/*QUAKED worldspawn (0 0 0) ?
--------------------------------------------------
Truzenzuzex[BC]'s custom KINGPIN.DEF
last updated on Oct-27-2000
http://cap-n-yo-ass.poisonville.com
--------------------------------------------------
Only used for the world.
"episode" Kingpin episode number
"sky" environment map name
"sounds" music cd track number
"gravity" 800 is default gravity
"light" set a low value to LIGHT the entire map without using individual bulbs.
"message" text to print at user logon
"fogdensity" fog density for opengl cards
"fogdensity2" fog density for 3dfx cards
"fogval" RGB values of fog for opengl cards
"fogval2" RGB values of fog for 3dfx cards
*/
/*QUAKED cast_bitch (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGERED_START x x x IMMEDIATE_FOLLOW_PATH MELEE NOSHADOW
One handed weapon chick
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\bitch\"
*/
/*QUAKED cast_whore (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGERED_START FLAM_BE BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE
Two handed weapon chick
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\whore\"
*/
/*QUAKED cast_bum_sit (1 .5 0) (-24 -24 -24) (24 24 48) x TRIGGERED_START
A bum
cast_group 0 neutral
They should only be neutrals
model="models\actors\bum_sit\"
*/
/*QUAKED cast_dog (1 .5 0) (-16 -16 -16) (16 16 22) x TRIGGERED_START
Dog
cast_group defines which group the character is a member of
default cast_group is 0, which is neutral (won't help others out)
player's cast_group is 1 (friendly characters)
skin = 1 or 2
model="models\actors\dog\"
*/
/*QUAKED cast_punk (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGERED_START FLAM_BE BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE
Two handed weapon thug
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\punk\"
*/
/*QUAKED cast_runt (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGERED_START x x x IMMEDIATE_FOLLOW_PATH MELEE NOSHADOW
One handed weapon runt
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\runt\"
*/
/*QUAKED cast_shorty (1 .5 0) (-16 -16 -24) (16 16 48) FLASH_LIGHT TRIGGERED_START FLAM_BE BAZOOKA HMG IMMEDIATE_FOLLOW_PATH TOMMYGUN GRENADE
Two handed weapon runt
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\shorty\"
*/
/*QUAKED cast_thug (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGERED_START x x x IMMEDIATE_FOLLOW_PATH MELEE NOSHADOW
One handed weapon thug
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
model="models\actors\thug\"
*/
/*QUAKED cast_thug_sit (1 .5 0) (-16 -16 -24) (16 16 48) x TRIGGERED_START x x x IMMEDIATE_FOLLOW_PATH MELEE NOSHADOW
cast_group 0 neutral
cast_group 1 friendly
cast_group 2+ enemy
guy with the pistol
model="models\actors\thug_sit\"
*/
/*QUAKED misc_skidrow_radio (.5 .5 1) (-16 -16 -24) (16 16 48)
Bernie and the guys will listen to this. After the radio has stopped,
they'll discuss the game for some time.
"delay" time to wait between starting to listen to the radio
"wait" time spent listening to the radio each time
"speed" time spent discussing the game afterwards
*/
/*QUAKED misc_skidrow_radio_repeater (.5 .5 1) (-16 -16 -24) (16 16 48)``
Use to tag the speaker inside the warehouse
`
*/
`
/*QUAKED misc_skidrow_ambush (.5 .5 1) (-16 -16 -24) (16 16 48)
Used to set ambush location for the 3 guards when the
player goes into the 2nd door.
*/
/*QUAKED misc_skidrow_afraid (.5 .5 1) (-16 -16 -24) (16 16 48)
used by actors to pick location where it is safer to run away from the player
*/
/*QUAKED ai_boundary (.5 .5 0) ?
Character will abort pursuing player when touching this brush. Will
take cover until the player is out of view, then return to guarding position (if
character has been assigned one).
"moral" range from 1 (Coward) to 7 (Psycotic). Only characters with an equal or lower moral level will be effected by this brush.
*/
/*QUAKED ai_event_hostile (.5 .5 0) ?
Character touching this brush will become a hostile enemy to all other characters
in LOS, that have the same "cast_group" as the brush.
"cast_group" must be > 0 for this brush to have any effect.
*/
/*QUAKED ai_event_follow (.5 .5 0) ?
Client touching this brush will become a leader to all other characters
in LOS, that have the same "cast_group" as the brush.
"cast_group" must be > 0 for this brush to have any effect.
*/
/*QUAKED ai_guard (.5 .5 1) (-16 -16 -24) (16 16 48)
Set a cast's "guard_target" to the "targetname" of this entity.
That character will then guard this location.
"targetname" links to "guard_target" for the cast entity(s)
"guard_radius" is the max guarding radius (default = 512)
*/
/*QUAKED ai_territory (.5 .5 0) ?
Marks the boundary of a gang's territory.
A character touching this will be deemed inside the gang's
territory. This means war if sighted.
!!NOTE!!: Point the "angles" in the direction of the territory. This lets
the AI know if the character is walking into or out of the territory.
"cast_group" is the group that owns this territory
"angles" points to the direction of the territory
"radius" distance from brush before the player will be attacked (default 512)
*/
/*QUAKED ai_safespot (.5 .5 1) (-16 -16 -24) (16 16 48)
Set a cast's "flee_target" to the "targetname" of this entity.
That character will then flee to this location.
"targetname" links to "flee_target" for the cast entity(s)
*/
/*QUAKED ai_reset (.5 .5 0) ?
This is a brush that will reset a cast location to his
startup location
FIXME: Is this implemented yet?
*/
/*QUAKED ai_combat_spot (.5 .5 1) (-16 -16 -24) (16 16 48)
A good place to go to get a vantage point during fighting.
*/
/*QUAKED ai_trigger_character (.5 .5 0) ?
When the player touches this brush, the targetted character will start
following it's path_corner.
"target" link this with the "targetname" of the character to be triggered
*/
/*QUAKED ai_locked_door (.5 .5 0) ?
A character touching this brush will check the targetted door to see if it is closed.
If so, the character will head towards the specified path_corner_cast.
Example use: guiding AI characters away from a locked door
"target" link this with the "targetname" of the door to check
"pathtarget" linked with "targetname" of path_corner_cast to head for
*/
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
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 trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
speed default 150
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 trigger, when it will lower and become a normal plat.
"speed" overrides default 200.
"accel" overrides default 500
"lip" overrides default 8 pixel lip
If the "height" key is set, that will determine the amount the plat moves, instead of being implicitly determoveinfoned by the model's height.
Set "sounds" to one of the following:
1) base fast
2) chain slow
*/
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS TOUCH_PAIN STOP ANIMATED ANIMATED_FAST
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"speed" determines how fast it moves; default value is 100.
"dmg" damage to inflict when blocked (2 default)
REVERSE will cause the it to rotate in the opposite direction.
STOP mean it will stop moving instead of pushing entities
*/
/*QUAKED func_button (0 .5 .8) ? AUTO_OPEN ONOFF
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.
"angle" determines the opening direction
"target" all entities with a matching targetname will be used
"speed" override the default 40 speed
"wait" override the default 1 second wait (-1 = never return)
"lip" override the default 4 pixel lip remaining at end of move
"health" if set, the button must be killed instead of touched
"sounds"
1) silent
2) steam metal
3) wooden clunk
4) metallic click
5) in-out
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN AUTO_OPEN CRUSHER NOMONSTER ANIMATED TOGGLE ANIMATED_FAST SURF2_ALPHA
TOGGLE wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
"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.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"lip" lip remaining at end of move (8 default)
"dmg" damage to inflict when blocked (2 default)
"sounds" default = 2;
1) silent
2) Medium metal sliding rollup door
3) Wooden swinging door
4) Metal swinging door
5) Metal light sliding TRAIN door
6) Very large rolling metal door
7) Metal swing-up garage door
*/
/*QUAKED func_door_rotating (0 .5 .8) ? START_OPEN REVERSE SURF_ALPHA NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS
TOGGLE causes the door to wait in both the start and end states for a trigger event.
