1078 lines
43 KiB
Modula-2
1078 lines
43 KiB
Modula-2
/*QUAKED func_brushmodel_child (0 .8 0) (-8 -8 -8) (8 8 8)
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brushParent --- targetname of our parent brushmodel
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*/
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/*QUAKED client_model (1 0 0) (-16 -16 -16) (16 16 16) No-LOD
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This is a model which is handled solely on the client. This model will not have any physics.
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"model" arbitrary .md3 file to display
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"scale" vector representing the scale
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*/
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/*QUAKED worldeffect_snow (1 0 0) (-16 -16 -16) (16 16 16)
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This world effect will spawn snow globally into the level.
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"count" the number of snow particles (default of 1000)
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*/
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/*QUAKED worldeffect_snowwind (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This world effect will spawn snow wind into the level.
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"origin" the location of the wind
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"velocity" the direction/velocity of the wind
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"size" the size of the wind brush
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*/
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/*QUAKED worldeffect_command (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is a generic world effect command entity.
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"c0" first text command
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"c1" second text command
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...
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"c99" last text command
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*/
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/*QUAKED worldeffect_lightning (1 0.5 0.5) (-16 -16 -16) (16 16 16)
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This is a lightning command
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MinDelay min delay (ms) between lightning low
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MaxDelay max delay (ms) between lightning low
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MinFlash min (ms) lightning flash
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MaxFlash max (ms) lightning flash
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MinSoundDelay min (ms) delay until sound
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MaxSoundDelay max (ms) delay until sound
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FlashColor vector color of lightning (0.0 - 1.0)
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NormalColor vector color of regular sky (0.0 - 1.0)
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CheckForOutside 1 = check for outside flag
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Flicker flicker rate (1 - 10) 10 lots of flicker, 1 = none
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SoundRange max distance the thunder is away (500)
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*/
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/*QUAKED emplaced_wpn (0 .8 0) (-8 -8 -8) (8 8 8)
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Please target an info_notnull entity somewhere behind the gun, so the guy knows where to stand;
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about 25 units back and 25 units above the floor will do the job.
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type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn)
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brushParent --- when mounting a weapon on a brushmodel (e.g. a helicopter)
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minYaw -------- how far the gun can turn to the right (in degrees, not negative)
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maxYaw -------- how far the gun can turn to the left (in degrees)
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minPitch ------ how far the gun can point down (in degrees, not negative)
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maxPitch ------ how far the gun can point up (in degrees)
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angles -------- pitch yaw roll
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accuracy ------ 0 = perfect aim, default 0.5 (npc only)
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npcDmg -------- how much damage the gun does when used by an NPC in health points (npc only)
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burst --------- number of shots fired in a burst, default 5 (npc only)
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burstrandom --- burst variance, default 0 (npc only)
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burstdelay ---- how long to wait between burst (in seconds), default 0.4 (npc only)
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delayrandom --- burstdelay variance in seconds, default 0.0 (npc only)
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ammo ---------- doesn't add to player's overall ammo totals. only used on this wpn.
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*/
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/*QUAKED mounted_wpn (.3 .8 0) (-40 -40 -40) (40 40 40)
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DON'T EVEN THINK ABOUT USING THIS RIGHT NOW -- FOR TESTING
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GO ON... DELETE ME... YES NOW
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Use FACE_TARGET in an ICARUS script to orientate the Weapon
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type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn)
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brushChild ---- func_brushmodel_child wpn is bolted to
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brushParent --- the brushmodel that the brushmodel child is attached to
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minYaw -------- how far the gun can turn to the right (in degrees, not negative)
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maxYaw -------- how far the gun can turn to the left (in degrees)
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minPitch ------ how far the gun can point down (in degrees, not negative)
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maxPitch ------ how far the gun can point up (in degrees)
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angles -------- pitch yaw roll
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accuracy ------ only while NPC is using, 0 = perfect aim, default 0.5
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*/
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/*QUAKED weapon_SAM (0 .3 .8) (-125 -145 -65) (125 145 45) NO_HOMING CHECK_DIST
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The Sam Launcher's base rotates(yaw) and the missle rack rotates(pitch).
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Use FACE_TARGET in an ICARUS script to orientate the SAM towards a target, the missiles will home in on this target when fired
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Use SET_ENEMY in an ICARUS script to change the missiles targets, from the default FACE_TARGET entity
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NO_HOMING missile will not adjust direction if target moves
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CHECK_DIST missile does not need to impact with a target, will check if it flew close enough to it's target
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minYaw -------- how far the gun can turn to the right (in degrees, not negative)
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maxYaw -------- how far the gun can turn to the left (in degrees)
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minPitch ------ how far the gun can point down (in degrees, not negative)
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maxPitch ------ how far the gun can point up (in degrees)
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maxPitchVel---- how fast pitch changes (degrees per second) default 1
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maxYawVel------ how fast yaw changes (degress per second) default 2
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angles -------- pitch yaw roll
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wait ---------- time (in seconds) missile will wait after launch, before homing in on target, default 0.5
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type ---------- name of gun you want to use (use 'name' field from ext_data/sof2.wpn -- default is "SAM")
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*/
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/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
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The intermission will be viewed from this point. Target an info_notnull for the view direction.
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*/
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/*QUAKED func_group (0 0 0) ?
