GS-Entbase: Document spawnflags throughly in QUAKED comments.

This commit is contained in:
Marco Cawthorne 2021-07-17 21:04:34 +02:00
parent d744bf2272
commit 50c3f27a69
114 changed files with 883 additions and 753 deletions

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@ -19,7 +19,7 @@ Specifies a location for which a cubemap will be generated when the
buildcubemaps console command is executed.
-------- KEYS --------
"scale" Texture dimension at which to render the cubemap. Default is '32'.
"scale" : Texture dimension at which to render the cubemap. Default is "32".
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -18,11 +18,11 @@
Client-side glare/glow orb effect like the flares in 1997's Unreal.
-------- KEYS --------
"shader" Material to use for the glare/glow effect.
"model" Sprite model to use for the glare/glow (idTech 2 BSPs only)
"scale" Scale multiplier.
"rendercolor" Material color override in RGB8.
"renderamt" Material alpha override in A8.
"shader" : Material to use for the glare/glow effect.
"model" : Sprite model to use for the glare/glow (idTech 2 BSPs only)
"scale" : Scale multiplier.
"rendercolor" : Material color override in RGB8.
"renderamt" : Material alpha override in A8.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,11 +19,11 @@ Client-side particle effect. Active at runtime, fully client-side.
Cannot be triggered. Repeats automatically.
-------- KEYS --------
"message" Particle material to use.
"wait" Delay between emits.
"target" Name of target, like an info_notnull (client-side)
"velocity" Speed in units.
"count" Number of particles to emit.
"message" : Particle material to use.
"wait" : Delay between emits.
"target" : Name of target, like an info_notnull (client-side)
"velocity" : Speed in units.
"count" : Number of particles to emit.
-------- TRIVIA --------
This entity was introduced in The Wastes (2018).

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@ -21,10 +21,9 @@
Client-side environmental reverb modifier.
-------- KEYS --------
"radius" Radius in units.
"efx_file" Name of the OpenAL EFX definiton to use.
"roomtype" Legacy enumeration for GoldSrc support.
Please don't use this.
"radius" : Radius in units.
"efx_file" : Name of the OpenAL EFX definiton to use.
"roomtype" : Legacy enumeration for GoldSrc support. Please don't use this.
-------- NOTES --------
This works only with the OpenAL sound backend.

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@ -18,8 +18,8 @@
Client-side environmental soundscape modifier.
-------- KEYS --------
"radius" Radius in units.
"shader" Sound shader to play.
"radius" : Radius in units.
"shader" : Sound shader to play.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -17,10 +17,10 @@
int trace_surfaceflagsi;
/*QUAKED env_sun (1 0 0) (-8 -8 -8) (8 8 8)
"targetname" Name
"pitch" Sun glow pitch.
"angle" Sun glow angle.
"use_angles" Use the 'angles' yaw value instead of the one from 'angle'.
"targetname" : Name
"pitch" : Sun glow pitch.
"angle" : Sun glow angle.
"use_angles" : Use the 'angles' yaw value instead of the one from 'angle'.
STUB!

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@ -18,7 +18,7 @@
Dustmote emitting brush volume.
-------- KEYS --------
"count" Number of dustmote particles that will float around on average.
"count" : Number of dustmote particles that will float around on average.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -19,9 +19,9 @@ Level of Detail brush entity, disappears at a set distance.
Useful for when VIS is impossible or not enough.
-------- KEYS --------
"targetname" Name
"DisappearDist" Distance in units for of when the func_lod will "pop" out of view.
"Solid" 0 when solid, 1 when not-solid.
"targetname" : Name
"DisappearDist" : Distance in units for of when the func_lod will pop out of view.
"Solid" : Defines solidity. Is "0" when solid, "1" when not-solid.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -19,8 +19,8 @@ Client-side overlay/message that is projected in relation to its position
in 3D space.
-------- KEYS --------
"message" The message to display.
"radius" The radius in which it will appear.
"message" : The message to display.
"radius" : The radius in which it will appear.
-------- NOTES --------
Used for zoo and test maps in which less interactive overlays are desired.

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@ -18,10 +18,10 @@
Client-side decorative model entity.
-------- KEYS --------
"model" Model file that will be displayed by the entity.
"modelscale" Scale modifier of the model. Default is '1'.
"angles" Sets the pitch, yaw and roll angles of the model.
"_cs" Toggles if the prop casts a shadow or not.
"model" : Model file that will be displayed by the entity.
"modelscale" : Scale modifier of the model. Default is "1".
"angles" : Sets the pitch, yaw and roll angles of the model.
"_cs" : Toggles if the prop casts a shadow or not.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).
@ -31,14 +31,14 @@ This entity was introduced in Half-Life 2 (2004).
Decorative model entity that gets baked into the level file.
-------- KEYS --------
"model" Model file that will be displayed by the entity.
"modelscale" Scale modifier of the model. Default is '1'.
"modelscale_vec" Scale modifier, but in vector format
"angles" Sets the pitch, yaw and roll angles of the model.
"_cs" Toggles if the prop casts a shadow or not.
"_ls" Lightmap scale multiplier for the resulting surfaces.
"_sn" Shading angle related to lightmap phong shading.
"_remap" Force the model surfaces to use a specified material.
"model" : Model file that will be displayed by the entity.
"modelscale" : Scale modifier of the model. Default is "1".
"modelscale_vec" : Scale modifier, but in vector format
"angles" : Sets the pitch, yaw and roll angles of the model.
"_cs" : Toggles if the prop casts a shadow or not.
"_ls" : Lightmap scale multiplier for the resulting surfaces.
"_sn" : Shading angle related to lightmap phong shading.
"_remap" : Force the model surfaces to use a specified material.
-------- NOTES --------
After compilation, the source model is no longer required and the

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@ -14,20 +14,19 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8) ROPE_HALF
/*QUAKED prop_rope (1 1 0.5) (-8 -8 -8) (8 8 8)
Client-side decorative rope entity.
Connect the entity to a named info_notnull and watch it swing around.
-------- KEYS --------
"sag" Multiplier on how much sagginess will be applied to the rope.
"segments" Number of total segments. Default is 16.
"material" The texture to use on the rope.
"swingfactor" Multiplier on how much the rope swings about.
"target" The info_notnull to connect the rope to.
"sag" : Multiplier on how much sagginess will be applied to the rope.
"segments" : Number of total segments. Default is "16".
"material" : The texture to use on the rope.
"swingfactor" : Multiplier on how much the rope swings about.
"target" : The info_notnull to connect the rope to.
-------- NOTES --------
Set spawnflag to 1 (ROPE_HALF) to cut it off half-way. Useful for vertically
swinging ropes.
-------- SPAWNFLAGS --------
ROPE_HALF : Only draw the first half of the rope, useful for vertical setups.
-------- TRIVIA --------
This entity was introduced in The Wastes (2018).

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@ -18,7 +18,7 @@
Defines the position of a skyroom camera.
-------- KEYS --------
"scale" Scale modifier. Default is '16'.
"scale" : Scale modifier. Default is "16".
-------- NOTES --------
You want to put this into a dedicated room that contains a 3D skybox.

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@ -18,12 +18,20 @@
Plays a sound sample of whatever format the engine is configured to support.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"message" Sound file to play
"volume" Playback volume from 0.0 to 1.0
"pitch" Playback pitch from 0.0 to 2.0
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"message" : Sound file to play
"volume" : Playback volume from 0.0 to 1.0
"pitch" : Playback pitch from 0.0 to 2.0
-------- SPAWNFLAGS --------
AS_ARADIUS : Plays the sound everywhere. Heard by everyone.
AS_SRADIUS : Small playback radius.
AS_MRADIUS : Medium playback radius.
AS_LRADIUS : Large playback radius.
AS_SILENT : Start silent, trigger to make it play!
AS_NOTTOGGLED : Don't toggle playback. When triggered, only play the sample once.
-------- NOTES --------
If you want it to loop, you have to give the file itself a loop flag.

