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Keep.fgd
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//=============================================================================
// ENTITIES FGD file
// MOD : Keep
// VERSION: v1.00.0
// Editor : Trenchbroom
//=============================================================================
// Base classes
// These are the generic patterns to apply to a large large number of entities
@baseclass = Appearflags [
spawnflags(Flags) = [
256 : "Not in Easy" : 0 : "Will not spawn for EASY skill"
512 : "Not in Normal" : 0 : "Will not spawn for NORMAL skill"
1024 : "Not in Hard" : 0 : "Will not spawn for HARD skill"
2048 : "Not in Deathmatch" : 0 : "Will not spawn for DEATHMATCH skill"
]
]
@baseclass = Targetname [ targetname(target_source) : "TargetName" : : "Name of entity, used for triggering/targetting other entities" ]
@baseclass = Target [ target(target_destination) : "Target" : : "Targets to affect" ]
@baseclass = Target2 [ target2(target_destination) : "Target 2" : : "More targets to affect" ]
// WORLDSPAWN
@SolidClass = worldspawn : "World entity" [
worldtype(choices) : "World Type" : 0 = [
0 : "Medieval"
1 : "Runic (metal)"
2 : "Present (base)"
]
message(string) : "Level Name" : : "Enter a level name that will show ingame when the player presses 'Tab', otherwise it's just the name of the bsp file minus the extension."
sounds(integer) : "CD/Music track" : : "Music track to automatically play."
wad(string) : "Wads" : "" : "List of wad files used by the compiler, use a semicolon for seperation."
sky(string) : "Sky Texture" : : "Use a skybox instead of an id standard animated sky. Skyboxes(.tga) consist of 6 images and are typically referenced as: interstellar_, moonrise_, voidsmoke_ etc with these letters(bk, dn, ft, lf, rt, and up) appended at the end. The underscore is not neccesary but used for clarity. The important part is to just leave off the last 'two' trailing letters from the name of your skybox for 'Sky Texture' here. NOTE: Directory paths are allowed so, '...env/mycustomfolder/mycustomsky_' is perfectly valid. FYI - Quakespasm/Darkplaces both look for skybox files in '...id1/gfx/env/'. Using a Mod directory is also acceptable(ex '... ad/gfx/env'."
gravity(integer) : "Gravity" : : "Gravity of the map, default 800."
passive_state(choices) : "Global Passive State" : : "All monsters are setup in a passive state." = [
0 : "Off, Normal behaviour"
1 : "On, All monsters are Passive"
]
no_trackondeath(choices) : "Homing on Death" : : "Homing missiles stop tracking when monsters die." = [
0 : "Off, homing missiles track after death"
1 : "On, homing missiles stop tracking after death"
]
hazard_dmg(vector) : "Hazard Damage Change" : : "Hazard damage override for the map, x,y,z for water,slime,lava (2,4,10 is default)"
//-------- World Lighting Options --------
_minlight(integer) : "Ambient Light" : : "Set a global minimum light level(Default 0). While this can help light completey black areas of your map, it can also have unwanted side affects(lost contrast) globally on all of your lights/shadows. Use with caution."
_minlight_color(color255) : "Ambient Light Color" : : "Sets the global minimum light color. Default white(255 255 255)."
_minlight_dirt(choices) : "Ambient Light Dirt(AO)" : : "1 enables dirtmapping (ambient occlusion) on minlight lit surfaces, -1 to disable. Default is to use the value of '_dirt'." = [
-1 : "Disabled"
0 : "Default"
1 : "Enabled"
]
_range(integer) : "Global Light Range" : : "Scales the brightness range of all lights without affecting their fade distance. Values more than 0.5 makes lights brighter and values less than 0.5 makes lights less bright. The same effect can be achieved on individual lights by adjusting both the 'light' and 'wait' attributes."
_dist(integer) : "Global Light Scale" : : "Scales the fade distance of all lights by a factor of 'n'. If 'n' is more than 1 lights fade more quickly with distance and if 'n' is less than 1, lights fade more slowly with distance and the light reaches further."
_gamma(integer) : "Lightmap gamma" : : "Adjust brightness of the final lightmap. Default 1, values >1 are brighter while values <1 are darker."
_spotlightautofalloff(integer) : "Spotlight Falloff" : : "When set to 1, spotlight falloff is calculated from the distance to the targeted 'info_null'. Ignored when '_falloff' is not 0. Default 0."
//-------- SUN options --------
_sunlight(integer) : "Sunlight" : : "Set the brightness of the sunlight coming from an unseen sun in the sky. Sky brushes, or more accurately bsp leafs with sky contents, will emit sunlight at an angle specified by the '_sunlight_mangle' key. Default 0."
_sunlight_color(color255) : "Sunlight Color" : : "Specify the red(r), green(g) and blue(b) components for the colour of the sunlight. Default is white(255 255 255)."
_sunlight_mangle(string) : "Sunlight Direction" : : "Specifies the direction of sunlight using yaw(x), pitch(y), and roll(z) in degrees (YES THIS IS DIFFERENT THAN mangle OR angles!). Yaw specifies the angle around the Z-axis from 0 to 359 degrees, in a counter clockwise rotation. Looking top down(top=X/Y) in the editor, a yaw value of 1/359 is effectively placing the Sun's starting position at 9:00 A.M. Pitch specifies the angle from 90 'straight up' to -90 'straight down'. Roll has no effect(use 0). Default is straight down (0 -90 0)."
_sun_mangle(string) : "Duplicate version of sunlight_mangle"
_anglescale(integer) : "Sunlight Angle Scale" : : "Sets a scaling factor for how much influence, the angle of incidence, sunlight has on the brightness of a surface. Values must be between '0.0' and '1.0'. Smaller values mean less attenuation, with zero meaning that angle of incidence has no effect at all on the brightness. Default 0.5"
_sunlight_dirt(choices) : "Sunlight Dirt" : : "1 enables dirtmapping (ambient occlusion) on sunlight, -1 to disable (making it illuminate the dirtmapping shadows). Default is to use the value of '_dirt'." = [
-1 : "Disabled"
0 : "Default"
1 : "Enabled"
]
_sunlight_penumbra(integer) : "Sunlight Penumbra" : : "Specifies the penumbra width, in degrees, of sunlight. Useful values are 3-4 for a gentle soft edge, or 10-20+ for more diffuse sunlight. Default is 0."
