// // Nazi Zombies: Portable HAMMER-FGD // =================================================== // This FGD file is intended for use with Hammer-based, // map editors, please use tb-nzp.fgd for Trenchbroom. // // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Text on entering the world" sounds(integer) : "CD track to play" : 1 sky(string) : "Skybox Name" light(integer) : "Default light level" WaveHeight(string) : "Default Wave Height" chaptertitle(string) : "Chapter Title Message" location(string) : "Location of the Map" date(string) : "Time Era of the Map" person(string) : "Creator or fictional character of map" song(string) : "Triggered song of the map" ] // // base marker definitions // @baseclass = Appearflags [ spawnflags(Flags) = [ 256 : "Not in Easy" : 0 512 : "Not in Normal" : 0 1024 : "Not in Heroic" : 0 2048 : "deatmatch" : 0 ] ] @baseclass = Targetname [ targetname(target_source) : "Name" ] @baseclass = Target [ target(target_destination) : "Target" target2(target_destination) : "Target2" target3(target_destination) : "Target3" target4(target_destination) : "Target4" target5(target_destination) : "Target5" target6(target_destination) : "Target6" target7(target_destination) : "Target7" target8(target_destination) : "Target8" killtarget(target_destination) : "Killtarget" ] // // player starts, deathmatch, coop, teleport // @baseclass base(Appearflags) size(-16 -16 -32, 16 16 40) color(0 255 0) = PlayerClass [] @PointClass base(PlayerClass) studio("models/player.mdl") = info_player_start : "Player 1 start" [] @PointClass base(PlayerClass) color(0 102 0) studio("models/player.mdl") = info_player_tank : "Tank Dempsey" [] @PointClass base(PlayerClass) color(0 102 0) studio("models/player.mdl") = info_player_doctor : "Edward Richtofen" [] @PointClass base(PlayerClass) color(0 102 0) studio("models/player.mdl") = info_player_takeo : "Takeo Masaki" [] @PointClass base(PlayerClass) color(0 102 0) studio("models/player.mdl") = info_player_nikolai : "Nikolai Belinski" [] @PointClass = info_null : "info_null (spotlight target)" [ targetname(target_source) : "Name" ] @PointClass base(Target, Targetname) = info_notnull : "info_notnull (spotlight target)" // I love you [ use(string) : "self.use" think(string) : "self.think" nextthink(integer) : "nextthink" noise(string) : "noise" wait(integer) : "wait" ] @PointClass base(Appearflags) = info_intermission : "Intermission camera" [ mangle(string) : "Mangle (Pitch Yaw Roll)" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(107 29 20) studio("progs/props/teleporter.mdl") = func_teleporter_entrance : "Teleporter Entrance" [ target(target_destination) : "Destination" cost(integer) : "Cost" mode(choices) : "Teleporter Mode" : 0 = [ 0: "Patch 1.0.4" 1: "Linked (Der Riese)" 2: "Timed (Kino der Toten)" ] target2(target_destination) : "[Linked/Timed] Pad" tpTimer(integer) : "[Timed] Time before return" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(107 29 20) studio("progs/props/mainframe_pad.mdl") = func_teleporter_destination : "Teleporter Destination" [ targetname(target_source) : "Name" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(171 73 252) studio("progs/props/mainframe_pad.mdl") = func_teleporter_timed : "Teleporter Timed Destination" [ targetname(target_source) : "Name" ] @PointClass size(-16 -16 -32, 16 16 56) base(Item) color(62 0 132) studio("progs/props/mainframe_pad.mdl") = func_teleporter_pad : "Teleporter Pad" [ targetname(target_source) : "Name" ] @PointClass color(114 224 172) studio() = func_ending : "Buyable Ending" [ model(studio) : "Model" : "progs/props/" skin(integer) : "Skin" : 0 cost(integer) : "Cost" : 0 ] // // NZP Misc Items // @baseclass base(Target, Targetname) = Item [ message(string) : "Message" ] @PointClass size(-9 -9 -4, 9 9 4) base(Item) color(35 67 36) studio("models/props/radio.mdl") = item_radio : "Radio" [ tune(string) : "tune" length(integer) : "length" ] @PointClass size(-8 -8 -8, 8 8 8) base(Item) color(141 85 29) studio("progs/Misc/teddy.mdl") = teddy_spawn : "Teddy spawn