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@ -18,16 +18,13 @@
Non-moving button that can either be used by hand, or shot.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Time until target is triggered.
"targetname" : Name
"target" : Target when triggered.
"delay" : Time until target is triggered.
-------- NOTES --------
If BUTTA_USE is set, the button becomes 'use' only and the players
have to interact with it manually instead of shooting it.
If BUTTA_TEXON is set, the texture choices will be inverted in case
multiple frames exist.
-------- SPAWNFLAGS --------
BUTTA_USE : Button becomes 'use' only, clients have to interact with it manually instead of shooting it.
BUTTA_TEXON : Texture choices will be inverted in case multiple frames exist.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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@ -18,12 +18,12 @@
Animation cycler entity. For development purposes mainly.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the model.
"sequence" Sets the animation the model should start in.
"model" Model file that will be displayed by the entity.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll angles of the model.
"sequence" : Sets the animation the model should start in.
"model" : Model file that will be displayed by the entity.
-------- NOTES --------
Upon damage, the cycler will switch between all available animation

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@ -18,11 +18,11 @@
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll angles of the model.
"model" : Model file that will be displayed by the entity.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,7 +18,7 @@
This entity is incomplete. Purely stub.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,11 +19,11 @@ Upon triggered, the entity will spawn item_food in its place in
the shape of a soda can.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"health" Amount of soda-cans that can be dispensed at maximum
"angles" Sets the pitch, yaw and roll angles of the soda
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"health" : Amount of soda-cans that can be dispensed at maximum
"angles" : Sets the pitch, yaw and roll angles of the soda
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,10 +18,18 @@
When triggered, creates an explosion at its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"iMagnitude" Magnitude of the explosion.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"iMagnitude" : Magnitude of the explosion.
-------- SPAWNFLAGS --------
ENVEXPLO_NODAMAGE : Make this explosion purely decorative, without radius damage.
ENVEXPLO_REPEATABLE : Makes this explosion triggerable more than once.
ENVEXPLO_NOBALL : Spawn no fireball.
ENVEXPLO_NOSMOKE : Spawn no smoke.
ENVEXPLO_NODECAL : Leave no decal upon explosion.
ENVEXPLO_NOSPARKS : Don't spawn any sparks upon exploding.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,17 +18,18 @@
Overlay that blinds/obscures players vision when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"rendercolor" RGB8 Color of the fade effect.
"renderamt" A8 alpha value we'll hit at max.
"duration" Duration of the effect in seconds.
"holdtime" How long we'll hold on the max color/alpha.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"rendercolor" : RGB8 Color of the fade effect.
"renderamt" : A8 alpha value we'll hit at max.
"duration" : Duration of the effect in seconds.
"holdtime" : How long we'll hold on the max color/alpha.
-------- NOTES --------
When triggered, it blinds all players, or just the one who triggered it if
EVF_ONLYUSER is set.
-------- SPAWNFLAGS --------
EVF_FADEDROM : Inverts the fading animation.
EVF_MODULATE : Modulate tints the image after "rendercolor" instead of obscuring it.
EVF_ONLYUSER : Don't blind everyone, just the activator.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -15,20 +15,18 @@
*/
/*QUAKED env_global (1 0 0) (-8 -8 -8) (8 8 8) GLOBAL_SETSPAWN
Somewhat persistent storage for variables that carry over level changes.
Persistent storage for variables that carry over level changes.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"globalstate" The variable name in which we hold information in.
"initialstate" Initial mode: 0 = off, 1 = on, 2 = dead
"triggermode" Mode when triggered: 0 = off, 1 = on, 2 = dead
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"globalstate" : The variable name in which we hold information in.
"initialstate" : Initial mode: 0 = off, 1 = on, 2 = dead
"triggermode" : Mode when triggered: 0 = off, 1 = on, 2 = dead
-------- NOTES --------
Sets/kills a global variable that carries across levels.
Without GLOBAL_SETSPAWN set, it'll only modify existing
values when triggered.
-------- SPAWNFLAGS --------
GLOBAL_SETSPAWN : Without this set, it'll only modify existing variables.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,17 +18,16 @@
Will display a hint message to the client who activates it.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"rendercolor" RGB8 Color of the fade effect.
"renderamt" A8 alpha value we'll hit at max.
"duration" Duration of the effect in seconds.
"holdtime" How long we'll hold on the max color/alpha.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"rendercolor" : RGB8 Color of the fade effect.
"renderamt" : A8 alpha value we'll hit at max.
"duration" : Duration of the effect in seconds.
"holdtime" : How long we'll hold on the max color/alpha.
-------- NOTES --------
With EHH_ALLPLAYERS set, it will force to send the hint notifcation to
all active clients.
-------- SPAWNFLAGS --------
EHH_ALLPLAYERS : Send the hint notifcation to all connected clients.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -18,13 +18,13 @@
Shoots a frickin lazer.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"texture" Sprite to use as a texture.
"EndSprite" Sprite to draw at the end of the laser beam impact.
"LaserTarget" Which entity determines the end position.
"damage" Damage-per-second when something passes through.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"texture" : Sprite to use as a texture.
"EndSprite" : Sprite to draw at the end of the laser beam impact.
"LaserTarget" : Which entity determines the end position.
"damage" : Damage-per-second when something passes through.
-------- NOTES --------
Use an info_notnull for a LaserTarget.

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@ -18,17 +18,17 @@
Displays a basic message or titles.txt entry.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"message" Message to send to players
"messagesound" PCM sample to play when triggered
"messagevolume" PCM sample volume
"messageattenuation" PCM sample attenuation
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"message" : Message to send to players
"messagesound" : PCM sample to play when triggered. Leave empty if desired.
"messagevolume" : PCM sample volume. Only relevant when "messagesound" is set.
"messageattenuation" : PCM sample attenuation. Ditto.
-------- NOTES --------
Sends a message to either one or all players, depending on if EMF_ALLPLAYERS
is set. An optional sound effect can be supplied as well.
-------- SPAWNFLAGS --------
EMF_ONCE : Removes itself after being triggered once.
EMF_ALLPLAYERS : Send the message to all clients instead of only the activator.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,12 +18,51 @@
Changes the visual appearance of a target.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"rendermode" Render-Mode the target changes to.
"renderamt" Render-Alpha the target changes to.
"rendercolor" Render-Color the target changes to.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"rendermode" : Render-Mode the target changes to.
"renderamt" : Render-Amount the target changes to.
"rendercolor" : Render-Color the target changes to.
"renderfx" : Render-FX the target changes to.
-------- SPAWNFLAGS --------
SF_NORENDERFX : Don't set the Render-FX attribute on the target.
SF_NORENDERAMT : Don't set the Render-Amount attribute on the target.
SF_NORENDERMODE : Don't set the Render-Mode attribute on the target.
SF_NORENDERCOLOR : Don't set the Render-Color attribute on the target.
-------- NOTES --------
The Render-FX values are currently unimplemented, except for the hologram setting.
Supported Render-Mode ("rendermode") values:
0 : Normal; Default.
1 : Color; Tints the entity after whatever "rendercolor" is set to.
2 : Texture; ???
3 : Glow; object scales against the camera depending on distance like a flare.
4 : Solid; Make transparent by respecting transparent pixels (GoldSrc)
5 : Additive; Blend the object additively against the world.
6 : Fullbright; Render the object without lighting.
7 : Trigger; Will only show when the console variable cl_showtriggers is set to 1.
Supported Render-FX ("renderfx") values:
0 : Normal
1 : Slow pulse
2 : Fast pulse
3 : Slow, wide, pulse
4 : Fast, wide, pulse
5 : Slow fade away
6 : Fast fade away
7 : Slow become solid
8 : Fast become solid
9 : Slow strobe
10 : Fast strobe
11 : Faster strobe
12 : Slow flicker
13 : Fast flicker
14 : Constant glow
15 : Distort
16 : Hologram
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,16 +18,16 @@
Causes an earthquake/shaking effect when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"radius" Radius of the quake/shake effect.
"amplitude" Amplitude of the effect.
"duration" Duration of the effect in seconds.
"frequency" The frequency of the shake.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"radius" : Radius of the quake/shake effect.
"amplitude" : Amplitude of the effect.
"duration" : Duration of the effect in seconds.
"frequency" : The frequency of the shake.
-------- NOTES --------
Affects all clients (radius ignored) when EVS_GLOBAL is set.
-------- SPAWNFLAGS --------
EVS_GLOBAL : Affect all clients, ignoring "radius" entirely.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,18 +18,18 @@
Shoots model entities from its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll direction of the shooter.
"shootmodel" Model file to shoot.
"shootsounds" PCM sample to play whenever a piece shoots out.
"m_iGibs" Amount of models shot in total.
"m_flDelay" Delay before being able to be fired again.
"m_flVelocity" Speed of the models in units per second.
"m_flVariance" Delay between shots.
"m_flGibLife" Life of the individual model piece.
"scale" Scale modifier of the model pieces.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll direction of the shooter.
"shootmodel" : Model file to shoot.
"shootsounds" : PCM sample to play whenever a piece shoots out.
"m_iGibs" : Amount of models shot in total.
"m_flDelay" : Delay before being able to be fired again.
"m_flVelocity" : Speed of the models in units per second.
"m_flVariance" : Delay between shots.
"m_flGibLife" : Life of the individual model piece.
"scale" : Scale modifier of the model pieces.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,11 +18,19 @@
Creates a series (or just one) spark effect with sound when triggered.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the spark.
"MaxDelay" Delay between sparks when start-on (or toggle) is set
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll angles of the spark.
"MaxDelay" : Delay between sparks when start-on (or toggle) is set
-------- SPAWNFLAGS --------
EVSPARK_TOGGLE : When triggered, it'll spark continously with "MaxDelay" dictating the interval.
EVSPARK_STARTON : Start sparking upon spawning, at least waiting til "MaxDelay" seconds has passed.
-------- NOTES --------
The spawnflags EVSPARK_TOGGLE and EVSPARK_STARTON are often used together.
Without them set, it'll of course only spark once whenever it's triggered.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,16 +18,20 @@
A sprite entity manager with fancy overrides.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll angles of the sprite.
"model" Path to the sprite in question.
"rendercolor" Color modifier of the sprite.
"renderamt" Alpha modifier of the sprite.
"rendermode" Render mode of the sprite.
"framerate" Rate between frames in seconds.
"scale" Scale modifier of the sprite.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll angles of the sprite.
"model" : Path to the sprite in question.
"rendercolor" : Color modifier of the sprite.
"renderamt" : Alpha modifier of the sprite.
"rendermode" : Render mode of the sprite.
"framerate" : Rate between frames in seconds.
"scale" : Scale modifier of the sprite.
-------- SPAWNFLAGS --------
ENVS_STARTON : Start visible.
ENVS_PLAYONCE : Play once from start to finish, then make invisible.
-------- NOTES --------
Only used with an external sprite format, like SPR, SPRHL and SPR32.

