GS-Entbase: QUAKED comment improvements for level editors

This commit is contained in:
Marco Cawthorne 2021-07-14 11:49:30 +02:00
parent 9798e0c91b
commit d744bf2272
114 changed files with 608 additions and 397 deletions

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@ -15,12 +15,13 @@
*/
/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
"scale" Texture dimension at which to render the cubemap. Default is '32'.
Specifies a location for which a cubemap will be generated when the
buildcubemaps console command is executed.
Trivia:
-------- KEYS --------
"scale" Texture dimension at which to render the cubemap. Default is '32'.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,15 +15,16 @@
*/
/*QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8)
Client-side glare/glow orb effect like the flares in 1997's Unreal.
-------- KEYS --------
"shader" Material to use for the glare/glow effect.
"model" Sprite model to use for the glare/glow (idTech 2 BSPs only)
"scale" Scale multiplier.
"rendercolor" Material color override in RGB8.
"renderamt" Material alpha override in A8.
Client-side glare/glow orb effect like the flares in 1997's Unreal.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,14 +15,18 @@
*/
/*QUAKED env_particle (1 0 0) (-8 -8 -8) (8 8 8)
Client-side particle effect. Active at runtime, fully client-side.
Cannot be triggered. Repeats automatically.
-------- KEYS --------
"message" Particle material to use.
"wait" Delay between emits.
"target" Name of target, like an info_notnull (client-side)
"velocity" Speed in units.
"count" Number of particles to emit.
Client-side particle effect. Active at runtime, fully client-side.
Cannot be triggered.
-------- TRIVIA --------
This entity was introduced in The Wastes (2018).
*/
class env_particle:CBaseEntity

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@ -18,15 +18,18 @@
//#define DSP_LERP
/*QUAKED env_sound (0 1 0.5) (-8 -8 -8) (8 8 8)
Client-side environmental reverb modifier.
-------- KEYS --------
"radius" Radius in units.
"efx_file" Name of the OpenAL EFX definiton to use.
"roomtype" Legacy enumeration for GoldSrc support.
Please don't use this.
Client-side environmental reverb modifier.
-------- NOTES --------
This works only with the OpenAL sound backend.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,12 +15,13 @@
*/
/*QUAKED env_soundscape (0 1 0.3) (-8 -8 -8) (8 8 8)
Client-side environmental soundscape modifier.
-------- KEYS --------
"radius" Radius in units.
"shader" Sound shader to play.
Client-side environmental soundscape modifier.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -24,7 +24,7 @@ int trace_surfaceflagsi;
STUB!
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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*/
/*QUAKED func_dustmotes (0 .5 .8) ?
"count" Number of dustmote particles that will float around on average.
Dustmote emitting brush volume.
Trivia:
-------- KEYS --------
"count" Number of dustmote particles that will float around on average.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,16 +15,15 @@
*/
/*QUAKED func_lod (0 .5 .8) ?
"targetname" Name
"DisappearDist" Distance in units for of when the func_lod will "pop" out of view.
"Solid"
0 = Solid
1 = Nonsolid
Level of Detail brush entity, disappears at a set distance.
Useful for when VIS is impossible or not enough.
Trivia:
-------- KEYS --------
"targetname" Name
"DisappearDist" Distance in units for of when the func_lod will "pop" out of view.
"Solid" 0 when solid, 1 when not-solid.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -14,16 +14,6 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
"scale" Texture dimension at which to render the cubemap. Default is '32'.
Specifies a location for which a cubemap will be generated when the
buildcubemaps console command is executed.
Trivia:
This entity was introduced in Half-Life 2 (2004).
*/
class
infodecal:CBaseEntity
{

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STUB!
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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*/
/*QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
Client-side overlay/message that is projected in relation to its position
in 3D space.
-------- KEYS --------
"message" The message to display.
"radius" The radius in which it will appear.
Client-side overlay/message that is projected in relation to its position
in 3D space.
-------- NOTES --------
Used for zoo and test maps in which less interactive overlays are desired.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,18 +15,22 @@
*/
/*QUAKED prop_dynamic (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
Client-side decorative model entity.
-------- KEYS --------
"model" Model file that will be displayed by the entity.
"modelscale" Scale modifier of the model. Default is '1'.
"angles" Sets the pitch, yaw and roll angles of the model.
"_cs" Toggles if the prop casts a shadow or not.
Client-side decorative model entity.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/
/*QUAKED prop_static (0 0.2 1) (-8 -8 -8) (8 8 8) SF_BASIC_COL
Decorative model entity that gets baked into the level file.
-------- KEYS --------
"model" Model file that will be displayed by the entity.
"modelscale" Scale modifier of the model. Default is '1'.
"modelscale_vec" Scale modifier, but in vector format
@ -36,11 +40,14 @@ This entity was introduced in Half-Life 2 (2004).
"_sn" Shading angle related to lightmap phong shading.
"_remap" Force the model surfaces to use a specified material.
Decorative model entity that gets baked into the level file.
-------- NOTES --------
After compilation, the source model is no longer required and the
resulting entity is removed.
resulting entity is removed. This ensures that models are rendered in the
same batch as the world. This makes sense for one giant unique model in
the map, but for multiple repetitive uses of the same model you'll actually
waste disk space and memory. Use wisely.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,19 +15,21 @@
*/
/*QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8) ROPE_HALF
Client-side decorative rope entity.
Connect the entity to a named info_notnull and watch it swing around.
-------- KEYS --------
"sag" Multiplier on how much sagginess will be applied to the rope.
"segments" Number of total segments. Default is 16.
"material" The texture to use on the rope.
"swingfactor" Multiplier on how much the rope swings about.
"target" The info_notnull to connect the rope to.
Client-side decorative entity. Connect the entity to a named info_notnull
and watch it swing around.
-------- NOTES --------
Set spawnflag to 1 (ROPE_HALF) to cut it off half-way. Useful for vertically
swinging ropes.
Trivia:
-------- TRIVIA --------
This entity was introduced in The Wastes (2018).
*/

