/*QUAKED worldspawn (0 0 0) ? This classname represent the whole world and includes "normal" walls. Unlike other entities, there can only be ONE worldspawn per map. "episode" Episode number "sky" Environment map name (skybox), also used for reflection "sounds" Music cd track number "gravity" Gravity (default=800) "light" Set a low value to LIGHT the entire map without using individual bulbs "message" Map name "fogdensity" Fog density for opengl cards "fogdensity2" Fog density for 3dfx cards "fogval" RGB values of fog for opengl cards "fogval2" RGB values of fog for 3dfx cards "_sun_light" Set sun brightness "_sun_target" Defines sun yaw and pitch pointing to a spotlight target "_sun_angle" Defines sun yaw and pitch manually (0 to 360) (-90 to 90) "_sun_vector" Defines sun yaw and pitch using a X Y Z direction vector "_sun_color" Defines sun color in scalar R G B "_sun_diffuse" Diffuse light brightness "_sun_difwait" Diffuse light attenuation "_sun_ambient" Set sun ambient brightness "_sun_surface" Set sun surface brightness */ /*QUAKED misc_cutscene_camera (0 0 1) (-16 -16 -16) (16 16 16) Camera, must be triggered by a 'misc_cutscene_trigger' or 'misc_use_cutscene', relay from 'misc_cutscene_camera' to 'misc_cutscene_camera' using 'target', cutscene will end when there's no more camera. "targetname" This camera's ID "target" Next camera's ID to target "cameraorigin" X Y Z camera start position (overrides entity's origin) "cameraangle" X Y Z start angles "rotate" X Y Z rotational velocity during cut scene "target2" Always look at that entity (overrides angles when moving) "cameravel" [forward] [right] [up] speed to move from initial angle "cameravelrel" [forward] [right] [up] speed to move relative to current frame angle "wait" Time before switching to next camera in seconds (default=5) "accel" Acceleration rate when starting to move "decel" Deceleration rate when approaching the end of use "delay" Delay before starting to move ('decel' and 'accel' must be set) "reactdelay" Moving time ('accel' must be set, if there's no 'decel', will never stop moving) "duration" Fade out time "name" Sound to play once triggered "sight_target" Talking actor (if there's a sound to play) "deadticks" Fov for this camera (default=90) "scriptname" Script name to trigger when starting the camera "count" Used in Xatrix maps but always reset to 1 by the game code (so what's the use?) */ /*QUAKED misc_use_cutscene (.5 .5 .5) (-8 -8 -8) (8 8 8) This entity tells the code to unlink the camera from the client, so we can move it around. Once triggered, this entity should trigger a 'misc_cutscene_camera'. "target" misc_cutscene_camera to trigger "debugprint" when set to 1, will print out camera end position and angles "duration" fade in time in seconds */ /*QUAKED misc_cutscene_trigger (0 0 1) ? This entity tells the code to unlink the camera from the client, so we can move it around. Once triggered, this entity should trigger a 'misc_cutscene_camera'. "target" misc_cutscene_camera to trigger "debugprint" when set to 1, will print out camera end position and angles "duration" fade in time in seconds */ /*QUAKED pawn_o_matic (1 .5 0) (-16 -64 -32) (16 64 32) Two-sided panels used to select stuff in any pawn-o-matic. "count" Skidrow and SPMod only, used to check what pawn-o-matic we're in (1 or anything else for Skidrow -- at least 1 for SPMod) */ /*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8) Load a new map when triggered. You can specify the info_player_start to use in the next map, adding its ID after a $ symbol (example: "map2$start1" will load "map2.bsp" and use the info_player_start called "start1"). Put a * symbol before the next map name to create a new unit, so the game forget infos regarding visited levels (example: "*map2") "map" (*)(destination level)($)(info_player_start ID) "targetname" This entity's ID */ /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8) A particle emitter, spawns particles when triggered. "sounds" Particle type - 1 = sparks, 2 = brown water, 3 = blue water, 4 = lava, 5 = multicolored patricles, 6 = blood, 7 = fireworks, 8 = smoke "count" Amount of particles -- 1 to 10 (default=3) "dmg" Radius damage (default=0) "alphalevel" Smoke only: Opacity level -- 1 to 10 (default=4) "firetype" Smoke only: Smoke size -- 5 to 32 (default=24) "deadticks" Smoke only: Lifetime in seconds -- 1 to 60 (default=6) "fxdensity" Smoke only: Speed of rising -- 1 to 100 (default=24) "rotate" Smoke only: X Y Z velocity (default=up) */ /*QUAKED item_armor_helmet (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Helmet armor, light. model="models/pu_icon/armor_head/armor_head.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_armor_helmet_heavy (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Helmet armor, heavy. model="models/pu_icon/armor_head/armor_head_hd.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Jacket armor, light. model="models/pu_icon/armor/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_armor_jacket_heavy (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Jacket armor, heavy. model="models/pu_icon/armor/armorhdtop.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_armor_legs (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Legs armor, light. model="models/pu_icon/armor_lo/armor_lo.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_armor_legs_heavy (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Armor: Legs armor, heavy. model="models/pu_icon/armor_lo/armor_lo_hd.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_health_sm (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Health: small medkit. model="models/pu_icon/health_s/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_health_lg (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Health: large medicine bag. model="models/pu_icon/health/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Health: adrenaline (totally restores health). model="models/pu_icon/adrenaline/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_battery (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: bike battery ('Battery'). model="models/pu_icon/battery/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_coil (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: coil ('Coil'). model="models/pu_icon/coil/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_flashlight (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Flashlight, can be used once in the inventory. model="models/pu_icon/f_light/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_lizzyhead (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: Lizzy's head ('Lizzy Head'). model="models/pu_icon/head/head.mdx" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_oilcan (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: oil can ('Oil