// // Quake 2 game definition file (.fgd) // // Originally written by by autolycus // Special thanks to: Disruptor, Zoid, Zaphod, Imaginos, EutecTic, xaGe. // // Last updated by Paril for re-release // Includes stuff from the tools for lighting etc @include "ericw_tools.fgd" // // worldspawn // // 0302 - added "nextmap" key @SolidClass base(EWT_base_Worldspawn) = worldspawn : "World entity" [ sky(string) : "Environment map name" skyaxis(vector) : "Vector axis for rotating sky" skyrotate(string) : "Speed of rotation (degrees/second)" skyautorotate(integer) : "Disable to set sky rotation manually" : 1 sounds(integer) : "CD Track Number" : 1 gravity(integer) : "Gravity" : 800 instantitems(integer) : "Instant Item Use" : 0 message(string) : "Level name" nextmap(string) : "Next map (DM only)" start_items(string) : "Starting items: a semi-colon delimited list of items and amounts to be given to player if they have a clear inventory." achievement(string) : "If an EOU is triggered from this map, this is the achievement to give out." fog_density(float) : "density value of fog, 0-1" fog_color(color) : "color value of fog, 3d vector with values between 0-1 (r g b)" fog_sky_factor(float) : "sky factor value of fog, 0-1" heightfog_falloff(float) : "falloff value of heightfog, 0-1" heightfog_density(float) : "density value of heightfog, 0-1" heightfog_start_color(color) : "start color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_end_color(color) : "end color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_start_dist(float) : "start distance value of heightfog, in world units" heightfog_end_dist(float) : "start distance value of heightfog, in world units" ] // // base marker definitions // // EditorFlags apply to everything - all entities should inherit it. @baseclass = EditorFlags [ spawnflags(Flags) = [ 256 : "Not in Easy" : 0 512 : "Not in Normal" : 0 1024 : "Not in Hard" : 0 2048 : "Not in Deathmatch" : 0 // Paril: Rogue 4096 : "Not in Coop" : 0 8192 : "Reserved Editor Flag" : 0 // Paril: Kex 16384 : "Coop Only" : 0 32768 : "Reserved Editor Flag" : 0 ] ] // Entity can take angle or angles. @baseclass = Angleable [ angle(choices) : "Facing angle (yaw)" : 0 = [ -1 : "Up" -2 : "Down" ] angles(vector) : "pitch yaw roll" : "0 0 0" : "Facing angles" ] // Entity can be targeted by stuff. @baseclass = Targetable [ targetname(target_source) : "Name for firing" ] // Entity will call G_UseTargets @baseclass = UseTargets [ target(target_destination) : "Target to fire" delay(float) : "Target delay" message(string): "Message on activation" killtarget(target_destination) : "Targets to fully delete" ] // Entity supports pointing at something, but won't call G_UseTargets @baseclass = Target [ target(target_destination) : "Target to fire" ] // Entity supports "team" @baseclass = Teamable [ team(string) : "Team identifier" ] // Entity supports brush model animations @baseclass = BmodelAnim [ bmodel_anim_start(integer) : "Start frame of animation" bmodel_anim_end(integer) : "End frame of animation" bmodel_anim_style(choices) : "Animation style" : 0 = [ 0 : "Forwards" 1 : "Backwards" 2 : "Random" ] bmodel_anim_speed(integer) : "Animation speed, in milliseconds" bmodel_anim_nowrap(integer) : "If set, frames are clamped rather than wrapping" bmodel_anim_alt_start(integer) : "Start frame of alternate animation" bmodel_anim_alt_end(integer) : "End frame of alternate animation" bmodel_anim_alt_style(choices) : "Alternate animation style" : 0 = [ 0 : "Forwards" 1 : "Backwards" 2 : "Random" ] bmodel_anim_alt_speed(integer) : "Alternate animation speed, in milliseconds" bmodel_anim_alt_nowrap(integer) : "If set, alternate frames are clamped rather than wrapping" ] // Entity supports brush model sound modifications @baseclass = BmodelSounds [ noise_start(string) : "Noise to play on activation" noise_middle(string) : "Noise to play while traveling" noise_end(string) : "Noise to play on end" ] // Entity supports noise key @baseclass = Noise [ noise(string) : "Noise to play" ] // Entity supports alpha key @baseclass = Alpha [ alpha(float) : "Alpha" ] // Entity supports scale key @baseclass = Scale [ scale(float) : "Scale" ] // Includes stuff related to the kex dynamic lights @include "kexlights.fgd" // // player start, deathmatch, coop, deathmatch intermission // @baseclass base(EditorFlags, Angleable) size(-16 -16 -24, 16 16 32) color(0 255 0) model({ "path": ":models/monsters/insane/tris.md2", "frame":209, "skin":1}) = PlayerClass [] @PointClass base(PlayerClass) = info_player_start : "Player start" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [] @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [ targetname(string) : "Spawn point name, to be matched to previous levels' target_changelevel" ] @PointClass base(PlayerClass) = info_player_coop_lava : "Smart Water lava spawn point" [] @PointClass base(PlayerClass, Targetable) = info_player_intermission : "Deathmatch intermission point" [] @PointClass base(PlayerClass) = info_player_team1 : "CTF Red start" [] @PointClass base(PlayerClass) = info_player_team2 : "CTF Blue start" [] // Notes on the 'team' key: First of all, it's really only useful in DM because it creates a // random respawn pattern. Let's say that in one spot, you want to have the shotgun, Quad // damage and mega health item to respawn in alternance. Place all of them in approximately // the same location, team them and voila! The FIRST item that you place in the map will be // the team MASTER - the others will be SLAVES. In DM play, the Master will be the first one // to spawn. Once the Master is picked up, the respawn pattern becomes RANDOM: it could be // the same or one of the other 2. If you try to use this in a Single Player map, it's // pretty useless because only the team MASTER spawns and the others never appear obviously. // Also, in CTF, only the master appears. No idea why. @BaseClass base(EditorFlags, Angleable, UseTargets, Targetable) color(76 76 255) size(-15 -15 -15, 15 15 15) = Item [ team(string) : "Team" spawnflags(Flags) = [ 1 : "Trigger Spawn" : 0 2 : "Disable Pickup" : 0 4 : "Toss Item On Spawn" : 0 ] ] @BaseClass base(Item) color(76 76 255) = Ammo [] @BaseClass base(Item) color(255 76 76) = Weapons [] @BaseClass base(Item) color(76 255 255) size(-16 -16 -16, 16 16 16) = Items [] @BaseClass base(Item) color(0 128 204) size(-16 -16 -16, 16 16 16) = Keys [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/shells/medium/tris.md2" }) = ammo_shells : "Shotgun ammo" [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/bullets/medium/tris.md2" }) = ammo_bullets : "Machine/Chain gun ammo" [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/cells/medium/tris.md2" }) = ammo_cells : "Blaster/BFG ammo" [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/grenades/medium/tris.md2" }) = ammo_grenades : "Grenades" [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/rockets/medium/tris.md2" }) = ammo_rockets : "Rockets" [] @PointClass base(Ammo) model({ "path": ":models/items/ammo/slugs/medium/tris.md2" }) = ammo_slugs : "Rail gun ammo" [] @PointClass base(Ammo) model({ "path": ":models/objects/ammo/tris.md2" }) = ammo_magslug : "Phalanx ammo" [] @PointClass base(Ammo) model({ "path": ":models/ammo/am_flechette/tris.md2" }) = ammo_flechettes : "ETF Rifle ammo" [] @PointClass base(Ammo) model({ "path": ":models/ammo/am_flechette/tris.md2" }) = ammo_nails : "ETF Rifle ammo" [] @PointClass