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@ -15,14 +15,17 @@
*/
/*QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
Defines the position of a skyroom camera.
-------- KEYS --------
"scale" Scale modifier. Default is '16'.
Defines the position of a skyroom camera.
-------- NOTES --------
You want to put this into a dedicated room that contains a 3D skybox.
The scale modifier is more like a divider. You want to keep these
divisable by 2 to avoid any precision funkyness.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED ambient_generic (1 1 1) (-8 -8 -8) (8 8 8) AS_ARADIUS AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
Plays a sound sample of whatever format the engine is configured to support.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,13 +25,11 @@
"volume" Playback volume from 0.0 to 1.0
"pitch" Playback pitch from 0.0 to 2.0
Plays a sound sample of whatever format the engine is configured to support.
-------- NOTES --------
If you want it to loop, you have to give the file itself a loop flag.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
TODO: Add a forced loop flag for non .wav samples?
*/
enumflags

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@ -15,17 +15,22 @@
*/
/*QUAKED button_target (0 .5 .8) ? BUTTA_USE BUTTA_TEXON
"targetname" Name
"target" Target when triggered.
"delay" Time until target is triggered."
Non-moving button that can either be used by hand, or shot.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Time until target is triggered.
-------- NOTES --------
If BUTTA_USE is set, the button becomes 'use' only and the players
have to interact with it manually instead of shooting it.
If BUTTA_TEXON is set, the texture choices will be inverted in case
multiple frames exist.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
enumflags

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@ -15,6 +15,9 @@
*/
/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
Animation cycler entity. For development purposes mainly.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,10 +25,11 @@
"sequence" Sets the animation the model should start in.
"model" Model file that will be displayed by the entity.
-------- NOTES --------
Upon damage, the cycler will switch between all available animation
sequences. This is really for test-maps and showroom entities.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,15 +15,16 @@
*/
/*QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,11 +15,12 @@
*/
/*QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
This entity is incomplete. Purely stub.
Trivia:
-------- KEYS --------
"targetname" Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,16 +15,17 @@
*/
/*QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
Upon triggered, the entity will spawn item_food in its place in
the shape of a soda can.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"health" Amount of soda-cans that can be dispensed at maximum
"angles" Sets the pitch, yaw and roll angles of the soda
Upon triggered, the entity will spawn item_food in its place in
the shape of a soda can.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,14 +15,15 @@
*/
/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
When triggered, creates an explosion at its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"iMagnitude" Magnitude of the explosion.
When triggered, creates an explosion at its location.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
Overlay that blinds/obscures players vision when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -23,10 +26,11 @@
"duration" Duration of the effect in seconds.
"holdtime" How long we'll hold on the max color/alpha.
When triggered, creates a colored overlay that blinds all players, or just
the one who triggered it if EVF_ONLYUSER is set.
-------- NOTES --------
When triggered, it blinds all players, or just the one who triggered it if
EVF_ONLYUSER is set.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
Somewhat persistent storage for variables that carry over level changes.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,11 +25,12 @@
"initialstate" Initial mode: 0 = off, 1 = on, 2 = dead
"triggermode" Mode when triggered: 0 = off, 1 = on, 2 = dead
-------- NOTES --------
Sets/kills a global variable that carries across levels.
Without GLOBAL_SETSPAWN set, it'll only modify existing
values when triggered.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -14,7 +14,10 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
/*QUAKED env_hudhint (0 0 0) (-8 -8 -8) (8 8 8) EHH_ALLPLAYERS
Will display a hint message to the client who activates it.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -23,10 +26,11 @@
"duration" Duration of the effect in seconds.
"holdtime" How long we'll hold on the max color/alpha.
When triggered, creates a colored overlay that blinds all players, or just
the one who triggered it if EVF_ONLYUSER is set.
-------- NOTES --------
With EHH_ALLPLAYERS set, it will force to send the hint notifcation to
all active clients.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -14,14 +14,22 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED env_laser (1 0 0) (-8 -8 -8) (8 8 8)
/*QUAKED env_laser (1 0 0) (-8 -8 -8) (8 8 8) ENVLAZ_STARTON x x x ENVLAZ_STARTSPARK ENVLAZ_ENDSPARK ENVLAZ_DECALEND
Shoots a frickin lazer.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"texture" Sprite to use as a texture.
"EndSprite" Sprite to draw at the end of the laser beam impact.
"LaserTarget" Which entity determines the end position.
"damage" Damage-per-second when something passes through.
Shoots a frickin lazer.
-------- NOTES --------
Use an info_notnull for a LaserTarget.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
Displays a basic message or titles.txt entry.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -23,10 +26,11 @@
"messagevolume" PCM sample volume
"messageattenuation" PCM sample attenuation
-------- NOTES --------
Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
is set. An optional sound effect can be supplied as well.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
Changes the visual appearance of a target.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,9 +25,7 @@
"renderamt" Render-Alpha the target changes to.
"rendercolor" Render-Color the target changes to.
Changes the visual appearance of a target.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
Causes an earthquake/shaking effect when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -23,10 +26,10 @@
"duration" Duration of the effect in seconds.
"frequency" The frequency of the shake.
Causes an earthquake/shaking effect when triggered.
-------- NOTES --------
Affects all clients (radius ignored) when EVS_GLOBAL is set.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
Shoots model entities from its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -28,9 +31,7 @@
"m_flGibLife" Life of the individual model piece.
"scale" Scale modifier of the model pieces.
Shoots model entities from its location.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,15 +15,16 @@
*/
/*QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
Creates a series (or just one) spark effect with sound when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the spark.
"MaxDelay" Delay between sparks when start-on (or toggle) is set
Creates a series (or just one) spark effect with sound when triggered.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED env_sprite (1 0 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
A sprite entity manager with fancy overrides.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -26,10 +29,10 @@
"framerate" Rate between frames in seconds.
"scale" Scale modifier of the sprite.
A sprite entity manager with fancy overrides.
-------- NOTES --------
Only used with an external sprite format, like SPR, SPRHL and SPR32.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
Brush volume that can break into lots of little pieces.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,8 +25,7 @@
"delay" Delay in seconds of when it breaks under pressure.
"explodemagnitude" Strength of the explosion.
Brush volume that can break into lots of little pieces.
-------- NOTES --------
Material list:
0 = Glass
@ -50,7 +52,7 @@ breaks.
The strength of the explosion decides the radius (magnitude * 2.5) and the
maximum damage the explosion will do (you have to stand in the center for that).
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,13 @@
*/
/*QUAKED func_button (0 .5 .8) ? SF_BTT_NOMOVE x x x x SF_BTT_TOGGLE SF_BTT_SPARKS x SF_BTT_TOUCH_ONLY
A brush entity which can be used either by touching, interaction (via a games'
use-key/button or other targetting methods.
It will then travel, similar to a door to a specified direction.
Once it's fully pushed in, it'll trigger its targets, then return back to its
original position.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -28,19 +35,14 @@
which sounds to play.
"health" Amount of damage this button takes before it triggers.
Outputs:
-------- OUTPUTS --------
"OnDamaged" Fired when the button is damaged.
"OnPressed" Fired when the button is pressed.
"OnUseLocked" Fired when the button is used while locked.
"OnIn" Fired when the button reaches the in/pressed position.
"OnOut" Fired when the button reaches the out/released position.
A brush entity which can be used either by touching, interaction (via a games'
use-key/button or other targetting methods.
It will then travel, similar to a door to a specified direction.
Once it's fully pushed in, it'll trigger its targets, then return back to its
original position.
-------- NOTES --------
When SF_BTT_NOMOVE is set, the only visual indicator you'll get is a possible
change of texture of your button. The button will not move.
@ -53,7 +55,7 @@ When SF_BTT_SPARKS is set, the button will create a bunch of sparks when used.
When SF_BTT_TOUCH_ONLY is set, the use key/button cannot be used to interact
with the button, it has to collide against a player.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED func_conveyor (0 .5 .8) ?
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
STUB!
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -19,6 +19,13 @@ A "fake" entity for level editors.
All geometry that's turned into a func_detail will be ignored during VIS.
This will speed up compile time and reduce tesselation, in theory.
Trivia:
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
-------- NOTES --------
If you don't want this entity to have collision, consider using func_detail_illusionary.
-------- TRIVIA --------
This entity was introduced in Quake II (1997).
*/