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Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
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"q3map_onlyvertexlighting" add this key along with any value to make the group have vertex only lighting (no lightmaps)
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*****Metashaders*****
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"alphamap" "textures/heightmaps/imagename" - A grayscale image used to determine texture placement on a metashader terrain.
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"shader" "metashader/shadername" - References the core name of the metashader (Not mapx_0, just mapx)
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"layers" - How many different textures are layered onto the metashader.
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"terrain" - Set this to 1 creating a metashader terrain.
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*/
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/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) RMG
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"model" arbitrary .md3 file to display
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*/
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/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
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*/
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/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation by such ents as ref_tags and for camera TRACK commands
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(same as target_position)
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*/
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/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional target for in-game calculation, like jumppad targets.
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(same as info_notnull)
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*/
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/*QUAKED info_NPClook (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional location for npcs (like civilians), to want to look at.
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*/
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/*QUAKED info_NPCtouch (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional location for npcs (like civilians), to want to reach out and touch.
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*/
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/*QUAKED info_NPCpoint (0 0.5 0) (-4 -4 -4) (4 4 4)
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Used as a positional location for npcs (like civilians), to want to point at.
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*/
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/*QUAKED info_NPCnav (0 0.5 0) (-4 -4 -4) (4 4 4)
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Turns into a nav point when spawned
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*/
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/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence START_OFF
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Non-displayed light.
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"light" overrides the default 300 intensity. - affects size
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a negative "light" will subtract the light's color
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'Linear' checkbox gives linear falloff instead of inverse square
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'noIncidence' checkbox makes lighting smoother
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Lights pointed at a target will be spotlights.
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"radius" overrides the default 64 unit radius of a spotlight at the target point.
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"scale" multiplier for the light intensity - does not affect size (default 1)
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greater than 1 is brighter, between 0 and 1 is dimmer.
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"color" sets the light's color
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"targetname" to indicate a switchable light
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"style" to specify a specify light style, even for switchable lights!
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"style_off" light style to use when switched off (Only for switchable lights)
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1 FLICKER (first variety)
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2 SLOW STRONG PULSE
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3 CANDLE (first variety)
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4 FAST STROBE
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5 GENTLE PULSE 1
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6 FLICKER (second variety)
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7 CANDLE (second variety)
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8 CANDLE (third variety)
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9 SLOW STROBE (fourth variety)
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10 FLUORESCENT FLICKER
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11 SLOW PULSE NOT FADE TO BLACK
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12 FAST PULSE FOR JEREMY
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13 Test Blending
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*/
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/*QUAKED misc_bsp (1 0 0) (-16 -16 -16) (16 16 16)
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"bspmodel" arbitrary .bsp file to display
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*/
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/*QUAKED info_NPCcover (0 0.5 0) (-4 -4 -4) (4 4 4)
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NPC Soldiers Will Perfer To Use This Cover Point If It Is Near By. You MUST include a target as the place he will go to shoot.
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*/
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/*QUAKED ref_tag (0.5 0.5 1) (-8 -8 -8) (8 8 8)
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Reference tags which can be positioned throughout the level.
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These tags can later be refered to by the scripting system
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so that their origins and angles can be referred to.
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mTargetname - the name of this tag
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*/
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/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF GLOBAL ACTIVATOR LONGRANGE
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"noise" wav file to play
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"soundSet" soundset name to use (do not combine with 'noise', ignores all other flags)
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LOOPED-ON:
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Looping sound starts on
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LOOPED-OFF:
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Looping sound starts off
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Looped sounds will be toggled by use functions.
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GLOBAL:
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A global sound will play full volume throughout the level.
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ACTIVATOR
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Activator sounds will play on the player that activated the target.
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LONGRANGE:
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A longrange sound will be heard over longer distance but still attenuate. DO NOT USE WITHOUT PERMISSION!
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Longrange can't be combined with global
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Longrange noise with looping can't be toggled off
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Global and activator sounds can't be combined with looping
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(actually 'Global' can, but this is a special case for a level-wide siren. DO NOT USE WITHOUT PERMISSION!)
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Normal sounds play each time the target is used.
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Multiple identical looping sounds will just increase volume without any speed cost.
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"wait" : Seconds between auto triggerings, 0 = don't auto trigger
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"random" wait variance, default is 0
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*/
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/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RANDOM
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This doesn't perform any actions except fire its targets.
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The activator can be forced to be from a certain team.
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if RANDOM is checked, only one of the targets will be fired, not all of them
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*/
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/*QUAKED terrain (1.0 1.0 1.0) ?
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Terrain entity
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It will stretch to the full height of the brush
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numPatches - integer number of patches to split the terrain brush into (default 200)
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terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8)
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seed - integer seed for random terrain generation (default 0)
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textureScale - float scale of texture (default 0.005)
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heightMap - name of heightmap data image to use
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terrainDef - defines how the game textures the terrain (file is base/ext_data/*.terrain - default is grassyhills)
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instanceDef - defines which bsp instances appear
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generateDef - defines how the heightmap is randomly generated
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miscentDef - defines which client models spawn on the terrain (file is base/ext_data/*.miscents)
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densityMap - how dense the client models are packed
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*/
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/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 70)
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potential spawning position for SOF2 multiplayer
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ONLY USE THIS IF THE MAP YOU ARE WORKING ON IS FOR THE MULTIPLAYER EXECUTABLE
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*/
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/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 70) NO_RMG
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player's initial spawnpoint
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*/
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/*QUAKED model_ghoul2 (0 .8 0) (-8 -8 -8) (8 8 8)
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model ---------- filename of the Ghoul2 model you want to use
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*/
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/*QUAKED model_static (0 .5 0) (-8 -8 -8) (8 8 8) NO_MP
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This guy is an awful lot like a misc_model, except this doesn't become part of the bsp. It's
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an actual entity in the game that uses an MD3 model.