base(Ammo) model({ "path": ":models/ammo/am_prox/tris.md2" }) = ammo_prox : "Prox Launcher ammo" [] @PointClass base(Ammo) model({ "path": ":models/ammo/am_disr/tris.md2" }) = ammo_disruptor : "Disruptor ammo" [] @PointClass base(Ammo) model({ "path": ":models/weapons/g_trap/tris.md2" }) = ammo_trap : "Traps" [] @PointClass base(Ammo) model({ "path": ":models/ammo/am_tesl/tris.md2" }) = ammo_tesla : "Teslas" [] @PointClass base(Ammo) model({ "path": ":models/weapons/g_nuke/tris.md2" }) = ammo_nuke : "A-M Bomb (usable nuke); DM only" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_shotg/tris.md2" }) = weapon_shotgun : "Shotgun" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_shotg2/tris.md2" }) = weapon_supershotgun : "Super shotgun" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_machn/tris.md2" }) = weapon_machinegun : "Machinegun" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_chain/tris.md2" }) = weapon_chaingun : "Chain gun" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_launch/tris.md2" }) = weapon_grenadelauncher : "Grenade launcher" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_rocket/tris.md2" }) = weapon_rocketlauncher : "Rocket launcher" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_hyperb/tris.md2" }) = weapon_hyperblaster : "Hyperblaster" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_rail/tris.md2" }) = weapon_railgun : "Rail gun" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_bfg/tris.md2" }) = weapon_bfg : "Big Freakin Gun!" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_chainf/tris.md2" }) = weapon_chainfist : "Chainfist" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_etf_rifle/tris.md2" }) = weapon_etf_rifle : "ETF Rifle" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_etf_rifle/tris.md2" }) = weapon_nailgun : "ETF Rifle" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_plaunch/tris.md2" }) = weapon_proxlauncher : "Prox Launcher" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_boom/tris.md2" }) = weapon_boomer : "Ionripper" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_beamer/tris.md2" }) = weapon_plasmabeam : "Plasma Beam" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_beamer/tris.md2" }) = weapon_heatbeam : "Plasma Beam" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_shotx/tris.md2" }) = weapon_phalanx : "Phalanx" [] @PointClass base(Weapons) model({ "path": ":models/weapons/g_dist/tris.md2" }) = weapon_disintegrator : "Disruptor" [] @PointClass base(Items) model({ "path": ":models/items/adrenal/tris.md2" }) = item_adrenaline : "+1 to max health" [] @PointClass base(Items) model({ "path": ":models/items/c_head/tris.md2" }) = item_ancient_head : "+2 to max health" [] @PointClass base(Items) model({ "path": ":models/items/armor/body/tris.md2" }) = item_armor_body : "Body armor" [] @PointClass base(Items) model({ "path": ":models/items/armor/combat/tris.md2" }) = item_armor_combat : "Combat armor" [] @PointClass base(Items) model({ "path": ":models/items/armor/jacket/tris.md2" }) = item_armor_jacket : "Jacket armor" [] @PointClass base(Items) model({ "path": ":models/items/armor/shard/tris.md2" }) = item_armor_shard : "Armor shard" [] @PointClass base(Items) model({ "path": ":models/items/band/tris.md2" }) = item_bandolier : "Equipment belt" [] @PointClass base(Items) model({ "path": ":models/items/breather/tris.md2" }) = item_breather : "Underwater breather" [] @PointClass base(Items) model({ "path": ":models/items/enviro/tris.md2" }) = item_enviro : "Enviro-Suit" [] @PointClass base(Items) model({ "path": ":models/items/healing/medium/tris.md2" }) = item_health : "+10 health" [] @PointClass base(Items) model({ "path": ":models/items/healing/stimpack/tris.md2" }) = item_health_small : "+2 health" [] @PointClass base(Items) model({ "path": ":models/items/healing/large/tris.md2" }) = item_health_large : "+25 health" [] @PointClass base(Items) model({ "path": ":models/items/mega_h/tris.md2" }) = item_health_mega : "+100 health" [] @PointClass base(Items) model({ "path": ":models/items/invulner/tris.md2" }) = item_invulnerability : "Invulnerability" [] @PointClass base(Items) model({ "path": ":models/items/pack/tris.md2" }) = item_pack : "Heavy backpack" [] @PointClass base(Items) model({ "path": ":models/items/armor/screen/tris.md2" }) = item_power_screen : "Power screen" [] @PointClass base(Items) model({ "path": ":models/items/armor/shield/tris.md2" }) = item_power_shield : "Power shield" [] @PointClass base(Items) model({ "path": ":models/items/quaddama/tris.md2" }) = item_quad : "Quad damage" [] @PointClass base(Items) model({ "path": ":models/items/silencer/tris.md2" }) = item_silencer : "Silencer" [] @PointClass base(Items) model({ "path": ":models/items/silencer/tris.md2" }) = item_flashlight : "Flashlight" [] @PointClass base(Items) model({ "path": ":models/items/quadfire/tris.md2" }) = item_quadfire : "DualFire Damage" [] @PointClass base(Items) model({ "path": ":models/items/goggles/tris.md2" }) = item_ir_goggles : "IR Goggles" [] @PointClass base(Items) model({ "path": ":models/items/ddamage/tris.md2" }) = item_double : "Double Damage" [] @PointClass base(Items) model({ "path": ":models/items/vengnce/tris.md2" }) = item_sphere_vengeance : "vengeance sphere" [] @PointClass base(Items) model({ "path": ":models/items/hunter/tris.md2" }) = item_sphere_hunter : "hunter sphere" [] @PointClass base(Items) model({ "path": ":models/items/defender/tris.md2" }) = item_sphere_defender : "defender sphere" [] @PointClass base(Items) model({ "path": ":models/items/dopple/tris.md2" }) = item_doppleganger : "Doppleganger" [] @PointClass base(Keys) model({ "path": ":models/items/keys/target/tris.md2" }) = key_airstrike_target : "Tank commander's head" [] @PointClass base(Keys) model({ "path": ":models/items/keys/key/tris.md2" }) = key_blue_key : "Normal door key - blue" [] @PointClass base(Keys) model({ "path": ":models/monsters/commandr/head/tris.md2" }) = key_commander_head : "Tank commander's head (key)" [] @PointClass base(Keys) model({ "path": ":models/items/keys/data_cd/tris.md2" }) = key_data_cd : "Data CD key for computer centers" [] @PointClass base(Keys) model({ "path": ":models/items/keys/spinner/tris.md2" }) = key_data_spinner : "Data Spinner key for city computer" [] @PointClass base(Keys) model({ "path": ":models/items/keys/pass/tris.md2" }) = key_pass : "Security pass for secret level" [] @PointClass base(Keys) model({ "path": ":models/items/keys/power/tris.md2" }) = key_power_cube : "Warehouse circuits" [] @PointClass base(Keys) model({ "path": ":models/items/keys/pyramid/tris.md2" }) = key_pyramid : "Pyramid Key for entrance to jail3" [] @PointClass base(Keys) model({ "path": ":models/items/keys/red_key/tris.md2" }) = key_red_key : "normal door key - red" [] // Expansions @PointClass base(Keys) model({ "path": ":models/items/keys/green_key/tris.md2" }) = key_green_key : "normal door key - green" [] @PointClass base(Keys) model({ "path": ":models/weapons/g_nuke/tris.md2" }) = key_nuke_container : "Antimatter Pod (nuke key part 1)" [] @PointClass base(Keys) model({ "path": ":models/weapons/g_nuke/tris.md2" }) = key_nuke : "Antimatter Bomb (nuke key part 2)" [] // N64 @PointClass base(Keys) model({ "path": ":models/items/n64/charge/tris.md2" }) = key_explosive_charges : "Explosive Charge" [] @PointClass base(Keys) model({ "path": ":models/items/n64/yellow_key/tris.md2" }) = key_yellow_key : "Yellow Key" [] @PointClass base(Keys) model({ "path": ":models/items/n64/power_core/tris.md2" }) = key_power_core : "Power Core" [] // CTF @PointClass base(Keys) model({ "path": ":players/male/flag1.md2" }) = item_flag_team1 : "CTF Flag (red)" [] @PointClass base(Keys) model({ "path": ":players/male/flag2.md2" }) = item_flag_team2 : "CTF Flag (blue)" [] // Keep in mind when using func_areaportal that it must // *completely* separate two areas. otherwise, you will // get an error message and the areaportal will not work @SolidClass base(EditorFlags, Targetable) = func_areaportal : "Area portal (Vis blocker)" [] @SolidClass base(EditorFlags, Angleable, UseTargets, Targetable, EWT_base_BModel, BmodelAnim, BmodelSounds) color(0 128 204) = func_button : "Button" [ speed(float) : "Speed" : "40" wait(choices) : "Wait before reset" : 1 = [ -1 : "Never Return" ] lip(float) : "Lip remaining after move" : "4" health(float) : "Health (shootable)" sounds(choices) : "Sounds" : 0 = [ 0 : "Audible" 1 : "Silent" ] ] @PointClass base(EditorFlags, Targetable, UseTargets) color(0 0 255) size(-8 -8 -8, 8 8 8) = func_clock : "Clock" [ spawnflags(Flags) = [ 1 : "Timer Up" : 0 2 : "Timer Down" : 0 4 : "Start Off" : 0 8 : "Multi Use" : 0 ] count(integer) : "Clock Count" : 3600 pathtarget(target_destination) : "Target to fire" target(target_destination) : "Should be targeting a target_string" style(choices) : "Style" : 0 = [ 0 : "xx" 1 : "xx:xx" 2 : "xx:xx:xx" ] ] @PointClass base(EditorFlags, Targetable) color(0 0 255) size(-8 -8 -8, 8 8 8) = target_string : "func_clock holder for time string" [ team(string) : "target_characters to team with" ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color(0 0 255) = target_character : "single character for target_string" [ team(string) : "Team" count(integer) : "Position in the string" ] @SolidClass base(Angleable, EditorFlags, Targetable, UseTargets, Teamable, EWT_base_BModel, BmodelSounds) color(0 128 204) = func_door : "Door" [ spawnflags(Flags) = [ 1 : "Start Open" : 0 4 : "Crusher" : 0 8 : "No Monsters" : 0 16 : "Animated" : 0 32 : "Toggle" : 0 64 : "Animated Fast" : 0 ] health(float) : "Health (shootable)" speed(float) : "Speed" : "100" wait(choices) : "Wait before close" : 3 = [ -1 : "Stay open" ] lip(float) : "Lip remaining after move" : "8" dmg(float) : "Damage when blocked" : "2" sounds(choices) : "Sounds" : 0 = [ 0 : "Audible" 1 : "Silent" ] ] @SolidClass base(Angleable, EditorFlags, Targetable, UseTargets, EWT_base_BModel, BmodelSounds) color(0 128 204) = func_door_rotating : "Rotating Door" [ spawnflags(Flags) = [ 1 : "Start Open" : 0 2 : "Reverse" : 0 4 : "Crusher" : 0 8 : "No Monsters" : 0 16 : "Animated" : 0 32 : "Toggle" : 0 64 : "X Axis" : 0 128 : "Y Axis" : 0 65536 : "Inactive (must be triggered)" : 0 131072 : "Safe Open (opens opposite dir. if activator facing 'angles')" : 0 ] team(string) : "Team" distance(float) : "Degrees of rotation" : "90" health(float) : "Health (shootable)" speed(float) : "Speed" : "100" wait(choices) : "Wait before close" : 3 = [ -1 : "Stay open" ] dmg(float) : "Damage when blocked" : "2" sounds(choices) : "Sounds" : 0 = [ 0 : "Audible" 1 : "Silent" ] ] @SolidClass base(Angleable, EditorFlags, Targetable, UseTargets, EWT_base_BModel, BmodelSounds) color(0 128 204) = func_door_secret : "Secret Door" [ spawnflags(Flags) = [ 1 : "Always shoot" : 0 2 : "1st Left" : 0 4 : "1st Down" : 0 ] dmg(float) : "Damage when blocked" : "2" wait(choices) : "Wait before close" : 5 = [ -1 : "Stay open" ] ] // not visible in DM mode @SolidClass base(EditorFlags, Targetable, UseTargets, EWT_base_BModel) color(0 128 204) = func_explosive : "Exploding/Breakable brush" [ spawnflags(Flags) = [ 1 : "Trigger Spawn" : 0 2 : "Animated" : 0 4 : "Animated Fast" : 0 ] health(float) : "Health" : "100" mass(float) : "Mass (debris)" : "75" dmg(float) : "Damage" : "0" sounds(choices) : "Sounds" : 0 = [ 0 : "Silent" 1 : "Glass Break" ] ] @SolidClass base(EditorFlags, Targetable) color(255 0 0) = func_killbox : "Instant death" [ spawnflags(Flags) = [ 2 : "Level Restart Required" : 0 4 : "Exact Trigger Collision" : 0 ] ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color (0 128 204) = func_object : "Solid bmodel, will fall if its support is removed" [ spawnflags(Flags) = [ 1 : "Trigger Spawn" : 0 2 : "Animated" : 0 4 : "Animated Fast" : 0 ] dmg(float) : "Crush damage" : "100" ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel, BmodelSounds) color(0 128 204) = func_rotating : "Rotating brush" [ spawnflags(Flags) = [ 1 : "Start On" : 0 2 : "Reverse" : 0 4 : "X Axis" : 0 8 : "Y Axis" : 0 16 : "Pain on Touch" : 0 32 : "Block Stops" : 0 64 : "Animated" : 0 128 : "Animated Fast" : 0 65536 : "Acceleration" : 0 ] team(string) : "Team" speed(float) : "Speed" : "100" dmg(float) : "Damage when blocked" : "2" accel(float) : "Acceleration speed, when flag is enabled" : "1" decel(float) : "Deceleration speed, when flag is enabled" : "1" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(76 25 153) size(-8 -8 -8, 8 8 8) = func_timer : "Timer" [ spawnflags(Flags) = [ 1 : "Start On" : 0 ] wait(float) : "Base wait time" : "1" random(float) : "Wait variance (+/-) - should be <= wait" delay(float) : "Delay before firing when used" pausetime(float) : "Additional delay for START_ON timers" ] // 0219 - added "team" key @SolidClass base(EditorFlags, Targetable, UseTargets, Teamable, EWT_base_BModel) color(0 128 204) = func_train : "Moving platform" [ spawnflags(Flags) = [ 1 : "Start On" : 0 2 : "Toggle" : 0 4 : "Block Stops" : 0 8 : "Move Teamchain" : 0 16 : "Fix Offset (fixes legacy -1,-1,-1 offset)" : 0 32 : "Use Origin" : 0 ] pathtarget(target_destination) : "Target to fire when we reach a point" target(target_destination) : "First corner to be placed at" speed(float) : "Speed" : "100" dmg(float) : "Damage when blocked" : "2" noise(string) : "Travel noise (path/file.wav)" ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color(0 128 204) = func_wall : "Solid Wall" [ spawnflags(Flags) = [ 1 : "Trigger Spawn" : 0 2 : "Toggle" : 0 4 : "Start On" : 0 8 : "Animated" : 0 16 : "Animated Fast" : 0 ] ] @SolidClass base(EditorFlags, Targetable, Teamable, EWT_base_BModel, BmodelSounds) color(0 128 204) = func_water : "Moveable water" [ spawnflags(Flags) = [ 1 : "Start Open" : 0 2 : "Smart Water (player position aware rising)" : 0 ] speed(float) : "Speed" : "25" wait(choices) : "Wait before return" : -1 = [ -1 : "Toggle" ] lip(float) : "Lip remaining after move" sounds(Choices) : "Sounds" : 1 = [ 0 : "No Sounds" 1 : "Water" 2 : "Water" ] accel(float) : "divisor of lowest player's distance, to determine rising speed" : "20" ] @PointClass base(Targetable) color(128 0 0) size(-2 -2 -2, 2 2 2) = info_null : "Compiler-only target (spotlights, etc)" [] @PointClass base(EditorFlags, Targetable) color(0 128 0) size(-4 -4 -4, 4 4 4) = info_notnull : "Game target" [] // expansion @PointClass base(info_notnull) = info_teleport_destination : "Teleport Destination" [] @PointClass base(EditorFlags, Targetable, Target, EWT_base_PointLight) color(0 255 0) size(-8 -8 -8, 8 8 8) = light : "Light" [ spawnflags(Flags) = [ 1 : "Start Off" : 0 2 : "Allow In Deathmatch" : 0 ] style(Choices) : "Style" : 0 = [ 0 : "Normal" 1 : "Flicker #1" 6 : "Flicker #2" 2 : "Slow Strong Pulse" 3 : "Candle #1" 7 : "Candle #2" 8 : "Candle #3" 4 : "Fast Strobe" 5 : "Gentle Pulse #1" 9 : "Slow Strobe" 10 : "Fluorescent Flicker" 11 : "Slow