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rpg-x_entities.def
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//files that hold this stuff in gamecode. Please update them as required:
//g_breakable.c - func_breakable, misc_model_breakable, misc_ammo_station*, target_repair;
//g_cinamatic.c - cinematic_camera**;
//g_client.c - info_player_deathmatch[info_player_start, team_CTF_redplayer, team_CTF_blueplayer, team_CTF_redspawn, team_CTF_bluespawn], info_player_intermission;
//g_fx.c - fx_spark, fx_steam, fx_bolt, fx_transporter, fx_drip, fx_fountain, fx_surface_explosion, fx_blow_chunks, fx_smoke, fx_electrical_explosion, fx_phaser, fx_torpedo, fx_particle_fire, fx_fire, fx_cooking_steam, fx_elecfire, fx_forge_bolt***, fx_plasma***, fx_energy_stream***, fx_transporter_stream***, fx_explosion_trail***, fx_borg_energy_beam***, fx_shimmery_thing, fx_borg_bolt***;
//g_misc.c - func_group, info_camp, info_null, info_notnull[misc_teleporter_dest, target_position], light, misc_model, misc_portal_surface, misc_portal_camera, shooter_rocker, shooter_plasma, shooter_grenade, shooter_torpedo;
//g_mover.c - func_door, func_plat, func_button, path_corner, func_train, func_static, func_forcefield, func_rotating, func_door_rotating, func_bobbing, func_pendulum, func_brushmodel, func_lightchange, func_targetmover, path_point, func_mover, func_stasis_door;
//g_spawn.c - worldspawn;
//g_target.c - target_give, target_remove_powerups*, target_delay, target_print, target_speaker, target_laser, target_teleporter, target_relay, target_kill, target_location, target_counter, target_objective*, target_boolean, target_gravity, target_shake, target_evosuit, target_turbolift, target_doorlock, target_alert, target_warp, target_deactivate, target_serverchange, target_levelchange, target_holodeck***, target_shaderremap, target_selfdestruct, target_zone, target_shiphealth;
//g_trigger.c - trigger_multiple, trigger_always, trigger_push, target_push, trigger_teleport, trigger_hurt, func_timer, trigger_transporter, trigger_radiation;
//g_turrets.c - misc_turret, misc_laser_arm;
//g_ui.c - ui_transporter, ui_msd, ui_holodeck;
//g_usable.c - func_usable;
// *might be removed
// **Description needs to be worked on
// ***Entity is currently disabled (usually denied from spawning or freed at spawn)
/*QUAKED misc_model_breakable (1 0 0) (-16 -16 -16) (16 16 16) SOLID AUTOANIMATE DEADSOLID NO_DMODEL INVINCIBLE X X X REPAIRABLE X
-----DESCRIPTION-----
Destroyable *.md3-model. If it dies it will display it's damge model if one exists and fire it's targets.
If repaired by either target_repair (not yet implemented) or hyperspanner (not yet fully implemented) it will fire it's targets
-----SPAWNFLAGS-----
1: SOLID - Movement is blocked by it, if not set, can still be broken by explosions and shots if it has health
2: AUTOANIMATE - Will cycle it's anim
4: DEADSOLID - Stay solid even when destroyed (in case damage model is rather large).
8: NO_DMODEL - Makes it NOT display a damage model when destroyed, even if one exists. Needs to be set if none exist.
16: INVINCIBLE - Can only be broken by being used
32: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
64: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
128: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
256: REPAIRABLE - can be repaired with hyperspanner
512: X - DO NOT USE! This may come in conflict with shared functions from func_breakable.