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model ---------- filename of the MD3 model you want to use
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cshader ---------- optional MD3 shader (e.g. /models/objects/Common/toilet_test)
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origin --------- like, uh, where the thing is
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angles --------- pitch, yaw, roll. I promise.
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*/
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/*QUAKED func_static (0 .5 .8) ? CHOPPER_FX
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A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
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CHOPPER_FX - does expensive checks, spawning dust or ripples depending what surface is below the chopper
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parent (0, 1) indicates whether or not this model has other models bolted to it
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*/
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/*QUAKED door_sliding (0 .5 .8) ? START_OPEN CRUSHER USABLE AUTO_CLOSE LOCKED
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START_OPEN the door to moves to its destination when spawned, and operate in reverse.
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CRUSHER if door's blocked, it'll continue to try to close, rather than reverse direction
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USABLE door opens and closes via the player's USE key
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AUTO_CLOSE door will automatically return to its original position after "wait" seconds
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LOCKED "USABLE" will be disabled until the first time the door is opened via a script, trigger, etc.
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Afterwards, the door will behave normally.
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"angles" determines the opening direction [PITCH YAW ROLL]
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"color" constantLight color
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"dmg" damage to inflict when blocked (0 default)
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"light" constantLight radius
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"lip" lip remaining at end of move (8 default)
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"speed" opening speed (100 units/s default)
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"wait" on automatic-closing doors, wait in seconds before returning (3 default)
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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*/
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/*QUAKED door_rotating (0 .5 .8) ? X_AXIS Y_AXIS USABLE AUTO_CLOSE LOCKED START_OPEN SMART STAY_LOCKED NON_SOLID UNLOCK_ONLY
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You need to have an origin brush as part of this entity. The center of that brush will be
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the point around which the door is rotated. It will rotate around the Z axis by default, opening in the
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counter clock-wise direction when viewed from above. Use a negative "openangle" value to have it open the other
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direction. Check the X or Y AXIS boxes to have it rotate about a different axis.
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USABLE door opens and closes via the player's USE key
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AUTO_CLOSE door will automatically return to its original position after "wait" seconds
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LOCKED "USABLE" will be disabled until the first time the door is opened via a script, trigger, etc.
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Afterwards, the door will behave normally.
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START_OPEN the door to moves to its destination when spawned, and operate in reverse.
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SMART door will rotate away from the player
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STAY_LOCKED door will remain locked even after it has been opened
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NON_SOLID door will be non-solid while opening (USE SPARINGLY AND WITH CARE)
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UNLOCK_ONLY door (presumably locked) when first used, will unlock only, and not open. Note: STAY_LOCKED will override this.
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"openangle" angle (degrees) through which the door will rotate; default value is 90
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"color" constantLight color
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"dmg" damage to inflict when blocked (0 default)
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"light" constantLight radius
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"speed" determines how fast it moves in degrees per second; default value is 90
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"wait" wait time between openings and closings
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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*/
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/*QUAKED func_button (0 .5 .8) ? PLAYER_USE
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When a button is used it moves some distance in the direction of it's angle, then triggers all of it's targets, then waits and returns to it's original position
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"model2" .md3 model to also draw
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"angles" determines the opening direction [PITCH YAW ROLL]
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"target" all entities with a matching targetname will be used
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"speed" override the default 40 speed
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"wait" override the default 3 second wait (-1 = never return)
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"lip" override the default 4 pixel lip remaining at end of move
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"health" if set, the button must be killed instead of touched
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"color" constantLight color
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"light" constantLight radius
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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PLAYER_USE player can use button
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*/
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/*QUAKED func_rotating (0 .5 .8) ? START_OFF X_AXIS Y_AXIS CRUSHER
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You need to have an origin brush as part of this entity. The center of that brush will be
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the point around which it is rotated. It will rotate around the Z axis by default. You can
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check either the X_AXIS or Y_AXIS box to change that. Toggles on/off when used
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"speed" determines how fast it moves; default value is 100.
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"dmg" damage to inflict when blocked (2 default)
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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START_OFF - starts out not rotating
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CRUSHER - does damage to entity blocking it
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*/
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/*QUAKED pickup_health_small (0 .6 .6) (-8 -8 0) (8 8 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
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amount - ??
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startoff - ??
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*/
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/*QUAKED pickup_health_big (0 .6 .6) (-17 -17 0) (17 17 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
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amount - ??
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startoff - ??
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*/
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/*QUAKED pickup_armor_small (0 .6 .6) (-16 -16 0) (16 16 13) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
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amount - ??
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startoff - ??
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*/
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/*QUAKED pickup_armor_big (0 .6 .6) (-18 -18 0) (18 18 34) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
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amount - ??
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startoff - ??