pulse, no black" ] ] @PointClass base(EditorFlags, Targetable, Target) color(0 255 0) size(-2 -2 -12, 2 2 12) model({ "path": ":models/objects/minelite/light1/tris.md2", "skin": 0 }) = light_mine1 : "Clean fluorescent light fixture" [] @PointClass base(EditorFlags, Targetable, Target) color(0 255 0) size(-2 -2 -12, 2 2 12) model({ "path": ":models/objects/minelite/light2/tris.md2", "skin": 0 }) = light_mine2 : "Dusty fluorescent light fixture" [] @PointClass base(EditorFlags) color(255 128 0) size(-4 -4 0, 4 4 246) model({ "path": ":models/objects/banner/tris.md2" }) = misc_banner : "Flowing banner" [] @PointClass base(EditorFlags, Targetable, Scale, Alpha) color(255 128 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/black/tris.md2" }) = misc_blackhole : "Blackhole" [ spawnflags(Flags) = [ 1 : "Auto-Noise (N64)" : 0 ] ] // Expansion @PointClass base(EditorFlags, Targetable) color(255 128 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/core/tris.md2" }) = misc_nuke_core : "Nuke Core (must be targeted to appear)" [] @PointClass base(EditorFlags) color(255 128 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/items/spawngro2/tris.md2", "frame": 2 }) = target_orb : "Large Orb" [] @PointClass base(EditorFlags) color(255 128 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/items/spawngro2/tris.md2", "frame": 1 }) = target_blacklight : "Large Orb (black light)" [] @PointClass base(EditorFlags) color(255 128 0) size(-16 -16 0, 16 16 16) model({{ spawnflags & 32 -> { "path": ":models/deadbods/dude/tris.md2", "frame": 5 }, spawnflags & 16 -> { "path": ":models/deadbods/dude/tris.md2", "frame": 4 }, spawnflags & 8 -> { "path": ":models/deadbods/dude/tris.md2", "frame": 3 }, spawnflags & 4 -> { "path": ":models/deadbods/dude/tris.md2", "frame": 2 }, spawnflags & 2 -> { "path": ":models/deadbods/dude/tris.md2", "frame": 1 }, ":models/deadbods/dude/tris.md2" }}) = misc_deadsoldier : "Dead guys! 6 of em!" [ spawnflags(Flags) = [ 1 : "On Back" : 0 2 : "On Stomach" : 0 4 : "Back, Decap" : 0 8 : "Fetal Position" : 0 16 : "Sitting, Decap" : 0 32 : "Impaled" : 0 ] ] // The following three entities are eye-candy - they don't do anything @PointClass base(EditorFlags) color(255 128 0) size(-32 -32 -16, 32 32 32) model({ "path": ":models/monsters/tank/tris.md2", "frame":254, "skin": 2}) = misc_eastertank : "Tank sitting down. Make him a chair out of brushes." [] @PointClass base(EditorFlags) color(255 128 0) size(-32 -32 0, 32 32 32) model({ "path": ":models/monsters/bitch/tris.md2", "frame":208}) = misc_easterchick : "Chick #1 sitting: Place her near misc_eastertank." [] @PointClass base(EditorFlags) color(255 128 0) size(-32 -32 0, 32 32 32) model({ "path": ":models/monsters/bitch/tris.md2", "frame":248}) = misc_easterchick2 : "Chick #2 sitting w/ different pose. Can be placed close to misc_eastertank's for full effect." [] @PointClass base(EditorFlags) color(0 128 204) size(-16 -16 0, 16 16 40) model({ "path": ":models/objects/barrels/tris.md2" }) = misc_explobox : "Large exploding box" [ mass(float) : "Mass" : "100" health(float) : "Health" : "80" dmg(float) : "Damage" : "150" ] // set angle for gib direction, otherwise it just drops @PointClass base(EditorFlags) color(255 0 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/gibs/arm/tris.md2" }) = misc_gib_arm : "arm gib, use with target_spawner" [] @PointClass base(EditorFlags) color(255 0 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/gibs/head/tris.md2" }) = misc_gib_head : "head gib, use with target_spawner" [] @PointClass base(EditorFlags) color(255 0 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/gibs/arm/tris.md2" }) = misc_gib_leg : "leg gib, use with target_spawner" [] @PointClass base(EditorFlags, Targetable) color(255 128 0) size(-64 -64 0, 64 64 128) model( {{ spawnflags & 32 -> { "path": ":models/objects/satellite/tris.md2", "frame": 38 }, ":models/objects/satellite/tris.md2" }} ) = misc_satellite_dish : "Satellite Dish" [ spawnflags(Flags) = [ 32 : "(editor only) Show End Position" : 0 ] ] @PointClass base(EditorFlags, Targetable, Target) color(255 128 0) size(-16 -16 0, 16 16 32) model({ "path": ":models/ships/strogg1/tris.md2" }) = misc_strogg_ship : "Strogg ship for flybys" [ speed(float) : "Speed" : "300" ] @PointClass base(EditorFlags, Target) color(255 0 0) size(-32 -32 -24, 32 32 -16) model({ "path": ":models/objects/dmspot/tris.md2", "skin": 1 }) = misc_teleporter : "Teleporter: To hide the teleport pads, place them units 10 units into a brush." [ spawnflags(Flags) = [ 1 : "No Sound" : 0 2 : "No Effect" : 0 4 : "N64 Effect" : 0 ] ] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-32 -32 -24, 32 32 -16) model({ "path": ":models/objects/dmspot/tris.md2", "skin": 0 }) = misc_teleporter_dest : "Teleport Destination: To hide the teleport pads, place them units 10 units into a brush or use an info_notnull." [] @PointClass base(EditorFlags) color(255 128 0) size(-176 -120 -24, 176 120 72) model({ "path": ":models/ships/bigviper/tris.md2" }) = misc_bigviper : "Large stationary Viper" [] @PointClass base(misc_strogg_ship) model({ "path": ":models/ships/viper/tris.md2" }) = misc_viper : "Viper for flybys" [] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/bomb/tris.md2" }) = misc_viper_bomb : "Viper Bomb" [ dmg(float) : "Damage" ] // Expansion @PointClass base(misc_strogg_ship) model({ "path": ":models/ships/viper/tris.md2" }) = misc_crashviper : "Viper that crashes" [ ] @PointClass base(EditorFlags, Targetable, Target) color(255 0 0) size(-8 -8 -8, 8 8 8) model({ "path": ":models/objects/bomb/tris.md2" }) = misc_viper_missile : "Viper Missile" [ dmg(float) : "Damage" : "250" ] @PointClass base(misc_strogg_ship) model({ "path": ":models/objects/ship/tris.md2" }) = misc_transport : "Xatrix Transport" [ ] // // Monsters! // @BaseClass base(EditorFlags, Targetable, Target, Scale, Alpha) color(255 128 0) size(-16 -16 -24, 16 16 32) = Monsters [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 4 : "Ambush Override (don't use)" : 0 65536 : "Spawn Dead" : 0 131072 : "Super Step" : 0 262144 : "drop to ground" : 0 ] combattarget(target_destination) : "Point combat target" deathtarget(target_destination) : "Entity to trigger at death" healthtarget(target_destination) : "Entity to trigger when health hits target" itemtarget(target_destination) : "Entity to trigger when item dropped by this monster is picked up" killtarget(target_destination) : "Entity to remove at death" item(string) : "Spawn Item" health_multiplier(float) : "Set health based on multiplier of base health" : "1.0" dead_frame(integer) : "Frame to spawn dead monsters on" : 0 power_armor_power(integer) : "Override power armor amount" power_armor_type(Choices) : "Override power armor type" : 0 = [ 0 : "None" 1 : "Screen" 2 : "Shield" ] ] @PointClass base(Monsters) color(255 128 0) size(-16 -16 -24, 16 16 32) model({{ spawnflags & 32 -> { "path": ":models/monsters/insane/tris.md2", "frame": 0 }, spawnflags & 16 -> { "path": ":models/monsters/insane/tris.md2", "frame": 74 }, spawnflags & 8 -> { "path": ":models/monsters/insane/tris.md2", "frame": 252 }, spawnflags & 4 -> { "path": ":models/monsters/insane/tris.md2", "frame": 38 }, spawnflags & 2 -> { "path": ":models/monsters/insane/tris.md2", "frame": 0 }, ":models/monsters/insane/tris.md2" }}) = misc_insane : "Insane Soldiers" [ spawnflags(Flags) = [ 4 : "Crawl" : 0 8 : "Crucified" : 0 16 : "Stand Ground" : 