Can'). model="models/pu_icon/oilcan/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: ammo pack ('Ammo Pack'), provides a few ammos for every weapon. model="models/pu_icon/backpack/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_safedocs (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: important documents ('Safe docs'). model="models/pu_icon/folder/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_valve (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: valve ('Valve'). model="models/pu_icon/valve/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_watch (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: Lenny's watch in Skidrow ('Watch'). model="models/pu_icon/watch/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_whiskey (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: whiskey for the bum in Skidrow ('Whiskey'). model="models/pu_icon/whiskey/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_fuse (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pickup item: fuse ('Fuse'). model="models/pu_icon/fuse/tris.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key1 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Store_Room_Key, will allow player to unlock doors with a 'key' value of '1' model="models/pu_icon/key/key_a.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key2 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Electrical_Room, will allow player to unlock doors with a 'key' value of '2' model="models/pu_icon/key/key_b.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key3 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Chem_Plant_Key, will allow player to unlock doors with a 'key' value of '3' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key4 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Bridge_Key, will allow player to unlock doors with a 'key' value of '4' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key5 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Shipyard_Key, will allow player to unlock doors with a 'key' value of '5' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key6 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Warehouse_Key, will allow player to unlock doors with a 'key' value of '6' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key7 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Shop_Key, will allow player to unlock doors with a 'key' value of '7' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key8 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Ticket, will allow player to unlock doors with a 'key' value of '8' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key9 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Office_Key, will allow player to unlock doors with a 'key' value of '9' "targetname" This entity's ID model="models/pu_icon/key/key_c.md2" "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED key_key10 (0 .5 .8) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Key10, will allow player to unlock doors with a 'key' value of '10' model="models/pu_icon/key/key_c.md2" "targetname" This entity's ID "target" Entity's ID to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_cashbaglarge (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Cash the player can pick up. model="models/pu_icon/money/money_lg.md2" "targetname" This entity's ID "currentcash" Set amount of cash in the bag "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_cashbagsmall (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Cash the player can pick up. model="models/pu_icon/money/money_sm.md2" "targetname" This entity's ID "currentcash" Set amount of cash in the bag "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED item_cashroll (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Cash the player can pick up. model="models/pu_icon/cash/tris.md2" "currentcash" Set amount of cash in roll "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED pistol_mod_rof (.7 .3 .4) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Rate of fire mod for the pistol (weapon_pistol, weapon_spistol), increases rate of fire. model="models\pu_icon\ro_fire_mod\tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED pistol_mod_reload (.7 .3 .4) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Reload mod for the pistol (weapon_pistol, weapon_spistol), increases the reload speed. model="models\pu_icon\reload_mod\tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED pistol_mod_damage (.7 .3 .4) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Magnum mod for the pistol (weapon_pistol, weapon_spistol), increases damages. model="models\pu_icon\magmod\tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED hmg_mod_cooling (.7 .3 .4) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Cooling sleeves for the heavy submachine gun (weapon_heavymachinegun), increase rate of fire, lasts 30 shots before breaking up. model="models\pu_icon\coolmod\tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_308 (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Bullets clip for the heavy submachine gun (weapon_heavymachinegun), 30 bullets per clip (max: 90). model="models/pu_icon/hmgclip/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Bullets clip for the pistol (weapon_pistol, weapon_spistol) and Thompson submachine gun (weapon_tommygun), 20 bullets per clip (max: 200). model="models/pu_icon/pclip/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_cylinder (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Bullets for the Thompson submachine gun (weapon_tommygun) or pistol (weapon_pistol, weapon_spistol), 50 bullets per drum (max: 200). model="models/pu_icon/tgclip/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_flametank (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Gaz for the flame thrower (weapon_flamethrower), 50 units of gaz per tank (max: 200). model="models/pu_icon/flametank/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Grenades for the grenade launcher (weapon_grenadelauncher), 3 per box (max: 12). model="models/pu_icon/grenade/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Missiles for the rocket launcher (weapon_bazooka), 5 missiles per box (max: 25). model="models/pu_icon/rocket/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Shells box for the shotgun (weapon_shotgun), 10 shells per box (max: 100). model="models/pu_icon/shotgun_shell/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_crowbar (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Crowbar (no clip) -- Melee weapon. model="models/weapons/g_crowbar/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_bazooka (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Rocket launcher (clip size: 3) -- Requires ammo_rockets. model="models/weapons/g_rocket_launcher/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Flame