// // Quake game definition file (.fgd) // for Worldcraft 1.6 and above // // written by autolycus / autolycus@planetquake.com // email me with improvements and suggestions // //Modified by CZG : grawert@online.no : http://www.planetquake.com/greyvoid/ //further modified by ijed for rubicon2 / telefragged entities // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Text on entering the world" worldtype(choices) : "Ambience" : 0 = [ 0 : "Medieval" 1 : "Metal (runic)" 2 : "Base" ] sounds(integer) : "CD track to play" : 0 light(integer) : "Ambient light" sky(string) : "skybox" _sunlight(integer) : "Sunlight" _sun_mangle(string) : "Sun mangle (Yaw pitch roll)" ] // // base marker definitions // @baseclass = Appearflags [ spawnflags(Flags) = [ 256 : "Not on Easy" : 0 512 : "Not on Normal" : 0 1024 : "Not on Hard" : 0 2048 : "Not in Deathmatch" : 0 ] ] @baseclass = Targetname [ targetname(target_source) : "Name" ] @baseclass = Target [ target(target_destination) : "Target" killtarget(target_destination) : "Killtarget" ] @baseclass color(255 255 40) = Light [ light(integer) : "Brightness" : 300 wait(integer) : "Fade distance multiplier" : 1 delay(choices) : "Attenuation" = [ 0 : "Linear falloff (Default)" 1 : "Inverse distance falloff" 2 : "Inverse distance squared" 3 : "No falloff" 4 : "Local minlight" 5 : "Inverse distance squared B" ] mangle(string) : "Spotlight angle" style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] ] @baseclass color(255 128 0) = Sound [ volume(string) : "Volume" speed(choices) : "Attenuation" : 3 = [ 0 : "Play Globally" 1 : "Large Radius" 2 : "Medium Radius" 3 : "Normal Radius" ] ] @baseclass base(Appearflags, Target, Killarget, Targetname) = Trigger [ message(string) : "Message" delay(integer) : "Delay Before Trigger" sounds(choices) : "Sound style" : 0 = [ 0 : "None" 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" ] is_waiting(choices) : "Is Waiting?" : 0 = [ 0 : "False" 1 : "True" ] spawnflags(flags) = [ 2: "No Telefragged Touch" : 0 4: "Only Telefragged Touch" : 0 ] ] // // player starts, deathmatch, coop, teleport // @baseclass base(Appearflags) size(-16 -16 -24, 16 16 32) color(0 255 0) model(":progs/player.mdl") = PlayerClass [] @PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Deathmatch start" [] @PointClass size(-32 -32 0, 32 32 64) base(PlayerClass, Targetname) = info_teleport_destination : "Teleporter destination" [] @PointClass size(-4 -4 -4, 4 4 4) = info_null : "info_null (spotlight target)" [ targetname(target_source) : "Name" ] @PointClass size(-4 -4 -4, 4 4 4) base(Appearflags, Target, Targetname) = info_notnull : "Wildcard entity" // I love you [ use(string) : "self.use" think(string) : "self.think" nextthink(integer) : "nextthink" noise(string) : "noise" touch(string) : "self.touch" ] @PointClass base(Appearflags) = info_intermission : "Intermission camera" [ mangle(string) : "Camera angle (Pitch Yaw Roll)" ] //==================================================================================== // Supa, randomiser control entities //==================================================================================== @baseclass = Randomiser [ group(string) : "Randomiser group" ] // added by rj @PointClass base(Appearflags, Randomiser) color(0 128 128) = info_location : "info_location (Randomiser location)" [] @PointClass base(Appearflags, Randomiser) color(0 255 0) = info_groupleader : "info_groupleader (Random group control)" [ groupcount(integer) : "How many objects to spawn" ] // // items // @baseclass base(Appearflags, Target, Targetname) = Item [ message(string) : "Message" target(string) : "Target" killtarget(string) : "Killtarget" delay(integer) : "Delay" ritem(integer) : "Respawn" respawndelay(integer) : "Respawn Delay" respawncount(integer) : "Amount of times to respawn" spawnflags(flags) = [ 32 : "Don't Drop" : 0 64 : "Trigger Spawn" : 0 128 : "Silent Respawn" : 0 ] ] @baseclass size(-16 -16 0, 16 16 