1/// 2/// et_entities.def 3/// 4 5/*QUAKED script_multiplayer (1.0 0.25 1.0) (-8 -8 -8) (8 8 8) 6-------- KEYS -------- 7(none) 8-------- SPAWNFLAGS -------- 9(none) 10-------- NOTES -------- 11This is used to script multiplayer maps. Entity not displayed in game. 12You MUST have one, and one only, of these in your map for it to function correctly. 13*/ 14 15/*QUAKED worldspawn (0 0 0) ? NO_GT_WOLF NO_STOPWATCH - NO_LMS 16-------- KEYS -------- 17"music" Music wav file 18"gravity" 800 is default gravity 19"message" Text to print during connection process 20"ambient" Ambient light value (must use '_color') 21"_color" Ambient light color (must be used with 'ambient') 22"sun" Shader to use for 'sun' image 23"_blocksize" q3map always splits the BSP tree along the planes X=blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density. 24"gridsize" granularity of the light grid created by q3map. Values of three intergers by spaces, represents number of units between grid points in X, Y and Z. Default gridsize is 128 128 256. Use larger powers of 2 to reduce BSP size and compile time on very large maps. 25"fogclip" Uses vis to exclude stuff beyond the specified distance. q3map support varies. 26"mapcoordsmins" Top left corner coordinate. Example "-256 256". 27"mapcoordsmaxs" Lower right corner coordinate. Example "256 -256". Both mapcoordsmins and mapcoordsmaxs must be set for command map and auto map to work properly. 28-------- SPAWNFLAGS -------- 29NO_GT_WOLF regular wolf cannot be played on this map 30NO_STOPWATCH stopwatch cannot be played on this map 31NO_LMS lms cannot be played on this map 32-------- NOTES -------- 33Every map should have exactly one worldspawn. 34*/ 35 36/*QUAKED info_player_deathmatch (1 0 1) (-18 -18 -24) (18 18 48) 37-------- KEYS -------- 38"nobots" will prevent bots from using this spot. 39"nohumans" will prevent non-bots from using this spot. 40-------- SPAWNFLAGS -------- 41(none) 42-------- NOTES -------- 43Potential spawning position for deathmatch games. 44Targets will be fired when someone spawns in on them. 45If the start position is targeting an entity, the players camera will start out facing that ent (like an info_notnull) 46*/ 47 48/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) AXIS ALLIED 49-------- KEYS -------- 50(none) 51-------- SPAWNFLAGS -------- 52AXIS This intermission point will be used if Axis win the match 53ALLIED This intermission point will be used if Allies win the match 54-------- NOTES -------- 55The intermission will be viewed from this point. 56Target an info_notnull for the view direction. 57*/ 58 59/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) 60-------- KEYS -------- 61(none) 62-------- SPAWNFLAGS -------- 63(none) 64-------- NOTES -------- 65Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay. 66*/ 67 68/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) 69-------- KEYS -------- 70(none) 71-------- SPAWNFLAGS -------- 72(none) 73-------- NOTES -------- 74Used as a positional target for in-game calculation, like jumppad targets. 75target_position does the same thing 76*/ 77 78/*QUAKED info_notnull_big (0 0.5 0) (-32 -32 -32) (32 32 32) 79-------- KEYS -------- 80(none) 81-------- SPAWNFLAGS -------- 82(none) 83-------- NOTES -------- 84Used as a positional target for in-game calculation, like jumppad targets. 85target_position does the same thing 86*/ 87 88/*QUAKED func_group (0 .5 .8) ? 89-------- KEYS -------- 90(none) 91-------- SPAWNFLAGS -------- 92(none) 93-------- NOTES -------- 94Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities. 95*/ 96 97/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) NONLINEAR ANGLE - - Q3MAP_NON-DYNAMIC 98-------- KEYS -------- 99"light" overrides the default 300 intensity. 100"radius" overrides the default 64 unit radius of a spotlight at the target point. 101"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf) 102-------- SPAWNFLAGS -------- 103NONLINEAR checkbox gives inverse square falloff instead of linear 104Q3MAP_NON-DYNAMIC specifies that this light should not contribute to the world's 'light grid' and therefore will not light dynamic models in the game.(wolf) 105ANGLE adds light:surface angle calculations (only valid for "Linear" lights) (wolf) 106-------- NOTES -------- 107Non-displayed light. 108Lights pointed at a target will be spotlights. 109*/ 110 111/*QUAKED lightJunior (0 0.7 0.3) (-8 -8 -8) (8 8 8) NONLINEAR ANGLE NEGATIVE_SPOT NEGATIVE_POINT 112-------- KEYS -------- 113"light" overrides the default 300 intensity. 114"radius" overrides the default 64 unit radius of a spotlight at the target point. 115"fade" falloff/radius adjustment value. multiply the run of the slope by "fade" (1.0f default) (only valid for "Linear" lights) (wolf) 116-------- SPAWNFLAGS -------- 117NONLINEAR checkbox gives inverse square falloff instead of linear 118ANGLE adds light:surface angle calculations (only valid for "Linear" lights) (wolf) 119-------- NOTES -------- 120Non-displayed light that only affects dynamic game models, but does not contribute to lightmaps 121Lights pointed at a target will be spotlights. 122*/ 123 124/*QUAKED misc_constructiblemarker (1 0.85 0) ? 125-------- KEYS -------- 126"model2" optional model 127"angles" angles for the model 128"skin" optional .skin file to use for the model 129-------- SPAWNFLAGS -------- 130(none) 131-------- NOTES -------- 132The entity has to target the trigger_objective_info entity 133belonging to the constructible. 