.fgd, .def file preservation
Posted: Thu Feb 25, 2010 9:39 pm
Nehahra fgd
//
//
// Quake 1 Nehahra game definition file
// for Worldcraft edited by Bal
//
// Please, log all the changes!
//
// Last changes:
//
// --------------------------------
// 9.nov.1999 by Vondur
// Added sound sequences and cinematic scripts [see bottom]
// Some bugs fixed also
// --------------------------------
// --------------------------------
// 10.nov.1999 by Vondur
// Added Hipnotic rotation entities
// --------------------------------
// --------------------------------
// 14.nov.1999 by CZG
// Added extra light entities
// Added custom_item and trigger_custom
// Made play_sound_triggered and trigger_counter into PointClass
// Added targetname as baseclass on func_button
// Fixed bounding box on new lights and misc_corpse
// Added weightswitches
// --------------------------------
// --------------------------------
// 20.nov.1999 by CZG
// Removed weapon_blaster that Mindcrime decided to scrap. Boo-hoo!
// Added ambient_sound
// Fixed wrong classname on light_candlews and light_candleth
// Fixed bounding boxes on item_s
// --------------------------------
// --------------------------------
// 25.nov.1999 by CZG
// Tweaked some light settings to awoid unnecessary errors.
// --------------------------------
// --------------------------------
// 28.nov.1999 by CZG
// Added a spawnflag and "speed" to func_plat
// --------------------------------
// --------------------------------
// 08.dec.1999 by CZG
// Updated the trigger_push.
// Added Lip and Message to func_button
// Updated the explosive stuff with flat rubble spawnflag.
// Updated the func_mindcrime with control.
// Basicly added every frigging thing I could see from update 29.
// --------------------------------
// --------------------------------
// 02.Jan.2000 by CZG
// Brought this .fgd up to par with update 32,
// although I can't test if the trigger_fog and info_start works, as the fog
// won't cooperate with my 3D card
// --------------------------------
// --------------------------------
// 20.Jan.2000 by CZG
// This should work fine with the brains and stuff of update 37 now.
// --------------------------------
// --------------------------------
// 30.Jan.2000 by CZG
// Updated to #39. Simplified stuff, adding a few (choices)
// --------------------------------
// --------------------------------
// 24.Feb.2000 by CZG
// Should be capable with Update 44 now.
// Spank me if not.
// --------------------------------
// --------------------------------
// 07.Mar.2000 by CZG
// Added the water rippling feature, and fixed some furgled
// stuff with the transparencies.
// --------------------------------
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Text on entering the world"
worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Runic (metal)"
2 : "Present (base)"
]
sounds(integer) : "CD track to play" : 1
light(integer) : "Default light level"
]
//
// base marker definitions
//
@baseclass = Appearflags [
spawnflags(Flags) =
[
256 : "Not in Easy" : 0
512 : "Not in Normal" : 0
1024 : "Not in Hard" : 0
2048 : "Not in Deathmatch" : 0
]
]
@baseclass = Targetname [ targetname(target_source) : "Name" ]
@baseclass = Target [ target(target_destination) : "Target" ]
//
// player starts, deathmatch, coop, teleport
//
@baseclass base(Appearflags) size(-16 -16 -24, 16 16 32)
color(0 255 0) = PlayerClass []
@PointClass base(PlayerClass) = info_player_start : "Player 1 start" []
@PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" []
@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
@PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" []
@PointClass base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" []
@PointClass = info_null : "info_null (spotlight target)"
[
targetname(target_source) : "Name"
]
@PointClass = info_start : "info_start"
[
sky(string) : "Name of skybox"
fog_enable(choices) : "Fog when starting." : 0 =
[
0 : "Off"
1 : "On"
]
fog_start(integer) : "Start drawing fog" : 50
fog_end(integer) : "Stop drawing fog" : 1500
fog_density(integer) : "Fog density (Relative)" : 1
fog_red(integer) : "Fog redness (Relative)" : 1
fog_green(integer) : "Fog greeness (Relative)" : 1
fog_blue(integer) : "Fog blueness (Relative)" : 1
gravity(integer) : "Gravity" : 800
walpha(integer) : "R_Wateralpha" : 1
wripple(integer) : "Water ripple" : 0
noise(string) : "Path to ambient mod file"
]
//
// CTF stuff
//
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_flag_team1 : "CTF: Red Team Flag" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_flag_team2 : "CTF: Blue Team Flag" []
@PointClass base(PlayerClass) = info_player_team1 : "CTF: Red team base start" []
@PointClass base(PlayerClass) = info_player_team2 : "CTF: Blue team base start" []
@PointClass base(Appearflags) = info_intermission : "Intermission camera"
[
mangle(string) : "Pitch & Yaw"
]
//
// items
//
@baseclass size(0 0 0, 32 32 32) color(80 0 200) base(Appearflags) = Ammo
[
spawnflags(flags) =
[
1 : "Large box" : 0
]
]