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@ -20,6 +20,13 @@ It is almost identical to func_detail except that it has no collision.
Think of it as an alternative to func_illusionary and nonsolid surfaceparms,
except that it does not use an entity slot or require custom materials.
Trivia:
This entity was introduced in Half-Life 2 (2004).
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
-------- NOTES --------
If you want this entity to have collision, consider using func_detail.
-------- TRIVIA --------
This entity was introduced in Quake II (1997).
*/

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@ -15,6 +15,10 @@
*/
/*QUAKED func_door (0 .5 .8) ? SF_MOV_OPEN x SF_MOV_UNLINK SF_MOV_PASSABLE x SF_MOV_TOGGLE x x SF_MOV_USE
This sliding door entity has the ability to slide forth and back on any
axis. It is often used for primitive elevators as well.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -30,9 +34,7 @@
"movesnd" Legacy integer value pointing to a predefined move sound.
"stopsnd" Legacy integer value pointing to a predefined stop sound.
This sliding door entity has the ability to slide forth and back on any
axis. It is often used for primitive elevators as well.
-------- NOTES --------
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
X is the integer value set in "movesnd" and "stopsnd".
@ -50,7 +52,7 @@ It will have to be triggered by another map entity.
When SF_MOV_USE is set, the door can be triggered by a player using the 'use'
key/button. Not every game may implement such a function.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,6 +15,10 @@
*/
/*QUAKED func_door_rotating (0 .5 .8) ? SF_ROT_OPEN SF_ROT_BACKWARDS x SF_ROT_PASSABLE SF_ROT_ONEWAY SF_ROT_TOGGLE SF_ROT_ZAXIS SF_ROT_XAXIS SF_ROT_USE SF_ROT_NOMONSTERS
Rotating brush door entity. It's basically the same as func_door, it just does
not move on any axis, it tilts along a pivot point defined by an origin brush.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -29,10 +33,7 @@
"wait" Time that has to pass for the door to automatically close.
"netname" Target to trigger when the door closes back up.
Rotating brush door entity. It's basically the same as func_door, it just does
not move on any axis, it tilts along a pivot point defined by an origin brush.
Flags:
-------- SPAWNFLAGS --------
SF_ROT_OPEN Door is in the open position by default.
SF_ROT_BACKWARDS Flip the direction of a one-way door.
SF_ROT_PASSABLE Door has no collision model to speak of.
@ -43,7 +44,7 @@ SF_ROT_XAXIS Door will tilt on the X axis.
SF_ROT_USE Player has to press the 'use' key to interact with it.
SF_ROT_NOMONSTERS Monsters cannot open this door.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake II (1997).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED func_group (0 .5 .8) ?
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
A "fake" entity for level editors, used to group together patches and
brushes for easy moving. All geometry in the group will become
worldspawn upon compile.
Trivia:
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
-------- TRIVIA --------
This entity was introduced in Quake III Arena (1999).
*/

