1 /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
4 Plats are always drawn in the extended position, so they will light correctly.
6 If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is trigger, when it will lower and become a normal plat.
8 "speed" overrides default 200.
9 "accel" overrides default 500
10 "lip" overrides default 8 pixel lip
12 If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
14 Set "sounds" to one of the following:
20 /*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
21 You need to have an origin brush as part of this entity. The center of that brush will be
22 the point around which it is rotated. It will rotate around the Z axis by default. You can
23 check either the X_AXIS or Y_AXIS box to change that.
25 "speed" determines how fast it moves; default value is 100.
26 "dmg" damage to inflict when blocked (2 default)
28 REVERSE will cause the it to rotate in the opposite direction.
29 STOP mean it will stop moving instead of pushing entities
33 /*QUAKED func_button (0 .5 .8) ?
34 When a button is touched, it moves some distance in the direction of it's angle, triggers all of it's targets, waits some time, then returns to it's original position where it can be triggered again.
36 "angle" determines the opening direction
37 "target" all entities with a matching targetname will be used
38 "speed" override the default 40 speed
39 "wait" override the default 1 second wait (-1 = never return)
40 "lip" override the default 4 pixel lip remaining at end of move
41 "health" if set, the button must be killed instead of touched
51 /*QUAKED func_door (0 .5 .8) ? START_OPEN x CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST
52 TOGGLE wait in both the start and end states for a trigger event.
53 START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
54 NOMONSTER monsters will not trigger this door
56 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
57 "angle" determines the opening direction
58 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
59 "health" if set, door must be shot open
60 "speed" movement speed (100 default)
61 "wait" wait before returning (3 default, -1 = never return)
62 "lip" lip remaining at end of move (8 default)
63 "dmg" damage to inflict when blocked (2 default)
72 /*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
73 TOGGLE causes the door to wait in both the start and end states for a trigger event.
75 START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
76 NOMONSTER monsters will not trigger this door
78 You need to have an origin brush as part of this entity. The center of that brush will be
79 the point around which it is rotated. It will rotate around the Z axis by default. You can
80 check either the X_AXIS or Y_AXIS box to change that.
82 "distance" is how many degrees the door will be rotated.
83 "speed" determines how fast the door moves; default value is 100.
85 REVERSE will cause the door to rotate in the opposite direction.
87 "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet
88 "angle" determines the opening direction
89 "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door.
90 "health" if set, door must be shot open
91 "speed" movement speed (100 default)
92 "wait" wait before returning (3 default, -1 = never return)
93 "dmg" damage to inflict when blocked (2 default)
102 /*QUAKED func_water (0 .5 .8) ? START_OPEN
103 func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
105 START_OPEN causes the water to move to its destination when spawned and operate in reverse.
107 "angle" determines the opening direction (up or down only)
108 "speed" movement speed (25 default)
109 "wait" wait before returning (-1 default, -1 = TOGGLE)
110 "lip" lip remaining at end of move (0 default)
111 "sounds" (yes, these need to be changed)
118 /*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
119 Trains are moving platforms that players can ride.
120 The targets origin specifies the min point of the train at each corner.
121 The train spawns at the first target it is pointing at.
122 If the train is the target of a button or trigger, it will not begin moving until activated.
125 noise looping sound to play when the train is in motion
130 /*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
131 "wait" base time between triggering all targets, default is 1
132 "random" wait variance, default is 0
134 so, the basic time between firing is a random time between
135 (wait - random) and (wait + random)
137 "delay" delay before first firing when turned on, default is 0
139 "pausetime" additional delay used only the very first time
140 and only if spawned with START_ON
142 These can used but not touched.
146 /*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
147 Conveyors are stationary brushes that move what's on them.
148 The brush should be have a surface with at least one current content enabled.
153 /*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
154 A secret door. Slide back and then to the side.
156 open_once doors never closes
157 1st_left 1st move is left of arrow
158 1st_down 1st move is down from arrow
159 always_shoot door is shootebale even if targeted
161 "angle" determines the direction
162 "dmg" damage to inflic when blocked (default 2)
163 "wait" how long to hold in the open position (default 5, -1 means hold)
167 /*QUAKED func_killbox (1 0 0) ?
