713 lines
23 KiB
Modula-2
713 lines
23 KiB
Modula-2
/*QUAKED item_ammo (1 0 0) (-8 -8 -8) (8 8 8)
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Real beta entity, do not use, left for historical purposes
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*/
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/*QUAKED item_health (1 0 0) (-8 -8 0) (8 8 16)
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"targetname" Name
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Health pickup item for players that replenishes 25 health points and stops
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any potential bleeding.
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model="models/game_objects/obj_health_kit.vvm"
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*/
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/*QUAKED ammo_container (1 0 0) (-17 -17 0) (17 17 30)
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"targetname" Name
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An ammunitions container, which fills up all weapons when used.
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model="models/ammo/ammo_crate.vvm"
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*/
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/*QUAKED item_weapon (1 0 0) (-16 -16 0) (16 16 16)
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"weapon" Weapon to give the player.
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"delay" How big the magazine/clip is. Default is '-1'.
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Weapon pickup item.
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When the magazine size is set to '-1', the weapon will be filled up.
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*/
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/*QUAKED info_player_spectate (1 1 1) (-16 -16 -36) (16 16 36)
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Random spectator starting spot.
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*/
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/*QUAKED info_player_start (1 0.5 0) (-16 -16 -36) (16 16 36)
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Singleplayer starting spot for players.
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*/
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/*QUAKED info_player_deathmatch (1 1 0) (-16 -16 -36) (16 16 36)
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Random multiplayer starting spot for players.
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*/
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/*QUAKED info_vehicle_start (0 1 1) (-50 -50 0) (-50 -50 70)
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Random vehicle starting spot for players in the Vehicular Carnage mode.
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*/
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/*QUAKED info_player_team1 (1 0 0) (-16 -16 -36) (16 16 36)
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Random multiplayer starting spot for players of team 1.
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*/
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/*QUAKED info_player_team2 (0 1 0) (-16 -16 -36) (16 16 36)
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Random multiplayer starting spot for players of team 2.
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*/
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/*QUAKED sky_camera (1 0.3 1) (-8 -8 -8) (8 8 8)
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"scale" Scale modifier. Default is '16'.
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Defines the position of a skyroom camera.
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You want to put this into a dedicated room that contains a 3D skybox.
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The scale modifier is more like a divider. You want to keep these
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divisable by 2 to avoid any precision funky-ness.
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*/
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/*QUAKED prop_dynamic (1 0 0) (-8 -8 -8) (8 8 8)
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"model" Model file that will be displayed by the entity.
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"modelscale" Scale modifier of the model. Default is '1'.
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"angles" Sets the pitch, yaw and roll angles of the model.
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"_cs" Toggles if the prop casts a shadow or not.
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Client-side decorative model entity.
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*/
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/*QUAKED worldspawn (0 0 0) ?
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"message" Level title.
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"sounds" Music track to play on the level.
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"_fog" Global fog defined in normalized distance, red, green blue, alpha
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values. Use the fog console command to test before comitting.
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"team1" Team 1 on this level.
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"team2" Team 2 on this level.
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This is the main world entity definition.
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Any structural brush belongs to it.
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Team numbers:
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0 = Killshots
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1 = Regulators
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2 = Ronin
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3 = Tribals
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4 = USMC
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5 = Vagrants
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*/
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/*QUAKED env_glow (0 0.5 1) (-8 -8 -8) (8 8 8)
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"shader" Material to use for the glare/glow effect.
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"model" Sprite model to use for the glare/glow (idTech 2 only)
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"scale" Scale multiplier.
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"rendercolor" Material color override in RGB8.
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"renderamt" Material alpha override in A8.
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Client-side glare/glow orb effect like the flares in Unreal.
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*/
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/*QUAKED env_sound (0 1 0) (-8 -8 -8) (8 8 8)
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"radius" Radius in units.
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"roomtype" Roomtype value:
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0 = DEFAULT
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1 = PADDEDCELL
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2 = ROOM
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3 = BATHROOM
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4 = LIVINGROOM
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5 = STONEROOM
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6 = AUDITORIUM
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7 = CONCERTHALL
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8 = CAVE
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9 = ARENA
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10 = HANGAR
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11 = CARPETEDHALLWAY
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12 = HALLWAY
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13 = STONECORRIDOR
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14 = ALLEY
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15 = FOREST
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16 = CITY
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17 = MOUNTAINS
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18 = QUARRY
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19 = PLAIN
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20 = PARKINGLOT
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21 = SEWERPIPE
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22 = UNDERWATER
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23 = DRUGGED
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24 = DIZZY
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25 = PSYCHOTIC
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26 = CITYSTREETS
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27 = SUBWAY
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28 = MUSEUM
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29 = LIBRARY
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30 = UNDERPASS
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31 = ABANDONED
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32 = DUSTYROOM
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33 = CHAPEL
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34 = SMALLWATERROOM
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Client-side environmental reverb modifier.
