// Tigs def file for quake and tenebrae editing // based on SleepWalkrs and the tenebrae tools version // // as this is my personal version, something may be wrong or // missing. You should be able to work things out however. // // the numbers within the first "()" after the entity name // are the RGB colours the entity will be in the editor. // Change them if you do not like them :] /*QUAKED func_group (0 .2 .5) ? This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this. NOTES: The TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components. To make a func_group into a terrain entity, refer to the Terrain Construction documentation. */ /*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8) Air bubbles. They disappear in Deathmatch. */ /*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Buzzing light. Sound. */ /*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Dripping sound. */ /*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Drone sound. */ /*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Computer sound. */ /*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Fluorescent light sound. */ /*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Wind sound. */ /*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Swamp sound 1. */ /*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Swamp sound 2. */ /*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) Thunder sound. Does it work?? */ /*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16) Just for boss level. Used for killing Cthon. */ /*QUAKED func_bossgate (0 .5 .8) ? This bmodel appears unless players have all of the episode sigils. Used to close the floor in start.map (stairs to Shub). */ /*QUAKED func_button (0 .5 .8) ? 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. Keys: "angle" - determines the opening direction "target" - all entities with a matching targetname will be used "killtarget" - kills matching targets when fired "speed" - default is 40 "delay" - waits # seconds before firing "wait" - default is 1 (-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 "message" - centerprints message to activator "sounds" 0 = steam metal 1 = wooden clunk 2 = metallic click 3 = in-out */ /*QUAKED func_rotating (0 .5 .8) ? REVERSE Z-AXIS X-AXIS ? ? NOT_SOLID =================== !!! NOT WORKING !!! =================== Tenebrae entity - rotating brushes Rotates on Y Axis by default Keys: "target" - all entities with a matching targetname will be used ?? Does it work? "killtarget" - kills matching targets when fired ?? Does it work? "speed" - default is 100 "delay" - waits # seconds before firing ?? Does it work? "wait" - default is 1 (-1 = never return) ?? Does it work? "message" - centerprints message to activator ?? Does it work? */ /*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE If two doors touch, they are assumed to be connected and operate as a unit. Key doors are always wait -1. Flags: "start_open" causes the door to move to its destination and operate in reverse. used to close areas when triggered. The entity will be lighted in closed postion, but spawned in the open position. "x" this flag has been removed "door_dont_link" even if doors touch they won't be treated as a unit. "gold_key" you need the gold key to open this door (check worldspawn!) "silver_key" you need the silver key to open this door (worldspawn!) "toggle" causes the door to wait in both the start and end states for a trigger event Keys: "message" is printed when the door is touched if it is a trigger door and it hasn't been fired yet "angle" determines the opening direction "targetname" if set, no touch field will be spawned and a remote button or trigger field activates the door. "target" all matching entities will be used "killtarget" all matching entities will be removed when fired "health" if set, door must be shot open "speed" movement speed (100 default) "wait" wait before returning (3 is default, -1 = never return) "delay" waits # seconds before firing matching targets "lip" lip remaining at end of move 8 is default "dmg" damage to inflict when blocked 2 is default "sounds" 0 = no sound 1 = stone 2 = base 3 = stone chain 4 = screechy metal */ /*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT Basic secret door. Slides back, then to the side. Angle determines direction. Flags: "open_once" - stays open when triggered "1st_left" - 1st move is left of arrow "1st_down" - 1st move is down from arrow "no_shoot" - only opened by trigger "always_shoot" - even if targeted, keep shootable Keys: "target" - all matching targets will be used "killtarget" - all matching entities will be removed "wait" - # of seconds before coming back "delay" - waits # seconds before firing