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2024-06-01 17:34:27 +02:00

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/*QUAKED item_***** ( 1 1 1 ) (-16 -16 -16) (16 16 16) suspended
===========DESCRIPTION============================
DO NOT USE THIS CLASS, IT JUST HOLDS GENERAL INFORMATION.
===========SPAWNFLAGS============================
The suspended flag will allow items to hang in the air; otherwise they are dropped to the next surface.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
*/
/*QUAKED item_shield_sm_instant (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Instant shield pickup, restores 25.
===========SPAWNFLAGS============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\psd_sm.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_shield_lrg_instant (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Instant shield pickup, restores 100
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\psd.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_medpak_instant (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Instant medpack pickup, heals 25
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models/items/medpac.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
30 seconds of seeker drone
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\remote.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_shield (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Portable shield wall creator.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\shield.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_medpac (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Bacta canister pickup, heals 25 on use.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\bacta.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_medpac_big (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Big bacta canister pickup, heals 50 on use
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\big_bacta.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_binoculars (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
These will be standard equipment on the player - DO NOT PLACE
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\binoculars.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_sentry_gun (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Sentry gun inventory pickup.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
Note: move \base\models\items\psgun.png ===> \base\models\map_objects\imp_mine
model="models\map_objects\imp_mine\psgun.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_jetpack (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Boba Fett's JetPack
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
==============NOTES===============================
To fly, jump into the air and hit your use key; when on the ground, hitting your use key gives you an 'ammo_all' pack.
=====MODEL FOR MAPPING VISUAL ONLY================
No model available.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_healthdisp (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Do not place. For siege classes ONLY.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
*/
/*QUAKED item_ammodisp (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Do not place. For siege classes ONLY.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\battery.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_eweb_holdable (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
Do not place. For siege classes ONLY.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\hoth\e_web_cannon.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_seeker (.3 .3 1) (-8 -8 -0) (8 8 16) SUSPENDED
===========DESCRIPTION============================
30 seconds of seeker drone
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\remote.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_force_enlighten_light (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Adds one rank to all Light Force powers temporarily. Only Jedi can use.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\jedi_enlightenment.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_force_enlighten_dark (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Adds one rank to all Dark Force powers temporarily. Only Sith can use.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\dk_enlightenment.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_force_boon (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Unlimited Force Pool for a short time.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\force_boon.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED item_ysalimari (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
A small lizard carried on the player, which prevents the possessor from using any Force power. However, he is unaffected by any Force power.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'targetname' - If an item is the target of another entity, it will not spawn in until fired.
'target' - An item fires all of its targets when it is picked up. If the player that touches it can't carry it, the targets won't be fired.
'notfree' - If set to 1, don't spawn in free for all games.
'notteam' - If set to 1, don't spawn in team games.
'notsingle' - If set to 1, don't spawn in single player games.
'wait' - Time in seconds before item respawns after being picked up (default 40, -1 = never respawn automatically). Can be used with targeted spawning.
'random' - Random number of plus or minus seconds varied from the respawn time.
'count' - Override quantity or duration on most items.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\map_objects\mp\ysalimari.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_stun_baton (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Stun Baton. No ammo used.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_melee (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Don't place this. Mod only application.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_saber (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
A Jedi Knight's weapon. If I have to break this down you're in trouble.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
The only need for this in MP is if you script away any players saber.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\saber\saber_w.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_bryar_pistol (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Bryar Blaster Pistol. Default energy is 200. Normal shots cost 2. Full charge alt shots cost 9. Ammo = Blaster.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_concussion_rifle (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Stouker Concussion Rifle. Default energy is 50. Normal shots cost 40. Alt fire shots cost 50. Ammo = Metallic Bolts.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 50).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_bryar_pistol_old (0 0 0) (-16 -16 -16) (16 16 16)
Don't place this. Incomplete coding!
*/
/*QUAKED weapon_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
E-11 Blaster Rifle. Default energy is 200. Normal shots cost 2. Alt fire shots cost 3. Ammo = Blaster
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\blaster_pistol\blaster_pistol.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_disruptor (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Tenloss DXR-6 Disruptor Rifle. (Sniper rifle) Default energy is 100. Normal shots cost 5. Full charge alt shots cost 30. Ammo = Powercell.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_bowcaster (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Wookie Bowcaster. Default energy is 100. Normal shots cost 5. Full charge shots cost 25. Alt fire shots cost 5. Ammo = Powercell.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_repeater (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Imperial Heavy Repeater. Default energy is 150. Normal shots cost 1. Alt fire shots cost 15. Ammo = Metallic Bolts.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 150).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_demp2 (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Destructive Electro-Magnetic Pulse Gun. Default energy is 100. Normal shots cost 8. Full charge alt shots cost 30. Ammo = Powercell.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_flechette (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Golan Arms FC1 Flechette Weapon. Default energy is 100. Normal shots cost 10. Full charge alt shots cost 15. Ammo = Metallic Bolts.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\golan_arms\golan_arms.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_rocket_launcher (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Merr-Sonn PLX-2M Portable Missile System. Default ammo is 5. Normal shots cost 1. Alt fire shots cost 2. Ammo = Rockets.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 5).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
Model not complete enough to be worth the having.
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Thermal Detonator. Default ammo 4. Normal shots cost 1. Alt fire shots cost 1.
Acts the same as weapon_thermal.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 4).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\thermal\thermal_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_tripmine (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Trip Mines. Default ammo 3. Normal shots cost 1. Alt fire shots cost 1.
Acts the same as weapon_trip_mine.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 3).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\laser_trap\laser_trap_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_detpack (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Detonation Packs. Default ammo 3. Normal shots cost 1. Alt fire shots cost 0. (Alt fire detonates the pack remotely.)
Acts the same as weapon_det_pack except only give 3 det packs.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 3).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\detpack\det_pack_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_thermal (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Thermal Detonator. Default ammo 4. Normal shots cost 1. Alt fire shots cost 1. Ammo = Thermal.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 20).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\thermal\thermal_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_trip_mine (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Trip Mines. Default ammo 3. Normal shots cost 1. Alt fire shots cost 1. Ammo = Tripmine.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 20).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\laser_trap\laser_trap_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_det_pack (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Detonation Packs. Default ammo 6. Normal shots cost 1. Alt fire shots cost 0. (Alt fire detonates the pack remotely.) Ammo = Detpack.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 20).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\weapons2\detpack\det_pack_pu.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED weapon_emplaced (1 1 1) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Broken - do not use.
*/
/*QUAKED ammo_force (1 1 1) (-16 -16 -16) (16 16 16)
Don't place this. Not needed.
*/
/*QUAKED ammo_blaster (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Ammo for the Bryar and Blaster pistols.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 20).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\energy_cell.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_powercell (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Ammo for Tenloss Disruptor, Wookie Bowcaster, and the Destructive Electro Magnetic Pulse (demp2 ) guns. Default energy 100.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\power_cell.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_metallic_bolts (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Ammo for Imperial Heavy Repeater and the Golan Arms Flechette. Default ammo 100.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 200).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\metallic_bolts.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
Ammo for Merr-Sonn portable missile launcher. Default missiles 3.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up (default 3).
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - Picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\rockets.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED ammo_all (.3 .3 1) (-16 -16 -16) (16 16 16) SUSPENDED
===========DESCRIPTION============================
DO NOT PLACE in a map, this is only for Siege classes that have ammo dispensing ability. When given to a player it gives 2 missiles, 50 energy, 50 bolts.
===========SPAWNFLAGS=============================
SUSPENDED - Item will spawn where it was placed in map and won't drop to the floor.
===========KEYS&VALUES============================
'wait' - Time in seconds before item respawns after being picked up (default 5, -1 = never respawn).
'random' - Random time variance in seconds added or subtracted from 'wait' delay (default 0 - see Notes).
'count' - Sets the amount of ammo given to the player when weapon is picked up.
'team' - Set this to team items. Teamed items will respawn randomly after team master is picked up (see Notes).
'target' - picking up the item will trigger the entity this points to.
'targetname' - A target_give entity can point to this for respawn freebies.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'notbot' - When set to 1, bots will not be able to see or use this entity.
==============NOTES===============================
The amount of time it takes for an item in the team to respawn is determined by the 'wait' value of the item that was picked up previously. So if one of the items in the team has it's 'wait' key set to -1 (never respawn), the random respawning cycle of the teamed items will stop after that item is picked up.
When the random key is set, it's value is used to calculate a minimum and a maximum delay. The final time delay will be a random value anywhere between the minimum and maximum values: (min delay = wait - random) (max delay = wait + random).
Interesting thing is that if given to player, player can give self and others ammo all day long.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\items\battery.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED team_CTF_redflag (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
The Red team flag. Only for CTF games.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\flags\r_flag.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED team_CTF_blueflag (0 0 1) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
The Blue team flag. Only for CTF games.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\flags\b_flag.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED team_CTF_neutralflag (0 0 1) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Only in 'One Flag' CTF games.
=====MODEL FOR MAPPING VISUAL ONLY================
model="models\flags\b_flag.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED info_player_duel (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
Potential spawning position for duelists in duel.
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_duel1 (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
potential spawning position for lone duelists in powerduel.
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_duel2 (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
potential spawning position for paired duelists in powerduel.
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
Potential spawning position for deathmatch games.
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Potential spawn point for all game types.
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_start_red (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
For Red Team Death Match starts
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_start_blue (1 0 0) (-16 -16 -24) (16 16 32) INITIAL
===========DESCRIPTION============================
For Blue Team Death Match starts
===========SPAWNFLAGS=============================
INITIAL - The first time a player enters the game, they will be at an 'initial' spot.
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
*/
/*QUAKED info_player_siegeteam1 (1 0 0) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Siege start point - team1
Name and behavior of team1 depends on what is defined in the .siege file for this level.
===========KEYS&VALUES============================
'startoff' - If non-0 spawn point will be disabled until used.
'idealclass' - If specified, this spawn point will be considered 'ideal' for players of this class name. Corresponds to the name entry in the .scl (siege class) file.
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'min_players' - Minimum player count required in-round for this spawn to be active.
'max_players' - Maximum player count in-round for this spawn to be active.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
This represents a spawn point for team1 on the map. You can target these points in order to enable/disable them. This allows you to trigger new sets of spawn points upon different events occurring on the map. There is also a "startoff" key, if you set it non-0 the spawn point will be disabled at the start until activated. 'Idealclass' key will specify the ideal class to spawn on this point, and the value should correspond to the name field in a .scl file. Classes will first check for points that match their ideal class when spawning, and if they cannot find any, they will fall back to normal team spawn points.
*/
/*QUAKED info_player_siegeteam2 (0 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Siege start point - team2
Name and behavior of team2 depends on what is defined in the .siege file for this level.
===========KEYS&VALUES============================
'startoff' - If non-0 spawn point will be disabled until used.
'idealclass' - If specified, this spawn point will be considered 'ideal' for players of this class name. Corresponds to the name entry in the .scl (siege class) file.
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'min_players' - Minimum player count required in-round for this spawn to be active.
'max_players' - Maximum player count in-round for this spawn to be active.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
This represents a spawn point for team2 on the map. You can target these points in order to enable/disable them. This allows you to trigger new sets of spawn points upon different events occuring on the map. There is also a "startoff" key, if you set it non-0 the spawn point will be disabled at the start until activated. 'Idealclass' key will specify the ideal class to spawn on this point, and the value should correspond to the name field in a .scl file. Classes will first check for points that match their ideal class when spawning, and if they cannot find any, they will fall back to normal team spawn points.
*/
/*QUAKED info_player_siegeteam1_authentic (0.5 0 0) (-16 -16 -24) (16 16 32)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Siege start point - team1 - only works in Full Authentic mode!
Name and behavior of team1 depends on what is defined in the .siege file for this level.
===========KEYS&VALUES============================
'startoff' - If non-0 spawn point will be disabled until used.
'idealclass' - If specified, this spawn point will be considered 'ideal' for players of this class name. Corresponds to the name entry in the .mbch (Movie Battles character) file.
'target' - Targets will be fired when someone spawns in on them.
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
'min_players' - Minimum player count required in-round for this spawn to be active.
'max_players' - Maximum player count in-round for this spawn to be active.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
This represents a spawn point for team1 on the map. You can target these points in order to enable/disable them. This allows you to trigger new sets of spawn points upon different events occurring on the map. There is also a "startoff" key, if you set it non-0 the spawn point will be disabled at the start until activated. 'Idealclass' key will specify the ideal class to spawn on this point, and the value should correspond to the name field in a .scl file. Classes will first check for points that match their ideal class when spawning, and if they cannot find any, they will fall back to normal team spawn points.
*/
/*QUAKED info_player_siegeteam2_authentic (0 0 0.5) (-16 -16 -24) (16 16 32)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Siege start point - team2 - only works in Full Authentic mode!
Name and behavior of team2 depends on what is defined in the .siege file for this level.
===========KEYS&VALUES============================
'startoff' - If non-0 spawn point will be disabled until used.
'idealclass' - If specified, this spawn point will be considered 'ideal' for players of this class name. Corresponds to the name entry in the .mbch (Movie Battles character) file.
'target' - Targets will be fired when someone spawns in on them.
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
'min_players' - Minimum player count required in-round for this spawn to be active.
'max_players' - Maximum player count in-round for this spawn to be active.
==============NOTES===============================
This can point at a target_give entity for respawn freebies.
This represents a spawn point for team1 on the map. You can target these points in order to enable/disable them. This allows you to trigger new sets of spawn points upon different events occurring on the map. There is also a "startoff" key, if you set it non-0 the spawn point will be disabled at the start until activated. 'Idealclass' key will specify the ideal class to spawn on this point, and the value should correspond to the name field in a .scl file. Classes will first check for points that match their ideal class when spawning, and if they cannot find any, they will fall back to normal team spawn points.
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32) RED BLUE
===========DESCRIPTION============================
The intermission will be viewed from this point. Target an info_notnull for the view direction.
===========SPAWNFLAGS=============================
RED - The intermission will happen here if the Red (attacking) team wins.
BLUE - The intermission will happen here if the Blue (defending) team wins.
===========KEYS&VALUES============================
'target' - Entity to look at.
'target2' - Entities to use when this intermission point is chosen.
==============NOTES===============================
When time limit is reached you wait for game to end looking from here. This when used at the end of game (time limit) can cause things to happen. (Target2 key) In other words a scripted event or any entity could be used.
*/
/*QUAKED info_player_intermission_red (1 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
In a Siege game, the intermission will happen here if the Red (attacking) team wins.
The intermission will be viewed from this point. Target an info_notnull for the view direction.
===========KEYS&VALUES============================
'target' - Entity to look at.
'target2' - Entities to use when this intermission point is chosen.
==============NOTES===============================
When time limit is reached you wait for game to end looking from here. This when used at the end of game (time limit) can cause things to happen. (Target2 key) In other words a scripted event or any entity could be used.
*/
/*QUAKED info_player_intermission_blue (1 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
In a Siege game, the intermission will happen here if the Blue (defending) team wins.
The intermission will be viewed from this point. Target an info_notnull for the view direction.
===========KEYS&VALUES============================
'target' - Entity to look at.
'target2' - Entities to use when this intermission point is chosen.
==============NOTES===============================
When time limit is reached you wait for game to end looking from here. This when used at the end of game (time limit) can cause things to happen. (Target2 key) In other words a scripted event or any entity could be used.
*/
/*QUAKED info_jedimaster_start (1 0 0) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
'jedi master' saber spawn point
===========KEYS&VALUES============================
'target' - Targets will be fired when someone spawns in on them.
'nobots' - Will prevent bots from using this spot.
'nohumans' - Will prevent non-bots from using this spot.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
'angle' - Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
*/
/*QUAKED func_group (0 0 0) ?
===========DESCRIPTION============================
Used to group brushes together just for editor convenience. They are turned into normal brushes by the utilities.
===========KEYS&VALUES============================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
*/
/*QUAKED info_camp (0 0.5 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during game play.
===========KEYS&VALUES============================
'targetname' - must match the target key of entity that uses this for pointing.
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Used as a positional target for calculations in the utilities (spotlights, etc), but removed during game play.
===========KEYS&VALUES============================
'targetname' - must match the target key of entity that uses this for pointing.
*/
/*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
===========KEYS&VALUES============================
'targetname' - must match the target key of entity that uses this for pointing.
*/
/*QUAKED lightJunior (0 0.7 0.3) (-8 -8 -8) (8 8 8) NONLINEAR ANGLE NEGATIVE_SPOT NEGATIVE_POINT NOGRIDLIGHT
===========DESCRIPTION============================
Non-displayed point light source THAT ONLY AFFECTS ENTITIES (lightgrid). The -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.
===========SPAWNFLAGS=============================
NONLINEAR - checkbox gives inverse square falloff instead of linear. (Linear) - Use a linear falloff. Default is inverse distance squared (more realistic).
ANGLE - adds light surface angle calculations (only valid for 'Linear' lights) (wolf).
NEGATIVE_SPOT -
NEGATIVE_POINT -
NOGRIDLIGHT - Do not affect the lightgrid (dynamic entity lighting). Setting this spawnflag will disable this light entirely.