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@ -18,39 +18,34 @@
Brush volume that can break into lots of little pieces.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"material" Material it's made of.
"delay" Delay in seconds of when it breaks under pressure.
"explodemagnitude" Strength of the explosion.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"health" : Health of the entity.
"material" : Material it's made of (See material-list below).
"delay" : Delay in seconds of when it breaks under pressure.
"explodemagnitude" : Strength of the explosion.
-------- SPAWNFLAGS --------
SF_TRIGGER : Breakable is invincible and has to be triggered in order to break.
SF_TOUCH : Break when an entity collides into it at high speed (damage is speed in units * 0.01).
SF_PRESSURE : Initiate break once someone is standing on top of it.
-------- NOTES --------
Material list:
0 = Glass
1 = Wood
2 = Metal
3 = Flesh
4 = Cinder
5 = Tile
6 = Computer
7 = Glass (Unbreakable)
8 = Rock
9 = None
When SF_TRIGGER is set, the breakable is invincible and has to be triggered
in order to be detroyed/broken.
When SF_TOUCH is set, it'll break when an entity runs into it at high
velocities (damage is speed in units * 0.01).
When SF_PRESSURE is set, it'll collapse once someone is standing on top of it.
At that point the "delay" key will decide after how many seconds the object
breaks.
The strength of the explosion decides the radius (magnitude * 2.5) and the
maximum damage the explosion will do (you have to stand in the center for that).
maximum damage the explosion will do in the center. It has a linear fall-off.
Material-list:
0 : Glass
1 : Wood
2 : Metal
3 : Flesh
4 : Cinder
5 : Tile
6 ; Computer
7 : Glass (Unbreakable)
8 : Rock
9 : None
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,17 +19,12 @@ Combination of func_illusionary, func_wall, func_wall_toggle.
When triggered, it'll become invisible and lose its collision.
-------- KEYS --------
"targetname" Name
"Solidity" Mode for choosing solidity:
0 - Toggle
1 - Never solid
2 - Always Solid
"StartDisabled" Will make it spawn invisible and without collision.
"solidbsp" Type of collision model to choose
"excludednpc" Name of the NPC classname that will not collide with this
entity
"invert_exclusion" Set to 1 if you want the 'excludednpc' key to act inverted
"targetname" : Name
"Solidity" : Mode for choosing solidity. 0 : Toggle, 1 : Never, 2 : Always.
"StartDisabled" : Will make it spawn invisible.
"solidbsp" : Type of collision model to choose. 0 : Per-Poly, 1 : BSP file.
"excludednpc" : Name of the NPC classname that will not collide with this entity
"invert_exclusion" : Set to 1 if you want the 'excludednpc' key to act inverted
-------- NOTES --------
The main thing func_brush is concerned with is appearance, if it's toggled on

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@ -22,38 +22,30 @@ Once it's fully pushed in, it'll trigger its targets, then return back to its
original position.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Movement speed of the door in game-units per second.
"lip" How many units remain visible when fully pushed in.
"snd_pressed" The sound shader name to play when pressed.
"snd_unpressed" The sound shader name to play when the button becomes unpressed.
"wait" Time to wait in seconds before the button becomes unpressed.
"delay" Delay until the Target gets triggered.
"sounds" Obsolete legacy key for HL/Q1 style buttons to decide
which sounds to play.
"health" Amount of damage this button takes before it triggers.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"speed" : Movement speed of the door in game-units per second.
"lip" : How many units remain visible when fully pushed in.
"snd_pressed" : The sound shader name to play when pressed down.
"snd_unpressed" : The sound shader name to play when the button becomes raised.
"wait" : Time to wait in seconds before the button becomes raised.
"delay" : Delay until the Target gets triggered.
"sounds" : Obsolete legacy key for HL/Q1 style buttons to decide which sounds to play.
"health" : Amount of damage this button takes before it triggers. Will reset.
-------- OUTPUTS --------
"OnDamaged" Fired when the button is damaged.
"OnPressed" Fired when the button is pressed.
"OnUseLocked" Fired when the button is used while locked.
"OnIn" Fired when the button reaches the in/pressed position.
"OnOut" Fired when the button reaches the out/released position.
"OnDamaged" : Fired when the button is damaged.
"OnPressed" : Fired when the button is pressed.
"OnUseLocked" : Fired when the button is used while locked.
"OnIn" : Fired when the button reaches the in/pressed position.
"OnOut" : Fired when the button reaches the out/released position.
-------- NOTES --------
When SF_BTT_NOMOVE is set, the only visual indicator you'll get is a possible
change of texture of your button. The button will not move.
When SF_BTT_TOGGLE is set, the button will never return to its original position
or state automatically. The 'wait' key will be ignored and a something will have
to manually untoggle it again.
When SF_BTT_SPARKS is set, the button will create a bunch of sparks when used.
When SF_BTT_TOUCH_ONLY is set, the use key/button cannot be used to interact
with the button, it has to collide against a player.
-------- SPAWNFLAGS --------
SF_BTT_NOMOVE : Don't move when it's activated.
SF_BTT_TOGGLE : Don't move back to the raised state automatically.
SF_BTT_SPARKS : Spawn decorative sparks when used.
SF_BTT_TOUCH_ONLY : Disable 'use' key/button. Only collision will activate it.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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@ -16,9 +16,9 @@
/*QUAKED func_conveyor (0 .5 .8) ?
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
STUB!

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@ -20,8 +20,8 @@ All geometry that's turned into a func_detail will be ignored during VIS.
This will speed up compile time and reduce tesselation, in theory.
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
-------- NOTES --------
If you don't want this entity to have collision, consider using func_detail_illusionary.

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@ -21,8 +21,8 @@ Think of it as an alternative to func_illusionary and nonsolid surfaceparms,
except that it does not use an entity slot or require custom materials.
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
-------- NOTES --------
If you want this entity to have collision, consider using func_detail.

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@ -19,39 +19,33 @@ This sliding door entity has the ability to slide forth and back on any
axis. It is often used for primitive elevators as well.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Movement speed in game-units per second.
"lip" Sets how many units are still visible after a door moved.
"delay" Time until triggering target.
"wait" When to move back.
"netname" Target to trigger when door returns to its initial position.
"dmg" Damage to inflict upon anything blocking the way.
"snd_open" Sound shader to play for when the door opens.
"snd_close" Sound shader to play for when the door closes.
"snd_stop" Sound shader to play for when the door stops moving.
"movesnd" Legacy integer value pointing to a predefined move sound.
"stopsnd" Legacy integer value pointing to a predefined stop sound.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"speed" : Movement speed in game-units per second.
"lip" : Sets how many units are still visible after a door moved.
"delay" : Time until triggering target.
"wait" : When to move back.
"netname" : Target to trigger when door returns to its initial position.
"dmg" : Damage to inflict upon anything blocking the way.
"snd_open" : Sound shader to play for when the door opens.
"snd_close" : Sound shader to play for when the door closes.
"snd_stop" : Sound shader to play for when the door stops moving.
"movesnd" : Legacy integer value pointing to a predefined move sound.
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
-------- SPAWNFLAGS --------
SF_MOV_OPEN : Swaps the positions between raised and lowered state.
SF_MOV_UNLINK : Currently unimplemented.
SF_MOV_PASSABLE : Don't test against any collision with this door.
SF_MOV_TOGGLE : Door cannot be opened by physical means, only by a trigger.
SF_MOV_USE : Players can press the "use" button/key to activate this door.
-------- NOTES --------
The keys "movesnd" and "stopsnd" are obsolete. Their values point towards
the samples doors/doormoveX.wav and doors/doorstopX.wav respectively, where
X is the integer value set in "movesnd" and "stopsnd".
When SF_MOV_OPEN is set, the door starts 'open'. This helps getting the surface
of the door lit properly before hiding it away somewhere.
The spawnflag SF_MOV_UNLINK is currently unimplemented.
When SF_MOV_PASSABLE is set, the door won't have any collision.
When SF_MOV_TOGGLE is set, the door cannot be opened by any conventional means.
It will have to be triggered by another map entity.
When SF_MOV_USE is set, the door can be triggered by a player using the 'use'
key/button. Not every game may implement such a function.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
*/