its targets "t_width" - override Width to move back (or height if going down) "t_length" - override Length to move sideways "dmg" - damage to inflict when blocked (2 default) "message" - prints message when touched "sounds" 1 = medieval 2 = metal 3 = base NOTES: If a secret door has a targetname, it will only be opened by it's button or trigger, not by damage. */ /*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4 This bmodel will appear if the episode has already been completed, so players can't reenter it. */ /*QUAKED func_illusionary (0 .5 .8) ? A simple entity that looks solid but lets you walk through it. Does not block light. */ /*QUAKED func_wall (0 .5 .8) ? This is just a solid wall if not inhibitted. Changes its texture(s) to alternate ones (e.g. basebtn), if targetted. */ /*QUAKED func_train (0 .5 .8) ? Trains are moving platforms that players can ride. The target's origin specifies the min point of the train at each corner. The train spawns at the first target it is pointing at. Use path_corner as targets. To stop a train entity, make the the last path_corner Wait -1. If the train itself is the target of a button or trigger, it will not begin moving until activated. Keys: "speed" - moving speed, default is 100 "dmg" - damage, default is 2 "sounds" 1 = ratchet metal */ /*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER Plats are always drawn in the extended position, so they will light correctly. If the plat is the target of another trigger or button, it will start out disabled in the extended position until it is triggered, when it will lower and become a normal plat. Flags: "plat_low_trigger" - plat will only be triggered when in lowered position Keys: "speed" - moving speed, default is 150 "height" - determines the amount the plat - moves, instead of being implicitly determined by the model's height. "sounds" 1 = base fast 2 = chain slow */ /*QUAKED func_dm_only (.0 .0 1.0) ? A teleporter that only appears in deathmatch. Can used for other items too. */ /*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4) Invisible entity. Used as a positional target for spotlights, etc. Removes itself. */ /*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4) Invisible entity. Used as a positional target for lightning. */ /*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16) The camera point for the intermission. Use mangle instead of angle, so you can set pitch or roll as well as yaw. 'pitch roll yaw' Quake does a random pick if more than one exists. If no info_intermission entity is set, Quake uses the player start. Keys: "mangle" - set 'pitch roll yaw' */ /*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24) The normal starting point for a level. Only one is allowed. Keys: "angle" - viewing angle when spawning --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/player.md3" */ /*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24) Potential spawning position(s) for deathmatch games. Keys: "angle" - viewing angle when spawning --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/player.md3" */ /*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24) Potential spawning position(s) for coop games. Keys: "angle" viewing angle when spawning --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/player.md3" */ /*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24) Only used on start map for the return point from an episode. Keys: "angle" viewing angle when spawning --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/player.md3" */ /*QUAKED info_teleport_destination (0.5 0.9 0.6) (-8 -8 -8) (8 8 32) This is the destination marker for a teleporter. Keys: "targetname" - value used by teleporter "angle" - new view angle after teleporting */ /*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG 6 ammo points (cells) for the Thunderbolt (Lightning). Flags: "big" gives 12 instead of 6 --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/b_batt0.md3" */ /*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG 5 ammo points (rockets) for the Rocket/Grenade Launcher. Flags: "big" gives 10 instead of 5 --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/b_rock0.md3" */ /*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG 20 shells for both Shotgun and SuperShotgun. Flags: "big" gives 40 instead of 20 --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/b_shell0.md3" */ /*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG 25 ammo points (spikes) for Perforator and Super Perforator. Flags: "big" gives 50 instead of 25 --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/b_nail0.md3" */ /*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH Health box. Normally gives 25 points. Flags: "rotten" gives 