START_OPEN the door to moves to its destination when spawned, and operate in reverse. It is used to temporarily or permanently close off an area when triggered (not useful for touch or takedamage doors).
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"style" 0 = rotate away from it's activator, 1 = fixed rotation (default 0)
"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.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds" default = 2;
1) silent
2) Medium metal sliding rollup door
3) Wooden swinging door
4) Metal swinging door
5) Metal light sliding TRAIN door
6) Very large rolling metal door
7) Metal swing-up garage door
*/
/*QUAKED func_subdoor_base (0 .5 .8) ? X REVERSE CRUSHER NOMONSTER ANIMATED TOGGLE X_AXIS Y_AXIS AUTO_OPEN
The func_subdoor_handle1 will rotate 90 deg then the door will open with func_subdoor_handle2.
TOGGLE causes the door to wait in both the start and end states for a trigger event.
NOMONSTER monsters will not trigger this door
You need to have an origin brush as part of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
You also need a:
func_subdoor_handle1 - Handle with origin in the center
func_subdoor_handle2 - Handle with origin at the door origin
Both handles are in the same area in level space
"distance" is how many degrees the door will be rotated.
"speed" determines how fast the door moves; default value is 100.
REVERSE will cause the door to rotate in the opposite direction.
"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.
"health" if set, door must be shot open
"speed" movement speed (100 default)
"wait" wait before returning (3 default, -1 = never return)
"dmg" damage to inflict when blocked (2 default)
"sounds"
1) silent
2) light
3) medium
4) heavy
*/
/*QUAKED func_subdoor_handle1 (0 .5 .8) ? X REVERSE X X X X X_AXIS Y_AXIS
Will rotate 90 deg with the func_subdoor_base.
You need to have an origin brush in the center of this entity. The center of that brush will be
the point around which it is rotated. It will rotate around the Z axis by default. You can
check either the X_AXIS or Y_AXIS box to change that.
"duration" is how long the rotation will take place.
REVERSE will cause the handle to rotate in the opposite direction.
*/
/*QUAKED func_subdoor_handle2 (0 .5 .8)
Will rotate with door
It's origin should be the door's origin
*/
/*QUAKED func_water (0 .5 .8) ? START_OPEN
func_water is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk.
START_OPEN causes the water to move to its destination when spawned and operate in reverse.
"angle" determines the opening direction (up or down only)
"speed" movement speed (25 default)
"wait" wait before returning (-1 default, -1 = TOGGLE)
"lip" lip remaining at end of move (0 default)
"sounds" (yes, these need to be changed)
0) no sound
1) water
2) lava
*/
/*QUAKED func_train (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
*/
/*QUAKED func_lift (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Lifts are moving platforms that players and ai_characters can ride. (Use only for up and down!!)
(MUST BE BUTTON ACTIVATED FOR AI TO USE)
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
speed default 100
dmg default 2
noise looping sound to play when the train is in motion
*/
/*QUAKED func_train_rotating (0 .5 .8) ? START_ON TOGGLE BLOCK_STOPS
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin moving until activated.
dmg default 2
noise looping sound to play when the train is in motion
On the path corner:
speed departure speed from that corner
rotate angle change for X Y Z to next corner
duration duration for angle change (overrides speed)
*/
/*QUAKED trigger_elevator (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
*/
/*QUAKED func_timer (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) START_ON
"wait" base time between triggering all targets, default is 1
"random" wait variance, default is 0
so, the basic time between firing is a random time between
(wait - random) and (wait + random)
"delay" delay before first firing when turned on, default is 0
"pausetime" additional delay used only the very first time
and only if spawned with START_ON
These can used but not touched.
*/
/*QUAKED func_conveyor (0 .5 .8) ? START_ON TOGGLE
Conveyors are stationary brushes that move what's on them.
The brush should be have a surface with at least one current content enabled.
speed default 100
*/
/*QUAKED func_door_secret (0 .5 .8) ? always_shoot 1st_left 1st_down
A secret door. Slide back and then to the side.
open_once doors never closes
1st_left 1st move is left of arrow
1st_down 1st move is down from arrow
always_shoot door is shootebale even if targeted
"angle" determines the direction
"dmg" damage to inflic when blocked (default 2)
"wait" how long to hold in the open position (default 5, -1 means hold)
*/
/*QUAKED func_killbox (1 0 0) ?
Kills everything inside when fired, irrespective of protection.
*/
/*QUAKED item_armor_helmet (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor_head/armor_head.md2"
*/
/*QUAKED item_armor_jacket (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor/tris.md2"
*/
/*QUAKED item_armor_legs (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor_lo/armor_lo.md2"
*/
/*QUAKED item_armor_helmet_heavy (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor_head/armor_head_hd.md2"
*/
/*QUAKED item_armor_jacket_heavy (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor/armorhdtop.md2"
*/
/*QUAKED item_armor_legs_heavy (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/armor_lo/armor_lo_hd.md2"
*/
/*QUAKED weapon_crowbar (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_crowbar/tris.md2"
*/
/*QUAKED weapon_pistol (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_pistol/tris.md2"
*/
/*QUAKED weapon_tommygun (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_tomgun/tris.md2"
*/
/*QUAKED weapon_shotgun (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_shotgun/tris.md2"
*/
/*QUAKED weapon_flamethrower (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/flame_shell/tris.md2"
*/
/*QUAKED ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/grenade/tris.md2"
*/
/*QUAKED weapon_grenadelauncher (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_grenade_launcher/tris.md2"
*/
/*QUAKED weapon_bazooka (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_rocket_launcher/tris.md2"
*/
/*QUAKED weapon_heavymachinegun (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_hmg/tris.md2"
*/
/*QUAKED ammo_shells (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/shotgun_shell/tris.md2"
*/
/*QUAKED ammo_bullets (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/pclip/tris.md2"
*/
/*QUAKED ammo_rockets (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/rocket/tris.md2"
*/
/*QUAKED ammo_308 (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/hmgclip/tris.md2"