@PointClass base(Ammo) = item_cells : "Thunderbolt ammo" []
@PointClass base(Ammo) = item_rockets : "Rockets" []
@PointClass base(Ammo) = item_shells : "Shells" []
@PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" []
@PointClass size(0 0 0, 32 32 48) base(Appearflags) = item2_health : "Medieval health pack"
[
spawnflags(flags) =
[
1 : "Rotten" : 0
2 : "Megahealth" : 0
]
]
@PointClass size(0 0 0, 32 32 16) base(Appearflags) = item_health : "Health pack"
[
spawnflags(flags) =
[
1 : "Rotten" : 0
2 : "Megahealth" : 0
]
]
@PointClass base(Appearflags) =
item_artifact_envirosuit : "Environmental protection suit" []
@PointClass base(Appearflags) =
item_artifact_super_damage : "Quad damage" []
@PointClass base(Appearflags) =
item_artifact_invulnerability : "Pentagram of Protection" []
@PointClass base(Appearflags) =
item_artifact_invisibility : "Ring of Shadows" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_armorInv : "200% armor (Red)" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_armor2 : "150% armor (Yellow)" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_armor1 : "100% armor (Green)" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_key1 : "Silver key" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_key2 : "Gold key" []
@PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) =
item_sigil : "Sigil"
[
spawnflags(Flags) =
[
1 : "Episode 1" : 0
2 : "Episode 2" : 0
4 : "Episode 3" : 0
8 : "Episode 4" : 0
]
]
//
// weapons
//
@baseclass size(-16 -16 0, 16 16 32) color(0 0 200) base(Appearflags) = Weapon []
@PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" []
@PointClass base(Weapon) = weapon_nailgun : "Nailgun" []
@PointClass base(Weapon) = weapon_supernailgun : "autoshotgun" []
@PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" []
@PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" []
@PointClass base(Weapon) = weapon_lightning : "Thunderbolt" []
@PointClass base(Weapon) = weapon_sprocket : "sprocket!" []
@PointClass base(Weapon) = weapon_sword : "sword" []
@PointClass base(Weapon) = weapon_gshotgun : "gshotgun" []
//
// badasses
//
@baseclass base(Appearflags, Target, Targetname) color(200 0 0) = Monster
[
spawnflags(Flags) =
[
1 : "Ambush" : 0
32 : "Deaf 'n dumb" : 0
]
brain(Choices) : "Brain See devkit for details" : 0 =
[
0 : "0 - Brainless"
1 : "1 - NavLogic"
2 : "2 - Intrepid"
4 : "4 - Blink"
8 : "8 - No Jump"
16 : "16 - No swim"
32 : "32 - Spawned"
]
style(choices) : "TFog when spawned?" : 0 =
[
0 : "Yes"
1 : "No"
]
nojump(integer) : "Not jumping monster" : 0
event(string) : "Follow this monster"
relations(choices) : "Relation to player" : 0 =
[
-1 : "Normal (Jaggers and Qguys)"
0 : "Normal Quake monster"
1 : "No attack, easy to irritate"
2 : "Idle ally, attacks if provoked"
3 : "Ally that attempts to follow you"
4 : "Ally that never attacks"
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : "Grunt sg"
[
spawnflags(Flags) =
[
64 : "controls" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army2 : "Grunt sg rl"
[
spawnflags(Flags) =
[
64 : "controls" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army3 : "Grunt ng"
[
spawnflags(Flags) =
[
64 : "controls" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army4 : "Grunt st gl rl"
[
spawnflags(Flags) =
[
64 : "controls" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enforcer : "Enforcer" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enf2 : "Enforcer2 asg" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enf3 : "Enforcer3 ng" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_qguy : "quake guy"
[
cnt(integer) : "rl/gl" : 0
]
@PointClass base(Targetname, Appearflags) size(-16 -16 -24, 16 16 40) = monster_hunter : "hunter"
[
impulse(choices) : "Weapons" : 1 =
[
1 : "sg"
2 : "asg"
3 : "ng"
4 : "ssg/sl"
5 : "asg/sl"
6 : "ng/sl"
]
state(choices) : "Alert at level load?" =
[
0 : "Yes"
1 : "No"
]
cnt(integer) : "delay"
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_gaunt : "gaunt"
[
spawnflags(flags) =
[
64 : "Dead, set pose" : 0
128 : "Crucified, alive" : 0
]
cnt(choices) : "Death pose" : 0 =
[
0 : "Random (1 or 2)"
1 : "Stiff"
2 : "Loose"
3 : "Boxed"
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_archgaunt : "archgaunt"
[
spawnflags(flags) =
[
64 : "Dead in coffin" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_library : "library gaunt" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_cook : "ogre cook" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 40) = monster_dog : "Nasty Doggie" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre : "Ogre" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_oglib : "Ogre librerian" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre_marksman : "Ogre marksman" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_knight : "Knight" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_hell_knight : "Hell knight" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_baron : "Hell baron" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wizard : "Scrag" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wraith : "wraith" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_demon1 : "Fiend"
