Targeting the trigger will toggle its on / off state.
|
||||
|
||||
PLAYER_ONLY - only damages the player
|
||||
SILENT - supresses playing the sound
|
||||
NO_PROTECTION - *nothing* stops the damage
|
||||
SLOW - changes the damage rate to once per second
|
||||
|
||||
"dmg" default 5 (whole numbers only)
|
||||
|
||||
"life" time this brush will exist if value is zero will live for ever ei 0.5 sec 2.sec
|
||||
default is zero
|
||||
|
||||
the entity must be used first before it will count down its life
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_once (1 .3 .1) ? AI_AXIS AI_ALLIES AI_NEUTRAL NOTPLAYER VEHICLE
|
||||
Must be targeted at one or more entities.
|
||||
Once triggered, this entity is destroyed
|
||||
(you can actually do the same thing with trigger_multiple with a wait of -1)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_damage (1 .3 .1) ? PISTOL_NO RIFLE_NO PROJ_NO EXPLOSION_NO SPLASH_NO MELEE_NO FLAME_NO - MISC_NO
|
||||
Trigger that responds to taking damage.
|
||||
|
||||
"wait" base time between triggering all targets, default is 1
|
||||
"random" wait variance, default is 0
|
||||
so, the basic time between firing is a random time between
|
||||
(wait - random) and (wait + random)
|
||||
"accumulate" If set, this much damage must be accumulated before it will trigger
|
||||
"threshold" If set, the min amount of damage that must be done to it to trigger it
|
||||
|
||||
Note that accumulate & threshold can used at the same time.
|
||||
|
||||
PISTOL_NO turns off response to pistol damage
|
||||
RIFLE_NO turns off response to rifle damage
|
||||
PROJ_NO turns off response to projectile damage
|
||||
SPLASH_NO turns off response to splash damage
|
||||
MELEE_NO turns off response to melee damage
|
||||
FLAME_NO turns off response to fire damage
|
||||
MISC_NO turns off response to all other misc types of damage
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED trigger_lookat (1 .3 .1)
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_pathnode (1 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - face this way when at this node on a friendly chain
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_stand (0 .54 .66) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_crouch (0 .93 .72) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_prone (0 .60 .46) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH -
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_right (.85 .85 .10) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_left (1 .7 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_wide_right (.75 .75 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_cover_wide_left (.75 .525 .375) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - cover is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_stand (0 0 1) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_crouch (0 0 .75) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND - DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_concealment_prone (0 0 .5) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH -
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - concealment is valid against enemies from this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_stack (.87 0 .41) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - face this direction while stacking here
|
||||
|
||||
This node must target a cover node or another stack node. It is treated as overflow for the first targeted non-stack node.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_reacquire (.52 .52 .60) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - node can reacquire against enemies in this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_balcony (.5 .5 0) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN - DONT_CROUCH DONT_PRONE NO_RAILING
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
NO_RAILING - the balcony is against a ledge and not a railing
|
||||
angles - the edge is in this direction
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_scripted (.72 .72 .83) (-16 -16 -16) (16 16 16) DONT_LINK NOT_CHAIN DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
DONT_LINK - node is not included in navigation data
|
||||
NOT_CHAIN - node cannot start a friendly chain
|
||||
angles - orients the node for the animation
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_negotiation_begin (.5 .6 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE STOP_FIRST
|
||||
STOP_FIRST - if set, the AI comes to a complete stop before starting the node's animation script
|
||||
"animscript" - name without path or extension of the animation script to play when you reach this node. This script must be in "animscripts/traverse/".
|
||||
Must target a single "node_negotiation_end".
|
||||
Always contributes to navigation data.
|
||||
Can never be included in a friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED node_negotiation_end (.6 .5 .5) (-16 -16 -16) (16 16 16) - - DONT_STAND DONT_CROUCH DONT_PRONE
|
||||
Must be targeted by a "node_negotiation_begin".
|
||||
Always contributes to navigation data.
|
||||
Can never be included in a friendly chain.