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@ -15,15 +15,16 @@
*/
/*QUAKED func_guntarget (0 .5 .8) ?
Gun targets brushes that trigger a target once they 'die'.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"health" Health until it stops and triggers its targets.
"speed" Speed in units per second at which it moves.
Gun targets brushes that trigger a target once they 'die'.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED func_healthcharger (0 .5 .8) ?
Brush that fills up your health when used, to a maximum of 100 HP.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,9 +25,7 @@
"snd_charging" Sound to play when first charging.
"snd_done" Sound to play when first finished charging.
Brush that fills up your health when used, to a maximum of 100 HP.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,11 @@
*/
/*QUAKED func_mortar_field (0 .5 .8) ?
This brush volume acts as mortar drop area.
When triggered, it'll drop mortar shells straight to the ground (with a bit
of spread if specified).
-------- KEYS --------
"targetname" Name
"m_flSpread" Maximum spread in game-units
"m_flCount" Number of bombs dropped per strike
@ -22,23 +27,18 @@
"m_iszXController" Name of the momentary_rot_button providing X-offset
"m_iszYController" Name of the momentary_rot_button providing Y-offset
Description:
This brush volume acts as mortar drop area.
When triggered, it'll drop mortar shells straight to the ground (with a bit
of spread if specified).
-------- NOTES --------
It can be set to three different targeting modes, 0 will pick any
random point in the volume as a drop position. 1 will target the person or
entity activating it and 2 is a more complex mode which requires two
momentary_rot_button entities to control the X and Y offset in the volume.
Notes:
GoldSrc expects some hardcoded behaviour (sounds playing, hardcoded delay
between mortar shell drops) that I haven't implemented yet.
I'll turn those into map attribute keys so people can finally control
sound, damage, delay and so on.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,13 +15,15 @@
*/
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
"targetname" Name
Brush that can be hidden and reappear when triggered.
-------- KEYS --------
"targetname" Name
-------- NOTES --------
If FTW_STARTHIDDEN is set, it'll start hidden.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,11 +15,12 @@
*/
/*QUAKED func_physbox (0 .5 .8) ?
Physics brush.
-------- KEYS --------
"targetname" Name
Physics brush
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED func_plat (0 .5 .8) ? FNCPLAT_TRIGGER
It's a simple elevator. It goes down... and back up.
-------- KEYS --------
"targetname" Name
"speed" Speed of the lift in units per second
"height" Number of units the lift is supposed to move down
It's a simple elevator. It goes down... and back up.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,15 +15,18 @@
*/
/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
This is essentially the same entity as a func_breakable, but
a player can push and pull it around the level.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
This is essentially the same entity as a func_breakable, but
a player can push and pull it around the level.
-------- NOTES --------
It uses stepping player physics to move around.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED func_recharge (0 .5 .8) ?
Brush that fills up your armor when used, to a maximum of 100 points.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -22,9 +25,7 @@
"snd_charging" Sound to play when first charging.
"snd_done" Sound to play when first finished charging.
Brush that fills up your armor when used, to a maximum of 100 points.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED func_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
A button that rotates. Used for valves, spigots and alike.
-------- KEYS --------
"targetname" Name
"target" Name of the entity to trigger when opened
"speed" How fast the button rotates when activated.
@ -22,10 +25,7 @@
"wait" Time to wait before button resets itself. -1 makes it stay set.
"distance" Distance in degrees the button will rotate
A button that rotates. Used for valves, spigots and alike.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,15 +15,16 @@
*/
/*QUAKED func_rotating (0 .5 .8) ? FR_STARTON FR_REVERSE FR_ZAXIS FR_XAXIS FR_ACCDCC FR_FANPAIN FR_NOTSOLID FR_SMALLRADIUS FR_MRADIUS FR_LRADIUS FR_TOGGLEDIR
Rotating brush object. Useful for fans, etc.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Speed in units per second.
"dmg" Damage applied to entity blocking its rotational path.
Rotating brush object. Useful for fans, etc.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,11 @@
*/
/*QUAKED func_tank (0 .5 .8) ? FNCTANK_ACTIVE x x x FNCTANK_DIRECTONLY FNCTANK_CONTROLLABLE
A mountable tank gun turret type entity. A player (or NPC) can interact with
it and shoot it. It's in the same family as the func_tankmortar entity, the
difference being that this shoots bullets and not mortar blasts.
-------- KEYS --------
"targetname" Name
"yawrate" The speed of the left/right movement of the gun.
"yawrange" Range of left/right movement in degrees.
@ -34,19 +39,14 @@
"spritescale" Scale multiplier for both smoke and flash sprites.
"rotatesound" Sound file to play in a loop while barrel is rotating.
Description:
A mountable tank gun turret type entity. A player (or NPC) can interact with
it and shoot it. It's in the same family as the func_tankmortar entity, the
difference being that this shoots bullets and not mortar blasts.
Notes:
-------- NOTES --------
I don't like the sprite stuff tacked on at all because of the extra networking
involved and because it's so awfully GoldSrc specific.
Eventually I need to design a more generic routine that allows people to just
refer to materials with the appropriate blend-modes instead of hardcoding that
some random sprites needs to be treated additive.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,9 +15,13 @@
*/
/*QUAKED func_tankcontrols (0 .5 .8) ?
Brush that marks the usable region of a func_tankmortar, in order
to gain control.
-------- KEYS --------
"targetname" Name
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,11 @@
*/
/*QUAKED func_tankmortar (0 .5 .8) ?
A mountable tank mortar turret type entity. A player (or NPC) can interact with
it and shoot it. It's in the same family as the func_tank entity, the
difference being that this shoots mortar blasts and not bullets.
-------- KEYS --------
"targetname" Name
"yawrate" The speed of the left/right movement of the mortar.
"yawrange" Range of left/right movement in degrees.
@ -34,19 +39,14 @@
"spritescale" Scale multiplier for both smoke and flash sprites.
"rotatesound" Sound file to play in a loop while barrel is rotating.
Description:
A mountable tank mortar turret type entity. A player (or NPC) can interact with
it and shoot it. It's in the same family as the func_tank entity, the
difference being that this shoots mortar blasts and not bullets.
Notes:
-------- NOTES --------
I don't like the sprite stuff tacked on at all because of the extra networking
involved and because it's so awfully GoldSrc specific.
Eventually I need to design a more generic routine that allows people to just
refer to materials with the appropriate blend-modes instead of hardcoding that
some random sprites needs to be treated additive.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,11 @@
*/
/*QUAKED func_tracktrain (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- KEYS --------
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
@ -22,10 +27,7 @@
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- NOTES --------
Upon level entry, the func_tracktrain will spawn right where its first path_corner
node is. This is so you can light the func_tracktrain somewhere else - like a lonely
box somewhere outside the playable area.
@ -36,7 +38,7 @@ Marking the func_tracktrain with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED func_tracktraincontrols (0 .5 .8) ?
"targetname" Name
"target" Name of the func_vehicle to control
Brush that marks the usable region of a func_tracktrain, in order
to gain control.
Trivia:
-------- KEYS --------
"targetname" Name
"target" Name of the func_vehicle to control
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,11 @@
*/
/*QUAKED func_train (0 .5 .8) ? TRAIN_WAIT x x TRAIN_NOTSOLID
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- KEYS --------
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
@ -22,10 +27,7 @@
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
Moving platform following along path_corner entities, aka nodes.
Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- NOTES --------
Upon level entry, the func_train will spawn right where its first path_corner
node is. This is so you can light the func_train somewhere else - like a lonely
box somewhere outside the playable area.
@ -36,7 +38,7 @@ Marking the func_train with the flag TRAIN_NOTSOLID will make entities not
collide with the train. This is best used for things in the distance or for
when lasers are following this train as a sort of guide.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,6 +15,9 @@
*/
/*QUAKED func_vehicle (0 .5 .8) ?
Primitive brush-based vehicle entity.
-------- KEYS --------
"targetname" Name
"target" Name of the first path_track/corner (See Notes)
"acceleration" Acceleration multiplier
@ -35,8 +38,7 @@ Unimplemented:
"volume" Volume at which said sounds play at (from 0-10)
"dmg" Damage inflicted upon entities when blocked
Primitive brush-based vehicle entity.
-------- NOTES --------
The vehicle's position is set via the 'target' key, which sets the first
path_track/corner. The vehicle is then teleported to the 'target' but
it stays at the same vertical position as originally placed.
@ -45,7 +47,7 @@ The angle is calculated by aiming the 'target' path_track/corner entity
to its own 'target' entity. So yes, you need two of these path_track/corner
entities.
Trivia:
-------- TRIVIA --------
This entity was introduced in Counter-Strike (2000).
*/