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This works only with the OpenAL sound backend.
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*/
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/*QUAKED point_message (0.2 1 0.2) (-8 -8 -8) (8 8 8)
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"message" The message to display.
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"radius" The radius in which it will appear.
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Client-side overlay/message that is projected in relation to its position
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in 3D space.
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Used for zoo and test maps in which less interactive overlays are desired.
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*/
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/*QUAKED env_cubemap (0 0 1) (-8 -8 -8) (8 8 8)
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"scale" Texture dimension at which to render the cubemap. Default is '32'.
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Specifies a location for which a cubemap will be generated when the
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dev_buildcubemaps console command is executed.
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*/
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/*QUAKED env_fade (0 0 0) (-8 -8 -8) (8 8 8) EVF_FADEDROM EVF_MODULATE EVF_ONLYUSER
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"rendercolor" RGB8 Color of the fade effect.
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"renderamt" A8 alpha value we'll hit at max.
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"duration" Duration of the effect in seconds.
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"holdtime" How long we'll hold on the max color/alpha.
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When triggered, creates a colored overlay that blinds all players, or just
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the one who triggered it if EVF_ONLYUSER is set.
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*/
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/*QUAKED env_shake (1 0.5 0) (-8 -8 -8) (8 8 8) EVS_GLOBAL
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"radius" Radius of the quake/shake effect.
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"amplitude" Amplitude of the effect.
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"duration" Duration of the effect in seconds.
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"frequency" The frequency of the shake.
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Causes an earthquake/shaking effect when triggered.
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Affects all clients (radius ignored) when EVS_GLOBAL is set.
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*/
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/*QUAKED func_conveyor (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED func_lod (0 .5 .8) ?
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"targetname" Name
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"DisappearDist" = Unit distance at which stuff disappears
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"solid" 0 = Be solid (wtf volvo), 1 = non-solid
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Disappearing entity for non VISable maps (ex. Valley)
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*/
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/*QUAKED trigger_once (0 .5 .8) ? TO_MONSTERS TO_NOCLIENTS TO_PUSHABLES
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"delay" Delay until target is triggered.
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A trigger volume which works only once.
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None of the spawnflags are implemented yet.
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*/
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/*QUAKED trigger_teleport (0 .5 .8) ?
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"targetname" Name
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"target" Which target to teleport to.
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Teleportation volume. Teleports anything it touches to the position of
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any entity set as the "target". Works best with info_teleport_destination.
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*/
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/*QUAKED func_wall (0 .5 .8) ?
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"targetname" Name
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Brush that lets light to pass through it.
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On idTech 2 based levels, it will change texture variants when triggered.
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*/
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/*QUAKED path_track (1 0 1) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED trigger_changelevel (0 .5 .8) ? LC_NOINTERMISSION LC_USEONLY
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"targetname" Name
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"map" Next .bsp file name to transition to.
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"landmark" Landmark name to target.
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"changedelay" Time in seconds until the transition happens.
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When a Landmark is specified, you will have to position two info_landmark
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entities across your two levels with the same name. They'll mark a translation
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point for the coordinates in your levels.
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When LC_NOINTERMISSION is set, there'll be no stats screen at the end of the
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level.
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When LC_USEONLY is set, it will not act as a trigger volume people can step in.
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It'll have to be triggered by another entity.
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*/
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/*QUAKED func_tracktrain (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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Moving platform following along path_* entities that's fully user controlled.
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Very unfinished.
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*/
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/*QUAKED env_message (1 0 0) (-8 -8 -8) (8 8 8) EMF_ONCE EMF_ALLPLAYERS
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"message" Message to send to players
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"messagesound" PCM sample to play when triggered
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"messagevolume" PCM sample volume
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"messageattenuation" PCM sample attenuation
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Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
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is set. An optional sound effect can be supplied as well.
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*/
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/*QUAKED item_food (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"angles" Sets the pitch, yaw and roll angles of the model.
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"model" Model file that will be displayed by the entity.
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This is a food item that will give the user 1 health when touched.
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*/
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/*QUAKED func_door (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED func_pushable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED trigger_relay (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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See trigger_once.