134Not used any more in the game. 135If used will behave like a func_static entity. 136*/ 137 138/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) 139-------- KEYS -------- 140"model" arbitrary .md3 file to display 141"modelscale" scale multiplier (defaults to 1x) 142"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested) 143"modelscale_vec" Set scale per-axis. Overrides "modelscale", so if you have both, the "modelscale" is ignored 144-------- SPAWNFLAGS -------- 145(none) 146-------- NOTES -------- 147Model that will be compiled into the map. 148*/ 149 150/*QUAKED misc_gamemodel (1 0 0) (-16 -16 -16) (16 16 16) ORIENT_LOD START_ANIMATE 151-------- KEYS -------- 152"model" arbitrary .md3 file to display 153"modelscale" scale multiplier (defaults to 1x, and scales uniformly) 154"modelscale_vec" scale multiplier (defaults to 1 1 1, scales each axis as requested) 155"skin" .skin file used to define shaders for model 156"trunk" diameter of solid core (used for trace visibility and collision (not ai pathing)) 157"trunkheight" height of trunk 158"frames" number of animation frames 159"start" frame to start on 160"fps" fps to animate with 161"modelscale_vec" Set scale per-axis. Overrides "modelscale", so if you have both, the "modelscale" is ignored 162-------- SPAWNFLAGS -------- 163ORIENT_LOD the entity will yaw towards the player when the LOD switches (digibob: non-functional?) 164START_ANIMATE the entity will spawn animating 165-------- NOTES -------- 166md3 placed in the game at runtime (rather than in the bsp) 167*/ 168 169/*QUAKED misc_vis_dummy (1 .5 0) (-8 -8 -8) (8 8 8) 170-------- KEYS -------- 171(none) 172-------- SPAWNFLAGS -------- 173(none) 174-------- NOTES -------- 175If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. 176This entity itself is never visible or transmitted to clients. 177For safety, you should have each dummy only point at one entity (however, it's okay to have many dummies pointing at one entity) 178*/ 179 180/*QUAKED misc_vis_dummy_multiple (1 .5 0) (-8 -8 -8) (8 8 8) 181-------- KEYS -------- 182(none) 183-------- SPAWNFLAGS -------- 184(none) 185-------- NOTES -------- 186If this entity is "visible" (in player's PVS) then it's target is forced to be active whether it is in the player's PVS or not. 187This entity itself is never visible or transmitted to clients. 188This entity was created to have multiple speakers targeting it 189*/ 190 191/*QUAKED shooter_mortar (1 0 0) (-16 -16 -16) (16 16 16) SMOKE_FX FLASH_FX 192-------- KEYS -------- 193"random" the number of degrees of deviance from the target. (1.0 default) 194-------- SPAWNFLAGS -------- 195LAUNCH_FX a smoke effect will play at the origin of this entity. 196FLASH_FX a muzzle flash effect will play at the origin of this entity. 197-------- NOTES -------- 198Lobs a mortar so that it will pass through the info_notnull targeted by this entity 199*/ 200 201/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16) 202-------- KEYS -------- 203"random" the number of degrees of deviance from the target. (1.0 default) 204-------- SPAWNFLAGS -------- 205(none) 206-------- NOTES -------- 207Fires (a panzerfaust) at either the target or the current direction. 208*/ 209 210/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16) 211-------- KEYS -------- 212"random" is the number of degrees of deviance from the target. (1.0 default) 213-------- SPAWNFLAGS -------- 214(none) 215-------- NOTES -------- 216Fires at either the target or the current direction. 217*/ 218 219/*QUAKED corona (0 1 0) (-4 -4 -4) (4 4 4) START_OFF 220-------- KEYS -------- 221"scale" will designate a multiplier to the default size. (so 2.0 is 2xdefault size, 0.5 is half) 222-------- SPAWNFLAGS -------- 223START_OFF starts non-visible 224-------- NOTES -------- 225Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb). 226*/ 227 228/*QUAKED dlight (0 1 0) (-12 -12 -12) (12 12 12) FORCEACTIVE STARTOFF ONETIME 229-------- KEYS -------- 230"style" value is an int from 1-19 that contains a pre-defined 'flicker' string. 231"stylestring" set your own 'flicker' string. (ex. "klmnmlk"). NOTE: this should be all lowercase 232"offset" change the initial index in a style string. So val of 3 in the above example would start this light at 'N'. (used to get dlights using the same style out of sync). 233"atten" offset from the alpha values of the stylestring. stylestring of "ddeeffzz" with an atten of -1 would result in "ccddeeyy" 234"shader" name of shader to apply 235"sound" sound to loop every cycle (this actually just plays the sound at the beginning of each cycle) 236-------- SPAWNFLAGS -------- 237FORCEACTIVE toggle makes sure this light stays alive in a map even if the user has r_dynamiclight set to 0. 238STARTOFF means the dlight doesn't spawn in until ent is triggered 239ONETIME when the dlight is triggered, it will play through it's cycle once, then shut down until triggered again 240-------- NOTES -------- 241Stylestring characters run at 10 cps in the game. (meaning the alphabet, at 24 characters, would take 2.4 seconds to cycle) 242Use color picker to set color or key "color". values are 0.0-1.0 for each color (rgb). 