[
spawnflags(Flags) =
[
2 : "alpha fiend" : 0
]
]
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_jagger : "jagger" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_vomitus : "Vomitus"
[
spawnflags(flags) =
[
64 : "deflated" : 0
]
]
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_shambler : "Shambler" []
@PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss : "Chthon" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_drone : "Drone" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_shalrath : "Shalrath"
[
spawnflags(flags) =
[
64 : "Ceiling" : 0
]
]
@PointClass base(Monster) size(32 32 48) = monster_tarbaby : "Tarbaby" []
@PointClass base(Monster) size(32 32 48) = monster_fish : "Rotfish" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_oldone : "Shub-Niggurath" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_zombie : "Zombie"
[
spawnflags(Flags) =
[
1 : "Crucified" : 0
2 : "Ambush" : 0
8 : "Crucified unmoving" : 0
]
]
@PointClass = monster_beard : "Bearded boss" []
@PointClass = monster_nehahra : "Nehahra" []
@Pointclass = info_jagnest : "jagnest" []
@Pointclass = info_jagwater : "jagwater"
[
spawnflags(flags) =
[
1 : "info_jagout" : 0
]
]
//
// lights
//
@baseclass = Light [
light(integer) : "Brightness" : 200
// message added by CZG for his own greedy purposes
message(string): "LightDLX tags"
wait(string) : "Fading"
delay(string) : "Attenuation"
// mangle(string) : "Spotlight angle (yaw pitch 0)"
style(Choices) : "Appearance" : 0 =
[
0 : "Normal"
10: "Fluorescent flicker"
2 : "Slow, strong pulse"
11: "Slow pulse, noblack"
5 : "Gentle pulse"
1 : "Flicker A"
6 : "Flicker B"
3 : "Candle A"
7 : "Candle B"
8 : "Candle C"
4 : "Fast strobe"
9 : "Slow strobe"
15: "throb1"
16: "creepy pulse"
19: "Neh strobe"
12: "flash1"
13: "flash2"
18: "flash3"
]
]
@PointClass size(-8 -8 -8, 8 8base(Light, Target, Targetname) =
light : "Invisible lightsource"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-8 -8 -24, 8 8base(Light, Target, Targetname) =
light_lantern : "lantern"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
//added by CZG
@PointClass size(-4 -4 0, 4 4 16) base(Light, Target, Targetname) =
light_candle_t : "Thin candle"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-4 -4 0, 4 4 16) base(Light, Target, Targetname) =
light_candle_w : "Thick candle"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-8 -8 -16, 8 0 16) base(Light, Target, Targetname) =
light_candlews : "Candle on wood holder"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-4 -4 0, 4 4 40) base(Light, Target, Targetname) =
light_candleth : "Candle on holder"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
//that's what I added...
@PointClass size(-8 -8 -24, 8 8base(Light, Target, Targetname) =
light_swinging_lantern : "swinging lantern"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8base(Light, Targetname, Target) =
light_fluoro : "Fluorescent light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8base(Light, Targetname, Target) =
light_fluorospark : "Sparking fluorescent light"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8base(Light, Targetname, Target) =
light_globe : "Globe light" []
@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) =
light_flame_large_yellow : "Large yellow flame" []
@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) =
light_flame_small_yellow : "Small yellow flame"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname, Target) =
light_flame_small_white : "Small white flame"
[
spawnflags(Flags) = [ 1 : "Initially dark" : 0 ]
]
@PointClass size(-10 -10 -20, 10 10 20) base(Light, Targetname, Target) =
light_torch_small_walltorch : "Small walltorch" []
//
// misc
//
@PointClass base(Appearflags) = air_bubbles : "Air bubbles" []
@PointClass base(Appearflags, Targetname) =
event_lightning : "Chthon's lightning" []
@PointClass base(Appearflags) = misc_fireball : "Small fireball"
[ speed(integer) : "Speed" : 40 ]
@PointClass = misc_explobox : "Large nuclear container" []
@PointClass = misc_explobox2 : "Small nuclear container" []
@PointClass base(Targetname) = trap_spikeshooter : "Triggered shooter"
[
spawnflags(Flags) =
[
1 : "Superspike" : 0
2 : "Laser" : 0
]
]
@PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" []
//
// sounds
//
@PointClass = ambient_drip : "Dripping sound" []
@PointClass = ambient_drone : "Engine/machinery sound" []
@PointClass = ambient_comp_hum : "Computer background sounds" []
@PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" []
@PointClass = ambient_light_buzz : "Buzzing sound from light" []
@PointClass = ambient_suck_wind : "Wind sound" []
@PointClass = ambient_swamp1 : "Frogs croaking" []
@PointClass = ambient_swamp2 : "Frogs croaking B" []
@PointClass = ambient_thunder : "Thunder sound" []
@PointClass = ambient_swamp3 : "swamp3" []
@PointClass = ambient_rain : "rain" []
@PointClass = ambient_humming : "humming" []
@PointClass = ambient_zzxzz : "zzxzz" []