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@ -19,30 +19,33 @@ Rotating brush door entity. It's basically the same as func_door, it just does
not move on any axis, it tilts along a pivot point defined by an origin brush.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Speed at which the door turns.
"snd_open" Sound shader to play for when the door opens.
"snd_close" Sound shader to play for when the door closes.
"snd_stop" Sound shader to play for when the door stops rotating.
"movesnd" Legacy integer value pointing to a predefined move sound.
"stopsnd" Legacy integer value pointing to a predefined stop sound.
"distance" The degrees which the door will turn.
"dmg" The damage inflicted upon objects blocking the way of the door.
"wait" Time that has to pass for the door to automatically close.
"netname" Target to trigger when the door closes back up.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"speed" : Speed at which the door turns.
"snd_open" : Sound shader to play for when the door opens.
"snd_close" : Sound shader to play for when the door closes.
"snd_stop" : Sound shader to play for when the door stops rotating.
"movesnd" : Legacy integer value pointing to a predefined move sound.
"stopsnd" : Legacy integer value pointing to a predefined stop sound.
"distance" : The degrees which the door will turn.
"dmg" : The damage inflicted upon objects blocking the way of the door.
"wait" : Time that has to pass for the door to automatically close.
"netname" : Target to trigger when the door closes back up.
-------- SPAWNFLAGS --------
SF_ROT_OPEN Door is in the open position by default.
SF_ROT_BACKWARDS Flip the direction of a one-way door.
SF_ROT_PASSABLE Door has no collision model to speak of.
SF_ROT_ONEWAY Door will only open one-way as opposed to both ways.
SF_ROT_TOGGLE Door will have to be triggered by something to open/close.
SF_ROT_ZAXIS Door will tilt along the Z axis.
SF_ROT_XAXIS Door will tilt on the X axis.
SF_ROT_USE Player has to press the 'use' key to interact with it.
SF_ROT_NOMONSTERS Monsters cannot open this door.
SF_ROT_OPEN : Door is in the open position by default.
SF_ROT_BACKWARDS : Flip the direction of a one-way door.
SF_ROT_PASSABLE : Door has no collision model to speak of.
SF_ROT_ONEWAY : Door will only open one-way as opposed to both ways.
SF_ROT_TOGGLE : Door will have to be triggered by something to open/close.
SF_ROT_ZAXIS : Door will tilt along the Z axis.
SF_ROT_XAXIS : Door will tilt on the X axis.
SF_ROT_USE : Player has to press the 'use' key to interact with it.
SF_ROT_NOMONSTERS : Monsters cannot open this door.
-------- NOTES --------
Please include an origin brush so that a pivot point will be defined.
-------- TRIVIA --------
This entity was introduced in Quake II (1997).

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@ -20,8 +20,8 @@ brushes for easy moving. All geometry in the group will become
worldspawn upon compile.
-------- KEYS --------
"_rs" Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" Specifies if the geometry will cast shadows (RAD lighting).
"_rs" : Specifies if the geometry will recieve shadows (RAD lighting).
"_cs" : Specifies if the geometry will cast shadows (RAD lighting).
-------- TRIVIA --------
This entity was introduced in Quake III Arena (1999).

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@ -18,11 +18,11 @@
Gun targets brushes that trigger a target once they 'die'.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"health" Health until it stops and triggers its targets.
"speed" Speed in units per second at which it moves.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"health" : Health until it stops and triggers its targets.
"speed" : Speed in units per second at which it moves.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,12 +18,12 @@
Brush that fills up your health when used, to a maximum of 100 HP.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"snd_first" Sound to play when first used.
"snd_charging" Sound to play when first charging.
"snd_done" Sound to play when first finished charging.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"snd_first" : Sound to play when first used.
"snd_charging" : Sound to play when first charging.
"snd_done" : Sound to play when first finished charging.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -20,12 +20,12 @@ When triggered, it'll drop mortar shells straight to the ground (with a bit
of spread if specified).
-------- KEYS --------
"targetname" Name
"m_flSpread" Maximum spread in game-units
"m_flCount" Number of bombs dropped per strike
"m_flControl" Targeting type. 0 = random, 1 = activator, 2 = controlled
"m_iszXController" Name of the momentary_rot_button providing X-offset
"m_iszYController" Name of the momentary_rot_button providing Y-offset
"targetname" : Name
"m_flSpread" : Maximum spread in game-units
"m_flCount" : Number of bombs dropped per strike
"m_flControl" : Targeting type. 0 = random, 1 = activator, 2 = controlled
"m_iszXController" : Name of the momentary_rot_button providing X-offset
"m_iszYController" : Name of the momentary_rot_button providing Y-offset
-------- NOTES --------
It can be set to three different targeting modes, 0 will pick any

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@ -14,14 +14,24 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_wall_toggle (0 .5 .8) ? FTW_STARTHIDDEN
Brush that can be hidden and reappear when triggered.
/*QUAKED func_pendulum (0 .5 .8) ? FUNCPEND_STARTON x x FUNCPEND_NONSOLID FUNCPEND_RETURNONTRIGGER x FUNCPEND_XAXIS FUNCPEND_YAXIS
A brush that swings along a pivot point like a pendulum.
-------- KEYS --------
"targetname" Name
"targetname" : Name
"damp" : Dampening factor.
"distance" : Swinging distance in euler-angles.
"speed" : Speed at which it swings in units-per-second.
-------- SPAWNFLAGS --------
FUNCPEND_STARTON : Start swinging immediately.
FUNCPEND_NONSOLID : Don't do collision testing against this entity.
FUNCPEND_RETURNONTRIGGER : Once it gets triggered it'll return to its starting position.
FUNCPEND_XAXIS : Swing on the X-axis.
FUNCPEND_YAXIS : Swing on the Y-axis.
-------- NOTES --------
If FTW_STARTHIDDEN is set, it'll start hidden.
Please include an origin brush so that a pivot point will be defined.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,7 +18,7 @@
Physics brush.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -18,9 +18,9 @@
It's a simple elevator. It goes down... and back up.
-------- KEYS --------
"targetname" Name
"speed" Speed of the lift in units per second
"height" Number of units the lift is supposed to move down
"targetname" : Name
"speed" : Speed of the lift in units per second
"height" : Number of units the lift is supposed to move down
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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@ -19,12 +19,13 @@ This is essentially the same entity as a func_breakable, but
a player can push and pull it around the level.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
-------- NOTES --------
It uses stepping player physics to move around.
Please look at func_breakable for more entity keys, inputs and outputs.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,12 +18,12 @@
Brush that fills up your armor when used, to a maximum of 100 points.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"snd_first" Sound to play when first used.
"snd_charging" Sound to play when first charging.
"snd_done" Sound to play when first finished charging.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"snd_first" : Sound to play when first used.
"snd_charging" : Sound to play when first charging.
"snd_done" : Sound to play when first finished charging.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -15,15 +15,25 @@
*/
/*QUAKED func_rot_button (0 .5 .8) ? FNCROTBUT_NONSOLID FNCROTBUT_REVERSE x x x FNCROTBUT_TOGGLE FNCROTBUT_XAXIS FNCROTBUT_YAXIS FNCROTBUT_TOUCHABLE
A button that rotates. Used for valves, spigots and alike.
A button that rotates along a pivot point. Used for valves, spigots and alike.
-------- KEYS --------
"targetname" Name
"target" Name of the entity to trigger when opened
"speed" How fast the button rotates when activated.
"health" If non-zero, the button must be damaged to turn
"wait" Time to wait before button resets itself. -1 makes it stay set.
"distance" Distance in degrees the button will rotate
"targetname" : Name
"target" : Name of the entity to trigger when opened
"speed" : How fast the button rotates when activated.
"health" : If non-zero, the button must be damaged to turn.
"wait" : Time to wait before button resets itself. -1 makes it stay set.
"distance" : Distance in degrees the button will rotate.
-------- SPAWNFLAGS --------
FNCROTBUT_NONSOLID : Don't do collision testing against this entity.
FNCROTBUT_REVERSE : Rotate the counter-clockwise.
FNCROTBUT_TOGGLE : Can only be activated via trigger, not player interaction.
FNCROTBUT_XAXIS : Rotate along the X-axis.
FNCROTBUT_YAXIS : Rotate along the Y-axis.
-------- NOTES --------
Please include an origin brush so that a pivot point will be defined.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,11 +18,27 @@
Rotating brush object. Useful for fans, etc.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"speed" Speed in units per second.
"dmg" Damage applied to entity blocking its rotational path.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"speed" : Speed in units per second.
"dmg" : Damage applied to entity blocking its rotational path.
-------- SPAWNFLAGS --------
FR_STARTON : Start on.
FR_REVERSE : Spin in reverse.
FR_ZAXIS : Spin on the Z-axis.
FR_XAXIS : Spin on the X-axis.
FR_ACCDCC : Enable acceleration and de-acceleration.
FR_FANPAIN : Will damage entities that collide when turned on.
FR_NOTSOLID : Don't do collision testing against this entity.
FR_SMALLRADIUS : Fan sound will have a small playback radius.
FR_MRADIUS : Fan sound will have a medium playback radius.
FR_LRADIUS : Fan sound will have a large playback radius.
FR_TOGGLEDIR : Reverses direction when triggered.
-------- NOTES --------
Please include an origin brush so that a pivot point will be defined.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -20,24 +20,29 @@ it and shoot it. It's in the same family as the func_tankmortar entity, the
difference being that this shoots bullets and not mortar blasts.
-------- KEYS --------
"targetname" Name
"yawrate" The speed of the left/right movement of the gun.
"yawrange" Range of left/right movement in degrees.
"pitchrate" The speed of the up/down movement of the gun.
"pitchrange" Range of up/down movement in degrees.
"barrel" Distance from origin to barrel tip in units.
"barrely" Horizontal distance origin to the center of the barrel tip.
"barrelz" Vertical distance origin to the center of the barrel tip.
"firerate" Number of bullets fired per second.
"bullet_damage" Damage each fired bullet does.
"firespread" Accuracy of the gun. 0 is best, 4 is worst.
"persistance" Time in seconds for how long an NPC might continue shooting.
"minRange" Minimum range the target can be at for an NPC to fire.
"maxRange" Maximum range the target can be at for an NPC to fire.
"spritesmoke" Sprite to spawn for 'smoke' when the entity is fired.
"spriteflash" Sprite to spawn for a 'muzzleflash' when the entity is fired.
"spritescale" Scale multiplier for both smoke and flash sprites.
"rotatesound" Sound file to play in a loop while barrel is rotating.
"targetname" : Name
"yawrate" : The speed of the left/right movement of the gun.
"yawrange" : Range of left/right movement in degrees.
"pitchrate" : The speed of the up/down movement of the gun.
"pitchrange" : Range of up/down movement in degrees.
"barrel" : Distance from origin to barrel tip in units.
"barrely" : Horizontal distance origin to the center of the barrel tip.
"barrelz" : Vertical distance origin to the center of the barrel tip.
"firerate" : Number of bullets fired per second.
"bullet_damage" : Damage each fired bullet does.
"firespread" : Accuracy of the gun. 0 is best, 4 is worst.
"persistance" : Time in seconds for how long an NPC might continue shooting.
"minRange" : Minimum range the target can be at for an NPC to fire.
"maxRange" : Maximum range the target can be at for an NPC to fire.
"spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
"spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
"spritescale" : Scale multiplier for both smoke and flash sprites.
"rotatesound" : Sound file to play in a loop while barrel is rotating.
-------- SPAWNFLAGS --------
FNCTANK_ACTIVE : Unimplemented.
FNCTANK_DIRECTONLY : Unimplemented.
FNCTANK_CONTROLLABLE : Unimplemented.
-------- NOTES --------
I don't like the sprite stuff tacked on at all because of the extra networking