243 244styles: 2451 - "mmnmmommommnonmmonqnmmo" 2462 - "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba" 2473 - "mmmmmaaaaammmmmaaaaaabcdefgabcdefg" 2484 - "ma" 2495 - "jklmnopqrstuvwxyzyxwvutsrqponmlkj" 2506 - "nmonqnmomnmomomono" 2517 - "mmmaaaabcdefgmmmmaaaammmaamm" 2528 - "aaaaaaaazzzzzzzz" 2539 - "mmamammmmammamamaaamammma" 25410 - "abcdefghijklmnopqrrqponmlkjihgfedcba" 25511 - "mmnommomhkmmomnonmmonqnmmo" 25612 - "kmamaamakmmmaakmamakmakmmmma" 25713 - "kmmmakakmmaaamammamkmamakmmmma" 25814 - "mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm" 25915 - "mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm" 26016 - "zzzzzzzzaaaaaaaa" 26117 - "zzzzzzzzaaaaaaaaaaaaaaaa" 26218 - "aaaaaaaazzzzzzzzaaaaaaaa" 26319 - "aaaaaaaaaaaaaaaazzzzzzzz" 264*/ 265 266/*QUAKED misc_mg42 (1 0 0) (-16 -16 -24) (16 16 24) HIGH NOTRIPOD 267-------- KEYS -------- 268"harc" horizonal fire arc, default 115 269"varc" vertical fire arc, default 45 270"health" how much damage can it take, default 50 271"damage" determines how much the weapon will inflict if a non player uses it 272"accuracy" all guns are 100% accurate an entry of 0.5 would make it 50% 273-------- SPAWNFLAGS -------- 274(none) 275-------- NOTES -------- 276Emplaced MG42 weapon. 277*/ 278 279 280 281 282/*QUAKED func_door (0 .5 .8) ? START_OPEN TOGGLE CRUSHER TOUCH 283-------- KEYS -------- 284"key" -1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status) 285"model2" .md3 model to also draw 286"angle" determines the opening direction 287"targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. 288"speed" movement speed (100 default) 289"closespeed" optional different movement speed for door closing 290"wait" wait before returning (3 default, -1 = never return) 291"lip" lip remaining at end of move (8 default) 292"dmg" damage to inflict when blocked (2 default) 293"color" constantLight color 294"light" constantLight radius 295"health" if set, the door must be shot open 296"team" team name. other doors with same team name will open/close in syncronicity 297"type" use sounds based on construction of door 298-------- SPAWNFLAGS -------- 299TOGGLE wait in both the start and end states for a trigger event. 300START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors). 301-------- NOTES -------- 302sound types: 303 0 - nosound (default) 304 1 - metal 305 2 - stone 306 3 - lab 307 4 - wood 308 5 - iron/jail 309 6 - portcullis 310 7 - wood (quiet) 311*/ 312 313 314/*QUAKED func_plat (0 .5 .8) ? 315-------- KEYS -------- 316"lip" default 8, protrusion above rest position 317"height" total height of movement, defaults to model height 318"speed" overrides default 200. 319"dmg" overrides default 2 320"model2" .md3 model to also draw 321"color" constantLight color 322"light" constantLight radius 323-------- SPAWNFLAGS -------- 324(none) 325-------- NOTES -------- 326Plats are always drawn in the extended position so they will light correctly. 327*/ 328 329/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) 330-------- KEYS -------- 331(none) 332-------- SPAWNFLAGS -------- 333(none) 334-------- NOTES -------- 335Train path corners. 336*/ 337 338/*QUAKED path_corner_2 (.5 .3 0) (-8 -8 -8) (8 8 8) 339-------- KEYS -------- 340(none) 341-------- SPAWNFLAGS -------- 342(none) 343-------- NOTES -------- 344Train path corners. 345This version will not contribute towards ingame entity count. 346*/ 347 348/*QUAKED func_static (0 .5 .8) ? START_INVIS 349-------- KEYS -------- 350"model2" .md3 model to also draw 351"color" constantLight color 352"light" constantLight radius 353-------- SPAWNFLAGS -------- 354START_INVIS will start the entity as non-existant, if targeted, it will toggle existance when triggered 355-------- NOTES -------- 356A bmodel that just sits there, doing nothing. 357Can be used for conditional walls and models. 358*/ 359 360/*QUAKED func_rotating (0 .5 .8) ? START_ON STARTINVIS X_AXIS Y_AXIS 361-------- KEYS -------- 362"model2" .md3 model to also draw 363"speed" determines how fast it moves; default value is 100. 364"dmg" damage to inflict when blocked (2 default) 365"color" constantLight color 366"light" constantLight radius 367-------- SPAWNFLAGS -------- 368X_AXIS rotate around the x-axis 369Y_AXIS rotate around the y-axis 370STARTINVIS Spawn triggered 371START_ON Initially turning upon start of map 372-------- NOTES -------- 373You need to have an origin brush as part of this entity. 374The center of that brush will be the point around which it is rotated. 375It will rotate around the Z axis by default. 376*/ 377 378/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS 379-------- KEYS -------- 380"model2" .md3 model to also draw 381"height" amplitude of bob (32 default) 382"speed" seconds to complete a bob cycle (4 default) 383"phase" the 0.0 to 1.0 offset in the cycle to start at 384"dmg" damage to inflict when blocked (2 default) 385"color" constantLight color 386"light" constantLight radius 387-------- SPAWNFLAGS -------- 388X_AXIS bobs on the x-axis 389Y_AXIS bobs on the y-axis 390-------- NOTES -------- 391Normally bobs on the Z axis 392*/ 393 394/*QUAKED func_pendulum (0 .5 .8) ? 395-------- KEYS -------- 396"model2" .md3 model to also draw 397"speed" the number of degrees each way the pendulum swings, (30 default) 398"phase" the 0.0 to 1.0 offset in the cycle to start at 399"dmg" damage to inflict when blocked (2 default) 400"color" constantLight color 401"light" constantLight radius 402-------- SPAWNFLAGS -------- 403(none) 404-------- NOTES -------- 405You need to have an origin brush as part of this entity. 