1026 lines
30 KiB
Plaintext
1026 lines
30 KiB
Plaintext
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==================================================
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hipnotic interactive quake add-on pack qc additions
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created by mark dochtermann 03/08/97
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version 1.0
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original code written by jim dose and mark dochtermann
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copyright (c) 1997 hipnotic interactive inc.
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scourge of armagon (c) 1997 id software, inc.
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scourge of armagon (tm) is a trademark of id software, inc.
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quake (r) is a registered trademark of id software, inc.
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===================================================
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==========================================================================
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= =
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= rotation geometry =
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= =
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==========================================================================
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***********
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info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
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***********
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used as the point of rotation for rotatable objects.
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******************
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func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) toggle start_on
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******************
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creates an entity that continually rotates. can be toggled on
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and off if targeted.
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toggle = allows the rotation to be toggled on/off
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start_on = wether the entity is spinning when spawned. if toggle is
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0, entity can be turned on, but not off.
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if "deathtype" is set with a string, this is the message that will
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appear when a player is killed by the train.
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"rotate" is the rate to rotate.
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"target" is the center of rotation.
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"speed" is how long the entity takes to go from standing still to
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full speed and vice-versa.
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***********
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path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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rotation angles stop no_rotate damage movetime set_damage
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***********
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path for rotate_train.
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rotation tells train to rotate at rate specified by "rotate". use
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'0 0 0' to stop rotation.
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angles tells train to rotate to the angles specified by "angles"
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while traveling to this path_rotate. use values < 0 or > 360 to
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guarantee that it turns in a certain direction. having this flag
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set automatically clears any rotation.
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stop tells the train to stop and wait to be retriggered.
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no_rotate tells the train to stop rotating when waiting to be
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triggered.
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damage tells the train to cause damage based on "dmg".
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movetime tells the train to interpret "speed" as the length of time
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to take moving from one corner to another.
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set_damage tells the train to set all targets damage to "dmg"
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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"event" is a target to trigger when train arrives at path_rotate.
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*****************
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func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
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*****************
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in path_rotate, set speed to be the new speed of the train after it
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reaches the path change. if speed is -1, the train will warp
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directly to the next path change after the specified wait time. if
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movetime is set on the path_rotate, the train to interprets "speed"
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as the length of time to take moving from one corner to another.
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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both "noise" and "noise1" defaults depend upon "sounds" variable and
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can be overridden by the "noise" and "noise1" variable in path_rotate.
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also in path_rotate, if stop is set, the train will wait until it is
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retriggered before moving on to the next goal.
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trains are moving platforms that players can ride.
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"path" specifies the first path_rotate and is the starting position.
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if the train is the target of a button or trigger, it will not begin
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moving until activated. the func_rotate_train entity is the center
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of rotation of all objects targeted by it.
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if "deathtype" is set with a string, this is the message that will
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appear when a player is killed by the train.
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speed default 100
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dmg default 0
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sounds
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1) ratchet metal
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*************
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rotate_object (0 .5 .8) ?
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*************
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this defines an object to be rotated. used as the target of
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func_rotate_door.
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****************
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func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) stayopen
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****************
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creates a door that rotates between two positions around a point of
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rotation each time it's triggered.
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stayopen tells the door to reopen after closing. this prevents a
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trigger-once door from closing again when it's blocked.
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"dmg" specifies the damage to cause when blocked. defaults to 2.
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negative numbers indicate no damage.
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"speed" specifies how the time it takes to rotate
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"sounds"
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1) medieval (default)
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2) metal
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3) base
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**********
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func_clock (0 0 0.5) (0 0 0) (32 32 32)
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**********
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creates one hand of a "clock".
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set the angle to be the direction the clock is facing.
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"event" is the targetname of the entities to trigger when hand
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strikes 12.
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"cnt" is the time to start at.
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"count" is the # of seconds it takes to make a full revolution
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(seconds is 60, minutes 3600, hours 43200). default is 60.
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==========================================================================
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= =
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= miscellaneous geometry =
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= =
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==========================================================================
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*************
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func_movewall (0 .5 .8) ? visible touch
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*************
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used to emulate collision on rotating objects.
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visible causes brush to be displayed.
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touch specifies whether to cause damage when touched by player.
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nonblocking makes the brush non-solid. this is useless if visible is
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not set.