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED mp_target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
|
||||
Set "message" to the name of this location.
|
||||
Set "count" to 0-7 for color.
|
||||
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
|
||||
|
||||
Closest target_location in sight used for the location, if none
|
||||
in site, closest in distance
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_ammo_stielhandgranate_open (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/ammo_stielhandgranate1"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_ammo_stielhandgranate_closed (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/ammo_stielhandgranate2"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_small"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_medium"
|
||||
*/
|
||||
|
||||
|
||||
/*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED SPIN - RESPAWN
|
||||
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
|
||||
defaultmdl="xmodel/health_large"
|
||||
*/
|
||||
|
||||
|
101
Tools/bin/cod.ini
Normal file
101
Tools/bin/cod.ini
Normal file
|
@ -0,0 +1,101 @@
|
|||
; command mapping for QERadiant
|
||||
;
|
||||
; syntax is as follows
|
||||
; Command name=keystroke
|
||||
;
|
||||
; use +alt, shift or ctrl to modify the keys (you can combine them)
|
||||
; i.e.
|
||||
; EntityColor=k+ctrl
|
||||
;
|
||||
; the special keys are as follows
|
||||
;
|
||||
; UP=Cursor up
|
||||
; DOWN=Cursor down
|
||||
; LEFT=Cursor left
|
||||
; RIGHT=Cursor right
|
||||
; SPACE=space
|
||||
; BACKSPACE=back space
|
||||
; ESCAPE=escape
|
||||
; END=end
|
||||
; INSERT=insert
|
||||
; DELETE=delete
|
||||
; PAGEUP=page up
|
||||
; PAGEDOWN=page down
|
||||
; TAB=tab
|
||||
; RETURN=return (enter)
|
||||
; F1..F2=f1 .. f12
|
||||
; COMMAN=,
|
||||
; PERIOD=.
|
||||
; PLUS=+
|
||||
; MULTIPLY=*
|
||||
; SUBTRACT=-
|
||||
CubicClipping=0
|
||||
CubicScale=16
|
||||
WhichGame=CoD
|
||||
ALTEdgeDrag=1
|
||||
UseTextureBar=0
|
||||
FaceColors=0
|
||||
|
||||
[Commands]
|
||||
EntityColor=K
|
||||
CameraForward=UP
|
||||
CameraBack=DOWN
|
||||
CameraLeft=LEFT
|
||||
CameraRight=RIGHT
|
||||
CameraUp=D
|
||||
CameraDown=C
|
||||
CameraAngleUp=A
|
||||
CameraAngleDown=Z
|
||||
CameraStrafeRight=PERIOD
|
||||
CameraStrafeLeft=COMMA
|
||||
ToggleGrid=0
|
||||
SetGrid1=1
|
||||
SetGrid2=2
|
||||
SetGrid4=3
|
||||
SetGrid8=4
|
||||
SetGrid16=5
|
||||
SetGrid32=6
|
||||
SetGrid64=7
|
||||
DragEdges=E
|
||||
DragVertices=V
|
||||
ViewEntityInfo=N
|
||||
ViewConsole=O
|
||||
ViewTextures=T
|
||||
SurfaceInspector=S
|
||||
CloneSelection=SPACE
|
||||
DeleteSelection=BACKSPACE
|
||||
UnSelectSelection=ESCAPE
|
||||
CenterView=END
|
||||
ZoomOut=INSERT
|
||||
ZoomIn=DELETE
|
||||
ZZoomOut=INSERT+ctrl
|
||||
ZZoomIn=DELETE+ctrl
|
||||
UpFloor=PAGEUP
|
||||
DownFloor=PAGEDOWN
|
||||
ToggleClipper=X
|
||||
ClipSelected=RETURN
|
||||
FlipClip=~
|
||||
SplitSelected=RETURN+shift
|
||||
; ToggleRealtime=R
|
||||
MouseRotate=R
|
||||
EntityList=L
|
||||
MapInfo=M
|
||||
Preferences=P
|
||||
ToggleCamera=C+shift+ctrl
|
||||
ToggleConsole=O+shift+ctrl
|
||||
ToggleView=V+shift+ctrl
|
||||
ToggleZ=Z+shift+ctrl
|
||||
ConnectSelection=W
|
||||
Brush3Sided=3+ctrl
|
||||
Brush4Sided=4+ctrl
|
||||
Brush5Sided=5+ctrl
|
||||
Brush6Sided=6+ctrl
|
||||
Brush7Sided=7+ctrl
|
||||
Brush8Sided=8+ctrl
|
||||
Brush9Sided=9+ctrl
|
||||
NextLeakSpot=K+ctrl+shift
|
||||
PrevLeakSpot=L+ctrl+shift
|
||||
FileOpen=O+ctrl
|
||||
FileSave=S+ctrl
|
||||
NextView=TAB+ctrl
|
||||
Center2DOnCamera=X+alt
|
12
Tools/bin/cod.qe4
Normal file
12
Tools/bin/cod.qe4
Normal file
|
@ -0,0 +1,12 @@
|
|||
{
|
||||
"basegame" ""
|
||||
"game" ""
|
||||
"brush_primit" "0"
|
||||
"autosave" "autosave.map"
|
||||
"texturepath" "textures"
|
||||
"entitypath" "..\bin\cod.def"
|
||||
"mapspath" "..\..\main\maps"
|
||||
"remotebasepath" "..\..\"
|
||||
"rshcmd" "..\bin\"
|
||||
"basepath" "..\..\"
|
||||
}
|
BIN
Tools/bin/converter.exe
Normal file
BIN
Tools/bin/converter.exe
Normal file
Binary file not shown.
