2002-05-24 00:00:00 +00:00
/ * QUAKED item_ * * * * * ( 0 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 ) suspended
DO NOT USE THIS CLASS , IT JUST HOLDS GENERAL INFORMATION .
The suspended flag will allow items to hang in the air , otherwise they are dropped to the next surface .
If an item is the target of another entity , it will not spawn in until fired .
An item fires all of its targets when it is picked up . If the toucher can 't carry it, the targets won' t be fired .
"notfree" if set to 1 , don ' t spawn in free for all games
"notteam" if set to 1 , don ' t spawn in team games
"notsingle" if set to 1 , don ' t spawn in single player games
"wait" override the default wait before respawning . - 1 = never respawn automatically , which can be used with targeted spawning .
"random" random number of plus or minus seconds varied from the respawn time
"count" override quantity or duration on most items .
* /
/ * QUAKED pickup_armor_big ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_armor_medium ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_armor_small ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_health_big ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_health_small ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_weapon_US_SOCOM ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Pistol , uses 45 rounds
* /
/ * QUAKED pickup_weapon_M19 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Pistol , uses 45 rounds
* /
/ * QUAKED pickup_weapon_microuzi ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Sub - Machinegun , uses 9 mm rounds
* /
/ * QUAKED pickup_weapon_M3A1 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Sub - Machinegun , uses 45 rounds
* /
/ * QUAKED pickup_weapon_USAS_12 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Shotgun , uses 12 - gauge rounds
ammo -- -- -- -- -- amount of ammo ( defaults to 10 )
* /
/ * QUAKED pickup_weapon_M590 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Shotgun , uses 12 - gauge rounds
* /
/ * QUAKED pickup_weapon_MSG90A1 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Sniper Rifle , uses 7.62 rounds
* /
/ * QUAKED pickup_weapon_M4 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Assault Rifle , uses 5.56 rounds and 40 mm grenades
* /
/ * QUAKED pickup_weapon_AK_74 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Assault Rifle , uses 5.56 rounds
* /
/ * QUAKED pickup_weapon_M60 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Machinegun , uses 7.62 rounds
* /
/ * QUAKED pickup_weapon_RPG_7 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
RPG , uses 40 mm rounds
* /
/ * QUAKED pickup_weapon_MM_1 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Grenade Launcher , uses 40 mm rounds
* /
/ * QUAKED pickup_weapon_M84 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Grenade
* /
/ * QUAKED pickup_weapon_SMOHG92 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Grenade
* /
/ * QUAKED pickup_weapon_AN_M14 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Incendiary Grenade
* /
/ * QUAKED pickup_weapon_M15 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
White Phosphorus Grenade
* /
2002-07-15 00:00:00 +00:00
/ * QUAKED pickup_weapon_MP5 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
Sub - Machinegun , uses 9 mm rounds
* /
2002-05-24 00:00:00 +00:00
/ * QUAKED pickup_ammo_45 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_9mm ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_12gauge ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_762 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_556 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_40mm ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_ammo_rpg7 ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED pickup_backpack ( 0 . 6 . 6 ) ( - 15 - 15 - 15 ) ( 15 15 15 )
* /
/ * QUAKED info_player_deathmatch ( 1 0 1 ) ( - 16 - 16 - 46 ) ( 16 16 48 ) initial
potential spawning position for deathmatch games .
The first time a player enters the game , they will be at an 'initial' spot .
Targets will be fired when someone spawns in on them .
* /
/ * QUAKED info_player_intermission ( 1 0 1 ) ( - 16 - 16 - 46 ) ( 16 16 48 )
The intermission will be viewed from this point . Target an info_notnull for the view direction .
* /
/ * QUAKED gametype_player ( 0 1 0 ) ( - 16 - 16 - 46 ) ( 16 16 48 ) REDTEAM BLUETEAM
Potential spawning position for red or blue team in custom gametype games .
* /
/ * QUAKED gametype_trigger ( 0 0 . 8 ) ?
* /
/ * QUAKED gametype_item ( 0 0 1 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
"name" name of the item to spawn ( defined in gametype script )
* /
/ * 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 info_notnull ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
Used as a positional target for in - game calculation , like jumppad targets .
target_position does the same thing
* /
/ * QUAKED misc_teleporter_dest ( 1 0 0 ) ( - 32 - 32 - 24 ) ( 32 32 - 16 )
Point teleporters at these .
Now that we don ' t have teleport destination pads , this is just
an info_notnull
* /
/ * QUAKED misc_model ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 ) RMG
this model is inserted into the bsp file
"model" arbitrary . md3 file to display
* /
/ * QUAKED misc_G2model ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
"model" arbitrary . glm file to display
* /
/ * 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 noswing
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 misc_bsp ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 )
"bspmodel" arbitrary . bsp file to display
* /
/ * QUAKED terrain ( 1.0 1.0 1.0 ) ?