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*/
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/*QUAKED game_text (1 0 0) (-8 -8 -8) (8 8 8) GTF_ALLPLAYERS
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"targetname" Name
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"x" Horizontal position of text.
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(0 - 1.0 = left to right, -1 = center)
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"y" Vertical position of text.
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(0 - 1.0 = top to bottom, -1 = center)
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"effect" Effect to apply to the text.
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Valid values:
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0 = Fade In/Out
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1 = Credits
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2 = Scan Out
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"color" The main colour in RGB8.
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"color2" The highlight colour in RGB8.
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"fadein" Time taken to fade in each character.
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"fadeout" Time taken to fade out message.
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"holdtime" Length of time to hold message on screen after fading in.
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"fxtime" Time the highlight lags behind the leading edge of the text in
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seconds.
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"channel" Message channel to use. Meant for overriding messages.
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This entity displays a message of your choice on-screen.
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Line breaks can be added with a \n character.
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If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
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but all players on the level.
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*/
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/*QUAKED multi_manager (0.5 1 0.7) (-8 -8 -8) (8 8 8) MM_MULTITHREADED
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"targetname" Name
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Triggers a maximum of 16 user defined entities with additonal timers.
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Add a target's name as an entity key, with the value set to the time in seconds
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that'll pass before the entity will be triggered.
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If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
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again before it has finished triggering it's previous list of entities.
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*/
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/*QUAKED env_spark (1 0 0) (-8 -8 -8) (8 8 8) x x x x x EVSPARK_TOGGLE EVSPARK_STARTON
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"angles" Sets the pitch, yaw and roll angles of the spark.
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"MaxDelay" Delay between sparks when start-on (or toggle) is set
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Creates a series (or just one) spark effect with sound when triggered.
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*/
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/*QUAKED multisource (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED trigger_cdaudio (0 .5 .8) ?
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"targetname" Name
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"health" Music track to play.
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Switches the background music track when triggered.
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*/
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/*QUAKED trigger_multiple (0 .5 .8) ? TM_MONSTERS TM_NOCLIENTS TM_PUSHABLES
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"delay" Delay until target is triggered.
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"wait" Time until this entity can trigger again
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A trigger volume which works more than once.
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None of the spawnflags are implemented yet.
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*/
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/*QUAKED func_recharge (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED trigger_endsection (0 .5 .8) ?
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"targetname" Name
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This trigger shuts down the server.
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Useful for when a singleplayer game ends, as it takes you to the main menu.
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*/
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/*QUAKED func_door_rotating (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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STUB!
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*/
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/*QUAKED env_sprite (1 0 0) (-8 -8 -8) (8 8 8) ENVS_STARTON ENVS_PLAYONCE
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"angles" Sets the pitch, yaw and roll angles of the sprite.
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"model" Path to the sprite in question.
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"rendercolor" Color modifier of the sprite.
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"renderamt" Alpha modifier of the sprite.
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"rendermode" Render mode of the sprite.
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"framerate" Rate between frames in seconds.
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"scale" Scale modifier of the sprite.
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A sprite entity manager with fancy overrides.
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Only used with an external sprite format, like SPR, SPRHL and SPR32.
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*/
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/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
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"targetname" Name
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Brush that can be hidden and reappear when triggered.
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If FTW_STARTHIDDEN is set, it'll start hidden.
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*/
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/*QUAKED env_explosion (1 0 0) (-8 -8 -8) (8 8 8) ENVEXPLO_NODAMAGE ENVEXPLO_REPEATABLE ENVEXPLO_NOBALL ENVEXPLO_NOSMOKE ENVEXPLO_NODECAL ENVEXPLO_NOSPARKS
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"iMagnitude" Magnitude of the explosion.
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When triggered, creates an explosion at its location.
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*/
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/*QUAKED env_beverage (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"health" Amount of soda-cans that can be dispensed at maximum
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"angles" Sets the pitch, yaw and roll angles of the soda
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Upon triggered, the entity will spawn item_food in its place in
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the shape of a soda can.
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*/
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/*QUAKED cycler_sprite (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"angles" Sets the pitch, yaw and roll angles of the model.
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"model" Model file that will be displayed by the entity.
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Decorative, does nothing yet.
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*/
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/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) OFF_OR_LINEAR
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"targetname" Name
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Infinitely small point of light illuminating the scene.
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idTech3 relevant keys:
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"light" Light intensity value. Default is '300'.
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"_color" Normalized RGB color value. Default is '1 1 1'.
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"radius" Sets the light cone radius. Default is '64'.
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"target" When set, targets an enity instead, becoming a spotlight.