*/
/*QUAKED ammo_cylinder (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/tgclip/tris.md2"
*/
/*QUAKED ammo_flametank (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/flametank/tris.md2"
*/
/*QUAKED item_coil (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/coil/tris.md2"
*/
/*QUAKED item_cashroll (.3 .3 1) (-16 -16 -16) (16 16 16)
currentcash - set amount of cash in roll
model="models/pu_icon/cash/tris.md2"
*/
/*QUAKED item_cashbaglarge (.3 .3 1) (-16 -16 -16) (16 16 16)
currentcash - set amount of cash in the bag
model="models/pu_icon/money/money_lg.md2"
*/
/*QUAKED item_cashbagsmall (.3 .3 1) (-16 -16 -16) (16 16 16)
currentcash - set amount of cash in the bag
model="models/pu_icon/money/money_sm.md2"
*/
/*QUAKED item_battery (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/battery/tris.md2"
*/
/*QUAKED item_health_sm (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/health_s/tris.md2"
*/
/*QUAKED item_health_lg (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/health/tris.md2"
*/
/*QUAKED item_flashlight (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/f_light/tris.md2"
*/
/*QUAKED item_watch (.3 .3 1) (-16 -16 -16) (16 16 16)
Watch for Lenny
model="models/pu_icon/watch/tris.md2"
*/
/*QUAKED item_whiskey (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/whiskey/tris.md2"
Whiskey for the bum
*/
/*QUAKED key_key1 (0 .5 .8) (-16 -16 -16) (16 16 16)
Will allow player to unlock doors with a value of
key 1
model="models/pu_icon/key/key_a.md2"
*/
/*QUAKED key_key2 (0 .5 .8) (-16 -16 -16) (16 16 16)
Will allow player to unlock doors with a value of
key 2
model="models/pu_icon/key/key_a.md2"
*/
/*QUAKED key_key3 (0 .5 .8) (-16 -16 -16) (16 16 16)
Will allow player to unlock doors with a value of
key 3
model="models/pu_icon/key/key_a.md2"
*/
/*QUAKED key_key4 (0 .5 .8) (-16 -16 -16) (16 16 16)
Will allow player to unlock doors with a value of
key 4
model="models/pu_icon/key/key_a.md2"
*/
/*QUAKED key_key5 (0 .5 .8) (-16 -16 -16) (16 16 16)
Will allow player to unlock doors with a value of
key 5
model="models/pu_icon/key/key_a.md2"
*/
/*QUAKED pistol_mod_rof (.7 .3 .4) (-16 -16 -16) (16 16 16)
Addon for pistol, rapid fire
*/
/*QUAKED pistol_mod_reload (.7 .3 .4) (-16 -16 -16) (16 16 16)
Addon for pistol faster reload time
*/
/*QUAKED pistol_mod_damage (.7 .3 .4) (-16 -16 -16) (16 16 16)
Addon for pistol increased damage
*/
/*QUAKED hmg_mod_cooling (.7 .3 .4) (-16 -16 -16) (16 16 16)
*/
/*QUAKED props_hydrant (0 .5 .8) (-10 -10 -19) (10 10 19)
A hydrant that does jack
model="models\props\hydrant\"
*/
/*QUAKED props_antenna1a (0 .5 .8) (-28 -22 -22) (28 22 22)
An antenna
model="models\props\antenna\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna2a (0 .5 .8) (-26 -30 -22) (26 30 22)
An antenna
model="models\props\ant2a\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna3a (0 .5 .8) (-14 -2 -22) (14 2 22)
An antenna
model="models\props\ant3a\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna1b (0 .5 .8) (-41 -33 -32) (41 33 32)
An antenna
model="models\props\ant1b\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna2b (0 .5 .8) (-38 -45 -32) (38 45 32)
An antenna
model="models\props\ant2b\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna3b (0 .5 .8) (-21 -3 -33) (21 3 33)
An antenna
model="models\props\ant3b\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna1c (0 .5 .8) (-55 -44 -43) (55 44 43)
An antenna
model="models\props\ant1c\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna2c (0 .5 .8) (-50 -60 -43) (60 50 43)
An antenna
model="models\props\ant2c\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_antenna3c (0 .5 .8) (-28 -3 -44) (28 3 44)
An antenna
model="models\props\ant3c\antenna.mdx"
skin="models\props\antenna\antenna.pcx"
*/
/*QUAKED props_fan (0 .5 .8) (-8 -12 -16) (8 12 16)
A fan
model="models\props\fan\tris.md2"
*/
/*QUAKED props_aircon (0 .5 .8) (-16 -16 -24) (16 16 24)
A cool box deluxe
model="models\props\aircon\tris.md2"
*/
/*QUAKED props_phone (0 .5 .8) (-8 -8 -6) (8 8 6)
A phone (telephone)
model="models\props\phone\tris.md2"
*/
/*QUAKED props_tablesetA (0 .5 .8) (-26 -27 -6) (26 27 6)
Card-shark table setting
model="models\props\tablesets\set.mdx"
skin="models\props\tablesets\card_skin.pcx"
*/
/*QUAKED props_radio (0 .5 .8) (-8 -12 -8) (8 12 8)
A radio that will take damage and activate triggers on destruction
"health" - hit points (25 default)
model="models\props\radio\tris.md2"
*/
/*QUAKED elements_raincloud (0 .5 .8) ?
Snow falls from this invisable cloud at random points
center of cloud to ground trace determines the drop fall distance
cloud can be any recatangle size
fxdensity - total number of drops in the sky 1 - 1000 (default 400)
firetype - type of drops, 0 = rain 1 = drip
*/
/*QUAKED elements_snowcloud (0 .5 .8) ?
Snow falls from this invisable cloud at random points
center of cloud to ground trace determines the flake fall distance
cloud can be any recatangle size
fxdensity - total number of flakes in the sky 1 - 1000 (default 400)
*/
/*QUAKED props_trashcanA (0 .5 .8) (-16 -16 -21) (16 16 21) ? NON_MOVEABLE
Trash can you can push. You can override its mass (400),
health (10).
"item" - Item to spawn on destruction
model="models\props\t_can\"
*/
/*QUAKED props_crate_bust_32 (0 .5 .8) (-16 -16 -16) (16 16 16) ? NON_MOVEABLE TYPE_WOOD TYPE_WOOD2 TYPE_METAL TYPE_CARDBOARD
Crate can bust and you can push
health (10).
"item" - Item to spawn on destruction
model="models\props\crate\stillcrate32_1.mdx"
*/
/*QUAKED props_crate_bust_48 (0 .5 .8) (-24 -24 -24) (24 24 24) ? NON_MOVEABLE TYPE_WOOD TYPE_WOOD2 X TYPE_CARDBOARD
Crate can bust and you can push
health (10).
"item" - Item to spawn on destruction
model="models\props\crate\stillcrate48_1.mdx"
*/
/*QUAKED props_crate_bust_64 (0 .5 .8) (-32 -32 -32) (32 32 32) ? X TYPE_WOOD TYPE_WOOD2 X TYPE_CARDBOARD
Crate you can bust
health (10).
"item" - Item to spawn on destruction
model="models\props\crate\stillcrate64_1.mdx"
*/
/*QUAKED props_ammocrate_bust (0 .5 .8) (-32 -16 -8) (32 16 8)
Crate you may bust.
health (10).
"item" - Item to spawn on destruction if hit by pipe or crowbar
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\crate\tris.md2"
skin="models\props\crate\exp_crate.tga"
*/
/*QUAKED props_trashcan_fall (0 .5 .8) (-16 -16 -21) (16 16 21)
Trash can you can push. You can override its mass (100),
health (80).
"item" - Item to spawn on push down or destruction
model="models\props\t_can2\"
*/
/*QUAKED light_fire_esm (1 0 0) (-8 -8 -8) (8 8 8) X X X DYNAMIC
Cool fire extra-small
alphalevel 1 - 10 (default 5)
*/
/*QUAKED light_fire_sm (1 0 0) (-16 -16 -16) (16 16 16) X X X DYNAMIC
Cool fire small
alphalevel 1 - 10 (default 5)
*/
/*QUAKED light_fire_med (1 0 0) (-24 -24 -24) (24 24 24) X X X DYNAMIC
Cool fire medium
alphalevel 1 - 10 (default 5)