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@ -15,16 +15,18 @@
*/
/*QUAKED func_vehiclecontrols (0 .5 .8) ?
"targetname" Name
"target" Name of the func_vehicle to control
Brush that marks the usable region of a func_vehicle, in order
to gain control.
-------- KEYS --------
"targetname" Name
"target" Name of the func_vehicle to control
-------- NOTES --------
It's the same as func_tracktraincontrols, except that it's for
func_vehicle instead of func_tracktrain.
Trivia:
-------- TRIVIA --------
This entity was introduced in Counter-Strike (2000).
*/

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@ -15,13 +15,15 @@
*/
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
"targetname" Name
Brush that can be hidden and reappear when triggered.
-------- KEYS --------
"targetname" Name
An alternative is func_brush, which also can control aspects such as collision.
If FTW_STARTHIDDEN is set, it'll start hidden.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,25 +15,26 @@
*/
/*QUAKED game_player_equip (1 0 0) (-8 -8 -8) (8 8 8) GPEFL_TRIGGERONLY
Entity that emits items when triggered, or upon player spawn (MP-only).
-------- KEYS --------
"targetname" Name
"master" Team Master
Entity that emits items when triggered, or upon player spawn (MP-only).
-------- NOTES --------
When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered
in order to 'give' the activator the item. Otherwise it'll automatically
'give' every client its noted items upon spawning.
However, this only applies to Multiplayer games. In Singleplayer, the entity
will only work with GPEFL_TRIGGERONLY being set.
Notes:
I say 'give' very loosely because the entity spawns the item in physical pickup
form above the player. As you can imagine, it's kind of wasteful but this is the
expected behaviour. Some modifications might depend on that...
I still need to implement the Team Master functionality.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
This entity displays a message of your choice on-screen.
-------- KEYS --------
"targetname" Name
"x" Horizontal position of text.
(0 - 1.0 = left to right, -1 = center)
@ -34,13 +37,13 @@
seconds.
"channel" Message channel to use. Meant for overriding messages.
This entity displays a message of your choice on-screen.
-------- NOTES --------
Line breaks can be added with a \n character.
If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
but all players on the level.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED gibshooter (1 0 0) (-8 -8 -8) (8 8 8)
Shoots model bouncy entities from its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -28,9 +31,7 @@
"m_flGibLife" Life of the individual model piece.
"scale" Scale modifier of the model pieces.
Shoots model entities from its location.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,16 +15,19 @@
*/
/*QUAKED info_intermission (1 0 0) (-8 -8 -8) (8 8 8)
An entity that's used to create an 'Intermission' camera.
-------- KEYS --------
"targetname" Name
An entity that's used to create an 'Intermission' camera.
-------- NOTES --------
Some mods use this while displaying the final scores, once a timelimit
is hit etc.
When Intermission is active, the players camera will be teleported here
and angles towards the aim target.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,17 +15,19 @@
*/
/*QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
Helper entity for the game-logic its vast array of entities.
It is most commonly used to aim active in-game entities towards a specific
location.
-------- KEYS --------
"targetname" Name
-------- NOTES --------
For tasks such as aiming static/lightmapped light sources during the compiling
process, please use info_null instead as it'll get removed after it has served
its purpose.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,15 +15,17 @@
*/
/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
Helper entity for the map creation process only.
It is supposed to be removed after compilation of a .bsp file.
-------- KEYS --------
"targetname" Name
-------- NOTES --------
If you're pointing any active game-logic entities to this entity,
prepare to crash.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,21 +15,24 @@
*/
/*QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"texture" Name of the texture inside decals.wad it projects onto a surface.
This entity currently only works on BSP version 30 levels.
Projects a decals.wad texture onto the nearest surface.
It'll automatically figure out the surface based on distance.
The texture will be aligned along the surface texture normals.
-------- KEYS --------
"targetname" Name
"texture" Name of the texture inside decals.wad it projects onto a surface.
-------- NOTES --------
This entity currently only works on BSP version 30 levels.
If a targetname is supplied, it will have to be triggered by an entity in order
to appear. Afterwards it cannot be triggered again.
It will pick the nearest wall (currently checking a distance of 128 units,
which is probably overkill). No angle has to be supplied.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
This is a food item that will give the user 1 health when touched.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
This is a food item that will give the user 1 health when touched.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,12 +15,12 @@
*/
/*QUAKED momentary_door (0 .5 .8) ?