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@ -19,7 +19,7 @@ Brush that marks the usable region of a func_tankmortar, in order
to gain control.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -20,24 +20,24 @@ it and shoot it. It's in the same family as the func_tank entity, the
difference being that this shoots mortar blasts and not bullets.
-------- KEYS --------
"targetname" Name
"yawrate" The speed of the left/right movement of the mortar.
"yawrange" Range of left/right movement in degrees.
"pitchrate" The speed of the up/down movement of the mortar.
"pitchrange" Range of up/down movement in degrees.
"barrel" Distance from origin to barrel tip in units.
"barrely" Horizontal distance origin to the center of the barrel tip.
"barrelz" Vertical distance origin to the center of the barrel tip.
"firerate" Number of bullets fired per second.
"iMagnitude" Power of each explosion.
"firespread" Accuracy of the mortar. 0 is best, 4 is worst.
"persistance" Time in seconds for how long an NPC might continue shooting.
"minRange" Minimum range the target can be at for an NPC to fire.
"maxRange" Maximum range the target can be at for an NPC to fire.
"spritesmoke" Sprite to spawn for 'smoke' when the entity is fired.
"spriteflash" Sprite to spawn for a 'muzzleflash' when the entity is fired.
"spritescale" Scale multiplier for both smoke and flash sprites.
"rotatesound" Sound file to play in a loop while barrel is rotating.
"targetname" : Name
"yawrate" : The speed of the left/right movement of the mortar.
"yawrange" : Range of left/right movement in degrees.
"pitchrate" : The speed of the up/down movement of the mortar.
"pitchrange" : Range of up/down movement in degrees.
"barrel" : Distance from origin to barrel tip in units.
"barrely" : Horizontal distance origin to the center of the barrel tip.
"barrelz" : Vertical distance origin to the center of the barrel tip.
"firerate" : Number of bullets fired per second.
"iMagnitude" : Power of each explosion.
"firespread" : Accuracy of the mortar. 0 is best, 4 is worst.
"persistance" : Time in seconds for how long an NPC might continue shooting.
"minRange" : Minimum range the target can be at for an NPC to fire.
"maxRange" : Maximum range the target can be at for an NPC to fire.
"spritesmoke" : Sprite to spawn for 'smoke' when the entity is fired.
"spriteflash" : Sprite to spawn for a 'muzzleflash' when the entity is fired.
"spritescale" : Scale multiplier for both smoke and flash sprites.
"rotatesound" : Sound file to play in a loop while barrel is rotating.
-------- NOTES --------
I don't like the sprite stuff tacked on at all because of the extra networking

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@ -20,12 +20,12 @@ Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- KEYS --------
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
"dmg" Damage to inflict upon a person blocking the way.
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
"targetname" : Name
"target" : First node.
"killtarget" : Target to kill when triggered.
"dmg" : Damage to inflict upon a person blocking the way.
"snd_move" : Path to sound sample which plays when it's moving.
"snd_stop" : Path to sound sample which plays when it stops moving.
-------- NOTES --------
Upon level entry, the func_tracktrain will spawn right where its first path_corner

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@ -19,8 +19,8 @@ Brush that marks the usable region of a func_tracktrain, in order
to gain control.
-------- KEYS --------
"targetname" Name
"target" Name of the func_vehicle to control
"targetname" : Name
"target" : Name of the func_vehicle to control
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -20,12 +20,16 @@ Most of its behaviour is controlled by the path_corner entities it passes over.
See the entity definition for path_corner to find out more.
-------- KEYS --------
"targetname" Name
"target" First node.
"killtarget" Target to kill when triggered.
"dmg" Damage to inflict upon a person blocking the way.
"snd_move" Path to sound sample which plays when it's moving.
"snd_stop" Path to sound sample which plays when it stops moving.
"targetname" : Name
"target" : First node.
"killtarget" : Target to kill when triggered.
"dmg" : Damage to inflict upon a person blocking the way.
"snd_move" : Path to sound sample which plays when it's moving.
"snd_stop" : Path to sound sample which plays when it stops moving.
-------- SPAWNFLAGS --------
TRAIN_WAIT : Stop at each path_corner until we're triggered again.
TRAIN_NOTSOLID : Don't do collision testing against this entity.
-------- NOTES --------
Upon level entry, the func_train will spawn right where its first path_corner

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@ -14,29 +14,36 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED func_vehicle (0 .5 .8) ?
/*QUAKED func_vehicle (0 .5 .8) ? FUNCVEH_NOPITCH FUNCVEH_NOUSER x FUNCVEH_PASSABLE FUNCVEH_FWDRIVE FUNCVEH_RWDRIVE
Primitive brush-based vehicle entity.
-------- KEYS --------
"targetname" Name
"target" Name of the first path_track/corner (See Notes)
"acceleration" Acceleration multiplier
"speed" Top-speed of the vehicle in q-units per second
"height" Wheel-height in units
"width" Width of the vehicle, used to calculate the wheels
"length" Length of the vehicle, used to calculate the wheels
"bouncefactor" Multiplier for the bouncyness of the vehicle
"skidspeed" At which speed the vehicle starts skidding
"traction" Multiplier for the traction affecting the vehicle
"breakfactor" Multiplier for the breaking mechanics
"steerfactor" Multiplier for the steering speed
"straightenfactor" Multiplier for affecting the straightening mechanism
"gravitydir" Normalized vector setting the direction of gravity
"targetname" : Name
"target" : Name of the first path_track/corner (See Notes)
"acceleration" : Acceleration multiplier
"speed" : Top-speed of the vehicle in q-units per second
"height" : Wheel-height in units
"width" : Width of the vehicle, used to calculate the wheels
"length" : Length of the vehicle, used to calculate the wheels
"bouncefactor" : Multiplier for the bouncyness of the vehicle
"skidspeed" : At which speed the vehicle starts skidding
"traction" : Multiplier for the traction affecting the vehicle
"breakfactor" : Multiplier for the breaking mechanics
"steerfactor" : Multiplier for the steering speed
"straightenfactor" : Multiplier for affecting the straightening mechanism
"gravitydir" : Normalized vector setting the direction of gravity
Unimplemented:
"sounds" A sound-set to use
"volume" Volume at which said sounds play at (from 0-10)
"dmg" Damage inflicted upon entities when blocked
"sounds" : A sound-set to use
"volume" : Volume at which said sounds play at (from 0-10)
"dmg" : Damage inflicted upon entities when blocked
-------- SPAWNFLAGS --------
FUNCVEH_NOPITCH : Don't adjust the pitch angle of the vehicle, only point forward.
FUNCVEH_NOUSER : Don't allow pressing "use" key/button to control it.
FUNCVEH_PASSABLE : Don't do collision testing against this entity.
FUNCVEH_FWDRIVE : Front wheel drive mode.
FUNCVEH_RWDRIVE : Rear wheel drive mode.
-------- NOTES --------
The vehicle's position is set via the 'target' key, which sets the first
@ -52,7 +59,7 @@ This entity was introduced in Counter-Strike (2000).
*/
enumflags
{
{
FUNCVEH_NOPITCH,
FUNCVEH_NOUSER,
FUNCVEH_UNUSED,