*/
/*QUAKED light_fire_lg (1 0 0) (-32 -32 -32) (32 32 32) X X X DYNAMIC
Cool fire large
alphalevel 1 - 10 (default 5)
*/
/*QUAKED smoke_esm (1 0 0) (-8 -8 -8) (8 8 8)
Cool smoke extra-small
alphalevel 1 - 10 (default 4)
*/
/*QUAKED smoke_sm (1 0 0) (-16 -16 -16) (16 16 16)
Cool smoke small
alphalevel 1 - 10 (default 4)
*/
/*QUAKED smoke_med (1 0 0) (-24 -24 -24) (24 24 24)
Cool smoke medium
alphalevel 1 - 10 (default 4)
*/
/*QUAKED smoke_lg (1 0 0) (-32 -32 -32) (32 32 32)
Cool smoke large
alphalevel 1 - 10 (default 4)
*/
/*QUAKED cast_buma (1 .5 0) (-30 -16 -25) (31 43 13)
Bum
model = "models\actors\bum_seg"
*/
/*QUAKED cast_bumb (1 .5 0) (-30 -16 -25) (31 43 13)
Bum
model = "models\actors\bum_seg"
*/
/*QUAKED props_chair (0 .5 .8) (-11 -13 -26) (11 13 26)
A chair (with no bounding box)
model="models\props\chair\chair.mdx"
skin="models\props\chair\chair1.tga"
*/
/*QUAKED props2_chair_push (0 .5 .8) (-16 -16 -26) (16 16 26)
A pushable chair
"health" - default 25
model="models\props\chair\chair.mdx"
skin="models\props\chair\chair1.tga"
*/
/*QUAKED props_extinguisherA (0 .5 .8) (-16 -16 -16) (16 16 16)
An extingusher
model="models\pu_icon\exting\ext1.md2"
dmg - damage an exploding extinguisher causes (default 25)
*/
/*QUAKED props_extinguisherB (0 .5 .8) (-16 -16 -16) (16 16 16)
An extingusher
dmg - damage an exploding extinguisher causes (default 25)
model="models\pu_icon\exting\ext2.md2"
*/
/*QUAKED props_motorcycle (0 .5 .8) (-60 -20 -26) (60 20 26)
A motorcycle
model="models\props\moto\moto.mdx;models\props\moto\chrome.mdx"
skin="models\props\moto\motoskin.tga;models\props\moto\motoskin_a.tga"
*/
/*QUAKED props_motorcycle_run (0 .5 .8) (-16 -16 -16) (16 16 16)
A motorcycle speeding away
model="models\props\ride\moto.mdx"
*/
/*QUAKED props_motorcycle_runaway (0 .5 .8) (-16 -16 -16) (16 16 16)
A motorcycle riding in place
model="models\props\runaway\moto.mdx"
*/
/*QUAKED props_shelf (0 .5 .8) (-40 -85 -51) (40 85 51)
The pawn shop shelf
model="models\props\shelf\flametank.mdx;models\props\shelf\pistol.mdx;models\props\shelf\shotgun.mdx;models\props\shelf\tomgun.mdx;models\props\shelf\sshell.mdx"
*/
/*QUAKED props_mattressA (0 .5 .8) (-36 -28 -38) (36 28 38)
model="models/props/mattress/matt.md2"
A mattress
*/
/*QUAKED props_mattressB (0 .5 .8) (-8 -34-38) (8 34 38)
A mattress
model="models/props/mattress/matt2.md2"
*/
/*QUAKED props_mattressC (0 .5 .8) (-34 -38 -8) (34 38 8)
A mattress
model="models/props/mattress/matt3.md2"
*/
/*QUAKED props_tv (0 .5 .8) (-8 -16 -22) (8 16 22)
A television
model="models\props\tv\tv.md2"
*/
/*QUAKED props_steam_machine (0 .5 .8) (-8 -8 -8) (8 8 8)
A real steam producer
"alphalevel" 1 - 10 (default 2)
"firetype" length of steam 1 - 100 (default 15)
"thudsurf" start size of steam 1 - 10 (default 5)
"thudsnd" end size steam increase 1 - 10 (default 5)
"deadticks" number of steam puffs per length element 1- 10 (default 2)
*/
/*QUAKED props_trash (0 .5 .8) (-64 -64 -4) (64 64 4)
Some trash
"option" 1 will set these to turn off when props are set to off.
model="models\props\trash\tris.md2"
*/
/*QUAKED props_wall_fall (0 .5 .8) (-64 -26 -48) (64 26 48)
A wall that falls when trigered
model="models\props\wall\wall.mdx"
*/
/*QUAKED props_trashbottle (0 .5 .8) (-8 -2 -2) (8 2 2)
Some trash
model="models\props\trashbottle\tris.md2"
*/
/*QUAKED props_trashpaper (0 .5 .8) (-18 -18 -2) (18 18 2)
Some trash
model="models\props\trashpaper\tris.md2"
*/
/*QUAKED props_trashwall (0 .5 .8) (-70 -25 -10) (70 25 10)
Some trash
model="models\props\trashwall\tris.md2"
*/
/*QUAKED props_trashcorner (0 .5 .8) (-40 -40 -8) (40 40 8)
Some trash
model="models\props\trashcorner\tris.md2"
*/
/*QUAKED props_trashbottle_vert (0 .5 .8) (-2 -2 -8) (2 2 8)
A vertical trash bottle
model="models\props\trashbottle_vert\tris.md2"
*/
/*QUAKED props_shelf_fall (0 .5 .8) (-65 -13 -51) (65 13 51)
An falling shelf
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\shelf\shelf.mdx;models\props\shelf\top.mdx"
*/
/*QUAKED props_shelfB_fall (0 .5 .8) (-65 -13 -51) (65 13 51)
Another falling shelf
model="models\props\shelftwo\shelf.mdx;models\props\shelftwo\top.mdx"
*/
/*QUAKED props_rat (0 .5 .8) (-12 -12 0) (12 12 10)
A rat
"dmg" - rat bite damage (2 default)
"health" - heath of the rat (10 default)
*/
/*QUAKED props_rat_trigger (0 .5 .8) (-12 -12 0) (12 12 10)
A rat that is spawned when triggered
"dmg" - rat bite damage (2 default)
"health" - heath of the rat (10 default)
"targetname" - target ID
*/
/*QUAKED props_rat_spawner (0 .5 .8) (-16 -16 -16) (16 16 16)
Base rat spawner
props_rat_spawner_node determine possible spawn point
"dmg" - rat bite damage (2 default)
"health" - heath of the rat (10 default)
"deadticks" - total number of rats in level from spawner at a time (default 5)
"target" - ID string for spawner
*/
/*QUAKED props_rat_spawner_node (0 .5 .8) (-16 -16 -16) (16 16 16)
Possible rat spawn point from props_rat_spawner
"targetname" - ID string for spawner
*/
/*QUAKED props_blimp (0 .5 .8) (-140 -40 -58) (140 40 58)
A path corner blimp - trigger to make visable and start moving
"speed" speed of the blimp (20 default)
"target" target path corner ID
model="models\props\blimp\tris.md2"
*/
/*QUAKED props_roof_vent (0 .5 .8) (-32 -36 -48) (32 36 48)
A moving roof vent
"health" - hit points (25 default)
model="models\props\roof_vent\tris.md2"
*/
/*QUAKED props2_truck_die (0 .5 .8) (-61 -148 -78) (61 148 78)
A truck that becomes toast
model="models\props\truck\box.mdx;models\props\truck\tires.mdx;models\props\truck\wood.mdx;models\props\truck\c4.mdx;models\props\truck\m26y.mdx;models\props\truck\mn3.mdx;models\props\truck\mp1a.mdx;models\props\truck\v1a.mdx;models\props\truck\v1b.mdx;models\props\truck\v1c.mdx;"
*/
/*QUAKED props_cola_machine (0 .5 .8) (-16 -24 -32) (24 32 32)
A cola machine
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\vending_mach\tris.md2"
*/
/*QUAKED props_cig_machine (0 .5 .8) (-16 -24 -32) (16 24 32)
A cigarette machine
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\cigmachine\tris.md2"
*/
/*QUAKED props2_barrels_fallA (0 .5 .8) (-69 -33 -49) (69 33 49)
A set of barrels that you can trigger to fall
model="models\props\barl1\barrels.mdx;models\props\barl1\tops.mdx"
*/
/*QUAKED props2_barrels_fallB (0 .5 .8) (-33 -81 -49) (33 81 49)
Another set of barrels that you can trigger to fall
model="models\props\barl2\barrels2.mdx;models\props\barl2\tops2.mdx"
*/
/*QUAKED props2_clubcouch (0 .5 .8) (-32 -64 -24) (32 64 24)
A couch
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\clubcouch\"
*/
/*QUAKED props2_clubchair (0 .5 .8) (-32 -32 -24) (32 32 24)
A pushable chair
model="models\props\clubchair\"
*/
/*QUAKED props2_vaseA (0 .5 .8) (-16 -16 -24) (16 16 24)
A vase
model="models\props\vase1\"
*/
/*QUAKED props2_vaseB (0 .5 .8) (-16 -16 -24) (16 16 24)
A vase
model="models\props\vase2\"