168 Kills everything inside when fired, irrespective of protection.
172 /*QUAKED item_armor_body (.3 .3 1) (-16 -16 -16) (16 16 16)
173 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
174 model="models/armor/body/tris.md3"
178 /*QUAKED item_armor_combat (.3 .3 1) (-16 -16 -16) (16 16 16)
179 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
180 model="models/armor/combat/tris.md3"
184 /*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
185 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
186 model="models/armor/jacket/tris.md3"
190 /*QUAKED item_armor_shard (.3 .3 1) (-16 -16 -16) (16 16 16)
191 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
192 model="models/armor/shard/tris.md3"
196 /*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
197 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
198 model="models/weapons/shotgun/tris.md2"
202 /*QUAKED weapon_supershotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
203 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
204 model="models/weapons/supershotgun/tris.md2"
208 /*QUAKED weapon_machinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
209 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
210 model="models/weapons/machinegun/tris.md2"
214 /*QUAKED weapon_chaingun (.3 .3 1) (-16 -16 -16) (16 16 16)
215 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
216 model="models/weapons/chaingun/tris.md2"
220 /*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
221 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
222 model="models/weapons/grenadelauncher/tris.md2"
226 /*QUAKED weapon_rocketlauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
227 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
228 model="models/weapons/rocketlauncher/tris.md2"
232 /*QUAKED weapon_hyperblaster (.3 .3 1) (-16 -16 -16) (16 16 16)
233 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
234 model="models/weapons/hyperblaster/tris.md2"
238 /*QUAKED weapon_railgun (.3 .3 1) (-16 -16 -16) (16 16 16)
239 -------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
240 model="models/weapons/railgun/tris.md2"
244 /*QUAKED weapon_bfg (.3 .3 1) (-16 -16 -16) (16 16 16)
245 model="models/weapons/bfg/tris.md2"
249 /*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
250 model="models/ammo/shells/tris.md3"
254 /*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
255 model="models/ammo/bullets/tris.md3"
259 /*QUAKED ammo_cells (.3 .3 1) (-16 -16 -16) (16 16 16)
260 model="models/ammo/cells/tris.md3"
264 /*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
265 model="models/ammo/grenades/tris.md3"
269 /*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
270 model="models/ammo/rockets/tris.md3"
274 /*QUAKED ammo_slugs (.3 .3 1) (-16 -16 -16) (16 16 16)
275 model="models/ammo/slugs/tris.md3"
279 /*QUAKED item_adrenaline (.3 .3 1) (-16 -16 -16) (16 16 16)
280 model="models/items/adrenal/tris.md2"
284 /*QUAKED item_bandolier (.3 .3 1) (-16 -16 -16) (16 16 16)
285 model="models/items/band/tris.md2"
289 /*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
290 model="models/items/pack/tris.md2"
294 /*QUAKED item_health (.3 .3 1) (-16 -16 -16) (16 16 16)
295 model="models/health/medium/tris.md3"
299 /*QUAKED item_health_small (.3 .3 1) (-16 -16 -16) (16 16 16)
300 model="models/health/small/tris.md3"
304 /*QUAKED item_health_large (.3 .3 1) (-16 -16 -16) (16 16 16)
305 model="models/health/large/tris.md3"
309 /*QUAKED item_health_mega (.3 .3 1) (-16 -16 -16) (16 16 16)
310 model="models/health/mega/tris.md2"
314 /*QUAKED func_group (0 0 0) ?
315 Used to group brushes together just for editor convenience.
319 /*QUAKED func_areaportal (0 0 0) ?
321 This is a non-visible object that divides the world into
322 areas that are seperated when this portal is not activated.
323 Usually enclosed in the middle of a door.
327 /*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
328 Target: next path corner
329 Pathtarget: gets used when an entity that has
330 this path_corner targeted touches it
334 /*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
335 Makes this the target of a monster and it will head here
336 when first activated before going after the activator. If
337 hold is selected, it will stay here.