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"dmg" specifies the damage to cause when touched or blocked.
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***********
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func_train2 (0 .5 .8) ?
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***********
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this is a modification of the standard func_train entity.
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it is functionally equivalent, except that it removes a slight delay
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that would occur after each path entry, and it adds a speed variable to
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the path_corner entity.
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"noise" contains the name of the sound to play when train stops.
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"noise1" contains the name of the sound to play when train moves.
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both "noise" and "noise1" defaults depend upon "sounds" variable.
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in path_corner, set speed to be the new speed of the train after it
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reaches the path change. if speed is -1, the train will warp directly
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to the next path change after the specified wait time.
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also in path_corner, if wait is set to -1, the train will wait until it
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is retriggered before moving on to the next goal.
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here is a reiteration of the func_train docs:
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trains are moving platforms that players can ride.
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the targets origin specifies the min point of the train at each corner.
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the train spawns at the first target it is pointing at.
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if the train is the target of a button or trigger, it will not begin
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moving until activated.
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speed default 100
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dmg default 2
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sounds 1) ratchet metal
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*************
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func_pushable (0 .5 .8) ?
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*************
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pushable walls. not quite working, but fun to play around with.
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***********
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path_follow (0.5 0.3 0) ?
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***********
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monsters will stop what they are doing and follow to the target.
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this forces monsters to change direction, unless there enemy is
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in sight.
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variable sized
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***********
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path_follow2 (0.5 0.3 0) (-8 -8 -8) (8 8 8)
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***********
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monsters will stop what they are doing and follow to the target.
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this forces monsters to change direction, unless there enemy is
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in sight.
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fixed size
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==========================================================================
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= =
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= hipnotic items =
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= =
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==========================================================================
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*********************
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item_artifact_wetsuit (0 .5 .8) (-16 -16 -24) (16 16 32)
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*********************
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player takes no damage from electrical attacks and swims faster for
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30 seconds.
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********************
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item_hornofconjuring (0 .5 .8) (0 0 0) (32 32 32)
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********************
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horn of conjuring. you must make func_spawn entities connected to
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this entity to spawn the charmed creature.
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*****************************
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item_artifact_empathy_shields (0 .5 .8) (0 0 0) (32 32 32)
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*****************************
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**************
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weapon_mjolnir (0 .5 .8) (-16 -16 0) (16 16 32)
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**************
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****************
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weapon_laser_gun (0 .5 .8) (-16 -16 0) (16 16 32)
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****************
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********************
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weapon_proximity_gun (0 .5 .8) (-16 -16 0) (16 16 32)
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********************
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==========================================================================
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= =
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= hipnotic traps =
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= =
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==========================================================================
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***************
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trap_spike_mine (0 .5 .8) (-16 -16 0) (16 16 32)
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***************
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************************
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trap_lightning_triggered (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
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************************
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when triggered, fires lightning in the direction set in quakeed.
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"wait" how long to wait between blasts (1.0 default)
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if in random mode wait is multiplied by random
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"nextthink" delay before firing first lightning, so multiple traps
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can be stagered.
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"dmg" how much damage lightning should inflict (30 default)
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"duration" how long each lightning attack should last (0.1 default)
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**************
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trap_lightning (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
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**************
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continuously fire lightning.
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"wait" how long to wait between blasts (1.0 default)
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if in random mode wait is multiplied by random
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"nextthink" delay before firing first lightning, so multiple
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traps can be stagered.
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"dmg" how much damage lightning should inflict (30 default)
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"duration" how long each lightning attack should last (0.1 default)
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***********************
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trap_lightning_switched (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
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***********************
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continuously fires lightning.
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"wait" how long to wait between blasts (1.0 default)
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if in random mode wait is multiplied by random
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"nextthink" delay before firing first lightning, so multiple traps can
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be stagered.
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"dmg" how much damage lightning should inflict (30 default)
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"duration" how long each lightning attack should last (0.1 default)
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"state" 0 (default) initially off, 1 initially on.