===========KEYS&VALUES============================
'light' overrides the default 300 intensity.
'sun' Set this key to 1 on a spotlight to make an infinite sun light.
'color' weighted RGB value of light color (default white - 1.0 1.0 1.0). (Default setup with light entity selected press K to bring up color picker.)
'scale' Scales light attenuation, from SOF2/JK2. Scales the 'light' value.
'target' - Lights pointed at a target will be spotlights.
'radius' - Overrides the default 64 unit radius of a spotlight at the target point.
'fade' - Falloff/radius adjustment value. multiply the run of the slope by 'fade' (1.0f default) (only valid for 'Linear' lights) (wolf)
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LINEAR NOINCIDENCE START_OFF
===========DESCRIPTION============================
Non-displayed light.
===========SPAWNFLAGS=============================
LINEAR checkbox gives linear falloff instead of inverse square
NOINCIDENCE - checkbox makes lighting smoother
START_OFF - Starts off. Does not cast light until triggered.
===========KEYS&VALUES============================
'light' - Overrides the default 300 intensity. - affects size. A negative 'light' will subtract the light's color.
'target' - Lights pointed at a target will be spotlights.
'radius' - Overrides the default 64 unit radius of a spotlight at the target point.
'scale' - Multiplier for the light intensity - does not affect size (default 1) greater than 1 is brighter, between 0 and 1 is dimmer.
'color' - Weighted RGB value of light color (default white - 1.0 1.0 1.0). (Default setup with light entity selected press K to bring up color picker.)
'_sun' - Set this key to 1 on a spotlight to make an infinite sun light.
'targetname' - To indicate a switchable light - NOTE that all lights with the same targetname will be grouped together and act as one light.
'_flareshader' - Textures/flares/ (set Flare path)
'style' - To specify a specify light style, even for switchable lights!
'style_off' - Light style to use when switched off (Only for switchable lights)
1 FLICKER (first variety)
2 SLOW STRONG PULSE
3 CANDLE (first variety)
4 FAST STROBE
5 GENTLE PULSE 1
6 FLICKER (second variety)
7 CANDLE (second variety)
8 CANDLE (third variety)
9 SLOW STROBE (fourth variety)
10 FLUORESCENT FLICKER
11 SLOW PULSE NOT FADE TO BLACK
12 FAST PULSE FOR JEREMY
13 Test Blending
==============NOTES===============================
Don't mix colors, styles, or start_off flag.
*/
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
===========DESCRIPTION============================
Point teleporters at these. Now that we don't have teleport destination pads, this is just an info_notnull
===========KEYS&VALUES============================
'angle' Direction in which player will look when spawning in the game. Does not apply to bots. 1 - 359 and -1 and -2 can be used for momentum purposes.
'target' Targets will be fired when someone spawns in on them.
==============NOTES===============================
Best to use this with target_teleporter because you can specify a direction to face when destination is reached.
*/
/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) X SOLID LIGHTED
===========DESCRIPTION============================
Arbitrary .md3 or .ase model to add to map and turns into map triangles and is stored in the .bsp file.
===========SPAWNFLAGS=============================
SOLID - Sets the auto clipping spawnflag, automatically assigning q3map_clipmodel to any shaders used by the model. Use of Q3Map2 auto clipping for models is only recommended for large models with relatively few triangles in their mesh (i.e. terrain). The Q3Map2 auto clipping algorithm is a bit of a hack, and can hurt in-game performance (as well as produce erroneous clipping results) when used on small, dense models.
LIGHTED - Sets the forcemeta spawnflag, automatically adding q3map_forcemeta to any shaders used by the model (which, in turn, allows the model to become lightmapped). This, effectively, is the 'lightmapped model' spawnflag.
===========KEYS&VALUES============================
'model' - Path of arbitrary .md3 file to display.
'angle' - (1 - 359) - Rotates model on Z axis.
'angles' - 0 0 0 (X Y Z) - This is different than angle. This allows you to rotate a model on all axis.
'modelscale' - Scale on all axis. 1 is default, 2 is double size, .5 is half size.
'modelscale_vec' - 1 1 1 (X Y Z) - Scale axis independently.
'_rs' (or _receiveshadows) - Allows per-entity control over shadow reception. Defaults to 1 on everything. 0 = receives no shadows, 1 = receives world shadows. Can be used in conjunction with _cs (or _castshadows) for tighter control of where, exactly, certain shadows fall. A _rs value greater than 1 (say, '7') would receive world shadows, as well as shadows from any entity with a corresponding _cs value ('7' again). A _rs value less than 1 (say, '-7') would receive shadows only from entities with a corresponding _cs value ('-7') and not receive world shadows. _rs is used on any entity.
'_cs' (or _castshadows) Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting, 1 = casts shadows on world. Can be used in conjunction with _rs (or _receiveshadows) for tighter control of where, exactly, certain shadows fall. A _cs value greater than 1 (say, '7') would cast shadows on the world, and on any entity with a corresponding _rs value ('7' again, in our case) as well. A _cs value less than 1 (say, '-7') would cast shadows only on entities with a corresponding _rs value ('-7') and not cast shadows on the world. _cs is used on any entity. misc_model entities, which are static, belongs to world.
'_remap' - Remap the shader of a model (*See notes.)
==============NOTES===============================
You can change the shaders of models.
To replace all model shaders use these keys:
key: _remap
value: *;models/mapobjects/torchy/rock01
To replace individual shaders from an md3 use these keys:
key: _remap01
value: models/mapobjects/oldshader01;models/mapobjects/newshader01
key: _remap02
value: models/mapobjects/oldshader02;models/mapobjects/newshader02
The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps ;) notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace.
*/
/*QUAKED misc_model_static (1 0 0) (-16 -16 0) (16 16 16)
===========DESCRIPTION============================
Arbitrary .md3 or .ase model to add to map and is not stored in the .bsp file. Loaded as a model in the renderer - does not take up precious bsp space!
===========KEYS&VALUES============================
'model' - Path of arbitrary .md3 file to display.
'angle' - (1 - 359) - Rotates model on Z axis.
'angles' - 0 0 0 (X Y Z) - This is different than angle. This allows you to rotate a model on all axis.
'modelscale' - Scale on all axis. 1 is default, 2 is double size, .5 is half size.
'modelscale_vec' - 1 1 1 (X Y Z) - Scale axis independently.
'zoffset' - Units to offset vertical culling position by, can be negative or positive. This does not affect the actual position of the model, only the culling position. Use it for models with stupid origins that go below the ground and whatnot.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'_remap' - Remap the shader of a model (*See notes.)
==============NOTES===============================
You can change the shaders of models.
To replace all model shaders use these keys:
key: _remap
value: *;models/mapobjects/torchy/rock01
To replace individual shaders from an md3 use these keys:
key: _remap01
value: models/mapobjects/oldshader01;models/mapobjects/newshader01
key: _remap02
value: models/mapobjects/oldshader02;models/mapobjects/newshader02
The second method can be handy for replacing the crystal rift shaders so you can have red ones too. because you are only changing the crystal the other parts of the models remain the same.... handy for ctf maps ;) notice in the first example * means all model shaders make sure you seperate shaders with ; Changes you make to your models can be seen in realtime in gtk radiant, so if the skin doesnt change you havent specified a correct shader to replace.
*/
/*QUAKED misc_G2model (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
'model' - arbitrary .glm file to display.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
*/
/*QUAKED misc_portal_surface (0 0 1) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Portal surface indicator. This will 'lock on' the brush face closest to it and identify as a portal. The view displayed on the portal surface is the view of the misc_portal_camera that this entity targets. Also used for mirrors (see Notes).
===========KEYS&VALUES============================
'target' - Point this to a misc_portal_camera that 'sees' the view you want to display on the portal.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
==============NOTES===============================
The entity must be no farther than 64 units away from the portal surface to lock onto it. To make a mirror, apply the common/mirror shader to the surface, place this entity near it but don't target a misc_portal_camera.
*/
/*QUAKED misc_portal_camera (0 0 1) (-8 -8 -8) (8 8 8) SLOWROTATE FASTROTATE NOSWING
===========DESCRIPTION============================
Portal camera. This camera is used to project its view onto a portal surface in the level through the intermediary of a misc_portal_surface entity.
The target for a misc_portal_director. You can set either angles or target another entity to determine the direction of view.
Use the 'angles' key or target a target_position or info_notnull entity to set the camera's pointing direction.
===========SPAWNFLAGS=============================
SLOWROTATE - Makes the portal camera rotate slowly along the roll axis.
FASTROTATE - Makes the portal camera rotate faster along the roll axis.
NOSWING - Portal camera will be locked in one position.
===========KEYS&VALUES============================
'angles' - This sets the pitch and yaw aiming angles of the portal camera (default 0 0 0). Use 'roll' key to set roll angle.
'target' - Point this to a target_position entity to set the camera's pointing direction.
'targetname' - A misc_portal_surface portal surface indicator must point to this.
'roll' - Roll angle of camera. A value of 0 is upside down and 180 is the same as the player's view.
'notfree' - When set to 1, entity will not spawn in 'Free for all' and 'Tournament' modes.
'notteam' - When set to 1, entity will not spawn in 'Teamplay' and 'CTF' modes.
'notsingle' - When set to 1, entity will not spawn in Single Player mode (bot play mode).
==============NOTES===============================
Either the setting 'angles' key or 'targeting a target_position' methods can be used to aim the camera. However, the target_position method is simpler. In both cases, the 'roll' key must be used to set the roll angle. If either the SLOWROTATE or FASTROTATE spawnflag is set, then the 'roll' value is irrelevant.
*/
/*QUAKED misc_bsp (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
'bspmodel' - path of arbitrary .bsp file to display.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
*/
/*QUAKED terrain (1.0 1.0 1.0) ? NOVEHDMG
===========DESCRIPTION============================
Terrain entity
It will stretch to the full height of the brush.
===========SPAWNFLAGS=============================
NOVEHDMG - don't damage vehicles upon impact with this terrain
===========KEYS&VALUES============================
'numPatches' - Integer number of patches to split the terrain brush into (default 200).
'terxels' - Integer number of terxels on a patch side (default 4) (2 <= count <= 8).
'seed' - Integer seed for random terrain generation (default 0).
'textureScale' - Float scale of texture (default 0.005).
'heightmap' - Name of heightmap data image to use, located in heightmaps/*.png. (must be PNG format).
'terrainDef' - Defines how the game textures the terrain (file is base/ext_data/rmg/*.terrain - default is grassyhills).
'instanceDef' - Defines which bsp instances appear.
'miscentDef' - Defines which client models spawn on the terrain (file is base/ext_data/rmg/*.miscents).
'densityMap' - How dense the client models are packed.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
*/
/*QUAKED misc_skyportal_orient (.6 .7 .7) (-8 -8 0) (8 8 16)
===========DESCRIPTION============================
Point from which to orient the sky portal cam in relation to the regular view position.
===========KEYS&VALUES============================
'modelscale' - The scale at which to scale positions
*/
/*QUAKED misc_skyportal (.6 .7 .7) (-8 -8 0) (8 8 16)
===========DESCRIPTION============================
Portal sky. This is used to project its view origin from a miniature map room onto all nodraw sky in the level. This includes caulk. It's best advised not to have any hall of mirror effects within field of view of this entity. Bad Things can happen.
===========KEYS&VALUES============================
'targetname' - Will link this rendered origin to the scene wherever the misc_skyportal_surface is located.
'fov' - For the skybox default is 80.
To have the portal sky fogged, enter any of the following values:
'onlyfoghere' if non-0 allows you to set a global fog, but will only use that fog within this sky portal.
==============NOTES===============================
Also note that entities in the same PVS and visible (via point trace) from this object will be flagged as portal entities. This means they will be sent and updated from the server for every client every update regardless of where they are, and they will essentially be added to the scene twice if the client is in the same PVS as them (only once otherwise, but still once no matter where the client is). In other words, don't go overboard with it or everything will explode.
*/
/*QUAKED misc_holocron (0 0 1) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Creates a holocron to give player specific force power.
===========KEYS&VALUES============================
'count' - Set to type of holocron (based on force power value).
HEAL = 0
JUMP = 1
SPEED = 2
PUSH = 3
PULL = 4
TELEPATHY = 5
GRIP = 6
LIGHTNING = 7
RAGE = 8
PROTECT = 9
ABSORB = 10
TEAM HEAL = 11
TEAM FORCE = 12
DRAIN = 13
SEE = 14
SABERATTACK = 15
SABERDEFEND = 16
SABERTHROW = 17
*/
/*QUAKED misc_hologram (1 1 1) (-8 -8 -16) (8 8 16) HIDDEN CUSTOMHOLO
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Spawns and controls the hologram for trigger_captures. Target this entity at its corrisponding trigger_capture.
===========SPAWNFLAGS=============================
HIDDEN Hologram model and dynamic light is not rendered in the world.
CUSTOMHOLO - Changes the floating hologram indicator using a path relative to the map name. (Models/Symbols/MapName). Make sure to place a Red.md3 and a Blue.md3 in the respective folder as well.
===========KEYS&VALUES============================
'target' - Point this at a trigger_capture that you want the hologram to be based off of.
'team1symbol' - Floating Hologram logo indicator for team 1. Specify a path to the model in which to display.
'team2symbol' - Floating Hologram logo indicator for team 2. Specify a path to the model in which to display.
'Icon' - Minimap/radar icon to display when neutral.
'team1icon' - Minimap/radar icon to display when team 1 has captured.
'team2icon' - Minimap/radar icon to display when team 2 has captured.
'target_team1' - Fires this target when captured by team 1.
'target_team2' - Fires this target when captured by team 2.
'target_neutral' - Fires this target when uncaptured (control lost by team 1 or team 2).
'target_boundary' - a Func_Usable with a vertex colorable shader to denote the boundary box of the target_capture corresponding to this entity.
'helpiconindex' - Index in .siege file of a dynamic HelpIconX block, or default -1 to not have a help icon. Will be shown when neutral.
'helpiconindex1' - HelpIcon to be shown when captured by team 1.
'helpiconindex2' - HelpIcon to be shown when captured by team 1.
*/
/*QUAKED shooter_blaster (1 1 1) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Fires at either the target or the current direction.
===========KEYS&VALUES============================
'random' - Is the number of degrees of deviance from the target. (1.0 default).
==============NOTES===============================
Useless - instead use misc_weapon_shooter.
*/
/*QUAKED misc_ammo_floor_unit (1 0 0) (-16 -16 0) (16 16 40)
===========DESCRIPTION============================
Gives generic ammo when used.
===========KEYS&VALUES============================
'count' - max charge value (default 200).
'chargerate' - recharge 1 point every this many milliseconds (default 2000 (= 2 seconds)).
'nodrain' - don't drain power from station if 1.
==============NOTES===============================
Do NOT cover with physclip or clip.
=====MODEL FOR MAPPING VISUAL ONLY================
model='/models/items/a_pwr_converter.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED misc_shield_floor_unit (1 0 0) (-16 -16 0) (16 16 40)
===========DESCRIPTION============================
Gives shield energy when used.
===========KEYS&VALUES============================
'count' - Max charge value (default 50).
'chargerate' - Recharge 1 point every this many milliseconds (default 3000(= 3 seconds)).
'nodrain' - Don't drain power from me.
=====MODEL FOR MAPPING VISUAL ONLY================
model='/models/items/a_shield_converter.md3"
======DO NOT SET AS KEY OR VALUE==================
*/
/*QUAKED misc_model_shield_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Gives shield energy when used.
===========KEYS&VALUES============================
'count' - The amount of ammo given when used (default 200).
*/
/*QUAKED misc_model_ammo_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Gives ammo energy when used.
===========KEYS&VALUES============================
'count' - The amount of ammo given when used (default 200).
'nodrain' - Don't drain power from me.
*/
/*QUAKED misc_model_health_power_converter (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
Gives health energy when used.
===========KEYS&VALUES============================
'count' - The amount of ammo given when used (default 200).
*/
/*QUAKED fx_runner (0 0 1) (-8 -8 -8) (8 8 8) STARTOFF ONESHOT DAMAGE
===========DESCRIPTION============================
Runs the specified effect, can also be targeted at an info_null to orient the effect.
===========SPAWNFLAGS=============================
STARTOFF - Effect starts off, toggles on/off when used.
ONESHOT - Effect fires only when used.
DAMAGE - Does radius damage around effect every 'delay' milliseconds.
===========KEYS&VALUES============================
'fxFile' - Name of the effect file to play.
'target' - Direction to aim the effect in, otherwise defaults to up.
'target2' - Uses its target2 when the fx gets triggered.
'delay' - How often to call the effect, don't over-do this ( default 200).
'random' - Random amount of time to add to delay, ( default 0, 200 = 0ms to 200ms).
'splashRadius' - Only works when damage is checked ( default 16).
'splashDamage' - Only works when damage is checked ( default 5).