Dynamic door that will move back down if it's not being used.
-------- KEYS --------
"targetname" Name
Brush that lets light to pass through it.
On idTech 2 BSPs, it will change texture variants when triggered.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,9 +15,13 @@
*/
/*QUAKED momentary_rot_button (0 .5 .8) ? MRBFL_DOORHACK MRBFL_NOTUSE x x MRBFL_AUTORETURN x MRBFL_XAXIS MRBFL_YAXIS
Dyanmic button/wheel/lever that moves back into its original position when not
in use. It affects momentary_door.
-------- KEYS --------
"targetname" Name
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,13 +15,14 @@
*/
/*QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8) x x MGF_NONSOLID
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
Decorative, does nothing yet.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,25 +15,26 @@
*/
/*QUAKED monstermaker (1 0 0) (-8 -8 -8) (8 8 8) MMF_STARTON x MMF_NONTOGGLE MMF_MONSTERCLIP
The monster maker is the end-all solution to timed/controlled spawning of
monster entities.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"monstertype" Type of monster to spawn, represents their entity classname.
"monstercount" Maximum amount of monsters you want spawned in total.
"delay" Delay between spawns in seconds.
"child_name" Applies this as a 'targetname' to spawned monsters.
"child_alivemax" Maximum amount of spawned monsters that are alive at a time.
The monster maker is the end-all solution to timed/controlled spawning of
monster entities.
-------- NOTES --------
When MMF_STARTON is checked, it'll start on automatically.
When MMF_NONTOGGLE is checked, it'll spawn only one monster with each trigger
When MMF_MONSTERCLIP is checked, all spawned monsters will be blocked by
func_monsterclip entities.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,16 +15,18 @@
*/
/*QUAKED multi_manager (1 0 0) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
"targetname" Name
Triggers a maximum of 16 user defined entities with additonal timers.
Add a target's name as an entity key, with the value set to the time in seconds
that'll pass before the entity will be triggered.
-------- KEYS --------
"targetname" Name
-------- NOTES --------
If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
again before it has finished triggering it's previous list of entities.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,14 +15,16 @@
*/
/*QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
An AND-gate of sorts. Every entity that targets this must return a positive
state for it to trigger its target.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until we trigger our target
STUB!
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,9 @@
*/
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8) PC_WAIT PC_TELEPORT PC_FIREONCE
Node entities used for func_trains and func_guntargets.
-------- KEYS --------
"targetname" Name
"target" Next node.
"message" Target to trigger when a train passes this node.
@ -22,8 +25,7 @@
"yaw_speed" New yaw rotation for passing train. Currently unused.
"wait" Waiting time until we go to the next node.
Node entities used for func_trains and func_guntargets.
-------- NOTES --------
When the PC_WAIT flag is set, the train will stop moving once it's passed this
node. The train will have to be triggered again for it to continue moving.
This is useful for elevators.
@ -33,7 +35,7 @@ teleport to the position of the next node (target).
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -15,13 +15,15 @@
*/
/*QUAKED path_track (1 0 0) (-8 -8 -8) (8 8 8)
Node entities used for func_tracktrains.
It's like a path_corner, but for tracktrains.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
STUB!
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,10 @@
*/
/*QUAKED player_loadsaved (1 0 0) (-8 -8 -8) (8 8 8)
This trigger reloads the last autosaved game with a custom message.
This is commonly used when a mission objective has failed.
-------- KEYS --------
"targetname" Name
"message" Message to display
"messagetime" Message lifetime (not implemented)
@ -24,10 +28,7 @@
"rendercolor" Fade effect color vector (RGB255)
"renderamt" Fade effect alpha value
This trigger reloads the last autosaved game with a custom message.
This is commonly used when a mission objective has failed.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,11 +15,12 @@
*/
/*QUAKED player_weaponstrip (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
Strips the activator of all of its weapons.
Trivia:
-------- KEYS --------
"targetname" Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

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@ -15,6 +15,10 @@
*/
/*QUAKED point_camera (1 0 0) (-8 -8 -8) (8 8 8) PCAMFL_STARTOFF
A virtual camera of which its output can be displayed on a rendertarget.
This plays well with the func_monitor entity.
-------- KEYS --------
"targetname" Name
"FOV" Field of view in degrees
"UseScreenAspectRatio" Forces the aspect ratio to be the same as the game (?)
@ -23,16 +27,13 @@
"fogStart" Near fog plane
"fogEnd" Far fog plane
Inputs:
-------- INPUTS --------
"ChangeFOV" Change the camera's field of view
"SetOnAndTurnOthersOff" Turn this camera on while deactivating all others
"SetOn" Turn this camera on
"SetOff" Turn this camera off
A virtual camera of which its output can be displayed on a rendertarget.
This plays well with the func_monitor entity.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