Terrain entity
It will stretch to the full height of the brush
numPatches - integer number of patches to split the terrain brush into ( default 200 )
terxels - integer number of terxels on a patch side ( default 4 ) ( 2 <= count <= 8 )
seed - integer seed for random terrain generation ( default 0 )
textureScale - float scale of texture ( default 0.005 )
heightMap - name of heightmap data image to use
terrainDef - defines how the game textures the terrain ( file is base / ext_data / *. terrain - default is grassyhills )
instanceDef - defines which bsp instances appear
miscentDef - defines which client models spawn on the terrain ( file is base / ext_data / *. miscents )
densityMap - how dense the client models are packed
* /
/ * QUAKED fx_play_effect ( . 2 . 5 . 8 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_OFF
Plays specified effect file
"effect" name of . efx file
"wait" seconds between triggerings , default 0.3
"random" wait variance in seconds , default 0
"target" direction of effect , default up
"count" plays effect this many times then deletes itself , default - 1 = infinite
START_OFF fx starts off
* /
/ * QUAKED func_door ( 0 . 5 . 8 ) ? START_OPEN x CRUSHER
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
"model2" . md3 model to also draw
"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 )
"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 )
"health" if set , the door must be shot open
* /
/ * QUAKED func_plat ( 0 . 5 . 8 ) ?
Plats are always drawn in the extended position so they will light correctly .
"lip" default 8 , protrusion above rest position
"height" total height of movement , defaults to model height
"speed" overrides default 200 .
"dmg" overrides default 2
"model2" . md3 model to also draw
* /
/ * QUAKED func_button ( 0 . 5 . 8 ) ?
When a button is touched , it moves some distance in the direction of it 's angle, triggers all of it' s targets , waits some time , then returns to it ' s original position where it can be triggered again .
"model2" . md3 model to also draw
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait ( - 1 = never return )
"lip" override the default 4 pixel lip remaining at end of move
"health" if set , the button must be killed instead of touched
* /
/ * QUAKED path_corner ( . 5 . 3 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
Train path corners .
Target : next path corner and other targets to fire
"speed" speed to move to the next corner
"wait" seconds to wait before behining move to next corner
* /
/ * QUAKED func_train ( 0 . 5 . 8 ) ? START_ON TOGGLE BLOCK_STOPS
A train is a mover that moves between path_corner target points .
Trains MUST HAVE AN ORIGIN BRUSH .
The train spawns at the first target it is pointing at .
"model2" . md3 model to also draw
"speed" default 100
"dmg" default 2
"noise" looping sound to play when the train is in motion
"target" next path corner
* /
/ * QUAKED func_static ( 0 . 5 . 8 ) ?
A bmodel that just sits there , doing nothing . Can be used for conditional walls and models .
"model2" . md3 model to also draw
* /
2002-07-15 00:00:00 +00:00
/ * QUAKED func_wall ( 0 . 5 . 8 ) ? START_OFF
A func wall can be turned off and on by targetting it .
* /
2002-05-24 00:00:00 +00:00
/ * QUAKED func_rotating ( 0 . 5 . 8 ) ? START_ON - 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 .
"model2" . md3 model to also draw
"speed" determines how fast it moves ; default value is 100 .
"dmg" damage to inflict when blocked ( 2 default )
* /
/ * QUAKED func_bobbing ( 0 . 5 . 8 ) ? X_AXIS Y_AXIS
Normally bobs on the Z axis
"model2" . md3 model to also draw
"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 )
* /
/ * 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 .
"model2" . md3 model to also draw
"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 )
* /
/ * QUAKED func_glass ( 0 . 5 . 8 ) ?
Breakable glass
* /
/ * QUAKED worldspawn ( 0 0 0 ) ?
Every map should have exactly one worldspawn .
"music" music wav file
"soundSet" soundset name to use ( do not combine with 'noise' , ignores all other flags )
"gravity" 800 is default gravity
"message" Text to print during connection process
"mission" Indicates which mission script file should be used to find the scripts for mission mode
* /
/ * QUAKED model_static ( 1 0 0 ) ( - 16 - 16 - 16 ) ( 16 16 16 ) NO_MP
"model" arbitrary . md3 file to display
* /
/ * QUAKED target_give ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
Gives the activator all the items pointed to .
* /
/ * QUAKED target_delay ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
"wait" seconds to pause before firing targets .
"random" delay variance , total delay = delay + / - random seconds
* /
/ * QUAKED target_score ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
"count" number of points to add , default 1
The activator is given this many points .