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*/
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/*QUAKED pickup_weapon (0 .6 .6) (-29 -5 -2) (15 9 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
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type ---------- weapon name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01)
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clip ---------- what's in the clip, defaults to full clip for this weapon
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altclip ------- what's in the altfire clip, defaults to full (for, say, the OICW. few weapons have this.)
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accessories --- 1 adds silencer, 2 adds light, 4 adds laser, 8 is the bayonet
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stationary ---- won't interfere with doors, won't be affected by gravity
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AK74 (assault rifle)
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M1911A1 (pistol)
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M3A1 (sub-machine gun)
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M4 (assault rifle)
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M590 (shotgun)
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M60 (machine gun)
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Micro Uzi (sub-machine gun)
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MM1 (grenade launcher)
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MSG90A1 (sniper rifle)
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OICW (assault rifle)
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RPG7 (rocket launcher)
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US SOCOM (pistol)
|
|
USAS-12 (shotgun)
|
|
*/
|
|
|
|
|
|
/*QUAKED pickup_ammo (0 .6 .6) (-8 -8 0) (8 8 18) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
|
|
type ---------- ammo name (found in base/ext_data/sof2.ammo, see below for list as of 11/2/01)
|
|
amount -------- how many ouchies you want to hand out (default values are in base/ext_data/sof2.ammo)
|
|
size ---------- which size model to use (1 = small, 2 = large, default is 1)
|
|
stationary ---- won't interfere with doors, won't be affected by gravity
|
|
|
|
0.45 ACP (US SOCOM, M1911A1, M3A1)
|
|
12 gauge (M590, USAS-12)
|
|
40mm grenade (M4/M203, MM1)
|
|
20mm grenade (OICW)
|
|
5.56mm (AK74, M4, OICW)
|
|
7.62mm (M60, MSG90A1)
|
|
9mm (Micro Uzi)
|
|
ANM14 (incendiary grenade)
|
|
F1 (grenade)
|
|
L2A2 (grenade)
|
|
M15 (phophorous grenade)
|
|
M67 (grenade)
|
|
M84 (stun grenade)
|
|
MDN11 (grenade)
|
|
SMOHG92 (grenade)
|
|
RPG7 (RPG7 rockets)
|
|
RMG_ammo (**Random Mission Generator**)
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED pickup_equipment (0 .6 .6) (-10 -10 -8) (10 10 1) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
|
|
type ---------- item name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01)
|
|
stationary ---- won't interfere with doors, won't be affected by gravity
|
|
|
|
Binoculars
|
|
Night Vision
|
|
Thermal Vision
|
|
*/
|
|
|
|
|
|
/*QUAKED projectile_lobber (.5 .5 .8) (-5 -5 -5) (5 5 5)
|
|
|
|
lobs projectiles of any given type. "use" toggles it on and off.
|
|
|
|
wait : Seconds between triggerings, 3 second default
|
|
randomwait: wait variance in seconds, default is 0
|
|
angles: direction in which the projectiles will be fired
|
|
speed: initial speed of projectiles (default is 1000)
|
|
randomspeed: speed variance (default is 0)
|
|
altfire: using the altfire version of this projectile? (default is false)
|
|
timer: if it's timed, how long until one of these projectiles detonates (default is 5 seconds)
|
|
randomtimer: timer variance (default is 0 seconds)
|
|
count: how many projectiles to use before turning itself off (defaults to 1, -1 is infinite)
|
|
type: name of weapon projectile (default is "M67"). list is in sof2.wpn
|
|
|
|
possible types as of 4/8/02:
|
|
|
|
ANM14 (incendiary grenade)
|
|
F1 (grenade)
|
|
L2A2 (grenade)
|
|
M15 (phophorous grenade)
|
|
M67 (grenade)
|
|
M84 (stun grenade)
|
|
MDN11 (grenade)
|
|
SMOHG92 (grenade)
|
|
RPG7 (RPG7 rockets)
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED script_runner (0 0.5 0) (-4 -4 -4) (4 4 4) JERSEY_BUTTON RUN_ON_ACTIVATOR
|
|
script : filename of the script
|
|
|
|
RUN_ON_ACTIVATOR: run the script on whoever activates instead of on the scriptrunner
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED monster_spawner (1 0 0) (-17 -17 -45) (17 17 45) ONCE_ONLY FIRE_TRIGGERS
|
|
npctype : NPC Type to be Spawned (this is the classname of the NPC)
|
|
max : Maximum number of NPCs to be spawned
|
|
removeinlos : If true, characters spawned will remove dead bodies even if in LOS to player
|
|
neverdrop : If true, characters spawned will not drop guns when they die
|
|
invinciblegun : If ture, characters spawned will have INVINCIBLE_GUN spawnflag set on them
|
|
bodytime: How long in milliseconds a character from this MS will stick around after dead
|
|
combatpoint: Any characters from this MS will acquire this combat point as their own
|
|
attack: These guys will attack while running to combat point.
|
|
release: combat point will be abandoned for AI routines when enemy spotted.