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***************
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trap_tesla_coil (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
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***************
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targets enemies in vicinity and fires at them
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"wait" how long build up should be (0.5 * (4-skill) default)
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"dmg" how much damage lightning should inflict (5 default)
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"duration" how long each lightning attack should last (continuous
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default)
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"distance" how far the tesla coil should reach (600 default)
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"state" on/off for the coil (0 default is off)
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"count" number of people to target (2 default)
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***************
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trap_gods_wrath (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
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***************
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targets enemies in vicinity and fires at them
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"dmg" how much damage lightning should inflict (5 default)
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"duration" how long each lightning attack should last (continuous
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default)
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"distance" how far god's wrath should reach (600 default)
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"delay" how long to wait until god calms down
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this is only needed if no one is targetted (5 seconds default)
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"count" number of people to target (2 default)
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*****************
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trap_gravity_well (.8 .5 0) (-8 -8 -8) (8 8 8) targetenemies underwater
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*****************
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targets enemies in vicinity and draws them near, gibbing them on
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contact.
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underwater cuts the pull in half for players wearing the wetsuit
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"distance" how far the gravity well should reach (600 default)
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"count" number of people to target (2 default)
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"speed" is how strong the pull is. (210 default)
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"dmg" is how much damage to do each touch. (10000 default)
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*********************
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trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8)
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superspike laser lavaball rocket silent
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*********************
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shoots spikes, lasers, lavaballs or rockets.
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silent flag determines if lasers are silent or not.
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fires the projectile in the direction set in quaked.
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*********************
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trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8)
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superspike laser lavaball rocket silent
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*********************
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shoots spikes, lasers, lavaballs or rockets.
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silent flag determines if lasers are silent or not.
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continuous fire.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can
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be stagered.
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fires the projectile in the direction set in quaked.
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*********************
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trap_switched_shooter (0 .5 .8) (-8 -8 -8) (8 8 8)
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superspike laser lavaball rocket silent
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*********************
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shoots spikes, lasers, lavaballs or rockets.
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silent flag determines if lasers are silent or not.
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continuous fire.
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"wait" time between spike (1.0 default)
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"nextthink" delay before firing first spike, so multiple shooters can
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be stagered.
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"state" 0 initially off, 1 initially on. (0 default)
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==========================================================================
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= =
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= hipnotic special effects =
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= =
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==========================================================================
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********************
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play_sound_triggered (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) toggle
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********************
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play a sound when it is used
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toggle determines whether sound should be stopped when triggered again
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"volume" how loud (1 default full volume)
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"noise" sound to play
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"impulse" channel on which to play sound (0-7) (0 automatic is default)
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"speed" attenuation factor
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-1 - no attenuation
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1 - normal
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2 - idle
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3 - static
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**********
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play_sound (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
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**********
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play a sound on a periodic basis
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"volume" how loud (1 default full volume)
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"noise" sound to play
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"wait" random time between sounds (default 20)
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"delay" minimum delay between sounds (default 2)
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"impulse" channel on which to play sound (0-7) (0 automatic is default)
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"speed" attenuation factor
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-1 - no attenuation
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1 - normal
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2 - idle
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||
|
3 - static
|
||
|
|
||
|
|
||
|
**************
|
||
|
random_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
**************
|
||
|
|
||
|
"wait" random time between strikes (default 20)
|
||
|
|
||
|
"delay" minimum delay between strikes (default 2)
|
||
|
|
||
|
"volume" how loud (1 default full volume)
|
||
|
|
||
|
"speed" attenuation factor
|
||
|
-1 - no attenuation
|
||
|
1 - normal
|
||
|
2 - idle
|
||
|
3 - static
|
||
|
|
||
|
|
||
|
************************
|
||
|
random_thunder_triggered (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) toggle
|
||
|
************************
|
||
|
|
||
|
toggle determines whether sound should be stopped when triggered again
|
||
|
|
||
|
"volume" how loud (1 default full volume)
|
||
|
|
||
|
"speed" attenuation factor
|
||
|
-1 - no attenuation
|
||
|
1 - normal
|
||
|
2 - idle
|
||
|
3 - static
|
||
|
|
||
|
|
||
|
***************
|
||
|
ambient_humming (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
***************
|
||
|
|
||
|
humming ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
***************
|
||
|
ambient_humming (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
***************
|
||
|
|
||
|
rushing ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
*********************
|
||
|
ambient_running_water (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*********************
|
||
|
|
||
|
running water ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
*******************
|
||
|
ambient_fan_blowing (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*******************
|
||
|
|
||
|
fan blowing ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
*****************
|
||
|
ambient_waterfall (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*****************
|
||
|
|
||
|
waterfall ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
*****************
|
||
|
ambient_riftpower (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
*****************
|
||
|
|
||
|
riftpower ambient sound
|
||
|
|
||
|
"volume" how loud it should be (0.5 is default)
|
||
|
|
||
|
|
||
|
******************
|
||
|
func_particlefield (0 .5 .8) ? use_count
|
||
|
******************
|
||
|
|
||
|
creates a brief particle flash roughly the size of the defining
|
||
|
brush each time it is triggered.
