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copper.def
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/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Waypoint for platforms and monsters. Will stop here for good if no path_corner is targeted by this entity.
Monsters who wait here will turn to face 'angle'.
Keys:
"targetname" must be present. The name of this pathcorner.
"target" the next spot to move to. If not present, stop here for good.
"wait" The number of seconds to spend standing here
"angle" direction to face while standing here
"speed" tell a visiting func_train to change its speed. If a path_corner's speed is -1, the func_train's move when LEAVING that corner will be to snap instantly to the next corner.
*/
/*QUAKED func_button (0 .5 .8) ? ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
When a button is touched, it moves some distance in the direction of its angle, triggers all of its targets, waits some time, then returns to its original position where it can be triggered again.
Acts as if touched when triggered. Will depress itself when locked by a target_lock to look inactive.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
0) steam metal
1) wooden clunk
2) metallic click
3) in-out
4) trigger noise (big light switch)
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
The normal starting point for a level. Only one is allowed. Will fire its targets when a player is spawned here, with player as activator.
"angle" viewing angle when spawning
"fog_color"/"fog_density"/"fog_sky" set the fog when spawning at this spot (fog_sky 0 = no change, -1 = clear to 0)
*/
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Only used on start map for the return point from an episode. Will fire its targets when a player is spawned here, with player as activator.
"angle" viewing angle when spawning
"fog_color"/"fog_density"/"fog_sky" set the fog when spawning at this spot (fog_sky 0 = no change, -1 = clear to 0)
*/
/*QUAKED info_player_start_test (1 0 0) (-16 -16 -24) (16 16 24) USE ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Debug starting point for a level. Overrides info_player_start if present and 'USE' is checked, does nothing if 'USE' is not checked. Will fire its targets when a player is spawned, here with player as activator.
"angle" viewing angle when spawning
"fog_color"/"fog_density"/"fog_sky" set the fog when spawning at this spot (fog_sky 0 = no change, -1 = clear to 0)
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
potential spawning position for deathmatch games
"angle" viewing angle when spawning
"fog_color"/"fog_density"/"fog_sky" set the fog when spawning at this spot (fog_sky 0 = no change, -1 = clear to 0)
*/
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) TRIGGER_FIRST ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Potential spawning position(s) for coop games. Will fire its targets when a player is spawned here, with player as activator.
"angle" viewing angle when spawning
"fog_color"/"fog_density"/"fog_sky" set the fog when spawning at this spot (fog_sky 0 = no change, -1 = clear to 0)
TRIGGER_FIRST - this start won't be used to spawn coop players until triggered, so respawning players don't have to walk all the way back to the action
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN ? DONT_LINK GOLD_KEY SILVER_KEY TOGGLE CRUSHER ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Door. Opens; closes.
If two doors touch, they are assumed to be connected and operate as a unit. Targets, targetnames, and the Crusher and Toggle spawnflags are safely shared between linked doors automatically.
Doors will not link if either has the "dont_link" spawnflag, if they have different targetnames, or different key requirements.
SPAWNFLAGS
"start_open" causes the door to move to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not usefull for touch or takedamage doors).
"dont_link" don't link to any touching doors
"toggle" causes the door to wait in both the start and end states for a trigger event.
"crusher" do not reverse when blocked
Key doors are always wait -1.
"message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet. if locked, will print this instead of default silver/gold message.
"angle" determines the opening direction
"targetname" if set, no touch field will be spawned and a remote button or trigger activates the door, unless the door is only targeted by a target_lock.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"speed2" make close speed different from open speed
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"distance" specify movement distance directly, overrides lip (-1 to explicitly not move)
"dmg" damage to inflict when blocked (2 default)
"noise1-4" override open/stop/locked/unlocked sounds, respectively
"sounds"
0) silent
1) stone
2) base
3) stone chain
4) hissy metal
5) winchy secret door
6) base secret door
*/
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Secret door. Slides back, then to the side.
There are three ways to configure how this door moves:
1) Set 'Angle'. The secret door will first move to the right of that angle by t_width units, then in the direction of that angle by t_length units. The first move can be altered with the 'move left first' or 'move down first' spawnflags.
2) Set 'dest1' and 'dest2'. These are (x y z) vectors in worldspace corresponding to the first and second move, which will be scaled to the size of t_width and t_length.
3) Target a path_corner which targets a second path_corner. The door will move by its minimum corner like a func_train.