5-10 points "megahealth" will add 100 health, then rot you down to your maximum health limit, one point per second --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/b_bh10.md3" */ /*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32) Player takes no damage from water or slime for 30 seconds. */ /*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invulnerable for 30 seconds. */ /*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32) Player is invisible for 30 seconds. */ /*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32) The next attack from the player will do 4x damage. Lasts 30 seconds. --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/quad.md3" */ /*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32) Red armor, gives 200 armor points. --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/armor_red.md3" */ /*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32) Yellow armor, gives 150 points. --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/armor_yed.md3" */ /*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32) Green armor, gives 100 points. --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/armor_grn.md3" */ /*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32) SILVER key. In order for keys to work you MUST set your maps worldtype (see worldspawn). */ /*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32) GOLD key. In order for keys to work you MUST set your maps worldtype (see worldspawn). */ /*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4 End of episode sigil. Flags: sets episode */ /*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. If targeted, it will toggle between on or off. Spawnflags: "start_off (1)" starts off until triggered "Tenebrae (2048)" Used as a shadow casting light with Tenebrae Keys: --Tenebrae only keys-- "color" - Sets the color of the light in RGB values (eg: 0 0.3 0.1) "alpha" - Sets the rotation speed for the cubemap min="0" max="1" "skin" - Sets the ID for which cubemap to use (eg: 42...41...40) "pflags" 1 = no shadow calculation 2 = halo around light 3 = halo + no shadow --end Tenebrae keys-- "light" sets brightness, 300 is default "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 0 is default "target" - makes this light a spot light. This should entity to be an entity for the spot line to point at (usually a info_null) "angle" - angle of the cone of the light from the spotlight */ /*QUAKED light_drama (0 1 0) (-8 -8 -8) (8 8 8) START_OFF TENEBRAE ONLY A light that follows a path, ideal for dramatic light effects. path_corners are used to control movement. If targeted, it will toggle between on or off. Spawnflags: "start_off (1)" starts off until triggered "Tenebrae (2048)" Used as a shadow casting light with Tenebrae Keys: "light" - sets brightness, 300 is default "color" - Sets the color of the light in RGB values (eg: 0 0.3 0.1) "alpha" - Sets the rotation speed for the cubemap min="0" max="1" "skin" - Sets the ID for which cubemap to use (eg: 42...41...40) "speed" - The speed of the light between path_corners "pflags" 1 = no shadow calculation 2 = halo around light 3 = halo + no shadow "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 0 is default */ /*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20) Short wall torch. Keys: "light" - sets brightness, 200 is default "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 0 is default */ /*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18) Large yellow flames. Keys: "light" - sets brightness Do other light features work?? --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/flame2.md3" */ /*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Small yellow flames. Flags: "start_off" starts off until triggered Keys: "light" - sets brightness Do other light features work?? */ /*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF Small white flames. Flags: "start_off" starts off until triggered Keys: "light" - sets brightness Do other light features work?? */ /*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF Non-displayed light. Makes steady fluorescent humming sound. Flags: "start_off" starts off until triggered Keys: "light" sets brightness, 300 is default "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 0 is default Do other light features work?? */ /*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8) Non-displayed light. Makes sparking, broken fluorescent sound. Keys: "light" -sets brightness, 300 is default "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 10 is default Do other light features work?? */ /*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8) Sphere globe light (sprite). Keys: "light" sets brightness, 300 is default "style" 