|
||
|
|
||
|
use_count when the activator is a func_counter, the field will only
|
||
|
activate when count is equal to "cnt". same as using a func_oncount
|
||
|
to trigger.
|
||
|
|
||
|
"cnt" is the count to activate on when use_count is set.
|
||
|
|
||
|
"color" is the color of the particles. default is 192 (yellow).
|
||
|
|
||
|
"count" is the density of the particles. default is 2.
|
||
|
|
||
|
"noise" is the sound to play when triggered. do not use a looping
|
||
|
sound here.
|
||
|
|
||
|
"dmg" is the amount of damage to cause when touched.
|
||
|
|
||
|
|
||
|
***************
|
||
|
func_togglewall (0 .5 .8) ? start_off
|
||
|
***************
|
||
|
|
||
|
creates a invisible wall that can be toggled on and off.
|
||
|
|
||
|
start_off wall doesn't block until triggered.
|
||
|
|
||
|
"noise" is the sound to play when wall is turned off.
|
||
|
"noise1" is the sound to play when wall is blocking.
|
||
|
"dmg" is the amount of damage to cause when touched.
|
||
|
|
||
|
|
||
|
***************
|
||
|
func_earthquake (0 0 0.5) (0 0 0) (32 32 32)
|
||
|
***************
|
||
|
|
||
|
causes an earthquake. triggers targets.
|
||
|
|
||
|
"dmg" is the duration of the earthquake. default is 0.8 seconds.
|
||
|
|
||
|
|
||
|
***********
|
||
|
func_rubble (0.4 0.4 0.2) (0 0 0) (32 32 32)
|
||
|
***********
|
||
|
|
||
|
spawns random sized rubble when triggered.
|
||
|
|
||
|
"count" is the number of pieces of rubble to spawn. default is 1.
|
||
|
|
||
|
|
||
|
************
|
||
|
func_rubble1 (0.4 0.4 0.2) (0 0 0) (8 8 8)
|
||
|
************
|
||
|
|
||
|
spawns small rubble when triggered.
|
||
|
|
||
|
"count" is the number of pieces of rubble to spawn. default is 1.
|
||
|
|
||
|
|
||
|
************
|
||
|
func_rubble2 (0.4 0.4 0.2) (0 0 0) (16 16 16)
|
||
|
************
|
||
|
|
||
|
spawns medium rubble when triggered.
|
||
|
|
||
|
"count" is the number of pieces of rubble to spawn. default is 1.
|
||
|
|
||
|
|
||
|
************
|
||
|
func_rubble3 (0.4 0.4 0.2) (0 0 0) (32 32 32)
|
||
|
************
|
||
|
|
||
|
spawns large rubble when triggered.
|
||
|
|
||
|
"count" is the number of pieces of rubble to spawn. default is 1.
|
||
|
|
||
|
|
||
|
******************
|
||
|
func_breakawaywall (0 .5 .8) ?
|
||
|
******************
|
||
|
|
||
|
special walltype that removes itself when triggered.
|
||
|
|
||
|
|
||
|
*************
|
||
|
func_exploder (0.4 0 0) (0 0 0) (8 8 8) particles
|
||
|
*************
|
||
|
|
||
|
spawns an explosion when triggered. triggers any targets.
|
||
|
|
||
|
particles - whether to spawn particles or not
|
||
|
|
||
|
"dmg" specifies how much damage to cause. negative values
|
||
|
indicate no damage. default or 0 indicates 120.
|
||
|
"volume" volume at which to play explosions (default 1.0)
|
||
|
"speed" attenuation for explosions (default normal)
|
||
|
|
||
|
|
||
|
*******************
|
||
|
func_multi_exploder (0.4 0 0) ?