341 /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8)
342 Just for the debugging level. Don't use
346 /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
347 Used as a positional target for spotlights, etc.
351 /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
352 Used as a positional target for lightning.
356 /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
358 Default light value is 300.
359 If targeted, will toggle between on and off.
360 Default _cone value is 10 (used to set size of light for spotlights)
364 /*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
365 This is just a solid wall if not inhibited
367 TRIGGER_SPAWN the wall will not be present until triggered
368 it will then blink in to existance; it will
369 kill anything that was in it's way
371 TOGGLE only valid for TRIGGER_SPAWN walls
372 this allows the wall to be turned on and off
374 START_ON only valid for TRIGGER_SPAWN walls
375 the wall will initially be present
379 /*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
380 This is solid bmodel that will fall if it's support it removed.
384 /*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
388 /*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16) ? 4
389 Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
391 4 Inhibit normal teleporter effect
395 /*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
396 Point teleporters at these.
397 model="models/objects/dmspot/tris.md2"
401 /*QUAKED misc_emit (1 0 0) (-8 -8 -8) (8 8 8) ? 1
402 Client sided source of particles, steam, light flashes, and coronas.
403 "angles" The direction at which particles or steam are emitted.
404 "color" The color for particles, light emission, and coronas.
405 "hz" The emission rate, in events-per-second.
406 "drift" The factor of randomized drift applied to the emission rate.
407 "radius" The radius of the corona.
408 "count" The number of particles to emit per event.
409 "sound" The sound sample to accompany events.
410 "flags" Determines emit type.
411 1 = Emit a dynamic light flash.
412 2 = Emit particle sparks.
419 /*QUAKED worldspawn (0 0 0) ?
421 Only used for the world.
423 "sky" environment map name, unit1_
424 "ambient_light" ambient light, r g b values 0-1
425 "weather" none, rain, snow, fog
426 "gravity" 800 default gravity
427 "gameplay" deathmatch, instagib, arena
428 "teams" 1 enabled, 2 balanced
429 "ctf" 1 enabled, 2 balanced
430 "match" 1 enabled, players must ready
435 "give" comma-delimited item string
439 /*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
440 "noise" wav file to play
442 -1 = none, send to whole level
443 1 = normal fighting sounds
445 3 = ambient sound level
448 Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
450 Looped sounds are allways atten 3 / vol 1, and the use function toggles it on/off.
451 Multiple identical looping sounds will just increase volume without any speed cost.
455 /*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
456 Spawns an explosion temporary entity when used.
458 "delay" wait this long before going off
459 "dmg" how much radius damage should be done, defaults to 0
463 /*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
464 Creates a particle splash effect when used.
468 /*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
469 Variable sized repeatable trigger. Must be targeted at one or more entities.
470 If "delay" is set, the trigger waits some time after activating before firing.
471 "wait" : Seconds between triggerings. (.2 default)
477 set "message" to text string
481 /*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED
482 Triggers once, then removes itself.
483 You must set the key "target" to the name of another object in the level that has a matching "targetname".
485 If TRIGGERED, this trigger must be triggered before it is live.
493 "message" string to be displayed when triggered
497 /*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
498 This fixed size trigger cannot be touched, it can only be fired by other events.
502 /*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
503 This trigger will always fire. It is activated by the world.
507 /*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE 4
509 "speed" defaults to 100
511 4 Emit teleporter effect for visual identification.
515 /*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
516 Any entity that touches this will be hurt.
518 It does dmg points of damage each server frame
520 SILENT supresses playing the sound
521 SLOW changes the damage rate to once per second
522 NO_PROTECTION *nothing* stops the damage
524 "dmg" default 5 (whole numbers only)
529 /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
530 The normal starting point for a level.
534 /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32)
535 potential spawning position for deathmatch games
539 /*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
540 The deathmatch intermission point will be at one of these
541 Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
545 /*QUAKED info_player_team1 (0 0 1) (-16 -16 -24) (16 16 32)
546 potential team1 spawning position for ctf games
550 /*QUAKED info_player_team2 (1 0 0) (-16 -16 -24) (16 16 32)
551 potential team2 spawning position for ctf games
555 /*QUAKED item_flag_team1 (0.2 0.2 1) (-16 -16 -24) (16 16 32)
556 team1 flag location for ctf games
560 /*QUAKED item_flag_team2 (1 0.2 0.2) (-16 -16 -24) (16 16 32)
561 team2 flag location for ctf games