-----KEYS-----
"model" - path to the arbitrary .md3 file to display
"health" - how much health to have - default is zero (not breakable) If you don't set the SOLID flag, but give it health, it can be shot but will not block NPCs or players from moving
"targetname" - when used, dies and displays damagemodel, if any (if not, removes itself)
"target" - What to use when it dies
"paintarget" - target to fire when hit (but not destroyed)
"wait" - how long minimum to wait between firing paintarget each time hit
"luaDie" - Lua-Hook for when the breakable dies
Damage: default is none
"splashDamage" - damage to do (will make it explode on death)
"splashRadius" - radius for above damage
"team" - This cannot take damage from members of this team (2 = blue, 1 = red) 2 will exclude players/clients in RPG-X
"material" - sets the chunk type:
0 - none (default)
1 - metal
2 - glass
3 - glass and metal
4 - wood
5 - stone
-----LUA-----
Finding an MMB for post-spawn manipulation:
For this purpose we have created a function that will return the first of these that has a matching s.origin.
You can get the s.origin ingame as an admin/developer by pointing at the MMB ingame and using the /getorigin-command.
This is how it should look:
vec = vector.Construct(s.origin[X], s.origin[Y], s.origin[Z]);
ent = entity.FindMMB(vec);
Refitting repairablility using lua:
This is a fairly simple addition, here's the code:
vec = vector.Construct(s.origin[X], s.origin[Y], s.origin[Z]);
MMB = entity.FindMMB(vec);
MMB:SetSpawnflags(MMB:GetSpawnflags() + 256);
if MMB:GetHealth() == 0 then --we do require health to be present for repairability
MMB:SetHealth (1);
entity.CallSpawn(ent);
end
*/
/*QUAKED misc_ammo_station (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
Grants ammo to client until depleted.
This useless in RPG-X unless you'd like to spawn a DN-ammo-console.
-----Spawnflags-----
none
-----KEYS-----
"health" - how much health the model has - default 60 (zero makes non-breakable)
"target" - what to use when it dies
"paintarget" - target to fire when hit (but not destroyed)
"count" - the amount of health given when used (default 1000)
"team" - This cannot take damage from members of this team and only members of this team can use it (2 = blue, 1 = red) 2 will exclude players/clients in RPG-X
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
-----DESCRIPTION-----
potential spawning position for deathmatch games.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
-----DESCRIPTION-----
Merely a fancy name for info_player_deathmatch.
On spawn will reset classname appropriately and respawn itself.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
-----DESCRIPTION-----
The intermission will be viewed from this point.
It is also used to spawn spectators.
Target an info_notnull or similar for the view direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
/*QUAKED item_botroam (.5 .3 .7) (-16 -16 -24) (16 16 0)
-----DESCRIPTION-----
Bots in MP will go to these spots when there's nothing else to get - helps them patrol.
No use in RPG-X.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Used as a positional target for calculations in the compiler/utilities (spotlights, etc), but removed during gameplay.
-----SAPWNFLAGS-----
none
-----KEYS-----
"targetname" - have whatever is required point at this.
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Used as a positional target for calculations in the compiler/utilities (spotlights, etc), but removed during gameplay.
-----SAPWNFLAGS-----
none
-----KEYS-----
"targetname" - have whatever is required point at this.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Used as a positional target for in-game calculation, like jumppad targets.
target_position does the same thing
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetname" - have whatever is required point at this.
*/
/*QUAKED lightJunior (0 1 0) (-8 -8 -8) (8 8 8) LINEAR NO_INCIDENCE X X X NORMALIZED_COLOR FORCE_DISTANCE_ATTENUATION
-----DESCRIPTION-----
Light source for the compiler. Will be removed ingame.
This type of light only affects the light grid (Entity lighting only no world lighting).
-----SPAWNFLAGS-----
1: LINEAR - checkbox gives linear falloff instead of inverse square
2: NO_INCIDENCE - checkbox makes lighting smoother
4: X - Unknown. Usage not recomended.
8: X - Unknown. Usage not recomended.
16: X - Unknown. Usage not recomended.
q3map2:
32: NORMALIZED_COLOR - light color gets normalized by the compiler
64: FORCE_DISTANCE_ATTENUATION - distance attenuation is enforced
-----KEYS-----
"light" - overrides the default 300 intensity.