|
||
|
*******************
|
||
|
|
||
|
spawns an explosion when triggered. triggers any targets.
|
||
|
size of brush determines where explosions will occur.
|
||
|
|
||
|
"dmg" specifies how much damage to cause from each explosion
|
||
|
negative values indicate no damage. default or 0 indicates 120.
|
||
|
|
||
|
"delay" delay before exploding (default 0 seconds)
|
||
|
|
||
|
"duration" how long to explode for (default 1 second)
|
||
|
|
||
|
"wait" time between each explosion (default 0.25 seconds)
|
||
|
|
||
|
"volume" volume to play explosion sound at (default 0.5)
|
||
|
|
||
|
"speed" attenuation for explosions (default normal)
|
||
|
|
||
|
|
||
|
**********
|
||
|
wallsprite (0 1 0) (-8 -8 -8) (8 8 8)
|
||
|
**********
|
||
|
|
||
|
places a sprite on a wall. angles should be opposite of face.
|
||
|
|
||
|
"model" sprite to place on wall. default is "progs/s_blood1.spr".
|
||
|
|
||
|
|
||
|
***************
|
||
|
effect_teleport (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
|
||
|
***************
|
||
|
|
||
|
create a teleport effect when triggered
|
||
|
the effect is only eye-candy it does nothing
|
||
|
|
||
|
|
||
|
*************
|
||
|
effect_finale (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) useplayer nodecoy
|
||
|
*************
|
||
|
|
||
|
start the finale sequence
|
||
|
|
||
|
useplayer - use the current player as
|
||
|
decoy location.
|
||
|
nodecoy - no decoy, only the camera
|
||
|
|
||
|
"target" the camera to go to.
|
||
|
|
||
|
"mdl" if useplayer is specified, this is a path corner with target
|
||
|
of the next path_corner to run to.
|
||
|
|
||
|
if use player isn't specified this becomes
|
||
|
the spawn point as well.
|
||
|
|
||
|
"spawnfunction" next routine to run
|
||
|
|
||
|
"delay" time to wait until running routine
|
||
|
|
||
|
|
||
|
*****************
|
||
|
info_startendtext (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
|
||
|
*****************
|
||
|
|
||
|
start the end text if this level has any. it puts the player into
|
||
|
intermission mode.
|
||
|
|
||
|
|
||
|
==========================================================================
|
||
|
= =
|
||
|
= hipnotic monsters =
|
||
|
= =
|
||
|
==========================================================================
|
||
|
|
||
|
***************
|
||
|
monster_armagon (1 0 0) (-32 -32 -24) (32 32 64) ambush
|
||
|
***************
|
||
|
|
||
|
***************
|
||
|
monster_gremlin (1 0 0) (-32 -32 -24) (32 32 64) ambush
|
||
|
***************
|
||
|
|
||
|
***************
|
||
|
monster_scourge (1 0 0) (-16 -16 -24) (16 16 40) ambush
|
||
|
***************
|
||
|
|
||
|
now known as centroids
|
||
|
|
||
|
|
||
|
***************
|
||
|
monster_decoy (1 0 0) (-16 -16 -24) (16 16 40)
|
||
|
***************
|
||
|
|
||
|
decoy player monster. will run to path_corners.
|
||
|
|
||
|
|
||
|
==========================================================================
|
||
|
= =
|
||
|
= miscellaneous =
|
||
|
= =
|
||
|
==========================================================================
|
||
|
|
||
|
**********
|
||
|
func_spawn (0 .5 .8) (-32 -32 -24) (32 32 40) big/ambush megahealth
|
||
|
**********
|
||
|
|
||
|
this will spawn a thing upon being used. the thing that
|
||
|
is spawned depends upon the value of "spawnfunction".
|
||
|
|
||
|
"spawnclassname" should contain the same value as "spawnfunction".
|
||
|
|
||
|
if "spawnfunction" is unspecified a random monster is chosen as
|
||
|
follows:
|
||
|
|
||
|
50% - dog
|
||
|
30% - ogre
|
||
|
12% - fiend
|
||
|
5% - zombie
|
||
|
3% - shambler
|
||
|
|
||
|
the angles, target and all flags are passed on
|
||
|
think of it like setting up a normal entity.
|
||
|
|
||
|
"spawnsilent" set this to none 0 if you want a silent spawn.