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If OFF_OR_LINEAR is set, the light will be cast with a linear falloff instead
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of inverse square. This is useful for bright lights that'll travel long
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distances.
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idTech2 relevant keys:
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"light" Defines the brightness of the light.
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"style" Light style ID. 0-11 are defined, 12-32 are reserved for switched
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lights. List of pre-defined styles:
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0 = Normal
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1 = Flicker A
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2 = Slow strong pulse
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3 = Candle A
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4 = Fast strobe
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5 = Gentle pulse
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6 = Flicker B
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7 = Candle B
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8 = Candle C
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9 = Slow strobe
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10 = Fluorescent flicker
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11 = Slow pulse, no black
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"pattern" Custom light style pattern. Needs unique light style ID.
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Patterns are defined with letters of the alphabet.
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'a' being dark. 'z' being fully lit. Can be a string of characters
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that'll interpolate between at 10 FPS ingame.
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If OFF_OR_LINEAR is set, it starts off/disabled.
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*/
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/*QUAKED trigger_auto (1 0 0) (-8 -8 -8) (8 8 8) TA_USEONCE
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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"delay" Time in seconds until it triggers its target.
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Will automatically start working when the level has spawned.
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If TA_USEONCE is set, it'll remove itself from the level permanently.
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It will not survive round respawns, etc.
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*/
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/*QUAKED func_train (0 .5 .8) ?
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"targetname" Name
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"target" Target when triggered.
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"killtarget" Target to kill when triggered.
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Moving platform following along path_* entities.
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Very unfinished.
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*/
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/*QUAKED trigger_camera (1 0 0) (-8 -8 -8) (8 8 8)
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"targetname" Name
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"angles" Sets the pitch, yaw and roll angles of the camera
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"target" Which entity we're aiming at. Overrides angles.
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"wait" How long to hold onto the target.
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Causes the activators first-person camera to switch to the view of this entity.
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*/
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/*QUAKED ambient_generic (1 0 0) (-8 -8 -8) (8 8 8) AS_SRADIUS AS_MRADIUS AS_LRADIUS AS_SILENT AS_NOTTOGGLED
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"message" pcm file to play
|
|
"volume" 0.0 to 1.0
|
|
"pitch" 0.0 to 2.0
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|
|
|
Plays a PCM sample of whatever format the engine is configured to support.
|
|
If you want it to loop, you have to give the file itself a loop flag.
|
|
|
|
TODO: Add a forced loop flag for non .wav samples?
|
|
*/
|
|
/*QUAKED func_ladder (0 .5 .8) ?
|
|
"targetname" Name
|
|
|
|
Ladder volume. Only useful in idTech 2 based levels.
|
|
Use brushes with the common/climb texture instead.
|
|
*/
|
|
/*QUAKED func_illusionary (0 .5 .8) ?
|
|
"targetname" Name
|
|
|
|
Brush that lets light to pass through it and is non-solid.
|
|
On idTech 2 based levels, it will change texture variants when triggered.
|
|
*/
|
|
/*QUAKED trigger_push (0 .5 .8) ? TP_ONCE TP_STARTOFF
|
|
"targetname" Name
|
|
"speed" The speed (units per second) it'll apply to touchers.
|
|
"angles" Sets the direction of the push.
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|
|
|
Pushes anything in its volume into a direction of your choosing.
|
|
|
|
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.
|
|
*/
|
|
/*QUAKED info_null (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
|
|
Entity that does nothing and gets deleted upon level load.
|
|
This is used for map compiling stages only.
|
|
*/
|
|
/*QUAKED info_notnull (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
|
|
It's like an info_null, it just does not got deleted upon level load.
|
|
Useful for any entities/triggers that need to target something.
|
|
*/
|
|
/*QUAKED func_group (.5 .5 .5) ?
|
|
"_lightmapscale" Floating point value scaling the resolution of
|
|
lightmaps on brushes/patches in this entity. Default is '1.0'.
|
|
"_cs" Cast shadows. Can either be 1 or 0. Default is '1'.
|
|
"_rs" Receive shadows. Can either be 1 or 0. Default is '1'.
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|
|
|
These structural groups will simply result in static world geometry once the
|
|
map is compiled. It's not a true entity in itself and only needed at the
|
|
compile stage.
|
|
*/
|
|
/*QUAKED monster_furniture (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"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.
|
|
*/
|
|
/*QUAKED func_button (0 .5 .8) ?