location" [] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) studio("models/machines/zapper/z_switch.mdl") = zapper_switch : "Electro-Shock Activation Switch" [ cost(integer) : "Cost" zappername(string) : "Zapper Name" spawnflags(Flags) = [ 1 : "Requires Power" : 0 ] ] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) studio("models/machines/zapper/z_zap.mdl") = zapper_node : "Electro-Shock Node" [ zappername(string) : "Zapper Name" targetname(target_source) : "Name" target(target_destination) : "Target" ] @PointClass size(-12 -12 -8, 12 12 8) color(35 67 36) studio("models/machines/zapper/z_light.mdl") = zapper_light : "Electro-Shock Node" [ zappername(string) : "Zapper Name" ] @SolidClass = trigger_electro : "Zapper trigger field" [ zappername(string) : "Zapper Name" ] // //NZP Misc // @PointClass color(114 224 172) studio() = trigger_song : "Song trigger" [ model(studio) : "Model" : "progs/props/" skin(integer) : "Skin" : 0 tune(string) : "Trigger Sound" : "sounds/" spawnflags(Flags) = [ 1 : "Fullbright" : 0 ] ] // // NZP Perk Machines // // Jugger-Nog @PointClass size(-16 -16 -32, 16 16 56) base(Item, Appearflags) color(107 29 20) studio() = perk_juggernog : "Jugger-Nog" [ model(studio) : "Model" : "models/machines/juggernog.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 2500 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 1 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 ] ] // PhD Flopper @PointClass size(-16 -16 -32, 16 16 56) base(Item, Appearflags) color(131 63 148) studio() = perk_flopper : "PhD Flopper" [ model(studio) : "Model" : "models/machines/flopper.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 2000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 1 32: "Purple Light" : 0 ] ] // Double Tap Root Beer @PointClass size(-16 -16 -32, 16 16 40) base(Item, Appearflags) color(214 203 1) studio() = perk_double : "Double Tap Root Beer" [ model(studio) : "Model" : "models/machines/double_tap.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 2000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 1 32: "Purple Light" : 0 ] ] // Speed Cola @PointClass size(-24 -24 -32, 24 24 56) base(Item, Appearflags) color(0 117 58) studio() = perk_speed : "Speed Cola" [ model(studio) : "Model" : "models/machines/speed_cola.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 3000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 1 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 ] ] // Quick Revive @PointClass size(-16 -16 -32, 16 16 32) base(Item, Appearflags) color(129 172 254) studio() = perk_revive : "Quick Revive" [ model(studio) : "Model" : "models/machines/quick_revive.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Solo)" : 500 cost2(integer) : "Perk Cost (Co-Op)" : 1500 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 1 16: "Orange Light" : 0 32: "Purple Light" : 0 ] ] // Stamin-Up @PointClass size(-24 -24 -32, 24 24 48) base(Item, Appearflags) color(254 198 65) studio() = perk_staminup : "Stamin-Up" [ model(studio) : "Model" : "models/machines/staminup.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 2000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 1 32: "Purple Light" : 0 ] ] // Deadshot Daiquiri @PointClass size(-24 -24 -32, 24 24 56) base(Item, Appearflags) color(0 35 10) studio() = perk_deadshot : "Deadshot Daiquiri" [ model(studio) : "Model" : "models/machines/deadshot.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost (Console)" : 1500 cost2(integer) : "Perk Cost (PC)" : 1000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 0 8: "Blue Light" : 0 16: "Orange Light" : 1 32: "Purple Light" : 0 ] ] // Mule Kick @PointClass size(-24 -24 -32, 24 24 56) base(Item, Appearflags) color(0 117 58) studio() = perk_mule : "Mule Kick" [ model(studio) : "Model" : "models/machines/mulekick.mdl" skin(integer) : "Skin" : 0 aistatus(string) : "Perk Sting" : "" anim_weapon_time(integer) : "Perk Sting Duration (s)" : 0 powerup_vo(string) : "Perk Jingle" : "" anim_weapon2_time(integer) : "Perk Jingle Duration (s)" : 