|
||
|
|
||
|
"spawnmulti" set this to 1 if you want this spawn to be reoccuring.
|
||
|
|
||
|
|
||
|
**********
|
||
|
func_spawn_small (0 .5 .8) (-16 -16 -24) (16 16 40) big/ambush megahealth
|
||
|
**********
|
||
|
|
||
|
same as above except smaller.
|
||
|
|
||
|
|
||
|
************
|
||
|
func_counter (0 0 0.5) (0 0 0) (32 32 32)
|
||
|
toggle loop step reset random finishcount start_on
|
||
|
************
|
||
|
|
||
|
toggle causes the counter to switch between an on and off state
|
||
|
each time the counter is triggered.
|
||
|
|
||
|
loop causes the counter to repeat infinitly. the count resets to zero
|
||
|
after reaching the value in "count".
|
||
|
|
||
|
step causes the counter to only increment when triggered. effectively,
|
||
|
this turns the counter into a relay with counting abilities.
|
||
|
|
||
|
reset causes the counter to reset to 0 when restarted.
|
||
|
|
||
|
random causes the counter to generate random values in the range 1 to
|
||
|
"count" at the specified interval.
|
||
|
|
||
|
finishcount causes the counter to continue counting until it reaches
|
||
|
"count" before shutting down even after being set to an off state.
|
||
|
|
||
|
start_on causes the counter to be on when the level starts.
|
||
|
|
||
|
"count" specifies how many times to repeat the event. if loop is set,
|
||
|
it specifies how high to count before reseting to zero. default is 10.
|
||
|
|
||
|
"wait" the length of time between each trigger event.
|
||
|
default is 1 second.
|
||
|
|
||
|
"delay" how much time to wait before firing after being switched on.
|
||
|
|
||
|
|
||
|
************
|
||
|
func_oncount (0 0 0.5) (0 0 0) (16 16 16)
|
||
|
************
|
||
|
|
||
|
must be used as the target for func_counter. when the counter
|
||
|
reaches the value set by count, func_oncount triggers its targets.
|
||
|
|
||
|
"count" specifies the value to trigger on. default is 1.
|
||
|
|
||
|
"delay" how much time to wait before firing after being triggered.
|
||
|
|
||
|
|
||
|
***********************
|
||
|
trigger_damagethreshold (0 .5 .8) ? multi_use invisible
|
||
|
***********************
|
||
|
|
||
|
triggers only when a threshold of damage is exceeded.
|
||
|
when used in conjunction with func_breakawaywall, allows
|
||
|
walls that may be destroyed with a rocket blast.
|
||
|
|
||
|
multi_use tells the trigger to not to remove itself after
|
||
|
being fired. allows the trigger to be used multiple times.
|
||
|
|
||
|
invisible tells the trigger to not be visible.
|
||
|
|
||
|
"health" specifies how much damage must occur before trigger fires.
|
||
|
default is 60.
|
||
|
|
||
|
|
||
|
****************
|
||
|
trigger_multiple (.5 .5 .5) ? notouch
|
||
|
****************
|
||
|
|
||
|
variable sized repeatable trigger. must be targeted at one or more
|
||
|
entities. if "health" is set, the trigger must be killed to activate
|
||
|
each time. if "delay" is set, the trigger waits some time after
|
||
|
activating before firing.
|
||
|
"wait" : seconds between triggerings. (.2 default)
|
||
|
"cnt" how many times it can be triggered (infinite default)
|
||
|
if notouch is set, the trigger is only fired by other entities, not by
|
||
|
touching.
|
||
|
notouch has been obsoleted by trigger_relay!
|
||
|
|
||
|
sounds
|
||
|
1) secret
|
||
|
2) beep beep
|
||
|
3) large switch
|
||
|
4)
|
||
|
set "message" to text string
|
||
|
|
||
|
|
||
|
************
|
||
|
trigger_hurt (.5 .5 .5) ?
|
||
|
************
|
||
|
|
||
|
any object touching this will be hurt
|
||
|
set dmg to damage amount
|
||
|
defalt dmg = 5
|
||
|
"cnt" default infinite, how many times to trigger
|
||
|
|
||
|
|
||
|
*******************
|
||
|
trigger_monsterjump (.5 .5 .5) ?
