/*********************************************************************** func ***********************************************************************/ entityDef func_group { "editor_color" "0 0 0" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities." } entityDef func_mover { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Movers are objects meant to be controlled through scripts.\n" \ "\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idMover" "cinematic" "1" } entityDef func_camera_anim { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Camera controlled by animation.\n" \ "\n" \ "'joint' joint to attach camera\n" \ "'model' model to use" "spawnclass" "idCameraAnim" "fov" "90" } entityDef func_camera_spline { "editor_color" "0 .5 .8" "editor_mins" "-16 -16 -16" "editor_maxs" "16 16 16" "editor_usage" "Camera controlled by spline.\n" \ "\n" \ "'pathfile' file to load spline path from" "spawnclass" "idCameraView" } entityDef func_mover_amodel { "editor_color" "0 0 0" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Movers are objects meant to be controlled through scripts.\n" \ "\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idMover" "cinematic" "1" } entityDef func_rotating { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Generic rotating entity. It will rotate around the Z axis by default. Targeting entity will cause it to start or stop rotating." "editor_var start_on" "set to 1 to rotate when spawned." "editor_var x_axis" "set to 1 to rotate around x-axis." "editor_var y_axis" "set to 1 to rotate around y-axis." "editor_var speed" "determines how fast it moves." "editor_var dmg" "damage to inflict when blocked." "spawnclass" "idRotater" "x_axis" "0" "y_axis" "0" "speed" "100" "dmg" "2" "start_on" "1" } entityDef func_bobbing { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Generic bobbing entity. It will bob on the Z axis by default.\n" \ "\n" \ "'x_axis' set to 1 to rotate around x-axis\n" \ "'y_axis' set to 1 to rotate around y-axis\n" \ "'height' amplitude of bob (default 32)\n" \ "'speed' seconds to complete a bob cycle (default 4)\n" \ "'phase' the 0.0 to 1.0 offset in the cycle to start at (default 0)\n" \ "'dmg' damage to inflict when blocked (default 2)\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idBobber" "x_axis" "0" "y_axis" "0" "height" "32" "speed" "4" "phase" "0" "dmg" "2" } entityDef func_pendulum { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. " \ "Pendulum frequency is a physical constant based on the length of the beam and gravity.\n" \ "\n" \ "'speed' the number of degrees each way the pendulum swings (default 30)\n" \ "'phase' the 0.0 to 1.0 offset in the cycle to start at (default 0)\n" \ "'dmg' damage to inflict when blocked\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idPendulum" "speed" "30" "phase" "0" "dmg" "2" } entityDef func_plat { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "'no_touch' the plat should not be triggered by the player touching it, only by another trigger. (default 0)\n" \ "'lip' protrusion above rest position (default 8)\n" \ "'height' total height of movement, defaults to model height\n" \ "'speed' speed to move up and down at (default 200)\n" \ "'dmg' damage to inflict when blocked (default 2)\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idPlat" "no_touch" "0" "lip" "8" "speed" "200" "dmg" "2" } entityDef func_activator { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Non-displayed entity used to activate triggers when it touches them. Bind to a mover to " \ "have the mover activate a triggers as it moves. When target by triggers, activating the " \ "trigger will toggle the activator on and off. Activator will disable itself when it activates a trigger.\n" \ "\n" \ "'start_off' set to 1 to have it spawn disabled. Activator will disable itself when it activates a trigger. (default 0)\n" \ "'stay_on' to prevent activator from disabling itself. (default 0)" "spawnclass" "idActivator" "start_off" "0" "stay_on" "0" } entityDef func_door { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "'start_open' the door moves to its destination when spawned, and operate in\n" \ " reverse. It is used to temporarily or permanently close off an\n" \ " area when triggered (not useful for touch or takedamage doors).\n" \ "'no_touch' the door should not be triggered by the player touching it, only by another trigger\n" \ "'locked' used in conjunction with no_touch,the door must be triggered by a trigger, after which it works normally\n" \ " if locked = 1 then the door opens when unlocked, if locked = 2 then the door just becomes unlocked\n" \ "'buddy' will toggle shaderparm 7 of the entity given as a buddy, this allows shaders to be remapped for lock status etc.