thrower (no clip) -- Requires ammo_flametank. model="models/pu_icon/flame_shell/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Grenade launcher (clip size: 3) -- Requires ammo_grenades. model="models/weapons/g_grenade_launcher/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_heavymachinegun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Heavy submachine gun (clip size: 30) -- Requires ammo_308, can be equipped with Cooling Sleeves (hmg_mod_cooling). model="models/weapons/g_hmg/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_pistol (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Standard pistol (clip size: 10) -- Requires ammo_bullets or ammo_cylinder, can be equipped with magnum mod (pistol_mod_damage), rate of fire (pistol_mod_rof), reload (pistol_mod_reload). model="models/weapons/g_pistol/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_spistol (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Pistol with silencer (clip size: 10) -- Requires ammo_bullets or ammo_cylinder can be equipped with magnum mod (pistol_mod_damage), rate of fire (pistol_mod_rof), reload (pistol_mod_reload). Silencer lasts 20 shots before breaking up. model="models/weapons/silencer_mdx/pistol.mdx" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Shotgun (clip size: 8) -- Requires ammo_shells. model="models/weapons/g_shotgun/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED weapon_tommygun (.3 .3 1) (-16 -16 -16) (16 16 16) TRIGGER_SPAWN NO_TOUCH x x x x x TRIGGER_PICKUP NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Thompson submachine gun (clip size: 50) -- Requires ammo_bullets or ammo_cylinder. model="models/weapons/g_tomgun/tris.md2" "targetname" This entity's ID "target" Target to trigger when picked up "killtarget" ID of the entity to delete when picked up */ /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Usually a reference point for spotlights. "targetname" This point's ID */ /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Usually a reference point for spotlights, the entity is ignored on game initialization. "targetname" This point's ID */ /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 48) Spawning point for AI gang members in a single-player game. Every single-player map should contain two of these near to the client's start point. "angle" Yaw view direction, 0 to 360 "targetname" This start point's ID */ /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 48) Spawning point for players in deathmatch games. "angle" Yaw view direction, 0 to 360 "style" Team number for Teamplay (1 or 2) */ /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) Potential intermission viewpoint for deathmatch games. "angles" Pitch, yaw and roll view direction. "angle" Yaw view direction, 0 to 360 */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 48) Normal spawning point for a single-player level. Deathmatch maps should contain at least one for testing purpose. "angle" Yaw view direction, 0 to 360 "targetname" This start point's ID */ /*QUAKED elements_raincloud (0 .5 .8) ? Rain falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular. "fxdensity" Total number of drops in the sky, 1 to 1000 (default=400) "firetype" Type of drops -- 0 = rain, 1 = drip (default=0) */ /*QUAKED elements_snowcloud (0 .5 .8) ? Snow falls from this invisible cloud at random points; the center of the cloud to ground trace determines the drop fall distance. Cloud can only be rectangular. (Fully functional, unused in Kingpin) "fxdensity" Total number of drops in the sky, 1 to 1000 (default=400) */ /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT It defines a destination point for moving brush entities. Use path_corner_cast for AI's paths. "target" Next path_corner's ID "targetname" This path_corner's ID "killtarget" ID of the entity to delete when reached "pathtarget" Entity to trigger when an entity that has this path_corner targeted touches it "wait" Wait (in seconds) "speed" Func_train_rotating only: departure speed from that corner "rotate" Func_train_rotating only: angle change for X Y Z to next corner "duration" Func_train_rotating only: duration for angle change (overrides speed) */ /*QUAKED path_corner_cast (.5 .3 0) (-16 -16 -24) (16 16 42) TELEPORT It defines a destination point for moving actors, when an actor reach the point, an event can be triggered. Use path_corner for brush-based entities. "target" Next path_corner_cast's ID "targetname" This path_corner_cast's ID "killtarget" ID of the entity to delete when reached "name" Sound to play when reached. "pathtarget" Entity to trigger when an entity that has this path_corner targeted touches it "combattarget" When the cast reaches this marker, they'll attack this target "scriptname" Hard-coded script to call when reaching this marker "wait" Wait (in seconds) */ /*QUAKED junior (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Used for dynamic lighting of characters and alias models. "targetname" This entity's ID, can be toggled on and off "light" Light radius (default=300) "_color" Defines the color in scalar R G B values (default=0 0 0) */ /*QUAKED lightflare (0 1 0) (-2 -2 -2) (2 2 2) START_OFF FLARE NORESIZE DYNAMIC Non-displayed light. "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=invese, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF FLARE NORESIZE DYNAMIC Non-displayed light, used during lightning compilation. "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=invese, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_bulb (1 1 1) (-2 -2 -5) (2 2 5) START_OFF FLARE NORESIZE DYNAMIC A bulb that outputs light. model="models\props\light\tris.md2" "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=invese, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_sconce (1 1 1) (-4 -4 -8) (4 4 8) START_OFF FLARE NORESIZE DYNAMIC BLUE_MODEL GREEN_MODEL RED_MODEL YELLOW_MODEL A cage light model, set correct skin with spawnflags (default skin: white). model="models\props\sconce\light.md2" "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_deco_sconce (1 1 1) (-8 -8 -12) (8 8 12) START_OFF FLARE NORESIZE DYNAMIC A deco sconce. model="models\props\decosconce\tris.md2" "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_chandelier (1 1 1) (-36 -34 -32) (36 34 32) START_OFF FLARE NORESIZE DYNAMIC A chandelier. model="models\props\chandelier\tris.md2" "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_pendant (1 1 1) (-16 -16 -4) (16 16 4) START_OFF FLARE NORESIZE DYNAMIC A pendant light. model="models\props\pendant\tris.md2" "light" Light radius (default=300) "targetname" This entity's ID, can be toggled on and off "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_fire_esm (1 0 0) (-8 -8 -8) (8 8 8) X X X DYNAMIC Extra-small fire. "alphalevel" Opacity level -- 1 