/*********************************************************************** func ***********************************************************************/ entityDef func_group { "editor_color" "0 0 0" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities." } entityDef func_splinemover { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Entity which stores a spline path." "spawnclass" "idSplinePath" } entityDef func_rotating { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating." "editor_bool start_on" "set to 1 to rotate when spawned." "editor_bool x_axis" "set to 1 to rotate around x-axis." "editor_bool y_axis" "set to 1 to rotate around y-axis." "editor_var speed" "determines how fast it moves." "editor_var dmg" "damage to inflict when blocked." "spawnclass" "idRotater" "x_axis" "0" "y_axis" "0" "speed" "100" "dmg" "2" "start_on" "1" } entityDef func_bobbing { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Generic bobbing entity. It will bob on the Z axis by default." "editor_bool x_axis" "set to 1 to rotate around x-axis." "editor_bool y_axis" "set to 1 to rotate around y-axis." "editor_var height" "amplitude of bob." "editor_var speed" "seconds to complete a bob cycle." "editor_var phase" "the 0.0 to 1.0 offset in the cycle to start at." "editor_var dmg" "damage to inflict when blocked." "editor_snd snd_open" "sound to play when opening." "editor_snd snd_close" "sound to play when closing." "editor_snd snd_opened" "looping sound for it's opened state." "spawnclass" "idBobber" "x_axis" "0" "y_axis" "0" "height" "32" "speed" "4" "phase" "0" "dmg" "2" } entityDef func_pendulum { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions." "editor_usage1" "Pendulum frequency is a physical constant based on the length of the beam and gravity." "editor_var freq" "If set, overrides frequency basic on beam length and forces a specific frequency." "editor_var speed" "the number of degrees each way the pendulum swings." "editor_var phase" "the 0.0 to 1.0 offset in the cycle to start at." "editor_var dmg" "damage to inflict when blocked." "editor_snd snd_open" "sound to play when opening." "editor_snd snd_close" "sound to play when closing." "editor_snd snd_opened" "looping sound for it's opened state." "spawnclass" "idPendulum" "speed" "30" "phase" "0" "dmg" "2" } entityDef func_plat { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_mover" "1" "editor_usage" "Standard Quake-style platform." "editor_bool no_touch" "the plat should not be triggered by the player touching it, only by another trigger." "editor_var lip" "protrusion above rest position." "editor_var height" "total height of movement, defaults to model height." "editor_var speed" "speed to move up and down at." "editor_var dmg" "damage to inflict when blocked." "editor_snd snd_open" "sound to play when opening." "editor_snd snd_close" "sound to play when closing." "editor_snd snd_opened" "looping sound for it's opened state." "spawnclass" "idPlat" "no_touch" "0" "lip" "8" "speed" "200" "dmg" "2" } entityDef func_activator { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Non-displayed entity used to activate triggers when it touches them. Bind to a mover to" "editor_usage1" "have the mover activate a triggers as it moves. When target by triggers, activating the" "editor_usage2" "trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger." "editor_bool start_off" "set to 1 to have it spawn disabled. Activator will disable itself when it activates a trigger." "editor_bool stay_on" "to prevent activator from disabling itself." "spawnclass" "idActivator" "start_off" "0" "stay_on" "0" } entityDef func_door { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_mover" "1" "editor_usage" "Door." "editor_bool no_touch" "the door should not be triggered by the player touching it, only by another trigger. in multiplayer, this door can't be shot to open." "editor_var angle" "determines the opening direction.(DEPRECATED)" "editor_var movedir" "determines the opening direction. if set, 'angle' determines orientation.(DEPRECATED)" "editor_var speed" "movement speed. (DEPRECATED)" "editor_var time" "movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced." "editor_bool wait" "wait before returning (-1 = never return)." "editor_bool toggle" "wait at each position until triggered again." "editor_var lip" "lip remaining at end of move.(DEPRECATED)" "editor_var health" "if set, the door must be shot open." "editor_var triggersize" "sets the amount the trigger extends from the door." "editor_snd snd_locked" "sound to play if door is locked and player approaches." "editor_snd snd_open" "sound to play when opening." "editor_snd snd_close" "sound to play when closing." "editor_snd snd_opened" "looping sound for it's opened state." "editor_var move_delta" "xyz of delta for the door to move when triggered. By default, this is relative to the door's axis. Overrides movedir, lip and angle keys." "editor_var move_absolute" "when 1, move_delta is interpreted in world space, rather than entity space. Does nothing if move_delta is not also defined." "editor_bool reverse_on_block" "when set to 1, the door will reverse back to its previous state if it gets blocked. if not it will wait until the obstruction is removed" "compiler_makevalueunique