*/
/*QUAKED props2_chair_conf (0 .5 .8) (-24 -24 -32) (24 24 32)
An pushable chair
model="models\props\confchair\"
*/
/*QUAKED props2_shelf_metal_A_fall (0 .5 .8) (-60 -20 -56) (60 20 66)
A falling metal shelf
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\shelfmetal1\shelf1.mdx;models\props\shelfmetal1\shelf2.mdx;models/props/shelfmetal1/barreltops.mdx;models/props/shelfmetal1/tanktops.mdx"
*/
/*QUAKED props2_shelf_metal_B_fall (0 .5 .8) (-60 -20 -56) (60 20 66)
Another falling metal shelf
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\shelfmetal2\shelf1.mdx;models\props\shelfmetal2\shelf2.mdx;models/props/shelfmetal2/barreltops.mdx;models/props/shelfmetal2/tanktops.mdx"
*/
/*QUAKED props2_deadguy (0 .5 .8) (-40 -27 -9) (40 27 9)
An dead guy body you can shoot
The bounding box can be rotated in angles of 90 deg and block properly
"health" - pre-gib hit points for the dead body (50 default)
model="models\props\deadguy\body.mdx;models\props\deadguy\head.mdx;models\props\deadguy\legs.mdx"
*/
/*QUAKED props2_deadguy_underwater (0 .5 .8) (-17 -50 0) (13 30 88)
An underwater dead guy in cement body you can shoot
The bounding box can be rotated in angles of 90 deg and block properly
"health" - pre-gib hit points for the dead body (50 default)
model="models\props\cementguy\body.mdx;models\props\cementguy\head.mdx;models\props\cementguy\legs.mdx"
*/
/*QUAKED props2_deadgal_headless (0 .5 .8) (-32 -26 -7) (32 26 7)
A female dead body you can shoot that has no head
The bounding box can be rotated in angles of 90 deg and block properly
"health" - pre-gib hit points for the dead body (50 default)
model="models\props\dead_fem\body.mdx;models\props\dead_fem\legs.mdx"
*/
/*QUAKED props2_flag (0 .5 .8) (-47 -6 -100) (47 6 100) ? FLAG1 FLAG2 FLAG3
A flag
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\flag\flag1.md2"
*/
/*QUAKED props2_fish (0 .5 .8) (-12 -12 0) (12 12 10)
A fish
"dmg" - fish bite damage (2 default)
"health" - heath of the fish (10 default)
*/
/*QUAKED props2_fish_trigger (0 .5 .8) (-12 -12 0) (12 12 10)
A fish that is spawned when triggered
"dmg" - fish bite damage (2 default)
"health" - heath of the fish (10 default)
"targetname" - target ID
*/
/*QUAKED props2_fish_spawner (0 .5 .8) (-16 -16 -16) (16 16 16)
Base fish spawner
props2_fish_spawner_node determine possible spawn point
"dmg" - fish bite damage (2 default)
"health" - heath of the fish (10 default)
"deadticks" - total number of fishs in level from spawner at a time (default 5)
"target" - ID string for spawner
*/
/*QUAKED props2_fish_spawner_node (0 .5 .8) (-16 -16 -16) (16 16 16)
Possible fish spawn point from props2_fish_spawner
"targetname" - ID string for spawner
*/
/*QUAKED props2_wall_fish (0 .5 .8) (-2 -40 -12) (2 40 12)
A fish on the wall
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\fish\tris.md2"
*/
/*QUAKED props2_barrels_fall_ST (0 .5 .8) (-89 -48 -56) (89 48 56)
A set of barrels that you can trigger to fall
model="models\props\barl_steel\barrels.mdx;models\props\barl_steel\tops.mdx;models\props\barl_steel\door.mdx"
*/
/*QUAKED props2_sign (0 .5 .8) (-4 -44 -44) (4 44 44)
A sign
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\sign\sign.mdx;models\props\sign\bar.mdx;models\props\sign\chain.mdx"
*/
/*QUAKED props2_lighthouse_beam (0 .5 .8) (-16 -16 -88) (16 16 -40)
A light house light beam that rotates
-482 -25 -88, -85 25 -40
"reactdelay" light distance from center (default 40)
model="models\props\litecone\litecone.mdx"
*/
/*QUAKED props2_boat (0 .5 .8) (-80 -160 -38) (80 160 38)
A boat
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\boat\boat.mdx;models\props\boat\glass.mdx"
*/
/*QUAKED props2_buoy (0 .5 .8) (-41 -41 -75) (41 41 75)
A buoy
model="models\props\buoy\buoy.mdx"
*/
/*QUAKED props2_buoy_side (1 0 0) (-81 -55 -64) (81 55 64)
A buoy on it's side
model="models\props\buoyside\buoy.mdx"
*/
/*QUAKED props2_buoy_animate (0 .5 .8) (-41 -41 -75) (41 41 75)
An animated buoy
model="models\props\buoya\buoy.mdx"
*/
/*QUAKED props2_gargoyle (0 .5 .8) (-47 -22 -50) (47 22 50)
A gargoyle
model="models\props\gargoyle\"
*/
/*QUAKED props2_clothesline (0 .5 .8) (-4 -85 -25) (4 85 25) ? DONOTMOVE
A clothes line
model="models\props\clothes\"
*/
/*QUAKED props2_plant_XL (0 .5 .8) (-50 -46 -53) (50 46 53)
A plant
model="models\props\plants\plant_xl.md2"
*/
/*QUAKED props2_plant_SM (0 .5 .8) (-12 -9 -20) (12 9 20)
A plant
model="models\props\plants\plant_sm.md2"
*/
/*QUAKED props2_lunch (0 .5 .8) (-10 -7 -5) (10 7 5)
A lunch
model="models\props\lunch_set\tris.md2"
*/
/*QUAKED props2_ashtray (0 .5 .8) (-12 -18 -4) (12 18 4)
An ashtray
model="models\props\ashtray_set\tris.md2"
*/
/*QUAKED props2_boatphone (0 .5 .8) (-5 -9 -12) (5 9 12)
A boat phone
model="models\props\boatphone\tris.md2"
*/
/*QUAKED props2_plant_bush (0 .5 .8) (-9 -11 -32) (9 11 32)
A bush like plant
model="models\props\bush\tris.md2"
*/
/*QUAKED props2_boat_animate (0 .5 .8) (-80 -160 -38) (80 160 38)
An animated boat
model="models\props\boata\boat.mdx"
*/
/*QUAKED props2_helicopter_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A helicopter and actor that animate when trigered
model="models\props\helicopter\helicopter.mdx;models\props\helicopter\rotor.mdx;models\props\helicopter\body.mdx;models\props\helicopter\foot.mdx;models\props\helicopter\legs.mdx;models\props\helicopter\head.mdx"
*/
/*QUAKED props2_car_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A car and actors that animate when trigered
model="models\props\cars\car.mdx;models\props\cars\legs_boss.mdx;models\props\cars\body_boss.mdx;models\props\cars\head_boss.mdx;models\props\cars\legs_chick.mdx;models\props\cars\body_chick.mdx;models\props\cars\head_chick.mdx"
*/
/*QUAKED props2_car_topup (0 .5 .8) (-50 -102 -35) (50 102 35)
A car with top up
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\car\car_up.md2"
*/
/*QUAKED props2_car_topdown (0 .5 .8) (-50 -102 -33) (50 102 33)
A car with top down
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\car\car_td.md2"
*/
/*QUAKED props2_plant_fern (0 .5 .8) (-50 -46 -40) (50 46 40)
A fern plant
model="models\props\fern\tris.md2"
*/
/*QUAKED props2_pinball_machine (0 .5 .8) (-42 -18 -38) (42 18 38) ? PINNUM1 PINNUM2 PINNUM3
A pinball machine
The bounding box can be rotated in angles of 90 deg and block properly
model="models\props\pinball\pinball_m.mdx;models\props\pinball\glass.mdx;models\props\pinball\ball.mdx"
*/
/*QUAKED props2_barrels_PV_A (0 .5 .8) (-90 -32 -48) (90 32 48)
A set of barrels that you can trigger to fall
model="models\props\pv_barl1\barrel_v4last.mdx;models\props\pv_barl1\barrel_v2.mdx;models\props\pv_barl1\barrel_v4.mdx;models\props\pv_barl1\top_barrel_v2.mdx;models\props\pv_barl1\top_barrel_v4.mdx"
*/
/*QUAKED props2_barrels_PV_B (0 .5 .8) (-17 -77 -49) (17 77 49)
A set of barrels that you can trigger to fall