"radius" - overrides the default 64 unit radius of a spotlight at the target point.
"_color" - light color
q3map2:
"_style" - light style number
"fade" - Fade factor of light attenuation of linear lights. (Linear lights vanish at light/(fade * 8000).
"_anglescale" - scales angle attenuation
"scale" - intensity multiplier
"_samples" - number of samples to use to get soft shadows from a light
"_deviance" - position deviance of the samples of a regular light
"_filterradius" - filter radius for this light
"_sun" - if 1, this light is an infinite sun light
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LINEAR NO_INCIDENCE X X NO_GRID NORMALIZED_COLOR FORCE_DISTANCE_ATTENUATION
-----DESCRIPTION-----
Light source for the compiler. Will be removed ingame.
Lights pointed at a target (info_null) will be spotlights.
-----SPAWNFLAGS-----
1: LINEAR - checkbox gives linear falloff instead of inverse square
2: NO_INCIDENCE - checkbox makes lighting smoother
4: X - Unknown. Usage not recomended.
8: X - Unknown. Usage not recomended.
q3map2:
16: NO_GRID - light does not affect the grid
32: NORMALIZED_COLOR - light color gets normalized by the compiler
64: FORCE_DISTANCE_ATTENUATION - distance attenuation is enforced
-----KEYS-----
"light" - overrides the default 300 intensity.
"radius" - overrides the default 64 unit radius of a spotlight at the target point.
"_color" - light color
q3map2:
"_style" - light style number
"fade" - Fade factor of light attenuation of linear lights. (Linear lights vanish at light/(fade * 8000).
"_anglescale" - scales angle attenuation
"scale" - intensity multiplier
"_samples" - number of samples to use to get soft shadows from a light
"_deviance" - position deviance of the samples of a regular light
"_filterradius" - filter radius for this light
"_sun" - if 1, this light is an infinite sun light
"_flareshader" - shader for a flare surface generated by this light
"_flare" - when set, this light is a flare without a specified shader
*/
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
-----DESCRIPTION-----
Merely a fancy name for info_notnull.
was originally used for teleporters but became redundant.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetname" - have whatever is required point at this.
*/
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Merely a fancy name for info_notnull.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetname" - have whatever is required point at this.
*/
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) CAST_SHADOWS CLIP_MODEL FORCE_META
-----DESCRIPTION-----
Will just spawn and display it's model.
Can be hooked up with a brushmodel-entity to move relative to.
-----SPAWNFLAGS-----
q3map2:
1: CAST_SHADOWS - Model will cast shadows.
2: CLIP_MODEL - Model will be clipped so noone can pass trough.
4: FORCE_META - will enforce a meta-compile for .bsp-build even if the compiler wasn't told to do so.
-----KEYS-----
"model" - arbitrary .md3 file to display
"target" - brushmodel-entity to attach to
q3map2:
"_castShadows" OR "_cs" sets whether the entity casts shadows
"_receiveShadows" OR "_rs" sets whether the entity receives shadows
"modelscale" scaling factor for the model to include
"modelscale_vec" non-uniform scaling vector for the model to include
"model2" path name of second model to load
"_frame" frame of model to load
"_frame2" frame of second model to load
*/
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
The portal surface nearest this entity will show a view from the targeted misc_portal_camera, or a mirror view if untargeted.
This must be within 64 world units of the surface!
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - misc_portal_camera's to target
"targetname" - When used, cycles to the next misc_portal_camera it's targeted
"wait" - makes it auto-cycle between all cameras it's pointed at at intevervals of specified number of seconds. Default = -1 = don't autocycle
cameras will be cycled through in the order they were created on the map.
if this and the first camera are -1 there will be no autocycle.
if this is -1 but the first camera is positive the wait will be adapted as a faulsafe measure should one of the later cameras lack an individual wait.