'soundset' - Bmodel set to use, plays start sound when toggled on, loop sound while on ( doesn't play on a oneshot), and a stop sound when turned off.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
fxFileEnhanced1 - For use for those who would like to use Enhanced EFX (This is Medium Quality) Point this at an EFX file just like fxFile.
fxFileEnhanced2 - or use for those who would like to use Enhanced EFX (This is High Quality) Point this at an EFX file just like fxFile.
*/
/*QUAKED fx_spacedust (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
This world effect will spawn space dust globally into the level.
===========KEYS&VALUES============================
'count' - The number of snow particles (default of 1000).
==============NOTES===============================
Use misc_weather_zone and inside, outside brushes to control where Fx_spacedust plays.
*/
/*QUAKED fx_snow (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
This world effect will spawn snow globally into the level.
===========KEYS&VALUES============================
'count' - The number of snow particles (default of 1000).
==============NOTES===============================
Use misc_weather_zone and inside, outside brushes to control where Fx_snow plays.
*/
/*QUAKED fx_rain (1 0 0) (-16 -16 -16) (16 16 16)
===========DESCRIPTION============================
This world effect will spawn rain globally into the level.
===========KEYS&VALUES============================
'count' The number of rain particles (default of 500).
==============NOTES===============================
Use misc_weather_zone and inside, outside brushes to control where Fx_rain plays.
*/
/*QUAKED fx_weather (1 0 1) (-24 -24 -24) (24 24 24)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Responds to misc_weather_zone and inside/outside brushes in the same way fx_rain, fx_snow, and fx_spacedust do.
Be sure to check out the outsideBias worldspawn keyword if you're using weather effects in your map, or they may not behave properly in MBII RC2 and up!
===========SPAWNFLAGS=============================
DIE (0)- Stop all currently playing weather and shut down the weather system.
This may be able to boost FPS on your map if you're done with weather until the map is restarted.
Don't shut down weather and restart it in the same map, as this can have a performance hit.
Use WFX_CLEAR if you have any intention of turning the weather back on again later in your map, or if you simply want to change the weather.
Note: WFX_DIE is an absolute value and cannot be used with any other weatherFX value.
CLEAR (1)- Stop all currently playing weather, but leaves the weather system running. Use this to stop all currently playing weather effects.
FREEZE (2)- This appears to freeze the currently playing weatherFX in position(it'll no longer follow the player around, and no longer animate).
ZONE (4)- Unknown and Disabled
WIND (8)- Randomly blows weather around in different directions at different speeds.
CONSTANTWIND (16)- Adds constantly-on wind to some weather effects. Seems slightly unstable and prone to crashes.
GUSTINGWIND (32)- Randomly blows weather around in different directions at different speeds. It seems slightly more energetic than WIND.
WINDZONE (64)- Unknown and Disabled
LIGHTRAIN (128)- Rain. More repeats = more rain.
RAIN (256)- Rain. More repeats = more rain.
ACIDRAIN (512)- Green rain. Is purely visual; you'll need to hurt people who're out in it, on your own. OUTSIDEPAIN is used for that.
More repeats = more rain.
HEAVYRAIN (1024)- More repeats = more rain.
SNOW (2048)- now. More repeats = more snow.
SPACEDUST (4096)- Spacedust. count controls the number of particles. Default appears to be 0. Typical values tend to be over 1000.
Repeats don't seem to do anything.
SAND (8192)- Brownish clouds/fog. More repeats = thicker clouds.
FOG (16384)- White clouds/fog. More repeats = thicker clouds.
HEAVYRAINFOG (32768)- White clouds/fog. More repeats = thicker clouds.
LIGHT FOG (65536)- White clouds/fog. More repeats = thicker clouds.
OUTSIDESHAKE (131072)- Unknown. Possibly camera shaking?
OUTSIDEPAIN (262144)- Enables "outside" damage, using MOD_SLIME as the death method. It's meant for use with ACIDRAIN.
COLD (524288)- Makes an outside area cold. This is useful for snow and other low-temperature environments. It activates supportive visual effects, like breath fogging.
If you want to make all areas of a map cold, see the coldWorld key of worldspawn.
===========KEYS&VALUES============================
'weatherFX' - The type(s) of weather effects in use. Put the bitflag numbers here (Add them together if there are multiples)
'count' - Controls the number of particles that are used in spacedust. Defualt: 0
'repeatFX ' - Controls the number of times this effect will be repeated. Default: 0 (Or, play it once.)
Maximum: 4 (More than this doesn't seem to do anything.)
'dmg' - Controls how much damage OUTSIDEPAIN deals.
*/
/*QUAKED misc_maglock (0 .5 .8) (-8 -8 -8) (8 8 8) x x x x x x x x
===========DESCRIPTION============================
Places a maglock seal on a func_door. Must be damaged by a lightsaber.
===========KEYS&VALUES============================
'target' - Thing to use when destroyed (not doors - it automatically unlocks the door it was angled at).
'health' - Default is 10.
==============NOTES===============================
NOTE: Place these half-way in the door to make it flush with the door's surface. Place facing a door (using the angle, not a targetname) and it will lock that door. Can only be destroyed by lightsaber and will automatically unlock the door it's attached to.
*/
/*QUAKED misc_faller (1 0 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Falling stormtrooper.
===========KEYS&VALUES============================
'targetname' - If specified, will only spawn when used.
'interval' - Spawn every so often (milliseconds).
'fudgefactor' - Milliseconds between 0 and this number randomly added to interval (1000 milliseconds = 1 second).
==============NOTES===============================
Spawned every interval + random fudgefactor, or if specified, when used.
*/
/*QUAKED ref_tag_huge (0.5 0.5 1) (-128 -128 -128) (128 128 128)
===========DESCRIPTION============================
SAME AS ref_tag, JUST BIGGER SO YOU CAN SEE THEM IN EDITOR ON HUGE MAPS!
Reference tags which can be positioned throughout the level. These tags can later be referred to by the scripting system so that their origins and angles can be referred to.
===========KEYS&VALUES============================
'targetname' - The name of this tag.
'ownername' - The owner of this tag. Set this key and value identical on the owning entity.
'target' - Use to point the tag at something for angles.
==============NOTES===============================
If you set angles on the tag, these will be retained.
If you target a ref_tag at an entity, that will set the ref_tag's angles toward that entity.
If you set the ref_tag's ownername to the ownername of an entity, it makes that entity is the owner of the ref_tag. This means that the owner, and only the owner, may refer to that tag.
Tags may not have the same name as another tag with the same owner. However, tags with different owners may have the same name as one another. In this way, scripts can generically refer to tags by name, and their owners will automatically specify which tag is being referred to.
*/
/*QUAKED ref_tag (0.5 0.5 1) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Reference tags which can be positioned throughout the level.
These tags can later be referred to by the scripting system so that their origins and angles can be referred to.
===========KEYS&VALUES============================
'targetname' - The name of this tag.
'ownername' - The owner of this tag. Set this key and value identical on the owning entity.
'target' - Use to point the tag at something for angles.
==============NOTES===============================
If you set angles on the tag, these will be retained.
If you target a ref_tag at an entity, that will set the ref_tag's angles toward that entity.
If you set the ref_tag's ownername to the ownername of an entity, it makes that entity is the owner of the ref_tag. This means that the owner, and only the owner, may refer to that tag.
Tags may not have the same name as another tag with the same owner. However, tags with different owners may have the same name as one another. In this way, scripts can generically refer to tags by name, and their owners will automatically specify which tag is being referred to.
*/
/*QUAKED misc_weapon_shooter (1 0 0) (-8 -8 -8) (8 8 8) ALTFIRE TOGGLE
===========DESCRIPTION============================
Fires specific weapons fire from this point.
===========SPAWNFLAGS=============================
ALTFIRE - Fire the alt-fire of the chosen weapon.
TOGGLE - Keep firing until used again (fires at intervals of 'wait').
===========KEYS&VALUES============================
'wait' - Debounce time between refires (defaults to 500).
'target' - What to aim at (will update aim every frame if it's a moving target).
'random' - Is the number of degrees of deviance from the target. (1.0 default).
'weapon' - Specify the weapon to use (default is WP_BLASTER).
WP_BRYAR_PISTOL
WP_BLASTER
WP_DISRUPTOR
WP_BOWCASTER
WP_REPEATER
WP_DEMP2
WP_FLECHETTE
WP_ROCKET_LAUNCHER
WP_THERMAL
WP_TRIP_MINE
WP_DET_PACK
WP_STUN_BATON
WP_EMPLACED_GUN
WP_BOT_LASER
WP_TURRET
WP_ATST_MAIN
WP_ATST_SIDE
WP_TIE_FIGHTER
WP_RAPID_FIRE_CONC
WP_BLASTER_PISTOL
==============NOTES===============================
Guessing here but 'count' would probably set the ammo or times to shoot.
*/
/*QUAKED misc_weather_zone (0 .5 .8) ?
===========DESCRIPTION============================
Determines a region to check for weather contents - will significantly reduce load time
==============NOTES===============================
Must be snapped to or made in grid 16.
Weatherzones are used to reduce the amount of entities that have to be loaded during the level load process by encapsulating a larger number of Inside/Outside brushes with a smaller number of Weatherzone brushes.
The designer cannot use both Inside and Outside brushes in the same level!!! Only one can be used throughout the level.
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN FORCE_ACTIVATE CRUSHER TOGGLE LOCKED x PLAYER_USE INACTIVE
===========DESCRIPTION============================
Door entity used as either a door or any basic mover like a crushing wall or a lift.
===========SPAWNFLAGS=============================
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 take damage doors).
FORCE_ACTIVATE - Can only be activated by a force push or pull.
CRUSHER - Does continuous damage to anything blocking the door between the open and closed positions.
TOGGLE - Wait in both the start and end states for a trigger event - does NOT work on Trek doors.
LOCKED - Starts locked, with the shader animmap at the first frame and inactive. Once used, the animmap changes to the second frame and the door operates normally. Note that you cannot use the door again after this.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'team' - All func_door that share the same team name fire when any one of them is fired.
'target' - Door fires this when it starts moving from it's closed position to its open position.
'opentarget' - Door fires this after reaching its 'open' position.
'target2' - Door fires this when it starts moving from it's open position to its closed position.
'closetarget' - Door fires this after reaching its 'closed' position.
'model2' - .md3 model to also draw.
'angle' - Determines the opening direction (on Z axis). If -1 is used it opens the door vertically up. If -2 is used it opens the door vertically down.
'targetname' - If set, no touch field will be spawned and a remote button or trigger field activates the door.
'speed' - Movement speed (100 default).
'wait' - Wait before returning (3 default, -1 = never return).
'delay' - When used, how many seconds to wait before moving - default is none.
'lip' - Lip remaining at end of move (8 default).
'dmg' - Damage to inflict when blocked (2 default, set to negative for no damage).
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'health' - If set, the door must be shot open.
'linear' - Set to 1 and it will move linearly rather than with acceleration (default is 0).
'teamallow' - Even if locked, this team can always open and close it just by walking up to it.
0 - none (locked to everyone)
1 - red
2 - blue
'vehopen' - If non-0, vehicles/players riding vehicles can open.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_plat (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
This is a simple vertical mover. Similar to func_door but up and down.
===========SPAWNFLAGS=============================
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'lip' - Default 8, protrusion above rest position.
'height' - Total height of movement, defaults to model height.
'speed' - Overrides default 200.
'dmg' - Overrides default 2.
'model2' - .md3 model to also draw.
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
Plats are always drawn in the extended position so they will light correctly.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_button (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
This is a entity that is turned into a usable entity or 'switch' that can be used or influenced by player to effect another.
===========SPAWNFLAGS=============================
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'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.
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
==============NOTES===============================
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.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Train path corners.
===========KEYS&VALUES============================
'target' - Next path corner and other targets to fire.
'targetname' - the name of this particular path_corner, pointed at by the previous path_corner or the func_train.
'speed' - Speed to move to the next corner. This overrides the Speed set in func_train.
'wait' - Seconds to wait before beginning to move to next corner.
==============NOTES===============================
path_corner entities MUST NOT be in a structural brush!
*/
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS ? ? CRUSH_THROUGH PLAYER_USE INACTIVE
===========DESCRIPTION============================
A train is a mover that moves between path_corner target points.
===========SPAWNFLAGS=============================
START_ON - Default to start not running and must be triggered, this starts it running in world start.
TOGGLE - Keep firing until used again (fires at intervals of 'wait')
BLOCK_STOPS - anything in the func_train path will stop the train. The opposite of CRUSH_THROUGH.
CRUSH_THROUGH - spawnflag combined with a dmg value will make the train pass through entities and damage them on contact as well.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Starts ready to be triggered, this sets it in need of activation first by means of a target_activate.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'speed' - Default 100.
'dmg' - Default 2
'target' - Next path corner.
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
Trains MUST HAVE AN ORIGIN BRUSH.
The train spawns at the first target it is pointing at.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_static (0 .5 .8) ? F_PUSH F_PULL SWITCH_SHADER CRUSHER IMPACT x PLAYER_USE INACTIVE BROADCAST
===========DESCRIPTION============================
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
===========SPAWNFLAGS=============================
F_PUSH - Will be used when you Force-Push it.
F_PULL - Will be used when you Force-Pull it.
SWITCH_SHADER - Toggle the shader anim frame between 1 and 2 when used.
CRUSHER - Make it do damage when it's blocked.
IMPACT - Make it do damage when it hits any entity.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
BROADCAST - Dangerous to use, makes entity visible across the entire map regardless of VIS.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'model2scale' - Percent of normal scale (on all x y and z axis) to scale the model2 if there is one. 100 is normal scale, min is 1 (100 times smaller than normal), max is 1000 (ten times normal).
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'dmg' - How much damage to do when it crushes (use with CRUSHER spawnflag).
'linear' - Set to 1 and it will move linearly rather than with acceleration (default is 0).
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
If non-visible brush is turned into a func_static and one of the force spawnflags are used the force influence (blue swirl force indicator thingy) doesn't show but is still force influence able.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON RADAR X_AXIS Y_AXIS IMPACT x PLAYER_USE INACTIVE
===========DESCRIPTION============================
Bmodel that rotates on Z axis by default.
===========SPAWNFLAGS=============================
START_ON - Defaults to start not running and must be triggered, this starts it running in world start.
RADAR - Shows up on Radar in Siege mode (good for asteroids when you're in a ship).
X_AXIS - Causes its rotation on the X axis.
Y_AXIS - Causes its rotation on the Y axis.
IMPACT - Kills anything on impact when rotating (10000 points of damage, unless specified otherwise).
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'model2scale' - Percent of normal scale (on all x y and z axis) to scale the model2 if there is one. 100 is normal scale, min is 1 (100 times smaller than normal), max is 1000 (ten times normal).
'speed' - Determines how fast it moves; default value is 100.
'dmg' - Damage to inflict when blocked (2 default).
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'spinangles' - Instead of using 'speed', you can set use this to set rotation on all 3 axes (pitch yaw and roll).
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==================================================
'health' - Default is 0
If health is set, the following key/values are available:
'numchunks' - Multiplies the number of chunks spawned. Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks.
'chunksize' - Scales up/down the chunk size by this number (default is 1).
'showhealth' - If non-0, will display the health bar on the hud when the crosshair is over this entity (in siege).
'teamowner' - In siege this will specify which team this thing is 'owned' by. To that team the crosshair will highlight green, to the other team it will highlight red.
Damage: Default is none.
'splashDamage' - Damage to do.
'splashRadius' - Radius for above damage.
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
Don't know if these work:
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'material' - Default is '0 - MAT_METAL' - choose from this list:
0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
1 = MAT_GLASS (glass like shards)
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL2 chunks)
7 = MAT_METAL2 (electronic type of metal)
8 = MAT_NONE (no chunks)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)
Applicable only during Siege gametype:
'teamnodmg' - If 1, team 1 can't damage this. If 2, team 2 can't damage this.
==============NOTES===============================
You need to have an origin brush as part of this entity. The center of that brush will be the point around which it is rotated. It will rotate around the Z axis by default. You can check either the X_AXIS or Y_AXIS box to change that.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_bobbing (0 .5 .8) ? X_AXIS Y_AXIS x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
Entity that waves like its on water or hovering. Normally bobs on the Z axis.
===========SPAWNFLAGS=============================
X_AXIS - Preform movement on X axis.
Y_AXIS - Preform movement on Y axis.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'height' - Amplitude of bob (32 default).
'speed' - Seconds to complete a bob cycle (4 default).
'phase' - The 0.0 to 1.0 offset in the cycle to start at.
'dmg' - Damage to inflict when blocked (2 default).
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_pendulum (0 .5 .8) ? X_AXIS Y_AXIS x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
An almost incomplete entity. This entity causes a swinging back and forth from the point of origin.
===========SPAWNFLAGS=============================
X_AXIS - Performs movement on X axis. (This is a test to see if this works.)
Y_AXIS - Performs movement on Y axis. (This is a test to see if this works.)
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'speed' - The number of degrees each way the pendulum swings, (30 default).
'phase' - The 0.0 to 1.0 offset in the cycle to start at.
'dmg' - Damage to inflict when blocked (2 default).