model="models\props\pv_barl7\barrel_v2.mdx;models\props\pv_barl7\barrel_v4.mdx;models\props\pv_barl7\top_barrel_v2.mdx;models\props\pv_barl7\top_barrel_v4.mdx"
*/
/*QUAKED props2_barrels_PV_C (0 .5 .8) (-68 -50 -48) (68 50 48)
A set of barrels that you can trigger to fall
model="models\props\pv_barl3\barrel_v2.mdx;models\props\pv_barl3\barrel_v2.mdx;models\props\pv_barl3\barrel_v4.mdx;models\props\pv_barl3\top_barrel_v2.mdx;models\props\pv_barl3\top_barrel_v4.mdx"
*/
/*QUAKED props2_barrels_PV_D (0 .5 .8) (-20 -52 -48) (20 52 48)
A set of barrels that you can trigger to fall
model="models\props\pv_barl4\barrel_v2.mdx;models\props\pv_barl4\barrel_v4.mdx;models\props\pv_barl4\top_barrel_v2.mdx;models\props\pv_barl4\top_barrel_v4.mdx"
*/
/*QUAKED props2_barrels_PV_E (0 .5 .8) (-24 -64 -48) (24 64 48)
A set of barrels that you can trigger to fall
model="models\props\pv_barl5\barrel_v2.mdx;models\props\pv_barl5\barrel_v4.mdx;models\props\pv_barl5\top_barrel_v2.mdx;models\props\pv_barl5\top_barrel_v4.mdx"
*/
/*QUAKED props2_barrels_PV_F (0 .5 .8) (-20 -32 -24) (20 32 24)
A set of barrels that you can trigger to fall
model="models\props\pv_barl6\barrel_v2.mdx;models\props\pv_barl6\top_barrel_v2.mdx"
*/
/*QUAKED props2_air_train (0 .5 .8) (-65 -259 -129) (65 255 139)
An an train that animates when trigger
model="models\props\air_train\beam.mdx;models\props\air_train\frontfront.mdx;models\props\air_train\bottom.mdx;models\props\air_train\frontside.mdx;models\props\air_train\middle.mdx;models\props\air_train\middle2.mdx;models\props\air_train\propeler.mdx;models\props\air_train\top.mdx"
*/
/*QUAKED props3_dead_louie (0 .5 .8) (-40 -48 -14) (40 48 14)
An dead louie body you can shoot
"health" - pre-gib hit points for the dead body (50 default)
model="models\props\louie\body.mdx;models\props\louie\head.mdx;models\props\louie\legs.mdx"
*/
/*QUAKED props3_cut_boss_player_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A boss and player that animate when trigered
model="models\props\player\bodyP.mdx;models\props\player\legsP.mdx;models\props\player\headP.mdx;models\props\boss\body_boss.mdx;models\props\boss\legs_boss.mdx;models\props\boss\head_boss.mdx"
*/
/*QUAKED props3_deco_fixture (0 .5 .8) (-32 -8 -58) (32 8 58)
A deco fixture
model="models\props\deco_fixture\deco_fixture.mdx"
*/
/*QUAKED props3_cut_boss_chick_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A boss and chick that animate on a balcony when trigered
model="models\props\cutbc\body_chick.mdx;models\props\cutbc\legs_chick.mdx;models\props\cutbc\head_chick.mdx;models\props\cutbc\body.mdx;models\props\cutbc\legs.mdx;models\props\cutbc\head.mdx;models\props\cutbc\cigar.mdx"
*/
/*QUAKED props3_cut_train_run_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A guy that likes to run to trains
model="models\props\train_jump\bodyP.mdx;models\props\train_jump\legsP.mdx;models\props\train_jump\headP.mdx;
*/
/*QUAKED props3_cut_A_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
A guy sitting on a chair
model="models\props\kpcut1\body.mdx;models\props\kpcut1\legs.mdx;models\props\kpcut1\head.mdx;
*/
/*QUAKED props3_cut_B_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
model="models\props\kpcut2\body.mdx;models\props\kpcut2\legs.mdx;models\props\kpcut2\head.mdx;
*/
/*QUAKED props3_cut_C_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
model="models\props\kpcut3\body.mdx;models\props\kpcut3\legs.mdx;models\props\kpcut3\head.mdx;
*/
/*QUAKED props3_cut_D_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
model="models\props\kpcut4\body.mdx;models\props\kpcut4\legs.mdx;models\props\kpcut4\head.mdx;
*/
/*QUAKED props3_cash_counter_animate (0 .5 .8) (-12 -14 -8) (12 18 7)
A cash counter machine that animates when triggered
model="models\props\bill_counter\cashstack.mdx;models\props\bill_counter\numbers.mdx;models\props\bill_counter\machine.mdx;
*/
/*QUAKED props3_decanter (0 .5 .8) (-3 -5 -6) (3 5 6)
A decanter
model="models\props\decanter\solid.mdx;models\props\decanter\glass.mdx"
*/
/*QUAKED props3_whiskey_glass (0 .5 .8) (-2 -2 -2) (2 2 2)
A decanter
model="models\props\whiskeyglass\solid.mdx;models\props\whiskeyglass\glass.mdx"
*/
/*QUAKED props3_barrels_fall_nikki_A (0 .5 .8) (-44 -60 -49) (44 60 49)
A set of barrels that you can trigger to fall
model="models\props\nikki1\barrel_v4.mdx;models\props\nikki1\top_barrel_v4.mdx"
*/
/*QUAKED props3_barrels_fall_nikki_B (0 .5 .8) (-24 -48 -24) (24 48 24)
A set of barrels that you can trigger to fall
model="models\props\nikki2\barrel_v4.mdx;models\props\nikki2\top_barrel_v4.mdx"
*/
/*QUAKED props3_cut_run_to_car_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
An actor running to a car
model="models\props\run_to_car\body_boss.mdx;models\props\run_to_car\legs_boss.mdx;models\props\run_to_car\head_boss.mdx"
*/
/*QUAKED props3_cut_final_animate (0 .5 .8) (-16 -16 -16) (16 16 16)
The final cut scene
model="models\props\finale\body_bossf.mdx;models\props\finale\legs_bossf.mdx;models\props\finale\head_bossf.mdx;models\props\finale\cigarf.mdx"
*/
/*QUAKED props3_cash (0 .5 .8) (-12 -11 -5) (12 11 5)
Some cash
model="models\props\cash\cashstack.mdx"
*/
/*QUAKED props3_cut_truck_driver (0 .5 .8) (-67 -16 -58) (0 17 8)
The driver driving a truck
model="models\props\driver\body_driver.mdx;models\props\driver\legs_driver.mdx;models\props\driver\head_driver.mdx;models\props\driver\wheel.mdx"
*/
/*QUAKED func_group (0 0 0) ?
Used to group brushes together just for editor convenience.
*/
/*QUAKED func_areaportal (0 0 0) ?
This is a non-visible object that divides the world into
areas that are seperated when this portal is not activated.
Usually enclosed in the middle of a door. Make sure the
room you are portaling off, is enclosed. No transparent
windows, or func_walls can make up the enclosure.
*/
/*QUAKED path_corner_cast (.5 .3 0) (-16 -16 -24) (16 16 42) TELEPORT
Target: next path corner
Scriptname: hard-coded script to call when reaching this marker
Pathtarget: gets used when an entity that has
this path_corner targeted touches it
Could be used to trigger a button, or a character
Combattarget: when the cast reaches this marker,
they'll take on this combattarget
*/
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
NOTE: Use path_corner_cast for character path's
Target: next path corner
Pathtarget: gets used when an entity that has
this path_corner targeted touches it
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for spotlights, etc.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Used as a positional target for lightning.
*/
/*QUAKED junior (0 1 0) (-8 -8 -8) (8 8 8)
VERY IMPORTANT!!!
Used for dynamic lighting of characters.
This is what makes your models and weapons
light up. Generally you should set your
juniors in the same spot as light sources
and set the style the same as the light.