|
|
|
|
|
|
ONCE_ONLY: monster spawner disappears after one successful activation
|
|
FIRE_TRIGGERS: moster spawner passes ability to fire triggers to spawned NPCs
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED traitor_handler (0 .8 0) (-8 -8 -8) (8 8 8)
|
|
finaltime --- ammount of time to allow free for all before finalscript is run (default 60 seconds)
|
|
finalscript --- name of script to punish player after free for all (default common/failed)
|
|
maxhits ------- how many hits to take within buffertime before count down starts (default 3 hits)
|
|
buffertime ---- duration before hit counter clears (default 30 seconds)
|
|
voiceover ----- set to false if you dont want the voiceovers to play
|
|
*/
|
|
|
|
|
|
/*QUAKED security_camera (0 .8 0) (-8 -8 -24) (8 8 0) START_OFF NO_THINK
|
|
|
|
------ flags ---------
|
|
|
|
START_OFF ----- the usual start off
|
|
NO_THINK ------ never moves around but you can turn it on and off by using it
|
|
|
|
|
|
------- keys ---------
|
|
|
|
type ---------- name of camera you want to use: indoor (default) or outdoor
|
|
minYaw -------- how far the camera can turn to the right (in degrees, not negative)
|
|
maxYaw -------- how far the camera can turn to the left (in degrees, not negative)
|
|
minPitch ------ how far the camera can point up (in degrees, not negative)
|
|
maxPitch ------ how far the camera can point down (in degrees, not negative)
|
|
camLight ------ non-0 if camera should have a spotlight
|
|
angles -------- pitch yaw roll
|
|
teamname ------ team the camera is on (e.g. Team_Prometheus ), if not set the camera only fires script if sees player
|
|
script ------- name of script to fire when seeing foe (or player in the case of no team)
|
|
time ------- ammount of time before auto reset (default is 10000)
|
|
startangles --- "rest position" facing of camera.
|
|
viewdist ------ how far the camera can see
|
|
scripttime ---- time between firings of the script (default is 1000 milliseconds)
|
|
deathScript --- called when camera dies. if left blank, nothing happens
|
|
|
|
the bounding box you see in the editor is for the indoor camera. the outdoor bbox is much larger.
|
|
*/
|
|
|
|
|
|
/*QUAKED security_searchlight (0 .8 0) (-15 -15 0) (15 15 30) START_OFF NO_THINK
|
|
|
|
------ flags ---------
|
|
|
|
START_OFF ----- the usual start off
|
|
NO_THINK ------ never moves around but you can turn it on and off by using it
|
|
|
|
|
|
------- keys ---------
|
|
|
|
minYaw -------- how far the searchlight can turn to the right (in degrees, not negative)
|
|
maxYaw -------- how far the searchlight can turn to the left (in degrees, not negative)
|
|
minPitch ------ how far the searchlight can point up (in degrees, not negative)
|
|
maxPitch ------ how far the searchlight can point down (in degrees, not negative)
|
|
angles -------- pitch yaw roll
|
|
teamname ------ team the searchlight is on (e.g. Team_Prometheus ), if not set the searchlight only fires script if sees player
|
|
script ------- name of script to fire when seeing foe (or player in the case of no team)
|
|
time ------- ammount of time before auto reset (default is 10000)
|
|
startangles --- the "rest position" of the light
|
|
viewdist ------ how far the searchlight can see
|
|
longBeam ------ 1 will turn on a longer beam than normal (default = 0, meaning use the short beam)
|
|
deathScript --- called when light dies. if left blank, nothing happens
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED target_stealth (0 .8 0) (-8 -8 -8) (8 8 8) ONCE_ONLY DONTUSE1 ANYNPC INFINITETIMER DONTUSE2
|
|
time ------- ammount of time before auto reset (default is 10000)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_ladder (.5 .5 .8) ?
|
|
material -- determines footstep sounds when climbing. defaults to 3 (solid metal). material list is below.
|
|
angles -- which direction should the player be facing when climbing
|
|
|
|
this entity doesn't actually spawn into the game so it doesn't count against your max entity limit
|
|
|
|
----- materials -----
|
|
|
|
MATERIAL_NONE 0
|
|
MATERIAL_SOLIDWOOD 1
|
|
MATERIAL_HOLLOWWOOD 2
|
|
MATERIAL_SOLIDMETAL 3
|
|
MATERIAL_HOLLOWMETAL 4
|
|
MATERIAL_SHORTGRASS 5
|
|
MATERIAL_LONGGRASS 6
|
|
MATERIAL_DIRT 7
|
|
MATERIAL_SAND 8
|
|
MATERIAL_GRAVEL 9
|
|
MATERIAL_GLASS 10
|
|
MATERIAL_CONCRETE 11
|
|
MATERIAL_MARBLE 12
|
|
MATERIAL_WATER 13
|
|
MATERIAL_SNOW 14
|
|
MATERIAL_ICE 15
|
|
MATERIAL_FLESH 16
|
|
MATERIAL_MUD 17
|
|
MATERIAL_BPGLASS 18
|
|
MATERIAL_DRYLEAVES 19
|
|
MATERIAL_GREENLEAVES 20
|
|
MATERIAL_FABRIC 21
|
|
MATERIAL_CANVAS 22
|
|
MATERIAL_ROCK 23
|
|
MATERIAL_RUBBER 24
|
|
MATERIAL_PLASTIC 25
|
|
MATERIAL_TILES 26
|
|
MATERIAL_CARPET 27
|
|
MATERIAL_PLASTER 28
|
|
MATERIAL_SHATTERGLASS 29
|
|
MATERIAL_ARMOR 30
|
|
MATERIAL_COMPUTER 31
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_multiple (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED
|
|
wait : Seconds between triggerings, 0.5 default
|
|
random: wait variance in seconds, default is 0
|
|
delay : seconds to wait after triggering to fire targets, default 0
|
|
|
|
ONCE_ONLY: trigger goes away after first activation
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
PLAYER_ONLY: only player can activate/touch
|
|
NPC_ONLY: only NPCs can activate/touch
|
|
FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger
|
|
DIRECTED: activation is restricted to force the player to be looking in a certain direction
|
|
|
|
actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
|
|
appear and to activate the trigger.