\n" \ "'crusher' the door does not reverse when blocked\n" \ "'angle' determines the opening direction (default 0)\n" \ "'movedir' determines the opening direction. if set, 'angle' determines orientation.\n" \ "'speed' movement speed (default 100)\n" \ "'time' movement time in seconds. overrides speed. used for doors that move different distances, but still need to be synced. (default 1)\n" \ "'wait' wait before returning (-1 = never return) (default 3)\n" \ "'lip' lip remaining at end of move (default 8)\n" \ "'dmg' damage to inflict when blocked (default 2)\n" \ "'health' if set, the door must be shot open (default 0)\n" \ "'triggersize' sets the amount the trigger extends from the door (default 60)\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idDoor" "start_open" "0" "no_touch" "0" "crusher" "0" "angle" "0" "speed" "100" "wait" "3" "lip" "8" "dmg" "2" "health" "0" "triggersize" "60" "snd_open" "sound/nin/LEVELS/E3_2/F_door1/F_door1_in_02.wav" "snd_close" "sound/nin/LEVELS/E3_2/F_door1/F_door1_out_02.wav" "snd_opened" "" // Looping sound for it's opened state } entityDef func_button { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "When a button is touched, it moves some distance in the direction of it's angle, " \ "triggers all of it's targets, waits some time, then returns to it's original position " \ "where it can be triggered again.\n" \ "\n" \ "'angle' determines the opening direction (default 0)\n" \ "'target' all entities with a matching name will be used\n" \ "'speed' move speed (default 40)\n" \ "'wait' how many seconds to wait (-1 = never return) (default 1)\n" \ "'lip' lip remaining at end of move (default 4)\n" \ "'health' if set, the button must be killed instead of touched (default 0)\n" \ "'accelsound' sound to play when acceleration starts\n" \ "'movesound' sound to play when movement starts\n" \ "'decelsound' sound to play when deceleration starts" "spawnclass" "idDoor" "angle" "0" "speed" "40" "wait" "1" "lip" "4" "health" "0" } entityDef func_static { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "A brush model that just sits there, doing nothing. Can be used for conditional walls and models. " \ "When triggered, toggles between visible and hidden. Entity is non-solid when hidden." "editor_var solid" "whether the object should be solid or not." "editor_var hide" "whether the object should be visible when spawned." "spawnclass" "idStaticEntity" "solid" "1" "hide" "0" } entityDef func_damagable { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Breakable object. Fires targets and changes shader parms and model when damaged. " \ "When damaged, shader parm 3 is set to the current time, and shader parm 7 is set " \ "to either a random number from 1 to 'numstates', or to the value in 'forcestate' if " \ "it is non-zero.\n" \ "\n" \ "'broken' if set, switch to this model when the entity is broken\n" \ "'health' amount of damage to recieve before becoming damaged (default 5)\n" \ "'target' targets to trigger when damaged\n" \ "'count' number of times to allow to be triggered, (-1 means infinite) (default 1)\n" \ "'cycle' if set to 1, entity will cycle through each shader state when damaged, reseting to 0 when it exceeds numstates (default 0)\n" \ "'numstates' the number of different shader states. Shader parm 7 will be set to a value between 1 and this value (default 1)\n" \ "'forcestate' if non-zero, the state to force the shader into when damaged (default 0)\n" \ "'wait' Seconds between triggerings (default 0.1)\n" "spawnclass" "idDamagable" "health" "5" "count" "1" "cycle" "0" "numstates" "1" "forcestate" "0" "wait" "0.1" } entityDef func_moveable { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Moveable object. Will drop to the floor and rest untill activated.\n" \ "The visual model set with the 'model' key can also be used for\n" \ "collision detection. However the model may not be too complex.\n" \ "max vertices = 32\n" \ "max edges = 32\n" \ "max polygons = 16\n" \ "max edges per polygon = 16\n" \ "The collision model must be an enclosed hull. Dangling polygons or\n" \ "edges are not allowed. If the visual model is too complex or does\n" \ "not meet these requirements it can be contained in a less complex\n" \ "model for collision detection. Such a collision model is specified with the\n" \ "'clipmodel' key.