Activating this door with a trigger while it is opening will have no effect. Activating it while it is waiting open will reset its wait time (holding it open). Activating it while it is closing will cause it to reverse direction and open again. This lets you put a trigger_multiple in a secret room behind a func_door_secret to hold it open as long as a player is inside.
Flags:
"open_once" stays open
"1st_left" First move is opposite of v_right, then toward "angle"
"1st_down" First move is down, then toward "angle"
"no_shoot" only opened by trigger
"always_shoot" even if targeted, keep shootable
Keys:
"dmg" damage to inflict when blocked (default: 2). If a secret door has a targetname, it will only be opened by it's button or trigger, not by damage.
"speed" speed of first move, default 50
"speed2" speed of second move, defaults to "speed"
"sounds"
1 = medieval
2 = metal
3 = base
"t_width" override distance for first move
"t_length" override distance for second move
"dest1"+"dest2" if both set, uses dest1 and dest2 for first and second move vectors, ignoring 1st_whatever spawnflags. still needs width and length.
"target" if pointed at a path_corner that targets a second path corner, will use these as the moves instead (relative to min corner, like a func_train) and ignore all of the above.
"wait" # of seconds before coming back, default 5
*/
/*QUAKED misc_explobox (.8 .2 0) (0 0 0) (32 32 64) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Large exploding box. 150 damage.
will do enough damage to set off other barrels at up to ~172u distance (center to center)
"health" defaults to 18. -1 will make it immune to damage (trigger only)
"target" fires targets when it explodes
"targetname" will explode when triggered
"wait" will respawn after 'wait' seconds
"count" will only respawn 'count' times
*/
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 32) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Smaller exploding box. 100 damage. REGISTERED ONLY
will do enough damage to set off other barrels at up to ~128u distance (center to center)
"health" defaults to 18. -1 will make it immune to damage (trigger only)
"target" fires targets when it explodes
"targetname" will explode when triggered
"wait" will respawn after 'wait' seconds
"count" will only respawn 'count' times
*/
/*QUAKED func_explobox (.8 .2 0) ? TARBABY PUFF ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Build your own exploding box!
Keyvalues:
"health" defaults to 18. -1 will make it immune to damage (trigger only)
"dmg" damage to explode with, defaults to 150 if unset. -1 will force 0.
"target" fires targets when it explodes
"targetname" will explode when triggered
"wait" will respawn after 'wait' seconds
"count" will only respawn 'count' times
*/
/*QUAKED trigger_fogblend (.5 .5 .2) ? ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Acts as a smoothly blending portal between two zones of different fog. Sets the fog for any client passing through it, blending their global fog settings between "fog_color"/"fog_density" and "fog_color2"/"fog_density2" proportional to their position within the trigger.
"fog_sky"/"fog_sky2" will affect r_skyfog at the same time if both are non-zero. Use -1 if you really want 0.
The axis of motion on which the blend happens is defined by "angle", pointing to whatever zone has color2 and density2. Trigger therefore has two 'sides' - the side that "angle" points to, and the opposite side.
"distance" - override the length of the blend period in world units - defaults to bounds size
on 'angle' otherwise. this is only useful for diagonal triggers.
CAVEATS:
- will 'stuffcmd' up to 20 times per frame so try not to make these huge, but as an optimization, Copper will avoid sending the stuffcmd if it determines that the fog difference frame over frame is not visually significant.
- a bug in most quake engine ports will reset the eye position smoothing that happens when climbing stairs or riding a plat on every frame that a 'stuffcmd' is sent, so fog transitions during upwards motion will cause noticeable stuttering.
*/
/*QUAKED target_fogblend (.5 .5 .2) (-8 -8 -8) (8 8 8) ONE_WAY REVERSE GLOBAL ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Blends the fog for a client. activator's fog will be blended from "fog_color" and "fog_density"
to "fog_color2" and "fog_density2". Triggering again will blend it back, unless ONE_WAY is set.
"fog_sky"/"fog_sky2" will affect r_skyfog at the same time if both are non-zero. Use -1 if you really want 0.
Set REVERSE if you're tired of swapping the values by hand.
Set GLOBAL to affect all clients in multiplayer, not just the activator.
"delay" - pause before beginning to blend
"speed" - time to spend blending, -1 for an instant change to fog2.
"speed2" - time to spend blending back, if different than "speed". -1 for instant.