View File

@ -19,8 +19,8 @@ Brush that marks the usable region of a func_vehicle, in order
to gain control.
-------- KEYS --------
"targetname" Name
"target" Name of the func_vehicle to control
"targetname" : Name
"target" : Name of the func_vehicle to control
-------- NOTES --------
It's the same as func_tracktraincontrols, except that it's for

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@ -18,10 +18,10 @@
Brush that can be hidden and reappear when triggered.
-------- KEYS --------
"targetname" Name
"targetname" : Name
An alternative is func_brush, which also can control aspects such as collision.
If FTW_STARTHIDDEN is set, it'll start hidden.
-------- SPAWNFLAGS --------
FTW_STARTHIDDEN : Start invisible upon spawning.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,8 +18,8 @@
Entity that emits items when triggered, or upon player spawn (MP-only).
-------- KEYS --------
"targetname" Name
"master" Team Master
"targetname" : Name
"master" : Team Master
-------- NOTES --------
When the flag GPEFL_TRIGGERONLY is set, the entity has to be triggered

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@ -18,30 +18,24 @@
This entity displays a message of your choice on-screen.
-------- KEYS --------
"targetname" Name
"x" Horizontal position of text.
(0 - 1.0 = left to right, -1 = center)
"y" Vertical position of text.
(0 - 1.0 = top to bottom, -1 = center)
"effect" Effect to apply to the text.
Valid values:
0 = Fade In/Out
1 = Credits
2 = Scan Out
"color" The main colour in RGB8.
"color2" The highlight colour in RGB8.
"fadein" Time taken to fade in each character.
"fadeout" Time taken to fade out message.
"holdtime" Length of time to hold message on screen after fading in.
"fxtime" Time the highlight lags behind the leading edge of the text in
seconds.
"channel" Message channel to use. Meant for overriding messages.
"targetname" : Name
"message" : Text to display. Can be a titles.txt entry.
"x" : Horizontal position of text. (0 - 1.0 = left to right, -1 = center)
"y" : Vertical position of text. (0 - 1.0 = top to bottom, -1 = center)
"effect" : Effect to apply to the text. 0 : Fade In/Out; 1 : Credits; 2 : Scan Out
"color" : The main colour in RGB255.
"color2" : The highlight colour in RGB255.
"fadein" : Time taken to fade in each character.
"fadeout" : Time taken to fade out message.
"holdtime" : Length of time to hold message on screen after fading in.
"fxtime" : Time the highlight lags behind the leading edge of the text in seconds.
"channel" : Message channel to use. Meant for overriding messages.
-------- SPAWNFLAGS --------
GTF_ALLPLAYERS : Broadcast message to all players, not just the activator.
-------- NOTES --------
Line breaks can be added with a \n character.
If GTF_ALLPLAYERS is set, it'll display the message to not just the activator,
but all players on the level.
Line breaks inside "message" can be added with a \n character.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,18 +18,18 @@
Shoots model bouncy entities from its location.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"angles" Sets the pitch, yaw and roll direction of the shooter.
"shootmodel" Model file to shoot.
"shootsounds" PCM sample to play whenever a piece shoots out.
"m_iGibs" Amount of models shot in total.
"m_flDelay" Delay before being able to be fired again.
"m_flVelocity" Speed of the models in units per second.
"m_flVariance" Delay between shots.
"m_flGibLife" Life of the individual model piece.
"scale" Scale modifier of the model pieces.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"angles" : Sets the pitch, yaw and roll direction of the shooter.
"shootmodel" : Model file to shoot.
"shootsounds" : PCM sample to play whenever a piece shoots out.
"m_iGibs" : Amount of models shot in total.
"m_flDelay" : Delay before being able to be fired again.
"m_flVelocity" : Speed of the models in units per second.
"m_flVariance" : Delay between shots.
"m_flGibLife" : Life of the individual model piece.
"scale" : Scale modifier of the model pieces.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,7 +18,7 @@
An entity that's used to create an 'Intermission' camera.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
Some mods use this while displaying the final scores, once a timelimit

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@ -20,7 +20,7 @@ It is most commonly used to aim active in-game entities towards a specific
location.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
For tasks such as aiming static/lightmapped light sources during the compiling

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@ -19,7 +19,7 @@ Helper entity for the map creation process only.
It is supposed to be removed after compilation of a .bsp file.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
If you're pointing any active game-logic entities to this entity,

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@ -20,8 +20,8 @@ It'll automatically figure out the surface based on distance.
The texture will be aligned along the surface texture normals.
-------- KEYS --------
"targetname" Name
"texture" Name of the texture inside decals.wad it projects onto a surface.
"targetname" : Name
"texture" : Name of the texture inside decals.wad it projects onto a surface.
-------- NOTES --------
This entity currently only works on BSP version 30 levels.