|
||
|
*******************
|
||
|
|
||
|
walking monsters that touch this will jump in the direction of the
|
||
|
trigger's angle
|
||
|
"speed" default to 200, the speed thrown forward
|
||
|
"height" default to 200, the speed thrown upwards
|
||
|
"cnt" default infinite, how many times to trigger
|
||
|
|
||
|
|
||
|
**************
|
||
|
trigger_usekey (0 .5 0) ? use_gold_key
|
||
|
**************
|
||
|
|
||
|
use_gold_key if set use gold key, otherwise the silver key
|
||
|
|
||
|
variable sized single use trigger that requires a key to trigger
|
||
|
targets. must be targeted at one or more entities.
|
||
|
|
||
|
"message" is printed when the trigger is touched without having the
|
||
|
right key.
|
||
|
|
||
|
|
||
|
**************
|
||
|
trigger_remove (.5 .5 .5) ? ignoremonsters ignoreplayers
|
||
|
**************
|
||
|
|
||
|
ignoremonsters - ignores monsters if set
|
||
|
ignoreplayers - ignores players if set
|
||
|
|
||
|
variable sized trigger that removes the thing that touches it. does
|
||
|
not affect monsters or players.
|
||
|
|
||
|
|
||
|
******************
|
||
|
trigger_setgravity (.5 .5 .5) ?
|
||
|
******************
|
||
|
|
||
|
set the gravity of a player
|
||
|
"gravity" what to set the players gravity to
|
||
|
- 0 (default) normal gravity
|
||
|
- 1 no gravity
|
||
|
- 2 almost no gravity
|
||
|
- ...
|
||
|
- 101 normal gravity
|
||
|
- 102 slightly higher than normal gravity
|
||
|
- ...
|
||
|
- 1000 very high gravity
|
||
|
|
||
|
|
||
|
***************
|
||
|
trigger_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
***************
|
||
|
|
||
|
when triggered, stuffs a command into the console to allow map
|
||
|
designers to set server variables.
|
||
|
|
||
|
"message" is the command to send to the console.
|
||
|
|
||
|
|
||
|
************
|
||
|
info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
|
||
|
************
|
||
|
|
||
|
stuffs a command into the console to allow map designers
|
||
|
to set server variables.
|
||
|
|
||
|
"message" is the command to send to the console.
|
||
|
|
||
|
*****************
|
||
|
trigger_decoy_use (.5 .5 .5) ?
|
||
|
*****************
|
||
|
|
||
|
only the decoy player can trigger this once triggers, all targets are
|
||
|
used
|
||
|
|
||
|
|
||
|
*****************
|
||
|
trigger_waterfall (.2 .5 .2) ?
|
||
|
*****************
|
||
|
|
||
|
pushes the player in the direction specified by angles.
|
||
|
|
||
|
"speed" is the strength of the push (default 50).
|
||
|
"count" amount of random xy movement to add to velocity (default 100).
|
||
|
|
||
|
|
||
|
*****************
|
||
|
func_bobbingwater (0 .5 .8) ?
|
||
|
*****************
|
||
|
|
||
|
used to emulate water. to use, create a thin water brush and center it
|
||
|
on the water line of the body of water to bob. the amount of the bob
|
||
|
is the depth of the brush.
|
||
|
|
||
|
"speed" is how long in seconds it takes the brush to do one full bob.
|
||
|
|
||
|
|
||
|
==========================================================================
|
||
|
= =
|
||
|
= miscellaneous comments =
|
||
|
= =
|
||
|
==========================================================================
|
||
|
|
||
|
|
||
|
- added visible_distance variable in "visible" function. if
|
||
|
trace_fraction is 1.0, than visible_distance is set to the distance
|
||
|
between self.origin and the creature.origin.
|
||
|
|
||
|
- if attack_state is set to as_dodging, ai_run_dodge is called which
|
||
|
causes a creature to run at you while strafing from side to side.
|
||
|
|
||
|
- made the fish solid_not a lot sooner now. it may be possible to move
|
||
|
right through them if you are too quick.
|
||
|
|
||
|
- gravity field is added. when set, each entity can have it's own
|
||
|
gravity.
|
||
|
|
||
|
- added subroutine sub_copyentity to duplicate an entity.
|
||
|
|
||
|
- added subroutine sub_normalizeangles to fix "wrong" angles.
|