CAVEATS:
- will 'stuffcmd' up to 20 times per frame so try not to make this take too long, but as an optimization, Copper will avoid sending the stuffcmd if it determines that the fog difference frame over frame is not visually significant.
- a bug in most quake engine ports will reset the eye position smoothing that happens when climbing stairs or riding a plat on every frame that a 'stuffcmd' is sent, so fog transitions during upwards motion will cause noticeable stuttering.
*/
/*QUAKED misc_particlefield_box (0 .6 1) (-8 -8 -8) (8 8 8) START_ON INWARD OUTWARD BURST ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Makes dots appear continuously within its bounds. Trigger to toggle on or off.
"size" dimensions of sparkly zone
"speed" number of clumps per second, default 10
"speed2" number of dots per clump, default 16
"health" color index (0-255). quake will use every color in the row (each row is 16 colors)
"movedir" give particles a velocity
"velocity" add a sweep effect - vector specifies direction and speed
"wait" dot interval, default 0.1
"distance" don't make dots if all players are farther away than this. 0 = always dots.
Flags:
INWARD particles are sucked toward origin. additive with movedir.
OUTWARD particles are blown out from origin. additive with movedir.
BURST spew one second's worth of particles in one shot when triggered rather than toggling on/off
Color Reference:
0-15 grey (higher = lighter)
16-31 dirt brown (higher = lighter)
32-47 sky blue (higher = lighter)
48-63 grass green (higher = lighter)
64-79 red (higher = lighter)
80-95 green/orange (higher = lighter)
96-111 copper/gold (higher = lighter)
112-127 flesh tone (higher = lighter)
128-143 pale purple (higher = darker)
144-159 reddish purple (higher = darker)
160-175 pale beige (higher = darker)
176-191 turquoise (higher = darker)
192-207 yellow (higher = darker)
208-223 deep blue (higher = darker)
224-239 fire/lava (higher = lighter)
240-255 fullbright mess
*/
/*QUAKED misc_particlefield (0 .6 1) ? START_ON INWARD OUTWARD BURST ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Makes dots appear continuously within its bounds. Trigger to toggle on or off.
"speed" number of clumps per second
"speed2" number of dots per clump
"health" color index (0-255). quake will use every color in the row (each row is 16 colors)
"movedir" give particles a velocity
"distance" don't make dots if all players are farther away than this. 0 = always dots.
Flags:
INWARD particles are sucked toward origin. additive with movedir.
OUTWARD particles are blown out from origin. additive with movedir.
BURST spew one second's worth of particles in one shot when triggered rather than toggling on/off
Color Reference:
0-15 grey (higher = lighter)
16-31 dirt brown (higher = lighter)
32-47 sky blue (higher = lighter)
48-63 grass green (higher = lighter)
64-79 red (higher = lighter)
80-95 green/orange (higher = lighter)
96-111 copper/gold (higher = lighter)
112-127 flesh tone (higher = lighter)
128-143 pale purple (higher = darker)
144-159 reddish purple (higher = darker)
160-175 pale beige (higher = darker)
176-191 turquoise (higher = darker)
192-207 yellow (higher = darker)
208-223 deep blue (higher = darker)
224-239 fire/lava (higher = lighter)
240-255 fullbright mess
*/
/*QUAKED target_screenshake (0 .5 .8) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Shakes the screen. Jostles the view of all clients, but doesn't physically move their bounding boxes or apply velocities.
Keys
"length" Duration of full intensity quake. -1 will last literally forever.
"delay" Time to ramp up quake intensity from 0
"wait" Time to ramp down quake intensity to 0. Total quake duration is length + delay + wait.
"strength" Intensity of quake. 1 is a hearty rumble, 10 is spasmodic bordering on hilarious.
"distance" Fade the intensity to 0 at this distance from the entity. Default is 0 (global).
*/
/*QUAKED target_explosion (0 .5 .8) (-8 -8 -8) (8 8 8) TARBABY PUFF ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Causes explosions, same appearance as a rocket/grenade blast. Set 'TARBABY' for a purple spawn-style explosion or 'PUFF' for the weak anti-shambler-style burst instead.
Keys
"count" number of times to explode after triggering, default 1
"delay" Time to wait before first explode
"wait" Static time to wait between explosions
"rand" Random time to wait before explosions (will sum both)
"dmg" Do splash damage, default 0
"deathtype" death message if the player is killed by your horrible trap
"size" explode somewhere randomly chosen within a box of this size
*/
/*QUAKED target_telefog (0 .5 .8) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Causes a flash of teleport fog.