32) color(80 0 200) base(Item) = Ammo [ spawnflags(flags) = [ 1 : "Large box" : 0 ] ] @PointClass base(Ammo) model( ":maps/b_batt0.bsp", ":maps/b_batt1.bsp" spawnflags = 1 ) = item_cells : "Thunderbolt ammo" [] @PointClass base(Ammo) model( ":maps/b_rock0.bsp", ":maps/b_rock1.bsp" spawnflags = 1 ) = item_rockets : "Rockets" [] @PointClass base(Ammo) model( ":maps/b_shell0.bsp", ":maps/b_shell1.bsp" spawnflags = 1 ) = item_shells : "Shells" [] @PointClass base(Ammo) model( ":maps/b_nail0.bsp", ":maps/b_nail1.bsp" spawnflags = 1 ) = item_spikes : "Nailgun/Perforator ammo" [] @PointClass size(-16 -16 0, 16 16 16) color(80 0 200) base(Appearflags) model( ":maps/b_bh25.bsp", ":maps/b_bh10.bsp" spawnflags = 1, ":maps/b_bh100.bsp" spawnflags = 2 ) = item_health : "Health pack" [ spawnflags(flags) = [ 1 : "Rotten" : 0 2 : "Megahealth" : 0 ] ] @PointClass base(Item, Appearflags) model(":progs/suit.mdl") = item_artifact_envirosuit : "Environmental protection suit" [] @PointClass base(Item, Appearflags) model(":progs/quaddama.mdl") = item_artifact_super_damage : "Quad damage" [] @PointClass base(Item, Appearflags) model(":progs/invulner.mdl") = item_artifact_invulnerability : "Pentagram of Protection" [] @PointClass base(Item, Appearflags) model(":progs/invisibl.mdl") = item_artifact_invisibility : "Ring of Shadows" [] @PointClass base(Item, Appearflags) model(":progs/res.mdl") = item_artifact_res : "Ward of Rebirth" [] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) model(":progs/armor.mdl" 2) = item_armorInv : "Red armor (200%)" [] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) model(":progs/armor.mdl" 1) = item_armor2 : "Yellow armor (150%)" [] @PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) model(":progs/armor.mdl") = item_armor1 : "Green armor (100%)" [] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) model(":progs/w_s_key.mdl") = item_key1 : "Silver key" [] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) model(":progs/w_g_key.mdl") = item_key2 : "Gold key" [] @PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) model( ":progs/end1.mdl", ":progs/end2.mdl" spawnflags = 2, ":progs/end3.mdl" spawnflags = 3, ":progs/end4.mdl" spawnflags = 4 ) = item_sigil : "Sigil" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 24) base(Item, Appearflags) model(":progs/fromitz.mdl") = item_circuitboard : "Circuit Board" [] // // weapons // @baseclass size(-16 -16 0, 16 16 56) color(0 0 200) base(Item, Appearflags) = Weapon [] @PointClass base(Weapon) model(":progs/backpack.mdl") = weapon_axe : "Axe" [] @PointClass base(Weapon) model(":progs/g_shotty.mdl") = weapon_shotgun : "Shotgun" [] @PointClass base(Weapon) model(":progs/g_shot.mdl") = weapon_supershotgun : "Double-barreled shotgun" [] @PointClass base(Weapon) model(":progs/g_nail.mdl") = weapon_nailgun : "Nailgun" [] @PointClass base(Weapon) model(":progs/g_nail2.mdl") = weapon_supernailgun : "Super nailgun" [] @PointClass base(Weapon) model(":progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade launcher" [] @PointClass base(Weapon) model(":progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket launcher" [] @PointClass base(Weapon) model(":progs/g_light.mdl") = weapon_lightning : "Thunderbolt" [] // // monsters // @baseclass base(Appearflags, Target, Targetname) color(220 0 0) = Monster [ group(string) : "Randomiser Group" spawnflags(Flags) = [ 1 : "AMBUSH" : 0 32 : "SPAWN_ANGRY" : 0 64 : "SPAWN_TRIGGERED" : 0 128 : "SPAWN_SILENT" : 0 ] ] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/soldier.mdl") = monster_army : "Grunt" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 40) model(":progs/dog.mdl") = monster_dog : "Nasty Doggie" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/ogre.mdl") = monster_ogre : "Ogre" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/ogre.mdl") = monster_ogre_marksman : "Ogre marksman" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/ogreb.mdl") = monster_ogreb : "Berserk Ogre" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/mr_big.mdl" 0 1) = monster_mr_big : "Mr Big" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/knight.mdl") = monster_knight : "Knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/hknight.mdl") = monster_hell_knight : "Hell knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/wizard.mdl") = monster_wizard : "Scrag" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/demon.mdl") = monster_demon1 : "Fiend" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/shambler.mdl") = monster_shambler : "Shambler" [] @PointClass base(Monster) size(-128 -128 -24, 128 128 256) model(":progs/boss.mdl") = monster_boss : "Chthon" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) model(":progs/enforcer.mdl") = monster_enforcer : "Enforcer" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 48) model(":progs/shalrath.mdl") = monster_shalrath : "Vore" [] @PointClass base(Monster) size(32 32 48) model(":progs/tarbaby.mdl", ":progs/tarchild.mdl" spawnflags = 4, ":progs/tarparent.mdl" spawnflags = 8, ":progs/tarancient.mdl" spawnflags = 16) = monster_tarbaby : "Spawn" [ spawnflags(Flags) = [ 4 : "CHILD" : 0 8 : "PARENT" : 0 16 : "ANCIENT" : 0 ] ] @PointClass base(Monster) size(32 32 48) model(":progs/fish.mdl") = monster_fish : "Rotfish" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) model(":progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) model(":progs/zombie.mdl") = monster_zombie : "Zombie" [ spawnflags(Flags) = [ 1 : "CRUCIFIED" : 0 2 : "AMBUSH" : 0 ] ] @PointClass base(Monster) size(-16 -16 -24, 16 16 64) model(":progs/cent.mdl") = monster_centurion : "Centurion" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 64) model(":progs/dread.mdl") = monster_dreadnaught : "Dreadnaught" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/floyd.mdl" 0 1, ":progs/floyd.mdl" 0 74 spawnflags = "2", ":progs/floyd.mdl" 1 84 spawnflags = "4") = monster_floyd : "Floyd" [ spawnflags(Flags) = [ 2 : "ROLLING" : 0 4 : "ASLEEP" : 0 ] ] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) model(":progs/hunter.mdl") = monster_hunter : "Hunter" [] // // lights // @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light : "Invisible light source" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluoro : "Fluorescent light" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light_fluorospark : "Sparking fluorescent light" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags, Light, Target, Targetname) = light_globe : "Globe light" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) model(":progs/flame2.mdl") = light_flame_large_yellow : "Large yellow flame" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model(":progs/flame2.mdl") = light_flame_small_yellow : "Small yellow flame" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model(":progs/flame2.mdl") = light_flame_small_white : "Small white flame" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-16 -16 -12, 16 16 32) base(Appearflags, Light, Target, Targetname) model(":progs/flamebig.mdl") = light_flame_big : "Large Bonfire" [ spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) model(":progs/flame.mdl") = light_torch_small_walltorch : "Small walltorch" [] @PointClass size(-8 -8 -12, 8 8 24) base(Appearflags, Light, Target, Targetname) model(":progs/fixture1.mdl") = light_fixture1 : "Wall Light Fixture" [ angle2(integer) : "Face Away from wall Angle" spawnflags(Flags) = [ 1 : "Start off" : 0 ] ] @PointClass size(-8 -8 -36, 8 8 8) base(Appearflags, Light, Target, Targetname) model(":progs/beacon.mdl") = light_fixture1 : "Floor Light Beacon" [ angle2(integer) : "Face Away from wall Angle" style(integer) : "Style (16 for BLINKING)" spawnflags(Flags) = [ 1 : "BLINKING" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 24) base(Appearflags, Light, Target, Targetname) model(":progs/fixture1.mdl") = light_fixture1 : "Floor Light Beacon" [] // // misc // @SolidClass base(Appearflags) = func_illusionary : "Static nonsolid model" [] @PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Targetname) model( ":progs/flag.mdl", ":progs/flag.mdl" 1 0 skin = "1", ":progs/flag.mdl" 2 0 skin = "2", ":progs/flag.mdl" 0 21 spawnflags = "2") = misc_flag : "Flag" [ spawnflags(Flags) = [ 1 : "NOT_ANIMATED" : 0 2 : "BIG" : 0 ] ] @PointClass size(-20 -20 -20, 20 20 20) base(Appearflags, Targetname) model(":progs/oscill.mdl") = misc_screen_oscill : "Oscilliscope Screen" [] @PointClass size(-20 -20 -20, 20 20 20) base(Appearflags, Targetname) model(":progs/levels.mdl") = misc_screen_levels : "Levels Screen" [] @PointClass size(-20 -20 -20, 20 20 20) base(Appearflags, Targetname) model(":progs/starfield.mdl") = misc_screen_starfield : "Starfield Screen" [] @PointClass size(-32 -32 -48, 32 32 48) base(Appearflags, Targetname) model(":progs/gen1.mdl") = misc_machine : "Small Generator" [] @PointClass size(-16 -16 -16, 16 16 16) base(Appearflags, Targetname) model(":progs/gen2.mdl") = misc_portable_generator : "Portable Generator" [] @PointClass size(-32 -32 -52, 32 32 52) base(Appearflags, Targetname) model(":progs/gen3.mdl") = misc_generator : "Generator" [] @PointClass size(-24 -24 -56, 24 24 56) base(Appearflags, Targetname) model(":progs/heating.mdl") = misc_vent : "Heating Vent" [] @PointClass size(-32 -64 -32, 56 80 40) base(Appearflags, Targetname) model(":progs/helijet.mdl") = misc_helijet : "Parked Helijet" [] @PointClass size(-16 -16 -16, 16 16 16) base(Appearflags, Targetname) model(":progs/dopefish07.mdl") = misc_cable : "Hanging Cable" [] @PointClass size(-16 -16 -16, 16 16 96) base(Appearflags) model( ":progs/tree1.mdl", ":progs/tree1.mdl" 0 0 skin = "0", ":progs/tree1.mdl" 1 0 skin = "1", ":progs/tree1.mdl" 2 0 skin = "2", ":progs/tree1.mdl" 3 0 skin = "3", ":progs/tree1.mdl" 4 0 skin = "4" ) = misc_tree : "Tree" [ skin(integer) ] @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags) model( ":progs/vine.mdl", ":progs/vine.mdl" 3 0 frame = "0", ":progs/vine.mdl" 3 1 frame = "1", ":progs/vine.mdl" 3 2 frame = "2", ":progs/vine.mdl" 3 3 frame = "3", ":progs/vine.mdl" 3 4 frame = "4", ":progs/vine.mdl" 3 5 frame = "5", ":progs/vine.mdl" 3 6 frame = "6" ) = misc_vine : "Vine" [ frame(integer) skin(integer) ] @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags) model( ":progs/chain.mdl", ":progs/chain.mdl" 0 0 frame = "0", ":progs/chain.mdl" 0 1 frame = "1", ":progs/chain.mdl" 0 2 frame = "2", ":progs/chain.mdl" 0 3 frame = "3", ":progs/chain.mdl" 0 4 frame = "4", ":progs/chain.mdl" 0 5 frame = "5" ) = misc_chain : "Chain" [ frame(integer) skin(integer) ] @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags) model( ":progs/poster.mdl", ":progs/poster.mdl" 0 0 frame = "0", ":progs/poster.mdl" 0 1 frame = "1", ":progs/poster.mdl" 0 2 frame = "2", ":progs/poster.mdl" 0 3 frame = "3", ":progs/poster.mdl" 0 4 frame = "4", ":progs/poster.mdl" 0 5 frame = "5", ":progs/poster.mdl" 0 6 frame = "6", ":progs/poster.mdl" 0 7 frame = "7", ":progs/poster.mdl" 0 8 frame = "8", ":progs/poster.mdl" 0 9 frame = "9", ":progs/poster.mdl" 0 10 frame = "10", ":progs/poster.mdl" 0 11 frame = "11", ":progs/poster.mdl" 0 12 frame = "12", ":progs/poster.mdl" 0 13 frame = "13", ":progs/poster.mdl" 0 14 frame = "14", ":progs/poster.mdl" 0 15 frame = "15" ) = misc_poster : "Poster" [ frame(choices) : "Frame" : 0 = [ 0 : "Corner Curl" 1 : "Corner Curl Big" 2 : "Flat" 3 : "Flat Big" 4 : "Peeling" 5 : "Peeling Big" 6 : "Bubbled" 7 : "Bubbled Big" 8 : "Torn" 9 : "Torn Big" 10 : "Very Torn" 11 : "Very Torn Big" 12 : "Half" 13 : "Half Big" 14 : "Lower" 15 : "Lower Big" ] skin(choices) : "Skin" : 0 = [ 0 : "Orange" 1 : "Blank" 2 : "Product Recall" 3 : "Mutation" 4 : "Mutation Ripped" 5 : "Always Carry Ripped" 6 : "Newspaper" 7 : "Lovecraft" 8 : "Lovecraft Ripped" 9 : "Biohazard" 10 : "Biohazard Ripped" 11 : "Explosive" 