to 10 (default=5) "light" Light radius (default=300) "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_fire_sm (1 0 0) (-16 -16 -16) (16 16 16) X X X DYNAMIC Small fire. "alphalevel" Opacity level -- 1 to 10 (default=5) "light" Light radius (default=300) "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_fire_med (1 0 0) (-24 -24 -24) (24 24 24) X X X DYNAMIC Medium-sized fire. "alphalevel" Opacity level -- 1 to 10 (default=5) "light" Light radius (default=300) "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED light_fire_lg (1 0 0) (-32 -32 -32) (32 32 32) X X X DYNAMIC Large-sized fire. "alphalevel" Opacity level -- 1 to 10 (default=5) "light" Light radius (default=300) "_cone" Defines spotlights size (default=10) "_color" Defines the color in scalar R G B values default=1 1 1) "movedir" Defines the color in scalar R G B values of the flare "health" Diameter of the flare (default=24) "dmg" Flare type (0=white, 1=sun, 2=amber, 3=red, 4=blue, 5=green) (default=0) "_mangle" Yaw and pitch spot direction -- 0 to 360, -90 to 90, or you can use _spotvector "_spotvector" Spot direction set by vector X Y Z, or you can use _spotpoint "_spotpoint" Spot direction set by coordinate X Y Z. "_focus" Cone attenuation for spotlights "_falloff" Fall off style -- 0=linear, 1=inverse, 2=inverse square (default=1) "_wait" Light distance attenuation "_angwait" Light angle attenuation "style" Light frequency (0=normal, 1=fire flicker #1, 2=slow strong pulse, 3=candle #1, 4=fast strobe, 5=gentle pulse #1, 6=fire flicker #2, 7=candle #2, 8=candle #3, 9=slow strong strobe, 10=fluorescent flicker #1, 11=slow pulse fades to black, 12=fire flicker #3, 13=fluorescent flicker #2, 14=fluorescent flicker #3, 15=realistic fade #1, 16=realistic fade #2, 17=slow strongstrobe (out of phase), 18=three cycle strobe #1, 19=three cycle strobe #2, 20=three cycle strobe #3 (styles 32-62 are assigned by the light program for switchable lights) */ /*QUAKED cast_whore (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGER_SPAWN FLAMETHROWER BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP SHOTGUN Two handed weapon chick (gender: female) "model" models\actors\whore\ "head" Head shape - 0 = default, 1 = bald, 2 = pony tail "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "currentcash" Money (negative value to hire) "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_bitch (1 .5 0) (-16 -16 -24) (16 16 48) LOCKSMITH TRIGGER_SPAWN x x x IMMEDIATE_FOLLOW_PATH MELEE NO_SHADOW NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP One-handed weapon chick (gender: female) "model" models\actors\bitch\ "head" Head shape - 0 = default, 1 = bald, 2 = pony tail "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "currentcash" Money (negative value to hire) "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_punk (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGER_SPAWN FLAMETHROWER BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP SHOTGUN Two handed weapon thug (gender: male) "model" models\actors\punk\ "art_skins" Head -- torso -- legs skin number (always three digits) "head" Head shape - 0 = default, 1 = bald, 2 = ski_head (missing), 3 = helmet "scale" Model scale -- 0 to 1 (default=1) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "currentcash" Money (negative value to hire) "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_runt (1 .5 0) (-16 -16 -24) (16 16 48) LOCKSMITH TRIGGER_SPAWN x x x IMMEDIATE_FOLLOW_PATH MELEE NO_SHADOW NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP One handed weapon runt (gender: male) "model" models\actors\runt\ "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "currentcash" Money (negative value to hire) "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_shorty (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGER_SPAWN FLAMETHROWER BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP SHOTGUN Two handed weapon runt (gender: male) "model" models\actors\shorty\ "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "currentcash" Money (negative value to hire) "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_thug (1 .5 0) (-16 -16 -24) (16 16 48) LOCKSMITH TRIGGER_SPAWN x x x IMMEDIATE_FOLLOW_PATH MELEE NO_SHADOW NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP One handed weapon thug (gender: male) "model" models\actors\thug\ "head" Head shape - 0 = default, 1 = bald, 2 = ski_head (missing), 3 = helmet "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "currentcash" Money (negative value to hire) "count" +1 cigar, +2 hat1, +4 hat2, +8 hat3 "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "localteam" Gang name "angle" Facing direction "health" Health points (default=100, 200 when friendly) "name" Character's name "acc" Accuracy (default=2) "cal" Weapon caliber (default=3) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random "item" Item name to drop on death "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_dog (1 .5 0) (-16 -16 -16) (16 16 22) x TRIGGER_SPAWN x x x x x x NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Dog "model" models\actors\dog\ "skin" Skin - 1 or 2 (default=1) "scale" Model scale -- 0 to 1 (default=1) "currentcash" Money "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy "localteam" Gang name "angle" Facing direction "health" Health points (default=100) "target" Walk to (path_corner_cast) "guard_target" Link to ai_guard entity "combattarget" Link to path_corner_cast "deathtarget" Target to trigger on death "killtarget" Entity to delete on death "leader_target" Link to another gang member "health_target" Target to health threshold events 1 (trigger or run to) "health_threshold" Must be set if health_target is used "health_target2" Target to health threshold events 2 (trigger or run to) "health_threshold2" Must be set if health_target2 is used "health_target3" Target to health threshold events 3 (trigger or run to) "health_threshold3" Must be set if health_target3 is used "aiflags" AI flags */ /*QUAKED cast_thug_sit (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGER_SPAWN x x x IMMEDIATE_FOLLOW_PATH MELEE NO_SHADOW NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Guy with the pistol, should always be neutral (gender: male). "model" models\actors\thug_sit\ "art_skins" Head -- torso -- legs skin number (always three digits) "scale" Model scale -- 0 to 1 (default=1) "cast_group" Gang number -- 0 = neutral "angle" Facing direction "health" Health points (default=100) "name" Character's name */ /*QUAKED cast_bum_sit (1 .5 0) (-24 -24 -24) (24 24 48) SPMOD_BUM TRIGGER_SPAWN x x x x x x NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP A bum, should always be neutral (gender: male). "model" models\actors\bum_sit\ "art_skins" Head -- torso -- legs skin number (always three digits) "currentcash" Money "scale" Model scale -- 0 to 1 (default=1) "cast_group" Gang number -- 0 = neutral "angle" Facing direction "health" Health points (default=100) "name" Character's name "aiflags" AI flags (note: this entity always talk and will never walk) "count" +1 cigar, +2 fedora, +4 stetson, +8 hat3 */ /*QUAKED ai_boundary (.5 .5 0) ? Character will abort pursuing player when touching this brush. Will take cover until the player is out of view, then return to guarding position (if character has been assigned one). "moral" Only characters with an equal or lower moral will be affected by this brush. "cast_group" Gang number -- 0 = neutral, 1 = friendly, 2+ = enemy */ /*QUAKED ai_combat_spot (.5 .5 1) (-16 -16 -24) (16 16 48) Supposed to be a good place to go during fights; This classname is actually never referenced outside the spawning routine and is very likely bogus (although placed in pv_1, ty3 and ty4). */ /*QUAKED ai_event_follow (.5 .5 0) ? Client touching this brush will become a leader to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work). "cast_group" Gang number -- 1 = friendly, 2+ = enemy */ /*QUAKED ai_event_hostile (.5 .5 0) ? Character touching this brush will become a hostile enemy to all other characters in line of sight, that have the same "cast_group" as the brush ("cast_group" must be greater than 0 to work). "cast_group" Gang number -- 1 = friendly, 2+ = enemy */ /*QUAKED ai_guard (.5 .5 1) (-16 -16 -24) (16 16 48) Set a cast's 'guard_target' to the 'targetname' of this entity. That character will then guard this location. "targetname" This entity's ID, used in 'guard_target' of the cast entity "guard_radius" Max guarding radius (default=512) */ /*QUAKED ai_locked_door (.5 .5 0) ? A character touching this brush will check the targeted door to see if it is closed. If so, the character will head towards the specified path_corner_cast. Example use: guiding AI characters away from a locked door "target" Door's ID "pathtarget" path_corner_cast's ID to head for */ /*QUAKED misc_skidrow_ai_reset (.5 .5 0) ? Skidrow only: when triggered, this brush will reset Bernie and Arnold's location and let them forget the player. */ /*QUAKED ep_skidrow_flag (.5 .5 0) ? Skidrow only: will register episode flag EP_SKIDROW_RATS_FIND on touch; "Overheard conversation between some Swer rats, looks like the Scorp gang swiped their moto battery. Guess I'll have to venture into their turf to find it if I'm ever getting the hell out here..." */ /*QUAKED ai_moker_notinoffice (.5 .5 1) ? Steel Town only: will register episode flag EP_STEELTOWN_MOKER_NOTINOFFICE "Moker's not in his office" on touch. */ /*QUAKED ai_ty_fuseblown (.5 .5 1) ? Train Yard only: will register episode flag EP_TY_FUSEBLOWN "The fuse for the ladder is blow. They gotta keep a spare one somewhere around here..." on touch. */ /*QUAKED ai_sy_dykes_boundry (.5 .5 1) ? Ship Yard only: will cause Moe, Larry and Curly to attack on touch. */ /*QUAKED ai_sy_oilcan (.5 .5 1) ? Ship Yard only: will register episode flag EP_SY_GOTO_DOORSHUT "This ship's door was rusted shut..." on touch. */ /*QUAKED ai_sy_blefty (.5 .5 1) ? Ship Yard only: when touched, unlink BLefty if EP_SY_FOUND_BITCH "I gotta tell Big Willy we were too late to save Lizzy. I should probably bring him back some proof. Hmm, I wonder..." is set (player found Lizzy's head) */ /*QUAKED ai_ty_valvehandle (.5 .5 1) ? Train Yard only: if the Valve is not in player's inventory when touched, play 'scenaric/need_valvehandle.wav' */ /*QUAKED ai_pv_fuseblown1 (.5 .5 1) ? Poison Ville only: will register episode flag EP_PV_FUSEBLOWN on touch. EP_PV_FUSEISBLOWN1 will also be registered if it isn't already. If EP_PV_FUSEISBLOWN2 is registered, will play 'scenaric/fuse2.wav', will play 'scenaric/fuse1.wav' if not. */ /*QUAKED ai_pv_fuseblown2 (.5 .5 1) ? Poison Ville only: will register episode flag EP_PV_FUSEBLOWN on touch. EP_PV_FUSEISBLOWN2 will also be registered if it isn't already. If EP_PV_FUSEISBLOWN1 is registered, will play 'scenaric/fuse2.wav', will play 'scenaric/fuse1.wav' if not. */ /*QUAKED ai_pv_deadlouie (.5 .5 1) ? Poison Ville only: will register episode flag EP_PV_LOUIEPVB "The two goons were yelling about forgetting to swipe a key. I wonder if Louie still has it on him?" on touch. */ /*QUAKED misc_skidrow_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Skidrow only: MagicJ will run there if player is acting violently toward him. */ /*QUAKED misc_pv_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Poison Ville only: Yolanda will walk there to "distract guards" if episode flag EP_PV_YOLANDA_TOOK_MONEY is set */ /*QUAKED misc_ty_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Train Yard only: used by actors to pick location where it is safer to run away from player (very likely dummy) */ /*QUAKED misc_sy_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Ship Yard only: Moe will run there if he's attacked. */ /*QUAKED misc_steeltown_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Steel Town only: used by kids in the mill to run away. */ /*QUAKED misc_kroker_afraid (.5 .5 1) (-16 -16 -24) (16 16 48) Steel Town only: safe spot for Kroker. */ /*QUAKED rc_initiation_brush (.5 .5 0) ? Radio City only: marks where the player can no longer fire his gun. When touched, register EP_RC_INTOBRUSH flag (also unregister EP_RC_OUTOFBRUSH), used for Joker Gang's initiation. */ /*QUAKED rc_initiation_observer (.5 .5 1) (-16 -16 -24) (16 16 48) Radio City only: if episode flag EP_RC_INTOBRUSH is registered (and EP_RC_JOKERS_HIRED is not), will report to Butch or Patrick if the player used a gun (and register episode flag EP_RC_FAILED_TEST "Ooops, had to use a gun. I wonder if they'll still let me join?"). */ /*QUAKED ai_safespot (.5 .5 1) (-16 -16 -24) (16 16 48) Supposed to be a safe spot for entities having troubles (running like hell to 'flee_target') -- but there's nothing implying that statement in the code (in fact, 'flee_target' isn't defined at all). Anyway, it's still used as a positionning target for safecrackers (Buster and Fingers) in Poisonville and locksmith (David) in Steeltown. "targetname" This entity's ID */ /*QUAKED ai_territory (.5 .5 0) ? This entity marks the boundary of a gang's territory. A character touching this will be deemed inside the gang's territory. This means war if sighted. Point the "angle" in the direction of the territory. This lets the AI know if the character is walking into or out of the territory. "cast_group" Gang number that owns the territory -- 1 = friendly, 2+ = enemy "angle" Points to the direction of the territory "radius" Distance from brush before the player will be attacked (default=512) "moral" Moral -- 1 to 7 = coward to psychotic, 0 = random */ /*QUAKED ai_trigger_character (.5 .5 0) ? When the player touches this brush, the targeted character