0 32 : "Always Stand" : 0 64 : "Quiet" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/berserk/tris.md2" }) = monster_berserk : "Berserker" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) size(-56 -56 0, 56 56 80) model({ "path": ":models/monsters/boss2/tris.md2" }) = monster_boss2 : "Hornet" [ spawnflags(Flags) = [ 8 : "N64 (hyperblaster, staggered rockets)" : 0 ] ] // Just fidgets in one spot and teleports away when triggered // // 0221 - removed Monsters class inheritance @PointClass base(EditorFlags, Targetable) size(-32 -32 0, 32 32 80) model({ "path": ":models/monsters/boss3/rider/tris.md2", "frame": 414}) = monster_boss3_stand : "Stationnary Makron" [] @PointClass base(Monsters) model({ "path": ":models/monsters/brain/tris.md2" }) = monster_brain : "Brains" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "no laser eyes" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/bitch/tris.md2" }) size(-16 -16 0, 16 16 56) = monster_chick : "Iron Maiden" [] @PointClass base(EditorFlags, Targetable) color(255 128 0) size(-32 -32 0, 32 32 48) model({ "path": ":models/monsters/commandr/tris.md2" }) = monster_commander_body : "Tank commander's decapitated body" [] @PointClass base(Monsters) model({ "path": ":models/monsters/flipper/tris.md2" }) = monster_flipper : "Barracuda shark" [] @PointClass base(Monsters) size(-24 -24 -24, 24 24 48) model({ "path": ":models/monsters/float/tris.md2" }) = monster_floater : "Technician" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Disguise as barrel" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/flyer/tris.md2" }) = monster_flyer : "Flyer" [] @PointClass base(Monsters) size(-32 -32 -24, 32 32 64) model({ "path": ":models/monsters/gladiatr/tris.md2" }) = monster_gladiator : "Gladiator" [] @PointClass base(Monsters) model({ "path": ":models/monsters/gunner/tris.md2" }) = monster_gunner : "Gunner" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/gunner/tris.md2", "frame": 249 }) = monster_guncmdr : "Gunner Commander" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/hover/tris.md2" }) = monster_hover : "Icarus" [] @PointClass base(Monsters) model({ "path": ":models/monsters/infantry/tris.md2", "frame": 64}) = monster_infantry : "Infantry" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) size(-80 -80 0, 90 90 140) model({ "path": ":models/monsters/boss3/jorg/tris.md2" }) = monster_jorg : "Jorg" [] // 0221 - this entity can only spawn once the Jorg dies ... im sure someone will change that tho @PointClass base(Monsters) size(-32 -32 0, 32 32 80) model({ "path": ":models/monsters/boss3/rider/tris.md2", "frame": 414}) = monster_makron : "Makron" [] @PointClass base(Monsters) model({ "path": ":models/monsters/medic/tris.md2" }) = monster_medic : "Medic" [] @PointClass base(Monsters) size(-32 -32 -24, 32 32 32) model( {{ spawnflags & 65536 -> { "path": ":models/monsters/mutant/tris.md2", "skin": 1, "frame": 33 }, ":models/monsters/mutant/tris.md2" }} ) = monster_mutant : "Mutant" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/parasite/tris.md2" }) = monster_parasite : "Parasite" [ spawnflags(Flags) = [ 8 : "No jumping" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 0 }) = monster_soldier_light : "Light Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 2 }) = monster_soldier : "Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 4 }) = monster_soldier_ss : "SS Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) size(-32 -32 -16, 32 32 72) model({ "path": ":models/monsters/tank/tris.md2" }) = monster_tank : "Tank" [] @PointClass base(Monsters) size(-32 -32 -16, 32 32 72) model({ "path": ":models/monsters/tank/tris.md2", "skin": 2 }) = monster_tank_commander : "Tank Commander" [ speed(float) : "homing missile speed" : "0.0" spawnflags(Flags) = [ 8 : "N64" : 0 16 : "Heat-Seeking Missiles" : 0 ] ] @PointClass base(Monsters) size(-64 -64 0, 64 64 72) model({ "path": ":models/monsters/boss1/tris.md2" }) = monster_supertank : "Super Tank Boss" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Power Shield" : 0 ] ] // Expansions @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 6 }) = monster_soldier_ripper : "Ripper Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 8 }) = monster_soldier_hypergun : "Hypergun Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/soldier/tris.md2", "skin": 10 }) = monster_soldier_lasergun : "Lasergun Soldier" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blind" : 0 ] ] @PointClass base(Monsters) size(-32 -32 -24, 32 32 24) model({ "path": ":models/monsters/fixbot/tris.md2" }) = monster_fixbot : "Fixbot" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 4 : "Fix stuff" : 0 8 : "Takeoff" : 0 16 : "Landing" : 0 ] ] @SolidClass base(EditorFlags, Targetable) color (0 128 204) = func_object_repair : "Fixbot repair object" [ delay(float) : "delay between sparks" : "1" ] @PointClass base(Monsters) size(-24 -24 -24, 24 24 24) model( {{ spawnflags & 65536 -> { "path": ":models/monsters/gekk/tris.md2", "skin": 2, "frame": 141 }, ":models/monsters/gekk/tris.md2" }} ) = monster_gekk : "Gekk" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Chanting" : 0 16: "No jumping" : 0 32: "No swimming" : 0 ] ] @PointClass base(Monsters) model({ "path": ":models/monsters/bitch/tris.md2", "skin": 2 }) size(-16 -16 0, 16 16 56) = monster_chick_heat : "Iron Maiden (heat-seeking missile)" [] @PointClass base(Monsters) size(-32 -32 -24, 32 32 64) model({ "path": ":models/monsters/gladiatr/tris.md2", "skin": 2 }) = monster_gladb : "Gladiator (phalanx)" [] @PointClass base(Monsters) size(-64 -64 0, 64 64 72) model({ "path": ":models/monsters/boss1/tris.md2", "skin": 2 }) = monster_boss5 : "Super Tank Boss (power armor)" [] @PointClass base(info_notnull, Target, Targetable) = hint_path : "Monster Path" [ spawnflags(Flags) = [ 1 : "Endpoint" : 0 ] wait(float) : "wait for this amount of time" : "0" ] @PointClass base(Monsters) model({ "path": ":models/monsters/hover/tris.md2", "skin": 2 }) = monster_daedalus : "Daedalus" [] @PointClass base(Monsters) size(-56 -56 -44, 56 56 44) model({ "path": ":models/monsters/carrier/tris.md2" }) = monster_carrier : "Carrier" [ reinforcements(string): "Semicolon separated list of entity classes and cost of monster to spawn" : "monster_flyer 1;monster_flyer 1;monster_flyer 1;monster_kamikaze 1" monster_slots(integer) : "How many points to spend on monster spawns. Increases by up to 2x for Hard skill" : 3 ] @PointClass base(Monsters) size(-40 -40 0, 40 40 144) model({ "path": ":models/monsters/blackwidow/tris.md2" }) = monster_widow : "Black Widow (on foot)" [] //Why is there two of these with no difference? //@PointClass base(Monsters) size(-70 -70 0, 70 70 144) model({ "path": ":models/monsters/blackwidow2/tris.md2" }) = monster_widow : "Black Widow (spider)" [] @PointClass base(Monsters) model({ "path": ":models/monsters/medic/tris.md2", "skin": 2 }) = monster_medic_commander : "Medic Commander" [ reinforcements(string): "Semicolon separated list of entity classes and cost of monster to spawn" : "monster_soldier_light 1;monster_soldier 2;monster_soldier_ss 2;monster_infantry 3;monster_gunner 4;monster_medic 5;monster_gladiator 6" monster_slots(integer) : "How many points to spend on monster spawns. Increases by up to 2x for Hard skill" : 3 ] @PointClass base(Monsters) model({ "path": ":models/monsters/flyer/tris.md2" }) = monster_kamikaze : "Flyer (kamikaze)" [] @PointClass