\n" \ "\n" \ "'density' Volume of the object times the density is the mass. (default 0.2)\n" \ "'friction' Friction with contacting surfaces in the range [0-1] where 0 is no friction. (default 0.2)\n" \ "'bouncyness' How much the object bounces in the range [0-1] where 0 is no bounce. (default 0.6)\n" \ "'clipmodel' Model to be used for collision detection.\n" \ "'clipshrink' Shrink the visual model with an epsilon and use it as a clip model.\n" \ "'nodrop' Do not drop to the floor.\n" \ "'noimpact' Do not activate by the impact of other objects.\n" \ "'unbindondeath' Unbind entity when health drops down to or below zero.\n" \ "'health' If set the visual model changes to 'broken' when the health drops down to or below zero.\n" \ "'broken' Visual model to be used when the health drops down to or below zero.\n" \ "'explode' If set to 1 the moveable explodes and is removed when the health drops down to or below zero.\n" \ "'init_velocity' Initial linear velocity set when activated.\n" \ "'init_avelocity' Initial angular velocity set when activated.\n" "spawnclass" "idMoveable" "snd_bounce" "moveable_brick_bounce" } entityDef func_barrel { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Moveable barrel. Works just like a func_moveable. However the barrel\n" \ "has special handling to make it appear more round.\n" "spawnclass" "idBarrel" "density" "0.02" "friction" "0.2" "bouncyness" "0.4" } entityDef func_cartonbox { "inherit" "func_moveable" "density" "0.02" "friction" "0.2" "bouncyness" "0.2" } entityDef func_smallmetalbox { "inherit" "func_moveable" "density" "0.1" "friction" "0.2" "bouncyness" "0.2" } entityDef func_cokecan { "inherit" "func_moveable" "density" "0.5" "friction" "0.1" "bouncyness" "0.4" } entityDef func_chair { "inherit" "func_moveable" "density" "0.005" "friction" "0.1" "bouncyness" "0.4" } entityDef func_table { "inherit" "func_moveable" "density" "0.005" "friction" "0.1" "bouncyness" "0.4" } entityDef func_brick { "inherit" "func_moveable" "density" "0.05" "friction" "0.2" "bouncyness" "0" } entityDef func_domino { "inherit" "func_moveable" "density" "0.005" "friction" "0.6" "bouncyness" "0.2" } entityDef func_clipmodel { "editor_color" "0 .5 .8" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Holder for a clip model which can be used by another entity.\n" } entityDef func_spring { "editor_color" "1 .5 .3" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Spring connecting two entities.\n" "spawnclass" "idSpring" } entityDef func_forcefield { "editor_color" "1 .5 .3" "editor_mins" "?" "editor_maxs" "?" "editor_usage" "Force field.\n" \ "\n" \ "'uniform' 3D force vector. If set the force field is uniform.\n" \ "'explosion' Magnitude of explosion force. If set the field exerts a repelling force from the entity origin.\n" \ "'implosion' Magnitude of implosion force. If set the field exerts a force that gravitates to the entity origin.\n" \ "'randomTorque' Amount of random torque added to objects inside or touching the force field.\n" \ "'start_on' By default the force field is off until activated. If 'start_on' is set to '1' the force field starts on.\n" \ "'wait' If unequal zero the force field automatically switches back to the previous state (on/off) after 'wait' seconds.\n" "spawnclass" "idForceField" } entityDef func_explosion { "editor_color" "0 .5 .3" "editor_mins" "-16 -16 -16" "editor_maxs" "16 16 16" "editor_usage" "Explosion\n" \ "\n" \ "'damage [50]' amount of damage to cause\n"\ "'radius [64]' radius to inflict damage\n"\ "'debris [1]' if you want debris\n" \ "'fxSound' set to sound if you want noise\n" "spawnclass" "idExplodable" } entityDef func_spawner { "editor_color" ".2 .5 .3" "editor_mins" "-16 -16 -16" "editor_maxs" "16 16 16" "editor_usage" "Spawns enties to location and angle\n" \ "\n" \ "'angle' direction to face\n"\ "'itemClass' class of item to spawn\n"\ "'activate' will activate (aggro) the item if set to 1\n"\ "'spawn_' key vals starting with spawn_ will be passed on sans 'spawn_'\n"\ "'fxSound' set to sound if you want noise\n" \ "Set 'fxLight' to 1 if you want a light\n"\ " fxShader = light shader\n"\ " fxTime [0.5] = light life time in seconds\n"\ " fxRadius [64] = light radius in game units\n"\ "Set 'fxModel (not implemented)' model name if you want a model effect to spawn in\n"\ " fxModelTime [0.5] = model life time in seconds\n" "spawnclass" "idSpawnableEntity" } entityDef func_teleporter { "editor_color" "1 .5 .3" "editor_mins" "-16 -16 -16" "editor_maxs" "16 16 16" "editor_usage" "Teleports player or