_sunlight2(integer) : "Sunlight 2" : : "Set the brightness of a large dome of lights positioned around the map (16K unit radius). Useful for simulating higly diffused light (e.g. cloudy skies) in outdoor areas (def=0)."
_sunlight2_color(color255) : "Sunlight 2 color" : : "Specifies the color of '_sunlight2', same format as '_sunlight_color'. Default (255 255 255)"
_sunlight2_dirt(choices) : "Sunlight 2 dirt" : : "1 enables dirtmapping (ambient occlusion) on sunlight2, -1 to disable. Default is to use the value of '_dirt'." = [
-1 : "Disabled"
0 : "Default"
1 : "Enabled"
]
_sunlight3(integer) : "Sunlight 3" : : "Same as _sunlight2, but for the bottom hemisphere, where ambient light is coming from below the horizon. Combine '_sunlight2' and '_sunlight3' to have light coming equally from all directions. Useful in levels with a Sky/Void theme. Default 0."
_sunlight3_color(color255) : "Sunlight 3 color" : : "Specifies the color of '_sunlight3', same format as '_sunlight_color'. Default (255 255 255)"
//-------- Fog Options --------------------
fog(string) : "Fog Command" : : "ENGINE only 'console command' for setting fog parameters, Density/R/G/B example = (0.05 0.3 0.3 0.3). NOTE- If you plan to use 'trigger_fog' in your map, be sure to set both INDIVIDUAL 'Fog Density' and 'Fog Colour' values for proper operation."
fog_density(integer) : "Fog Density" : : "Global fog density (def 0.1). NOTE - An Initial value MUST be entered for proper 'trigger_fog' operation."
fog_colour(color1) : "Fog Colour" : : "Initial global fog colour (def 0.1 0.1 0.1). NOTE - An initial value MUST be entered for proper trigger_fog operation."
fog_dpextra(string) : "Fog DP Extra" : : "Extra fog parameters for Darkplaces, (def= 1 0 8192 1024 32)."
skyfog_density(integer) : "Sky Fog Density" : : "Trigger skyfog starting density (default = 0.5)"
_skyfog(integer) : "Sky fog affect" : : "use 0 to disable fog on sky or skybox"
//-------- Liquid Options --------------------
water_alpha(string) : "Water Alpha" : : "Set the transpareny of water (ex .70), which are brushes textured with a water(ex *04water) texture. This setting tranfers directly to the other 'liquid' types and teleporters, UNLESS you are using an engine that supports individual 'alpha's' for each(see below). NOTE - Defaults to the players own 'r_wateralpha' settings if no value is assigned."
lavaalpha(string) : "Lava Alpha" : : "Set the individual transparency of Lava, brush solids textured with a lava(ex *lava1) texture. Default inherits the 'water_alpha' setting. If 'water_alpha' is not set then it defaults to the players own 'r_wateralpha' setting."
slimealpha(string) : "Slime Alpha" : : "Transparency of Slime, works the same as 'lavaalpha' except for solids textured with a slime(ex *slime0) texture."
telealpha(string) : "Teleporter Alpha" : : "Transparency of Teleporters, works the same as 'lavaalpha' except for solids textured with a teleporter(ex *teleport) texture."
//-------- Ambient Occlusion options -------------
_dirt(choices) : "Dirt Mapping (AO)" : : "1 Enables dirtmapping (ambient occlusion) on all lights adding shadows to corners and crevices. You can override the global setting for specific lights with the '_dirt' key, for point light entities, and the '_sunlight_dirt', '_sunlight2_dirt', '_minlight_dirt' keys, in worldspawn. Default -1, no dirtmapping." = [
-1 : "Disabled"
0 : "Default"
1 : "Enabled"
]
_dirtmode(choices) : "Dirt mode" : : "Choose between ordered or randomized dirtmapping, default 0" = [
0 : "Ordered (def)"
1 : "Randomized"
]
_dirtscale(integer) : "Dirt scale" : : "Scale factor used in dirt calculations. Lower values(ex 0.5) make the dirt fainter while larger values (ex 2.0) would create much darker shadows, default 1."
_dirtgain(integer) : "Dirt Gain" : : "Exponent used in dirt calculation. Lower values(ex 0.5) make the shadows darker and stretch further away from corners, default 1."
_dirtdepth(integer) : "Dirt Depth" : : "Maximum depth of occlusion checking for dirtmapping, default 128."
_dirtangle(integer) : "Dirt Angle" : : "Cone angle in degrees for occlusion testing. Lower values can avoid unwanted dirt on arches, pipes, interiors etc. Allowed range is (x=1->90), default 88."
//-------- Bounce Lighting Options ---------------
_bounce(choices) : "Bounce Lighting" : : "1 enables bounce lighting, default 0." = [
0 : "Default"
1 : "Enabled"
]
_bouncescale(integer) : "Bounce Scale" : : "Scales the brightness of bounce lighting, default 1."
_bouncecolorscale(choices) : "Bounce Color" : : "Weight for bounce lighting to use texture colors from the map. 0 ignores map textures (default), 1 multiplies bounce light color by texture color." = [
0 : "Default"
1 : "Enabled"
]
_bouncestyled(choices) : "Bounce Styled Lights" : : "1 makes styled lights bounce (e.g. flickering or switchable lights), default is 0, they do not bounce." = [
0 : "Default"
1 : "Enabled"
]
//-------- Arcane Dimension Options--------------------
no_item_offset(choices) : "Item Offset for ammo/health" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
no_item_rotate(choices) : "Item Rotate for ammo/health" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
no_zaware(choices) : "Monsters - Z Aware attacks" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
no_liquiddmg(choices) : "Monsters - slime/lava Damage" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
knight_defskin(choices) : "Default Red knight skin" = [
0 : "Default - Red"
1 : "No colour, grey"
2 : "Vertical stripes"
3 : "Swampy green/red"
]
bodyflrcheck(choices) : "Monster dead body check floor" = [
0 : "(Default) No Check"
1 : "Yes - Check for gravity"
]
bodyfadeaway(integer) : "Monster dead body fade timer" : : "Time in seconds"
playerweather(string) : "Name of weather effect active above player"
ckeyhint(integer) : "Set to 1 to supress the Arcane Key inventory messages"
plasmagun_dmg(integer) : "Plasma gun damage override" : : "Plasma gun damage override, x y z where x is direct damage, y is random additional damage, z is splash damage (def=45 0 20). A high splash damage will alow plasma climbing."