base(Monsters) size(-12 -12 -12, 12 12 12) model({ "path": ":models/monsters/turret/tris.md2" }) = monster_turret : "Turret Monster" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Blaster" : 0 16 : "Chaingun" : 0 32 : "Rocket" : 0 128: "Wall Unit (must be targeted)" : 0 262144 : "No Lasersight (beware)" : 0 ] ] @PointClass base(Monsters) size(-28 -28 -18, 28 28 18) model({ "path": ":models/monsters/stalker/tris.md2" }) = monster_stalker : "Stalker" [ spawnflags(Flags) = [ 1 : "Ambush" : 0 2 : "Trigger Spawn" : 0 8 : "Start On Roof" : 0 16 : "No Jumping" : 0 ] ] // using a "wait" value of -1 on a path corner causes a func_train to go silent between // itself and the next path corner when the train is restarted. The train's sound will // resume as soon as it reaches a path corner with a "wait" value other than -1 @PointClass base(EditorFlags, Targetable, UseTargets) color(128 76 0) size(-8 -8 -8, 8 8 8) = path_corner : "Path marker" [ spawnflags(Flags) = [ 1 : "Teleport" : 0 ] target(target_destination) : "Next path target" pathtarget(target_destination) : "Event to trigger" wait(choices) : "Wait" : 0 = [ -1 : "Wait for retrigger" ] ] @PointClass base(path_corner) color(128 76 9) size(-8 -8 -8, 8 8 8) = point_combat : "Point of combat - should be the first/only target of a monster" [ spawnflags(Flags) = [ 1 : "Hold" : 0 ] ] @PointClass base(EditorFlags, Targetable, Angleable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_blaster : "Blaster (use angles to point it)" [ spawnflags(Flags) = [ 1 : "No Trail" : 0 2 : "No Effects" : 0 ] dmg(float) : "Damage" : "15" speed(float) : "Speed" : "1000" ] // set "map" value to "mapname$playername" where playername equals // the targetname of a corresponding info_player_start in the // next map. To play a cinematic before starting the level, the // "map" value should be "cinemeatic.cin+mapname$playername". Note // that a playername is not required if the corresponding info_player_start // doesn't have a targetname. If you want this to be designated as the last // level of a unit, place an asterix (*) before the map name. @PointClass base(EditorFlags, Targetable, Target) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_changelevel : "Change level" [ spawnflags(Flags) = [ 8 : "Clear Inventory" : 0 16 : "No End of Unit" : 0 32 : "Fade out" : 0 64 : "Immediate Leave" : 0 ] map(string) : "Next map; append $targetname to spawn at matched targetname" target(target_destination) : "Name of info_landmark in the next map to link this exit to" ] @PointClass base(EditorFlags, Targetable) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crosslevel_trigger : "Cross-level trigger" [ spawnflags(Flags) = [ 1 : "Trigger 1" : 0 2 : "Trigger 2" : 0 4 : "Trigger 3" : 0 8 : "Trigger 4" : 0 16 : "Trigger 5" : 0 32 : "Trigger 6" : 0 64 : "Trigger 7" : 0 128 : "Trigger 8" : 0 65536 : "Trigger 9" : 0 131072 : "Trigger 10" : 0 262144 : "Trigger 11" : 0 524288 : "Trigger 12" : 0 1048576 : "Trigger 13" : 0 2097152 : "Trigger 14" : 0 4194304 : "Trigger 15" : 0 8388608 : "Trigger 16" : 0 ] ] @PointClass base(EditorFlags, Targetable, UseTargets) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crosslevel_target : "Cross-level trigger" [ spawnflags(Flags) = [ 1 : "Trigger 1" : 0 2 : "Trigger 2" : 0 4 : "Trigger 3" : 0 8 : "Trigger 4" : 0 16 : "Trigger 5" : 0 32 : "Trigger 6" : 0 64 : "Trigger 7" : 0 128 : "Trigger 8" : 0 65536 : "Trigger 9" : 0 131072 : "Trigger 10" : 0 262144 : "Trigger 11" : 0 524288 : "Trigger 12" : 0 1048576 : "Trigger 13" : 0 2097152 : "Trigger 14" : 0 4194304 : "Trigger 15" : 0 8388608 : "Trigger 16" : 0 ] ] @PointClass base(target_crosslevel_trigger) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crossunit_trigger : "Cross-unit trigger" [ ] @PointClass base(target_crosslevel_target) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crossunit_target : "Cross-unit target" [ ] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_earthquake : "Level wide earthquake" [ spawnflags(Flags) = [ 1 : "Silent" : 0 2 : "Toggle" : 0 8 : "One Shot" : 0 ] speed(float) : "Severity of quake" : "200" count(float) : "Duration" : "5" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_explosion : "Explosion" [ delay(float) : "Delay before explosion" dmg(float) : "Radius damage" : "0" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_goal : "Counts a goal completed" [ spawnflags(Flags) = [ 1 : "Keep Music" : 0 ] ] @PointClass base(EditorFlags, Targetable) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_healthbar : "Monster Health bar" [ delay(float) : "Delay before healthbar disappears after death" : "0.0" message(string) : "Boss name" : "" target(string): "Boss" : "" ] @PointClass base(EditorFlags, Targetable) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_help : "Computer help message" [ spawnflags(Flags) = [ 1 : "Main Onjective" : 0 2 : "Set POI on use" : 0 ] message(string) : "Computer message" ] // if no color spawnflags are set, the laser color defaults to dim gray (and hard to see) // setting the damage to 0 makes it use the default damage of 1 // setting the damage to a negative number will actually give health @PointClass base(EditorFlags, Targetable, Target, Angleable) color(0 128 204) size(-8 -8 -8, 8 8 8) = target_laser : "Laser" [ spawnflags(Flags) = [ 1 : "Start On" : 0 2 : "Red" : 0 4 : "Green" : 0 8 : "Blue" : 0 16 : "Yellow" : 0 32 : "Orange" : 0 64 : "Fat" : 0 128 : "Stop on windows" : 0 65536 : "Lightning" : 0 ] dmg(float) : "Damage" rgba(integer) : "Laser colors; four palette indices separated by spaces" ] // Expansion @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_nuke : "Nuke (kill all entities)" [ ] @PointClass base(EditorFlags, Targetable, Target) color(0 128 204) size(-8 -8 -8, 8 8 8) = target_mal_laser : "Laser (Xatrix; Mal Laser)" [ spawnflags(Flags) = [ 1 : "Start On" : 0 2 : "Red" : 0 4 : "Green" : 0 8 : "Blue" : 0 16 : "Yellow" : 0 32 : "Orange" : 0 64 : "Fat" : 0 ] delay(float) : "Delay" : "0.1" wait(float) : "Wait" : "0.1" dmg(float) : "Damage" ] @PointClass base(EditorFlags, Targetable, Target) color(0 128 204) size(-8 -8 -8, 8 8 8) = target_lightramp : "Light ramp" [ spawnflags(Flags) = [ 1 : "Toggle" : 0 ] speed(float) : "Speed" message(string) : "start/end light level" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_secret : "Counts a secret found" [ message(string) : "Message to print" noise(string) : "Noise to play" : "misc/secret.wav" ] // set speed and angle, otherwise spawned object drops @PointClass base(EditorFlags, Targetable, Angleable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_spawner : "Monster/Item spawner" [ target(target_destination) : "Monster/Item to spawn" speed(float) : "Speed" ] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_speaker : "Sound player" [ spawnflags(Flags) = [ 1 : "Looped On" : 0 2 : "Looped Off" : 0 4 : "Reliable" : 0 8 : "No Stereo Panning" : 0 ] noise(string) : "Sound (path/file.wav)" attenuation(Choices) : "Attenuation" : 0 = [ -1 : "None, send to whole level" 0 : "Default (1 for non-looped, 3 for looped)" 1 : "Normal fighting sounds" 2 : "Idle sound level" 3 : "Ambient sound level" ] volume(float) : "Volume (0.0 - 1.0)" : "1" ] @PointClass base(EditorFlags) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_amb4 : "Amb4 speaker" [ ] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_music : "Change music" [ sounds(integer) : "CD Track Number" : 1 ] // "sounds" values other than 1 are silent. leaving in the other // options for availability to mods/fixes // @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_splash : "Creates a splash when used" [ sounds(choices) : "Type of splash" : 2 = [ 1 : "Sparks" 2 : "Blue water" 3 : "Brown water" 4 : "Slime" 5 : "Lava" 6 : "Blood" 7 : "N64 Sparks" ] count(integer) : "Number of pixels in splash (1 - 255)" dmg(float) : "Radius damage" ] // eye candy... Particles #2 (style 22) is quite cool @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_temp_entity : "Temp entity" [ style(choices) : "Style" : 22 = [ 6 : "Grenade explosion #1" 8 : "Grenade explosion #2" 18 : "Grenade explosion #3 (underwater)" 20 : "Green Fireball (BFG small)" 21 : "Particles #1 (BFG big)" 22 : "Particles #2 (boss teleport)" 35 : "Plain explosion" 45 : "chainfist smoke" 47 : "Tracker Explosion (black particles)" 48 : "Teleport effect #1" 49 : "Teleport effect #2" 51 : "Nuke Blast" 52 : "Widow Splash" 58 : "Berserk Slam" ] ] @PointClass base(EditorFlags, UseTargets) color(128 128 128) size(-8 -8 -8, 8 8 8) = trigger_always : "Always triggers" [] @PointClass base(EditorFlags, Targetable, UseTargets) color(128 128 128) = trigger_counter : "Counter" [ spawnflags(Flags) = [ 1 : "No Message" : 0 ] count(integer) : "Count before trigger" : 2 ] @PointClass base(EditorFlags, Targetable, Target) color(76 25 153) = trigger_elevator : "Elevator trigger; note that whoever targets this must have a pathtarget set" [] @SolidClass base(EditorFlags, Targetable) color(128 128 128) = trigger_hurt : "Hurts on touch" [ spawnflags(Flags) = [ 1 : "Start Off" : 0 2 : "Toggle" : 0 4 : "Silent" : 0 8 : "No Protection" : 0 16 : "Slow hurt" : 0 32 : "No Players" : 0 64 : "No Monsters" : 0 128 : "Clipped (must touch brushes, not just aabb)" : 0 ] dmg(float) : "Damage" : "5" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(128 128 128) size(-8 -8 -8, 8 8 8) = trigger_key : "Triggers with key" [ item(string) : "Item classname" : "key_blue_key" ] @SolidClass base(EditorFlags, Targetable) color(128 128 128) = trigger_monsterjump : "Makes monsters jump" [ spawnflags(Flags) = [ 1 : "Toggle" : 0 2 : "Start Off" : 0 4 : "Clipped (must touch brushes, not just aabb)" : 0 ] speed(float) : "Speed thrown forward" : "200" height(float) : "Height thrown upward" : "200" ] @PointClass base(EditorFlags, Targetable, UseTargets) color(128 128 128) = trigger_relay : "Relay trigger" [] @SolidClass base(trigger_relay) = trigger_once : "Single fire trigger" [ spawnflags(Flags) = [ 4 : "Triggered" : 0 32 : "Clipped (must exactly touch brushes, not just aabb)" : 0 ] ] @SolidClass base(trigger_once) = trigger_multiple : "Multiple fire trigger" [ spawnflags(Flags) = [ 1 : "Monster" : 0 2 : "Not Player" : 0 4 : "Triggered (triggering will enable; starts off)" : 0 8 : "Toggled (triggering will toggle between on/off; starts off)" : 0 16 : "Latched (will trigger when an entity first enters & last leaves)" : 0 32 : "Clipped (must exactly touch brushes, not just aabb)" : 0 ] wait(float) : "Seconds between triggers" : "0" ] @SolidClass base(EditorFlags) color(128 128 128) = trigger_push : "Push trigger" [ spawnflags(Flags) = [ 1 : "Push Once" : 0 2 : "Wait & Effect" : 0 4 : "Silent" : 0 8 : "Start Off" : 0 16 : "Clipped (must exactly touch brushes, not just aabb)" : 0 ] speed(float) : "Speed of push" : "1000" wait(float) : "Time to wait between pushes" : "10" ] // Expansion @SolidClass base(EditorFlags) color(128 128 128) = trigger_gravity : "Gravity trigger" [ spawnflags(Flags) = [ 1 : "Toggle" : 0 2 : "Start Off" : 0 4 : "Clipped (must exactly touch brushes, not just aabb)" : 0 ] gravity(float) : "Gravity (standard = 1.0)" : "1" ] @SolidClass base(EditorFlags, Targetable, Target, EWT_base_BModel, Teamable) color(128 255 128) = turret_breach : "Turret breach" [ speed(float) : "Speed" : "50" dmg(float) : "Damage" : "10" minpitch(float) : "Miminum pitch angle" : "-30" maxpitch(float) : "Maximum pitch angle" : "30" minyaw(float) : "Minimum yaw angle" : "0" maxyaw(float) : "Maximum yaw angle" : "360" ] @SolidClass base(EditorFlags, EWT_base_BModel, Teamable) color(128 255 128) = turret_base : "Turret base" [ ] @PointClass base(EditorFlags) color(128 255 128) size(-16 -16 -24, 16 16 32) model({ "path": ":models/monsters/infantry/tris.md2"}) = turret_driver : "Turret driver" [ target(target_destination) : "Target (turret_breach)" ] // Expansions @PointClass base(EditorFlags) color(128 255 128) size(-4 -4 -4, 4 4 4) = turret_invisible_brain : "Turret invisible brain" [ delay(float) : "Delay between firing; leave unset for skill ramping" : "0" target(target_destination) : "Target (turret_breach)" killtarget(target_destination) : "Entity to be attacked" ] @SolidClass base(EWT_base_BModel) color(0 128 204) = func_group : "group" [] // Paril: CTF @PointClass base(EditorFlags) color(255 128 0) size(-4 -4 0, 4 4 246) model({ "path": ":models/ctf/banner/tris.md2" }) = misc_ctf_banner : "Flowing CTF banner" [ spawnflags(Flags) = [ 1 : "Blue Team" : 0 ] ] @PointClass base(EditorFlags) color(255 128 0) size(-4 -4 0, 4 4 246) model({ "path": ":models/ctf/banner/small.md2" }) = misc_ctf_small_banner : "Smaller flowing CTF banner" [ spawnflags(Flags) = [ 1 : "Blue Team" : 0 ] ] // Expansions @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_killplayers : "Nuke (kill all players)" [] @PointClass base(EditorFlags, Targetable) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_anger : "Anger (make monster angry at something)" [ killtarget(target_destination) : "Target to be angry at" target(target_destination) : "Target(s) to make angry" ] @PointClass base(EditorFlags, Targetable, Target) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_steam : "Steam Emitter" [ speed(float) : "velocity of particles" : "75" count(integer) : "number of particles" : 32 sounds(integer) : "color of particles (palette index)" : 8 wait(float) : "seconds to run before stopping" ] @SolidClass base(EditorFlags) color(128 128 128) = trigger_disguise : "Disguise" [ spawnflags(Flags) = [ 2 : "Start On" : 0 4 : "Remove" : 0 ] ] @SolidClass base(EditorFlags, Targetable, Target, Angleable) color(128 128 128) = trigger_teleport : "Teleport" [ spawnflags(Flags) = [ 8 : "Start On" : 0 ] ] @SolidClass base(func_door_secret) color(0 128 204) = func_door_secret2 : "Secret Door (Rogue)" [] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color(0 128 204) = func_force_wall : "Force Wall" [ spawnflags(Flags) = [ 1 : "Start On" : 0 ] style(integer) : "Color (palette index)" : 208 ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color(0 128 204) = func_plat : "OG Platform" [ spawnflags(Flags) = [ 1 : "Plat Low Trigger" : 0 2 : "No Monsters" : 0 ] speed(float) : "Speed" : "200" accel(float) : "Acceleration" : "50" decel(float) : "Acceleration" : "50" lip(float) : "Lip remaining after move" : "8" height(float) : "Movement distance" dmg(float) : "Damage" : "2" ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel) color(0 128 204) = func_plat2 : "Callable Platform" [ spawnflags(Flags) = [ 1 : "Plat Low Trigger" : 0 2 : "Toggle" : 0 4 : "Top" : 0 8 : "Start Enabled" : 0 32 : "Box Lift" : 0 ] speed(float) : "Speed" : "200" accel(float) : "Acceleration" : "50" decel(float) : "Acceleration" : "50" lip(float) : "Lip remaining after move" : "0" height(float) : "Movement distance" dmg(float) : "Damage" : "2" ] @PointClass base(EditorFlags) = misc_flare : "(N64) Light Flare" [ spawnflags(Flags) = [ 1 : "Red rim" : 0 2 : "Green rim" : 0 4 : "Blue rim" : 0 8 : "Fixed rotation" : 0 ] image(string) : "image" : "" : "The path to a custom flare image to use instead of the default" radius(float) : "1.0" : "Scale multiplier" rgba(color255) : "Color" : "255 255 255 255" : "Flare color" fade_start_dist(integer) : "Distance in units that fade begins, should be smaller than fade_end_dist" : 96 fade_end_dist(integer) : "Distance in units that fade ends, should be greater than fade_start_dist" : 384 ] @PointClass base(EditorFlags, Targetable) = target_camera : "(N64) Camera" [ speed(float) : "Speed" : "75" ] @PointClass base(EditorFlags, Targetable) = info_landmark : "Landmark - connect one level to another with a seamless transition" [ ] @PointClass base(Monsters) size(-32 -32 -24, 32 32 64) model({ "path": ":models/monsters/shambler/tris.md2" }) = monster_shambler : "Shambler" [ ] @SolidClass base(EditorFlags) = trigger_flashlight : "Enable/Disable Flashlight" [ spawnflags(Flags) = [ 1 : "Clipped (must touch brushes, not just aabb)" : 0 ] style(choices) : "style" : 0 = [ 0 : "Default" 1 : "Always turn on" 2 : "Always turn off" ] angles(string) : "pitch yaw roll" : "Player traveling this direction will enable light, against it will disable." ] @PointClass base(EditorFlags) = misc_lavaball : "(N64) Lavaball" [ ] @PointClass base(EditorFlags) = misc_hologram : "(N64) Ship Hologram" [ ] @SolidClass base(EditorFlags) = trigger_fog : "Fog Transitions" [ spawnflags(Flags) = [ 1 : "Affect global fog" : 0 2 : "Affect height fog" : 0 4 : "Instaneous transition" : 0 8 : "Force use (regardless of direction)" : 0 16 : "Blend" : 0 ] angles(string) : "angles" : "0 0 0" : "Direction of player travel for start/end" target(target_destination) : "info_notnull target for fog params" delay(float) : "Delay": "0.5" : "Time in seconds after transition starts to fully end" wait(float) : "Wait" : "0.0" : "Time in seconds before a re-trigger will occur; mainly for Blend" fog_density(float) : "density value of fog, 0-1" fog_color(color) : "color value of fog, 3d vector with values between 0-1 (r g b)" fog_sky_factor(float) : "sky_factor value of fog, 0-1" fog_density_off(float) : "transition density value of fog, 0-1" fog_color_off(color) : "transition color value of fog, 3d vector with values between 0-1 (r g b)" fog_sky_factor_off(float) : "transition sky_factor value of fog, 0-1" heightfog_falloff(float) : "falloff value of heightfog, 0-1" heightfog_density(float) : "density value of heightfog, 0-1" heightfog_start_color(color) : "start color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_end_color(color) : "end color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_start_dist(float) : "start distance value of heightfog, in world units" heightfog_end_dist(float) : "start distance value of heightfog, in world units" heightfog_falloff_off(float) : "transition falloff value of heightfog, 0-1" heightfog_density_off(float) : "transition density value of heightfog, 0-1" heightfog_start_color_off(color) : "transition start color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_end_color_off(color) : "transition end color of heightfog, 3d vector with values between 0-1 (r g b)" heightfog_start_dist_off(float) : "transition start distance value of heightfog, in world units" heightfog_end_dist_off(float) : "transition start distance value of heightfog, in world units" ] @SolidClass base(EditorFlags, Angleable, UseTargets, EWT_base_BModel) color(0 128 204) = func_eye : "Camera-like brush model" [ pathtarget(target_destination) : "point to an info_notnull (which gets freed after spawn) attached to the bmodel to automatically set the eye_position" eye_position(string) : "x y z" : "Offset from the origin brush's center of the camera where the eye is located" radius(float) : "512" : "detection radius for players" speed(float) : "45" : "how fast, in degrees per second, we should move on each axis to reach the target" vision_cone(float) : "0.5" : "how wide the cone of vision should be" wait(float) : "the amount of time to wait after losing target before returning to neutral angles" ] @SolidClass base(EditorFlags, Targetable, EWT_base_BModel, BmodelAnim) color(0 128 204) = func_animation : "Similar to func_wall, but triggering it will toggle animation state rather than going on/off." [ spawnflags(Flags) = [ 1 : "Start in Alternate" : 0 ] ] @SolidClass base(EditorFlags, Targetable, UseTargets, EWT_base_BModel) color(128 128 128) = trigger_coop_relay : "Co-op relay trigger; will only fire if all entities are inside of the bounds, otherwise prints messages." [ spawnflags(Flags) = [ 1 : "Auto-Fire" : 0 ] message(string) : "Trigger message to send to the triggerer" message2(string) : "Trigger message to send to the players not in the bounds" wait(float) : "1.0" : "Time in seconds for auto-fire triggers to check bounds" ] @PointClass base(Monsters) size(-96 -96 -66, 96 96 62) model({ "path": ":models/monsters/guardian/tris.md2" }) = monster_guardian : "Guardian (PSX)" [] @PointClass base(Monsters) size(-48 -48 -20, 48 48 48) model({ "path": ":models/monsters/arachnid/tris.md2" }) = monster_arachnid : "Arachnid (PSX)" [] @PointClass base(EditorFlags, Targetable, Teamable) color(255 0 0) size(-4 -4 -4, 4 4 4) = target_poi : "Compass POI" [ spawnflags(Flags) = [ 1 : "Pick nearest to player (teamed)" : 0 2 : "Dummy" : 0 4 : "Dynamic (teamed)" : 0 ] count(integer) : "stage value; if set, will only allow activation if last stage activated is <= this value" : 0 style(integer) : "teamed POIs only; the lowest styled POI will take priority" : 0 image(string) : "Image to display at the POI" : "friend" ] @PointClass base(Angleable, EditorFlags, Target, Targetable) color(255 255 0) size(-8 -8 -8, 8 8 8) = info_world_text : "Info_World_Text" [ spawnflags(Flags) = [ 1 : "Start Off" : 0 2 : "Trigger Once" : 0 4 : "Remove On Trigger" : 0 ] angle(float) : "Direction. -3 = Track Player. -2 = Down, -1 = Up, 0 - 360 = Yaw" : "-3" radius(float) : "Text Size" : "0.2" sounds(integer) : "Color Of Text. 0 = White, 1 = Red, 2 = Blue, 3 = Green, 4 = Yellow, 5 = Black, 6 = Cyan, 7 = Orange" : 0 ] @PointClass base(EditorFlags, Target, Targetable) = info_nav_lock : "Flip locked flag on targeted doors" [ ] @PointClass base(EditorFlags, Targetable, UseTargets) color(128 128 128) = trigger_health_relay : "Health relay trigger" [ speed(float) : "Percent of health that must be reached to fire" ] @PointClass base(EditorFlags, Targetable) = target_autosave : "Autosave" [ ] @PointClass base(EditorFlags, Targetable) = target_sky : "Change sky parameters" [ sky(string) : "Environment map name" skyaxis(vector) : "Vector axis for rotating sky" skyrotate(string) : "Speed of rotation (degrees/second)" skyautorotate(integer) : "Disable to set sky rotation manually" : 1 ] @PointClass base(EditorFlags, Targetable) color(255 128 255) size(-16 -16 -24, 16 16 32) model({ "path": ":models/monsters/insane/tris.md2", "frame":209, "skin":1}) = misc_player_mannequin : "Player Mannequin" [ distance(integer) : "Gesture To Use When Triggered. 0 = FlipOff, 1 = Salute, 2 = Taunt, 3 = Wave, 4 = Point" : 1 height(integer) : "Type Of Model To Use. 1 = Female, 2 = Male, 3 = Cyborg" : 1 radius(float) : "Scale To Use For Model" goals(string) : "Name Of MD2 Player Weapon Model To Hold. EX: 'w_hyperblaster'" image(string) : "Name Of PCX Player Skin To Use. EX: 'venus'" ]