@PointClass = ambient_machines : "machines" []
@PointClass = ambient_whnoise : "whnoise" []
@PointClass = ambient_nehum : "nehum" []
@PointClass = ambient_flies : "flies" []
@PointClass = ambient_moor : "moor" []
@PointClass = ambient_eerie : "eerie" []
@PointClass = ambient_fan_blowing : "fanblowing" []
@PointClass = ambient_drain : "drain" []
@PointClass = ambient_sound : "Generic ambient"
[
noise(string) : "wav file to use"
volume(integer) : "Sound volume (1-0)" : 1
]
@PointClass base(Target) = play_sound : "play sound"
[
volume(integer) : "Volume" : 1
noise(string) : "Path to .wav"
wait(integer) : "Base wait time" : 20
delay(integer) : "Random variation" : 2
impulse(integer) : "Channel to play on (1-7)" : 0
speed(choices) : "Attenuation" : 1 =
[
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
@PointClass size(-8 -8 -8, 8 8base(Targetname, Appearflags) = play_sound_triggered : "Triggered sound"
[
spawnflags(flags) =
[
1 : "Toggle" : 0
]
volume(string) : "Volume" : "1.0"
noise(string) : "Sound to play"
impulse(integer) : "Channel (0 to 7)" : 0
speed(choices) : "Attenuation" : 1 =
[
-1: "no attenuation"
1: "normal"
2: "idle"
3: "static"
]
]
@PointClass size(-8 -8 -8, 8 8base(Targetname, Appearflags) = play_sound_looped : "Looped sound"
[
noise(string) : ".wav to play"
wait(integer) : "Lenght of .wav" : 20
volume(string) : "Volume" : "1.0"
cnt(choices) : "On when level starts?" : 0 =
[
0 : "Yes"
1 : "No"
]
]
//
// moving things
//
@baseclass base(Appearflags, Targetname) = Door
[
speed(integer) : "Speed" : 100
sounds(choices) : "Sound" : 1 =
[
1: "Stone"
2: "Machine"
3: "Stone Chain"
4: "Screechy Metal"
]
wait(choices) : "Delay before close" : 4 =
[
-1 : "Stays open"
]
lip(integer) : "Lip"
dmg(integer) : "Damage inflicted when blocked" : 0
message(string) : "Message if triggered"
health(integer) : "Health (shoot open)" : 0
]
@SolidClass base(Door, Target) = func_door : "Basic door"
[
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8 : "Gold Key required" : 0
16: "Silver Key required" : 0
32: "Toggle" : 0
]
cnt(choices) : "Obituary" : 0 =
[
0 : "squished"
1 : "hot plate"
2 : "spikes"
3 : "diced"
4 : "hands of death"
5 : "went to hell"
6 : "fell into void"
7 : "swallowed"
8 : "machines"
9 : "furnace"
]
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Door) = func_door_secret : "Triggered door"
[
spawnflags(flags) =
[
1 : "Open once only" : 0
2 : "Moves left first" : 0
4 : "Moves down first" : 0
8 : "Not shootable" : 0
16 : "Always shootable" : 0
]
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Appearflags, Targetname) = func_wall : "Moving wall"
[
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Targetname) = func_button : "Button"
[
spawnflags(flags) =
[
8 : "Gold key required" : 0
16 : "Silver key required" : 0
64 : "Monster use" : 0
]
speed(integer) : "Speed" : 5
target(target_source) : "Targetted object"
killtarget(string) : "Killtarget"
health(integer) : "Health (shootable if > 0)"
sounds(choices) : "Sounds" : 1 =
[
1: "Steam metal"
2: "Wooden clunk"
3: "Metallic clink"
4: "In-out"
5: "Nehahra"
]
wait(choices) : "Delay before reset" : 3 =
[
-1: "Stays pressed"
]
delay(integer) : "Delay before trigger"
message(string) : "Message when pressed"
lip(integer) : "Lip" : 8
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Targetname) = func_train : "Moving platform"
[
sounds(choices) : "Sound" : 1 =
[
0: "None"
1: "Ratchet Metal"
3: "door1"
4: "door2"
5: "door3"
6: "door4"
7: "door5"
]
wait(integer) : "wait (-1)"
speed(integer) : "Speed (units per second)" : 64
target(target_source) : "First stop target"
dmg(integer) : "Damage on crush" : 0
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname) size(16 16 16) =
path_corner : "Moving platform stop"
[
target(target_source) : "Next stop target"
target2(target_source) : "Alternate stop target"
wait(integer) : "Wait time"
delay(integer) : "Delay (-1)"
event(string) : "Angry at..."
]
@SolidClass = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1 : "Low trigger" : 0
]
height(integer) : "Travel altitude (can be negative)" : 0
speed(integer) : "Speed" : 100
sounds(choices) : "Sound group" : 1 =
[
0: "None"
1: "Base fast"
2: "Chain Slow"
]
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass = func_dm_only : "Deathmatch teleporter" []
@SolidClass = func_illusionary : "Solids can be walked through"
[
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass = func_episodegate : "Episode Gate"
[
spawnflags(Flags) =
[
1 : "Episode 1" : 1
2 : "Episode 2" : 0
4 : "Episode 3" : 0
8 : "Episode 4" : 0
]
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass = func_bossgate : "Boss gate"
[
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
//
// triggers
//
@baseclass base(Target) = Trigger
[
style(integer) : "Style" : 32
killtarget(target_source) : "Kill target"
sounds(choices) : "Sound style" : 3 =
[
1 : "Secret sound"
2 : "Beep beep"
3 : "Large switch"
4 : "Set message to text string"
]
delay(integer) : "Delay before trigger" : 2
message(string) : "Message (set sound too!)"