* /
/ * QUAKED target_print ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) redteam blueteam private
"message" text to print
If "private" , only the activator gets the message . If no checks , all clients get the message .
* /
/ * QUAKED target_speaker ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) looped - on looped - off global activator
"noise" wav file to play
"soundSet" soundset name to use ( do not combine with 'noise' , ignores all other flags )
A global sound will play full volume throughout the level .
Activator sounds will play on the player that activated the target .
Global and activator sounds can ' t be combined with looping .
Normal sounds play each time the target is used .
Looped sounds will be toggled by use functions .
Multiple identical looping sounds will just increase volume without any speed cost .
"wait" : Seconds between auto triggerings , 0 = don ' t auto trigger
"random" wait variance , default is 0
"radius" radius of attenuation
* /
/ * QUAKED target_laser ( 0 . 5 . 8 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON
When triggered , fires a laser . You can either set a target or a direction .
* /
/ * QUAKED target_teleporter ( 1 0 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
The activator will be teleported away .
* /
/ * QUAKED target_relay ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) RED_ONLY BLUE_ONLY RANDOM
This doesn ' t perform any actions except fire its targets .
The activator can be forced to be from a certain team .
if RANDOM is checked , only one of the targets will be fired , not all of them
* /
/ * QUAKED target_kill ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
Kills the activator .
* /
/ * QUAKED target_position ( 0 0.5 0 ) ( - 4 - 4 - 4 ) ( 4 4 4 )
Used as a positional target for in - game calculation , like jumppad targets .
* /
/ * QUAKED target_location ( 0 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
Set "message" to the name of this location .
Closest target_location in sight used for the location , if none
in site , closest in distance
* /
2002-07-15 00:00:00 +00:00
/ * QUAKED target_effect ( 0 0.5 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
Plays an effect each time its targetted
"effect" effect to play
"delay" delay in milliseconds before the effect plays
* /
2002-05-24 00:00:00 +00:00
/ * QUAKED trigger_multiple ( . 5 . 5 . 5 ) ?
"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_always ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 )
This trigger will always fire . It is activated by the world .
* /
/ * QUAKED trigger_push ( . 5 . 5 . 5 ) ?
Must point at a target_position , which will be the apex of the leap .
This will be client side predicted , unlike target_push
* /
/ * QUAKED target_push ( . 5 . 5 . 5 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) bouncepad
Pushes the activator in the direction . of angle , or towards a target apex .
"speed" defaults to 1000
if "bouncepad" , play bounce noise instead of windfly
* /
/ * QUAKED trigger_teleport ( . 5 . 5 . 5 ) ? SPECTATOR
Allows client side prediction of teleportation events .
Must point at a target_position , which will be the teleport destination .
If spectator is set , only spectators can use this teleport
Spectator teleporters are not normally placed in the editor , but are created
automatically near doors to allow spectators to move through them
* /
/ * QUAKED trigger_hurt ( . 5 . 5 . 5 ) ? START_OFF - SILENT NO_PROTECTION SLOW
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 .
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION * nothing * stops the damage
"dmg" default 5 ( whole numbers only )
* /
/ * QUAKED trigger_ladder ( . 5 . 5 . 5 ) ?
Indicates a ladder and its normal
"angles" angle ladder faces
* /
/ * QUAKED func_timer ( 0.3 0.1 0.6 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) START_ON
This should be renamed trigger_timer .. .
Repeatedly fires its targets .
Can be turned on or off by using .
"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 )
* /
2002-07-15 00:00:00 +00:00
/ * 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 light ( 0 1 0 ) ( - 8 - 8 - 8 ) ( 8 8 8 ) nonlinear angle negative_spot negative_point q3map_non - dynamic
Non - displayed light .
"light" overrides the default 300 intensity .
Nonlinear checkbox gives inverse square falloff instead of linear
Lights pointed at a target will be spotlights .
"radius" overrides the default 64 unit radius of a spotlight at the target point .
"scale" light falloff , 4.5 was used in the example map .
"_color" rgb percentage - red is 1 0 0 , decimals are allowed .
"target" the targetname of the info_null the light is pointing to
"targetname" for switching , the name of the light , switch would have same target .
"style" the style or appearance of the light given off .
0 normal
1 FLICKER ( first variety )
2 SLOW STRONG PULSE
3 CANDLE ( first variety )
4 FAST STROBE
5 GENTLE PULSE 1
6 FLICKER ( second variety )
7 CANDLE ( second variety )
8 CANDLE ( third variety )
9 SLOW STROBE ( fourth variety )
10 FLUORESCENT FLICKER
11 SLOW PULSE NOT FADE TO BLACK
12 FAST PULSE
13 Test Blending
* /