"swapname" - will pause/unpause the autocycle. The next cycle will happen aufer "wait" seconds, so wait is required for this.
requires SELF/NO_ACRIVATOR
-----USAGE-----
Autocycle or manual Cycle usually only makes sence for a survaliance-station or security.
For a viewscreen or a communications channel make the brush having the portal-texture a func_usable and treat is as described on that entity for VFX-Entities.
*/
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE
-----DESCRIPTION-----
The target for a misc_portal_surface.
You can set either angles or target another entity (NOT an info_null or similar) to determine the direction of view.
-----SPAWNFLAGS-----
1: SLOWROTATE - slowly rotates around it's axis of view
2: FASTROTATE - quickly rotates around it's axis of view
-----KEYS-----
"targetname" - have misc_portal_surface target this
"roll" - an angle modifier to orient the camera around the target vector. Default is 0.
"wait" - delay for autocycle misc_portal_surface. Will overwrite theirs. Default is -1 = use surface-value.
*/
/*QUAKED shooter_rocket (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
When used fires a rocket at either the target or the current direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED shooter_torpedo (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
When used fires a torpedo at either the target or the current direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED shooter_plasma (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
When used fires a plasma-burst at either the target or the current direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED shooter_grenade (1 0 0) (-16 -16 -16) (16 16 16)
-----DESCRIPTION-----
When used fires a grenade at either the target or the current direction.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - direction to fire to
"random" - the number of degrees of deviance from the taget. (1.0 default)
*/
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
func_train path corners.
-----SPAWNFLAGS-----
none
-----KEYS-----
"target" - next path corner and other targets to fire
"speed" - speed to move to the next corner
"wait" - seconds to wait before behining move to next corner
*/
/*QUAKED path_point (.5 .3 0) (-8 8 8) (8 8 8) START_POINT
-----DESCRIPTION-----
Target position for the discontinued func_mover
-----SPAWNFLAGS-----
1: START_POINT - this is the first path_point for the train
-----KEYS-----
"target" - next path_point
"wait" - time beforce moving on, -1 wait until used
"damage" - used to tell the func_mover it should fire it's targets here
"angles" - to rotate to
*/
/*QUAKED worldspawn (0 0 0) ?
-----DESCRIPTION-----
Every map should have exactly one worldspawn.
It holds some general information on the map.
-----SPAWNFLAGS-----
none
-----KEYS-----
"music" - path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
"gravity" - 800 is default gravity
"message" - Text to print during connection process
Keys irrelevant for RPG-X
"fraglimit" - overrides server's limit
"capturelimit" - overrides server's capturelimit (use with team AddScores)
"timelimit" - overrides server's timelimit
"timelimitWinningTeam" - "red" or "blue" - this team will win when the timelimit runs out
q3map2:
"_blocksize" block size for unconditional BSP subdivisions
"_celshader" use the specified cel shader for the world
"_lightmapscale" set the lightmapscale for the world
"_ignoreleaks" when set, no leak test is performed
"_foghull" must be set to a sky shader when _fog is used
"_fog" if set, the whole map is fogged using the given shader name
"gridsize" resolution of the light grid
"_ambient" amount of ambient light
"_minvertexlight" amount of minimum vertex light
"_mingridlight" amount of minimum grid light
"_minlight" amount of minimum light
"_keepLights" if set, light entities are not stripped from the BSP file when compiling
"_style42rgbgen" |rgbGen|-like shader definition string for light style 42 (works the same way for all style numbers)
"_style42alphagen" |alphaGen|-like shader definition string for light style 42 (works the same way for all style numbers)
*/
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Gives all the weapons specified here in the list.
-----SPAWNFLAGS-----
none
-----KEYS-----
"items" - separated by ' | ', specify the items
EG "WP_5 | WP_14" etc
(Don't forget the spaces!)
*/
/*QUAKED target_remove_powerups (1 0 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
takes away all the activators powerups.
Used to drop flight powerups into death puts.