]
@SolidClass = trigger_changelevel : "Trigger: Change level"
[
map(string) : "New map name"
demo(string) : "Demo cutscene to play"
spawnflags(flags) =
[
1: "No Intermission" : 0
]
]
@SolidClass base(Trigger, Targetname) = trigger_once : "Trigger: Activate once"
[
spawnflags(flags) = [ 1: "Entity only" : 0 ]
]
@SolidClass base(Trigger, Targetname) = trigger_multiple : "Trigger: Activate multiple"
[
spawnflags(flags) = [ 1: "Entity only" : 0 ]
wait(integer) : "Delay before reset" : 10
]
@SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only"
[
spawnflags(flags) = [ 1: "Entity only" : 0 ]
]
@SolidClass base(Trigger, Targetname) = trigger_secret : "Trigger: Secret"
[
spawnflags(flags) = [ 1: "Entity only" : 0 ]
wait(integer) : "Delay before reset" : 10
]
@SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport"
[
spawnflags(Flags) =
[
1 : "Player only" : 0
2 : "Silent" : 0
]
]
@SolidClass base(Target, Targetname) = trigger_qtele : "Trigger teleport silent"
[
spawnflags(Flags) =
[
1 : "Player only" : 0
2 : "Silent" : 0
]
]
// need updates:
@SolidClass = trigger_setskill : "Trigger set skill"
[
message(choices) : "Skill to change to" : 1 =
[
0 : "Easy"
1 : "Medium"
2 : "Hard"
3 : "Nightmare!"
]
]
@PointClass base(Trigger, Targetname) = trigger_relay : "Trigger relay"
[
]
@SolidClass base(Trigger) = trigger_monsterjump : "Trigger monster jump"
[
speed(integer) : "Jump Speed" : 40
height(integer) : "Jump Height" : 128
]
@PointClass base(Trigger, Targetname) = trigger_counter : "Trigger counter"
[
spawnflags(flags) = [ 1: "No Message" : 0 ]
count(integer) : "Count before activation" : 2
]
@SolidClass base(Targetname) = trigger_push : "Trigger player push"
[
spawnflags(flags) = [
1: "Once Only" : 0
2: "Start on" : 0
]
speed(integer) : "Speed of push" : 40
sounds(integer) : "Silent push" : 0
]
@SolidClass base(Trigger) = trigger_hurt : "Trigger player hurt"
[
dmg(integer) : "Damage" : 10
cnt(choices) : "Obituary" : 0 =
[
0 : "squished"
1 : "hot plate"
2 : "spikes"
3 : "diced"
4 : "hands of death"
5 : "went to hell"
6 : "fell into void"
7 : "swallowed"
8 : "machines"
9 : "furnace"
]
]
//
//Fogginess, could use some improvement...
//
@SolidClass = trigger_fog : "Trigger_fog"
[
spawnflags(flags) =
[
32 : "Reset to defaults" : 0
]
fog_disable(choices) : "Turn fog on/off" : 1 =
[
1 : "Off"
0 : "On"
]
fog_start(integer) : "Start drawing fog" : 50
fog_end(integer) : "Stop drawing fog" : 1500
fog_density(string) : "Fog density (Relative)"
fog_red(string) : "Fog redness (Relative)"
fog_green(string) : "Fog greeness (Relative)"
fog_blue(string) : "Fog blueness (Relative)"
]
@SolidClass base(Trigger, Targetname) = trigger_console : "trigger_console"
[
event(string) : "Console command"
wait(choices) : "Delay before reset" : 4 =
[
-1 : "Once only"
]
]
@PointClass base(Targetname) = info_throw_rubble : "Rubble thrower"
[
cnt(integer) : "Power of throw" : 2000
dmg(choices) : "Rubble skin" : 0 =
[
0 : "Brown"
1 : "Grey"
]
blink(string) : "Rubble transparency (1-0)"
]
@PointClass base(Targetname) = misc_boom : "Misc_boom" []
//
//
//
//
//
// Nehahra
//
@SolidClass base(Targetname) = func_mindcrime : "Mindcrime"
[
spawnflags(flags) = [
1 : "Controlable" : 0
2 : "Throw upwards" : 0
4 : "Spin" : 0
]
target(string) : "target"
speed(choices) : "Damage on touch" : 0 =
[
0 : "No damage"
]
impulse(choices) : "Behaviour on ground" : 1 =
[
0 : "Normal"
1 : "Become pushable"
2 : "Burst (Set sound & skin)"
3 : "Bounce or float"
]
cnt(choices) : "Obituary" : 0 =
[
0 : "squished"
1 : "hot plate"
2 : "spikes"
3 : "diced"
4 : "hands of death"
5 : "went to hell"
6 : "fell into void"
7 : "swallowed"
8 : "machines"
9 : "furnace"
]
sounds(choices) : "Sound" : 0 =
[
0 : "generic 1"
1 : "generic 2"
2 : "generic 3"
3 : "wood"
4 : "glass"
5 : "weird"
6 : "metal"
7 : "clay"
]
dmg(choices) : "Skin" : 0 =
[
0 : "Brown"
1 : "Grey"
2 : "Wood (Frubble only)"
]
angles(integer) : "Angle to throw at. (Set flag)"
boost(integer) : "Speed to throw at. (Set flag)"
nojump(integer) : "Negative upwards velocity. (Set flag)"
ammo_shells(choices) : "Throw some shells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_nails(choices) : "Throw some nails" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_cells(choices) : "Throw some cells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_rockets(choices) : "Throw some rockets" : 0 =
[
0 : "No"
1 : "Yes"
]
armorvalue(choices) : "Throw some armor" : 0 =
[
0 : "No"
1 : "Green"
2 : "Yellow"
3 : "Red"
]
items(choices) : "Item value. Flagwise" : 0 =
[
0 : "0 - None"
2 : "2 - Super shotgun"
4 : "4 - Nailgun"
8 : "8 - Super nailgun"
16 : "16 - Grenade launcher"
32 : "32 - Rocket launcher"
64 : "64 - Thunderbolt"
128 : "128 - Sprocket"
65536 : "65536 - Health"
2097152 : "2097152 - Biosuit"
4194304 : "4194304 - Quad damage"
8388608 : "8388608 - Flying artifact"
]
// Gee, can you say high numbers?