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
You need to have an origin brush as part of this entity.
Pendulums always swing north / south on un-rotated models. Add an angles field to the model to allow rotation in other directions.
Pendulum frequency is a physical constant based on the length of the beam and gravity.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_breakable (0 .8 .5) ? INVINCIBLE IMPACT CRUSHER THIN SABERONLY HEAVY_WEAP USE_NOT_BREAK PLAYER_USE NO_EXPLOSION NO_SABERTHROW_DMG SHOW_DAMAGE
===========DESCRIPTION============================
Causes a bmodel to be breakable and project fx and pieces.
===========SPAWNFLAGS=============================
INVINCIBLE - Can only be broken by being used.
IMPACT - Does damage on impact.
CRUSHER - Won't reverse movement when hit an obstacle.
THIN - Can be broken by impact damage, like glass.
SABERONLY - Only takes damage from sabers.
HEAVY_WEAP - Only takes damage by a heavy weapon, like an emplaced gun or AT-ST gun.
USE_NOT_BREAK - Using it doesn't make it break, still can be destroyed by damage.
PLAYER_USE - Player can use it with the use button.
NO_EXPLOSION - Does not play an explosion effect, though will still create chunks if specified.
===========MOVIE BATTLES II SPECIFIC SPAWNFLAGS===========
NO_SABERTHROW_DMG - Does not take damage from thrown lightsabers.
SHOW_DAMAGE - Displays damage dealt to it in form of floating numbers.
===========KEYS&VALUES============================
'targetname' - Entities with matching target will fire it.
'paintarget' - Target to fire when hit (but not destroyed).
'wait' - How long minimum to wait between firing pain target each time hit.
'delay' - When killed or used, how long (in seconds) to wait before blowing up (none by default).
'model2' - .md3 model to also draw.
'target' - All entities with a matching targetname will be used when this is destroyed.
'health' - Default is 10.
'numchunks' - Multiplies the number of chunks spawned. Chunk code tries to pick a good volume of chunks, but you can alter this to scale the number of spawned chunks. (default 1) (.5) is half as many chunks, (2) is twice as many chunks.
'chunksize' - Scales up/down the chunk size by this number (default is 1)
'playfx' - Path of effect to play on death.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'dmgcolor' - Color of floating numbers when it receives damage (ONLY IF SHOW_DAMAGE IS ENABLED)
'dmgsize' - Size of floating numers when it receives damage (ONLY IF SHOW_DAMAGE IS ENABLED)
'dmgduration' - Duration in milliseconds of floating numbers when it receives damage (ONLY IF SHOW_DAMAGE IS ENABLED)
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==================================================
'showhealth' if non-0, will display the health bar on the hud when the crosshair is over this entity (in siege)
'teamowner' in siege this will specify which team this thing is 'owned' by. To that team the crosshair will highlight green, to the other team it will highlight red.
Damage: Default is none.
'splashDamage' - Damage to do.
'splashRadius' - Radius for above damage.
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
Don't know if these work:
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'material' - default is '0 - MAT_METAL' - choose from this list:
0 = MAT_METAL (basic blue-grey scorched-DEFAULT)
1 = MAT_GLASS
2 = MAT_ELECTRICAL (sparks only)
3 = MAT_ELEC_METAL (METAL2 chunks and sparks)
4 = MAT_DRK_STONE (brown stone chunks)
5 = MAT_LT_STONE (tan stone chunks)
6 = MAT_GLASS_METAL (glass and METAL2 chunks)
7 = MAT_METAL2 (electronic type of metal)
8 = MAT_NONE (no chunks)
9 = MAT_GREY_STONE (grey colored stone)
10 = MAT_METAL3 (METAL and METAL2 chunk combo)
11 = MAT_CRATE1 (yellow multi-colored crate chunks)
12 = MAT_GRATE1 (grate chunks--looks horrible right now)
13 = MAT_ROPE (for yavin_trial, no chunks, just wispy bits )
14 = MAT_CRATE2 (red multi-colored crate chunks)
15 = MAT_WHITE_METAL (white angular chunks for Stu, NS_hideout )
16 = MAT_SNOWY_ROCK (mix of gray and brown rocks)
Applicable only during Siege gametype:
'teamnodmg' - if 1, team 1 can't damage this. If 2, team 2 can't damage this.
==============NOTES===============================
When destroyed, fires it's trigger and chunks and plays sound 'noise' or sound for type if no noise specified.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_glass (0 .5 .8) ? x x x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
Breakable glass. Causes a bmodel to break like glass.
===========SPAWNFLAGS=============================
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
'maxshards' - Max number of shards to spawn on glass break.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED func_usable (0 .5 .8) ? STARTOFF x x ALWAYS_ON DONOTTRAP x PLAYER_USE INACTIVE MOVER_RGB
===========DESCRIPTION============================
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
===========SPAWNFLAGS=============================
START_OFF - The wall will not be there.
ALWAYS_ON - Doesn't toggle on and off when used, just runs usescript and fires target.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
DONOTTRAP - When toggled on, wait until space is clear of players before appearing
MOVER_RGB (MOVIE BATTLES II SPECIFIC) - Allows the brushes to be dynamically vertex colored when switching team ownership.
===========KEYS&VALUES============================
'targetname' - When used, will toggle on and off
'target' - Will fire this target every time it is toggled OFF
'model2' - .md3 model to also draw
'color' - ConstantLight color. (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius
'usescript' - Script to run when turned on
'deathscript' - Script to run when turned off
'wait' - Amount of time before the object is usable again (only valid with ALWAYS_ON flag)
'health' - If it has health, it will be used whenever shot at/killed - if you want it to only be used once this way, set health to 1
'endframe' - Will make it animate to next shader frame when used, not turn on/off... set this to number of frames in the shader, minus 1.
teamuser - If 1, team 2 can't use this. If 2, team 1 can't use this. (Applicable only during Siege gametype)
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
Makes a bmodel simply appear and disappear from world. Good to use for switches. (I.e. one brush with red or off texture and another with a green or on texture.) Alternating between them for which is visible.
Use also as a force field or energy field on and off.
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
An origin brush will not work with this entity. You will need to manually add the origin key and value directly to this entity in the entity window to allow scropted movement.
*/
/*QUAKED func_wall (0 .5 .8) ? START_OFF x x x x x PLAYER_USE INACTIVE
===========DESCRIPTION============================
A bmodel that just sits there, doing nothing. Can be used for conditional walls and models.
===========SPAWNFLAGS=============================
START_OFF - The wall will not be there.
PLAYER_USE - Player can use it with the use button.
INACTIVE - Must be used by a target_activate before it can be used.
===========KEYS&VALUES============================
'model2' - .md3 model to also draw.
'color' - ConstantLight color (Default setup with light entity selected press K to bring up color picker.)
'light' - ConstantLight radius.
==================================================
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_cs' OR '_castshadows' - Allows per-entity control over shadow casting. Defaults to 0 on entities, 1 on world. 0 = no shadow casting. 1 = cast shadows on world. > 1 = cast shadows on entities with _rs (or _receiveshadows) with the corresponding value, AND world. Negative values imply same, but DO NOT cast shadows on world.
'_rs' OR '_receiveshadows' - Allows per-entity control over shadow reception. Defaults to 1 on everything (world shadows). 0 = receives NO shadows. > 1 = receive shadows only from corresponding keyed entities (see above) and world. < 1 = receive shadows ONLY from corresponding keyed entities.
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
'_indexmap' OR 'alphamap' - Path/name for the art file used to guide the mapping of textures on the terrain surface.
'_layer' OR 'layers' - Integer value is the number of unique root shaders that will be use on the terrain.
'_shader' OR 'shader' - Path to the metashader used to assign textures to the terrain entity. Note: Omit the 'textures/' prefix.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
==============NOTES===============================
If model2 key is used you need to add an origin brush to reference the point of origin of the model.
If an origin brush is used the you must select the origin brush first then all other brushes that make up this entity. Then create this entity.
*/
/*QUAKED waypoint (0.7 0.7 0) (-16 -16 -24) (16 16 32) SOLID_OK
===========DESCRIPTION============================
A place to go. A point of reference to send NPCs.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
==============NOTES===============================
Radius is automatically calculated in-world.
Waypoint: Are used to set the main routes of navigation. They should be placed at intersections and in rooms. Any place where the player or an NPC can reach should be in view of a waypoint (with some certain exceptions, see below). Each one should be placed on the ground and with a direct clear path ("clear path" means a full player-size "trace") to at least one other waypoint. You may, however, place a waypoint by itself, if that is desirable. You connect waypoints to each other using the fields "target", "target2", "target3", and "target4" (Radiant auto-manages these well and draws each of these connections). Waypoints are also auto-linked by the game at load time. These automatically generated connections are in addition to your manual connections. Although waypoints don't need to be manually connected, connections you might expect the game to generate may not occur and connections you did not anticipate may occur. So it is recommended that waypoints be manually connected to reflect a desired navigation flow. The basic rule is link where you definitely want a connection. Also bear in mind that all of your manual connections will be verified (a trace will be done to assure that there is a full body-size clear trace between two connected waypoints). If a manual (or "hard") connection fails this test, a warning is issued and the connection will not be used.
*/
/*QUAKED waypoint_small (0.7 0.7 0) (-2 -2 -24) (2 2 32) SOLID_OK
===========DESCRIPTION============================
A place to go. A point of reference to send NPCs. (Same as waypoint only smaller.)
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
==============NOTES===============================
Waypoint: Are used to set the main routes of navigation. They should be placed at intersections and in rooms. Any place where the player or an NPC can reach should be in view of a waypoint (with some certain exceptions, see below). Each one should be placed on the ground and with a direct clear path ("clear path" means a full player-size "trace") to at least one other waypoint. You may, however, place a waypoint by itself, if that is desirable. You connect waypoints to each other using the fields "target", "target2", "target3", and "target4" (Radiant auto-manages these well and draws each of these connections). Waypoints are also auto-linked by the game at load time. These automatically generated connections are in addition to your manual connections. Although waypoints don't need to be manually connected, connections you might expect the game to generate may not occur and connections you did not anticipate may occur. So it is recommended that waypoints be manually connected to reflect a desired navigation flow. The basic rule is link where you definitely want a connection. Also bear in mind that all of your manual connections will be verified (a trace will be done to assure that there is a full body-size clear trace between two connected waypoints). If a manual (or "hard") connection fails this test, a warning is issued and the connection will not be used.
*/
/*QUAKED waypoint_navgoal (0.3 1 0.3) (-16 -16 -24) (16 16 32) SOLID_OK
===========DESCRIPTION============================
A waypoint for script navgoals. Not included in navigation data.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
===========KEYS&VALUES============================
'targetname' - Name you would use in script when setting a navgoal. (See notes.)
'radius' - How far from the navgoal an entity can be before it thinks it reached it. Default is '0' which means no radius check, just have to touch it.
==============NOTES===============================
For example: if you give this waypoint a targetname of 'console', make an NPC go to it in a script like so:
set ('navgoal', 'console');
Navigation Goals should be off the main waypoint network.
They must have a clear path to at least one waypoint. These are specific destinations off of the main path and are used exclusively for scripting (with the SET_NAVGOAL command). Basically an NPC will try to follow the waypoint network to reach this goal. You don't need waypoints exactly near a navgoal as long as there is a clear path between a navgoal and any waypoint. A navgoal's radius may be used to decide when an NPC has reached the navgoal (so if the origin of an NPC, their center, is within the radius of the navgoal, it will think it has reached it). Default radius is 12. A normal character's bounding box width is 32x32. So, obviously, you do not want to place a navgoal closer than 16 to a wall. Placing it right up against the wall (so that its side is coplanar with the wall) is too close. Always leave at least 1 unit between a navgoal's box and a wall. NOTE: there are no more variations of navgoals (such as "waypoint_navgoal_2", etc), only "waypoint_navgoal".
*/
/*QUAKED waypoint_navgoal_8 (0.3 1 0.3) (-8 -8 -24) (8 8 32) SOLID_OK
===========DESCRIPTION============================
A waypoint for script navgoals, 8 x 8 size. Not included in navigation data.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
==============NOTES===============================
For example: if you give this waypoint a targetname of 'console', make an NPC go to it in a script like so:
set ('navgoal', 'console');
Navigation Goals should be off the main waypoint network. They must have a clear path to at least one waypoint. These are specific destinations off of the main path and are used exclusively for scripting (with the SET_NAVGOAL command). Basically an NPC will try to follow the waypoint network to reach this goal. You don't need waypoints exactly near a navgoal as long as there is a clear path between a navgoal and any waypoint. A navgoal's radius may be used to decide when an NPC has reached the navgoal (so if the origin of an NPC, their center, is within the radius of the navgoal, it will think it has reached it). Default radius is 12. A normal character's bounding box width is 32x32. So, obviously, you do not want to place a navgoal closer than 16 to a wall. Placing it right up against the wall (so that its side is coplanar with the wall) is too close. Always leave at least 1 unit between a navgoal's box and a wall. NOTE: there are no more variations of navgoals (such as "waypoint_navgoal_2", etc), only "waypoint_navgoal".
*/
/*QUAKED waypoint_navgoal_4 (0.3 1 0.3) (-4 -4 -24) (4 4 32) SOLID_OK
===========DESCRIPTION============================
A waypoint for script navgoals, 4 x 4 size. Not included in navigation data.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
===========KEYS&VALUES============================
'targetname' - Name you would use in script when setting a navgoal. (See notes.)
==============NOTES===============================
For example: if you give this waypoint a targetname of 'console', make an NPC go to it in a script like so:
set ('navgoal', 'console');
You CANNOT set a radius on these navgoals, they are touch-reach ONLY.
Navigation Goals should be off the main waypoint network. They must have a clear path to at least one waypoint. These are specific destinations off of the main path and are used exclusively for scripting (with the SET_NAVGOAL command). Basically an NPC will try to follow the waypoint network to reach this goal. You don't need waypoints exactly near a navgoal as long as there is a clear path between a navgoal and any waypoint. A navgoal's radius may be used to decide when an NPC has reached the navgoal (so if the origin of an NPC, their center, is within the radius of the navgoal, it will think it has reached it). Default radius is 12. A normal character's bounding box width is 32x32. So, obviously, you do not want to place a navgoal closer than 16 to a wall. Placing it right up against the wall (so that its side is coplanar with the wall) is too close. Always leave at least 1 unit between a navgoal's box and a wall. NOTE: there are no more variations of navgoals (such as "waypoint_navgoal_2", etc), only "waypoint_navgoal".
*/
/*QUAKED waypoint_navgoal_2 (0.3 1 0.3) (-2 -2 -24) (2 2 32) SOLID_OK
===========DESCRIPTION============================
A waypoint for script navgoals, 2 x 2 size. Not included in navigation data.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
===========KEYS&VALUES============================
'targetname' - Name you would use in script when setting a navgoal. (See notes.)
==============NOTES===============================
For example: if you give this waypoint a targetname of 'console', make an NPC go to it in a script like so:
set ('navgoal', 'console');
You CANNOT set a radius on these navgoals, they are touch-reach ONLY.
Navigation Goals should be off the main waypoint network. They must have a clear path to at least one waypoint. These are specific destinations off of the main path and are used exclusively for scripting (with the SET_NAVGOAL command). Basically an NPC will try to follow the waypoint network to reach this goal. You don't need waypoints exactly near a navgoal as long as there is a clear path between a navgoal and any waypoint. A navgoal's radius may be used to decide when an NPC has reached the navgoal (so if the origin of an NPC, their center, is within the radius of the navgoal, it will think it has reached it). Default radius is 12. A normal character's bounding box width is 32x32. So, obviously, you do not want to place a navgoal closer than 16 to a wall. Placing it right up against the wall (so that its side is coplanar with the wall) is too close. Always leave at least 1 unit between a navgoal's box and a wall. NOTE: there are no more variations of navgoals (such as "waypoint_navgoal_2", etc), only "waypoint_navgoal".
*/
/*QUAKED waypoint_navgoal_1 (0.3 1 0.3) (-1 -1 -24) (1 1 32) SOLID_OK
===========DESCRIPTION============================
A waypoint for script navgoals, 1 x 1 size. Not included in navigation data.
===========SPAWNFLAGS=============================
SOLID_OK - only use if placing inside solid is unavoidable in map, but may be clear in-game (i.e.: at the bottom of a tall, solid lift that starts at the top position).
===========KEYS&VALUES============================
'targetname' - Name you would use in script when setting a navgoal. (See notes.)
==============NOTES===============================
For example: if you give this waypoint a targetname of 'console', make an NPC go to it in a script like so:
set ('navgoal', 'console');
You CANNOT set a radius on these navgoals, they are touch-reach ONLY.