406Pendulums always swing north / south on unrotated models. Add an angles field to the model to allow rotation in other directions. 407Pendulum frequency is a physical constant based on the length of the beam and gravity. 408*/ 409 410/*QUAKED func_door_rotating (0 .5 .8) ? - TOGGLE X_AXIS Y_AXIS REVERSE FORCE STAYOPEN 411-------- KEYS -------- 412"key" -1 for locked, key number for which key opens, 0 for open. default '0' unless door is targeted. (trigger_aidoor entities targeting this door do /not/ affect the key status) 413"model2" .md3 model to also draw 414"degrees" determines how many degrees it will turn (90 default) 415"speed" movement speed (100 default) 416"closespeed" optional different movement speed for door closing 417"time" how many milliseconds it will take to open 1 sec = 1000 418"dmg" damage to inflict when blocked (2 default) 419"color" constantLight color 420"light" constantLight radius 421"type" use sounds based on construction of door: 422"team" team name. other doors with same team name will open/close in syncronicity 423-------- SPAWNFLAGS -------- 424FORCE door opens even if blocked 425-------- NOTES -------- 426You need to have an origin brush as part of this entity. 427The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that (only one axis allowed. If both X and Y are checked, the default of Z will be used). 428 429sound types: 430 0 - nosound (default) 431 1 - metal 432 2 - stone 433 3 - lab 434 4 - wood 435 5 - iron/jail 436 6 - portcullis 437 7 - wood (quiet) 438*/ 439 440/*QUAKED target_script_trigger (1 .7 .2) (-8 -8 -8) (8 8 8) 441-------- KEYS -------- 442"target" The name of the trigger 443"scriptname" This corrisponds to the block 444-------- SPAWNFLAGS -------- 445(none) 446-------- NOTES -------- 447must have a target 448when used it will run the trigger event relating to it's target within it's routine 449*/ 450 451/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8) 452-------- KEYS -------- 453(none) 454-------- SPAWNFLAGS -------- 455(none) 456-------- NOTES -------- 457Kills all targets when activated 458*/ 459 460/*QUAKED target_effect (0 .5 .8) (-6 -6 -6) (6 6 6) TNT EXPLODE SMOKE - - - - 461-------- KEYS -------- 462"mass" defaults to 15. This determines how much debris is emitted when it explodes. (number of pieces) 463"dmg" defaults to 0. damage radius blast when triggered 464"type" rubble mdel type 465-------- SPAWNFLAGS -------- 466TNT Big explosion when triggered 467EXPLODE explosion when triggered 468SMOKE Produces smoke when triggered 469-------- NOTES -------- 470rubble types: 471 "glass" 472 "wood" (default) 473 "metal" 474 "gibs" 475 "brick" 476 "rock" 477*/ 478 479/*QUAKED func_explosive (0 .5 .8) ? START_INVIS TOUCHABLE USESHADER LOWGRAV - TANK 480-------- KEYS -------- 481"model2" optional md3 to draw over the solid clip brush 482"wait" how long (in seconds) to leave the model after it's 'dead'. '-1' leaves forever. 483"dmg" how much radius damage should be done, defaults to 0 484"health" defaults to 100. If health is set to '0' the brush will not be shootable. 485"targetname" if set, no touch field will be spawned and a remote button or trigger field triggers the explosion. 486"scriptname" script whose death is triggered when the object is destroyed 487"type" type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood" 488"mass" defaults to 75. This determines how much debris is emitted when it explodes. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most. 489"noise" sound to play when triggered. The explosive will default to a sound that matches it's 'type'. Use the sound name "nosound" (case in-sensitive) if you want it silent. 490-------- SPAWNFLAGS -------- 491TOUCHABLE means automatic use on player contact. 492USESHADER will apply the shader used on the brush model to the debris. 493LOWGRAV specifies that the debris will /always/ fall slowly 494START_INVIS spawn trigger 495TANK Will show as a tank on a command map if linked to by a trigger_objective_info 496-------- NOTES -------- 497the default sounds are: 498 "wood" - "sound/world/boardbreak.wav" 499 "glass" - "sound/world/glassbreak.wav" 500 "metal" - "sound/world/metalbreak.wav" 501 "gibs" - "sound/player/gibsplit1.wav" 502 "brick" - "sound/world/brickfall.wav" 503 "stone" - "sound/world/stonefall.wav" 504 505Yf you use model2, you must have an origin brush in the explosive with the center of the origin at the origin of the model 506If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the bursh. 