alpha(string) : "Transparency (0.1 - 1.0)"
blink(string) : "Rubble transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Targetname) = func_earthquake : "earthquake"
[
cnt(integer) : "length"
]
@SolidClass = func_pushable : "Pushable object"
[
alpha(string) : "Transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass size(-4 -4 -4, 4 4 4) base(Target) = info_weight_switch : "Weight switch"
[
]
@PointClass base(target) = main_weight_switch : "Main weight switch"
[
]
@SolidClass base(Targetname) = func_explodable : "explodable"
[
spawnflags(flags) = [
1 : "Flat rubble" : 0
]
target(string) : "target"
health(integer) : "Health" : 100
dmg(choices) : "Skin" : 0 =
[
0 : "Brown"
1 : "Grey"
2 : "Wood (Frubble only)"
]
sounds(choices) : "sound" : 0 =
[
0 : "generic 1"
1 : "generic 2"
2 : "generic 3"
3 : "wood"
4 : "glass"
5 : "weird"
6 : "metal"
7 : "clay"
]
ammo_shells(choices) : "Throw some shells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_nails(choices) : "Throw some nails" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_cells(choices) : "Throw some cells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_rockets(choices) : "Throw some rockets" : 0 =
[
0 : "No"
1 : "Yes"
]
armorvalue(choices) : "Throw some armor" : 0 =
[
0 : "No"
1 : "Green"
2 : "Yellow"
3 : "Red"
]
items(choices) : "Item value. Flagwise" : 0 =
[
0 : "0 - None"
2 : "2 - Super shotgun"
4 : "4 - Nailgun"
8 : "8 - Super nailgun"
16 : "16 - Grenade launcher"
32 : "32 - Rocket launcher"
64 : "64 - Thunderbolt"
128 : "128 - Sprocket"
65536 : "65536 - Health"
2097152 : "2097152 - Biosuit"
4194304 : "4194304 - Quad damage"
8388608 : "8388608 - Flying artifact"
]
alpha(string) : "Transparency (0.1 - 1.0)"
blink(string) : "Rubble transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass base(Targetname) = func_sobject : "sobject"
[
spawnflags(flags) = [
1 : "Flat rubble" : 0
]
target(string) : "target"
health(integer) : "health" : 10
dmg(choices) : "Skin" : 0 =
[
0 : "Brown"
1 : "Grey"
2 : "Wood (Frubble only)"
]
sounds(choices) : "sound" : 0 =
[
0 : "generic 1"
1 : "generic 2"
2 : "generic 3"
3 : "wood"
4 : "glass"
5 : "weird"
6 : "metal"
7 : "clay"
]
ammo_shells(choices) : "Throw some shells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_nails(choices) : "Throw some nails" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_cells(choices) : "Throw some cells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_rockets(choices) : "Throw some rockets" : 0 =
[
0 : "No"
1 : "Yes"
]
armorvalue(choices) : "Throw some armor" : 0 =
[
0 : "No"
1 : "Green"
2 : "Yellow"
3 : "Red"
]
items(choices) : "Item value. Flagwise" : 0 =
[
0 : "0 - None"
2 : "2 - Super shotgun"
4 : "4 - Nailgun"
8 : "8 - Super nailgun"
16 : "16 - Grenade launcher"
32 : "32 - Rocket launcher"
64 : "64 - Thunderbolt"
128 : "128 - Sprocket"
65536 : "65536 - Health"
2097152 : "2097152 - Biosuit"
4194304 : "4194304 - Quad damage"
8388608 : "8388608 - Flying artifact"
]
alpha(string) : "Transparency (0.1 - 1.0)"
blink(string) : "Rubble transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@SolidClass = func_quakedmg : "quakedmg"
[
spawnflags(flags) = [
1 : "Flat rubble" : 0
]
dmg(choices) : "Skin" : 0 =
[
0 : "Brown"
1 : "Grey"
2 : "Wood (Frubble only)"
]
sounds(choices) : "sound" : 0 =
[
0 : "generic 1"
1 : "generic 2"
2 : "generic 3"
3 : "wood"
4 : "glass"
5 : "weird"
6 : "metal"
7 : "clay"
]
ammo_shells(choices) : "Throw some shells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_nails(choices) : "Throw some nails" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_cells(choices) : "Throw some cells" : 0 =
[
0 : "No"
1 : "Yes"
]
ammo_rockets(choices) : "Throw some rockets" : 0 =
[
0 : "No"
1 : "Yes"
]
armorvalue(choices) : "Throw some armor" : 0 =
[
0 : "No"
1 : "Green"
2 : "Yellow"
3 : "Red"
]
items(choices) : "Item value. Flagwise" : 0 =
[
0 : "0 - None"
2 : "2 - Super shotgun"
4 : "4 - Nailgun"
8 : "8 - Super nailgun"
16 : "16 - Grenade launcher"