Navigation Goals should be off the main waypoint network. They must have a clear path to at least one waypoint. These are specific destinations off of the main path and are used exclusively for scripting (with the SET_NAVGOAL command). Basically an NPC will try to follow the waypoint network to reach this goal. You don't need waypoints exactly near a navgoal as long as there is a clear path between a navgoal and any waypoint. A navgoal's radius may be used to decide when an NPC has reached the navgoal (so if the origin of an NPC, their center, is within the radius of the navgoal, it will think it has reached it). Default radius is 12. A normal character's bounding box width is 32x32. So, obviously, you do not want to place a navgoal closer than 16 to a wall. Placing it right up against the wall (so that its side is coplanar with the wall) is too close. Always leave at least 1 unit between a navgoal's box and a wall. NOTE: there are no more variations of navgoals (such as "waypoint_navgoal_2", etc), only "waypoint_navgoal".
*/
/*QUAKED info_siege_objective (1 0 1) (-16 -16 -24) (16 16 32) ? x x STARTOFFRADAR
===========DESCRIPTION============================
When used, will complete a specified objective.
===========SPAWNFLAGS=============================
STARTOFFRADAR - Start not displaying on radar, don't display until used.
===========KEYS&VALUES============================
'objective' - Specifies the objective to complete upon activation.
'side' - Set to 1 to specify an imperial goal, 2 to specify rebels.
'icon' - Icon that represents the objective on the radar.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'radarteam' - Only show radar icon for team 1 or 2, default is 0 (all).
'helpiconindex' - Index in .siege file of a dynamic HelpIconX block, or default -1 to not have a help icon.
==============NOTES===============================
The "objective" value specifies the objective number to complete. (Directly corresponding to the objective groups for the team in the .siege file.)
*/
/*QUAKED info_siege_radaricon (1 0 1) (-16 -16 -24) (16 16 32) ?
===========DESCRIPTION============================
Used to arbitrarily display radar icons at placed location. Can be used to toggle on and off.
===========KEYS&VALUES============================
'icon' - Icon that represents the objective on the radar.
'startoff' - If 1 start off.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'radarteam' - Only show radar icon for team 1 or 2, default is 0 (all).
'helpiconindex' - Index in .siege file of a dynamic HelpIconX block, or default -1 to not have a help icon. Note: If startoff is 1, help icon will only show within PVS and radius will not work.
*/
/*QUAKED info_siege_decomplete (1 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Works similar to info_siege_objective and has the same fields. But it actually sets an objective as no longer completed when used instead of completing it.
===========KEYS&VALUES============================
'objective' - Specifies the objective to decomplete upon activation.
'side' - Set to 1 to specify an imperial (team1) goal, 2 to specify rebels (team2).
==============NOTES===============================
If the objective specified is already completed when it is activated, it will just do nothing.
*/
/*QUAKED target_siege_end (1 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Do a logexit for siege when used. You can target this entity to end the round immediately.
==============NOTES===============================
You will only want to use this as the "roundover_target" in your .siege file.
Note that you do not have to target this directly, however.
You can trigger an in-game cinematic-like sequence which plays out when one team wins, and then targets this once it finishes, for example.
You can target this entity to end the round immediately. You will only want to use this as the "roundover_target" in your .siege file. Note that you do not have to target this directly, however. You can trigger an in-game cinematic-like sequence which plays out when one team wins, and then targets this once it finishes, for example.
*/
/*QUAKED misc_siege_item (1 0 1) (-16 -16 -24) (16 16 32) ? x x STARTOFFRADAR ALLOWJETPACK
===========DESCRIPTION============================
===========SPAWNFLAGS=============================
STARTOFFRADAR - Start not displaying on radar, don't display until used.
ALLOWJETPACK (MOVIE BATTLES II SPECIFIC) - Can use jetpack while carrying the item.
===========KEYS&VALUES============================
'model' - Name of model to use for the object.
'mins' - Actual mins of the object. Careful not to place it into a solid, as these new mins will not be reflected visually in the editor. Default value is '-16 -16 -24'.
'maxs' - Same as above for maxs. Default value is '16 16 32'.
'targetname' - If it has a targetname, it will only spawn upon being used.
'target2' - Target to fire upon pickup. If none, nothing will happen.
'pickuponlyonce' - If non-0, target2 will only be fired on the first pickup. If the item is dropped and picked up again later, the target will not be fired off on the sequential pickup. Default value is 1.
'target3' - Target to fire upon delivery of the item to the goal point. If none, nothing will happen (but you should always want something to happen).
'health' - If > 0, object can be damaged and will die once health reaches 0. Default is 0.
'showhealth' - if health > 0, will show a health meter for this item.
'teamowner' - Which team owns this item, used only for deciding what color to make health meter.
'target4' - Target to fire upon death, if damageable. Default is none.
'deathfx' - Effect to play on death, if damageable. Default is none.
'canpickup' - If non-0, item can be picked up. Otherwise it will just be solid and sit on the ground. Default is 1.
'pickupsound' - Sound to play on pickup, if any.
'goaltarget' - Must be the targetname of a trigger_multi/trigger_once. Once a player carrying this object is brought inside the specified trigger, then that trigger will be allowed to fire. Ideally it will target a siege objective or something like that.
'usephysics' - If non-0, run standard physics on the object. Default is 1.
'mass' - If usephysics, this will be the factored object mass. Default is 0.09.
'gravity' - If usephysics, this will be the factored gravitational pull. Default is 3.0.
'bounce' - If usephysics, this will be the factored bounce amount. Default is 1.3.
'teamnotouch' - If 1 don't let team 1 pickup, if 2 don't let team 2. By default both teams can pick this object up and carry it around until death.
'teamnocomplete' - Same values as above, but controls if this object can be taken into the objective area by said team.
'respawn' (MOVIE BATTLES II SPECIFIC) - If dropped, how long in milliseconds before the siege item should respawn (default is effectively infinite).
'respawnfx' - Plays this effect when respawning (e.g. it is left in an unknown area too long and goes back to the original spot). If this is not specified there will be no effect (expected format is .efx file).
'paintarget' - Plop self on top of this guy's origin when we are used (only applies if the siege item has a targetname).
'noradar' - If non-0 this thing will not show up on radar.
'forcelimit' - If non-0, while carrying this item, the carrier's force powers will be crippled.
'target5' - Target to fire when respawning.
'target6' - Target to fire when dropped by someone carrying this item.
'icon' - Icon that represents the gametype item on the radar.
'helpiconindex' (MOVIE BATTLES II SPECIFIC) - Index in .siege file of a dynamic HelpIconX block, or default -1 to not have a help icon.
==================================================
Health charge things only work with showhealth 1 on siege items that take damage.
'health_chargeamt' - If non-0 will recharge this much health every...
'health_chargerate' - ...this many milliseconds. (1000 milliseconds = 1 second.)
==============NOTES===============================
This is used as a generic "objective" entity. It is pretty much fully customizable, and can be set up for numerous things like be a flag-type capture item objective, or a destroyable item objective.
*/
/*QUAKED worldspawn (0 0 0) ?
===========DESCRIPTION============================
Every map should have exactly one worldspawn.
===========KEYS&VALUES============================
'music' - Music wav file. To play over the world.
'gravity' - 800 is default gravity.
'message' - Text to print during connection process. (usually the map name and who you are)
'_color' - Sets an ambient color for the world. (Press K to bring up color picker.)
'_minLight' - Sets the minimum light value that the world architecture will have.
'_minVertexLight' - Sets the minimum light value that entities will have.
'_minGridLight' - Key to set minimum grid lighting.
'_lightmapscale' - Floating point value scaling the resolution of lightmaps on brushes/patches in this entity (default 1.0).
'_celshader' - Sets the cel shader used for this geometry. Note: omit the 'textures/' prefix.
BSP Options:
'gridsize' - Size of lighting grid to 'X Y Z'. default='64 64 128'.
'_blocksize' - q3map always splits the BSP tree along the planes X=blocksize*n and Y=_blocksize*n. Default _blocksize value is 1024. Increase the _blocksize using larger powers of 2 to reduce compile times on very large maps with low structural brush density.
'ambient' - Scale of global light (from _color).
'fog' - Shader name of the global fog texture - must include the full path, such as 'textures/rj/fog1'.
'distancecull' - Value for vis for the maximum viewing distance.
'chopsize' - Value for bsp on the maximum polygon / portal size.
'ls_Xr' - Override lightstyle X with this pattern for Red.
'ls_Xg' - Green (valid patterns are 'a-z').
'ls_Xb' - Blue (a is OFF, z is ON).
'fogstart' - Override fog start distance and force linear.
'radarrange' - For Siege/Vehicle radar - default range is 2500.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'outsideBias' - This must be set to 1 if your map has weather effects in it.
'coldWorld' - Defaults to 0. If you set this to 1, all areas of your map, inside or outside, will be treated as if they're atmospherically cold.
-------- tintLiquid --------
==Description==
'Custom' - Set to 1 in order to use the rest of the variables for the liquid type in question. If you use this. all of the variables need to be set, or will default to 0.0. The defaults listed below are for when Custom is 0, or the natural tint of each liquid.
'Amplitude' - Liquid tints waver back and forth between levels of transparency. Amplitude controls by how much. (The wavelength is hardcoded at 0.4 seconds and corresponds to the wavelength of the view-distortion that also occurs when looking through a liquid.)
'Offset' - This allows the center or baseline of the wave(Which maxes out at 1.0 and bottoms out at 0.0) to be adjusted higher or lower, weighting the amplitude of the wave towards one end or the other of the scale.
'R' - The red component of the liquid's tint. Between 0.0 and 1.0.
'G' - The green component of the liquid's tint. Between 0.0 and 1.0.
'B' - The blue component of the liquid's tint. Between 0.0 and 1.0.
==Complete List==
Lava
'tintLavaCustom' - Default 0
'tintLavaAmplitude' - Default 0.15
'tintLavaOffset' - Default 0.5
'tintLavaR' - Default 0.7
'tintLavaG' - Default 0.0
'tintLavaB' - Default 0.0
Slime
'tintSlimeCustom' - Default 0
'tintSlimeAmplitude' - Default 0.1
'tintSlimeOffset' - Default 0.4
'tintSlimeR' - Default 0.0
'tintSlimeG' - Default 0.7
'tintSlimeB' - Default 0.0
Water
'tintWaterCustom' - Default 0
'tintWaterAmplitude' - Default 0.05
'tintWaterOffset' - Default 0.3
'tintWaterR' - Default 0.0
'tintWaterG' - Default 0.2
'tintWaterB' - Default 0.8
-------- customLiquid --------
==Description==
'Splash' - Played when someone jumps into a liquid.
'MissileSplash' - Played when gunfire hits a liquid's surface.
'Boil' - Played when something hot strikes a liquid's surface.
'BoilBubble' - Played when something hot lingers inside liquid, below the surface.
'Drown' - Played when someone starts drowning in a liquid, or otherwise breathes while in liquid.
==Complete List==
Lava
'customLavaSplash' - Default "env/acid_splash"
'customLavaMissileSplash' - Default "env/acid_splash_missile"
'customLavaBoil' - Default "saber/lava_boil_nosnd.efx"
'customLavaBoilBubble' - Default "saber/lava_boilbubble_nosnd.efx"
'customLavaDrown' - Default "misc/lavabreath.efx"
Slime
'customSlimeSplash' - Default "env/lava_splash"
'customSlimeMissileSplash' - Default "env/lava_splash_missile"
'customSlimeBoil' - Default "saber/acid_boil_nosnd.efx"
'customSlimeBoilBubble' - Default "saber/acid_boilbubble_nosnd.efx"
'customSlimeDrown' - Default "misc/acidbreath.efx"
Water
'customWaterSplash' - Default "env/water_impact"
'customWaterMissileSplash' - Default "env/water_splash_missile"
'customWaterBoil' - Default "saber/water_boil_nosnd.efx"
'customWaterBoilBubble' - Default "saber/water_boilbubble_nosnd.efx"
'customWaterDrown' - Default "misc/waterbreath.efx"
==============NOTES===============================
This is what ever brush made becomes when made. Any key applied to one effects all others unless you make them a func_group.
As far as I know, _minVertexLight and _minGridLight should be paired in your worldspawn. If you use one you should use the other.
For the music key, make sure you include the music folder in the value, such as
key: music
value: music/mp/mp_action3.mp3
*/
/*QUAKED target_give (1 0 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Gives the activator all the items pointed to.
===========KEYS&VALUES============================
'target' - Entity to be given.
'targetname' - Entity to give items to.
*/
/*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 pits.
*/
/*QUAKED target_conquest (0.025071 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Represents the conquest objective type.
===========KEYS&VALUES============================
'delay' - The delay before firing of this entitie's targets.
'target' - The target to fire upon completion of all of team1's objectives.
'num1' - The number of team1's objectives to complete before firing target.
'target2' - The target to fire upon completion of all of team2's objectives.
'num2' - The number of team2's objectives to complete before firing target2.
==============NOTES===============================
At most one target_conquest may be defined per map. The existance of a target_conquest draws a special hud on the players' screen to track the progress of the conquest objective. At most 15 triggers may affect each team's conquest display.
*/
/*QUAKED target_delay (1 0 0) (-8 -8 -8) (8 8 8) NO_RETRIGGER USE_TEAM_DELAY_WIN UI_COUNTDOWN
===========DESCRIPTION============================
Entity used to cause a delay between a trigger and a target. (Something sends a signal, it gets to this, and it waits this amount of time, then fires its target.)
===========SPAWNFLAGS=============================
NO_RETRIGGER - Keeps the delay from resetting the time if it is activated again while it is counting down to an event.
===========MOVIE BATTLES II SPECIFIC SPAWNFLAGS===========
USE_TEAM_DELAY_WIN - For use in conjunction (targeted at) info_siege_Objective. When Team A (or B Depending on the siege obj) there is a delay on ending the round. With this flag, even if one or the other team dies, the team that does their objective wins.
UI_COUNTDOWN - Displays a count down and message on the clients' hud. A Maximum of two can be running in a single instance.
===========KEYS&VALUES============================
'wait' - Seconds to pause before firing targets.
'random' - Delay variance, total delay = delay +/- random seconds.
'message' (MOVIE BATTLES II SPECIFIC) - the message to display if UI_COUNTDOWN is true.
*/
/*QUAKED target_score (1 0 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
The activator is given this many points.
===========KEYS&VALUES============================
'count' - Number of points to add, default 1.
*/
/*QUAKED target_print (1 0 0) (-8 -8 -8) (8 8 8) REDTEAM BLUETEAM PRIVATE
===========DESCRIPTION============================
Creates a center screen message.
===========SPAWNFLAGS=============================
REDTEAM - Red team only receives this message.
BLUETEAM - Blue team only receives this message.
PRIVATE - Only the activator gets the message.
===========KEYS&VALUES============================
'message' - Text to print
'wait' - Don't fire off again if triggered within this many milliseconds ago. (1000 milliseconds = 1 second.)
==============NOTES===============================
If no spawnflags are used, all clients get the message.
Color can also be used in text.
Example:
Key:message
Value:^4Hi
Would show message:
Hi (in blue tho)
*/
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF GLOBAL ACTIVATOR
===========DESCRIPTION============================
A sound producing entity.
===========SPAWNFLAGS=============================
LOOPED-ON - Loops the sound but starts on.
LOOPED-OFF - Loops the sound but starts off.
GLOBAL - A global sound will play full volume throughout the level.
ACTIVATOR - Sounds will play on the player that activated the target.
===========KEYS&VALUES============================
'noise' - Sound file to play. (Directory/location of file.)
'wait' - Seconds between auto triggerings, 0 = don't auto trigger.
'random' - Wait variance, default is 0.
'volume' - Allows variance of the volume of the speaker, default is 255 (limit is 65535, but digital distortion will cut in long before then).
'volRange' - a low number and a high number to set when you are at the farthest from it the min volume that it will come to the player at. The high is for when your closest to it how loud it would be.
'radius' - Radius of attenuation. In map units.
==============NOTES===============================
Global and activator sounds can't be combined with looping.
Looped sounds will be toggled by use functions.
Multiple identical looping sounds will just increase volume without any speed cost. (The more target_speaker you have set the same the louder the volume will be.)
*/
/*QUAKED target_flash (1 1 1) (-8 -8 -8) (8 8 8) REVERSED
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Using this entity will generate a flash that covers all players' screens.
===========SPAWNFLAGS=============================
REVERSED - the end colour is opaque and the start colour is transparent.
===========KEYS&VALUES============================
'startC' - Starting colour (RR GG BB ex. 255 0 0 = red, 0 255 255 = yelow).
'endC' - Ending colour (RR GG BB).
'radius' - Radius of effect (ex. 100.4).
'wait' - Duration of the flash (in milliseconds).
*/
/*QUAKED target_gravity (1 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
The target_gravity entity allows for changes to the gravity of a map.
===========KEYS&VALUES============================
'gravity' - value of gravity (default is 800)
===========NOTES==================================
Try to avoid using target_gravity very often:
There's a built-in rate limit of one change per second; a large number of changes in a short period of time can create an extensive amount of lag, and possibly cause crashes. Mappers should avoid situations where two or more target_gravity entities are "fighting" over what the gravity should be set to in a map.
target_gravity only activates its targets if an actual gravity change has occurred: repeatedly activating the same target_gravity will not keep activating targets, gravity needs to actually change before it will be activated.
*/
/*QUAKED target_screenshake (0 1 .5) (-4 -4 -4) (4 4 4)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Using this entity will shake the camera.