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
|
|
STUB!
|
|
*/
|
|
/*QUAKED func_dustmotes (0 .5 .8) ?
|
|
AHHHHHHHHHHHHHHHHHHH
|
|
*/
|
|
/*QUAKED env_render (1 0 0) (-8 -8 -8) (8 8 8) SF_NORENDERFX SF_NORENDERAMT SF_NORENDERMODE SF_NORENDERCOLOR
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"rendermode" Render-Mode the target changes to
|
|
"renderamt" Render-Alpha the target changes to
|
|
"rendercolor" Render-Color the target changes to
|
|
|
|
Changes the visual appearance of a target.
|
|
*/
|
|
/*QUAKED monster_generic (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"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.
|
|
*/
|
|
/*QUAKED cycler (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"angles" Sets the pitch, yaw and roll angles of the model.
|
|
"sequence" Sets the animation the model should start in.
|
|
"model" Model file that will be displayed by the entity.
|
|
|
|
Upon damage, the cycler will switch between all available animation
|
|
sequences. This is really for test-maps and showroom entities.
|
|
*/
|
|
/*QUAKED env_shooter (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"angles" Sets the pitch, yaw and roll direction of the shooter.
|
|
"shootmodel" Model file to shoot.
|
|
"shootsounds" PCM sample to play whenever a piece shoots out.
|
|
"m_iGibs" Amount of models shot in total.
|
|
"m_flDelay" Delay before being able to be fired again.
|
|
"m_flVelocity" Speed of the models in units per second.
|
|
"m_flVariance" Delay between shots.
|
|
"m_flGibLife" Life of the individual model piece.
|
|
"scale" Scale modifier of the model pieces.
|
|
|
|
Shoots model entities from its location.
|
|
*/
|
|
/*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
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"m_iszEntity" Entity targetname OR classname description to target
|
|
"m_iszPlay" After the monster has moved to the action point, play this animation
|
|
"m_iszIdle" Animation to play until the scripted_sequence is triggered
|
|
"m_flRadius" Search radius for m_targetMonster if a classname is specified
|
|
"m_flRepeat" Loop? Unused.
|
|
"m_fMoveTo" How we move to perform m_iActionAnim
|
|
|
|
f_fMoveTo values:
|
|
0 = Don't move or turn
|
|
1 = Walk to the scripted_sequence
|
|
2 = Run to the scripted_sequence
|
|
3 = Unused/Not defined. Do not use this.
|
|
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.
|
|
*/
|
|
/*QUAKED func_healthcharger (0 .5 .8) ?
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
|
|
STUB!
|
|
*/
|
|
/*QUAKED func_breakable (0 .5 .8) ? SF_TRIGGER SF_TOUCH SF_PRESSURE
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"material" Material it's made of.
|
|
"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.
|
|
|
|
When SF_TOUCH is set, it'll break when an entity runs into it at high
|
|
velocities (damage is speed in units * 0.01).
|
|
|
|
When SF_PRESSURE is set, it'll collapse once someone is standing on top of it.
|
|
At that point the "delay" key will decide after how many seconds the object
|
|
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).
|
|
*/
|
|
/*QUAKED infodecal (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"texture" Name of the texture inside decals.wad it projects onto a surface.
|
|
|
|
This entity 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.
|
|
*/
|
|
/*QUAKED trigger_hurt (0 .5 .8) ? SF_HURT_ONCE SF_HURT_OFF x SF_HURT_NOPLAYERS SF_HURT_FIREONPLAYER SF_HURT_TOUCHPLAYER
|
|
"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.
|
|
|
|
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.
|
|
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.
|
|
*/
|
|
/*QUAKED path_corner (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
|
|
STUB!
|
|
*/
|
|
/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
|
|
"targetname" Name
|
|
"target" Target when triggered.
|
|
"killtarget" Target to kill when triggered.
|
|
"globalstate" The variable name in which we hold information in.
|
|
"initialstate" Initial mode: 0 = off, 1 = on, 2 = dead
|
|
"triggermode" Mode when triggered: 0 = off, 1 = on, 2 = dead
|
|
|
|
Sets/kills a global variable that carries across levels.
|
|
Without GLOBAL_SETSPAWN set, it'll only modify existing values when
|
|
triggered.
|
|
*/
|
|
/*QUAKED env_beam (1 0 0) (-8 -8 -8) (8 8 8)
|
|
"targetname" Name
|
|
|
|
This entity is incomplete. Purely stub.
|
|
*/
|
|
/*QUAKED trigger_transition (0 .5 .8) ?
|
|
"targetname" Name
|
|
|
|
Currently unused. This is meant for defining level transition regions.
|
|
All entities touching this volume would carry across to the next level.
|
|
*/
|
|
/*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
|
|
"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.
|
|
*/
|