32 : "32 - Rocket launcher"
64 : "64 - Thunderbolt"
128 : "128 - Sprocket"
65536 : "65536 - Health"
2097152 : "2097152 - Biosuit"
4194304 : "4194304 - Quad damage"
8388608 : "8388608 - Flying artifact"
]
alpha(string) : "Transparency (0.1 - 1.0)"
blink(string) : "Rubble transparency (0.1 - 1.0)"
fullbright(choices) : "Fullbright ?" : 0 =
[
0 : "No"
1 : "Yes"
]
]
@PointClass base(Targetname) = misc_smokemaker : "Smokemaker"
[
speed(integer) : "Speed of smoke" : 2000
cnt(string) : "Frequency"
wait(integer) : "Smoke lifetime"
]
@PointClass base(Appearflags) = misc_slime_ball : "Ball of green gunk"
[ speed(integer) : "Speed" : 40 ]
@PointClass size(-16 -16 -32, 16 16 16) = misc_barrel : "explosive barrel"
[
frame(choices) : "frame" : 0 =
[
0 : "small"
1 : "medium"
2 : "large"
]
]
@PointClass size(-24 -24 -24, 24 24 0) = misc_corpse : "corpse"
[
targetname(string) : "name"
cnt(choices) : "type" : 0 =
[
0 : "player 1"
1 : "player 2"
3 : "player 3"
4 : "player 4"
5 : "grunt 1"
6 : "grunt 2"
7 : "enf2 1"
8 : "enf2 2"
]
]
//
// Misc
//
@PointClass = misc_hummer : "Hummer" []
@PointClass = misc_vend : "Vending machine"
[
skin(choices) : "Type" : 0 =
[
0 : "Peej soda"
1 : "Snack #1"
2 : "Cold drinks"
3 : "Snack #2"
]
]
@PointClass = misc_sign : "Forge city sign"
[
skin(choices) : "Skin" : 0 =
[
0 : "Route 160, east"
1 : "Route 160, west"
2 : "Route 90, east"
3 : "Route 90, west"
4 : "Route 60, east"
5 : "Route 60, west"
6 : "Danger of death"
]
frame(choices) : "Frame" : 0 =
[
0 : "Freestanding sign"
1 : "Wall mounted sign"
2 : "Generic sign"
]
cnt(choices) : "Solid?" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass = misc_motel : "Motel sign" []
@Pointclass base(Targetname) = misc_fscreen : "Computer screen"
[
frame(choices) : "Size" : 0 =
[
0 : "0"
1 : "1"
2 : "2"
3 : "3"
4 : "4"
5 : "5"
]
]
@Pointclass base(Target) : "Valve" []
@PointClass = misc_tree : "Tree"
[
model(string) : "Model to use"
frame(integer) : "Frame to use"
skin(integer) : "Skin to use"
cnt(choices) : "Solid?" : 0 =
[
0 : "Yes"
1 : "No"
]
]
@PointClass = misc_misc : "Idle model"
[
model(string) : "Model to use"
]
@PointClass = efx_lightning : "lightning"
[
targetname(string) : "name"
]
@PointClass = efx_snow : "snow" []
@PointClass = func_raining : "rain"
[
targetname(string) : "Name"
cnt(choices) : "Rain color" : 0 =
[
0 : "watery blue"
1 : "Dark, dirty"
2 : "Red, blood"
3 : "Blue"
4 : "Green"
]
frame(choices) : "Radius" : 0 =
[
0 : "Aprox. 150 units"
1 : "Aprox. 700 units"
2 : "Less than 100 units"
]
]
@PointClass = floating_gibs : "floating gibs"
[
count(integer) : "count"
delay(integer) : "delay"
targetname(string) : "name"
]
@PointClass base(Targetname) = info_particles : "Particle effect"
[
spawnflags(flags) =
[
64 : "Start on" : 0
]
method(choices) : "Method" : 0 =
[
0 : "Normal"
1 : "One sided radial"
2 : "Two sided radial"
]
movedir(string) : "Direction vector (X Y Z)"
duration(string) : "Particle lifetime"
wait(string) : "Wait before beginning"
cnt(integer) : "Color index (0 - 255)"
endtime(choices) : "Length of effect" : 0 =
[
-1 : "Don't stop"
]
delay(string) : "Time between each particle"
impulse(integer) : "Radius"
speed(integer) : "Rotation speed (-360 > 360)"
]
@pointclass = item_artifact_regeneration : "regen" []
@pointclass = item_artifact_flight : "flight" []
@pointclass = item_artifact_resurrection : "resurrection" []
@Solidclass = func_object : "func_object" []
@Solidclass = func_cover : "func_cover"
[
targetname(string) : "name"
spawnflags(flags) = [ 1: "invisble" : 0 ]
]
@Solidclass = func_remove : "func_remove"
[
spawnflags(flags) =
[
64 : "Teleport effect" : 0
128 : "Remove all" : 0
]
]
@Solidclass = func_pain : "func_pain"
[
dmg(integer) : "damage"
targetname(string) : "name"
cnt(choices) : "Obituary" : 0 =
[
0 : "squished"
1 : "hot plate"
2 : "spikes"
3 : "diced"
4 : "hands of death"
5 : "went to hell"
6 : "fell into void"
7 : "swallowed"
8 : "machines"
9 : "furnace"
]
]
@Solidclass = func_bobbingwater : "bobbingwater"