no_moncountdevmsg(integer) : "Set to 1 to stop monster-no-count warning messages in Dev console"
//_____Weapons /Ammo / Health Setup_____
upgrade_axe(choices) : "Upgrade Axe" = [
-1 : "Remove from Inventory"
0 : "Use Default"
1 : "Add to Inventory"
]
upgrade_ssg(choices) : "Upgrade Shotgun" = [
-1 : "Remove from Inventory"
0 : "Use Default"
1 : "Add to Inventory"
]
upgrade_lg(choices) : "Upgrade Lightning Gun" = [
-1 : "Remove from Inventory"
0 : "Use Default"
1 : "Add to Inventory"
]
give_weapons(integer) : "Give weapons/items at start" : : "SG=1, SSG=2, NG=4, SNG=8, GL=16, RL=32, LG=64, AX=2048, SK=131072, GK=262144, XBW=8388608"
take_weapons(integer) : "Take weapons/items away at start" : : "SG=1, SSG=2, NG=4, SNG=8, GL=16, RL=32, LG=64, AX=2048, SK=131072, GK=262144, XBW=8388608"
take_perms(integer) : "Take permanent powerups away at start" : : "Default=0. Must be greater than 0 to reset"
useold_axe(choices) : "Axe Model to Use" = [
0 : "Use original id1 Axe (w/ dwereweps upgrade)"
1 : "Use AD Axe"
]
max_health(integer) : "Minimum Health at start" : : "Update player health if below this value"
reset_health(integer) : "Reset Health at start" : : "Reset player health to this value"
currentammo(choices) : "Setup Players Ammo" = [
0 : "Minimum values"
1 : "Reset values"
]
ammo_shells(integer) : "Ammo Shells" : : "Player starting quantity"
ammo_nails(integer) : "Ammo Nails" : : "Player starting quantity"
ammo_rockets(integer) : "Ammo Rockets" : : "Player starting quantity"
ammo_cells(integer) : "Ammo Cells" : : "Player starting quantity"
ammo_bolts(integer) : "Ammo Bolts" : : "Player starting quantity"
ammo_poison(integer) : "Ammo Poison Bolts" : : "Player starting quantity"
ammo_lava_nails(integer) : "Ammo Lava Nails" : : "Player starting quantity"
ammo_multi_rockets(integer) : "Ammo Multi Rockets" : : "Player starting quantity"
ammo_plasma(integer) : "Ammo Plasma" : : "Player starting quantity"
ammo_bloodcrystals(integer) : "Ammo Blood Crystals" : : "Player starting quantity"
ammo_voidshards(integer) : "Ammo Void Shards" : : "Player starting quantity"
ammo_elemental(integer) : "Ammo Elemental Mana" : : "Player starting quantity"
armortype(choices) : "Armour Type" = [
0 : "No Armour given"
1 : "Green Armour"
2 : "Yellow Ammour"
3 : "Red Armour"
]
armourvalue(integer) : "Armour Quantity" : : "Quantity of armour to reset player (100/150/200)"
no_axestart(integer) : "Set to 1 to start the player with no axe and no shotgun!"
sprite_particles(choices) : "Sprite Particles ONLY" : : "Switch all custom particles to sprites (builtins excluded)." = [
0 : "Default"
1 : "Enabled"
]
particlemax(integer) : "Max ACTIVE Particles" : : "Amount of ACTIVE particles per map"
no_sgprojectile(choices) : "Hide Shotgun Projectiles" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
no_sgcasing(choices) : "Hide Shotgun Casings" = [
-1 : "Disabled"
0 : "Use Default"
1 : "Enabled"
]
no_bigprojectiles(choices) : "AD Style Projectiles (small)": : "Turn OFF standard ID Software style 'large player' projectile sizes(collision boxes). This change affects the following ammo type/weapons: shells(SG/SSG/WSG), nails(NG/SNG), rockets(RL) and cells(PG). NOTE: This may make the game more challenging, but may also have the side affect of making it less fun. You can toggle this yourself with the 'impulse 105' console command." = [
0 : "Default(OFF)"
1 : "Enabled"
]
mapvar_update(string) : "Map Variables (Range X->Y=Z)" : : "Essentially (X->Y=Z) simply states that, X thru Y is a range of variables(0-132 available) and that Z is a value of either 0 or 1. Thus, setting 'mapvar_update' to '0 3 1' would set variables 0 thru 3 to equal 1."