84
Tools/bin/flare.cfg
Normal file
84
Tools/bin/flare.cfg
Normal file
|
@ -0,0 +1,84 @@
|
|||
//-----------------------------------------------------------------------------------------
|
||||
//
|
||||
// config file for FLARE light compiler
|
||||
// this file always gets automatically executed after the command line has finished parsing
|
||||
//
|
||||
//-----------------------------------------------------------------------------------------
|
||||
|
||||
//---------------------------------------------
|
||||
// command keys
|
||||
|
||||
bind escape "quit"
|
||||
|
||||
//---------------------------------------------
|
||||
// movement
|
||||
|
||||
set movespeed 512
|
||||
set sensitivity 5
|
||||
set m_pitch 0.022
|
||||
set m_yaw 0.022
|
||||
|
||||
bind s "+moveleft"
|
||||
bind f "+moveright"
|
||||
bind d "+back"
|
||||
bind e "+forward"
|
||||
bind mouse2 "+forward"
|
||||
bind space "+moveup"
|
||||
bind shift "+movedown"
|
||||
|
||||
//---------------------------------------------
|
||||
// leak points and bsp testing
|
||||
|
||||
bind [ "inc leakpoint"
|
||||
bind ] "dec leakpoint"
|
||||
bind \ "set leakpoint 0"
|
||||
bind l "toggle r_showleaf"
|
||||
bind semicolon "toggle r_lockleaf"
|
||||
|
||||
// bspleaf is the one in the bsp from q3map
|
||||
|
||||
bind b "toggle r_showbspleaf"
|
||||
|
||||
//---------------------------------------------
|
||||
// debug stepping commands
|
||||
|
||||
bind f10 step
|
||||
bind f11 stepin
|
||||
bind f5 stepout
|
||||
|
||||
bind f8 resetbreakpoints
|
||||
bind f9 togglebreakpoint
|
||||
|
||||
//---------------------------------------------
|
||||
// rendering
|
||||
|
||||
bind w "toggle r_wireframe"
|
||||
bind r "toggle r_fullbright"
|
||||
bind t "toggle r_textured"
|
||||
bind o "overbright"
|
||||
bind p "lmapfilter"
|
||||
bind i "toggle r_showoccluders"
|
||||
bind j "jumptolight"
|
||||
bind k "toggle r_showlights"
|
||||
bind g "toggle r_showgrid"
|
||||
bind . "toggle r_picklight"
|
||||
bind y "toggle r_showbreakpoints"
|
||||
bind n "toggle r_shownormals"
|
||||
|
||||
//---------------------------------------------
|
||||
// zoom
|
||||
|
||||
bind 1 "set r_fov 90"
|
||||
bind 2 "set r_fov 75"
|
||||
bind 3 "set r_fov 60"
|
||||
bind 4 "set r_fov 45"
|
||||
bind 5 "set r_fov 30"
|
||||
bind 6 "set r_fov 20"
|
||||
bind 7 "set r_fov 15"
|
||||
bind 8 "set r_fov 10"
|
||||
|
||||
//---------------------------------------------
|
||||
// convenient speed toggle
|
||||
|
||||
bind mwheelup "add 64 movespeed"
|
||||
bind mwheeldown "add -64 movespeed"
|
BIN
Tools/bin/flare.exe
Normal file
BIN
Tools/bin/flare.exe
Normal file
Binary file not shown.
BIN
Tools/bin/q3map.exe
Normal file
BIN
Tools/bin/q3map.exe
Normal file
Binary file not shown.
BIN
Tools/bin/skelout.dle
Normal file
BIN
Tools/bin/skelout.dle
Normal file
Binary file not shown.
BIN
Tools/deffiles/aitype.dll
Normal file
BIN
Tools/deffiles/aitype.dll
Normal file
Binary file not shown.