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@ -14,12 +14,13 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16)
"targetname" Name
/*QUAKED prop_physics (0 0 0.8) (-16 -16 -16) (16 16 16)
Physics model
Trivia:
-------- KEYS --------
"targetname" Name
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

View file

@ -15,6 +15,9 @@
*/
/*QUAKED random_speaker (1 0 0) (-8 -8 -8) (8 8 8)
This entity plays a .wav file at random intervals.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
@ -23,8 +26,7 @@
"wait" Minimum time for sound repetition in %
"random" Random % of this added to wait
This entity plays a .wav file at random intervals.
-------- NOTES --------
To explain the math behind it:
The 'wait' key specifies the minimum time it waits to play itself again,
however we always add a bit of a random interval on top.
@ -32,7 +34,7 @@ The random interval is a set percentage of the specified 'wait' time.
For example, if 'wait' is 10 and 'random' is 50, then it'll always be
a random interval between 10 and 15 seconds in total.
Trivia:
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).
*/

View file

@ -15,6 +15,10 @@
*/
/*QUAKED random_trigger (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, it'll calculate some random interval until it triggers
its targets, based on some limits given.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
@ -23,10 +27,7 @@
"random_min" Minimum added random time
"random_max" Maximum added random time
When triggered, it'll calculate some random interval until it triggers
its targets, based on some limits given.
Trivia:
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).
*/

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@ -15,6 +15,10 @@
*/
/*QUAKED scripted_sentence (1 0 0) (-8 -8 -8) (8 8 8)
Triggers a sound event on the client side associated with an entity in the
world. It'll enable mouth flapping and all sorts of other cool effects.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -24,10 +28,7 @@
"delay" Delay before it'll be triggered? UNUSED RIGHT NOW.
"wait" Delay before it can be triggered again? UNUSED RIGHT NOW.
Triggers a sound event on the client side associated with an entity in the
world. It'll enable mouth flapping and all sorts of other cool effects.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,6 +15,10 @@
*/
/*QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
Allow a monster to be selected and given an action to perform.
This is done in the form of olaying an animation.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
@ -25,6 +29,7 @@
"m_flRepeat" Loop? Unused.
"m_fMoveTo" How we move to perform m_iActionAnim
-------- NOTES --------
f_fMoveTo values:
0 = Don't move or turn
1 = Walk to the scripted_sequence
@ -33,10 +38,7 @@ f_fMoveTo values:
4 = Warp to the location of the scripted_sequence and perform the animation.
5 = Turn to the scripted_sequence's angle before performing the animation.
Allow a monster to be selected and given an action to perform.
This is done in the form of olaying an animation.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,14 +15,16 @@
*/
/*QUAKED speaker (1 0 0) (-8 -8 -8) (8 8 8)
Creates a public announcement system that randomly plays announcements from
the sentences.txt file.
-------- KEYS --------
"targetname" Name
"preset" Preset sentence group.
"message" Sentence group name (used when preset is 0)
"health" Message volume (value from 0-10)
Creates a public announcement system that randomly plays announcements from
the sentences.txt file.
-------- NOTES --------
Valid values for 'preset":
0 = Use Sentence group name
1 = C1A0_
@ -38,7 +40,7 @@ Valid values for 'preset":
11 = C3A1_
12 = C3A2_
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,9 +15,12 @@
*/
/*QUAKED info_player_start (1 1 1) (-16 -16 -36) (16 16 36)
Player spawn position for single-player games.
-------- KEYS --------
"targetname" Name
Player spawn position for single-player games.
-------- NOTES --------
This entity is also used in Counter-Strike (2000) and its beta versions to mark
spawn-positions for the Counter-Terrorist team.
@ -27,14 +30,17 @@ or multiplayer coop (if info_player_coop spawn points don't exist).
Mods may choose to have additional fields that are not documented here as part
of the entity, keep that in mind.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
/*QUAKED info_player_deathmatch (1 1 1) (-16 -16 -36) (16 16 36)
Player spawn position for deathmatch games.
-------- KEYS --------
"targetname" Name
Player spawn position for deathmatch games.
-------- NOTES --------
This entity is also used in Counter-Strike (2000) and its beta versions to mark
spawn-positions for the Terrorist team.
@ -45,15 +51,17 @@ based modes.
Mods may choose to have additional fields that are not documented here as part
of the entity, keep that in mind.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/
/*QUAKED info_player_coop (1 1 1) (-16 -16 -36) (16 16 36)
"targetname" Name
Player spawn position for cooperative games.
-------- KEYS --------
"targetname" Name
-------- NOTES --------
In order for a player to spawn here, the game needs to take place on a map
for singleplayer with cooperative multiplayer enabled.
If this entity isn't present on such a mode, info_player_start will be the
@ -62,7 +70,7 @@ fallback spawn-point.
Mods may choose to have additional fields that are not documented here as part
of the entity, keep that in mind.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,15 +15,16 @@
*/
/*QUAKED targ_speaker (1 0 0) (-8 -8 -8) (8 8 8)
This entity plays a sample upon triggering at a specified volume.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
"tsnoise" Path to the sound file
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
This entity plays a sample upon triggering at a specified volume.
Trivia:
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).
It's not any more useful than an ambient_generic.
I suspect it's a carry-over from when Gunman was a Quake II mod, as