-----SPAWNFLAGS-----
none
-----KEYS-----
none
*/
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) SELF
-----DESCRIPTION-----
When used fires it'd target after a delay of 'wait' seconds
-----SPAWNFLAGS-----
1: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetname (e.g. swapname))
-----KEYS-----
"wait" - seconds to pause before firing targets.
"random" - delay variance, total delay = delay +/- random seconds
"luaUse" - lua function to call at the beginning of the delay
luaThink - lua function to call at end of delay
*/
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) redteam blueteam private
-----DESCRIPTION-----
This will display the 'message' in the lower right corner for all reciepients.
By default every client get's the message however this can be limited via spawnflags.
-----SPAWNFLAGS-----
1: redteam - everyone on the red team gets the message
2: blueteam - everyone on the blue team gets the message
4: private - only the activator gets the message
-----KEYS-----
"message" text to print
*/
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED_ON LOOPED_OFF GLOBAL ACTIVATOR
-----DESCRIPTION-----
A sound-file to play.
By default this will be played once locally.
The specifics on how to play are set via spawnflags.
Looping Sounds may not be combined with GLOBAL or ACTIVATOR
Multiple identical looping sounds will just increase volume without any speed cost.
Using a looping target_speaker will toggle it's sound on or off.
Using a target_speaker designed to play it's sound once will play that sound.
-----SPAWNFLAGS-----
1: LOOPED_ON - this Speaker will loop it's sound and will be active at spawn.
2: LOOPED_OFF - this Speaker will loop it's sound and will be inactive at spawn.
4: GLOBAL - the sound will be played once globally so every client will hear it.
8: ACTIVATOR - The sound will be played once for the activator only to hear.
-----KEYS-----
"noise" - file to play
"wait" - Seconds between auto triggerings, default = 0 = don't auto trigger
"random" - wait variance, default is 0, delay would be wait +/- random
*/
/*QUAKED target_laser (0 .5 .8) (-8 -8 -8) (8 8 8) START_ON
-----DESCRIPTION-----
When triggered, fires a laser. You can either set a target or a direction.
-----SPAWNFLAGS-----
1: START_ON - will be on at spawn
-----KEYS-----
"targetname" - when used will toggle on/off
"target" - point to fire laser at
*/
/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8) VISUAL_FX SUSPENDED DEACTIVATED
-----DESCRIPTION-----
The activator will be instantly teleported away.
-----SPAWNFLAGS-----
1: VISUAL_FX - Instead of instant teleportation with no FX, entity will play the Star Trek style
transporter effect and teleport over the course of an 8 second cycle.
NB-If using the transporter VISUAL_FX, place the target entity so it's right on top of
the surface you want the player to appear on. It's been hardcoded to take this offset into
account only when the VISUAL_FX flag is on
2: SUSPENDED - Unless this is checked, the player will materialise on top of the first solid surface underneath the entity
4: DEACTIVATED - Teleporter will be deactiavted at spawn
-----KEYS-----
"targetname" - Any entities targeting this will activate it when used.
"target" - Name of one or more info_notnull entities that the player teleport to.
"swapname" - Activate/Deactivate (Using entity needs SELF/NOACTIVATOR)
*/
/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM SELF
-----DESCRIPTION-----
This doesn't perform any actions except fire its targets.
It is also a nice function-caller via luaUse.
-----SPAWNFLAGS-----
1: RED_ONLY - Only members from the red team can use this
2: BLUE_ONLY - Only members from the blue team can use this
4: RANDOM - only one of the entities with matching targetname will be fired, not all of them
8: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetname (e.g. swapname))
-----KEYS-----
"targetname" - calling this will fire the entity
"target" - targetname of entities to fire
"luaUse" - lua function to call on use
*/
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Kills the activator.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetanme" - the activator calling this will be telefragged if client
*/
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Location to display in the player-list (usually Tab)
Closest target_location in sight used for the location, if nonein sight, closest in distance
-----SPAWNFLAGS-----
none
-----KEYS-----
"message" - location name to display. Can be colorized using '^X' where X is one of the following numbers
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
-----LocEdit-----
target_locations can also be spawned by a <mapname>.locations-file.