507*/ 508 509/*QUAKED func_invisible_user (.3 .5 .8) ? STARTOFF - NO_OFF_NOISE NOT_KICKABLE 510-------- KEYS -------- 511"delay" time (in seconds) before it can be used again 512"offnoise" specifies an alternate sound 513"cursorhint" overrides the auto-location of targeted entity (list below) 514-------- SPAWNFLAGS -------- 515NO_OFF_NOISE no sound will play if the invis_user is used when 'off' 516NOT_KICKABLE kicking doesn't fire, only player activating 517STARTOFF isn't functional till toggled 518-------- NOTES -------- 519when activated will use its target 520Normally when a player 'activates' this entity, if the entity has been turned 'off' (by a scripted command) you will hear a sound to indicate that you cannot activate the user. 521The sound defaults to "sound/movers/invis_user_off.wav" 522 523cursorhint types: 524 HINT_NONE 525 HINT_FORCENONE 526 HINT_PLAYER 527 HINT_ACTIVATE 528 HINT_DOOR 529 HINT_DOOR_ROTATING 530 HINT_DOOR_LOCKED 531 HINT_DOOR_ROTATING_LOCKED 532 HINT_MG42 533 HINT_BREAKABLE 534 HINT_BREAKABLE_DYNAMITE 535 HINT_CHAIR 536 HINT_ALARM 537 HINT_HEALTH 538 HINT_TREASURE 539 HINT_KNIFE 540 HINT_LADDER 541 HINT_BUTTON 542 HINT_WATER 543 HINT_CAUTION 544 HINT_DANGER 545 HINT_SECRET 546 HINT_QUESTION 547 HINT_EXCLAMATION 548 HINT_CLIPBOARD 549 HINT_WEAPON 550 HINT_AMMO 551 HINT_ARMOR 552 HINT_POWERUP 553 HINT_HOLDABLE 554 HINT_INVENTORY 555 HINT_SCENARIC 556 HINT_EXIT 557 HINT_NOEXIT 558 HINT_PLYR_FRIEND 559 HINT_PLYR_NEUTRAL 560 HINT_PLYR_ENEMY 561 HINT_PLYR_UNKNOWN 562 HINT_BUILD 563 HINT_DISARM 564 HINT_REVIVE 565 HINT_DYNAMITE 566 HINT_CONSTRUCTIBLE 567 HINT_UNIFORM 568 HINT_LANDMINE 569 HINT_TANK 570 HINT_SATCHELCHARGE 571 HINT_LOCKPICK 572 HINT_BAD_USER 573 HINT_NUM_HINTS 574*/ 575 576/*QUAKED props_chair (.8 .6 .2) (-16 -16 0) (16 16 32) 577-------- KEYS -------- 578"health" default 10 579"wait" default 5, how many shards to spawn ( try not to exceed 20 ) 580"shard" type of shard to spawn 581-------- SPAWNFLAGS -------- 582(none) 583-------- NOTES -------- 584shard types: 585 0 = glass 586 1 = wood 587 2 = metal 588 3 = ceramic 589*/ 590 591/*QUAKED props_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16) 592-------- KEYS -------- 593"fov" for the skybox default is 90 594"fogcolor" (r g b) (values 0.0-1.0) 595"fognear" distance from entity to start fogging 596"fogfar" distance from entity that fog is opaque 597-------- SPAWNFLAGS -------- 598(none) 599-------- NOTES -------- 600Allows you to place a static "far away" looking scene around the map. 601*/ 602 603 604/*QUAKED script_mover (0.5 0.25 1.0) ? TRIGGERSPAWN SOLID EXPLOSIVEDAMAGEONLY RESURECTABLE COMPASS ALLIED AXIS MOUNTED_GUN 605-------- KEYS -------- 606"modelscale" Scale multiplier (defaults to 1, and scales uniformly) 607"modelscale_vec" Set scale per-axis. Overrides "modelscale", so if you have both, the "modelscale" is ignored 608"model2" optional md3 to draw over the solid clip brush 609"scriptname" name used for scripting purposes 610"health" optionally make this entity damagable 611"tagent" target entity a mounted gun will be attached to 612"gun" variable gun type, only other option other than default is "browning" 613-------- SPAWNFLAGS -------- 614TRIGGERSPAWN wont spawn until activated 615SOLID non-solid unless set 616EXPLOSIVEDAMAGEONLY will only take damage from explosive weapons 617RESURECTABLE will not disappear when fully damaged 618COMPASS shows up on compass 619ALLIED only axis can damage 620AXIS only allies can damage 621MOUNTED_GUN has a mounted gun attached to it 622-------- NOTES -------- 623Scripted brush entity. A simplified means of moving brushes around based on events. 624*/ 625 626/*QUAKED target_delay (1 1 0) (-8 -8 -8) (8 8 8) 627-------- KEYS -------- 628"wait" seconds to pause before firing targets. 629"random" delay variance, total delay = delay +/- random seconds 630-------- SPAWNFLAGS -------- 631(none) 632-------- NOTES -------- 633Fires off targets after a delay. 634*/ 635 636/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR VIS_MULTIPLE NO_PVS 637-------- KEYS -------- 638"noise" wav file to play 639"wait" Seconds between auto triggerings, 0 = don't auto trigger 640"random" wait variance, default is 0 641"volume" allows variance of the volume of the speaker, default is 255 (limit is 65535, but digital distortion will cut in long before then) 642-------- SPAWNFLAGS -------- 643NO_PVS - this sound will not turn off when not in the player's PVS 644-------- NOTES -------- 645A global sound will play full volume throughout the level. 646Activator sounds will play on the player that activated the target. 647Global and activator sounds can't be combined with looping. 648Normal sounds play each time the target is used. 649Looped sounds will be toggled by use functions. 650Multiple identical looping sounds will just increase volume without any speed cost. 651*/ 652 653/*QUAKED target_fog (1 1 0) (-8 -8 -8) (8 8 8) 654-------- KEYS -------- 655"distance" sets fog distance. Use value '0' to give control back to the game (and use the fog values specified in the sky shader if present) 656"near" is fog start distance when using distance fog 657"time" time it takes to change fog to new value. default time is 1 sec 658-------- SPAWNFLAGS -------- 659(none) 660-------- NOTES -------- 661color picker chooses color of fog 662distance value sets the type of fog. values > 1 are distance fog (ex. 2048), values < 1 are density fog (ex. .0002) 663*/ 664 665/*QUAKED target_smoke (1 0 0) (-32 -32 -16) (32 32 16) BLACK WHITE SMOKEON GRAVITY 666-------- KEYS -------- 667"delay" this is the maximum smoke that will show up, default 100ms 668"time" time before the smoke disipates, default 5000ms 669"duration" time before the smoke starts to alpha, default 2000ms 670"start_size" default 24 671"end_size" default 96 672"wait" the rate at which it will travel up, default 50 673"shader" custom shader to use, overrides spawnflags 674-------- SPAWNFLAGS -------- 675BLACK black smoke 676WHITE white/grey smoke 677SMOKEON starts on 678GRAVITY is affected by gravity 679-------- NOTES -------- 680A particle emmiter 681*/ 682 683/*QUAKED target_relay (1 1 0) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM NOKEY_ONLY TAKE_KEY NO_LOCKED_NOISE 684This doesn't perform any actions except fire its targets. 