group" "1" "spawnclass" "idDoor" "editor_spawnclass" "sdEntityClass_Door" "groupmaster" "1" "no_touch" "0" "angle" "0" "speed" "100" "wait" "3" "lip" "8" "health" "0" "triggersize" "60" "snd_close" "entity_door_close" "snd_open" "entity_door_open" "snd_opened" "entity_door_opened" "snd_locked" "entity_door_locked" "snd_unlocked" "entity_door_unlocked" "reverse_on_block" "1" "scriptObject" "door" "option_write_bind" "1" "maxVisDist" "8192" } entityDef func_door_slave { "inherit" "func_door" "groupmaster" "0" } entityDef func_door_gdf { "inherit" "func_door" "scriptObject" "teamDoor" "team" "gdf" "groupmaster" "1" "pickable" "1" "option_crosshair_interface" "1" "option_interactive_interface" "1" "task_hack" "infiltrator_hack_door" "mtr_icon_flash" "hud/icons/missionsystem/tsk_hack" "icon_sort_cm_flash_icon" "-103" } entityDef func_door_gdf_slave { "inherit" "func_door_slave" } entityDef func_door_gdf_breakable { "inherit" "func_door_gdf" } entityDef func_door_strogg { "inherit" "func_door" "scriptObject" "teamDoor" "team" "strogg" "groupmaster" "1" "pickable" "1" "option_crosshair_interface" "1" "option_interactive_interface" "1" "task_hack" "covertops_hack_door" } entityDef func_door_strogg_slave { "inherit" "func_door_slave" } entityDef func_door_strogg_breakable { "inherit" "func_door_strogg" } entityDef func_door_switch { "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Switch to manually open and close doors" "editor_var target" "the door entity to control" "editor_bool start_open" "door will start open if this is set to one, otherwise it will start closed" "spawnclass" "sdScriptEntity" "scriptObject" "door_switch" "gui" "guis/game/func_door_switch" "option_network_interface" "1" "option_gui_interface" "1" } entityDef func_static { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "A brush model that just sits there, doing nothing. Can be used for conditional walls and models." "editor_usage1" "When triggered, toggles between visible and hidden (see hide). Entity is non-solid when hidden." "editor_bool solid" "whether the object should be solid or not." "editor_bool hide" "whether the object should be visible when spawned. you need to set a value for triggering on/off to work" "editor_bool disableClip" "whether the object should start with the clipping diabled - equivalent to calling forceDisableClip from script on spawn" "editor_gui gui" "gui attached to this entity" "editor_gui gui2" "a second gui attached to this entity" "editor_gui gui3" "a second gui attached to this entity" "editor_callback gui" "decl://gui" "editor_callback gui2" "decl://gui" "editor_callback gui3" "decl://gui" "editor_var model" "model to use for this item. if blank, a model is generated from the entity's brushwork" "editor_callback model" "model://models" "editor_bool gui_noninteractive" "any gui attached will not be interactive" "editor_bool noclipmodel" "0 by default. Sets whether or not to generate a collision model for an ASE/LWO func_static at level load. (Set to 1 for stuff the player can't interact with. This will save memory.)" "editor_bool inline" "If true, turn the model into map geometry at dmap time" "editor_bool pushIntoConnectedOutsideAreas" "If true, the model will only be visible in the area its origin is in, as well as connected outside areas" "editor_bool noScriptObject" "1 by default. Set to 0 for dynamic in-game entities you need to change state in script" "editor_bool networkSync" "If true, send entity state information over the network to ensure clients see it change" "editor_var sun_ascension" "when the sun is under this angle, the entity will be visible" "spawnclass" "idStaticEntity" "solid" "1" "noclipmodel" "0" "noscriptobject" "1" "maxVisDist" "8192" } entityDef func_forcefield { "editor_color" "1 .5 .3" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Force field." "editor_var target" "Target entity. If set the force field is uniform in the direction of the target, the magnitude of the force equals the distance to the target." "editor_var uniform" "3D force vector. If set the force field is uniform, magnitude of the force equals the length of the vector." "editor_var explosion" "Magnitude of explosive force. If set the field exerts a repelling force from the entity origin." "editor_var implosion" "Magnitude of implosive force. If set the field exerts a force that gravitates to the entity origin." "editor_var randomTorque" "Amount of random torque added to objects inside or touching the force field." "editor_bool applyForce" "If set apply a force." "editor_bool applyVelocity" "If set apply a velocity." "editor_bool applyImpulse" "If set apply an impulse." "editor_bool playerOnly" "Force field only works for players." "editor_bool monsterOnly" "Force field only works for monsters." "editor_bool start_on" "By default the force field is off until activated. If 'start_on' is set to '1' the force field starts on." "editor_var wait" "If unequal zero the force field automatically switches back to the previous state (on/off) after 'wait' seconds." "spawnclass" "idForceField" "randomTorque" "0" "start_on" "0" } entityDef func_cameraview { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_rotatable" "1" "editor_showangle" "1" "editor_usage" "Simple Camera view, apply a rotation matrix, angle or target it at a target_null." "editor_var cameraTarget" "target entity to render view from, point this at self to view from this position." "editor_var fov" "fov - defaults to 