compilerstyle_start(integer) : "Starting point for target lights (set by compiler)"
jump_height(integer) : "Jump boots velocity (def=270)" : : "When jumping you get a 270 velocity boost, which combined with other movement can be up to 600+"
fall_dmg(integer) : "Fall damage (def=5, <-1=no dmg/sound)" : : "Custom fall damage, values <-1 disables sound and damage"
fall_dmgwater(integer) : "Water damage (def=0, >0=dmg+sound)" : : "Custom water damage, from falling, values >0 enables sound and damage"
fall_heightlow(integer) : "Fall height sound only (no dmg (def=300)" : : "Custom fall height that triggers a thud sound without inflicting player damage"
fall_heighthigh(integer) : "Fall height sound+damage (def=650)" : : "Custom fall height that triggers a bone crush sound with inflicting player damage"
fall_speeddebug(integer) : "Set to 1 to display players fall velocity to console"
// Mod independently toggleable options
copperoptions(Flags) = [
1 : "Shotguns always pierce" : 0
2 : "Imprecise vore ball tracking" : 0
4 : "Semi-Z-Aware monster grenade lobbing" : 0
8 : "One hit from axe always knocks zombies" : 0
16 : "Gibable downed zombies" : 0
32 : "Turret enforcers" : 0
64 : "Spawn jump calming out of sight" : 0
128 : "Chthon projectile speed progression" : 0
256 : "Forgetful infighters" : 0
512 : "Coop party item share" : 0
1024 : "Coop backpack protection" : 0
2048 : "Coop megahealth whole party heal" : 0
4096 : "Fast Nailgun nails" : 0
8192 : "Perforator files double nails" : 0
]
hipnoticoptions(Flags) = [
1 : "Old Mjolnir weapon behavior" : 0
]
doomoptions(Flags) = [
1 : "Shotguns always have knockback" : 0
]
mjolniroptions(Flags) = [
1 : "Grant Thor's Blessing At Level End if No Denizens Killed"
]
// Drake music system
noise(string) : "Start music for Secondary Drake Music System" : : "Example music/shadows.wav"
noise2(string) : "Intermission music for Secondary Drake Music System" : : "Example music/soultrap.wav"
noise3(string) : "Episode end music for Secondary Drake Music System" : : "Example music/halo.wav"
]
//======================================================================
//
// Ambient Sounds
//
//======================================================================
@Baseclass base(Targetname,Appearflags) size(-16 -16 -8, 16 16 8) color(128 25 204) = Sound [
spawnflags(Flags) = [
8 : "Global" : 0 : "Plays everywhere"
]
speed(choices) : "Falloff Attenuation" = [
0 : "Plays Everywhere"
1 : "Default"
2 : "Idle"
3 : "Static"
4 : "Quiet (small radius)"
]
volume(integer) : "Volume" : : "volume of sound (default=1, capped at 1)"
]
@PointClass base(Sound) = ambient_generalpurpose : "Loud Machines" [
noise(string) : "Sound to Play" : : "Example ambient/demonwind.wav"
]
@PointClass base(Sound) = ambient_comp_hum : "Computer background sounds" []
@PointClass base(Sound) = ambient_drain : "Drain Gargling" []
@PointClass base(Sound) = ambient_drip : "Dripping sound" []
@PointClass base(Sound) = ambient_drone : "Engine/machinery sound" []
@PointClass base(Sound) = ambient_eerie : "Eerie Humming" []
@PointClass base(Sound) = ambient_factory : "Factory" []
@PointClass base(Sound) = ambient_fan_blowing : "Fan Blowing" []
@PointClass base(Sound) = ambient_flies : "Nehahra Flies" []
@PointClass base(Sound) = ambient_flouro_buzz : "Fluorescent buzzing sound" []
@PointClass base(Sound) = ambient_flys : "Hipnotic Flies" []
@PointClass base(Sound) = ambient_grinder : "Grinder" []
@PointClass base(Sound) = ambient_highwind : "High Wind" []
@PointClass base(Sound) = ambient_hum1 : "Teleporter Hum sound" []
@PointClass base(Sound) = ambient_humming : "Humming" [
spawnflags(Flags) = [
4 : "Use Nehahra maydn.wav" : 0 : "Can respawn after being picked up"
]
]
@PointClass base(Sound) = ambient_lapping : "Lapping Water" []
@PointClass base(Sound) = ambient_lapping2 : "Lapping Water 2" []
@PointClass base(Sound) = ambient_lavagurg : "Lapping Lava Gurgle" []
@PointClass base(Sound) = ambient_hevifals : "Heavy Waterfall" []
@PointClass base(Sound) = ambient_light_buzz : "Buzzing sound from light" []
@PointClass base(Sound) = ambient_machines : "Loud Machines" []
@PointClass base(Sound) = ambient_nehum : "Humming" []
@PointClass base(Sound) = ambient_rain : "Dripping sound" [
count(choices) : "Rain Type" = [
0 : "Rain Runoff"
1 : "Steady Rain"
2 : "Heavy Rain"
]
]
@PointClass base(Sound) = ambient_riftpower : "Riftpower" []
@PointClass base(Sound) = ambient_running_lava : "Lava Flowing" []
@PointClass base(Sound) = ambient_running_water : "Water Flowing" []
@PointClass base(Sound) = ambient_rushing : "Whirring" []
@PointClass base(Sound) = ambient_sizzle : "Cooking Sizzle" []
@PointClass base(Sound) = ambient_stargate_hum : "Stargate Hum" []
@PointClass base(Sound) = ambient_suck_wind : "Wind sound" []
@PointClass base(Sound) = ambient_swamp1 : "Frogs croaking" []
@PointClass base(Sound) = ambient_swamp2 : "Frogs croaking B" []
@PointClass base(Sound) = ambient_swamp3 : "Frogs croaking C" []
@PointClass base(Sound) = ambient_teeth : "Teeth" []
@PointClass base(Sound) = ambient_teleport : "Teleporter Hum sound" []
@PointClass base(Sound) = ambient_thrum : "Thrum" []
@PointClass base(Sound) = ambient_thunder : "Thunder sound" [
spawnflags(Flags) = [
4 : "Regular Thunder" : 0 : "Regulary Thunders"
16 : "Randomize" : 0 : "Adds Randomness"
]
wait(integer) : "Interval time(if spawnflag)" : : "Time between sounds (default 20)"
target(string) : "Target(s) fired when thundering"
]
@PointClass base(Sound) = ambient_waterfall : "Waterfall" []
@PointClass base(Sound) = ambient_water_fall : "Waterfall" []
@PointClass base(Sound) = ambient_whnoise : "Wierd Humming" []
@PointClass base(Sound) = ambient_zzxzz : "Strange Machinery" []
// Custom Sounds
@baseclass base(Targetname,Appearflags) size(-16 -16 -8, 16 16 8) color(230 230 0) = CustomSound []
// Custom ambients SPAWNFLAGS, a couple don't require these
@baseclass = AmbCustSpwnFlags [
spawnflags(Flags) = [
2 : "Play Once" : 0
64 : "Start OFF" : 0
]
]
@PointClass base(Appearflags,Targetname) = ambient_custom_sound : "Ambient Custom Sound" [
target(string) : "Sound Trigger" : : "Fires each time the sound is played."
volume(integer) : "Volume" : : "volume of sound (default=1, capped at 1)"
noise(string) : "Sound Primary" : : "Path/sound file (ambience/windgust1a.wav)."
noise1(string) : "Sound Stop" : : "Path/sound file (ambience/switch6_off.wav)."
noise2(string) : "Sound Random" : : "Path/sound file (ambience/windgust1b.wav)."
wait(integer) : "Random time" : : "Random Time between sounds (default 20)."
delay(integer) : "Minimum time" : : "Time between sounds (default 2)."
waitmin(integer) : "Starting delay" : : "Initial starting time of sound (delay + random() x waitmin)."
waitmin2(integer) : "Do Not Silence" : : "Will not silence sound if switching off."
impulse(integer) : "Channel" : : "Channel to play sound (0-7) (0 automatic is default)."