0 = normal 1 = flicker (first variety) 2 = slow strong pulse 3 = candle (first variety) 4 = fast strobe 5 = gentle pulse 6 = flicker (second variety) 7 = candle (second variety) 8 = candle (third variety) 9 = slow strobe 10 = flourescent flicker 11 = slow pulse, not fading to black styles 32-62 are assigned by the light program for switchable lights 0 is default Do other light features work?? */ /*QUAKED misc_noisemaker (1 0.5 0) (-10 -10 -10) (10 10 10) For optimization testing, starts a lot of sounds. Not very useful. */ /*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH Enforcer, 80 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/enforcer.md3" */ /*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH Hell Knight, 250 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/hknight.md3" */ /*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH Grunt, 30 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/soldier.md3" */ /*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH Dog (Rottweiler), 25 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/dog.md3" */ /*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH Ogre, 200 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/ogre.md3" */ /*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH Knight, 75 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/knight.md3" */ /*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) CRUCIFIED AMBUSH Zombie, 60 health points. If crucified, stick the bounding box 12 pixels back into a wall to look right. Flags: "crucified" :-) "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/zombie.md3" */ /*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH Scrag (Wizard), 80 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry */ /*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH Fiend (Demon), 300 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/demon.md3" */ /*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32) Shub-Niggurath, 40000 health points. Most likely killed by teleport frag. */ /*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH Shambler, 600 health points. Rockets only have half damage when hitting the Shambler. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/shambler.md3" */ /*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH Vore (Shalrath), 400 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry */ /*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256) Cthon (Boss of Shareware Quake) Only event_lightning can kill him. */ /*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH Spawn (Tarbaby), 80 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry */ /*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH Rotfish, 25 health points. Flags: "ambush" - the monster will only wake up on really seeing the player, not another monster getting angry --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/fish.md3" */ /*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8) This is used for the final boss. Flying ball needed to teleport kill Shub-Niggurath. */ /*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8) Lava Ball. Keys: "speed" -speed of ball, default is about 100 --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/lavaball.md3" */ /*QUAKED misc_gibs (0 .5 .8) (-8 -8 -8) (8 8 8) SILENT RIPPED Drops gibs from the spawn point, thats all. Spawnflags: SILENT is no sound when a gib bounces. RIPPED is a 'gibbed' sound at spawn point. */ /*QUAKED misc_model (0.5 .1 .1) (-8 -8 -8) (8 8 8) Put any model in the map, models don't have collision use clip brushes to compensate for that. If target is set it follows the path defined by the target path_corner ents. noise and noise1 then define the noises to play during movement. Keys: "angle" - Direction in which model will be oriented. "model" - Path/name of model to use (eg: models/mapobjects/mymodel.md3). "target" - First node to follow. "button0" - Startframe to play "button1" - Endframe to play "noise" - Start and movement sound (eg: sound1start.wav) "noise1" - Stop sound (eg: sound1stop.wav) "noise4" - Target name for use with the misc_rotateengine NOTES: button0 & 1 dont work when target is set. */ /*QUAKED misc_fan (.5 .3 .3) (-8 -8 -8) (8 8 8) START_OFF Will rotate a model arond the origin point. It spins slowly up until it reaches max speed. It can be turned on and off by triggering. It can be shot out. If spawnlfags 1 is set it starts disabled. (default start on) Keys: "angle" - Direction in which model will be oriented. "model" - Path/name of model to use (eg: models/mapobjects/mymodel.md3). "avelocity" - Rotation speed around the 3 axis (0 90 0) "targetname" - Name for triggering the fan. "health" - How much damage the fan