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_health_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE X X X X ONLY_WHEN_USED
|
|
wait : Seconds between triggerings, 0.5 default
|
|
random: wait variance in seconds, default is 0
|
|
delay : seconds to wait after triggering to fire targets, default 0
|
|
healthlevel : is the health of the player's vehicle less than this? (defaults to 1000, will be scaled by difficulty just like the vehicle's health)
|
|
|
|
ONCE_ONLY: trigger goes away after first activation. I advise setting this if you DON'T set ONLY_WHEN_USED.
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
ONLY_WHEN_USED: by default, trigger_health_check constantly checks its health.
|
|
with this flag trigger_health_check will only check its health when used.
|
|
|
|
***This trigger will fire its targets and remove itself as soon as it is used (or thinks) when the
|
|
vehicle's health is less than healthlevel.***
|
|
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_distance_warning (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED
|
|
wait : Seconds between triggerings, 0.5 default
|
|
random: wait variance in seconds, default is 0
|
|
delay : seconds to wait after triggering to fire targets, default 0
|
|
distancetarget : targetname of entity to gauge if we should fire targets based on distance
|
|
distance : units distancetarget must be to fire targets
|
|
lessthan : set to true if you want the target only fired when distancetarget is WITHIN range of user (default firing is out of range)
|
|
|
|
ONCE_ONLY: trigger goes away after first activation
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
PLAYER_ONLY: only player can activate/touch
|
|
NPC_ONLY: only NPCs can activate/touch
|
|
FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger
|
|
DIRECTED: activation is restricted to force the player to be looking in a certain direction
|
|
|
|
actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
|
|
appear and to activate the trigger.
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_remove (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY HIDE_REMOVE
|
|
wait : Seconds between triggerings, 0.5 default
|
|
count : Entities to be deleted before firing donescript
|
|
type1 : NPC class name to delete (if none provided, defaults to any class name)
|
|
type2 : Second NPC class name to delete
|
|
donescript : name of script to run when count entities have been removed
|
|
|
|
ONCE_ONLY: trigger goes away after first activation
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
PLAYER_ONLY: only player can activate/touch
|
|
NPC_ONLY: only NPCs can activate/touch
|
|
FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger
|
|
HIDE_REMOVE: only removes when the player can not see
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_sound (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY
|
|
wait : Seconds between triggerings, 0.5 default
|
|
soundlevel : Sound level the entity touching this trigger must be at to fire targets, 0.7 default
|
|
|
|
ONCE_ONLY: trigger goes away after first activation
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
PLAYER_ONLY: only player can activate/touch
|
|
NPC_ONLY: only NPCs can activate/touch
|
|
FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED target_play_music (0 0.5 0) (-4 -4 -4) (4 4 4) ONCE_ONLY
|
|
music : filename of the dynamic music
|
|
speed : initial speed of music: fast, slow, or off (turns all DM off)
|
|
ONCE_ONLY: target play music runner disappears after one successful activation
|
|
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_objective (.5 .5 .8) ? ONCE_ONLY INACTIVE
|
|
command : addmain, completemain, addsub, completesub, addinfomain, addinfosub
|
|
item : index number of thing to display, goes with command
|
|
command2 : addmain, completemain, addsub, completesub, addinfomain, addinfosub
|
|
item2 : index number of thing to display, goes with command2
|
|
command3 : addmain, completemain, addsub, completesub, addinfomain, addinfosub
|
|
item3 : index number of thing to display, goes with command3
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_body_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED X
|
|
wait : Seconds between triggerings, 0.5 default
|
|
random: wait variance in seconds, default is 0
|
|
delay : seconds to wait after triggering to fire targets, default 0
|
|
|
|
ONCE_ONLY: trigger goes away after first activation
|
|
PLAYER_USE: player must be touching and pressing use key to activate
|
|
INACTIVE: starts inactive ( can't be used )
|
|
PLAYER_ONLY: only player can activate/touch
|
|
NPC_ONLY: only NPCs can activate/touch
|
|
FRIENDLY_ONLY: only the player and friendly NPCs can activate this trigger
|
|
DIRECTED: activation is restricted to force the player to be looking in a certain direction
|
|
|
|
actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
|
|
appear and to activate the trigger.
|
|
noDrop -- if 'true' you can't drop bodies here (defaults to false)
|
|
|
|
Variable sized repeatable trigger. Must be targeted at one or more entities.
|
|
The times between firing is a random time between (wait - random) and (wait + random)
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_toolbox (.5 .5 .8) ? DIRECTED ONCE_ONLY INACTIVE
|
|
|
|
When a player steps into this trigger, an icon will be displayed on the HUD. Pressing the USE key
|
|
will activate this trigger's targets. If the "holdtime" key is given a value, the USE key will need
|
|
to be held for that time in seconds for the trigger to activate.