685The activator can be forced to be from a certain team. 686if RANDOM is checked, only one of the targets will be fired, not all of them 687"key" specifies an item you can be carrying that affects the operation of this relay 688this key is currently an int (1-16) which matches the id of a key entity (key_key1 = 1, etc) 689NOKEY_ONLY means "fire only if I do /not/ have the specified key" 690TAKE_KEY removes the key from the players inventory 691"lockednoise" specifies a .wav file to play if the relay is used and the player doesn't have the necessary key. 692By default this sound is "sound/movers/doors/default_door_locked.wav" 693NO_LOCKED_NOISE specifies that it will be silent if activated without proper key 694 695key stuff is most likey invalid in ET 696*/ 697 698/*QUAKED target_rumble (0 0.75 0.8) (-8 -8 -8) (8 8 8) STARTOFF 699-------- KEYS -------- 700"wait" time the entity will enable rumble effect, default 2 701"pitch" value from 1 to 10 default is 5 702"yaw" value from 1 to 10 default is 5 703"rampup" how much time it will take to reach maximum pitch and yaw in seconds 704"rampdown" how long till effect ends after rampup is reached in seconds 705"startnoise" startingsound 706"noise" the looping sound entity is to make 707"endnoise" endsound 708"duration" the amount of time the effect is to last ei 1.0 sec 3.6 sec 709-------- SPAWNFLAGS -------- 710(none) 711-------- NOTES -------- 712Causes clients' views to shake 713*/ 714 715/*QUAKED team_CTF_redspawn (1 0 0) (-18 -18 -24) (18 18 48) INVULNERABLE STARTACTIVE 716-------- KEYS -------- 717(none) 718-------- SPAWNFLAGS -------- 719INVULNERABE player always spawn invulnerable, so the usage of this flag 720is unknown. The official ET maps seem to always set it. 721STARTACTIVE this spawn is active at map start 722-------- NOTES -------- 723potential spawning position for axis team in wolfdm games. 724 725This allows spawnpoints to advance across the battlefield as new ones are 726placed and/or activated. If target is set, point spawnpoint toward target activation 727*/ 728 729/*QUAKED team_CTF_bluespawn (0 0 1) (-18 -18 -24) (18 18 48) INVULNERABLE STARTACTIVE 730-------- KEYS -------- 731(none) 732-------- SPAWNFLAGS -------- 733INVULNERABE player always spawn invulnerable, so the usage of this flag 734is unknown. The official ET maps seem to always set it. 735STARTACTIVE this spawn is active at map start 736-------- NOTES -------- 737potential spawning position for allied team in wolfdm games. 738 739This allows spawnpoints to advance across the battlefield as new ones are 740placed and/or activated. If target is set, point spawnpoint toward target activation 741*/ 742 743/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16) 744-------- KEYS -------- 745"model" Set model to display in game 746"message" Name of object in game (ex: the Radar Parts) 747"scriptname" name used for scripting purposes 748-------- SPAWNFLAGS -------- 749(none) 750-------- NOTES -------- 751Used for dual objectives in ET. 752*/ 753 754/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16) 755-------- KEYS -------- 756"model" Set model to display in game 757"message" Name of object in game (ex: the Radar parts) 758"scriptname" name used for scripting purposes 759-------- SPAWNFLAGS -------- 760(none) 761-------- NOTES -------- 762Used for dual objectives in ET. 763*/ 764 765/*QUAKED team_WOLF_checkpoint (.6 .9 .6) (-16 -16 0) (16 16 128) SPAWNPOINT CP_HOLD AXIS_ONLY ALLIED_ONLY 766This is the flagpole players touch to gain control of a checkpoint, usually connected to spawnpoints 767 768It will call specific trigger funtions in the map script for this object. 769When allies capture, it will call "allied_capture". 770When axis capture, it will call "axis_capture". 771 772 if spawnpoint flag is set, capture will turn on targeted spawnpoints 773 for capture team and turn *off* targeted spawnpoints for opposing team 774 775 the CP_HOLD spawnflag is leftover from something unfinished in RTCW, so probably does not do anything 776 777"model" model to use (will use same animations as flagpole however) 778"scriptname" name of script which contains allied_capture and axis_capture triggers 779*/ 780 781/*QUAKED team_WOLF_objective (1 1 0.3) (-16 -16 -24) (16 16 32) DEFAULT_AXIS DEFAULT_ALLIES 782-------- KEYS -------- 783"description" short text key for objective name that will appear in objective selection in limbo UI. 784-------- SPAWNFLAGS -------- 785DEFAULT_AXIS This spawn region belongs to the Axis at the start of the map 786DEFAULT_ALLIES This spawn region belongs to the Alles at the start of the map 787-------- NOTES -------- 788marker for objective 789 790This marker will be used for computing effective radius for 791dynamite damage, as well as generating a list of objectives 792that players can elect to spawn near to in the limbo spawn 793screen. 794*/ 795 796/*QUAKED trigger_multiple (.5 .5 .5) ? AXIS_ONLY ALLIED_ONLY - - SOLDIER_ONLY FIELDOPS_ONLY MEDIC_ONLY ENGINEER_ONLY COVERTOPS_ONLY 797-------- KEYS -------- 798"wait" Seconds between triggerings, 0.5 default, -1 = one time only. 799"random" wait variance, default is 0 800-------- SPAWNFLAGS -------- 801AXIS_ONLY only axis may trigger this 802ALLIED_ONLY only allies may trigger this 803SOLDIER_ONLY only soldiers may trigger this 804FIELDOPS_ONLY only fieldops may trigger this 805MEDIC_ONLY only medics may trigger this 806ENGINEER_ONLY only engineers may trigger this 807COVERTOPS_ONLY only covertops may trigger this 808-------- NOTES -------- 809Variable sized repeatable trigger. Must be targeted at one or more entities. 