enties to location and angle\n" \ "\n" \ "'angle' amount of damage to cause\n"\ "'fxSound' set to sound if you want noise\n" \ "Set 'fxLight' to 1 if you want a light\n"\ " fxShader = light shader\n"\ " fxTime [0.5] = light life time in seconds\n"\ " fxRadius [64] = light radius in game units\n"\ "Set 'fxModel (not implemented)' model name if you want a model effect to spawn in\n"\ " fxModelTime [0.5] = model life time in seconds\n" "spawnclass" "idTeleporter" } entityDef func_securitycamera { "editor_color" "1 .5 .3" "editor_mins" "-4 -4 -4" "editor_maxs" "4 4 4" "editor_rotatable" "1" "editor_usage" "Security camera\n\n" \ "Orient the camera pointing at the start location\n"\ "then it will sweep from that + sweepAngle and back\n\n"\ "'sweepAngle' [90] the amount of sweep\n"\ "'health' [100] health for camera\n"\ "'fx_destroy' fx to run when camera is destroyed.\n"\ "'fx_damage' fx to run when camera is damaged.\n"\ "'scanFov' [90] fov of view\n"\ "'scanDist' [200] how far the camera can see\n"\ "'flipAxis' set to 1 to flip the model axis of the cam\n"\ "'modelAxis' 0, 1 or 2 based on which axis the source model was built on\n"\ "'sightTime' [5] The time in seconds it takes to notice the player\n"\ "'sightResume' [1.5] The time it will resume scanning after seeing the player but has not activated\n"\ "'sweepSpeed' [5] Speed of sweep\n"\ "'sweepWait' [0.5] Delay at edge of sweep before reversing direction\n"\ "'wait' [20] Time it will hold after an alert status before resuming\n"\ "Uses the following sound shaders\n"\ "security_camera_moving - movement\n"\ "security_camera_end - cam stops at edge of movement\n"\ "security_camera_sight - sights player\n"\ "security_camera_activate - goes into alert mode\n\n"\ "See duffy/examples/securitycam.map for an example\n" "spawnclass" "idSecurityCamera" } entityDef func_cameraview { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_rotatable" "1" "editor_showangle" "1" "editor_usage" "Simple Camera view, apply a rotation matrix or angle.\n" "spawnclass" "idCameraView" } entityDef func_animate { "editor_color" "1 .5 .3" "editor_mins" "-16 -16 0" "editor_maxs" "16 16 32" "editor_usage" "Object that changes animation when triggered." "editor_var anim" "anim to play when triggered." "editor_var pose" "anim to use to pose model when first spawned. pose_frame sets the frame. Model does not animate until triggered." "editor_var pose_frame" "which frame to use when spawning with a static pose." "editor_var start_anim" "anim to play when first spawned. anim will loop until triggered." "editor_var blend_in" "how long to transition from the start_anim to the triggered anim." "editor_var wait" "how long to wait before auto activating. -1 means only activate when triggered." "editor_var cycle" "how many times to play the animation after being triggered (use -1 for infinite)." "editor_var remove" "set to 1 to remove object when animation finishes." "editor_var target" "all entities with a matching name will be used after anim plays." "editor_var hide" "if 1, object remains hidden until triggered. doesn't work when 'start_anim' is set." "editor_var sound_bone" "Bone to play sounds from." "spawnclass" "idAnimated" "cinematic" "1" "blend_in" "0" "cycle" "1" "wait" "-1" "pose_frame" "1" "sound_bone" "origin" } entityDef func_iktail { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "spawnclass" "idIKTail" "model" "ase/f_barrello.ase" } entityDef func_remove { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Removes targeted entities from the game when triggered." "spawnclass" "idTarget_Remove" } entityDef func_damage { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Damages targeted entities when triggered.\n" \ "'damage' damage def to be used." "spawnclass" "idTarget_Damage" } entityDef func_waitforbutton { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "When activated, waits for the player to press the fire button and then activates its targets. Targeting entity toggles it on and off." "spawnclass" "idTarget_WaitForButton" } entityDef func_fx { "editor_color" "0 .5 .8" "editor_mins" "-8 -8 -8" "editor_maxs" "8 8 8" "editor_usage" "Spawns a special effect when triggered." "editor_var fx" "the .fx file to spawn when triggered" "spawnclass" "idEntityFx" } entityDef func_itemremove { "editor_color" "0 .5 .8" "editor_mins" "-4 -4 -4" "editor_maxs" "4 4 4" "editor_usage" "Removes an item from the players inventory" "editor_var item" "name of the inventory item to remove.. i.e. objective, or key_red" "spawnclass" "idItemRemover" }