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@ -18,9 +18,9 @@
This is a food item that will give the user 1 health when touched.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
"targetname" : Name
"angles" : Sets the pitch, yaw and roll angles of the model.
"model" : Model file that will be displayed by the entity.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -14,7 +14,7 @@
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
*/
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR LFL_NOANGLE LFL_DARK LFL_NOGRID x LFL_DISTATTN
/*QUAKED light (1 0 0) (-8 -8 -8) (8 8 8) LFL_LINEAR x LFL_DARK LFL_NOGRID x x
Infinitely small point of light illuminating the scene.
-------- KEYS --------
@ -50,13 +50,16 @@ Infinitely small point of light illuminating the scene.
'a' being dark. 'z' being fully lit. Can be a string of characters
that'll interpolate between at 10 FPS ingame.
-------- NOTES --------
If LFL_LINEAR is set, the light will be cast with a linear falloff instead
of inverse square. This is useful for bright lights that'll travel long
distances.
-------- SPAWNFLAGS --------
LFL_LINEAR : Use linear falloff instead of inverse-square falloff.
LFL_DARK : Darken, instead of lighting the lightmap.
LFL_NOGRID : This light does not affect the lightgrid.
-------- NOTES --------
In idTech 2/GoldSrc etc. spawnflag 1 means a light starts off.
This doesn't exist in idTech3 because lightstyles were not a thing.
To avoid huge amounts of lightmap abuse, please consider using light_dynamic
or env_projectedtexture for toggled or flickering lights.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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@ -18,7 +18,7 @@
Dynamic door that will move back down if it's not being used.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,7 +19,17 @@ Dyanmic button/wheel/lever that moves back into its original position when not
in use. It affects momentary_door.
-------- KEYS --------
"targetname" Name
"targetname" : Name
"distance" : Maximum distance it'll turn until it stops.
"speed" : Speed at which it rotates/turns.
"returnspeed" : Speed at which it returns to its original position.
-------- SPAWNFLAGS --------
MRBFL_DOORHACK : Unimplemented.
MRBFL_NOTUSE : Don't allow interaction via "use" key/button.
MRBFL_AUTORETURN : Rotate back to its original state when not being used.
MRBFL_XAXIS : Rotate along the X-axis.
MRBFL_YAXIS : Rotate along the Y-axis.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,9 +18,9 @@
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
"targetname" : Name
"angles" : Sets the pitch, yaw and roll angles of the model.
"model" : Model file that will be displayed by the entity.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,9 +18,12 @@
Decorative, does nothing yet.
-------- KEYS --------
"targetname" Name
"angles" Sets the pitch, yaw and roll angles of the model.
"model" Model file that will be displayed by the entity.
"targetname" : Name
"angles" : Sets the pitch, yaw and roll angles of the model.
"model" : Model file that will be displayed by the entity.
-------- SPAWNFLAGS --------
MGF_NONSOLID : Don't test collision against this entity.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,20 +19,19 @@ The monster maker is the end-all solution to timed/controlled spawning of
monster entities.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"monstertype" Type of monster to spawn, represents their entity classname.
"monstercount" Maximum amount of monsters you want spawned in total.
"delay" Delay between spawns in seconds.
"child_name" Applies this as a 'targetname' to spawned monsters.
"child_alivemax" Maximum amount of spawned monsters that are alive at a time.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"monstertype" : Type of monster to spawn, represents their entity classname.
"monstercount" : Maximum amount of monsters you want spawned in total.
"delay" : Delay between spawns in seconds.
"child_name" : Applies this as a 'targetname' to spawned monsters.
"child_alivemax" : Maximum amount of spawned monsters that are alive at a time.
-------- NOTES --------
When MMF_STARTON is checked, it'll start on automatically.
When MMF_NONTOGGLE is checked, it'll spawn only one monster with each trigger
When MMF_MONSTERCLIP is checked, all spawned monsters will be blocked by
func_monsterclip entities.
-------- SPAWNFLAGS --------
MMF_STARTON : Start on automatically.
MMF_NONTOGGLE : Spawn only one monster with each trigger.
MMF_MONSTERCLIP : Spawned monsters will be blocked by func_monsterclip entities.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -20,11 +20,11 @@ Add a target's name as an entity key, with the value set to the time in seconds
that'll pass before the entity will be triggered.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
If MM_MULTITHREADED is set, it'll allow the multi_manager to be triggered
again before it has finished triggering it's previous list of entities.
-------- SPAWNFLAGS --------
MM_MULTITHREADED : Allow the multi_manager to be triggered again before it has
finished triggering it's previous list of entities.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -19,10 +19,10 @@ An AND-gate of sorts. Every entity that targets this must return a positive
state for it to trigger its target.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until we trigger our target
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"delay" : Delay until we trigger our target.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,22 +18,17 @@
Node entities used for func_trains and func_guntargets.
-------- KEYS --------
"targetname" Name
"target" Next node.
"message" Target to trigger when a train passes this node.
"speed" New speed for passing train.
"yaw_speed" New yaw rotation for passing train. Currently unused.
"wait" Waiting time until we go to the next node.
"targetname" : Name
"target" : Next node.
"message" : Target to trigger when a train passes this node.
"speed" : New speed for passing train.
"yaw_speed" : New yaw rotation for passing train. Currently unused.
"wait" : Waiting time until we go to the next node.
-------- NOTES --------
When the PC_WAIT flag is set, the train will stop moving once it's passed this
node. The train will have to be triggered again for it to continue moving.
This is useful for elevators.
When the PC_TELEPORT flag is set, the train passing this node will immediately
teleport to the position of the next node (target).
With the PC_FIREONCE flag set, it'll only fire its target (message) once.
-------- SPAWNFLAGS --------
PC_WAIT : Train will stop moving once passed. Needs retrigger to progress.
PC_TELEPORT : Train passing will immediately teleport to "target".
PC_FIREONCE : Only fire its target (message) once.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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@ -19,9 +19,9 @@ Node entities used for func_tracktrains.
It's like a path_corner, but for tracktrains.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,14 +19,14 @@ This trigger reloads the last autosaved game with a custom message.
This is commonly used when a mission objective has failed.
-------- KEYS --------
"targetname" Name
"message" Message to display
"messagetime" Message lifetime (not implemented)
"loadtime" Time until we load the last autosave
"duration" Fade effect total duration
"holdtime" Fade effect hold time
"rendercolor" Fade effect color vector (RGB255)
"renderamt" Fade effect alpha value
"targetname" : Name
"message" : Message to display
"messagetime" : Message lifetime (not implemented)
"loadtime" : Time until we load the last autosave
"duration" : Fade effect total duration
"holdtime" : Fade effect hold time
"rendercolor" : Fade effect color vector (RGB255)
"renderamt" : Fade effect alpha value
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,7 +18,7 @@
Strips the activator of all of its weapons.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -19,19 +19,22 @@ A virtual camera of which its output can be displayed on a rendertarget.
This plays well with the func_monitor entity.
-------- KEYS --------
"targetname" Name
"FOV" Field of view in degrees
"UseScreenAspectRatio" Forces the aspect ratio to be the same as the game (?)
"fogEnable" Enable fog in the camera's view
"fogColor" Color of the fog in RGB255
"fogStart" Near fog plane
"fogEnd" Far fog plane
"targetname" : Name
"FOV" : Field of view in degrees
"UseScreenAspectRatio" : Forces the aspect ratio to be the same as the game's.
"fogEnable" : Enable fog in the camera's view.
"fogColor" : Color of the fog in RGB255.
"fogStart" : Near fog plane.
"fogEnd" : Far fog plane.
-------- INPUTS --------
"ChangeFOV" Change the camera's field of view
"SetOnAndTurnOthersOff" Turn this camera on while deactivating all others
"SetOn" Turn this camera on
"SetOff" Turn this camera off
"ChangeFOV" : Change the camera's field of view.
"SetOnAndTurnOthersOff" : Turn this camera on while deactivating all others.
"SetOn" : Turn this camera on.
"SetOff" : Turn this camera off.
-------- SPAWNFLAGS --------
PCAMFL_STARTOFF : Start with the camera turned off, outputting no signal.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -18,7 +18,7 @@
Physics model
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

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@ -18,13 +18,13 @@
This entity plays a .wav file at random intervals.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
"rsnoise" Path to the sound file
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
"wait" Minimum time for sound repetition in %
"random" Random % of this added to wait
"targetname" : Name
"target" : Target when triggered
"killtarget" : Target to kill when triggered
"rsnoise" : Path to the sound file.
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0).
"wait" : Minimum time for sound repetition in %.
"random" : Random % of this added to wait.
-------- NOTES --------
To explain the math behind it:

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@ -19,13 +19,13 @@ When triggered, it'll calculate some random interval until it triggers
its targets, based on some limits given.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
"start_state" Start state (either 0 or 1)
"wait" Minimum time
"random_min" Minimum added random time
"random_max" Maximum added random time
"targetname" : Name
"target" : Target when triggered
"killtarget" : Target to kill when triggered
"start_state" : Start state (either 0 or 1)
"wait" : Minimum time
"random_min" : Minimum added random time
"random_max" : Maximum added random time
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).

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@ -19,14 +19,14 @@ Triggers a sound event on the client side associated with an entity in the
world. It'll enable mouth flapping and all sorts of other cool effects.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"entity" Name of the entity that'll speak the sentence.
"sentence" Name of sentence from titles.txt.
"pitch" Desired sound pitch. May be overridden in the titles.txt entry.
"delay" Delay before it'll be triggered? UNUSED RIGHT NOW.
"wait" Delay before it can be triggered again? UNUSED RIGHT NOW.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"entity" : Name of the entity that'll speak the sentence.
"sentence" : Name of sentence from titles.txt.
"pitch" : Desired sound pitch. May be overridden in the titles.txt entry.
"delay" : Delay before it'll be triggered? UNUSED RIGHT NOW.
"wait" : Delay before it can be triggered again? UNUSED RIGHT NOW.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -15,19 +15,25 @@
*/
/*QUAKED scripted_sequence (1 0 0) (-8 -8 -8) (8 8 8) x x SSFL_REPEATABLE SSFL_LEAVECORPSE x SSFL_NOINTERRUPT SSFL_OVERRIDEAI SSFL_NOSCRIPTMOVE
Allow a monster to be selected and given an action to perform.
This is done in the form of olaying an animation.
Allow an actor to be selected and given an action to perform.
This is done in the form of playing an animation.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"m_iszEntity" Entity targetname OR classname description to target
"m_iszPlay" After the monster has moved to the action point, play this animation
"m_iszIdle" Animation to play until the scripted_sequence is triggered
"m_flRadius" Search radius for m_targetMonster if a classname is specified
"m_flRepeat" Loop? Unused.
"m_fMoveTo" How we move to perform m_iActionAnim
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"m_iszEntity" : Entity targetname OR classname description to target
"m_iszPlay" : After the monster has moved to the action point, play this animation
"m_iszIdle" : Animation to play until the scripted_sequence is triggered
"m_flRadius" : Search radius for m_targetMonster if a classname is specified
"m_flRepeat" : Loop? Unused.
"m_fMoveTo" : How we move to perform m_iActionAnim
-------- SPAWNFLAGS --------
SSFL_REPEATABLE : Can trigger the sequence more than once.
SSFL_LEAVECORPSE : When the actor is done, they'll be frozen.
SSFL_NOINTERRUPT : Don't allow any interruption of the actor when in-sequence.
SSFL_OVERRIDEAI : Don't allow the actor to call think/sound functions while playing.
-------- NOTES --------
f_fMoveTo values:

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@ -19,10 +19,10 @@ Creates a public announcement system that randomly plays announcements from
the sentences.txt file.
-------- KEYS --------
"targetname" Name
"preset" Preset sentence group.
"message" Sentence group name (used when preset is 0)
"health" Message volume (value from 0-10)
"targetname" : Name
"preset" : Preset sentence group.
"message" : Sentence group name (used when preset is 0)
"health" : Message volume (value from 0-10)
-------- NOTES --------
Valid values for 'preset":

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@ -18,7 +18,7 @@
Player spawn position for single-player games.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
This entity is also used in Counter-Strike (2000) and its beta versions to mark
@ -38,7 +38,7 @@ This entity was introduced in Quake (1996).
Player spawn position for deathmatch games.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
This entity is also used in Counter-Strike (2000) and its beta versions to mark
@ -59,7 +59,7 @@ This entity was introduced in Quake (1996).
Player spawn position for cooperative games.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- NOTES --------
In order for a player to spawn here, the game needs to take place on a map

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@ -18,11 +18,11 @@
This entity plays a sample upon triggering at a specified volume.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"killtarget" Target to kill when triggered
"tsnoise" Path to the sound file
"volume" Volume to play the sound as (normalized, 0.0 - 1.0)
"targetname" : Name
"target" : Target when triggered
"killtarget" : Target to kill when triggered
"tsnoise" : Path to the sound file
"volume" : Volume to play the sound as (normalized, 0.0 - 1.0)
-------- TRIVIA --------
It was introduced in Gunman Chronicles (2000).