will start following it's path_corner_cast. "target" Character's ID to be triggered "cast_group" Gang number -- 1 = friendly, 2+ = enemy (default=2) */ /*QUAKED func_explosive (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST SURF2_ALPHA AUTO_SOUND CRITICAL_ONLY x x NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP Any brush that you want to explode or break apart. If you want an explosion, set dmg and it will do a radius explosion of that amount at the center of the brush. If targeted it will not be shootable. In SPMod, the brush can only be destroyed if enough damages are dealt in ONE hit (if CRITICAL_ONLY is set). "health" Hit points (default=100) "type" Type of debris ("glass", "wood" or "metal", default="glass") "mass" Amount of debris (default=75) "dmg" How much radius damage should be done (default=0) "fxdensity" Size of explosion 1 to 100 (default=10) "noise" Sound effect to play (set "AUTO_SOUND" if you're lazy, SPMOD only) "target" Entity to trigger when broken "killtarget" ID of the entity to delete when broken */ /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST SURF2_ALPHA x x NOT_EASY NOT_MEDIUM NOT_HARD NOT_DEATHMATCH NOT_COOP This is just a solid wall if not inhibited. Wall is always present by default, unless TRIGGER_SPAWN is set -- When triggered, the wall will shift from OFF to ON (or ON to OFF). "targetname" This entity's ID */ /*QUAKED misc_skidrow_radio (.5 .5 1) (-16 -16 -24) (16 16 48) Bernie and Arnold will listen to this. After the radio has stopped, they'll discuss the game for some time. "target" Link to an info_null to set direction "wait" Time spent listening to the radio "speed" Time spent discussing the game afterwards "delay" Time to wait between starting to listen to the radio "killtarget" ID of the entity to delete when broken */ /*QUAKED misc_skidrow_ambush (.5 .5 1) (-16 -16 -24) (16 16 48) Skidrow only: used to set ambush location for Bernie and Arnold when the player goes into the 2nd door. */ /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST This is a solid bmodel that will fall if its support it removed. "dmg" Damages inflicted to crushed entities (default=100) */ /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER SILENT Plats are always rendered in the extended position when compiling map, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat. You can make it silent in SPMOD if you set 'silent' spawnflag. "speed" Moving speed (default=20) "accel" Acceleration (default=5) "decel" Deceleration (default=5) "dmg" Damages when blocked (default=2) "lip" Lip (default=8) "height" Override physical brush height "targetname" This entity's ID "wait" Time to wait before trigger */ /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST You need to have an origin brush as part of this entity. The 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 spawnflag to change the rotation axe. "speed" Moving speed (default=100) "dmg" Damages when blocked (default=2) */ /*QUAKED func_button (0 .5 .8) ACTIVATE_GENERAL AUTO_OPEN TOGGLE NO_MONSTER DONOTMOVE REMOVE_SELF When a button is touched, it moves some distance in the direction of its angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again. "angle" Determines the sliding direction "target" All entities with a matching ID will be used "killtarget" ID of the entity to delete when triggered "speed" Moving speed (default=40) "accel" Acceleration (default=speed) "decel" Deceleration (default=speed) "wait" Wait before return (default=1) (set to -1=never return) "lip" Lip (default=4) "health" If set, the button is shootable "sounds" 0 or 1=silent, 2=butn2, 3=valve, 4=wheel, 5=console, 6=push, 7=thunk, 8=wall */ /*QUAKED func_door (0 .5 .8) ? START_OPEN AUTO_OPEN CRUSHER NO_MONSTER ANIMATED TOGGLE ANIMATED_FAST SURF2_ALPHA A sliding door. "message" Message printed once when the door is touched if it is a trigger door "team" Trigger every door with the same team name "angle" Determines the opening direction (-1=top, -2=bottom) "targetname" This entity's ID, must be triggered with a button or a trigger field if set. "target" Targeted entity's ID, will be triggered on opening "target2" Point to an ai_safespot's ID (for lockpicking purpose), can also be used as an alternate "targetname" field. "killtarget" ID of the entity to delete when triggered "health" If set, door must be shot open "speed" Movement speed (default=100) "accel" Acceleration (default=speed) "decel" Deceleration (default=speed) "wait" wait before returning (default=3, -1 = never return) "lip" lip remaining at end of move (default=8) "dmg" damage to inflict when blocked (default=2) "key" Key number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key,6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10) "sounds" 0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2) */ /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE SURF2_ALPHA NO_MONSTER ANIMATED TOGGLE X_AXIS Y_AXIS You need to have an origin brush as part of this entity. The 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. "distance" How many degrees the door will be rotated. "speed" Movement speed (100 default) "style" 0 = rotate away from it's activator, 1 = fixed rotation (default 0) "message" Message printed once when the door is touched if it is a trigger door "team" Trigger every door with the same team name "angle" determines the opening direction "targetname" This entity's ID, must be triggered with a button or a trigger field if set. "target" Targeted entity's ID, will be triggered on opening "target2" Point to an ai_safespot's ID (for lockpicking purpose), can also be used as an alternate "targetname" field. "killtarget" ID of the entity to delete when triggered "health" if set, door must be shot open "wait" wait before returning (default=3, -1 = never return) "dmg" damage to inflict when blocked (default=2) "key" Key number required to unlock (-1=trigger unlock or pick, 1=Store Room Key, 2=Electrical_Room, 3=Chem_Plant_Key, 4=Bridge_Key, 5=Shipyard_Key,6=Warehouse_Key, 7=Shop_Key, 8=Ticket, 9=Office_Key, 10=Key10) "sounds" 0 or 1=silent, 2=metal sliding, 3=wooden swinging, 4=metal swinging, 5=metal sliding train, 6=metal rolling, 7=metal swing-up garage door, 8=wooden swinging, 9=wooden drawer, 10=metal drawer (default=2) */ /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON Automatic trigger, can be activated, toggle. "targetname" This entity's ID "target" Targeted entity's ID "killtarget" ID of the entity to delete when triggered "wait" Base time between triggering all targets, in seconds (default=1) "random" Wait variance, in seconds (default=0) "delay" Delay before first firing when activated (default=0) "pausetime" Additional delay used only the very first time, if START_ON is set */ /*QUAKED func_subdoor_base (0 .5 .8) ? X REVERSE CRUSHER NO_MONSTER