Keys
"count" number of times to flash after triggering, default 1
"delay" Time to wait before first flash
"wait" Static ime to wait between flashes
"rand" Random time to wait before flashes (will sum both)
"size" Flash somewhere randomly chosen within a box of this size
*/
/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF ? ? BURST ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
air bubble emitter. always bubbles. trigger to toggle on or off. check BURST to make a one-time triggerable bubbler.
"wait" bubble interval, default 1
"rand" random extra interval, default 1
"size" size of random bubble emission zone, default '0 0 0'
"count" bubbles to emit at once if single burst
"distance" don't emit bubbles if no players are closer than this distance, default 1024
*/
/*QUAKED target_drop (0.75 0.25 0) (-16 -16 -16) (16 16 16) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Causes all targeted items which are SUSPENDED to drop when triggered.
*/
/*QUAKED target_items (0.75 0.25 0) (-8 -8 -8) (8 8 8) TAKE OVERRIDE FLASH TEST MINIMUM HALFHEALTH_NM ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Gives weapons, ammo, items, health, armor, and/or runes to the activating player when triggered.
Keyvalues:
"ammo_shells" number of shells player should receive - same for _cells, _rockets, and _nails
"health" health (will overheal beyond 100)
"armorvalue" armor (protection color scales automatically)
"armortype" armor strength (0.3+ green, 0.5+ yellow, 0.7+ red)
"weapon" item bitflag (not impulse number!) of the weapon the player should swap to (if he has it)
"items" bitmask of what items the player should get (see below for reference)
"svflags" bitmask of serverflags to alter (1/2/4/8 are the episode runes, 16+ are invisible)
"length" length of powerup time in seconds if any are given (default 30)
"noise" wav file to play on activator
Spawnflags:
FLASH: flash the recipient's screen when triggered, defaults to being stealthy
MINIMUM: for numeric amounts, give the player enough to have a minimum of the amount specified
TAKE: subtract specified inventory amounts instead of adding
- subtracting enough health WILL kill the player
- subtracting all weapons WILL break the game
- will fire its targets if all items can be successfully taken
- will print "message" and take nothing instead
- TAKE with MINIMUM will skip the test and take whatever it can, firing no targets either way
OVERRIDE: force the player's inventory to all specified amounts (mainly useful triggered from spawnpoints), specify -1 for any keyvalue to force a 0 (-1 does not work for items or health)
TEST: behaves like TAKE, but doesn't take anything
- fires targets if activator has the matching inventory
- prints "message" if not
- TEST with TAKE will reverse the test (fire if player doesn't have)
- beware of how this interacts with triggers: it will only test the first client to touch a trigger in coop unless it has ALL_CLIENTS set
HALFHEALTH_NM: divide the 'health' kv by 2 on skill 3 - can be necessary for testing if the player is fully healed accurately across skills
Item Bitmask Reference:
SG = 1 SSG = 2
NG = 4 SNG = 8
GL = 16 RL = 32
LG = 64 Axe = 4096
Silver = 131072
Gold = 262144
Ring = 524288
Pent = 1048576
Biosuit = 2097152
Quad = 4194304
*/
/*QUAKED item_backpack (0 .5 .5) (-16 -16 0) (16 16 40) BIG ? SUSPENDED - ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
A forgotten explorer's backpack. Grants a paltry sum of shells and nails (about half a small pack of each). Grants armor instead of any ammo the player already has maxed.
Flags:
"big" doubles shells and nails, adds 2 rockets and 4 cells, appears red
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_health (0 .5 .5) (0 0 0) (32 32 24) SMALL MEGA SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Health box. Normally gives 25 points.
Flags:
"mega" will add 100 health, then rot you down to your maximum health limit, one point per second
"small" gives 15 points
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_armor1 (0 .5 .5) (-16 -16 0) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Green armor, gives 100 points.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_armor2 (0 .5 .5) (-16 -16 0) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Yellow armor, gives 150 points.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_armorInv (0 .5 .5) (-16 -16 0) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Red armor, gives 200 armor points.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_key1 (0 .5 .5) (-16 -16 -24) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Silver key. Player can carry up to 15. In order for keys to work you MUST set your maps worldtype (see worldspawn).