===========KEYS&VALUES============================
'globalshake' - Set this to 1 to make the shake happen to every client equally, not to whoever's close to it.
'duration' - The duration of the shake in milliseconds.
'intensity' - A low value like 3 will cause a gentle rumble. A value of 40 or greater will produce an earthquake.
*/
/*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=============================
START_ON - Spawns with world shooting.
==============NOTES===============================
Aim at a target_position or something like that.
*/
/*QUAKED target_teleporter (1 0 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
The activator will be teleported away.
==============NOTES===============================
Use misc_teleporter_dest instead of this because direction activator faces can be specified when destination is reached.
*/
/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RED_ONLY BLUE_ONLY RANDOM x x x x INACTIVE
===========DESCRIPTION============================
This doesn't perform any actions except fire its targets.
===========SPAWNFLAGS=============================
RED_ONLY - Forced by red team only.
BLUE_ONLY - Forced by blue team only.
RANDOM - Only one of the targets will be fired, not all of them. (When pointing at several targets.)
INACTIVE - Can't be used until activated. (Must use a target_activate entity.)
===========KEYS&VALUES============================
'wait' - Number of seconds to wait before it can be fired again. Set to -1 to use it only once.
==============NOTES===============================
This entity is especially handy in triggering something that may need another target name to prevent an entity from using its self or allowing to distance targetname and target values. Basically allow for more complex entity linking and chains.
*/
/*QUAKED target_kill (.5 .5 .5) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Kills the activator.
*/
/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Used as a positional target for in-game calculation, like jumppad targets.
*/
/*QUAKED target_location (0 0.5 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
Closest target_location in sight used for the location, if none in sight, closest in distance.
===========KEYS&VALUES============================
'message' - To the name of this location.
'count' - Use 0-7 for color.
0:white 1:red 2:green 3:yellow 4:blue 5:cyan 6:magenta 7:white
*/
/*QUAKED target_counter (1.0 0 0) (-4 -4 -4) (4 4 4) x x x x x x x INACTIVE
===========DESCRIPTION============================
Acts as an intermediary for an action that takes multiple inputs.
===========SPAWNFLAGS=============================
INACTIVE - Can't be used until activated. (Must use a target_activate entity.)
===========KEYS&VALUES============================
'count' - After the counter has been triggered 'count' times (default 2), it will fire all of it's targets and remove itself.
'target2' - What the counter should fire each time it's incremented and does NOT reach it's count.
'bounceCount' - Number of times the counter should reset to it's full count when it's done.
*/
/*QUAKED target_random (.5 .5 .5) (-4 -4 -4) (4 4 4) USEONCE
===========DESCRIPTION============================
Randomly fires off only one of it's targets each time used.
===========SPAWNFLAGS=============================
USEONCE - If set will never fire again.
*/
/*QUAKED target_scriptrunner (1 0 0) (-4 -4 -4) (4 4 4) RUNONACTIVATOR x x x x x x INACTIVE
===========DESCRIPTION============================
Triggers a script to run.
===========SPAWNFLAGS=============================
RUNONACTIVATOR - Will run the script on the entity that used this or tripped the trigger that used this
INACTIVE - Start off
===========KEYS&VALUES============================
'usescript' - Script to run when used.
'count' - How many times to run, -1 = infinite. Default is once. (Dont forget this one .. it has caused me many a quizzical look.)
'wait' - Can't be used again in this amount of seconds. (Default is 1 second if it's multiple-use.)
'delay' - How long to wait after use to run script.
==============NOTES===============================
Default script location is the "scripts" folder, so type scriptname or subfolder of script folder then scriptname.
Example:
If your script is in the folder "scripts\chamber", then you would use:
Key: usescript
Value: chamber/scriptname
*/
/*QUAKED target_activate (1 0 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Will set the target(s) to be usable/triggerable.
*/
/*QUAKED target_deactivate (1 0 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION===========================
Will set the target(s) to be non-usable/triggerable.
*/
/*QUAKED target_level_change (1 0 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Causes map to change to another.
===========KEYS&VALUES============================
'mapname' - Name of map to change to.
*/
/*QUAKED target_play_music (1 0 0) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
Plays the requested music files when this target is used.
===========KEYS&VALUES============================
'music' - music WAV or MP3 file ( music/introfile.mp3 [optional] music/loopfile.mp3 )
==============NOTES===============================
If an intro file and loop file are specified, the intro plays first, then the looping portion will start and loop indefinitely. If no introfile is entered, only the loopfile will play.
*/
/*QUAKED target_weather (0 1 1) (-16 -16 -16) (16 16 16) CLEAR
===========MOVIE BATTLES II SPECIFIC ENTITY===========
CURRENTLY DISABLED IN MBII (NOT YET COMPLETE)
===========DESCRIPTION============================
The target_weather entity allows for changes to the weather of a map.
===========SPAWNFLAGS=============================
CLEAR - Will pass WFX_CLEAR before attempting to set weather. This avoids the need to trigger target_weather twice in order to change to completely different weather. Triggering target_weather without this spawnflag will add the new weather to any existing weather.
===========KEYS&VALUES============================
'weatherFX' - See reference for fx_weather
'repeatFX' - See reference for fx_weather
'count' - See reference for fx_weather
'dmg' - See reference for fx_weather
==============NOTES===============================
After weather has been set, target_weather will activate its targets. Whether or not any weather has actually changed.
*/
/*QUAKED team_CTF_redplayer (1 0 0) (-16 -16 -16) (16 16 32)
===========DESCRIPTION============================
Only in CTF games. Red players spawn here at game start.
*/
/*QUAKED team_CTF_blueplayer (0 0 1) (-16 -16 -16) (16 16 32)
===========DESCRIPTION============================
Only in CTF games. Blue players spawn here at game start.
*/
/*QUAKED team_CTF_redspawn (1 0 0) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Potential spawning position for red team in CTF games.
===========KEYS&VALUES============================
'target' - Will be fired when someone spawns in on them.
*/
/*QUAKED team_CTF_bluespawn (0 0 1) (-16 -16 -24) (16 16 32)
===========DESCRIPTION============================
Potential spawning position for blue team in CTF games.
===========KEYS&VALUES============================
'target' - Will be fired when someone spawns in on them.
*/
/*QUAKED trigger_capture (.1 .5 .1) ? FORGETFULL FORGETFULL_INSTANT START_TEAM_1 START_TEAM_2 NO_BLOCKING RATE_LINEAR RATE_FIXED INACTIVE NO_NEUTRAL MULTIPLE
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Variable sized single use trigger.
===========SPAWNFLAGS=============================
FORGETFULL - If every member of a team that is currently capturing this trigger dies/leaves, the trigger resets to 0 at 1/2 the timeframe value of the usetime capture time.
FORGETFULL_INSTANT - If every member of a team that is currently capturing this trigger dies/leaves, the trigger resets to 0 instantly
START_TEAM_1 - Automatically starts as captured by team 1
START_TEAM_2 - Automatically starts as captured by team 1
NO_BLOCKING - A single player cannot completely block capture by the other team
RATE_LINEAR - Capture rate scales linearly based on #players - #enemies
RATE_FIXED - Capture rate is independent of #players
INACTIVE - Start off, has to be activated to be touchable/usable
NO_NEUTRAL - Skips neutral capture stage and only toggles between team 1 and team 2
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
===========KEYS&VALUES============================
'wait' - Seconds between triggerings, 0 default, number < 0 means one time only.
'random' - Wait variance, default is 0.
'delay' - How many seconds to wait to fire targets after tripped.
'target2' - Target at associated misc_hologram to indicate capture state.
'speed' - How many seconds to wait to fire the target2, default is 1.
'noise' - Sound to play when the trigger fires (plays at activator's origin).
'NPC_targetname' - Only the NPC with this NPC_targetname fires this trigger.
'min_num' - If non-0, a team must have at least min_num of players in the trigger to capture it.
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
'soundSet' - Ambient sound set to play when this trigger is activated.
'usetime' - The total capture time in ms for a single client in range to capture the trigger and cause it to fire.
'teamuser' - If 1, team 2 can't use this. If 2, team 1 can't use this.
'siegetrig' - If non-0, can only be activated by players carrying a misc_siege_item which is associated with this trigger by the item's goaltarget value.
'idealclass' - Can only be used by this class/these classes. You can specify use by multiple classes with the use of, e.g.: 'Imperial Medic|Imperial Assassin|Imperial Demolitionist'
'teambalance' - If non-0, is "owned" by the last team that activated. Can only be activated by the other team if the number of players on the other team inside the trigger outnumber the number of players on the owning team inside the trigger.
'target3' - Fire when activated by team 1.
'target4' - Fire when activated by team 2.
'min_players' - Minimum player count required in-round for this trigger to be useable.
'max_players' - Maximum player count in-round for this trigger to be useable.
*/
/*QUAKED trigger_multiple (.1 .5 .1) ? CLIENTONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE MULTIPLE
===========DESCRIPTION============================
Variable sized repeatable trigger.
===========SPAWNFLAGS=============================
CLIENTONLY - Only a player can trigger this by touch.
FACING - Won't fire unless triggering entity's view angles are within 45 degrees of trigger's angles (in addition to any other conditions).
USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions).
FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions).
NPCONLY - Only non-player NPCs can trigger this by touch (including vehicles / droidekas).
INACTIVE - Start off, has to be activated to be touchable/usable.
MULTIPLE - Multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0.
===========KEYS&VALUES============================
'wait' - Seconds between triggering, 0 default, number < 0 means one time only.
'random' - Wait variance, default is 0.
'delay' - How many seconds to wait to fire targets after tripped.
'hiderange' - As long as NPC's head is in this trigger, NPCs out of this hiderange cannot see him. If you set an angle on the trigger, they're only hidden from enemies looking in that direction. The player's crouch viewheight is 36, his standing viewheight is 54. So a trigger that should hide you when crouched but not standing should be 48 tall.
'target2' - The trigger will fire this only when the trigger has been activated and subsequently 'cleared'( once any of the conditions on the trigger have not been satisfied). This will not fire the 'target' more than once until the 'target2' is fired (trigger field is 'cleared').
'speed' - How many seconds to wait to fire the target2, default is 1.
'noise' - Sound to play when the trigger fires (plays at activator's origin).
'NPC_targetname' - Only the NPC with this NPC_targetname fires this trigger.
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
'soundSet' - Ambient sound set to play when this trigger is activated
'usetime' - If specified (in milliseconds) along with the USE_BUTTON flag, will require a client to hold the use key for x amount of ms before firing.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'min_players' - Minimum player count required in-round for this trigger to be useable.
'max_players' - Maximum player count in-round for this trigger to be useable.
'nopush' - How many seconds activator of trigger should be immune to force push and pull.
'doorTrigger' - Set to 1 to allow spectators to teleport to the other side of a closed door. Trigger must directly target func_door and should exist on both sides of the door, the same as automatic door triggers.
==================================================
Applicable only during Siege gametype:
'teamuser' - If 1, team 2 can't use this. If 2, team 1 can't use this.
'siegetrig' - If non-0, can only be activated by players carrying a misc_siege_item which is associated with this trigger by the item's goaltarget value.
'teambalance' - If non-0, is 'owned' by the last team that activated. Can only be activated by the other team if the number of players on the other team inside the trigger outnumber the number of players on the owning team inside the trigger.
'target3' - Fire when activated by team1.
'target4' - Fire when activated by team2.
'idealclass' - Can only be used by this class/these classes. You can specify use by multiple classes with the use of, e.g.: 'Imperial Medic|Imperial Assassin|Imperial Demolitionist'
==============NOTES===============================
Must be targeted at one or more entities.
The basic time between firing is a random time between (wait - random) and (wait + random)
*/
/*QUAKED trigger_once (.5 1 .5) ? CLIENTONLY FACING USE_BUTTON FIRE_BUTTON NPCONLY x x INACTIVE MULTIPLE
===========DESCRIPTION============================
Variable sized single use trigger.
===========SPAWNFLAGS=============================
CLIENTONLY - only a player can trigger this by touch
FACING - Won't fire unless triggering entity's view angles are within 45 degrees of trigger's angles (in addition to any other conditions)
USE_BUTTON - Won't fire unless player is in it and pressing use button (in addition to any other conditions)
FIRE_BUTTON - Won't fire unless player/NPC is in it and pressing fire button (in addition to any other conditions)
NPCONLY - Only non-player NPCs can trigger this by touch (including vehicles / droidekas).
INACTIVE - Start off, has to be activated to be touchable/usable.
MULTIPLE - multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0
===========KEYS&VALUES============================
'random' - Wait variance, default is 0.
'delay' - How many seconds to wait to fire targets after tripped.
'noise' - Sound to play when the trigger fires (plays at activator's origin).
'NPC_targetname' - Only the NPC with this NPC_targetname fires this trigger.
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
'soundSet' - Ambient sound set to play when this trigger is activated
'usetime' - If specified (in milliseconds) along with the USE_BUTTON flag, will require a client to hold the use key for x amount of ms before firing.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'min_players' - Minimum player count required in-round for this trigger to be useable.
'max_players' - Maximum player count in-round for this trigger to be useable.
==================================================
Applicable only during Siege gametype:
'teamuser' - If 1, team 2 can't use this. If 2, team 1 can't use this.
'siegetrig' - If non-0, can only be activated by players carrying a misc_siege_item which is associated with this trigger by the item's goaltarget value.
'idealclass' - Can only be used by this class/these classes. You can specify use by multiple classes with the use of, e.g.: 'Imperial Medic|Imperial Assassin|Imperial Demolitionist'
==============NOTES===============================
Must be targeted at one or more entities.
Basic time between firing is a random time between (wait - random) and (wait + random)
*/
/*QUAKED trigger_lightningstrike (.1 .5 .1) ? START_OFF
===========DESCRIPTION============================
Calls a strike of lightining.
===========SPAWNFLAGS=============================
START_OFF - start trigger disabled use to toggle on and off
===========KEYS&VALUES============================
'lightningfx' - Effect to use for lightning, MUST be specified
'wait' - Seconds between strikes, 1000 default
'random' - Wait variance, default is 2000 (milliseconds)
'dmg' - Damage on strike (default 50)
'radius' - If non-0, does a radius damage at the lightning strike impact point (using this value as the radius). otherwise will only do line trace damage. default 0.
==============NOTES===============================
Cover the entire area you want lightning to rain down from in a trigger brush, then make it into a trigger_lightningstrike. Use key :lightningfx and value :effects/env/huge_lightning.efx (as an example ) add a wait value ( in milliseconds ) and a random value.
*/
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
This trigger will always fire. It is activated by the world. (When the map starts this fires.)
*/
/*QUAKED trigger_push (.5 .5 .5) ? x x LINEAR x RELATIVE x x INACTIVE MULTIPLE
===========DESCRIPTION============================
Forces the player in predetermined direction. This will be client side predicted, unlike target_push.
===========SPAWNFLAGS=============================
LINEAR - Instead of tossing the client at the target_position, it will push them towards it. NOT predicted by clients.
RELATIVE - Instead of pushing you in a direction that is always from the center of the trigger to the target_position, it pushes *you* toward the target position, relative to your current location (can use with 'speed'... if don't set a speed, it will use the distance from you to the target_position).
INACTIVE - Not active until targeted by a target_activate.
MULTIPLE - Multiple entities can touch this trigger in a single frame *and* if needed, the trigger can have a wait of > 0.
===========KEYS&VALUES============================
'wait' - How long to wait between pushes: -1 = push only once.
'speed' - Pushes the client toward the position at this speed (default is 1000).
'team' - If set, only this team can trip this trigger.
0 - any
1 - red
2 - blue
==============NOTES===============================
Must point at a target_position, which will be the apex of the leap.
When using this as a bouncepad, do NOT check either the LINEAR or RELATIVE spawnflags.
*/
/*QUAKED target_push (.5 .5 .5) (-8 -8 -8) (8 8 8) BOUNCEPAD CONSTANT
===========DESCRIPTION============================
Pushes the activator in the direction of angle, or towards a target apex.
===========SPAWNFLAGS=============================
BOUNCEPAD - Plays bounce noise instead of none.
CONSTANT _ Will push activator in direction of 'target' at constant 'speed'.
===========KEYS&VALUES============================
'speed' - Defaults to 1000.
'target' - Entity to aim at. (target_position, target_location)
'targetname' - Entities with matching target will fire it.
==============NOTES===============================
Needs to be linked from a trigger_multiple to a target_position or target_location.
*/
/*QUAKED trigger_teleport (.5 .5 .5) ? SPECTATOR
===========DESCRIPTION============================
Allows client side prediction of teleportation events.
===========SPAWNFLAGS=============================
SPECTATOR - If spectator is 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.
==============NOTES===============================
Must point at a target_position or misc_teleporter_dest, which will be the teleport destination.
Best to use misc_teleporter_dest because direction activator faces can be specified when destination is reached.
*/
/*QUAKED trigger_heal (.5 .5 .5) ? START_OFF CAN_TARGET SILENT X SLOW X X INACTIVE
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Any entity that touches this will be healed.