90" "editor_var trigger" "if set to 1, when triggered will set the view to this camera, when triggered again will set the view back to normal" "editor_bool ignore_enemies" "If not set, when camera is activated, any active monsters that have an enemy but are not marked with 'cinematic' will be removed." "spawnclass" "idCameraView" } entityDef func_animate { "editor_color" "1 .5 .3" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Object that changes animation when triggered." "editor_var anim" "anim to play when triggered. (unless 'num_anims' is set)" "editor_var start_anim" "anim to play when first spawned. anim will loop until triggered." "editor_var num_anims" "the number of anims to play in sequence. trigger entity to start next anim. set anims using 'anim1', 'anim2', 'anim3', etc. Triggers targets when done playing animl." "editor_var blend_in" "how long to transition from the start_anim to the triggered anim." "editor_var wait" "how long to wait before auto activating. -1 means only activate when triggered." "editor_var cycle" "how many times to play the animation after being triggered (use -1 for infinite)." "editor_bool remove" "set to 1 to remove object when animation finishes." "editor_var target" "all entities with a matching name will be used after anim plays." "editor_bool hide" "if 1, object remains hidden until triggered. doesn't work when 'start_anim' is set." "editor_var sound_bone" "Bone to play sounds from." "editor_var loop_last_anim" "Loops the last anim when 'num_anims' is set. the next trigger will cause the entity to hide, or be removed if 'remove' is set." "editor_var auto_advance" "When 'num_anims' is set, won't wait to be triggered between each anim." "spawnclass" "idAnimated" "blend_in" "0" "cycle" "1" "wait" "-1" "pose_frame" "1" "sound_bone" "origin" } entityDef func_fx { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_showangle" "1" "editor_rotatable" "1" "editor_usage" "Spawns an effect when triggered." "editor_var fx" "the .effects file to spawn when triggered" "editor_var loop" "loop on or off" "editor_var start_on" "If 1, will play effects before it is triggered." "spawnclass" "sdScriptEntity" "scriptobject" "synced_effect" "option_no_sync" "1" "editor_callback fx" "decl://effect" } entityDef func_synced_fx { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_showangle" "1" "editor_rotatable" "1" "editor_usage" "Spawns an effect when triggered." "editor_var fx" "the .effects file to spawn when triggered" "editor_var loop" "loop on or off" "editor_var start_on" "If 1, will play effects before it is triggered." "spawnclass" "sdScriptEntity" "scriptobject" "synced_effect" "option_network_interface" "1" "loop" "0" "start_on" "1" "editor_callback fx" "decl://effect" } /* entityDef func_elevator { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Elevators move to predefined floors and activate door teams based on floor number." "editor_usage1" "Use the default elevator gui to control them" "editor_usage2" "Repeat floor1_ height and door info with floor2_ etc.. for as many floors as you want." "editor_var move_speed" "world units per second to move between floors, use this or move_time" "editor_var move_time" "time in seconds to move between floors" "editor_var accel_time" "time in seconds to accelerate" "editor_var decel_time" "time in seconds to decelerate" "editor_snd snd_accel" "sound to play when elevator starts moving." "editor_snd snd_move" "sound to play when elevator is moving." "editor_snd snd_decel" "sound to play when elevator stops moving." "editor_var innerdoor" "door name for interior doors, these will move automatically with the elevator." "editor_var floorPos_1" "origin of first floor" "editor_var floorDoor_1" "door name for floor 1 exterior door" "editor_var floor" "floor number to start on 1 through.. number of floors" "editor_var pauseOnFloor" "floor to pause on before opening doors" "editor_var pauseTime" "time to pause if pauseOnFloor is defined" "editor_var statusgui" "entity name to update floor info, can use statusgui2..3..4..etc. for multiple updates. if appended with _num it will target an optional specific gui number on the entity this is handy for models with multiple guis." "snd_accel" "entity_door_accel" "snd_decel" "entity_door_decel" "snd_move" "entity_door_move" "spawnclass" "idElevator" } */ entityDef func_riser { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Simply rises or falls when triggered." "editor_var time" "how many seconds to complete the movement" "editor_var hide" "start off hidden" "editor_var solid" "set to zero to make non-solid" "editor_var height" "how much to move ( use negative to move down )" "spawnclass" "idRiser" "time" "5" "height" "32" } entityDef func_flare { "spawnclass" "sdMiscFlare" "editor_spawnclass" "sdEntityClass_Flare" "editor_color" "0.5 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_showangle" "1" "editor_usage" "Spawns a special effect when triggered." "editor_var width" "Width" "editor_var height" "Height" "editor_var depth" "Depth" "editor_var end_width" "End Width" "editor_var end_height" "End Height" "editor_var slices" "Number of Slices" "editor_var material" "Render Material" "editor_callback material" "decl://materials" } entityDef func_ladder { "spawnclass" "sdLadderEntity" "editor_color" "0.5 .5 .8" "editor_mins" "? ? ?" "editor_maxs" "? ? ?" "expandAAS" "1" }