Keys:
"target" fired when picked up
*/
/*QUAKED item_key2 (.5 .5 0) (-16 -16 -24) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Gold key. Player can carry up to 15. In order for keys to work you MUST set your maps worldtype (see worldspawn).
Keys:
"target" fired when picked up
*/
/*QUAKED item_sigil (0 .5 .5) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 SUSPENDED ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
End of episode rune. Can be customized through keyvalue manipulation to serve as any generic cross-map inventory item.
Flags:
"E1 -E4" sets episode
"SUSPENDED" do not drop to floor on spawn
Keys:
"noise" override pickup noise
"svflags" set a serverflag other than the episode 1-4 flags on pickup
"model" specify any model
"message" override pickup message
"target" entity to trigger when picked up
"targetname" entity name
*/
/*QUAKED item_artifact_invulnerability (0 .5 .5) (-16 -16 -24) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Pentagram of Protection. Player is invulnerable for 30 seconds (both health and armor).
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_artifact_envirosuit (0 .5 .5) (-16 -16 -8) (16 16 48) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Envirosuit. Player takes no damage from water or slime for 30 seconds. Lava damage is reduced by one height step, enabling wading in foot-deep lava.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_artifact_invisibility (0 .5 .5) (-16 -16 -24) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Ring of Shadows. Player is invisible for 30 seconds. Monsters will not awaken on sight, but they will on hearing sound (like gunfire). Awakened monsters will try to attack an invisible player and do an inaccurate job, possibly starting infights.
monster_dog can still smell an invisible player, but monster_tarbaby can't find the player at all.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_artifact_super_damage (0 .5 .5) (-16 -16 -24) (16 16 32) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Quad Damage. Player's attacks do 4x damage and they stop paying attention to anything else.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_shotgun (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Shotgun.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_supershotgun (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Double-barreled shotgun.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_nailgun (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Nailgun.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_supernailgun (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Perforator (Super Nailgun).
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_grenadelauncher (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Grenade Launcher.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_rocketlauncher (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Rocket Launcher.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED weapon_lightning (0 0 1) (-16 -16 0) (16 16 56) ? ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Thunderbolt Cannon.
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_shells (0 .5 .5) (0 0 0) (32 32 32) BIG ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
20 shells for both Shotgun and SuperShotgun.
Flags:
"big" gives 40 instead of 20
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_spikes (0 .5 .5) (0 0 0) (32 32 32) BIG ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
25 ammo points (spikes) for Perforator and Super Perforator.
Flags:
"big" gives 50 instead of 25
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_rockets (0 .5 .5) (0 0 0) (32 32 32) BIG ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
3 ammo points (rockets) for the Rocket/Grenade Launcher.
Flags:
"big" gives 6 instead of 3
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED item_cells (0 .5 .5) (0 0 0) (32 32 32) BIG ? SUSPENDED ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
6 ammo points (cells) for the Thunderbolt (Lightning).
Flags:
"big" gives 12 instead of 6
Keys:
"target/2/3/4/k" - entity to trigger when picked up
"targetname" - will not spawn until triggered
"wait" - will respawn after 'wait' seconds. fires targets every time.
"count" - limit number of times to respawn
*/
/*QUAKED light (0 .75 0) (-8 -8 -8) (8 8 8) START_OFF ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Non-displayed light. If targeted, it will toggle between on or off.
"start_off" starts off until triggered
Keys:
"light" sets brightness (default: 300)
"targetname" entity name
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
*/
/*QUAKED light_fluoro (1 1 0) (-8 -8 -8) (8 8 8) START_OFF ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Non-displayed light. Makes steady fluorescent humming sound.
Flags:
"start_off" starts off until triggered
Keys:
"light" sets brightness (default: 300)
"targetname" entity name
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
*/
/*QUAKED light_fluorospark (1 1 0) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Non-displayed light. Default style is 10. Makes sparking, broken fluorescent sound.
Keys:
"light" sets brightness (default: 300)
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
*/
/*QUAKED light_globe (1 1 0) (-12 -12 -12) (12 12 12) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Sphere globe light. Can't be triggered.
Keys:
"light" sets brightness (default: 300)
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
*/
/*QUAKED light_torch_small_walltorch (1 1 0) (-4 -4 -12) (4 4 20) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Short wall torch. Makes crackly torch sound.