can take until it's destroyed. (zero is indestuctible) "waitmin" - Spin down speed (default 5) "waitmax" - Spin up speed (default 5) */ /*QUAKED misc_rotateengine (1 .75 .5) (-8 -8 -8) (8 8 8) Use with misc_model. This will toggle the rotation speed of the model. The model's noise4 field should match the rotateengine's target field. Whenever triggered the rotate engine will switch between the rotation speed '0 0 0' and it's own rotation speed. An example. I want a fan that can be switched on by a button on the wall --------------------------------------------------------------- Make the button, put an misc_rotationengine in the map Buttons fields -------------- "target" "targ1" Roationengine fields -------------------- "targetname" "targ1" "avelocity" "0 90 0" "target" "targ2" misc_model fields ----------------- "noise4" "targ2" Note: The fan will start off, if you want it to start on switch it on first by an invisible trigger that can be used only once. You can do almost anything with the fans, shootable ones (you can put them off when they're on by using an avelocity field of "0 0 0" in the rotation egine etc...) Keys: "targetname" - Target name of the engine for been triggered. "avelocity" - Set rotation axis and speed (0 0 0) "target" - Name of the MD3 to start rotating if model_rotateengine is triggered. */ /*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64) Exploding box. */ /*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64) Smaller exploding box. */ /*QUAKED misc_staticsmoke (0 .5 .8) (-8 -8 -8) (8 8 8) TENEBRAE smoke/fog thingy. Best used with a filtered (cubemap) light hitting it */ /*QUAKED misc_spark (0 .5 .8) (-8 -8 -8) (8 8 8) TENEBRAE spark thingy. Keys: "color" - maybe?? "angle" - maybe?? */ /*QUAKED play_sound (1 .5 .0) (-8 -8 -8) (8 8 8) Play a sound on a periodic basis, a randomized sound box. (Hipnotic) Keys: "volume" - How loud (1 default full volume) "noise" - Path/name of wave file is will play (eg: mysound.wav). "wait" - Random time between sounds (default 20) "delay" - Minimum delay between sounds (default 2) "impulse" - Channel on which to play sound (0-7) (0 automatic is default) "speed" Attenuation factor -1 - no attenuation 1 - normal 2 - idle 3 - static */ /*QUAKED play_sound_triggered (1 .5 .0) (-8 -8 -8) (8 8 8) Toggle play a sound when it is used, if the sound is looping you can toggle it on/of via a trigger. (Hipnotic) Keys: "toggle" - Determines whether sound should be stopped when triggered again "volume" - How loud (1 default full volume) "noise" - Path/name of wave file is will play (eg: mysound.wav). "impulse" - Channel on which to play sound (0-7) (0 automatic is default) "speed" Attenuation factor -1 - no attenuation 1 - normal 2 - idle 3 - static */ /*QUAKED noclass (0 0 0) (-8 -8 -8) (8 8 8) Prints a warning message and its position (to console) when spawned. Removes itself after doing this. */ /*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8) Monsters will continue walking towards the next target corner. Also used by func_train. */ /*QUAKED test_teleport (0 .5 .8) ? Teleporter testing. For testing only. Don't use it. */ /*QUAKED test_fodder (0 .5 .8) ? Beating guy? For testing only. Never used in Quake. Don't use it. */ /*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER QUIET When triggered, fires a spike in the direction determined by angle. Flags: "superspike" fires large spikes "laser" fires laser "quiet" Make no shooting sound (Industri flag) Keys: "angle" - angle to fire */ /*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER Continuously fires spikes. Flags: "superspike" fires large spikes "laser" fires laser Keys: "angle" - angle to fire "wait" - time between spikes (1.0 default) "nextthink" - delay before firing first spike, so multiple shooters can be stagered */ /*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT Any object touching this will be transported to the corresponding info_teleport_destination entity. Flags: "player_only" only players will teleport "silent" silences teleporting */ /*QUAKED trigger_changelevel (0.3 0.7 0.3) ? NO_INTERMISSION When the player touches this, he gets sent to the map listed in the "map" variable. The view will go to the info_intermission spot and display stats. Keys: "map" set to name of next map (e.g. e1m1) if no map is set, the current map will be restart Flags: "no_intermission" bypasses intermission screen */ /*QUAKED trigger_setskill (0.8 0.6 0.2) ? Sets skill level to the value of "message". Only used on start map. Keys: "message" sets skill level 0 = easy 1 = normal 2 = hard 3 = nightmare */ /*QUAKED trigger_counter (0.8 0.6 0.2) ? NOMESSAGE Acts as an intermediary for an action that takes multiple inputs. If nomessage