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it." = [
-1 : "No Attenuation"
0 : "Default"
1 : "Normal(def)"
2 : "Idle"
3 : "Static"
4 : "Quiet"
]
spawnflags(Flags) = [
2 : "Play One" : 0
64 : "Start OFF" : 0
]
]
@PointClass base(Sound) = ambient_custom_loop : "Ambient Custom Loop" [
volume(integer) : "Volume" : : "volume of sound (default=1, capped at 1)"
noise(string) : "Custom sound" : : "looped sound file to play (ambience/windgust1.wav)"
]
@PointClass size(-8 -8 -8, 8 8 8) base(Targetname, Appearflags) = play_sound_triggered : "Triggered sound" [
spawnflags(flags) = [
1 : "Toggle" : 0
]
volume(string) : "Volume" : "1.0"
noise(string) : "Sound to play"
impulse(integer) : "Channel (0 to 7)" : 0
speed(choices) : "Attenuation" : 1 = [
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
@PointClass size(-8 -8 -8, 8 8 8) base(Appearflags) = play_sound : "Periodic Sound" [
volume(string) : "Volume" : "1.0"
noise(string) : "Sound to play"
wait(string) : "Wait (Random)" : "20"
delay(string) : "Minimum delay" : "2"
impulse(integer) : "Channel (0 to 7)" : 0
speed(choices) : "Attenuation" : 1 = [
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
@PointClass size(-10 -10 -8, 10 10 8) base(Appearflags) = random_thunder : "Random Thunder" [
wait(string) : "Wait (Random)" : "20"
delay(string) : "Minimum delay" : "2"
volume(string) : "Volume" : "1.0"
speed(choices) : "Attenuation" : 1 = [
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
@PointClass size(-10 -10 -8, 10 10 8) base(Targetname, Appearflags) = random_thunder_triggered : "Random Thunder" [
spawnflags(flags) =
[
1 : "Toggle" : 0
]
volume(string) : "Volume" : "1.0"
speed(choices) : "Attenuation" : 1 =
[
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
//_____WATER_____
@PointClass size(-16 -16 -8, 16 16 8) color(80 160 255) = ambient_custom_water : "Play a LOOPED Water Sound. See ambient_custom_loop for 'looping' information." [
volume(choices) : "Volume" : : "Volume of Sound (default=.75)" = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5"
0.6 : "0.6"
0.75 : "0.75(def)"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume"
]
noise(string) : "Custom sound" : : "Custom Sound to Play(default = ambience/water1.wav)"
]
//_____RAIN_____
//Rain does not get spawnflags for 'start off'/'play once'
@PointClass base(CustomSound) = ambient_custom_rain : "Play a rain sound. Always starts off and must be triggered. NOTE - If you re-trigger(ex button) this entity off it will not restart henceforth." [
count(choices) : "Type of Rain" = [
0 : "Default"
1 : "Fast Dripping"
2 : "Dowmpour(def)"
]
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=1)." = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5"
0.6 : "0.6"
0.7 : "0.7"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume(def)"
]
spawnflags(Flags) = [
2 : "Play One" : 0
64 : "Start OFF" : 0
]
]
//_____CHIME_____
@PointClass base(CustomSound) = ambient_custom_chime : "Play a predefined CHIME sound on a periodic basis. Works with entity state system." [
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=1)." = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5"
0.6 : "0.6"
0.7 : "0.7"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume(def)"
]
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it,(1->4,(def=2)." = [
-1 : "No Attenuation"
0 : "Default"
1 : "Normal"
2 : "Idle(def)"
3 : "Static"
4 : "Quiet"
]
spawnflags(Flags) = [
2 : "Play One" : 0
64 : "Start OFF" : 0
]
wait(integer) : "Random Time" : : "Random Time Between Sounds(default 10)."
delay(integer) : "Minimum Time" : : "Minimum time between sounds (default 10)."
waitmin(integer) : "Start Time" : : "Starting time, once the level has loaded (default = 10 + random() x 10)."
]
//_____RUMBLE_____
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_rumble : "Play a RUMBLE sound on a periodic basis. Works with entity state system." [
count(choices) : "Type of Rumble" = [
-1 : "Random"
0 : "Default"
1 : "Rumble1"
2 : "Rumble2"
3 : "Rumble3"
]
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
0 : "Default)"
1 : "Enabled"
]
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
volume(choices) : "Volume" : : "Volume of sound (0.1->1,(def=0.5)" = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5(def)"
0.6 : "0.6"
0.7 : "0.7"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume(def)"
]
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=1)." = [
-1 : "No Attenuation"
0 : "Default"
1 : "Normal"
2 : "Idle(def)"
3 : "Static"
4 : "Quiet"
]
wait(integer) : "Random" : : "Random Time Between Sounds(default 20)."
delay(integer) : "Minimum time" : : "minimum time between sounds (default 20)."