Default style is 0. (thanks Mr.Angry)
a = Total Darkness
z = Double Bright
m = Normal
1. (Fire Flicker) - mmnmmommommnonmmonqnmmo
2. (Slow Strong Pulse) - abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
3. (Candle) - mmmmmaaaaammmmmaaaaaabcdefgabcdefg
4. (Fast Strobe) - mamamamamama
5. (Gentle Pulse) - jklmnopqrstuvwxyzyxwvutsrqponmlkj
6. (Fire Flicker 2) - nmonqnmomnmomomno
7. (Candle2) - mmmaaaabcdefgmmmmaaaammmaamm
8. (Candle3) - mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
9. (Slow Strong Strobe) - aaaaaaaazzzzzzzz
10. (Fluorescent Flicker) - mmamammmmammamamaaamammma
11. (Slow Pulse Fades to Black) - abcdefghijklmnopqrrqponmlkjihgfedcba
12. (Fire Flicker3) - mmnommomhkmmomnonmmonqnmmo
13. (Fluorescent Flicker2) - kmamaamakmmmaakmamakmakmmmma
14. (Fluorescent Flicker3) - kmmmakakmmaaamammamkmamakmmmma
15. (Realistic Fade) - mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm
16. (Realistic Fade2) - mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm
17. (Slow Strong Strobe (Opposite of 9)) - zzzzzzzzaaaaaaaa
18. (3 Cycle Strobe1) - zzzzzzzzaaaaaaaaaaaaaaaa
19. (3 Cycle Strobe2) - aaaaaaaazzzzzzzzaaaaaaaa
20. (3 Cycle Strobe3) - aaaaaaaaaaaaaaaazzzzzzzz
(There are no light styles for 21 - 62)
63. (TOTAL Darkness) - a
*/
/*QUAKED lightflare (0 1 0) (-2 -2 -2) (2 2 2) START_OFF FLARE NORESIZE DYNAMIC
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF FLARE NORESIZE DYNAMIC
Non-displayed light.
Default light value is 300.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
Default style is 0. (thanks Mr.Angry)
a = Total Darkness
z = Double Bright
m = Normal
1. (Fire Flicker) - mmnmmommommnonmmonqnmmo
2. (Slow Strong Pulse) - abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba
3. (Candle) - mmmmmaaaaammmmmaaaaaabcdefgabcdefg
4. (Fast Strobe) - mamamamamama
5. (Gentle Pulse) - jklmnopqrstuvwxyzyxwvutsrqponmlkj
6. (Fire Flicker 2) - nmonqnmomnmomomno
7. (Candle2) - mmmaaaabcdefgmmmmaaaammmaamm
8. (Candle3) - mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa
9. (Slow Strong Strobe) - aaaaaaaazzzzzzzz
10. (Fluorescent Flicker) - mmamammmmammamamaaamammma
11. (Slow Pulse Fades to Black) - abcdefghijklmnopqrrqponmlkjihgfedcba
12. (Fire Flicker3) - mmnommomhkmmomnonmmonqnmmo
13. (Fluorescent Flicker2) - kmamaamakmmmaakmamakmakmmmma
14. (Fluorescent Flicker3) - kmmmakakmmaaamammamkmamakmmmma
15. (Realistic Fade) - mmnnoonnmmmmmmmmmnmmmmnonmmmmmmm
16. (Realistic Fade2) - mmmmnonmmmmnmmmmmnonmmmmmnmmmmmmm
17. (Slow Strong Strobe (Opposite of 9)) - zzzzzzzzaaaaaaaa
18. (3 Cycle Strobe1) - zzzzzzzzaaaaaaaaaaaaaaaa
19. (3 Cycle Strobe2) - aaaaaaaazzzzzzzzaaaaaaaa
20. (3 Cycle Strobe3) - aaaaaaaaaaaaaaaazzzzzzzz
(There are no light styles for 21 - 62)
63. (TOTAL Darkness) - a
*/
/*QUAKED light_bulb (1 1 1) (-2 -2 -5) (2 2 5) START_OFF FLARE NORESIZE DYNAMIC
A bulb that outputs light
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
*/
/*QUAKED light_sconce (1 1 1) (-4 -4 -8) (4 4 8) START_OFF FLARE NORESIZE DYNAMIC LBLUE LGREEN LRED LYELLOW
A cage light model
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
model="models\props\sconce\light.md2"
*/
/*QUAKED light_deco_sconce (1 1 1) (-8 -8 -12) (8 8 12) START_OFF FLARE NORESIZE DYNAMIC
A deco sconce
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
model="models\props\decosconce\tris.md2"
*/
/*QUAKED light_chandelier (1 1 1) (-36 -34 -32) (36 34 32) START_OFF FLARE NORESIZE DYNAMIC
A chandelier
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
model="models\props\chandelier\tris.md2"
*/
/*QUAKED light_pendant (1 1 1) (-16 -16 -4) (16 16 4) START_OFF FLARE NORESIZE DYNAMIC
A pendant light
Non-displayed light.
Default light value is 300.
Default style is 0.
If targeted, will toggle between on and off.
Default _cone value is 10 (used to set size of light for spotlights)
movedir will be the color of the flare
health is size for lightflare
dmg will specify the flare type
FLARE_WHITE 0
FLARE_SUN 1
FLARE_AMBER 2
FLARE_RED 3
FLARE_BLUE 4
FLARE_GREEN 5
model="models\props\pendant\tris.md2"
*/
/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST SURF2_ALPHA
This is just a solid wall if not inhibited
TRIGGER_SPAWN the wall will not be present until triggered
it will then blink in to existance; it will
kill anything that was in it's way
TOGGLE only valid for TRIGGER_SPAWN walls
this allows the wall to be turned on and off
START_ON only valid for TRIGGER_SPAWN walls
the wall will initially be present
*/
/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
This is solid bmodel that will fall if it's support it removed.
*/
/*QUAKED func_explosive (0 .5 .8) ? Trigger_Spawn ANIMATED ANIMATED_FAST SURF2_ALPHA
Any brush that you want to explode or break apart. If you want an
explosion, set dmg and it will do a radius explosion of that amount
at the center of the bursh.
If targeted it will not be shootable.
health defaults to 100.
type - type of debris ("glass", "wood" or "metal")
type default is "glass"
mass defaults to 75. This determines how much debris is emitted when
it explodes. You get one large chunk per 100 of mass (up to 8) and
one small chunk per 25 of mass (up to 16). So 800 gives the most.
"dmg" how much radius damage should be done, defaults to 0
"fxdensity" size of explosion 1 - 100 (default is 10)
*/
/*QUAKED target_character (0 0 1) ?
used with target_string (must be on same "team")
"count" is position in the string (starts at 1)
*/
/*QUAKED target_string (0 0 1) (-8 -8 -8) (8 8 8)
*/
/*QUAKED func_clock (0 0 1) (-8 -8 -8) (8 8 8) TIMER_UP TIMER_DOWN START_OFF MULTI_USE
target a target_string with this
The default is to be a time of day clock
TIMER_UP and TIMER_DOWN run for "count" seconds and the fire "pathtarget"
If START_OFF, this entity must be used before it starts
"style" 0 "xx"
1 "xx:xx"
2 "xx:xx:xx"
*/
/*QUAKED misc_teleporter (1 0 0) (-32 -32 -24) (32 32 -16)
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
*/
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)
Point teleporters at these.
*/
/*QUAKED misc_fire (1 0 0) (-16 -16 -16) (16 16 16) ALPHA1 ALPHA2 ALPHA4 ALPHA6 ALPHA8
ALPHA1 = 0.1
ALPHA8 = 0.8
all fire gets scaled down 50 percent
*/
/*QUAKED misc_alarm (1 .5 0) (-8 -8 -8) (8 8 8)
must be triggered to work
count is the duration of the alarm ringing default is 60 sec
*/
/*QUAKED path_attractor (.4 .3 .8) (-16 -16 -24) (16 16 48)
When this is placed on the map it will attract actors by name
from the episodic ai routines
default delay is 10 sec.
*/
/*QUAKED misc_cut_scene (0 0 1) (-16 -16 -16) (16 16 16)
*/
/*QUAKED misc_cutscene_trigger (0 0 1) ?