is not set, it will print "1 more.. " etc when triggered and "sequence complete" when finished. After the counter has been triggered "count" times, it will fire all of it's targets and remove itself. It's a once-only trigger (i.e. Wait is always -1). Flags: "nomessage" disables count display Keys: "count" - number of triggers needed to fire own target, default is 2 "message" - prints message after completing the sequence. if no delay is set, this message overwrites standard 'sequence completed' message. "delay" - waits # seconds before firing targets/writing message "target" - targets to fire "killtarget" - targets to remove when fired */ /*QUAKED trigger_once (0.8 0.6 0.2) ? NOTOUCH Variable sized trigger. Triggers once, then removes itself. It's the same as trigger_multiple, but Wait is always -1. Flags: "notouch" only triggered by other entities, not by touching Keys: "health" - button must be killed to activate "angle" - the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0. "message" - displayed text when fired "delay" - delay before firing (after trigger) "target" - targets to fire when fired "killtarget" - targets to remove when fired "sounds" 1 = secret 2 = beep beep 3 = large switch */ /*QUAKED trigger_multiple (0.8 0.6 0.2) ? NOTOUCH Variable sized repeatable trigger. Must be targeted at one or more entities. spawnflags: "notouch (1)" only triggered by other entities, not by player touching Keys: "health" -button must be killed to activate "angle" - the trigger will only fire when someone is facing the direction of the angle, use "360" for angle 0. "message" - displayed text when fired "delay" - delay before firing (after trigger) "wait" - delay between triggerings default is 0.2 "target" - targets to fire when fired "killtarget" - targets to remove when fired "sounds" 1 = secret 2 = beep beep 3 = large switch */ /*QUAKED trigger_onlyregistered (0.8 0.6 0.2) ? Only fires if playing the registered version, otherwise prints the message. Keys: "message" - message to print when playing the shareware version. */ /*QUAKED trigger_secret (0.8 0.6 0.2) ? Secret counter trigger. Keys: "message" - message to display when triggered "delay" - waits # seconds before displaying message/firing targets "target" - targets to fire when fired "killtarget" - targets to remove when fired "sounds" 1 = secret 2 = beep beep */ /*QUAKED trigger_monsterjump (0.8 0.6 0.2) ? Walking monsters that touch this will jump in the direction of the trigger's angle. Keys: "angle" - angle towards the monster jumps "speed" - the speed thrown forward default is 200 "height" - the speed thrown upwards default is 200 */ /*QUAKED trigger_relay (0.8 0.6 0.2) ? This fixed size trigger cannot be touched, it can only be fired by other events. Keys: "killtarget" - removes target "target" - fires target when triggered "delay" - delay before firing (after trigger) "message" - displayed when fired */ /*QUAKED trigger_hurt (0.8 0.6 0.2) ? Any object touching this will be hurt. Keys: "dmg" sets damage, default is 5 */ /*QUAKED trigger_push (0.8 0.6 0.2) ? PUSH_ONCE Pushes the player and Grenades. Use this to create wind tunnels and currents. spawnflags: "push_once (1)" removes itself after firing Keys: "speed" - speed of push, default is 1000 "angle" - direction of push (-2 is down, -1 up) */ /*QUAKED viewthing (0 .5 .8) (-8 -8 -8) (8 8 8) A model will be spawned at the position of this entity. (default = player) Just for debugging. Don't use. Use the console commands 'viewmodel', 'viewframe', 'viewnext', 'viewprev' to view frames of model. */ /*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32) SuperShotgun. --- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --- model="models/editor/g_shot.md3" */ /*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32) Perforator (Nailgun). */ /*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32) Super Perforator (Super Nailgun). */ /*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32) Grenade Launcher. */ /*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32) Rocket Launcher. */ /*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32) Thunderbolt Cannon. */ /*QUAKED worldspawn (0 0 0) ? Only used for the world entity. Should be only one per MAP. Keys: "wad" path to wad files. e.g. d:\quake\id1\base.wad;d:\quake\id1\metal.wad "message" sets the title of the map "worldtype" MUST be set when using keys! 0 = medieval 1 = metal 2 = base "sounds" CD track to play "light" default light level --- Tenebrae keys --- "_lightmapbright" Tenebrae light map level between 0 and 1 (0.05 is good!) "_noautolight" A value of 1 will disable to the automatic setting (ALWAYS USE THIS!! This should also be the default!) ---- end tenebrae keys ---- */