0 cost(integer) : "Perk Cost" : 4000 oldmodel(string) : "Player Trigger Sound" : "sounds/machines/perk_drink.wav" weapon2model(studio) : "View Model" : "models/machines/v_perk.mdl" weapon_animduration(integer) : "View Model Start Frame" : 0 weapon2_animduration(integer) : "View Model End Frame" : 22 spawnflags(Flags) = [ 1: "No Light": 0 2: "Red Light" : 0 4: "Green Light" : 1 8: "Blue Light" : 0 16: "Orange Light" : 0 32: "Purple Light" : 0 ] ] @PointClass size(-32 -32 -32, 32 32 56) base(Item, Appearflags) color(125 196 187) studio("models/machines/pap.mdl") = perk_pap : "Pack-A-Punch" [ ] @PointClass size(-24 -24 -32, 24 24 56) base(Item, Appearflags) color(0 117 58) studio("models/machines/speed_cola.mdl") = perk_random : "Random Perk-a-Cola" [ spawnflags(Flags) = [ 1 : "Enable Quick Revive" : 1 2 : "Enable Jugger-Nog" : 1 4 : "Enable Speed Cola" : 1 8 : "Enable Double Tap" : 1 16: "Enable PhD Flopper" : 1 32: "Enable Stamin-Up" : 1 64: "Enable Deadshot Daiquiri" : 1 128: "Enable Mule Kick" : 1 ] ] // // NZP Weapons // @PointClass size(-32 -8 -8, 32 8 8) base(Item, Appearflags) color(141 85 29) studio("models/machines/mystery.mdl") = mystery_box : "Mystery Box" [ spawnflags(Flags) = [ 1 : "Not here" : 0 2 : "No Light" : 0 ] ] @PointClass size(-32 -8 -8, 32 8 8) base(Item, Appearflags) color(151 104 34) studio("models/machines/mystery.mdl") = mystery_box_tp_spot : "Mystery Box Possible Spawn Point" [] @PointClass size(-28 -28 -64, 28 28 40 ) base(Item, Appearflags) color(114 224 172) studio() = item_barricade : "Window Boards" [ model(studio) : "Model" : "models/misc/window.mdl" skin(integer) : "Skin" : 0 oldmodel(string) : "Rebuild Sound" : "sounds/misc/barricade.wav" aistatus(string) : "Destroy Sound" : "sounds/misc/barricade_destroy.wav" spawnflags(Flags) = [ 1 : "No boards/Not Repairable" : 0 ] ] @PointClass size(-16 -16 -16, 16 16 51 ) base(Item, Appearflags) color(147 132 108) studio("models/machines/power_switch.mdl") = power_switch : "Power Switch" [] @PointClass color(114 224 172) studio() = place_model : "Place a Model" [ model(studio) : "Model" : "progs/Props/" skin(integer) : "Skin" : 0 sequence(integer) : "Frame" : 0 spawnflags(Flags) = [ 1 : "Fullbright" : 0 2 : "Not on PSP" : 0 ] ] @PointClass color(114 224 172) = place_fire : "Place a fire effect" [ frame(choices) : "Size" : 111 = [ 111: "Small" 112: "Big" ] ] @PointClass base(Appearflags, Targetname) color(114 224 172) studio("models/misc/chalk.mdl") = weapon_wall : "Wall weapon for buy_weapon" [ sequence(choices) : "Weapon" : 0 = [ 0: "M1911" 1: "Kar" 2: "Thompson" 3: "357" 4: "BAR" 5: "Ballistic knife" 6: "Browning" 7: "Double barrel" 8: "FG-42" 9: "Gewehr" 10: "Kars" 11: "M1 Garand" 12: "M1A1" 13: "M2 Flamer" 14: "MP40" 15: "MG-42" 16: "Panzer" 17: "PPSH" 18: "PTRS" 19: "Ray Gun" 20: "Sawnoff" 21: "Stg" 22: "Trench" 23: "type 100" 24: "Bowie" 25: "Grenade" 26: "Betty" ] model(studio) : "World Model" : "progs/GModels/" ] @PointClass base(Appearflags, Targetname) color(114 224 172) studio("models/props/barrel_m.mdl") = explosive_barrel : "Barrel that can explode when shot at" [ skin(choices) : "Color" : 0 = [ 0: "Green" 1: "Grey" ] ] //JUKKI DOOR @SolidClass base(Appearflags, Targetname) = buy_weapon : "buy_weapon" [ weapon(choices) : "Weapon" : 0 = [ 1: "M1911" 2: "Kar" 3: "Thompson" 4: "357" 5: "BAR" 6: "Ballistic knife" 7: "Browning" 8: "Double barrel" 9: "FG-42" 10: "Gewehr" 11: "Kars" 12: "M1 Garand" 13: "M1A1" 14: "M2 Flamer" 15: "MP40" 16: "MG-42" 17: "Panzer" 18: "PPSH" 29: "PTRS" 20: "Ray Gun" 21: "Sawnoff" 22: "Stg" 23: "Trench" 24: "type 100" 25: "Bowie" 26: "Grenade" 27: "Betty" ] cost(integer) : "Cost" : 0 cost2(integer) : "Ammo Cost" : 0 target(target_destination) : "Target" ] // // NZP Monsters // @baseclass base(Appearflags, Target, Targetname) color(220 0 0) = Monster [ ] //@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : //"Grunt" [] @PointClass base(Monster) size(-16 -16 -32, 16 16 16) studio("models/ai/dog.mdl") = spawn_dog : "Hellhound" [ spawnflags(Flags) = [ 1 : "inactive" : 0 ] ] @PointClass base(Monster) size(-16 -16 -32, 16 16 40) studio("models/ai/zfull.mdl") = spawn_zombie : "zombie respawn" [ spawnflags(Flags) = [ 1 : "inactive" : 0 2 : "ground rise" : 0 4 : "Start inside" : 0 ] ] @PointClass base(Targetname) size(-8 -8 -32, 8 8 8) color(121 130 62) = path_corner : "Zombie Path When Walking to Window" [ target(target_source) : "Next stop target" wait(integer) : "Wait" : 0 spawnflags(Flags) = [ 1 : "Set inside" : 0 ] ] // // Trigger Commands // @SolidClass base(Targetname) = trigger_command : "Triggered Client Command" [ message(string) : "Command" ] @PointClass base(Targetname) color(256 256 0) = info_command : "Triggered Server Command" [ message(string) : "Command" ] // // Misc Objects // @PointClass color(128 128 128) = func_model: "Custom map model" [ model(string) : "Location" ] //@SolidClass = wooden_crate: "Breakable Wooden Crate" [] // // Lights // @baseclass color(255 255 40) = Light [ _light(integer) : "Brightness" : 300 _light(color255) : "Brightness" : "255 255 128 200" wait(integer) : "Fade distance multiplier" : 1 delay(choices) : "Attenuation" = [ 0 : "Linear falloff (Default)" 1 : "Inverse distance falloff" 2 : "Inverse distance squared" 3 : "No falloff" ] mangle(string) : "Spotlight angle" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] ] @PointClass iconsprite("sprites/light_environment.spr") = light_environment : "Environment" [ pitch(integer) : "Pitch" : 0 _light(color255) : "Brightness" : "255 255 128 200" ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) iconsprite("sprites/lightbulb.spr") = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluoro : "Fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluorospark : "Sparking fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_globe : "Globe light" [] @PointClass size(-8 -8 -12, 8 8 20) base(Light, Target, Targetname) = light_flame_large_yellow : "Large yellow flame" [] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_flame_small_yellow : "Small yellow flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_flame_small_white : "Small white flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Light, Target, Targetname) = light_torch_small_walltorch : "Small walltorch" [] // // misc // @SolidClass = func_illusionary : "Static model" [ rendermode(integer) : "rendermode" : 4 renderamt(integer) : "renderamt" : 255 ] //@PointClass = func_illusionary2 : "Static model" //[ // frame(integer) // model(string) //] // // ambient sounds // //@PointClass = ambient_drip : "Dripping sound" [] //@PointClass = ambient_drone : "Engine/machinery sound" [] //@PointClass = ambient_comp_hum : "Computer background sounds" [] //@PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" [] //@PointClass = ambient_light_buzz : "Buzzing sound from light" [] //@PointClass = ambient_suck_wind : "Wind sound" [] //@PointClass = ambient_swamp1 : "Frogs croaking" [] //@PointClass = ambient_swamp2 : "Frogs croaking B" [] //@PointClass = ambient_thunder : "Thunder sound" [] // // moving things // @SolidClass base(Appearflags, Targetname, Target) = func_door : "Basic door" [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "No sounds" 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" 5: "Custom sounds" ] noise2(string) : "Move sound" noise1(string) : "Stop sound" wait(string) : "Delay before close" : "4" lip(integer) : "Lip" : 8 dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Gold Key required" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 ] ] //JUKKI DOOR @SolidClass base(Appearflags, Targetname, Target) = func_door_nzp : "nzp door" [ wayTarget(string) : "Waypoint Target" speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "No sounds" 1: "Debris" 2: "Wood" ] noise2(string) : "Move sound" noise1(string) : "Stop sound" wait(string) : "Delay before close" : "4" lip(integer) : "Lip" : 8 distance(integer) : "Distance (deg)" : 90 dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 cost(integer) : "cost to open (0 no need)" : 0 spawnflags(flags) = [ 4 : "Don't link" : 0 8 : "Debris" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 64 : "Requires Power" : 0 128: "Dont Remove" : 0 256: "Rotating (ignore lip)" : 0 ] ] @SolidClass base(Targetname, Appearflags) = func_wall : "Wall" [ alpha(string) : "Transparency (0.1 - 1.0)" rendermode(integer) : "rendermode" : 4 renderamt(integer) : "renderamt" : 255 spawnflags(Flags) = [ 4 : "Glass" : 0 ] ] @PointClass size(0 0 0, 32 32 32) base(Targetname, Target, Appearflags) = func_counter : "Activation Counter" [ spawnflags(flags) = [ 1 : "Togglable" : 0 2 : "Looping" : 1 4 : "Step" : 0 8 : "Reset" : 0 16 : "Random" : 0 32 : "Finishcount" : 0 64 : "Start On" : 1 ] count(integer) : "# of entities to trigger" wait(string) : "Sec. between each triggering" : "0.2" delay(string) : "Delay before first trigger" killtarget(string) : "Killtarget" killtarget2(string) : "Killtarget #2" ] @PointClass base(Targetname, Target) = func_oncount : "Counter Target" [ count(integer) : "# to Trigger On" : 1 delay(integer) : "Trigger Delay" ] @SolidClass base(Target) = trigger_damagethreshold : "Damage Threshold Trigger" [ spawnflags(flags) = [ 1 : "Multiple Use" : 0 2 : "Invisible" : 0 ] health(integer) : "Damage Threshold" : 60 ] @SolidClass base(Targetname, Target, func_rubble) = func_breakawaywall : "Break Away Wall" [ spawnflags(flags) = [ 1 : "explode" : 0 2 : "Use Particles" : 0 ] cnt(integer) : "Ent id # for using Counter" ] @SolidClass base(Targetname) = func_button : "Button" [ speed(integer) : "Speed" : 40 lip(integer) : "Lip" : 4 target(target_source) : "Targetted object" health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(string) : "Delay before reset" : "1" delay(string) : "Delay before trigger" message(string) : "Message" ] @SolidClass base(Targetname) = func_train : "Moving platform" [ sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] speed(integer) : "Speed (units per second)" : 64 target(target_source) : "First stop target" dmg(integer) : "Damage on crush" : 0 ] @SolidClass base(Targetname) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1 : "Low trigger" : 0 ] speed(integer) : "Speed" : 150 height(integer) : "Travel altitude (can be negative)" : 0 sounds(choices) : "Sound group" : 1 = [ 0: "None" 1: "Base fast" 2: "Chain Slow" ] ] // // triggers // @baseclass base(Target, Targetname) = Trigger [ sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" 4 : "Set message to text string" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" ] @baseclass base(Target, Targetname) = TriggerVoice [ sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Start" 2 : "e1m1_1" 3 : "e1m1_2" 4 : "e1m1_3" 5 : "e1m1_4" 6 : "e1m2_1" 7 : "e1m2_2" 8 : "e1m2_3" 9 : "e1m3_1" 10 : "e1m3_2" 11 : "e1m3_3" 12 : "e1m4_1" 13 : "e1m5_1" 14 : "e1m5_2" 15 : "e1m5_3" 16 : "e1m6_1" ] delay(string) : "Delay before trigger" : "0" message(string) : "Message (set sound too!)" ] @BaseClass = Soundplaying [ speed(choices) : "Attonation" : 1 = [ 0: "None" 1: "Normal" 2: "Idle" 3: "Static" ] volume(integer) : "Volume" : 1 impulse(choices) : "Channel" : 0 = [ 0: "Auto" 1: "Weapon" 2: "Voice" 3: "Item" 4: "Body" 5: "5" 6: "6" 7: "7" ] ] @PointClass = ambient_general : "Universal Ambient Sound" [ volume(integer) : "Volume" : 1 noise(string) : "Ambient Sound" ] @PointClass base(Targetname, Soundplaying) = ambient_bgm : "Back Ground Music" [ spawnflags(flags) = [ 1 : "Start On" : 0 ] noise1(string) : "Intro wav" button1(string) : "Intro length (in seconds)" noise2(string) : "Looped wav" button2(string) : "Loop length (-1 for no looping)" waitmax(integer) : "Number of Loops(0 for forever)" noise3(string) : "Extro wav" target(string) : "Target when extro is done" button0(string) : "Extro length" ] @SolidClass= trigger_changelevel : "Trigger: Change level" [ map(string) : "New map name" target(target_destination) : "Target" spawnflags(flags) = [ 1: "No Intermission" : 0 ] ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_activator : "Trigger: Activate spawnpoints" [ ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(string) : "Wait before