ANIMATED TOGGLE X_AXIS Y_AXIS AUTO_OPEN Supposed to work like a submarine door: you turn around a valve then the valve stops moving and the door opens, but very likely bogus. The func_subdoor_handle1 will rotate 90 deg then the door will open with func_subdoor_handle2. You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You also need a 'func_subdoor_handle1' and a 'func_subdoor_handle2', both handles are in the same area in level space. "distance" Is how many degrees the door will be rotated. "speed" Determines how fast the door moves (default=100) "message" Message printed once when the door is touched if it is a trigger door "angle" determines the opening direction "targetname" This entity's ID. If set, must be triggered with a button or trigger field. "killtarget" ID of the entity to delete when triggered "health" if set, door must be shot open "speed" movement speed (default=100) "wait" wait before returning, never return when set to '-1' (default=3) "dmg" damage to inflict when blocked (default=2) "sounds" 0 or 1=silent, 2=light, 3=medium, 4=heavy (default=0) */ /*QUAKED func_water (0 .5 .8) ? START_OPEN Movable water brush, must be targeted to operate. Use a non-water texture at your own risk. "targetname" This entity's ID "angle" Determines the opening direction (-1=up, -2=down –only-) "speed" Movement speed (default=25) "wait" Wait before returning (default=-1, TOGGLE) "lip" Lip remaining at end of move (default=0) "sounds" 0=silent, 1=water, 2=water */ /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS SURF2_ALPHA Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. "speed" Movement speed (default=100) "dmg" Damage to inflict when blocked (default=2 ; BLOCK_STOPS default=100) "noise" Looping sound to play when the train is in motion "targetname" This entity's ID "target" First 'path_corner' entity's ID "killtarget" ID of the entity to delete when triggered */ /*QUAKED func_lift (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS Lifts are moving platforms that players and ai_characters can ride (up and down only!!). The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. A button is required for the AI to use. "speed" Movement speed (default=100) "dmg" Damage to inflict when blocked (default=100; BLOCK_STOPS default=0) "noise" looping sound to play when the train is in motion "target2" ID string for attached button "target" Destination point "killtarget" ID of the entity to delete when triggered */ /*QUAKED func_train_rotating (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS SURF2_ALPHA Trains are moving platforms that players can ride. The targets origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. If the train is the target of a button or trigger, it will not begin moving until activated. "speed" Movement speed (default=100) "dmg" Damage to inflict when blocked, set to 666 to kill on touch! (default=100; BLOCK_STOPS default=0) "noise" Looping sound to play when the train is in motion "reactdelay" Sound length in second (default=1) "target" Path_corner's ID "killtarget" ID of the entity to delete when triggered */ /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE Conveyors are stationary brushes that move what's on them. The brush should have a surface with at least one current content enabled. "speed" Traveling speed (default=100) */ /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down A secret door. Slide back and then to the side. "targetname" This entity's ID "target" Target entity's ID "angle" Moving direction "dmg" Damage to inflic when blocked (default=2) "wait" How long to hold in the open position, stay forever if '-1' (default=5) "health" Strength, must be shot-open if set. "killtarget" ID of the entity to delete when triggered */ /*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16) Stepping onto this disc will teleport players to the targeted 'misc_teleporter_dest' object. model="models\objects\dmspot\tris.md2" "target" Target entity's ID */ /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16) Teleporter destination point. "targetname" This entity's ID "angle" Facing angle when exiting teleporter */ /*QUAKED misc_alarm (1 .5 0) (-8 -8 -8) (8 8 8) Rings when triggered, when turned on, triggers the 'alarm' eventscript. "targetname" This entity's ID "count" Duration of alarm ringing (default=60) */ /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8) Spawns an explosion when used. "targetname" This entity's ID "target" Target entity's ID "delay" Wait time before explosion "dmg" how much radius damage should be done (default=0) "fxdensity" explosion size -- 1 to 100 (default=10) */ /*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) Flag1 Flag2 Flag3 Flag4 Flag5 Flag6 Flag7 Flag8 Will spawn an entity when triggered, the spawned entity inherit this entity's spawnflags, angle and origin. "targetname" This entity's ID "target" Spawned entity's classname "speed" Spawned entity's velocity "angle" Spawned entity's direction */ /*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Once this trigger is touched or used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. "targetname" This entity's ID */ /*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8 Triggered by a trigger_crosslevel_trigger elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and killtarget also work. "target" Target entity's ID "delay" Delay before using targets if the trigger has been activated (default=1) "killtarget" ID of the entity to delete when triggered "message" Message to display on trigger */ /*QUAKED target_flamethrower (1 0 0) (-8 -8 -8) (8 8 8) Shoots flame when triggered on, does not when triggered off. model="models/weapons/sshell_md2/tris.md2" "dmg" Damage the flame does per frame (default=2) "fxdensity" Set to 1 to start on "deadticks" Angle adjustment up and down -- -90 to 90 (default=0) "targetname" This entity's ID */ /*QUAKED target_fire (1 0 0) (-8 -8 -8) (8 8 8) Spawn a fire. "fxdensity" Size of fire -- 1 to 100 (default=10) "deadticks" Random fire sections per frame (default=3) "duration" How long fire stay alive in seconds, last forever if -1 (default=5.0) "dmg" Damage per second (default='fxdensity') "reactdelay" Fire spread factor -- 0.0 to 10.0 (default=1) "target" Target entity's ID "targetname" This entity's ID */ /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF IMPORTANT Sound emitter, play a sound each time the entity is triggered, can be toggled on and off if LOOPED-ON or LOOPED-OFF is set (looped sounds are always 'attenuation=3', 'volume=1') "targetname" This entity's ID "noise" Wav file to play "attenuation" Radius -- -1=whole level, 1=normal fighting sound, 2=idle sound, 3=ambient sound (default=1) "volume" Volume -- 0 to 1 (default=1) */ /*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE "target" Target entity's ID "targetname" This entity's ID "speed" How many seconds the ramping will take "message" Two letters: starting lightlevel and ending lightlevel ('a'=dark to 'z'=bright) */ /*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8) When triggered, this initiates a level-wide earthquake, all players and monsters are affected. "speed" Severity of the quake (default=200) "count" Duration of the quake (default=5) "targetname" This entity's ID */ /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED x TRIGGERED_TOGGLE Repeatable trigger. Must be targeted at one or more entities. "target" Target entity ID "targetname" This entity's ID "killtarget" ID of the entity to delete when triggered "wait" Seconds between triggerings (default=.2) "delay" Wait before triggering targeted entities "message" String to be displayed when triggered "sounds" Sound emitted on trigger -- 0=silent, 1=secret.wav, 2=talk.Wav, 3=trigger1.wav (default=0) */ /*QUAKED trigger_once (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED SCENERIC TRIGGERED_TOGGLE Triggers once, then removes itself. You must set the key 'target' to the name of another object in the level that has a matching 'targetname'. If TRIGGERED is set, this trigger must be triggered before it is live. "target" Target entity ID "targetname" This entity's ID "killtarget" ID of the entity to delete when triggered "delay" Wait before triggering targeted entities "message" String to be displayed when triggered "sounds" Sound emitted on trigger -- 0=silent, 1=secret.wav, 2=talk.Wav, 3=trigger1.wav (default=0) */ /*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) Code leftovers from Q2, train manager (gives a 'func_train' a new 'pathtarget' inherited from the activator entity) "targetname" This entity's ID "target" func_train's ID */ /*QUAKED misc_smoke (1 0 0) (-16 -16 -64) (16 16 64) ALPHA1 ALPHA2 ALPHA4 ALPHA6 ALPHA8 SCALE50 Code leftovers, display an unexisting smoke sprite. */ /*QUAKED trigger_counter (.5 .5 .5) ? nomessage Acts as an intermediary for an action that takes multiple inputs. If the cvar 'developer' is '1' and 'nomessage' is unset, each time this entity is triggered, the message "X more to go..." will appear (and "Armageddon virus installed successfully" when the sequence is completed) "killtarget" ID of the entity to delete when triggered "count" Number of times this trigger must be activated before triggering its targets (default=2) "targetname" This entity's ID "target" Entity to trigger */ /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8) This trigger will always fire. It is activated by the world. "target" Entity to trigger */ /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE Pushes the player. "angle" Push direction "speed" Push speed (default=1000) */ /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW Any entity taking damage touching this trigger will loose 'dmg' health points each server frame (or every second if SLOW spawnflag is set). "dmg" Damages inflicted when touched (default=5) */ /*QUAKED trigger_hurt_electric (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW Any entity taking damage touching this trigger will be electrocuted and loose 'dmg' health points each server frame (or every second if SLOW spawnflag is set). "dmg" Damages inflicted when touched (default=5) */ /*QUAKED trigger_hurt_fire (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW Any entity taking damage touching this trigger will burn and loose 'dmg' health points each server frame (or every second if SLOW spawnflag is set). "dmg" Damages inflicted when touched (default=5) */ /*QUAKED trigger_monsterjump (.5 .5 .5) ? Walking monsters that touch this entity will jump in the direction of the trigger's angle. "angle" Thrown direction "speed" Speed thrown forward (default=200) "height" Speed thrown upwards (default=200) */ /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) This fixed size trigger cannot be touched, it can only be fired by other events. "delay" Time in seconds before triggering the target "targetname" This entity's ID "target" Target entity "killtarget" ID of the entity to delete when triggered "random" SPMod only, chances for the trigger to succeed (100=always succeed, 0=always fail) */ /*QUAKED trigger_unlock (.5 .5 .5) ? Player will unlock a targeted door when this brush is touched, can also be triggered (door's 'key' must be '-1') "targetname" This entity's ID "target" Target ID to match door */ /*QUAKED trigger_motorcycle (.5 .5 .5) ? Skidrow only, will trigger the motorcycle cutscene script. If 'Battery' is in player's inventory, the item is taken away, the targeted entity is triggered, every 'props_motorcycle' entities are removed from the map while a new entity is spawned to make the cutscene animation. If 'Battery' is not in player's inventory, EP_SKIDROW_FOUND_BIKE flag is registered ("Found the bike... Broken down piece of junk doesn't have a battery...") and nothing else happen. "target" Entity to trigger (misc_use_cutscene for instance) "killtarget" ID of the entity to delete when triggered */ /*QUAKED dm_cashspawn (0.5 0 1) (-16 -16 -16) (16 16 16) Spawn location for cash in "Grab da Loot" games. "angle" Direction to project cash upon spawning "speed" Projection's speed "type" "cashroll" or "cashbag" ("cashbag" takes longer to spawn) */ /*QUAKED dm_safebag (0.5 0 1) (-12 -12 -16) (12 12 12) Bag that holds the money in the safe. model="models/pu_icon/money/money_lg.md2" "style" Team that this bag belongs to (1 or 2) */ /*QUAKED dm_props_banner (.5 0 1) (-47 -6 -100) (47 6 100) Temp banner for teamplay. model="models\props\flag\flag1.md2" "style" Team that this banner belongs to (1 or 2) "scale" Model scale (default=1) */ /*QUAKED func_group (0 0 0) ? Used to group brushes together just for editor convenience. */ /*QUAKED func_areaportal (0 0 0) ? Toggle visibility portal's when activated, usually enclosed in the middle of a door so when it is closed, the area beyond is not rendered (the door must target this entity) "targetname" This entity's ID */ /*QUAKED trigger_key (.5 .5 .5) (-8 -8 -8) (8 8 8) A relay trigger that only fires it's targets if player has the proper key. "target" Targeted entity's ID "targetname" This entity's ID "item" Item required (pickup name) */ /*QUAKED func_killbox (1 0 0) ? Kills everything inside when fired, regardless of protection. "targetname" This entity's ID */ /*QUAKED smoke_esm (1 0 0) (-8 -8 -8) (8 8 8) Smoke effect, extra-small "alphalevel" Opacity level, 1 to 10 */ /*QUAKED smoke_sm (1 0 0) (-16 -16 -16) (16 16 16) Smoke effect, small "alphalevel" Opacity level, 1 to 10 */ /*QUAKED smoke_med (1 0 0) (-24 -24 -24) (24 24 24) Smoke effect, medium "alphalevel" Opacity level, 1 to 10 */ /*QUAKED smoke_lg (1 0 0) (-32 -32 -32) (32 32 32) Smoke effect, large "alphalevel" Opacity level, 1 to 10 */