|
|
|
|
DIRECTED: activation is restricted to force the player to be looking in a certain direction
|
|
ONCE_ONLY: trigger disappears after one successful activation
|
|
INACTIVE: starts inactive ( can't be used )
|
|
|
|
actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
|
|
appear and to activate the trigger.
|
|
holdtime: time (seconds) the use key needs to be held (defaults to 0)
|
|
icon: the icon that will be displayed. Refers to an image file in base\gfx\menus. (defaults to hud/blank32)
|
|
wait: time (seconds) between activations (defaults to 1)
|
|
|
|
startSound: sound played when trigger is first used
|
|
endSound: sound played when trigger is done being used
|
|
loopSound: sound played while trigger is being used
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_arioche_objective (.5 .5 .8) ?
|
|
|
|
Generic objective for the arioche random mission generator system. When a trigger is
|
|
spawned it is associated with the objective object through the name param.
|
|
|
|
target: target to activate when objective is met
|
|
objective: name of objective (must match an objective in the .mission file)
|
|
use: 1 if this objective must be used to complete it
|
|
icon: icon to display when in range of the use objective
|
|
holdtime: amount of time the use button must be pressed before the objective is complete
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_hurt (.5 .5 .8) ? START_OFF ONCE_ONLY NO_PROTECTION FALLING INACTIVE
|
|
Any entity that touches this will be hurt.
|
|
It does dmg points of damage each time it's triggered
|
|
|
|
"wait" Seconds between triggerings, default 0.5
|
|
"random" wait variance in seconds, default 0
|
|
"dmg" default 5
|
|
"damageType" 1 = fire (default), 2 = steam, 3 = outright death, 4 = just plain "Ow!"
|
|
|
|
START_OFF starts off
|
|
ONCE_ONLY trigger goes away after first activation
|
|
NO_PROTECTION nothing stops the damage
|
|
FALLING damage is a result of falling
|
|
INACTIVE starts inactive ( can't be used )
|
|
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_timer (0 .5 .8) ? START_OFF PLAYER_USE DISPLAY ONCE INACTIVE
|
|
Counts down then fires its targets,
|
|
will happen repeatedly unless ONCE is checked
|
|
Can be turned on or off by using.
|
|
|
|
"time" seconds to wait until firing targets, default 1
|
|
"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
|
|
|
|
|
|
START_OFF timer starts off
|
|
PLAYER_USE player can use it, must be touching it
|
|
DISPLAY displays time counting down
|
|
ONCE will count down and fire once
|
|
INACTIVE starts inactive ( can't be used )
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED trigger_push (0 .5 .8) ? START_OFF INACTIVE PLAYER_ONLY NPC_ONLY
|
|
Pushes entity touching it in specified direction. Can be turned on or off by using.
|
|
The direction of push can be specified in two ways
|
|
1) manually enter the "angles" key/value pair
|
|
2) "target" a target_position - if valid "angles" are ignored
|
|
|
|
"push" pitch yaw roll (in degrees) - determines direction of push
|
|
270 0 0 = up
|
|
90 0 0 = down
|
|
"speed" how fast ent is pushed, default 100
|
|
"target" direction to push entity in
|
|
|
|
START_OFF trigger starts off
|
|
INACTIVE starts inactive ( can't be used )
|
|
PLAYER_ONLY only player can activate/touch
|
|
NPC_ONLY only NPCs can activate/touch
|
|
|
|
*/
|
|
|
|
|
|
/*QUAKED func_breakable_brush (0 .5 .8) ? INVINCIBLE NO_USE START_OFF
|
|
Throws debris and dissapears when used or killed
|
|
area portals can be used with this, whether it starts on or off.
|
|
if "direction" is given, debris will use it to determine explosion path, else game will determine direction
|
|
The texture placed on the brush model determines the material -- look in the shader to determine the material type
|
|
|
|
|
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"splashDamage" damage from explosion, default none
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"splashRadius" area of effect, default none
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"health" damage needed to die, default 1
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"direction" pitch yaw roll (in degrees) - direction of debris explosion
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270 0 0 = up
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90 0 0 = down
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"sizescale" overrides programmatic scale determination -- useful for long, thing things
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"speedscale" scales speed of debris, default 1 -- only use in special cases
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"material" material number, should ONLY be used in SPECIAL cases - i.e. when a brush needs an invisible texture, which has no material.
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-1 means no debris at all. period.
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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INVINCIBLE can't be damaged, will only die when used
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NO_USE using it will not break it, must be damaged
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START_OFF starts invisible, won't be visible or interact in the world in anyway until its used once
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*/
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/*QUAKED func_wall (0 .5 .8) ? START_OFF PLAYER_USE WATER
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bmodel that just sits there, can be toggled on/off by using it
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area portals can be used with this, whether it starts on or off
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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START_OFF wall starts off
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PLAYER_USE player can use it
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WATER if it's water, it moves without doing any pushing or getting blocked
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*/
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/*QUAKED func_npcwall (0 .5 .8) ? START_OFF PLAYER_USE
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just like func_wall, except that it is a NPC clip brush instead
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of a solid wall
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bmodel that just sits there, can be toggled on/off by using it
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area portals can be used with this, whether it starts on or off
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"usescript" name of script to play on Use. Do NOT set this if you want default behavior. Set to NULL to return to default
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START_OFF wall starts off
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PLAYER_USE player can use it
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*/
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/*QUAKED fx_play_effect (.2 .5 .8) (-8 -8 -8) (8 8 8) START_OFF
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Plays specified effect file
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"effect" name of .efx file
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"wait" seconds between triggerings, default 0.3
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"random" wait variance in seconds, default 0
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"target" direction of effect, default up
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"count" plays effect this many times then deletes itself, default -1 = infinite
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START_OFF fx starts off
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*/
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/*QUAKED target_level_change ( 1 0 0) (-4 -4 -4) (4 4 4)
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load the specified map
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"mapname" name of the map to load
|
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"menuname" go to a menu instead of map (example: "select" without the quotes. this is the outfitting menu.). ALSO REQUIRES MAPNAME!!