12 : "Explosive Ripped" 13 : "Tin Tin" 14 : "Tin Tin Ripped" 15 : "Flat Earth" 16 : "Flat Earth Ripped" 17 : "Prodigy" 18 : "Prodigy Ripped" 19 : "Quake" 20 : "Quake Ripped" ] ] @PointClass size(-32 -32 -144, 32 32 0) base(Appearflags, Targetname) model(":progs/waterfall.mdl" , ":progs/waterfall.mdl" 0 0 skin = "0", ":progs/waterfall.mdl" 1 0 skin = "1", ":progs/waterfall.mdl" 2 0 skin = "2", ":progs/waterfall.mdl" 3 0 skin = "3", ":progs/waterfall.mdl" 4 0 skin = "4") = misc_cascade : "Cascade" [ skin(choices) : "Type" : 0 = [ 0 : "Blue Water" 1 : "Scuzzy Water" 2 : "Slime" 3 : "Blood" 4 : "Lava" ] ] @PointClass size(-16 -16 -8, 16 16 192) base(Appearflags, Targetname) model(":progs/smoke.mdl" , ":progs/smoke.mdl" 0 0 skin = "0", ":progs/smoke.mdl" 1 0 skin = "1", ":progs/smoke.mdl" 2 0 skin = "2", ":progs/smoke.mdl" 3 0 skin = "3", ":progs/smoke.mdl" 4 0 skin = "4") = misc_coil : "Smoke Coil" [ skin(choices) : "Type" : 0 = [ 0 : "Grey" 1 : "Black" 2 : "White" 3 : "Hard Green" 4 : "Soft Green" 2 : "Purple" 3 : "Red" 4 : "Fire" ] ] @PointClass size(-32 -32 -24, 32 32 16) base(Appearflags) model( ":progs/victim.mdl", ":progs/victim.mdl" 6 0 frame = "0", ":progs/victim.mdl" 7 1 frame = "1", ":progs/victim.mdl" 2 2 frame = "2", ":progs/victim.mdl" 3 3 frame = "3", ":progs/victim.mdl" 7 4 frame = "4", ":progs/victim.mdl" 1 5 frame = "5", ":progs/victim.mdl" 4 6 frame = "6", ":progs/victim.mdl" 8 7 frame = "7", ":progs/victim.mdl" 5 8 frame = "8", ":progs/victim.mdl" 9 9 frame = "9", ":progs/victim.mdl" 9 10 frame = "10", ":progs/victim.mdl" 10 11 frame = "11", ":progs/victim.mdl" 11 12 frame = "12" ) = misc_victim : "Victim" [ frame(integer) ] @SolidClass base(Appearflags) = func_breakable : "Breakable Model" [ health(integer) : "Health" : 20 cnt(integer) : "Rubble Quantity" : 6 style(choices) : "Rubble Style" : 0 = [ 0 : "Green Metal" 1 : "Red Metal" 2 : "Concrete" ] spawnflags(Flags) = [ 1 : "NO_MONSTERS" : 0 2 : "NO_PLAYER" : 0 4 : "ONLY_EXPLOSIONS" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Appearflags, Name) model(":progs/icon/fx.mdl") = air_bubbles : "Air Bubbles" [] @PointClass base(Appearflags, Name) = misc_sparks : "Sparks" [ wait(integer) : "Delay Between Drips" : 0 cnt(integer) : "Density" : 15 spawnflags(Flags) = [ 1 : "FORCE_START_ON" : 0 2 : "SILENT" : 0 ] ] @PointClass base(Appearflags) size(-16 -16 -16, 16 16 16) = misc_model : "Map Object" [ model(string) : "Model" skin(integer) : "Skin" frame(integer) : "Frame" mangle(string) : "Pitch Yaw Roll" ] @PointClass base(Appearflags, Name) = misc_smoke : "Smoke" [ wait(string) : "Delay Between Puffs" : "0.1" cnt(integer) : "Quantity of Particles" : 15 movedir(string) : "Initial Movement Vector" : "0 0 250" movedir2(string) : "Wind Movement Vector" : "0 0 0" dmg(integer) : "Damage on Touch" : 0 sounds(choices) : "Sounds" : 0 = [ 0 : "None" 1 : "Steam Hiss" ] spawnflags(Flags) = [ 1 : "START_OFF" : 0 ] ] @PointClass base(Appearflags, Name) = misc_splash : "Continual Splash" [ color(integer) : "Splash Colour" : 0 movedir(string) : "Initial Movement Vector" : "0 0 4" wait(string) : "Generation Cycle" : "0.1" volume(integer) : "Particle Density" : 10 ] @SolidClass base(Appearflags, Name) = func_laser : "Toggleable Laser" [ dmg(integer) : "Damage on Touch" : 1 alpha(string) : "Alpha" : "0.5" message(string) : "Activation Message" message2(string) : "Deactivation Message" spawnflags(Flags) = [ 1 : "START_OFF" : 0 2 : "LASER_SOLID" : 0 ] ] @PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" [] @PointClass base(Appearflags) = misc_fireball : "Small fireball" [ speed(integer) : "Speed" : 40 ] @PointClass base(Appearflags) size(-24 -24 0, 24 24 64) model(":maps/b_explob.bsp") = misc_explobox : "Large exploding container" [] @PointClass base(Appearflags) size(-24 -24 0, 24 24 48) model(":maps/b_exbox2.bsp") = misc_explobox2 : "Small exploding container" [] @PointClass base(Appearflags) size(-24 -24 0, 24 24 