View file

@ -15,17 +15,19 @@
*/
/*QUAKED target_cdaudio (1 0 0) (-8 -8 -8) (8 8 8)
A radius based trigger_cdaudio.
Disables itself upon activation.
-------- KEYS --------
"targetname" Name
"health" Music track to play (1-30). -1 to stop.
"radius" Radius in which the entity will be triggered in.
A radius based trigger_cdaudio.
Disables itself upon activation.
-------- NOTES --------
I honestly don't know what the point is, as trigger_cdaudio should
act the same in practice.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,17 +15,19 @@
*/
/*QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
Will automatically trigger its target when the level has spawned.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Time in seconds until it triggers its target.
Will automatically start working when the level has spawned.
-------- NOTES --------
If TA_USEONCE is set, it'll remove itself from the level permanently.
It will not survive round respawns, etc.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,12 +15,13 @@
*/
/*QUAKED trigger_autosave (0 .5 .8) ?
"targetname" Name
Volume that'll save the current game when a client enters its bounds.
This entity does not work in multiplayer.
Trivia:
-------- KEYS --------
"targetname" Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,12 +15,13 @@
*/
/*QUAKED trigger_cdaudio (0 .5 .8) ?
Switches the background music track when triggered.
-------- KEYS --------
"targetname" Name
"health" Music track to play.
Switches the background music track when triggered.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,22 +15,24 @@
*/
/*QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
When a Landmark is specified, you will have to position two info_landmark
entities across your two levels with the same name. They'll mark a translation
point for the coordinates in your levels.
-------- KEYS --------
"targetname" Name
"map" Next .bsp file name to transition to.
"landmark" Landmark name to target.
"changedelay" Time in seconds until the transition happens.
When a Landmark is specified, you will have to position two info_landmark
entities across your two levels with the same name. They'll mark a translation
point for the coordinates in your levels.
-------- NOTES --------
When LC_NOINTERMISSION is set, there'll be no stats screen at the end of the
level.
When LC_USEONLY is set, it will not act as a trigger volume people can step in.
It'll have to be triggered by another entity.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,14 +15,15 @@
*/
/*QUAKED trigger_changetarget (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, trigger_changetarget changes the 'target' value of any entity
to something else.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"m_iszNewTarget" Name of the new 'target' value for the targeted entity
When triggered, trigger_changetarget changes the 'target' value of any entity
to something else.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,15 +15,17 @@
*/
/*QUAKED trigger_counter (0 .5 .8) ? TRCNT_SILENT TRCNT_NOCLIENTS TRCNT_PUSHABLES
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until target is triggered.
This entity counts the number of times it is triggered and activates its
target when it reaches a specified number.
Trivia:
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"count" Number of times the entity has to be triggered.
"delay" Delay in seconds until target is triggered.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,12 +15,13 @@
*/
/*QUAKED trigger_endsection (0 .5 .8) ?
"targetname" Name
This trigger shuts down the server.
Useful for when a singleplayer game ends, as it takes you to the main menu.
Trivia:
-------- KEYS --------
"targetname" Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).
*/

View file

@ -15,14 +15,16 @@
*/
/*QUAKED trigger_hurt (0 .5 .8) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
Trigger volume that damages everything it touches.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Delay until target is triggered.
"killtarget" Target to kill when triggered.
"dmg" Damage inflicted.
Trigger volume that damages everything it touches.
-------- NOTES --------
If SF_HURT_ONCE is set, it'll stop once it's been triggered the first time.
If SF_HURT_OFF is set, it needs to be triggered in order to work again.
If SF_HURT_NOPLAYERS is set, it will only NPCs.
@ -30,7 +32,7 @@ If SF_HURT_TOUCHPLAYER is set, it'll only hurt players.
If SF_HURT_FIREONPLAYER is set, it'll only trigger a target if a player
activates it.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,6 +15,14 @@
*/
/*QUAKED trigger_look (0 .5 .8) ?
Triggers itself when a player is inside its volume and is looking at a
specific entity within a specified field-of-view cone.
It then disables itself.
It's like the beginning in Halo - you know, where you have to look up/down
at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Delay until target is triggered.
@ -24,14 +32,7 @@
"fov" Area of the view-cone check, 1.0 is straight ahead, 0.0 is
in the realm of 90 degrees. Default is 0.9.
Triggers itself when a player is inside its volume and is looking at a
specific entity within a specified field-of-view cone.
It then disables itself.
It's like the beginning in Halo - you know, where you have to look up/down
at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
Trivia:
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
*/

View file

@ -15,17 +15,19 @@
*/
/*QUAKED trigger_multiple (0 .5 .8) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
A trigger volume which works more than once.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until target is triggered.
"wait" Time until this entity can trigger again
A trigger volume which works more than once.
-------- NOTES --------
None of the spawnflags are implemented yet.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,16 +15,18 @@
*/
/*QUAKED trigger_once (0 .5 .8) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
A trigger volume which works only once.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until target is triggered.
A trigger volume which works only once.
-------- NOTES --------
None of the spawnflags are implemented yet.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

View file

@ -15,16 +15,18 @@
*/
/*QUAKED trigger_playerfreeze (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"killtarget" Target to kill when triggered.
Trigger that freezes all clients, until it is triggered again.
Freezing a player means they're unable to move, they can still look around.
-------- KEYS --------
"targetname" Name
"killtarget" Target to kill when triggered.
-------- NOTES --------
Ideas: Add ability to supress looking around, firing weapons, using items
and so on.
Trivia:
-------- TRIVIA --------
This entity was introduced in Opposing Force (1999).
*/

View file

@ -15,16 +15,18 @@
*/
/*QUAKED trigger_push (0 .5 .8) ? TP_ONCE TP_STARTOFF
Pushes anything in its volume into a direction of your choosing.
-------- KEYS --------
"targetname" Name
"speed" The speed (units per second) it'll apply to touchers.
"angles" Sets the direction of the push.
Pushes anything in its volume into a direction of your choosing.
-------- NOTES --------
If TP_ONCE is set, It'll only emit a single push once before disabling itself.
If TP_STARTOFF is set, it needs to be triggered first in order to function.
Trivia:
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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