waitmin(integer) : "Start Time" : : "Starting time once the level has loaded (default = 6 + random() x 6)"
]
//_____WIND_____
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_wind : "Play a WIND sound on a periodic basis. Works with entity state system." [
count(choices) : "Type of Wind" = [
-1 : "Random"
0 : "Default"
1 : "Windgust1"
2 : "Windgust2"
3 : "Windgust3"
4 : "Windgust4"
5 : "Windgust5"
6 : "Windgust6"
]
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
0 : "Default)"
1 : "Enabled"
]
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
volume(choices) : "Volume" : : "volume of sound (0.1->1,(def=1)" = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5"
0.6 : "0.6"
0.7 : "0.7"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume(def)"
]
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=2)" = [
-1 : "No Attenuation"
0 : "Default"
1 : "Normal(def)"
2 : "Idle"
3 : "Static"
4 : "Quiet"
]
wait(integer) : "Random time" : : "Random Time Between Sounds(default 10)"
delay(integer) : "Minimum time" : : "minimum time between sounds (default 10)"
waitmin(integer) : "Start Time" : : "Starting time (default = 4 + random() x 4)"
]
//_____WOOD_____
@PointClass base(AmbCustSpwnFlags,CustomSound) = ambient_custom_wood : "Play a WOOD sound on a periodic basis. Works with entity state system." [
count(choices) : "Type of Creaking" = [
-1 : "Random"
0 : "Default"
1 : "Woodcreak2a"
2 : "Woodcreak2b"
3 : "Woodcreak2c"
4 : "Woodcreak2d"
]
lefty(choices) : "Alternate Sound" : : "1 = Will alternate between several sound files." = [
0 : "Default)"
1 : "Enabled"
]
__seperator_ignore_me(integer) : "------ Customize Setup ------" : : "ignore, editor use only."
volume(choices) : "Volume" : : "volume of sound (0.1->1,(def=1)" = [
0.1 : "Barely Audible"
0.2 : "0.2"
0.3 : "0.3"
0.4 : "0.4"
0.5 : "0.5"
0.6 : "0.6"
0.7 : "0.7"
0.8 : "0.8"
0.9 : "0.9"
1.0 : "Full Volume(def)"
]
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=2)" = [
-1 : "No Attenuation"
0 : "Default"
1 : "Normal"
2 : "Idle(def)"
3 : "Static"
4 : "Quiet"
]
wait(integer) : "Random time" : : "Random Time Between Sounds(default 20)"
delay(integer) : "Minimum time" : : "minimum time between sounds (default 20)"
waitmin(integer) : "Start Time" : : "Starting time (default = 8 + random() x 8)"
]
@PointClass = env_sound : "Reverb Zone" [
m_iRadius(integer) : "Radius (def=256)"
speed(choices) : "Attenuation" : : "How quickly the sound fades with distance away from it, (0->4,(def=2)" = [
1 : "Default"
2 : "Sewer Pipe"
3 : "Sewer Pipe"
4 : "Sewer Pipe"
5 : "Hallway"
6 : "Underpass"
7 : "Subway"
8 : "Bathroom"
9 : "Livingroom"
10 : "Auditorium"
11 : "Quarry"
12 : "Forest"
13 : "Mountains"
14 : "Underwater"
15 : "Underwater"
16 : "Underwater"
17 : "Parkinglot"
18 : "Cave"
19 : "Abandoned"
20 : "Chapel"
21 : "Concert Hall"
22 : "Museum"
23 : "Cave"
24 : "Cave"
25 : "Cave"
26 : "Drugged"
27 : "Dizzy"
28 : "Psychotic"
]
]
//======================================================================
//
// INFO entities - player starts, deathmatch, coop, teleport
//
//======================================================================
@baseclass base(Appearflags) studio("progs/player.mdl") size(-16 -16 -24, 16 16 32) color(255 0 0) = PlayerClass [
target(string) : "Target(s) fired when used"
]
@baseclass = StartSpawn2 [ startspawn2(integer) : "Unique spawn location number matching a trigger_changelevel" ]
@PointClass base(PlayerClass) = info_player_start : "Player Start" []
@PointClass base(PlayerClass) = info_player_startdev : "Player Start Developer Only" []
@PointClass base(PlayerClass,StartSpawn2) = info_player_start2 : "Player Return" []
@PointClass base(PlayerClass) = info_player_coop : "Player COOP Start" [ spawnflags(Flags) = [ 64 : "Start OFF" : 0 : "Start off" ] ]
@PointClass base(PlayerClass,StartSpawn2) = info_player_coop2 : "Player COOP Return" [ spawnflags(Flags) = [ 64 : "Start OFF" : 0 : "Start off" ] ]
@PointClass base(PlayerClass) = info_player_deathmatch : "Player DM Start" [ spawnflags(Flags) = [ 64 : "Start OFF" : 0 : "Start off" ] ]
@PointClass base(Appearflags, Targetname) size(-16 -16 -24, 16 16 24) color(255 128 128) = info_teleport_destination : "Teleport destination" [
target(string) : "Target(s) fired when used"
]
@PointClass base(Appearflags) = info_skyroom : "Intermission QSS/FTE 3D Skybox Skyroom" []
@PointClass base(Appearflags) = info_intermission : "Intermission camera" [
spawnflags(Flags) = [
1 : "Not Intermission" : 0 : "Exclude from intermission"
2 : "Solid Interaction" : 0 : "Solid world interaction"
]
target(string) : "target(s) fire when used as a viewing camera"
mangle(string) : "Mangle (Pitch Yaw Roll)"
fog_density(integer) : "Fog density (Must be >0 to activate feature)"
fog_colour(string) : "Fog colours (def=0.1 0.1 0.1)"
speed(integer) : "Fog time to change (def=2s)"
]
@PointClass base(Appearflags,Targetname, Target) size(-16 -16 -24, 16 16 40) color(153 0 192) = trigger_vigend : "Go to Congratulations Intermission" [
message(integer) : "Initial long message"
message2(integer) : "Message to display after delay"
delay(integer) : "Time between messages(def=28)"
pos1(integer) : "Position to spawn player"
pos2(integer) : "Position to spawn 2nd player(Martin) at 2nd message"