Flags:
"silent" no ambient noise
Keys:
"light" sets brightness (default: 300)
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
"distance" sound attenuation range (integer) - defaults to 0, which is the same as other ambient sounds.
1 = 'idle' - monster idle sound range
2 = 'normal' - monster bark sound range
3 = 'none' - loops everywhere forever (don't use this)
"volume" loudness (0-1), distinct from distance
*/
/*QUAKED light_flame_large_yellow (1 1 0) (-8 -8 -12) (8 8 20) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Large yellow flame ball. Makes crackly torch sound.
Flags:
"silent" no ambient noise
Keys:
"light" sets brightness (default: 300)
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
"distance" sound attenuation range (integer) - defaults to 0, which is the same as other ambient sounds.
1 = 'idle' - monster idle sound range
2 = 'normal' - monster bark sound range
3 = 'none' - loops everywhere forever (don't use this)
"volume" loudness (0-1), distinct from distance
*/
/*QUAKED light_flame_small_yellow (1 1 0) (-4 -4 -12) (4 4 20) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Small yellow flame ball. Makes crackly torch sound.
Flags:
"silent" no ambient noise
Keys:
"light" sets brightness (default: 300)
"mangle" spotlight direction - the first # is yaw, 0 to 360 around Z. second # is pitch, 90 up to -90 down.
"angle" spotlight cone size
"_softangle" spotlight inner cone size
"wait" scale the falloff distance. N>1 will shorten range, n<1 will extend it
"delay" attenuation formula
0 = Linear, original id (default)
1 = 1/x attenuation formula
2 = 1/(x^2) attenuation formula
3 = No attenuation (light stays same brightness at any distance)
"_color" "# # #" 0-255
"style"
0 = normal
1 = flicker: "mmnmmommommnonmmonqnmmo"
2 = slow strong pulse: "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba"
3 = candle: "mmmmmaaaaammmmmaaaaaabcdefgabcdefg"
4 = fast strobe: "mamamamamama"
5 = slow pulse, no black: "jklmnopqrstuvwxyzyxwvutsrqponmlkj"
6 = flicker: "nmonqnmomnmomomno"
7 = candle: "mmmaaaabcdefgmmmmaaaammmaamm"
8 = candle2: "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa"
9 = slow strobe: "aaaaaaaazzzzzzzz"
10 = flourescent flicker: mmamammmmammamamaaamammma"
11 = slow pulse, fading to black: "abcdefghijklmnopqrrqponmlkjihgfedcba"
styles 32-62 are assigned by the light program for switchable lights
(default: 0)
"message" override the style string directly for the assigned style (clashes will overwrite each other)
"distance" sound attenuation range (integer) - defaults to 0, which is the same as other ambient sounds.
1 = 'idle' - monster idle sound range
2 = 'normal' - monster bark sound range
3 = 'none' - loops everywhere forever (don't use this)
"volume" loudness (0-1), distinct from distance
*/
/*QUAKED light_flame_small_white (1 1 0) (-4 -4 -12) (4 4 20) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Same as light_flame_small_yellow. Use that one.
*/
/*QUAKED light_candle (1 1 0) (-4 -4 0) (4 4 16) START_OFF ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Candle. If triggered to turn on and off, all candles with a matching targetname will ignite or go out as well.
Keys:
"width" - choose width 1-3, default (0) is random
"height" - choose height 1-3, default (0) is random
"angle" - choose orientation, blank is random yaw
See 'light' keyvalues/spawnflags for more.
*/
/*QUAKED target_lightstyle (.5 .8 .5) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
This entity changes a global lightstyle when triggered. Set "style" to the lightstyle you want to override, and set "message" to the brightness pattern you want to set it to. If style is not set, and this entity targets any triggerable lights, it sets the brightness pattern of those lights when triggered instead. Note that targeting anything at a light makes it a triggerable light with its own style automatically.
Setting style to -1 will override lightstyle 0, which is all static lights in the entire level.
"count" limit number of uses, 0 = infinite
"delay" pause between trigger and activation
*/
/*QUAKED target_meat_fireworks (0.7 .0 .2) (-16 -16 -16) (16 16 16) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
trigger for meat
Keys
"count" number of times of meat after triggering, default 1
"delay" time to wait before first meat
"wait" time to wait between meat
"rand" max random additional to wait before meat
"speed" speed of meat
"mangle" override meat direction, defaults to up
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Used as a positional target for spotlights, etc. Not present in game.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Used as a positional target for lighting. Present in game.