48) model(":maps/b_tarbox.bsp") = misc_tarbox : "Tarbaby container" [] @PointClass base(Appearflags) size(-8 -8 -8, 8 8 8) model(":progs/teleport.mdl") = misc_teleporttrain : "Flying teleporter destination" [ target(string) : "First stop target" targetname(target_source) : "Name" ] @PointClass base(Appearflags, Targetname) = trap_spikeshooter : "Triggered shooter" [ angle(integer) : "Direction" spawnflags(Flags) = [ 1 : "Super Spike" : 0 2 : "Laser" : 0 4 : "Blue Laser" : 0 ] ] @PointClass base(Appearflags) = trap_shooter : "Continuous shooter" [ angle(integer) : "Direction" nextthink(integer) : "Delay before first spike" wait(integer) : "Delay between spikes" ] @SolidClass base(Appearflags) = func_turret : "Horizontal Firing Turret" [ movedir(integer) : "Offset to deactivated Pos" movedir2(integer) : "Offset to Reactivated Pos" height(integer) : "Laset Firing Offset from Bottom of Mesh" angle(integer) : "Starting Horizontal Angle" speed(integer) : "Movement Speed" sounds(choices) : "Move Sound" : 0 = [ 0: "Silent" 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" ] spawnflags(Flags) = [ 2 : "START_OFF" : 0 ] ] @SolidClass = func_group : "Group of brushes for in-editor use" [] @SolidClass = func_detail : "Group of brushes for certain compilers" [] // // ambient sounds // @PointClass base(Appearflags, Sound) = ambient_drip : "Dripping sound" [] @PointClass base(Appearflags, Sound) = ambient_drone : "Engine/machinery sound" [] @PointClass base(Appearflags, Sound) = ambient_comp_hum : "Computer background sounds" [] @PointClass base(Appearflags, Sound) = ambient_flouro_buzz : "Fluorescent buzzing sound" [] @PointClass base(Appearflags, Sound) = ambient_light_buzz : "Buzzing sound from light" [] @PointClass base(Appearflags, Sound) = ambient_suck_wind : "Wind sound" [] @PointClass base(Appearflags, Sound) = ambient_swamp1 : "Frogs croaking" [] @PointClass base(Appearflags, Sound) = ambient_swamp2 : "Frogs croaking B" [] @PointClass base(Appearflags, Sound) = ambient_thunder : "Thunder sound" [] @PointClass base(Appearflags, Sound) = ambient_general : "Custom Ambient Sound" [ noise(string) : "Sound Path" volume(string) : "Volume" : "0.5" speed(choices) : "Attenuation" : 0 = [ 0 : "Play Globally" 1 : "Large Radius" 2 : "Medium Radius" 3 : "Normal Radius" ] ] @PointClass base(Appearflags, Targetname, Sound) = fx_sound : "Custom 1 Shot Sound" [ noise(string) : "Sound" noise1(string) : "Shutoff Sound" volume(integer) : "Volume" : 1 count(integer) : "Times to Play (-1 infinite)" pausetime(integer) : "delay before next play" cnt(integer) : "Random Seed for delay" ] @PointClass base(Appearflags, Targetname) = fx_drip : "Drip" [ wait(integer) : "Frequency" : 0 spawnflags(flags) = [ 1 : "FORCE START ON" : 0 4 : "SILENT" : 0 ] ] @PointClass base(Appearflags, Targetname) = fx_explosion : "Triggered Explosion" [ spawnflags(flags) = [ 1 : "EXPLOBOX" : 0 4 : "TARBABY" : 0 ] ] @PointClass base(Appearflags, Targetname, Target) = fx_beam : "Lightning Bolt" [] // // moving things // @SolidClass base(Appearflags, Targetname, Target) = func_door : "Basic door" [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 0 = [ 0: "Silent" 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" ] wait(string) : "Wait before close" : "4" lip(integer) : "Lip" : 8 dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if touched" health(integer) : "Health (shootable)" : 0 spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Gold Key required" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 ] ] @SolidClass base(Appearflags, Targetname, Target) = func_door_secret : "Secret door" [ t_width(integer) : "First move length" t_length(integer) : "Second move length" dmg(integer) : "Damage when blocked" : 2 wait(string) : "Wait before close" : "2" sounds(choices) : "Sounds" : 3 = [ 1: "Medieval" 2: "Metal" 3: "Base" ] message(string) : "Message" spawnflags(flags) = [ 1 : "Open once" : 0 2 : "Move left first" : 0 