While creating this was hard work for many years, a new command makes it quite easy: LocEdit
There are a few basic commands:
/locedit start <type>
This will open the file.
For type set 1 if you'd like to restrict a location so only admins can autorise transportation there.
Else set 0.
For Type = 0: /locedit add "<location-name>"
For Type = 1: /locedit add <protected> "<location-name>"
this will add a new location to the list.
It will grab your current position as well as your yaw-angle (around the Z-Axis) and dump them to the file with the parameters.
If you set protected 1 only admins can authorise transportation there.
location-name can be colorized as stated above. You need to put it in "".
/locedit nl
this will simply add an empty line. If you have to manually edit the file at a later date this will help you get oriented.
/locedit stop
this will close the file.
*/
/*QUAKED target_counter (1.0 0 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
Acts as an intermediary for an action that takes multiple inputs.
After the counter has been triggered "count" times it will fire all of it's targets and remove itself.
-----SPAWNFLAGS-----
none
-----KEYS-----
"count" - number of usages required before targets are fired. Default is 2
"targetname" - Will reduce count by one.
"target" will be fired once count hit's 0
*/
/*QUAKED target_objective (1.0 0 0) (-4 -4 -4) (4 4 4)
-----DESCRIPTION-----
When used, the objective in the <mapname>.efo with this objective's "count" will be marked as completed
NOTE: the objective with the lowest "count" will be considered the current objective
-----SPAWNFLAGS-----
none
-----KEYS-----
"count" - number of objective (as listed in the maps' <mapname>.efo)
"targetname" - when fired marks objective as complete
*/
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32) INITIAL
-----DESCRIPTION-----
Merely a fancy name for info_player_deathmatch.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32) INITIAL
-----DESCRIPTION-----
Merely a fancy name for info_player_deathmatch.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
-----DESCRIPTION-----
Merely a fancy name for info_player_deathmatch.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32) INITIAL
-----DESCRIPTION-----
Merely a fancy name for info_player_deathmatch.
-----SPAWNFLAGS-----
1: INITIAL - Preferred spawn for the first spawn of a client when entering a match.
-----KEYS-----
"target" - entities with matching targetname will be fired if someone spawns here.
"nobots" - if 1 will prevent bots from using this spot.
"nohumans" - if 1 will prevent non-bots from using this spot.
*/
/*QUAKED trigger_multiple (.5 .5 .5) ? RED_OK BLUE_OK TEAM_ONLY
-----DESCRIPTION-----
Variable sized repeatable trigger. Must be targeted at one or more entities.
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
-----SPAWNFLAGS-----
1: RED_OK - People on the red team can fire this trigger
2: BLUE_OK - People on the blue team can fire this trigger
4: TEAM_ONLY - Only people on red or blue can fire this trigger (not TEAM_FREE like in straight holomatch or spectators)
-----KEYS-----
"wait" - Seconds between triggerings, 0.5 default, -1 = one time only.
"random" - wait variance, default is 0
*/
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
This trigger will always fire. It is activated by the world.
Actually this is going to fire once 0.3 secs after spawn, so it's more a trigger_init.
-----SPAWNFLAGS-----
none
-----KEYS-----
target - targets to fire
*/
/*QUAKED trigger_push (.5 .5 .5) ?
-----DESCRIPTION-----
Jumpfield/Booster Effect predicted on client side. This is activated by touch function.
-----SPAWNFLAGS-----
None
-----KEYS-----
target - apex of the leap. Must be a target_position or info_notnull.
*/
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) ENERGYNOISE
-----DESCRIPTION-----
Pushes the activator in the direction of angle, or towards a target apex.
This is predicted on the serverside and is triggered by use-function.
-----SPAWNFLAGS-----
1: ENERGYNOISE - play energy noise instead of windfly
-----KEYS-----
"speed" - defaults to 1000
"target" - apex of the leap. Must be a target_position or info_notnull.