reset" : "4" health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(TriggerVoice) = trigger_voice : "Trigger: Activate voice" [ wait(string) : "Wait before reset" : "4" health(integer) : "Health" spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ sounds(choices) : "Sound style" : 1 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" 4 : "Set message to text string" ] spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport" [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] ] // need updates: @PointClass base(Trigger) = trigger_relay : "Trigger relay" [ ] @SolidClass base(Targetname) = trigger_monsterjump : "Trigger monster jump" [ speed(integer) : "Jump Speed" : 200 height(integer) : "Jump Height" : 200 ] @PointClass base(Target, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1: "No Message" : 0 ] count(integer) : "Count before activation" : 2 ] @SolidClass base(Targetname) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 ] speed(integer) : "Speed of push" : 1000 ] @SolidClass base(Targetname) = trigger_hurt : "Trigger player hurt" [ dmg(integer) : "Damage" : 5 wait(integer) : "Delay before reset" message(string) : "Message" ] @SolidClass base(Targetname) = func_rotating : "Rotateing Brush" [ ] // ##################### // # Hipnotic entities # // ##################### @SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[] @PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" [] @SolidClass base(Targetname, Appearflags) = func_movewall : "Movable Wall, used for rotating brush collision" [ spawnflags(flags) = [ 1: "Visible" : 0 2: "Dmg on Touch" : 0 4: "Non Blocking" : 0 ] dmg(integer) : "Damage" ] @PointClass size(-8 -8 -8, 8 8 8) base(Targetname) = func_rotate_door : "Rotating Door" [ spawnflags(flags) = [ 1: "Stay Open" : 0 ] target(target_destination) : "Name of door parts" angles(string) : "Angle to rotate door" rotate(string) : "Rotate (x y z)" speed(integer) : "Rotation Time" : 2 dmg(integer) : "Blocking Damage" : 2 deathtype(string) : "Death Message" sounds(choices) : "Sounds" : 1 = [ 0: "Custom/None" 1: "Medieval" 2: "Metal" 3: "Base" ] noise1(string) : "Stop Sound" noise2(string) : "Move Sound" noise3(string) : "Blocked Sound" killtarget(string) : "Killtarget" killtarget2(string) : "Killtarget #2" ] @PointClass base(Targetname) = func_rotate_entity : "func_rotate_entity" [ spawnflags(flags) = [ 1 : "Toggleable" : 0 2 : "Start On" : 0 ] target(target_destination) : "Rotate Object" speed(integer) : "Acceleration Time" : 0 rotate(string) : "Rate of Rotation" dmg(integer) : "Damage" deathtype(string) : "Death Message" ] @PointClass base(Targetname, Target) = path_rotate : "Path_Rotate" [ spawnflags(flags) = [ 1 : "Rotation set" : 0 2 : "Angles set" : 0 4 : "Stop" : 0 8 : "No Rotate" : 0 16 : "Cause Damage" : 0 32 : "Move Time" : 0 64 : "Set Damage" : 0 ] rotate(string) : "Rotation Speed" angles(string) : "Angles" speed(integer) : "Speed or Move Time" wait(integer) : "Wait Time" dmg(integer) : "Damage" event(string) : "Event Target" message(string) : "Event Message" noise(string) : "Stop Noise" noise1(string) : "Move Noise" ] // I don't think that these will work without the modified QBSP @PointClass base(Targetname) = func_rotate_train : "Rotating Train" [ target(target_destination) : "Name of Parts" path(string) : "First path_rotate" rotate(string) : "Rotation Speed" speed(integer) : "Speed" dmg(integer) : "Damage" deathtype(string) : "Death Message" sounds(choices) : "Sounds" : 1 = [ 0: "Sounds Specified" 1: "Ratchet Metal" ] noise(string) : "Stop Sound" noise1(string) : "Move Sound" ] @PointClass = func_clock : "Clock Hand" [ target(target_destination) : "Rotate Object" cnt(integer) : "Starting Time" count(choices) : "Revolution Time" : 60 = [ 60 : "Second Hand" 3600 : "Minute Hand" 43200 : "Hour Hand" ] event(string) : "Event to Trigger at 12" ] // Hipnotic warns that they don't work well. @SolidClass = func_pushable : "Pushable Walls" [] @PointClass = wallsprite : "Wall Sprite" [ model(string) : "Sprite Model" : "progs/s_blood1.spr" ]