810so, the basic time between firing is a random time between 811(wait - random) and (wait + random) 812*/ 813 814/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) 815-------- KEYS -------- 816(none) 817-------- SPAWNFLAGS -------- 818(none) 819-------- NOTES -------- 820A trigger which fires at map start, redundant through script usage. 821*/ 822 823/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD 824-------- KEYS -------- 825"speed" defaults to 1000 826-------- SPAWNFLAGS -------- 827BOUNCEPAD play bounce noise instead of windfly 828-------- NOTES -------- 829Pushes the activator in the direction.of angle, or towards a target apex. 830*/ 831 832/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF - SILENT NO_PROTECTION SLOW ONCE 833-------- KEYS -------- 834"dmg" default 5 835"life" time this brush will exist if value is 0 will live for ever i.e. 0.5sec 2sec default 0 836-------- SPAWNFLAGS -------- 837SILENT supresses playing the sound 838SLOW changes the damage rate to once per second 839NO_PROTECTION *nothing* stops the damage 840-------- NOTES -------- 841Any entity that touches this will be hurt. 842It does dmg points of damage each server frame 843Targeting the trigger will toggle its on / off state. 844The entity must be used first before it will count down its life 845*/ 846 847/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON 848-------- KEYS -------- 849"wait" base time between triggering all targets, default is 1 850"random" wait variance, default is 0 851-------- SPAWNFLAGS -------- 852START_ON starts enabled 853-------- NOTES -------- 854This should be renamed trigger_timer... 855Repeatedly fires its targets. 856Can be turned on or off by using. 857 858So, the basic time between firing is a random time between (wait - random) and (wait + random) 859*/ 860 861/*QUAKED trigger_once (.5 .5 .5) ? AXIS_ONLY ALLIED_ONLY - - SOLDIER_ONLY FIELDOPS_ONLY MEDIC_ONLY ENGINEER_ONLY COVERTOPS_ONLY 862-------- KEYS -------- 863(none) 864-------- SPAWNFLAGS -------- 865AXIS_ONLY only axis may trigger this 866ALLIED_ONLY only allies may trigger this 867SOLDIER_ONLY only soldiers may trigger this 868FIELDOPS_ONLY only fieldops may trigger this 869MEDIC_ONLY only medics may trigger this 870ENGINEER_ONLY only engineers may trigger this 871COVERTOPS_ONLY only covertops may trigger this 872-------- NOTES -------- 873Must be targeted at one or more entities. 874Once triggered, this entity is destroyed 875(you can actually do the same thing with trigger_multiple with a wait of -1) 876*/ 877 878/*QUAKED trigger_objective_info (.5 .5 .5) ? AXIS_OBJECTIVE ALLIED_OBJECTIVE - TANK IS_OBJECTIVE IS_HEALTHAMMOCABINET IS_COMMANDPOST 879-------- KEYS -------- 880"customimage" image used on the commandmap, overrides the team-individual ones 881"customaxisimage" image to show axis players on the commandmap 882"customalliesimage" image to show allied players on the commandmap 883"track" Mandatory, this text will be appended to "You are near " 884"target" You may target dynamitable objectives 885"score" If targeting a dynamitable objective, give this score when blown. 886"shortname" Name to display on the command map 887-------- SPAWNFLAGS -------- 888AXIS_OBJECTIVE Set if targeting an objective owned by AXIS, then only allied dynamite will blow it up. 889ALLIED_OBJECTIVE Set if targeting an objective owned by ALLIES, then only axis dynamite will blow it up. 890TANK Will use a tank icon on the command map 891IS_COMMANDPOST Will use a command post icon on the command map 892IS_HEALTHAMMOCABINET Will use a healthammo cabinet icon on the command map 893IS_OBJECTIVE Will use a standard objective icon on the command map 894-------- NOTES -------- 895Players in this field will see a message saying that they are near an objective. 896Also, if targeting a dynamitable objective, the dynamite must be armed inside 897of the trigger to blow up the objective. 898 899*/ 900 901/*QUAKED info_train_spline_main (0 1 0) (-8 -8 -8) (8 8 8) 902-------- KEYS -------- 903"targetname" name of this point 904"target" target spline point 905"control" sets a control point for this spline 906"controlX" (where X is a number greater than or equal to 2) sets additional control points 907-------- SPAWNFLAGS -------- 908(none) 909-------- NOTES -------- 910Defines a main point for a spline curve. 911*/ 912 913/*QUAKED info_train_spline_control (1 .5 1) (-8 -8 -8) (8 8 8) 914-------- KEYS -------- 915(none) 916-------- SPAWNFLAGS -------- 917(none) 918-------- NOTES -------- 919Defines a control point for a spline curve. 920*/ 921 922/*QUAKED func_constructible (.9 .75 .15) ? START_BUILT INVULNERABLE AXIS_CONSTRUCTIBLE ALLIED_CONSTRUCTIBLE 923-------- KEYS -------- 924"track" functions as a group name. All entities with the same 'track' as the func_constructible will be constructed at the same time. 925"constages" list of target func_brushmodel entities (up to 3) that make up the construction stages (example: "stage1;stage2;") 926"desstages" list of target func_brushmodel entities (up to 3) that make up the destruction stages (example: "desstage1;desstage2;") 927-------- SPAWNFLAGS -------- 928START_BUILT : building starts built 929INVULNERABLE : building can't be destroyed 930AXIS_CONSTRUCTIBLE : building is constructible by axis 931ALLIED_CONSTRUCTIBLE : building is constructible by allies 932-------- NOTES -------- 933A constructible object that functions as target for engineers. 