*/
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR RANDOM VISUAL_FX SUSPENDED DEACTIVATED
-----DESCRIPTION-----
Allows client side prediction of teleportation events.
Must point at a target_position or info_notnull, which will be the teleport destination.
-----SPAWNFLAGS-----
1: SPECTATOR: If set, only spectators can use this teleport.
Spectator teleporters are not normally placed in the editor, but are created
automatically near doors to allow spectators to move through them.
2: RANDOM: send player to random info_player_deathmatch spawn point
4: VISUAL_FX: plays the Star Trek transporter FX and beams the player out slowly
8: SUSPENDED: player appears with the bounding box aligned to the bottom of the target
If this isn't set, the player materializes at the first solid surface under it
16: DEACTIVATED: Spawns deactivated
-----KEYS-----
"swapname" - ACTIVATE/DEACTIVATE (Using entity needs SELF/NOACTIVATOR)
"wait" - time before trigger deactivates itself automatically
"soundstart" - sound to play if triggered
"health" - default is original behavior (speed of 400), any other value will be the
speed at which the player is spewed forth from the tranpsorter destination. -1
if you want no speed. The transporter VISUAL_FX flag will only work if the health
is set to 0 or -1 as it cannot support 'spewing'.
*/
/*QUAKED misc_turret (1 0 0) (-8 -8 -8) (8 8 8) START_OFF
-----DESCRIPTION-----
Will aim and shoot at enemies
-----SPAWNFLAGS-----
1: START_OFF - Starts off
-----KEYS-----
random - How far away an enemy can be for it to pick it up (default 512)
speed - How fast it turns (degrees per second, default 30)
wait - How fast it shoots (shots per second, default 4, can't be less)
dmg - How much damage each shot does (default 5)
health - How much damage it can take before exploding (default 100)
splashDamage - How much damage the explosion does
splashRadius - The random of the explosion
NOTE: If either of the above two are 0, it will not make an explosion
targetname - Toggles it on/off
target - What to use when destroyed
"team" - This cannot take damage from members of this team and will not target members of this team (2 = blue, 1 = red) 2 will exclude players in RPG-X
*/
/*QUAKED misc_laser_arm (1 0 0) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
What it does when used depends on it's "count" (can be set by a lua-script)
-----SPAWNFLAGS-----
none
-----KEYS-----
count:
0 (default) - Fire in direction facing
1 turn left
2 turn right
3 aim up
4 aim down
speed - How fast it turns (degrees per second, default 30)
dmg - How much damage the laser does 10 times a second (default 5 = 50 points per second)
wait - How long the beam lasts, in seconds (default is 3)
targetname - to use it
target - What thing for it to be pointing at to start with
"startRGBA" - laser color, Red Green Blue Alpha, range 0 to 1 (default 1.0 0.85 0.15 0.75 = Yellow-Orange)
*/
// q3map2
/*QUAKED _decal (0 1.0 0) ?
-------- KEYS --------
"target" the name of the entity targetted at for projection
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Compiler-only entity that specifies a decal to be projected. Should
contain 1 or more patch meshes (curves) and target an info_null entity.
The distance between the center of the _decal entity and the target is the
axis and distance of projection.
*/
/*QUAKED _skybox (0.77 0.88 1.0) (-4 -4 -4) (4 4 4)
-------- KEYS --------
"angle" : rotation angle of the sky surfaces.
"angles" : Individual control of PITCH, YAW, and ROLL (default 0 0 0).
"_scale" : scaling factor (default 64), good values are between 50 and 300, depending on the map.
-------- SPAWNFLAGS --------
(none)
-------- NOTES --------
Compiler-only entity that specifies the origin of a skybox (a wholly contained, seperate area of the map),
similar to some games' portal skies. When compiled with Q3Map2, the skybox surfaces will be visible from any
place where sky is normally visible. It will cast shadows on the normal parts of the map, and can be used
with cloud layers and other effects.