cnt(integer) : "Frame to spawn 2nd player(Martin) at(def=14)"
]
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) color(153 0 192) = info_skullwiz_destination : "Skull Wizard Tele Dest" [
targetname(string) : "Unique name in chain group"
target(string) : "Next entity in chain"
distance(integer) : "Min distance before spawning"
]
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) color(153 0 192) = info_spirit_destination : "Spirit Tele Dest" [
targetname(string) : "Unique name in chain group"
target(string) : "Next entity in chain"
distance(integer) : "Min distance before spawning"
]
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) color(153 0 192) = info_overlord_destination : "Wrath Overlord Teleport Destination" []
@PointClass base(Appearflags) size(-16 -16 -24, 16 16 40) color(153 0 192) = info_morph_destination : "Morph Teleport Destination" []
@PointClass base(Targetname) = info_target : "info_target (Invisible entity)" []
@PointClass base(Targetname) = info_home : "info_home. Used for setting robot origin." []
@PointClass base(Targetname) = info_null : "info_null (spotlight target)" []
@PointClass base(Targetname) = info_notnull : "info_notnull (map hack)" [
use(string) : "self.use"
think(string) : "self.think"
nextthink(integer) : "nextthink"
]
@PointClass size(-16 -16 -24, 16 16 32) color(255 128 128) = info_camera_destination : "Marker for a Cinematic Camera System" [
targetname(target_source) : "Name (use w/misc_camera)"
angles(integer) : "Facing angle" : : "Ex: 0 360 0 (pitch yaw roll)"
]
@PointClass base(Targetname) = info_command : "Trigger Send Console Command" [
spawnflags(Flags) = [
8 : "No auto newline" : 0
]
message(string) : "Console command"
]
@PointClass base(Targetname) = info_command_server : "Trigger Send Console All" [
spawnflags(Flags) = [
2 : "Activator Only" : 0
8 : "No auto newline" : 0
]
message(string) : "Server Console command"
]
@PointClass base(Targetname) = info_command_spawn : "Trigger Send Console All Map Start" [
spawnflags(Flags) = [
8 : "No auto newline" : 0
16: "Resend on Load" : 0
]
message(string) : "Console command"
]
@PointClass base(Targetname) = info_filter : "Relay that filters activator against criteria" [
spawnflags(Flags) = [
1: "Don't pass owner info for projectiles" : 0
]
state(choices) : "Filter Method" = [
0 : "Equal (def)"
1 : "Unequal"
2 : "Below or Equal"
3 : "Above or Equal"
4 : "Below Only"
5 : "Above Only"
]
filterstyle(choices) : "Filter Criterion" = [
1 : "current weapon"
2 : "items"
3 : "items2"
4 : "moditems"
5 : "perms"
6 : "items3"
7 : "classname (def)"
8 : "classtype"
9 : "classgroup"
10 : "targetname"
11 : "count"
12 : "cnt"
13 : "health"
14 : "on fire"
15 : "poisoned"
16 : "bleeding"
17 : "invisible"
18 : "indestructable"
19 : "damageable"
20 : "cursed"
21 : "slowed"
22 : "frozen"
23 : "rotting"
24 : "wet"
25 : "is a player"
26 : "is a monster"
27 : "is a creature"
28 : "is a denizen"
29 : "alignment"
]
filtername(string) : "Text to filter against"
message(string) : "Message on success"
message2(string) : "Message on failure"
]
@PointClass base(Targetname) = info_givepower : "Grant a Powerup Power Instantly" [
style(choices) : "Power to Grant" = [
1 : "Environmental Protection Suit"
2 : "Pentagram"
3 : "Ring of Shadows"
4 : "Quad Damage (def)"
5 : "Sharp Shooter"
6 : "Nail Piercer"
7 : "Power Shield"
8 : "Anti-grav Belt"
9 : "Lava Shield"
10 : "Wetsuit"
11 : "Blast Belt"
12 : "Jump Boots"
13 : "Empathy Shields"
14 : "Vengeance Sphere"
15 : "Thermal Protection Suit"
16 : "Trinity"
17 : "Cross of Protection"
18 : "Haste"
19 : "Berserk"
20 : "Equalizer"
21 : "Levitation"
22 : "Optimizer"
23 : "Sigil Bane"
24 : "Lesser Rejuvenator"
25 : "Rejuvenator"
26 : "Heart of Darkness"
27 : "Thor's Blessing"
28 : "Super Pack"
]
message(string) : "Sprint message on give"
message2(string) : "Centerprint message on give"
count(integer) : "Jump Boots jump amount(def=1)"
distance(integer) : "Jump Boots forward distance(def=0)"
height(integer) : "Jump Boots jump height(def=0)"
volume(integer) : "Blast Belt or Lava Shield noise loudness(def=1)"
]
@PointClass base(Targetname) = info_bomb : "Quoth Coop Bomb Effect" []
@PointClass base(Targetname) = info_effect_pulse : "Projectile Light Effect" [
speed(integer) : "Speed (def=400)"
delay(integer) : "Delay B4 Start (def=0.1)"
wait(integer) : "Wait (def=1, -1=once)"
]
//======================================================================
//
// ITEM entities
//
//======================================================================
@baseclass size(0 -0 0, 32 32 56) = ItemSize []
@baseclass size(-16 -16 -24, 16 16 32) = PowerupSize []
@baseclass = PowerTimer [ cnt(integer) : "Duration override (def=30, -1 for infinite)" ]
@baseclass size(-16 -16 -24, 16 16 32) = ArmourSize []
@baseclass size(-16 -16 -24, 16 16 32) = KeySize []
@baseclass base(Appearflags,Targetname,Target) = Items [
spawnflags(Flags) = [
16 : "Respawn" : 0 : "Can respawn after being picked up"
32 : "Floating" : 0 : "Spawns floating, trigger entity to drop it"
64 : "Start OFF" : 0 : "Starts off and waits for trigger to spawn"
128 : "No Particles" : 0 : "No particle or effects active on this entity"
]
upgrade_axe(choices) : "Axe Upgrade" = [
0 : "Do Nothing"
1 : "Only spawn if got upgrade"
]