*/
/*QUAKED misc_external_map (0.6 0.7 0.8) (-4 -4 -4) (4 4 4)
"_external_map" Specifies the filename of the .map to import.
"_external_map_classname" What entity you want the external map to turn in to. You can use internal qbsp entity types such as "func_detail", or a regular bmodel classname like "func_wall" or "func_door".
"_external_map_angles" Rotation for the prefab, "pitch yaw roll" format. Negative pitch is UP.
"_external_map_angle" Short version of "_external_map_angles" for when you want to specify just a yaw rotation.
"_external_map_scale" Scale factor for the prefab, defaults to 1. Either specify a single value or three scales, "x y z".
*/
/*QUAKED misc_model (0.6 0.7 0.8) (-8 -8 -8) (8 8 8) TOGGLE_VIS START_INVIS ANIM_ONCE ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Display a model. Will not be solid! Use clip to block players/monsters, or a func_wall made of skip to block weapons.
"model" filename of model to stand in for this entity. can be a bsp or an mdl.
"mangle" exact orientation of the model, values are 'pitch yaw roll', positive pitch is down
"frame" frame of model (0-ordinal)
"skin" skin index on model (0-ordinal)
"pos1" override frame with an animation (firstframe startframe lastframe)
"pos2" if triggerable, second animation to toggle to (firstframe startframe lastframe)
"ideal_yaw" randomly select yaw angle (for quickly scattering props)
TOGGLE_VIS show/hide when triggered
START_INVIS start hidden
ANIM_ONCE if second triggered animation, will play once when triggered (instead of switching loops)
dead player.mdl frame reference because we both know that's what you want:
axdeth: 49 (on back (with axe (duh)))
deatha: 60 (on face)
deathb: 69 (sat)
deathc: 84 (also on face)
deathd: 93 (also on face but arms under forehead as if sad)
deathe: 102 (on side)
*/
/*QUAKED target_heal (0.75 0.25 0) (-8 -8 -8) (8 8 8) OVERHEAL PLAYER_ONLY TRIGGER_FIRST AUTO_AMT ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Heals activator for 'healamount' when triggered. Use for healing pools, first aid dispensers, etc.
If it has any targets, it heals them instead, even doors and buttons. This will not reset 'dead' doors or buttons with a wait of -1.
Spawnflags:
OVERHEAL will ignore target's max_health when healing
PLAYER_ONLY will ignore any targets or activators which aren't clients
TRIGGER_FIRST will treat its first trigger as an activation, then work normally after
AUTO_AMT if trigger_first, will choose 'count' based on how much health the activator needs when first triggered, for dirty lazy automatic game balance
Keyvalues:
"healamount" amount to heal per use, default 5
"count" expire after healing this much in total, default -1 (never)
"strength" count will be multiplied by this much, default 1. -4 for the number of players.
"lip" if auto, never set count less than this much, defaults to healamount
"max_health" if auto, never set count to heal *target* above this much
*/
/*QUAKED target_kill (0.75 0.5 0) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Kills ALL of its targets (1-4) as well as killtargets when triggered. for targets you really don't like.
*/
/*QUAKED target_autosave (1 .0 .5) (-8 -8 -8) (8 8 8) ? ? ? ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Saves the game when triggered by a player. Never appears in multiplayer.
the bprint tends to stomp any other prints on screen in most quake clients, so use a delayed trigger_relay if you fire this from an important pickup/trigger_counter/something else that puts text on screen more important than the autosave blurb.
Keys:
"message" change save file name, defaults to 'auto'
*/
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) START_OFF BURST EXPLODE ? ? ? ? ? NotEasy NotNormal NotHard NotDeathmatch CoopOnly NotCoop
Lavaball Launcher.
Fires randomly. Trigger to turn on/off.
"wait" min pause between balls
"rand" max extra pause between balls (total pause is 'wait' + 'rand' * random())
"speed" launch velocity, defaults to 1000
"movedir" launch direction, defaults to straight up (0 0 1)
"mangle" amount of randomness to apply to velocity (x, y, z)
"dmg" damage on contact, default 20
Spawnflags
START_OFF start off
BURST fires "delay" seconds after being triggered
EXPLODE blow up on contact, does 'dmg' damage (default 20)
*/