*/
// RPG-X trigger_*
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW EVO_PROTECT NO_ADMIN
-----DESCRIPTION-----
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
Targeting the trigger will toggle its on / off state.
-----SPAWNFLAGS-----
1: START_OFF - trigger will not be doing damage until toggled on
2: TOGGLE - can be toggled
4: SILENT - supresses playing the sound
8: NO_PROTECTION - *nothing* stops the damage
16: SLOW - changes the damage rate to once per second
32: EVO_PROTECT - Evosuit protects the client
64: NO_ADMIN - admins don't get hurt
-----KEYS-----
"dmg" - default 5 (whole numbers only)
*/
/*QUAKED trigger_transporter (0.5 0.5 0.5) ?
-----DESCRIPTION-----
This is used in combination with ui_transporter.
Have this be targeted by ui_transporter.
-----SPAWNFLAGS-----
none
-----KEYS-----
"wait" time to wait before trigger gets deactivated again(in seconds, default 5)
"soundstart" transport sound;
*/
/*QUAKED trigger_radiation (0.5 0.5 0.5) ? START_OFF MAP_WIDE
-----DESCRIPTION-----
This can be used in three ways:
- as radiation volume trigger
- as mapwide radiation
-----SPAWNFLAGS-----
1: START_OFF - ent is off at spawn
2: MAP_WIDE - mapwide radiation
-----KEYS-----
The damage the radiation does is calculated from these two values:
"dmg" damage(default 1)
"wait" wait(seconds, default 10)
Forumla is: dps = dmg / wait
*/
// RPG-X target_*
/*QUAKED target_boolean (.5 .5 .5) (-8 -8 -8) (8 8 8) START_TRUE SWAP_FIRE SELF
-----DESCRIPTION-----
Acts as an if statement. When fired normaly if true it fires one target, if false it fires another.
-----SPAWNFLAGS-----
1: START_TRUE - the boolean starts true.
2: SWAP_FIRE - when the swap command is issued it will also fire the new target.
4: SELF - use the entity as activator instead of it's own activator when using it's targets (use this flag for targets that are not called by their targetanme)
-----KEYS-----
"targetname" - this when fired will fire the target according to which state the boolean is in
"swapname" - this when fired will swap the boolean from one state to the opposite
"truename" - this when fired will swap the boolean's state to true
"falsename" - this when fired will sawp the boolean's state to false
"truetarget" - this will be fired if the boolean is true then the targetname is recieved
"falsetarget" - this will be fired if the boolean is false then the targetname is recieved
*/
/*QUAKED target_gravity (.5 .5 .5) (-8 -8 -8) (8 8 8) PLAYER_ONLY MAP_GRAV
-----DESCRIPTION-----
This changes the servers gravity to the ammount set.
-----SPAWNFLAGS-----
1: PLAYER_ONLY - If select this will only change the gravity for teh actiator. TiM: an actiator eh?
2: MAP_GRAV - Will reset player to the current global gravity.
-----KEYS-----
"gravity" - gravity value (default = g_gravity default = 800)
*/
/*QUAKED target_shake (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
When fired every clients monitor will shake as if in an explosion
-----SPAWNFLAGS-----
none
-----KEYS-----
"wait" - Time that the shaking lasts for in seconds
"intensity" - Strength of shake
*/
/*QUAKED target_evosuit (.5 .5 .5) (-8 -8 -8) (8 8 8)
-----DESCRIPTION-----
Grants activating clent the EVA-Suit-Flag with all sideeffects associated.
-----SPAWNFLAGS-----
none
-----KEYS-----
"targetanme" - entity needs to be used
*/
/*QUAKED target_turbolift (.5 .5 .5) ? x x x x x x x x OFFLINE
-----DESCRIPTION-----
Turbolifts are delayed teleporters that send players between
each other, maintaining their view and position so the transition is seamless.
If you target this entity with a func_usable, upon activating that useable,