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"menuWpnsFile" (example: "col1" without the quotes) contains list of wpns to display in the provided menu. if you provide a "menuname" you need a "menuWpnsFile", too.
|
|
"execFile" the .cfg file (example: "hos1.cfg") to execute instead of immediately changing maps. this allows you to start the next map with no weapons.
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|
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This entity will try to switch to a menu first. If it doesn't have a "menuname" then it will try to run the "execFile".
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If it doesn't have an execFile it will try to change maps using "mapname".
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*/
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|
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/*QUAKED target_activate ( 1 0 0) (-4 -4 -4) (4 4 4)
|
|
Will set the target(s) to be usable/triggerable
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|
|
delay : seconds to wait after triggering to fire targets, default 0
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*/
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/*QUAKED target_deactivate ( 1 0 0) (-4 -4 -4) (4 4 4)
|
|
Will set the target(s) to be not usable/triggerable
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|
|
delay : seconds to wait after triggering to fire targets, default 0
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*/
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/*QUAKED target_counter ( 1 0 0) (-4 -4 -4) (4 4 4)
|
|
After being used count times, will fire all its targets
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"count" number of times to be used, before firing targets, default 2
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|
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"resetCount" number of times the counter should reset to it's full count when it's done, default 0 (never reset), -1 = infinite
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*/
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|
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/*QUAKED target_objective ( 0 0 1 ) (-8 -8 -8) (8 8 8)
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|
|
Does some objective stuff this isn't in yet. Fun.
|
|
*/
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|
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/*QUAKED target_visible ( 0 0 1) (-8 -8 -8) (8 8 8) START_OFF NOTRACE
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|
|
Fires targets as soon as player can see it, only fires targets once then removes itself.
|
|
Most target_visibles should START_OFF then turned on(used) once they're needed
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|
|
"radius" player must be at least this close to 'see' this ent, default 512
|
|
"degrees" degrees player must be looking within(player's FOV), default 40
|
|
"timer" number of miliseconds player must be looking at target for it to fire
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|
|
START_OFF will not actively check if player is looking until 'used'
|
|
NOTRACE will not check if player's sight is blocked, will see through walls, etc...
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|
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|
|
*/
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|
|
/*QUAKED worldspawn (0 0 0) ?
|
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|
|
Every map should have exactly one worldspawn.
|
|
"music" path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
|
|
"gravity" 800 is default gravity
|
|
"message" Text to print during connection process
|
|
"soundSet" Ambient sound set
|
|
"ambientFog" Set to 1 if the fog is purely for ambience and not for distance culling.
|
|
"npcView" View Distance for NPCs
|
|
"emplacement" player starts the map using this weapon
|
|
"spawnscript" runs on the player on entering level
|
|
"rDmgScript" if the player lobs a grenade or similar explosive device anywhere in the level, this script is run
|
|
"deathScript" called when player dies. if left blank, common/failed is used by default
|
|
"hearscript" the first time player sound is above 0.7 this will fire
|
|
"soundlevel" override the default 0.7 soundlevel that triggers hearscript
|
|
"dynamic_music" set to OFF to turn off all dynamic music on this level
|
|
"vehicle" is the player riding in a helicopter(1), truck(2), or nothing(0, the default)
|
|
"vehicleWeapon" use this in pra4, where the player will have a vehicle-mounted wpn but doesn't start the level attached to it
|
|
"suit" set to 1 if you want to use the SET_SUIT Icarus command in this map
|
|
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|
|
BSP Options
|
|
"gridsize" size of lighting grid to "X Y Z". default="64 64 128"
|
|
"ambient" scale of global light (from _color)
|
|
"fog" shader name of the global fog texture - must include the full path, such as "textures/rj/fog1"
|
|
"distancecull" value for vis for the maximum viewing distance
|
|
"chopsize" value for bsp on the maximum polygon / portal size
|
|
"SkyTexture" shader name for the sky texture
|
|
"SkyHeight" z height of the sky
|
|
"SkyIntensity" intensity modifier (default of 1.0, range from 0.0 to 3.0)
|
|
"SkyAmbient" ambient light vector (default is calculated)
|
|
"SkyMinimum" minimum modifier (default of 0.5, range from 0.0 to 1.0)
|
|
"SkyEdge" world edge error deviation (default of 100.0)
|
|
"ls_Xr" override lightstyle X with this pattern for Red.
|
|
"ls_Xg" green (valid patterns are "a-z")
|
|
"ls_Xb" blue (a is OFF, z is ON)
|
|
"ignoreleaks" tells the bsp process to ignore any leaks, and continue on processing (for instances only)
|
|
*/
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