Targets a misc_cutscene_camera
target - camera to target
debugprint - set to 1 to print out camera end position and angles
duration - fade in time.
*/
/*QUAKED misc_cutscene_camera (0 0 1) (-16 -16 -16) (16 16 16)
/*QUAKED misc_use_cutscene (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger targets a misc_cutscene_camera
target - camera to target
debugprint - set to 1 to print out camera end position and angles
duration - fade in time.
*/
/*QUAKED pawn_o_matic (1 .5 0) (-16 -64 -32) (16 64 32)
*/
/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) looped-on looped-off reliable
"noise" wav file to play
"attenuation"
-1 = none, send to whole level
1 = normal fighting sounds
2 = idle sound level
3 = ambient sound level
"volume" 0.0 to 1.0
Normal sounds play each time the target is used. The reliable flag can be set for crucial voiceovers.
Looped sounds are always atten 3 / vol 1, and the use function toggles it on/off.
Multiple identical looping sounds will just increase volume without any speed cost.
*/
/*QUAKED target_explosion (1 0 0) (-8 -8 -8) (8 8 8)
Spawns an explosion temporary entity when used.
"delay" wait this long before going off
"dmg" how much radius damage should be done, defaults to 0
"fxdensity" size of explosion 1 - 100 (default is 10)
*/
/*QUAKED target_changelevel (1 0 0) (-8 -8 -8) (8 8 8)
Changes level to "map" when fired
*/
/*QUAKED target_splash (1 0 0) (-8 -8 -8) (8 8 8)
Creates a particle splash effect when used.
Set "sounds" to one of the following:
1) sparks
2) blue water
3) brown water
4) slime
5) lava
6) blood
7) fireworks
8) smoke
FOR SMOKE
"alphalevel" 1 - 10 (default 4)
"firetype" smoke size (5 - 32) 5 = extra small
10 = small 24 = med 32 = large (default 24)
"deadticks" life in seconds 1 - 60 (default 6)
"fxdensity" speed of rising smoke 1 - 100 (default 24)
"count" puffs of smoke 1 - 10; (default 3)
"rotate" X Y Z velocity to project smoke (up is default)
END SMOKE
"count" how many pixels in the splash
"dmg" if set, does a radius damage at this location when it splashes
useful for lava/sparks
*/
/*QUAKED target_spawner (1 0 0) (-8 -8 -8) (8 8 8) 1 2 3 4 5 6
Set target to the type of entity you want spawned.
Useful for spawning monsters and gibs in the factory levels.
For monsters:
Set direction to the facing you want it to have.
For gibs:
Set direction if you want it moving and
speed how fast it should be moving otherwise it
will just be dropped
*/
/*QUAKED target_crosslevel_trigger (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Once this trigger is touched/used, any trigger_crosslevel_target with the same trigger number is automatically used when a level is started within the same unit. It is OK to check multiple triggers. Message, delay, target, and killtarget also work.
*/
/*QUAKED target_crosslevel_target (.5 .5 .5) (-8 -8 -8) (8 8 8) trigger1 trigger2 trigger3 trigger4 trigger5 trigger6 trigger7 trigger8
Triggered by a trigger_crosslevel elsewhere within a unit. If multiple triggers are checked, all must be true. Delay, target and
killtarget also work.
"delay" delay before using targets if the trigger has been activated (default 1)
*/
/*QUAKED target_lightramp (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE
speed How many seconds the ramping will take
message two letters; starting lightlevel and ending lightlevel
*/
/*QUAKED target_earthquake (1 0 0) (-8 -8 -8) (8 8 8)
When triggered, this initiates a level-wide earthquake.
All players and monsters are affected.
"speed" severity of the quake (default:200)
"count" duration of the quake (default:5)
*/
/*QUAKED trigger_multiple (.5 .5 .5) ? MONSTER NOT_PLAYER TRIGGERED
Variable sized repeatable trigger. Must be targeted at one or more entities.
If "delay" is set, the trigger waits some time after activating before firing.
"wait" : Seconds between triggerings. (.2 default)
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
/*QUAKED trigger_once (.5 .5 .5) ? x x TRIGGERED SCENERIC
Triggers once, then removes itself.
You must set the key "target" to the name of another object in the level that has a matching "targetname".
If TRIGGERED, this trigger must be triggered before it is live.
sounds
1) secret
2) beep beep
3) large switch
4)
"message" string to be displayed when triggered
*/
/*QUAKED trigger_relay (.5 .5 .5) (-8 -8 -8) (8 8 8)
This fixed size trigger cannot be touched, it can only be fired by other events.
*/
/*QUAKED trigger_counter (.5 .5 .5) ? nomessage
Acts as an intermediary for an action that takes multiple inputs.
If nomessage is not set, t will print "1 more.. " etc when triggered and "sequence complete" when finished.
After the counter has been triggered "count" times (default 2), it will fire all of it's targets and remove itself.
*/
/*QUAKED trigger_always (.5 .5 .5) (-8 -8 -8) (8 8 8)
This trigger will always fire. It is activated by the world.
*/
/*QUAKED trigger_push (.5 .5 .5) ? PUSH_ONCE PUSH_PLUS PUSH_RAMP
Pushes the player
"speed" defaults to 1000
"wait" defaults to 10 must use PUSH_PLUS used for on
*/
/*QUAKED trigger_hurt (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
*/
/*QUAKED trigger_hurt_fire (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame and burns the player
SILENT supresses playing the sound
SLOW changes the damage rate to once per second
NO_PROTECTION *nothing* stops the damage
"dmg" default 5 (whole numbers only)
*/
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
Walking monsters that touch this will jump in the direction of the trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
*/
/*QUAKED trigger_unlock (.5 .5 .5) ?
Player will unlock a targeted door when this brush is touched
Can be triggered also!
door's "key" should equal -1
"target" target ID to match door
*/
/*QUAKED trigger_motorcycle (.5 .5 .5) ?
Will trigger the motorcycle
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 48)
The normal starting point for a level.
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 48)
potential spawning position for deathmatch games
*/
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 48)
potential spawning position for ai gang members
*/
/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
The deathmatch intermission point will be at one of these
Use 'angles' instead of 'angle', so you can set pitch or roll as well as yaw. 'pitch yaw roll'
*/
/*QUAKED dm_cashspawn (0.5 0 1) (-16 -16 -16) (16 16 16)
Spawn location for cash during "Grab da Loot" games
angle - direction to project cash upon spawning
speed - speed of projection
type - "cashroll" or "cashbag" (more money, longer delay)
*/
/*QUAKED dm_safebag (0.5 0 1) (-12 -12 -16) (12 12 12)
Bag that holds the money in the safe.
style - team that this bag belongs to (1 or 2)
*/
/*QUAKED dm_props_banner (.5 0 1) (-47 -6 -100) (47 6 100)
Temp banner for teamplay
style = team (1 / 2)
scale = scale the size up/down (2 = double size)
model="models\props\flag\flag1.md2"
*/
/*QUAKED item_pack (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/pu_icon/backpack/tris.md2"
*/
/*QUAKED weapon_spistol (.3 .3 1) (-16 -16 -16) (16 16 16)
model="models/weapons/g_pistol/tris.md2"
*/
/*QUAKED trigger_hurt_electric (.5 .5 .5) ? START_OFF TOGGLE SILENT NO_PROTECTION SLOW
Any entity that touches this will be hurt.
It does dmg points of damage each server frame
"dmg" default 5 (whole numbers only)
*/
/*QUAKED rotating_light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF FLARE NORESIZE DYNAMIC
A rotating siren light, no model available in KP, but useful anyhow. Seems to like RED
only.
*/
/*QUAKED target_laser (0 0 1) (-8 -8 -8) (8 8 8)
Yep. They work. Q2 code still exists, though I haven't
been able to change the colors.
*/
/*QUAKED item_adrenaline (0 0 1) (-8 -8 -8) (8 8 8)
Acts like a super health. Heals player back to 100 points
*/