upgrade_ssg(choices) : "Shotgun Upgrade" = [
0 : "Do Nothing"
1 : "Only spawn if got upgrade"
]
upgrade_lg(choices) : "Lightning Gun Upgrade" = [
0 : "Do Nothing"
1 : "Only spawn if got upgrade"
]
message(string) : "Message when picked up"
respawn_time(integer) : "Respawn time (=-1 instant)"
respawn_count(integer) : "Total times to respawn"
respawn_trig(choices) : "respawn trigger condition" = [
0 : "Default Respawn"
1 : "Wait for trigger"
]
netname(string) : "Override name to display on pickup"
]
@baseclass = ItemWorldType [
skin_override(choices) = [
0 : "Worldspawn Worldtype"
1 : "Base Green"
2 : "Medieval Wood"
]
]
@baseclass color(80 0 200) base(Items,ItemSize,ItemWorldType) = AmmoBase [
spawnflags(flags) = [
1 : "Large box" : 0
]
frame_box(integer) : "animation frame (1-7)"
aflag(integer) : "ammo quantity"
]
@baseclass = AmmoLid [ spawnflags(flags) = [ 2 : "Lid" : 0 ] ]
//----------------------------------------------------------------------
//@PointClass base(Items,ItemSize,ItemWorldType) studio(
// {{
// spawnflags & 2 -> "progs/ad171/health_100.mdl",
// spawnflags & 1 -> "progs/ad171/health_15.mdl",
// "progs/ad171/health_25.mdl"
// }}) = item_health : "Health pak" [
@PointClass base(Items,ItemSize,ItemWorldType) studio("progs/ad171/health_25.mdl") = item_health : "Health pak" [
spawnflags(flags) = [
1 : "Rotten" : 0
2 : "Megahealth" : 0
]
]
@PointClass base(Items,ItemSize,ItemWorldType) studio("progs/ad181/health_5.mdl") = item_healthvial : "Health Vial" []
//----------------------------------------------------------------------
//@PointClass base(AmmoBase,AmmoLid) studio({{
// spawnflags & 1 -> "progs/ad171/ammo_shells1.mdl",
// "progs/ad171/ammo_shells0.mdl"
//}}) = item_shells : "Shells" []
@PointClass base(AmmoBase,AmmoLid) studio("progs/ad171/ammo_shells1.mdl") = item_shells : "Shells" []
//@PointClass base(AmmoBase,AmmoLid) studio({{
// spawnflags & 1 -> "progs/ad171/ammo_nails1.mdl",
// "progs/ad171/ammo_nails0.mdl"
//}}) = item_spikes : "Nails" []
@PointClass base(AmmoBase,AmmoLid) studio("progs/ad171/ammo_nails0.mdl") = item_spikes : "Nails" []
@PointClass base(AmmoBase) studio("progs/ad171/ammo_rockets0.mdl") = item_rockets : "Rockets" []
@PointClass base(AmmoBase) studio("progs/ad171/ammo_battery0.mdl") = item_cells : "Cells" []
@PointClass base(AmmoBase) studio("maps/b_plas0.bsp") = item_plasma : "Plasma" []
@PointClass base(AmmoBase) studio("maps/b_lnail0.bsp") = item_lava_spikes : "Lava Nails" []
@PointClass base(AmmoBase) studio("maps/b_mrock0.bsp") = item_multi_rockets : "Multi-Rockets" []
@PointClass base(AmmoBase) studio("progs/qmaster/ammo_bolts0.mdl") = item_bolts : "Bolts" []
@PointClass base(AmmoBase) studio("progs/its/item_poison0.mdl") = item_poison : "Poison" []
@PointClass base(AmmoBase) studio("progs/aoa/ammo_bloodcrystals.mdl") = item_bloodcrystals : "Blood Crystals" []
@PointClass base(AmmoBase) studio("progs/aoa/ammo_voidshards.mdl") = item_voidshards : "Void Shards" []
@PointClass base(AmmoBase) studio("progs/redfield/g_light.mdl") = item_elemental: "Elemental Mana" []
@PointClass base(Items,ArmourSize) studio("progs/ad171/armour.mdl") = item_armor1 : "100% armor (Green)" []
@PointClass base(Items,ArmourSize) studio("progs/ad171/armour.mdl") = item_armor2 : "150% armor (Yellow)" []
@PointClass base(Items,ArmourSize) studio("progs/ad171/armour.mdl") = item_armorInv : "200% armor (Red)" []
@PointClass base(Items,ArmourSize) studio("progs/drake/courage.mdl") = item_armor4 : "Courage armor" []
@PointClass base(Items,ArmourSize) studio("progs/drake/armor.mdl") = item_armor_exotic : "Exotic Armor" [
count(choices) : "Armor Type" = [
0 : "Courage Armor (Zerstorer)"
1 : "Dragonscale Armor (Invulnerability)"
2 : "Onyx Armor (50% Damage)"
3 : "Power Armor (Toggleable Shield)"
4 : "Berserker Armor (Quad Damage)"
5 : "Spirit Shroud (Invisibility)"
6 : "Chaos Armor (Resistance + Telefrag Reflect)"
7 : "Ninja Fall Armor"
]
aflag(integer) : "Override Power Armor cells bonus(def=15)"
]
@PointClass base(Items,KeySize) studio("progs/ad171/key_medieval.mdl") = item_key1 : "Silver key" []
@PointClass base(Items,KeySize) studio("progs/ad171/key_medieval.mdl") = item_key2 : "Gold key" []
@PointClass base(Items,KeySize) studio("progs/b_r_key.mdl") = item_key3 : "Red keycard" []
@PointClass base(Items,KeySize) = item_keyx : "Custom key" [
mdl(string) : "model name to load/display (progs/model.mdl)"
netname(string) : "XXX Part of pickup string 'You got the XXX'"
skin(integer) : "Skin number for custom model"
spawnflags(Flags) = [
1 : "Custom Key 1" : 0
2 : "Custom Key 2" : 0
4 : "Custom Key 3" : 0
8 : "Custom Key 4" : 0
]
message2(choices) : "Particle Style" = [
"KEYGOLD" : "KEYGOLD - Yellow"
"KEYSILVER" : "KEYSILVER - Blue"
"KEYRED" : "KEYRED - Red"
"KEYGREEN" : "KEYGREEN - Green"
"KEYPURPLE" : "KEYPURPLE - Purple"
"KEYWHITE" : "KEYWHITE - White"
]
]
@PointClass base(Items,KeySize) studio("progs/qmaster/w_sk_key.mdl") = item_key_skeleton : "Skeleton key" []
@PointClass base(Items,KeySize) studio("progs/qmaster/coinitem.mdl") = item_coin : "Coin Currency for Versus" [
count(integer) : "Number of Coins"
]
@PointClass base(Items,KeySize) studio("progs/qmaster/boneitem.mdl") = item_bone : "Bone Currency for Versus" [
count(integer) : "Number of Bones"
]