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@ -19,9 +19,9 @@ A radius based trigger_cdaudio.
Disables itself upon activation.
-------- KEYS --------
"targetname" Name
"health" Music track to play (1-30). -1 to stop.
"radius" Radius in which the entity will be triggered in.
"targetname" : Name
"health" : Music track to play (1-30). -1 to stop.
"radius" : Radius in which the entity will be triggered in.
-------- NOTES --------
I honestly don't know what the point is, as trigger_cdaudio should

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@ -18,14 +18,16 @@
Will automatically trigger its target when the level has spawned.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Time in seconds until it triggers its target.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"delay" : Time in seconds until it triggers its target.
-------- SPAWNFLAGS --------
TA_USEONCE : Remove itself from the level permanently when activated.
-------- NOTES --------
If TA_USEONCE is set, it'll remove itself from the level permanently.
It will not survive round respawns, etc.
When a trigger_auto is removed via TA_USEONCE it won't survive match respawns.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -19,7 +19,7 @@ Volume that'll save the current game when a client enters its bounds.
This entity does not work in multiplayer.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -18,8 +18,8 @@
Switches the background music track when triggered.
-------- KEYS --------
"targetname" Name
"health" Music track to play.
"targetname" : Name
"health" : Music track to play.
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

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@ -20,17 +20,14 @@ entities across your two levels with the same name. They'll mark a translation
point for the coordinates in your levels.
-------- KEYS --------
"targetname" Name
"map" Next .bsp file name to transition to.
"landmark" Landmark name to target.
"changedelay" Time in seconds until the transition happens.
"targetname" : Name
"map" : Next .bsp file name to transition to.
"landmark" : Landmark name to target.
"changedelay" : Time in seconds until the transition happens.
-------- NOTES --------
When LC_NOINTERMISSION is set, there'll be no stats screen at the end of the
level.
When LC_USEONLY is set, it will not act as a trigger volume people can step in.
It'll have to be triggered by another entity.
-------- SPAWNFLAGS --------
LC_NOINTERMISSION : Don't show intermission cam (unimplemented).
LC_USEONLY : Can't activate through touching, only via triggers.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

View File

@ -19,9 +19,9 @@ When triggered, trigger_changetarget changes the 'target' value of any entity
to something else.
-------- KEYS --------
"targetname" Name
"target" Target when triggered
"m_iszNewTarget" Name of the new 'target' value for the targeted entity
"targetname" : Name
"target" : Target when triggered
"m_iszNewTarget" : Name of the new 'target' value for the targeted entity
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -19,11 +19,11 @@ This entity counts the number of times it is triggered and activates its
target when it reaches a specified number.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"count" Number of times the entity has to be triggered.
"delay" Delay in seconds until target is triggered.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"count" : Number of times the entity has to be triggered.
"delay" : Delay in seconds until target is triggered.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

View File

@ -19,7 +19,7 @@ This trigger shuts down the server.
Useful for when a singleplayer game ends, as it takes you to the main menu.
-------- KEYS --------
"targetname" Name
"targetname" : Name
-------- TRIVIA --------
This entity was introduced in Half-Life (1998).

View File

@ -18,19 +18,18 @@
Trigger volume that damages everything it touches.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Delay until target is triggered.
"killtarget" Target to kill when triggered.
"dmg" Damage inflicted.
"targetname" : Name
"target" : Target when triggered.
"delay" : Delay until target is triggered.
"killtarget" : Target to kill when triggered.
"dmg" : Damage inflicted.
-------- NOTES --------
If SF_HURT_ONCE is set, it'll stop once it's been triggered the first time.
If SF_HURT_OFF is set, it needs to be triggered in order to work again.
If SF_HURT_NOPLAYERS is set, it will only NPCs.
If SF_HURT_TOUCHPLAYER is set, it'll only hurt players.
If SF_HURT_FIREONPLAYER is set, it'll only trigger a target if a player
activates it.
-------- SPAWNFLAGS --------
SF_HURT_ONCE : Stop once it's been triggered the first time.
SF_HURT_OFF : Needs to be triggered in order to work again.
SF_HURT_NOPLAYERS : Will only hurt NPCs.
SF_HURT_TOUCHPLAYER : Will only hurt players.
SF_HURT_FIREONPLAYER : Only trigger a target if a player activates it.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

View File

@ -23,14 +23,13 @@ It's like the beginning in Halo - you know, where you have to look up/down
at lights and stuff? No...? Well... ever played Splinter Cell?... Nevermind.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"delay" Delay until target is triggered.
"killtarget" Target to kill when triggered.
"looktarget" Name of the entity to be looked at. Doesn't have to be solid.
"looktime" How long the player must look at the 'looktarget', in seconds.
"fov" Area of the view-cone check, 1.0 is straight ahead, 0.0 is
in the realm of 90 degrees. Default is 0.9.
"targetname" : Name
"target" : Target when triggered.
"delay" : Delay until target is triggered.
"killtarget" : Target to kill when triggered.
"looktarget" : Name of the entity to be looked at. Doesn't have to be solid.
"looktime" : How long the player must look at the 'looktarget', in seconds.
"fov" : Area of the view-cone check, 1.0 is straight ahead, 0.0 is in the realm of 90 degrees. Default is 0.9.
-------- TRIVIA --------
This entity was introduced in Half-Life 2 (2004).

View File

@ -18,14 +18,16 @@
A trigger volume which works more than once.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until target is triggered.
"wait" Time until this entity can trigger again
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"delay" : Delay until target is triggered.
"wait" : Time until this entity can trigger again
-------- NOTES --------
None of the spawnflags are implemented yet.
-------- SPAWNFLAGS --------
TM_MONSTERS : Allow NPCs to activate this entity.
TM_NOCLIENTS : Don't allow players to activate this entity.
TM_PUSHABLES : Allow func_pushables to trigger this entity.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
@ -57,7 +59,6 @@ trigger_multiple::touch(void)
{
if (GetMaster() == FALSE)
return;
if (spawnflags & TM_NOCLIENTS && other.flags & FL_CLIENT)
return;
if (!(spawnflags & TM_MONSTERS) && other.flags & FL_MONSTER)

View File

@ -18,13 +18,15 @@
A trigger volume which works only once.
-------- KEYS --------
"targetname" Name
"target" Target when triggered.
"killtarget" Target to kill when triggered.
"delay" Delay until target is triggered.
"targetname" : Name
"target" : Target when triggered.
"killtarget" : Target to kill when triggered.
"delay" : Delay until target is triggered.
-------- NOTES --------
None of the spawnflags are implemented yet.
-------- SPAWNFLAGS --------
TO_MONSTERS : Allow NPCs to activate this entity.
TO_NOCLIENTS : Don't allow players to activate this entity.
TO_PUSHABLES : Allow func_pushables to trigger this entity.
-------- TRIVIA --------
This entity was introduced in Quake (1996).
@ -53,12 +55,14 @@ class trigger_once:CBaseTrigger
void
trigger_once::touch(void)
{
if (!(spawnflags & TO_MONSTERS) && other.spawnflags & FL_MONSTER)
return;
if (spawnflags & TO_NOCLIENTS && other.spawnflags & FL_CLIENT)
return;
if (GetMaster() == FALSE)
return;
if (spawnflags & TO_NOCLIENTS && other.flags & FL_CLIENT)
return;
if (!(spawnflags & TO_MONSTERS) && other.flags & FL_MONSTER)
return;
if (!(spawnflags & TO_PUSHABLES) && other.classname == "func_pushable")
return;
solid = SOLID_NOT; /* make inactive */
m_iValue = 1;

View File

@ -19,8 +19,8 @@ Trigger that freezes all clients, until it is triggered again.
Freezing a player means they're unable to move, they can still look around.
-------- KEYS --------
"targetname" Name
"killtarget" Target to kill when triggered.
"targetname" : Name
"killtarget" : Target to kill when triggered.
-------- NOTES --------
Ideas: Add ability to supress looking around, firing weapons, using items

View File

@ -18,13 +18,13 @@
Pushes anything in its volume into a direction of your choosing.
-------- KEYS --------
"targetname" Name
"speed" The speed (units per second) it'll apply to touchers.
"angles" Sets the direction of the push.
"targetname" : Name
"speed" : The speed (units per second) it'll apply to touchers.
"angles" : Sets the direction of the push.
-------- NOTES --------
If TP_ONCE is set, It'll only emit a single push once before disabling itself.
If TP_STARTOFF is set, it needs to be triggered first in order to function.
-------- SPAWNFLAGS --------
TP_ONCE : Only emit a single push once before disabling itself.
TP_STARTOFF : Needs to be triggered first in order to function.
-------- TRIVIA --------
This entity was introduced in Quake (1996).

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