4 : "Move down first" : 0 8 : "Not shootable" : 0 16 : "Always shootable" : 0 ] ] @SolidClass base(Appearflags, Targetname) = func_wall : "Wall" [] @SolidClass base(Appearflags, Targetname, Target) = func_water : "Water" [ spawnflags(Flags) = [ 16 : "Ease Under Current" : 0 ] watertype(choices) : "Water Type" : -3 = [ -3: "Water" -4: "Slime" -5: "Lava" ] height(integer) : "Vertical Movement Distance" : 0 speed(integer) : "Movement Speed" : 0 speed2(integer) : "Return Movement Speed" : 0 wait(choices) : "Wait before close" : 3 = [ -1: "Stays open" ] noise(string) : "Move Sound" noise1(string) : "Return Move Sound" noise2(string) : "Stop Move Sound" mangle(string) : "Current Direction and Speed" drag(integer) : "Drag (100-0)" : 0 cshift(string) : "Colour change RGB+I" ] @SolidClass base(Targetname) = func_button : "Button" [ speed(integer) : "Speed" : 40 lip(integer) : "Lip" : 4 target(target_source) : "Target" health(integer) : "Health (shootable)" sounds(choices) : "Sounds" = [ 0 : "Steam metal" 1 : "Wooden clunk" 2 : "Metallic clink" 3 : "In-out" ] wait(string) : "Wait before reset" : "1" delay(string) : "Delay before trigger" message(string) : "Message" ] @SolidClass base(Appearflags, Targetname) = func_train : "Moving platform" [ sounds(choices) : "Sound" : 1 = [ 0: "Silent" 1: "Ratchet Metal" ] speed(integer) : "Speed (units per second)" : 64 target(target_source) : "First stop target" dmg(integer) : "Damage on block" : 0 noise(string) : "Start / Forward Sound" noise4(string) : "Change Direction Sound" noise5(string) : "Blocked Sound" event(string) : "Starting path_corner for non-loops" spawnflags(flags) = [ 1 : "Force Start On" : 0 2 : "Allow Pause" : 0 4 : "Allow Change Direction" : 0 8 : "Allow Reverse" : 0 16 : "Start in reverse" : 0 ] ] @PointClass base(Appearflags, Targetname) color(0 255 255) size(16 16 16) = path_corner : "Path corner for platforms and monsters" [ target(target_source) : "Next Waypoint" speed(integer) : "Speed" speed2(integer) : "Reverse Speed" wait(integer) : "Wait" : 0 wait2(integer) : "Reverse Wait" : 0 event(string) : "Activate Entity" event2(string) : "Reverse Activate Entity" noise(string) : "Forward Sound" noise1(string) : "Stop Sound" noise2(string) : "Reverse Sound" noise3(string) : "Reverse Stop Sound" ] @SolidClass base(Appearflags, Targetname) = func_plat : "Elevator" [ spawnflags(Flags) = [ 1 : "Low trigger volume" : 0 ] speed(integer) : "Speed" : 150 height(integer) : "Travel altitude (can be negative)" : 0 sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Base fast" 2: "Chain Slow" ] ] @SolidClass base(Appearflags) = func_episodegate : "Episode Gate" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] @SolidClass base(Appearflags) = func_bossgate : "Boss gate" [] // // triggers // @SolidClass base(Trigger) = trigger_changelevel : "Trigger: Change level" [ map(string) : "Next map" target(target_destination) : "Target" spawnflags(flags) = [ 1: "No intermission" : 0 ] ] @SolidClass base(Trigger) = trigger_checkpoint : "Trigger Checkpoint" [ target(target_destination) : "Target" ] @SolidClass base(Trigger) = trigger_ladder : "Invisible Ladder" [ angle(string) : "Climb Facing Angle" ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ health(integer) : "Health (shootable)" spawnflags(flags) = [ 1: "Not touchable" : 0 ] ] @SolidClass base(Trigger) = trigger_telefrag : "Trigger Telefrag" [ spawnflags(flags) = [ 1: "MEDBAY" : 0 ] ] @SolidClass base(Trigger) = trigger_void : "Trigger Void" [] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ wait(string) : "Wait before reset" : "4" health(integer) : "Health (shootable)" spawnflags(flags) = [ 1: "Not touchable" : 0 ] ] @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" [ spawnflags(flags) = [ 1: "Not touchable" : 0 ] ] @SolidClass base(Trigger) = trigger_command : "Trigger Console Command" [ message(string) : "Console Command" ] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ sounds(choices) : "Sound" : 1 = [ 1 : "Secret sound" 2 : "Beep beep" ] spawnflags(flags) = [ 1: "Not touchable" : 0 ] ] @SolidClass base(Appearflags, Target, Targetname, Trigger) = trigger_teleport : "Trigger: Teleporter" [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] ] @SolidClass base(Appearflags) = trigger_setskill : "Trigger: Set skill" [ message(choices) : "Skill to change to" : 1 = [ 0 : "Easy" 1 : "Medium" 2 : "Hard" 3 : "Nightmare!" ] ] @PointClass base(Trigger) = trigger_relay : "Trigger: Relay" [] @SolidClass base(Appearflags, Targetname) = trigger_monsterjump : "Trigger: Monster jump" [ speed(integer) : "Jump Speed" : 200 height(integer) : "Jump Height" : 200 spawnflags(flags) = [ 1 : "Only Enraged" : 0 2 : "Only Melee" : 0 ] ] @PointClass base(Appearflags, Target, Targetname) = trigger_counter : "Trigger: Counter" [ spawnflags(flags) = [ 1: "No Message" : 0 ] count(integer) : "Count before trigger" : 2 delay (integer) : "Delay" message(string) : "Message" ] @SolidClass base(Appearflags, Targetname, Trigger) = trigger_push : "Trigger: Push" [ speed(integer) : "Speed" : 1000 spawnflags(flags) = [ 1: "Push once" : 0 2: "No Telefragged Touch" : 0 4: "Only Telefragged Touch" : 0 ] ] @SolidClass base(Appearflags, Targetname, Trigger) = trigger_hurt : "Trigger: Hurt" [ dmg(integer) : "Damage per second" : 5 ] @PointClass base(Trigger) = trigger_shake : "Bate Que Bate, Que Bate Chocolate" [ dmg(integer) : "Strength" : 120 wait(integer) : "Duration" : 1 count(integer) : "Radius" : 200 noise(string) : "Start Sound" noise1(string) : "End Sound" targetname(target_source) : "Name" ] @PointClass size(16 16 16) = misc_noisemaker : "Debug entity" [] @PointClass size(16 16 16) color(0 255 0) model(":progs/player.mdl") = viewthing : "Fake player" [] // HipRotate entities (from Quoth fgd) @PointClass base(targetname) = info_rotate : "Info rotate" [] @SolidClass = rotate_object : "Visible rotating object" [ target(target_destination) : "Target (an info_rotate)" targetname(target_source) : "Name (for controller)" ] @PointClass base(Targetname) = func_rotate_entity : "Simple rotating entity controller" [ target(target_destination) : "Target (a rotate_object)" rotate(string) : "Rotate speed (x y z)" speed(string) : "Acceleration time" spawnflags(flags) = [ 1: "Toggle" : 0 2: "Starts On" : 0 ] ] @PointClass base(Targetname) = func_rotate_door : "Rotating door controller" [ target(target_destination) : "Target (the rotate_object/movewalls)" rotate(string) : "Rotate axes (x y z)" angles(string) : "Rotate distance" speed(string) : "Acceleration time" sounds(choices) : "Sounds" : 3 = [ 1: "Medieval" 2: "Metal" 3: "Base" ] spawnflags(flags) = [ 1: "Stay open" : 0 ] ] @SolidClass = func_movewall : "Func movewall" [ targetname(target_source) : "Name (to match rotate_object)" spawnflags(flags) = [ 1: "Visible" : 0 2: "Damage on touch" : 0 4: "Non solid" : 0 ] ] @PointClass base(Targetname) = path_rotate : "Rotate train path" [ spawnflags(flags) = [ 1: "Rotation" : 0 2: "Angles" : 0 4: "Stop" : 0 8: "Stop rotate" : 0 16: "Damage" : 0 32: "Speed sets movetime" : 0 64: "Set damage" : 0 ] target(target_destination) : "Next path_rotate" noise(string) : "Stop sound" noise1(string) : "Start sound" event(target_source) : "Event to trigger" dmg(integer) : "Set train damage(set spawnflag too)" rotate(string) : "Set rotate for next motion" speed(choices) : "Speed(or movetime) for next motion" : 0 = [ -1 : "jumps to next waypoints" ] message(string) : "Message" angles(string) : "Desired angle at this point" wait(integer) : "Wait" : 0 ] @PointClass base(Targetname) = func_rotate_train : "Rotating train controller" [ target(target_destination) : "Target (the rotate_object/movewalls)" path(target_destination) : "First path entity" speed(string) : "Initial speed" dmg(string) : "Initial damage" sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] spawnflags(flags) = [ 1: "Stay open" : 0 ] ]