===========SPAWNFLAGS=============================
START_OFF - Starts off. Does not injure until triggered.
CAN_TARGET - If you target it, it will toggle on and off.
SILENT - Suppresses playing the sound.
SLOW - Changes the damage rate to once per second.
===========KEYS&VALUES============================
'team' - Team (1 or 2) to allow healing (if none then heal anyone) only applicable for siege.
'dmg' - Default 5 (whole numbers only). This is used for the amount of healing to do. If set to a negative number, trigger_heal will not function.
==============NOTES===============================
It does dmg points of healing each server frame.
Targeting the trigger will toggle its on / off state.
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF CAN_TARGET SILENT NO_PROTECTION SLOW X ELECTRICAL INACTIVE FLAME PLASMAFLAME WFLAME X INSTANT FREEZE POISON
===========DESCRIPTION============================
Any entity that touches this will be hurt.
===========SPAWNFLAGS=============================
START_OFF - Starts off. Does not injure until triggered.
CAN_TARGET - If you target it, it will toggle on and off.
SILENT - Suppresses playing the sound.
SLOW - Changes the damage rate to once per second.
NO_PROTECTION - *Nothing* stops the damage.
===========MOVIE BATTLES II SPECIFIC SPAWNFLAGS===========
ELECTRICAL - Electricity will arc over anyone caught in this trigger_hurt. More damage underwater.
FLAME - Entities caught in this trigger_hurt will be lit on fire after a short time.
PLASMAFLAME - Entities caught in this will be light on fire with blue flame after a short time. Does more damage than regular flame.
WFlame - Boosts the damage of Flame or Plasma Flame. Must be used with one of those.
INSTANT - Allows the entity to Instantly Ignite any entity within it, rather than after a few seconds of being exposed.
Note: you can use it without using the actual flame spawnflags, and it'll make people "easy" to light on fire with flamers.
FREEZE - Instantly freezes anyone within this trigger_hurt.
POISON - Instantly poisons any player or NPC that touches this trigger_hurt.
===========KEYS&VALUES============================
'team' - Team (1 or 2) to allow hurting (if none then hurt anyone) only applicable for siege.
'dmg' - Default 5 (whole numbers only). If dmg is set to -1 this brush will use the fade-kill method.
==============NOTES===============================
It does dmg points of damage each server frame.
Targeting the trigger will toggle its on / off state.
*/
/*QUAKED trigger_playercount (.1 .5 .1) ? x x x x x x x INACTIVE x
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Trigger will count how many players are inside its bounding box and check that amount against logic set by 'mode' and 'count', and fire its targets if true.
===========SPAWNFLAGS=============================
INACTIVE - Starts off, needs to be activated to work.
===========KEYS&VALUES============================
'mode' - Set to -1 for LESSTHAN mode, set to 0 for EQUALS mode, set to 1 for GREATERTHAN mode
'count' - Amount to check in condition set by 'mode'. Needs to be greater than or equal to 0.
================NOTES================
If 'mode' is set to 1 (GREATHERTHAN) and 'count' is set to 4, the game will check the following condition:
foundPlayers > 4
If the trigger contains more than 4 players, it will fire its targets.
*/
/*QUAKED trigger_space (.5 .5 .5) ?
===========DESCRIPTION============================
Causes human clients to suffocate and have no gravity.
===========KEYS&VALUES============================
'script_targetname' - To recieve instructions from a script.
==============NOTES===============================
I couldn't get this thing to turn off and on. I couldn't get it to activate or deactivate. So I scripted it's movement to where I needed it instantaneously.
Example:
affect ( "vac_01", FLUSH )
{
move ( $tag( "vac_01", ORIGIN)$, < 0.000 0.000 0.000 >, 0.000 );
}
Basicaly I mapped it on one side and the script tells it to move to my ref_tag.
That got it to sorta act like it is triggered on and off.
*/
/*QUAKED trigger_shipboundary (.5 .5 .5) ?
===========DESCRIPTION============================
Causes vehicle to turn toward target and travel in that direction for a set time when hit.
===========KEYS&VALUES============================
'target' - Name of entity to turn toward (can be info_notnull, or whatever).
'traveltime' - Time to travel in this direction.
*/
/*QUAKED trigger_hyperspace (.5 .5 .5) ?
===========DESCRIPTION============================
Ship will turn to face the angles of the first target_position then fly forward, playing the hyperspace effect, then pop out at a relative point around the target.
===========KEYS&VALUES============================
'target' - Whatever position the ship teleports from in relation to the target_position specified here, that's the relative position the ship will spawn at around the target2 target_position.
'target2' - Name of target_position to teleport the ship to (will be relative to it's origin).
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
===========DESCRIPTION============================
Repeatedly fires its targets. Can be turned on or off by using.
===========SPAWNFLAGS=============================
START_ON
===========KEYS&VALUES============================
'wait' - Base time between triggering all targets, default is 1.
'random' - Wait variance, default is 0.
==============NOTES===============================
Basic time between firing is a random time between (wait - random) and (wait + random).
*/
/*QUAKED trigger_asteroid_field (.5 .5 .5) ?
===========DESCRIPTION============================
Generates an asteroid field within the trigger volume.
===========KEYS&VALUES============================
'speed' - How fast, on average, the asteroid moves.
'count' - How many asteroids, max, to have at one time.
'target' - Target this at func_rotating asteroids
==============NOTES===============================
*/
/*QUAKED misc_turret (1 0 0) (-48 -48 0) (48 48 144) START_OFF
===========DESCRIPTION============================
Large 2-piece turbolaser turret.
===========SPAWNFLAGS=============================
START_OFF - Starts off.
===========KEYS&VALUES============================
'radius' - How far away an enemy can be for it to pick it up (default 1024).
'wait' - Time between shots (default 300 ms).
'dmg' - How much damage each shot does (default 100).
'health' - How much damage it can take before exploding (default 3000).
'speed' - how fast it turns (default 10).
'splashDamage' - How much damage the explosion does (300).
'splashRadius' - The radius of the explosion (128).
'shotspeed' - speed at which projectiles will move.
'targetname' - Toggles it on/off.
'target' - What to use when destroyed.
'target2' - What to use when it decides to start shooting at an enemy.
'showhealth' - set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'alliedTeam' - team that this turret won't target.
0 - none
1 - red
2 - blue
'teamnodmg' - team that turret does not take damage from.
0 - none
1 - red
2 - blue
'icon' - icon that represents the objective on the radar.
*/
/*QUAKED misc_turretG2 (1 0 0) (-8 -8 -22) (8 8 0) START_OFF UPSIDE_DOWN CANRESPAWN TURBO LEAD SHOWRADAR
===========DESCRIPTION============================
Turret that hangs from the ceiling, will aim and shoot at enemies.
===========SPAWNFLAGS=============================
START_OFF - Starts off. (Needs to be triggered.)
UPSIDE_DOWN - Make it rest on a surface/floor instead of hanging from the ceiling.
CANRESPAWN - Will respawn after being killed (use count).
TURBO - Big-ass, Boxy Death Star Turbo Laser version.
LEAD - Turret will aim ahead of moving targets ('lead' them).
SHOWRADAR - Show on radar.
===========KEYS&VALUES============================
'radius' - How far away an enemy can be for it to pick it up (default 512).
'wait' - Time between shots (default 150 ms).
'dmg' - How much damage each shot does (default 5).
'health' - How much damage it can take before exploding (default 100).
'count' - If CANRESPAWN spawnflag, decides how long it is before gun respawns (in ms) - defaults to 20000 (20 seconds).
'paintarget' - Target to fire off upon being hurt.
'painwait' - Milliseconds to wait between firing off pain targets.
'random' - Random error (in degrees) of projectile direction when it comes out of the muzzle (default is 2).
'shotspeed' - The speed of the missile it fires travels at (default is 1100 for regular turrets, 20000 for TURBOLASERS).
'splashDamage' - How much damage the explosion does.
'splashRadius' - The radius of the explosion.
'targetname' - Toggles it on/off.
'target' - What to use when destroyed.
'target2' - What to use when it decides to start shooting at an enemy.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'alliedTeam' - Team that this turret won't target.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that turret does not take damage from.
0 - none
1 - red
2 - blue
'customscale' - Custom scaling size. 100 is normal size, 1024 is the max scaling. this will change the bounding box size, so be careful of starting in solid!
'icon' - Icon that represents the objective on the radar.
'script_targetname' - Referred to by script as the recipient of set of instructions. Most entities can use this key.
===========MOVIE BATTLES II SPECIFIC KEYS&VALUES===========
'shotefx' - Changes the Effect file of the shot (EX: effects/demp2/lvl3_shot.efx)
'muzzleflash' - Changes the Muzzleflash Effect for the turret. (EX: effects/demp2/muzzle_flash.efx)
'impactefx' - Changes the Impact Effect for the turret.
'model' - Changes the model of the turret (Piece 1)
'model2' - Changes the model of the turret (Piece 2)
'dyingmodel' - Changes the Dead/dying part of the model (Piece 1)
'dyingmodel2' - Changes the dead/dying part of the model (piece 2)
==============NOTES===============================
For some reason this must have at least 1 unit of space between it and the surface where you intend to place it.
*/
/*QUAKED emplaced_gun (0 0 1) (-30 -20 8) (30 20 60) CANRESPAWN
===========DESCRIPTION============================
===========SPAWNFLAGS=============================
CANRESPAWN - Will respawn after being killed (use count).
===========KEYS&VALUES============================
'count' - If CANRESPAWN spawnflag, decides how long it is before gun respawns (in ms)
'constraint' - Number of degrees gun is constrained from base angles on each side (default 60.0)
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it
'teamowner' - Crosshair shows green for this team, red for opposite team
0 - none
1 - red
2 - blue
'alliedTeam' - Team that can use this
0 - any
1 - red
2 - blue
'teamnodmg' - Team that turret does not take damage from or do damage to
0 - none
1 - red
2 - blue
==============NOTES===============================
*/
/*QUAKED point_combat (0.7 0 0.7) (-16 -16 -24) (16 16 32) DUCK FLEE INVESTIGATE SQUAD LEAN SNIPE
===========DESCRIPTION============================
NPCs in bState BS_COMBAT_POINT will find their closest empty combat_point.
===========SPAWNFLAGS=============================
DUCK - NPC will duck and fire from this point, NOT IMPLEMENTED?
FLEE - Will choose this point when running
INVESTIGATE - Will look here if a sound is heard near it.
SQUAD - NOT IMPLEMENTED.
LEAN - Lean-type cover, NOT IMPLEMENTED.
SNIPE - Snipers look for these first, NOT IMPLEMENTED.
==============NOTES===============================
Combat Points should be off the main waypoint network. They must have a clear path to at least one waypoint. "Shooter" type NPCs use these as places to stand or crouch and shoot at the enemy. Their primary purpose is to give the NPC someplace interesting to stand and shoot without blocking the traffic flow through the main waypoint network. They are also used as hiding places for NPCs that are fleeing.
*/
/*QUAKED target_interest (1 0.8 0.5) (-4 -4 -4) (4 4 4)
===========DESCRIPTION============================
A point that a squadmate will look at if standing still.
===========KEYS&VALUES============================
'target' - Thing to fire when someone looks at this thing.
*/
/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Point a specific NPC will spawn from.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
NOTSOLID - Starts not solid
STARTINSOLID - Don't try to fix if spawn in solid
SHY - Spawner is shy
===========KEYS&VALUES============================
'NPC_type' - Name of NPC (in npcs.cfg) to spawn in.
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
'helpiconindex' (MOVIE BATTLES II SPECIFIC) - Index in .siege file of a dynamic HelpIconX block, or default -1 to not have a help icon. ICON ONLY VISIBLE IF NPC WITHIN PVS
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
If targeted, will only spawn a NPC when triggered.
*/
/*QUAKED NPC_Vehicle (1 0 0) (-16 -16 -24) (16 16 32) NO_PILOT_DIE SUSPENDED x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
This is the entity that allows you to add any vehicle ground or flying that can be used by player.
===========SPAWNFLAGS=============================
NO_PILOT_DIE - Die after certain amount of time of not having a pilot.
SUSPENDED - Fighters: Don't drop until someone gets in it (this only works as long as no-nw has *ever* ridden the vehicle, to simulate ships that are suspended-docked) - note: ships inside trigger_spaces do not drop when unoccupied.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
Set NPC_type to vehicle name in vehicles.dat files.
'dropTime' - Use with SUSPENDED - if set, the vehicle will drop straight down for this number of seconds before flying forward.
'dmg' - Use with NO_PILOT_DIE - delay in milliseconds for ship to explode if no pilot (default 10000).
'speed' - Use with NO_PILOT_DIE - distance for pilot to get away from ship after dismounting before it starts counting down the death timer.
'model2' - If the vehicle can have a droid (has '*droidunit' tag), this NPC will be spawned and placed there - note: game will automatically use the one specified in the .veh file (if any) or, absent that, it will use an R2D2 or R5D2 NPC).
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
==============NOTES===============================
If you want to add a custom vehicle don't forget to include the pk3 or its files to your pk3 into your DL.
*/
/*QUAKED NPC_Kyle (1 0 0) (-16 -16 -24) (16 16 32) x RIFLEMAN PHASER TRICORDER DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Kyle
===========SPAWNFLAGS=============================
RIFLEMAN - Do Not Use!
PHASER - Do Not Use!
TRICORDER - Do Not Use!
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Lando(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Lando
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Jan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Jan
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Luke(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Luke
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_MonMothma(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC MonMothma.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Tavion (1 0 0) (-16 -16 -24) (16 16 32) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Tavion.
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Tavion_New (1 0 0) (-16 -16 -24) (16 16 32) SCEPTER SITH_SWORD x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Tavion. (New skin)
===========SPAWNFLAGS=============================
SCEPTER - Has a red lightsaber and force powers, Ragnos' Scepter in left hand, uses dual saber style and occasionally attacks with Scepter.
SITH_SWORD - Has Ragnos' Sith Sword in right hand and force powers, uses strong style.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
Has a red lightsaber and force powers, uses her saber style from JK2
*/
/*QUAKED NPC_Alora (1 0 0) (-16 -16 -24) (16 16 32) DUAL x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Alora.
===========SPAWNFLAGS=============================
DUAL - Dual sabers and level 3 force powers, 500 health.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
Lightsaber and level 2 force powers, 300 health
*/
/*QUAKED NPC_Reborn_New(1 0 0) (-16 -16 -24) (16 16 40) DUAL STAFF WEAK x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Reborn is an excellent lightsaber fighter, acrobatic and uses force powers. Full-length red saber, 200 health.
===========SPAWNFLAGS=============================
DUAL - Use 2 shorter sabers.
STAFF - Uses a saber staff.
WEAK - Is a bit less tough.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Cultist_Saber(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Uses a saber and no force powers. 100 health.
===========SPAWNFLAGS=============================
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - Can throw their saber (level 2) - Reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags)
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
Default fencer uses fast style - weak, but can attack rapidly. Good defense.
*/
/*QUAKED NPC_Cultist_Saber_Powers(1 0 0) (-16 -16 -24) (16 16 40) MED STRONG ALL THROW CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Uses a saber and has a couple low-level powers. 150 health.
===========SPAWNFLAGS=============================
MED - Uses medium style - average speed and attack strength, average defense.
STRONG - Uses strong style, slower than others, but can do a lot of damage with one blow. Weak defense.
ALL - Knows all 3 styles, switches between them, good defense.
THROW - Can throw their saber (level 2) - Reduces their defense some (can use this spawnflag alone or in combination with any *one* of the previous 3 spawnflags).
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
Default fencer uses fast style - weak, but can attack rapidly. Good defense.
*/
/*QUAKED NPC_Cultist(1 0 0) (-16 -16 -24) (16 16 40) SABER GRIP LIGHTNING DRAIN CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Cultist uses a blaster and force powers. 40 health.
===========SPAWNFLAGS=============================
SABER - Uses a saber and no force powers.
GRIP - Uses no weapon and grip, push and pull.
LIGHTNING - Uses no weapon and lightning and push.
DRAIN - Uses no weapons and drain and push.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Cultist_Commando(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Cultist Commando. Cultist uses dual blaster pistols and force powers. 40 health.
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Cultist_Destroyer(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Cultist has no weapons, runs up to you chanting & building up a Force Destruction blast - when gets to you, screams & explodes
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Reelo(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Reelo.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Galak(1 0 0) (-16 -16 -24) (16 16 40) MECH x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Galak.
===========SPAWNFLAGS=============================
MECH - Will be the armored Galak.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Desann(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Desann.
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Bartender(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Bartender.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_MorganKatarn(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC MorganKatarn
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Jedi(1 0 0) (-16 -16 -24) (16 16 40) TRAINER x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Ally Jedi NPC Buddy - tags along with player.
===========SPAWNFLAGS=============================
TRAINER - Special Jedi- instructor.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Prisoner(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Prisoner.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Rebel(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Rebel.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Stormtrooper(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER ALTOFFICER ROCKET DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Stormtrooper.