934*/ 935 936/*QUAKED func_brushmodel (.9 .50 .50) ? 937-------- KEYS -------- 938(none) 939-------- SPAWNFLAGS -------- 940(none) 941-------- NOTES -------- 942A brushmodel that gets deleted on the fourth frame. We use this to hijack it's brushmodel in func_constructible 943entities that are based around staged construction. 944*/ 945 946/*QUAKED trigger_flagonly_multiple (.5 .5 .5) ? RED_FLAG BLUE_FLAG 947-------- KEYS -------- 948"scriptName" The object name in the script file 949-------- SPAWNFLAGS -------- 950RED_FLAG only trigger if player is carrying red flag 951BLUE_FLAG only trigger if player is carrying blue flag 952-------- NOTES -------- 953Player must be carrying the proper flag for it to trigger. 954It will call the "death" function in the object's script. 955*/ 956 957/*QUAKED misc_beam (0 .5 .8) (-8 -8 -8) (8 8 8) 958-------- KEYS -------- 959"target" start of beam 960"message" end of beam 961"shader" the shader 962-------- SPAWNFLAGS -------- 963(none) 964-------- NOTES -------- 965When on, displays a electric beam from target to target2. 966Used by the cranes in railgun. 967*/ 968 969/*QUAKED target_explosion (0 .5 .8) (-32 -32 -32) (32 32 32) LOWGRAV 970-------- KEYS -------- 971"type" type of debris 972-------- SPAWNFLAGS -------- 973LOWGRAV the explosive debris will move with low gravity 974-------- NOTES -------- 975debris types: 976 "glass" 977 "wood" (default) 978 "metal" 979 "gibs" 980 "brick" 981 "rock" 982 "fabric" 983*/ 984 985/*QUAKED trigger_heal (.5 .5 .5) ? 986-------- KEYS -------- 987"healrate" rate of healing per second, default 20 (whole numbers only) 988"healtotal" the maximum of healing this trigger can do. if <= 0, it's unlimited. default 0 (whole numbers only) 989"target" cabinet that this entity is linked to 990-------- SPAWNFLAGS -------- 991(none) 992-------- NOTES -------- 993Any entity that touches this will be healed at a specified rate up to a specified maximum. 994*/ 995 996/*QUAKED trigger_ammo (.5 .5 .5) ? 997-------- KEYS -------- 998"ammorate" rate of ammo clips per second. default 1. (whole number only) 999"ammototal" the maximum clips of ammo this trigger can add. if <= 0, it's unlimited. default 0 (whole numbers only) 1000"target" cabinet that this entity is linked to 1001-------- SPAWNFLAGS -------- 1002(none) 1003-------- NOTES -------- 1004Any entity that touches this will get additional ammo a specified rate up to a specified maximum. 1005*/ 1006 1007/*QUAKED misc_cabinet_health (.5 .5 .5) (-20 -20 0) (20 20 60) 1008model="models/mapobjects/supplystands/stand_health.md3" 1009-------- KEYS -------- 1010(none) 1011-------- SPAWNFLAGS -------- 1012(none) 1013-------- NOTES -------- 1014Entity to link trigger_heal entity to, for visual display 1015*/ 1016 1017/*QUAKED misc_cabinet_supply (.5 .5 .5) (-20 -20 0) (20 20 60) 1018model="models/mapobjects/supplystands/stand_ammo.md3" 1019-------- KEYS -------- 1020(none) 1021-------- SPAWNFLAGS -------- 1022(none) 1023-------- NOTES -------- 1024Entity to link trigger_ammo entity to, for visual display 1025*/ 1026 1027/*QUAKED func_debris (.5 .5 .5) ? 1028-------- KEYS -------- 1029"speed" modifies how fast the debris starts at default 800 1030-------- SPAWNFLAGS -------- 1031(none) 1032-------- NOTES -------- 1033Target at an entity for direction of travel 1034This entity MUST have a targetname 1035*/ 1036 1037/*QUAKED _decal (0 1.0 0) ? 1038-------- KEYS -------- 1039"target" the name of the entity targetted at for projection 1040-------- SPAWNFLAGS -------- 1041(none) 1042-------- NOTES -------- 1043Compiler-only entity that specifies a decal to be projected. Should contain 1 or more patch meshes (curves) and target an info_null entity. The distance between the center of the _decal entity and the target is the axis and distance of projection. 1044*/ 1045 1046/*QUAKED info_limbo_camera (0.5 0 0) (-8 -8 -8) (8 8 8) LMS_ONLY ALL_MODES 1047-------- KEYS --------- 1048"objective" a number starting from 0 possibly going anywhere up to 8, but maybe more later. (only required for objectives, not spawns) 1049a value of 0 corresponds to the default, non-objective view in the limbo screen 1050-------- SPAWNFLAGS -------- 1051DEFAULT is all modes NOT including LMS mode. 1052LMS_ONLY is used for limbo cameras that only appear in LMS mode. 1053ALL_MODES is used for limbo cameras that appear in all modes including LMS. 1054-------- NOTES -------- 1055Target an "info_notnull" entity EXCEPT for cameras overlooking SPAWNS (which target the "yellow blob", AKA team_WOLF_objective). 1056*/ 1057 1058/*QUAKED misc_commandmap_marker (0 0.85 .85) (-16 -16 0) (16 16 16) ONLY_AXIS ONLY_ALLIED 1059-------- KEYS -------- 1060(none) 1061-------- SPAWNFLAGS -------- 1062ONLY_AXIS only shows for axis players 1063ONLY_ALLIED only shows for allied players 1064-------- NOTES -------- 1065Has to be targetted by a trigger_objective_info to work. 1066Command map marker entity. When set to state default it shows, any other state and it isn't visible. 1067*/ 1068 1069