535
Tools/deffiles/aitype.gdf
Normal file
535
Tools/deffiles/aitype.gdf
Normal file
|
@ -0,0 +1,535 @@
|
|||
#name "aitype"
|
||||
#dll "aitype"
|
||||
#source_dir "aitype/"
|
||||
#target_dir "aitype/"
|
||||
#file_ext "*.gsc"
|
||||
|
||||
string radiantModel
|
||||
|
||||
enum {"axis", "allies", "neutral"} team // made this first so that it gets set first in script (may not be necessary)
|
||||
float 0.2 0.01 1.0 accuracy // 0.01 -> 1.0f percent accuracy of AI within effective range of weapon
|
||||
int 100 1 10000 health
|
||||
keyenum("projectileweapon.gdf", "grenadeweapon.gdf", "bulletweapon.gdf") weapon
|
||||
keyenum("projectileweapon.gdf", "grenadeweapon.gdf", "bulletweapon.gdf") secondaryweapon
|
||||
keyenum("grenadeweapon.gdf") grenadeWeapon
|
||||
float 1 0 100 scariness
|
||||
float 6 0 100 bravery
|
||||
int 0 0 5 grenadeAmmo
|
||||
string comments
|
||||
|
||||
keyenum("character.gdf") character1
|
||||
keyenum("character.gdf") character2
|
||||
keyenum("character.gdf") character3
|
||||
keyenum("character.gdf") character4
|
||||
keyenum("character.gdf") character5
|
||||
keyenum("character.gdf") character6
|
||||
keyenum("character.gdf") character7
|
||||
keyenum("character.gdf") character8
|
||||
keyenum("character.gdf") character9
|
||||
keyenum("character.gdf") character10
|
||||
keyenum("character.gdf") character11
|
||||
keyenum("character.gdf") character12
|
||||
keyenum("character.gdf") character13
|
||||
keyenum("character.gdf") character14
|
||||
keyenum("character.gdf") character15
|
||||
keyenum("character.gdf") character16
|
||||
keyenum("character.gdf") character17
|
||||
keyenum("character.gdf") character18
|
||||
keyenum("character.gdf") character19
|
||||
keyenum("character.gdf") character20
|
||||
keyenum("character.gdf") character21
|
||||
keyenum("character.gdf") character22
|
||||
keyenum("character.gdf") character23
|
||||
keyenum("character.gdf") character24
|
||||
keyenum("character.gdf") character25
|
||||
keyenum("character.gdf") character26
|
||||
keyenum("character.gdf") character27
|
||||
keyenum("character.gdf") character28
|
||||
keyenum("character.gdf") character29
|
||||
keyenum("character.gdf") character30
|
||||
keyenum("character.gdf") character31
|
||||
keyenum("character.gdf") character32
|
||||
keyenum("character.gdf") character33
|
||||
keyenum("character.gdf") character34
|
||||
keyenum("character.gdf") character35
|
||||
keyenum("character.gdf") character36
|
||||
keyenum("character.gdf") character37
|
||||
keyenum("character.gdf") character38
|
||||
keyenum("character.gdf") character39
|
||||
keyenum("character.gdf") character40
|
||||
keyenum("character.gdf") character41
|
||||
keyenum("character.gdf") character42
|
||||
keyenum("character.gdf") character43
|
||||
keyenum("character.gdf") character44
|
||||
keyenum("character.gdf") character45
|
||||
keyenum("character.gdf") character46
|
||||
keyenum("character.gdf") character47
|
||||
keyenum("character.gdf") character48
|
||||
keyenum("character.gdf") character49
|
||||
keyenum("character.gdf") character50
|
||||
|
||||
vcontainer
|
||||
{
|
||||
fileedit(radiantModel)
|
||||
[
|
||||
exec
|
||||
{
|
||||
reldir("game/main/xmodel/")
|
||||
}
|
||||
]
|
||||
|
||||
hcontainer
|
||||
{
|
||||
floatedit(accuracy, 0.01, 0.1)
|
||||
spinedit(health, 1, 10)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
|
||||
scrollbox(weapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
|
||||
scrollbox(secondaryweapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
}
|
||||
|
||||
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(grenadeWeapon)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(384)
|
||||
}
|
||||
]
|
||||
spinedit(grenadeAmmo, 1, 1)
|
||||
}
|
||||
|
||||
hcontainer
|
||||
{
|
||||
scrollbox(team)
|
||||
floatedit(scariness, .1, 1)
|
||||
floatedit(bravery, .1, 1)
|
||||
}
|
||||
|
||||
multiedit(comments)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(712)
|
||||
height(64)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character1)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character2)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character3)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character4)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character5)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character6)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character7)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character8)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character9)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character10)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character11)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character12)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character13)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character14)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character15)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character16)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character17)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character18)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character19)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character20)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character21)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character22)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character23)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character24)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character25)
|
||||
[
|
||||
exec
|
||||
{
|
||||
width(560)
|
||||
}
|
||||
]
|
||||
|
||||
simplelistbox(character26)
|
||||
[
|
||||
exec
|
||||