===========SPAWNFLAGS=============================
OFFICER - 60 health, flechette.
COMMANDER - 60 health, heavy repeater.
ALTOFFICER - 60 health, alt-fire flechette (grenades).
ROCKET - 60 health, rocket launcher.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
30 health, blaster.
*/
/*QUAKED NPC_Snowtrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Snowtrooper.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
30 health, blaster.
*/
/*QUAKED NPC_Tie_Pilot(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Tie Pilot.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
30 health, blaster.
*/
/*QUAKED NPC_Ugnaught(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Ugnaught.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Jawa(1 0 0) (-16 -16 -24) (16 16 40) ARMED x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Jawa.
===========SPAWNFLAGS=============================
ARMED - Starts with the Jawa gun in-hand.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Gran(1 0 0) (-16 -16 -24) (16 16 40) SHOOTER BOXER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Gran. Uses Thermal Dets
===========SPAWNFLAGS=============================
SHOOTER - Uses blaster instead of Thermal Dets.
BOXER - Uses fists only.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Rodian(1 0 0) (-16 -16 -24) (16 16 40) BLASTER NO_HIDE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Rodian.
===========SPAWNFLAGS=============================
BLASTER - Uses a blaster instead of sniper rifle, different skin.
NO_HIDE - (Only applicable with snipers.) Does not duck and hide between shots.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Weequay(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Weequay.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Trandoshan(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Trandoshan
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Tusken(1 0 0) (-16 -16 -24) (16 16 40) SNIPER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Tusken.
===========SPAWNFLAGS=============================
SNIPER - Spawns version with long rifle and takes longer shots.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Noghri(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Noghri.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_SwampTrooper(1 0 0) (-16 -16 -24) (16 16 40) REPEATER x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC SwampTrooper.
===========SPAWNFLAGS=============================
REPEATER - Swamptrooper who uses the repeater.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Imperial(1 0 0) (-16 -16 -24) (16 16 40) OFFICER COMMANDER x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Standard grey uniform Imperial, uses blaster pistol, 20 health.
===========SPAWNFLAGS=============================
OFFICER - Brown shirt Officer, uses blaster rifle, 40 health.
COMMANDER - Black shirt Commander, uses rapid-fire blaster rifle, 80 health.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'message' - If a COMMANDER, turns on his key surface. This is the name of the key you get when you walk over his body. This must match the 'message' field of the func_security_panel you want this key to open. Set to 'goodie' to have him carrying a goodie key that player can use to operate doors with 'GOODIE' spawnflag.
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
As of now the Security Key an Officer carries does not work in MP.
*/
/*QUAKED NPC_ImpWorker(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC ImpWorker.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_BespinCop(1 0 0) (-16 -16 -24) (16 16 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC BespinCop.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Reborn(1 0 0) (-16 -16 -24) (16 16 40) FORCE FENCER ACROBAT BOSS CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Default Reborn is a poor Lightsaber fighter, acrobatic and uses no force powers. Yellow saber, 40 health.
===========SPAWNFLAGS=============================
FORCE - Uses force powers but is not the best lightsaber fighter and not acrobatic. Purple saber, 75 health.
FENCER - A good lightsaber fighter, but not acrobatic and uses no force powers. Yellow saber, 100 health.
ACROBAT - Quite acrobatic, but not the best lightsaber fighter and uses no force powers. Red saber, 100 health.
BOSS - Quite acrobatic, good lightsaber fighter and uses force powers. Orange saber, 150 health.
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
Saber colors are temporary until they have different skins to tell them apart
*/
/*QUAKED NPC_ShadowTrooper(1 0 0) (-16 -16 -24) (16 16 40) x x x x CEILING CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC ShadowTrooper.
===========SPAWNFLAGS=============================
CEILING - Sticks to the ceiling until he sees an enemy or takes pain.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Murjj (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Murjj.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Swamp (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Swamp.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Howler (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Howler.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_MineMonster (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC MineMonster.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Claw (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Claw.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Glider (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Glider.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Flier2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Flier2.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Lizard (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Lizard.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Fish (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Fish.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Monster_Wampa (1 0 0) (-12 -12 -24) (12 12 40) WANDER SEARCH x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Wampa.
===========SPAWNFLAGS=============================
WANDER - When I don't have an enemy, I'll just wander the waypoint network aimlessly.
SEARCH - When I don't have an enemy, I'll go back and forth between the nearest waypoints, looking for enemies.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
*/
/*QUAKED NPC_Monster_Rancor (1 0 0) (-30 -30 -24) (30 30 104) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Monster Rancor.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
*/
/*QUAKED NPC_Droid_Interrogator (1 0 0) (-12 -12 -24) (12 12 0) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Droid Interrogator.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Probe (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Imperial Probe Droid - the multi-legged floating droid that Han and Chewie shot on the ice planet Hoth.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
===========KEYS&VALUES============================
'targetname' - Name this NPC goes by for targeting.
'target' - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?).
'target2' - Fired by stasis spawners when they try to spawn while their spawner model is broken.
'target3' - Fired by spawner if they try to spawn and are blocked and have a wait < 0 (removes them).
'count' - How many NPCs to spawn (only if targeted) default = 1.
'wait' - If trying to spawn and blocked, how many seconds to wait before trying again (default = 0.5, < 0 = never try again and fire target2).
'delay' - After spawned or triggered, how many seconds to wait to spawn the NPC.
'showhealth' - Set to 1 to show health bar on this entity when crosshair is over it.
'teamowner' - Crosshair shows green for this team, red for opposite team.
0 - none
1 - red
2 - blue
'teamuser' - Only this team can use this NPC.
0 - none
1 - red
2 - blue
'teamnodmg' - Team that NPC does not take damage from (turrets and other auto-defenses that have 'alliedTeam' set to this team won't target this NPC).
0 - none
1 - red
2 - blue
'noBasicSounds' - Set to 1 to prevent loading and usage of basic sounds (pain, death, etc).
'noCombatSounds' - Set to 1 to prevent loading and usage of combat sounds (anger, victory, etc.).
'noExtraSounds' - Set to 1 to prevent loading and usage of 'extra' sounds (chasing the enemy - detecting them, flanking them... also Jedi combat sounds).
'NPC_targetname' - NPC's targetname AND script_targetname.
'NPC_target' - NPC's target to fire when killed.
'NPC_target2' - NPC's target to fire when knocked out.
'NPC_target4' - NPC's target to fire when killed by friendly fire.
'health' - Starting health (default = 100).
==================================================
These are scripts that are called into use under these circumstances.
'spawnscript' - Default script to run once spawned (none by default).
'usescript' - Default script to run when used (none by default).
'awakescript' - Default script to run once awoken (none by default).
'angerscript' - Default script to run once angered (none by default).
'painscript' - Default script to run when hit (none by default).
'fleescript' - Default script to run when hit and below 50% health (none by default).
'deathscript' - Default script to run when killed (none by default).
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Mark1 (1 0 0) (-36 -36 -24) (36 36 80) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Big walking droid.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
*/
/*QUAKED NPC_Droid_Mark2 (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Small rolling droid with one gun.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
*/
/*QUAKED NPC_Droid_ATST (1 0 0) (-40 -40 -24) (40 40 248) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Droid ATST
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Remote (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Remote Droid - the floating round droid used by Obi Wan to train Luke about the force while on the Millenium Falcon.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Seeker (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Seeker Droid - floating round droids that shadow troopers spawn.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Sentry (1 0 0) (-24 -24 -24) (24 24 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Sentry Droid - Large, armored floating Imperial droids with 3 forward-facing gun turrets.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
*/
/*QUAKED NPC_Droid_Gonk (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Gonk Droid - the droid that looks like a walking ice machine. Was in the Jawa land crawler, walking around talking to itself.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
NOTARGET by default
*/
/*QUAKED NPC_Droid_Mouse (1 0 0) (-12 -12 -24) (12 12 40) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Mouse Droid - small, box shaped droid, first seen on the Death Star. Chewie yelled at it and it backed up and ran away.
===========SPAWNFLAGS=============================
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.========================
NOTARGET by default
*/
/*QUAKED NPC_Droid_R2D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
R2D2 Droid - you probably know this one already.
===========SPAWNFLAGS=============================
IMPERIAL - Spawns the Imperial version.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
NOTARGET by default.
*/
/*QUAKED NPC_Droid_R5D2 (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL ALWAYSDIE x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
R5D2 Droid - the droid originally chosen by Uncle Owen until it blew a bad motivator, and they took R2D2 instead.
===========SPAWNFLAGS=============================
IMPERIAL - Spawns the Imperial version.
ALWAYSDIE - Won't go into spinning zombie AI when at low health.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
NOTARGET by default
*/
/*QUAKED NPC_Droid_Protocol (1 0 0) (-12 -12 -24) (12 12 40) IMPERIAL x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
===========DESCRIPTION============================
Spawns NPC Protocol Droid, also C3PO
===========SPAWNFLAGS=============================
IMPERIAL - Spawns the Imperial version.
DROPTOFLOOR - NPC can be in air, but will spawn on the closest floor surface below it.
CINEMATIC - Will spawn with no default AI (BS_CINEMATIC).
NOTSOLID - Starts not solid.
STARTINSOLID - Don't try to fix if spawn in solid.
SHY - Spawner is shy.
==============NOTES===============================
NOTARGET by default
*/
/*QUAKED _skybox (0 1 0) (-8 -8 -8) (8 8 8)
===========DESCRIPTION============================
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.
===========KEYS&VALUES============================
'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.
===========NOTES==================================
This entity MUST be recreated if moved after saving the map, otherwise it won't work.
*/
/*QUAKED misc_tutorial_checkpoint (1 0.75 0) (-8 -8 -8) (8 8 8) START_ON KEYPRESS_MODE
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
The misc_tutorial_checkpoint entity "listens" for an event in the menu files, specifically the (uiScript tutCheckpoint "eventnamehere") command.
OR
It listens for a specific key event if the entity has the KEYPRESS_MODE spawnflag.
===========SPAWNFLAGS=============================
START_ON - Will start listening on round begin (It is recommended to activate it through a target_activate after round begin instead).
KEYPRESS_MODE - Instead of listening for uiScript tutCheckpoint calls, it will listen for the specified keypress in listenEvent.
===========KEYS&VALUES============================
'listenEvent' - Name of the uiScript tutCheckpoint parameter OR name of the key function to detect (if KEYPRESS_MODE is on).
===========KEYPRESS VALUES========================
KEY_RELOAD
KEY_WEAPONMODE
KEY_PRIMFIRE
KEY_ALTFIRE
===========NOTES==================================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED misc_uipopup (0.25 0.25 0.25) (-12 -12 -12) (12 12 12)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
An entity that causes a popup UI for tooltips, useful information, or tutorial specific descriptions.
===========KEYS&VALUES============================
'duration' - Time in milliseconds for the popup to remain visible.
'message' - The message to display on the popup. The first line is always the title. Use \n to make new lines. If there is no title just start with \n. To display a keybind put a + symbol before the name of the action, even if it does not contain one in-game.
===========NOTES==================================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED misc_updateforcecfg (0.75 0.5 0.0) (-12 -12 -12) (12 12 12) FIREONSPECTATOR
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Entity used to change the class of a player using an open mode force config string.
===========SPAWNFLAGS=============================
FIREONSPECTATOR - Make the entity trigger on spectators.
===========KEYS&VALUES============================
'team' - Team the class is a part of.
TEAM_SPECTATOR
TEAM_BLUE
TEAM_RED
'class' - Player class to use.
MB_CLASS_NOCLASS
MB_CLASS_SOLDIER
MB_CLASS_JEDI
MB_CLASS_HERO
MB_CLASS_MANDALORIAN
MB_CLASS_WOOKIE
MB_CLASS_DROIDEKA
MB_CLASS_CLONETROOPER
MB_CLASS_ELITETROOPER
MB_CLASS_SBD
MB_CLASS_ARCTROOPER
MB_CLASS_BOUNTY_HUNTER
MB_CLASS_OBSERVER
'config' - Open mode config string for the chosen class. Grab this by making a config from open mode and opening the .fcf txt file.
'count' - Number of times that the entity will trigger.
===========NOTES==================================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED target_command (1 0.75 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
The target_command entity allows you to run certain commands or cvars changes through the map itself.
===========KEYS&VALUES============================
'cmd' - Console command to run (see valid commands).
'cmdParam1' - First param (if needed)
'cmdParam2' - Second param (if needed)
'cmdParam3' - Third param (if needed)
===========VALID COMMANDS=========================
disconnect
s_musicvolume <param1>
===========NOTES==================================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED target_extend_time (1 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Will try to add seconds to timer. The total time added through multiple entities cannot be more than 15 minutes.
The entity will free itself after use.
===========KEYS&VALUES============================
'timeToAdd' - Seconds to add to timer.
'message' - What will be printed on the players' screens.
===========NOTES==================================
You can add up to a total of 15 minutes (900000 ms) per round.
If no message is supplied by the mapper, a default one will be used.
*/
/*QUAKED target_logic_progression (0 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
The target_logic_progression sets or gets the sv_progression cvar.
===========KEYS&VALUES============================
'get' - Number from 1 to 6, entity will fire its targets if 'get' value is the same as current value of sv_progression_test cvar.
'set' - Number from 1 to 6, entity will set sv_progression_test cvar to this value.
===========NOTES==================================
Only one of the keys may be used per entity.
*/
/*QUAKED target_tutorial_checklevel (0 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Tutorial entity that fires its targets if and only if the specified tutorial has been completed.
===========KEYS&VALUES============================
'tutorial' - Number of the tutorial that this entity will check against.
===========NOTES==================================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED target_tutorial_completelevel (0 1 0) (-8 -8 -8) (8 8 8)
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Tutorial entity that marks completion of a set tutorial level.
===========KEYS&VALUES============================
'tutorial' - Number of the tutorial that this entity will set to completed.
==============NOTES===============================
Designed to be used for tutorial levels in MBII.
*/
/*QUAKED _decal (0 1.0 0) ?
===========DESCRIPTION============================
Creates a projectable decal from a patch mesh.
===========KEYS&VALUES============================
'target' - The name of the entity targeted at for projection.
==============NOTES===============================
Compiler-only entity that specifies a decal to be projected. The distance between the center of the _decal entity and the target is the axis and distance of projection. Should contain one or more patch meshes and target an info_null entity. The targeting line drawn between the center of the _decal entity and the targeted info_null is the axis and distance of projection. It helps to think of the _decal mesh as if it were a light gel, the info_null were the target of a spotlight, and that you were 'shining' this decal onto map geometry.
Note to user: the surface of the info_null that would first be hit should be the closest to the surface to project on. In other words put the info_null in the wall or geometry.
*/
/*QUAKED target_ambient (0.6 0.3 0.3) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF GLOBAL ACTIVATOR
===========MOVIE BATTLES II SPECIFIC ENTITY===========
===========DESCRIPTION============================
Randomly plays back sounds from a soundSet, or a single sound, at intervals.
===========SPAWNFLAGS=============================
LOOPED-ON - Loops the sound but starts on.
LOOPED-OFF - Loops the sound but starts off.
GLOBAL - A global sound will play full volume throughout the level. Ignored if a soundSet is defined.
ACTIVATOR - Sounds will play on the player that activated the target. Ignored if a soundSet is defined.
===========KEYS&VALUES============================
'wait' 0 (float) - Minimum wait time between sound plays.
'random' 0 (float) - Randomized extra wait time between plays (0 to value).
'soundSet' "" (string) - Name of a bModelSet in sound.txt. Examples under notes. Ignored if either of the LOOPED spawnflags are set.
'soundSetMin' 0 (int) - Lower range for sounds that may be used from the soundset. Leave blank to use all.
'soundSetMax' 7 (int) - Upper range for sounds that may be used from the soundset. Leave blank to use all.
'noise' "" (string) - Sound file to play (directory/location of file). Should work with wait + random timer. Setting both timers to 0 will make it so nothing plays unless targeted and fired. Ignored if a soundSet is defined.
'volume' - Allows variance of the volume of the speaker, default is 255 (limit is 65535, but digital distortion will cut in long before then).
'volRange' - a low number and a high number to set when you are at the farthest from it the min volume that it will come to the player at. The high is for when your closest to it how loud it would be.
'radius' - Radius of attenuation. In map units.
==============NOTES===============================
Wait and random store data as float, but will be converted to int * 1000.
soundSetMin/Max defines the range of sounds to use within the sound set. Leave as is and all sounds should be played, but if you only 1 or 2 sounds, setting max lower will improve client performance (less likely to try an invalid sound). These settings are mostly intended to allow use of a subset of sounds for more variety in different areas, without needing to define duplicate soundSets.
soundSet is a defined set from sound.txt, and should be in func_door format:
bmodelSet kashyyyk_dist_creeps
subWaves ambience/kashyyyk DistCreeps01 DistCreeps02 DistCreeps03 DistCreeps04 DistCreeps05
bmodelSet kashyyyk_wood_creak
subWaves ambience/kashyyyk WoodCreak01 WoodCreak02 WoodCreak03 WoodCreak04 WoodCreak05
*/