[
speed(integer) : "speed"
]
@Solidclass = func_bobbingobject : "bobbingobject"
[
speed(integer) : "speed"
targetname(string) : "name"
]
@SolidClass base(Targetname) = func_drift : "Floating object" [ ]
//
//Added by Vondur
//
// Sound Sequences
@PointClass = ambient_toggle : "Sound sequence"
[
noise(string) : "noise"
noise1(string) : "noise1"
noise2(string) : "noise2"
noise3(string) : "noise3"
noise4(string) : "noise4"
delay(integer) : "min time between sounds" : 5
wait(integer) : "max time between sounds" : 10
impulse(integer) : "1 - whole level" : 0
]
@PointClass = ambient_global : "Global sound"
[
noise(string) : "noise"
volume(integer) : "volume" : 1
]
@PointClass = snd_beat_toggle : "Rhythm"
[
volume(integer) : "times to play" : 1
noise(string) : "first wav"
noise1(string) : "second wav"
delay(integer) : "time between beats" : 2
wait(integer) : "time before" : 20
targetname(target_source) : "Name"
]
//
// Cinematic Scripts
//
@PointClass = info_idscale : "Wave Effect"
[
targetname(target_source) : "Name"
message(integer) : "Wave effect" : 1
]
@SolidClass base(Trigger) = trigger_camera : "Trigger Camera"
[
script(integer) : "Starting script number" : 0
script_delay(integer) : "Delay on first page" : 0
]
@PointClass = info_camera : "Movie Camera"
[
targetname(target_source) : "Name"
]
@PointClass = info_script : "Script Machine"
[
script_num(integer) : "Script number" : 0
next_script(integer) : "Next script number (0 if final)" : 0
script_delay(integer) : "NEXT page delay" : 0
message(string) : "Message"
target(target_source) : "Target"
]
@PointClass = info_movecam : "Active Camera Finder"
[
targetname(target_source) : "info_camera name"
]
@PointClass = info_fadeout : "Fadeout picture"
[
targetname(target_source) : "Name"
speed(integer) : "0.01 quick -0.1 slow" : 0
spawnflags(flags) = [ 1: "Red Color" : 0 ]
]
@PointClass = info_fadein : "Fadein picture"
[
targetname(target_source) : "Name"
speed(integer) : "0.01 quick -0.1 slow" : 0
spawnflags(flags) = [ 1: "Red Color" : 0 ]
]
//
// Hipnotic Rotation Geometry
//
@PointClass size(-4 -4 -4, 4 4 4) base(Targetname) = info_rotate : "Point of rotation" []
@PointClass size(-8 -8 -8, 8 8base(Targetname, Target) = func_rotate_entity : "Creates rotating entity"
[
spawnflags(flags) =
[
1 : "Toggle" : 0
2 : "Start on" : 0
]
deathtype(string) : "Kill Message"
rotate(string) : "Rate of rotation (x y z)"
target(string) : "Center of rotation"
speed(string) : "Speed (0 to full) time"
]
@PointClass base(Targetname, Target) = path_rotate : "path_rotate"
[
spawnflags(flags) =
[
1 : "Rotation" : 0
2 : "Angles" : 0
4 : "Stop" : 0
8 : "No Rotate" : 0
16 : "Damage" : 0
32 : "Move Time" : 0
64 : "Set Damage" : 0
]
rotate(string) : "Rotation (x y z)"
angles(string) : "Angles (x y z)"
noise(string) : "Wait Noise"
noise1(string) : "Move Noise"
wait(integer) : "Wait Time"
event(string) : "Event Target"
message(string) : "Event Message"
dmg(integer) : "Damage"
speed(integer) : "Move Time(if flaged) or Speed"
]
@PointClass size(-8 -8 -8, 8 8base(Targetname, Target) = func_rotate_train : "Moving platform"
[
noise1(string) : "Train move noise"
noise(string) : "Train stop noise"
path(string) : "First path_rotate"
deathtype(string) : "Kill Message"
speed(integer) : "Speed" : 100
dmg(integer) : "Damage" : 0
sounds(choices) : "Sound" : 1 =
[
0: "None"
1: "Ratchet Metal"
]
]
@SolidClass base(Targetname, Target) = rotate_object : "Object to be rotated"[]
@PointClass size(-8 -8 -8, 8 8base(Targetname, Target) = func_rotate_door : "Create rotating door"
[
spawnflags(flags) =
[
1 : "Stay open" : 0
]
dmg(integer) : "Damage" : 2
speed(integer) : "Time to rotate" : 10
angles(string) : "Angles (x y z)"
rotate(string) : "Rotate (x y z)"
sounds(choices) : "Sound" : 1 =
[
0: "None"
1: "Medieval (default)"
2: "Metal"
3: "Base"
]
]
@SolidClass base(Targetname) = func_movewall : "Emulate collision on rotating brushes"
[
spawnflags(flags) =
[
1 : "Visible" : 1
2 : "Damage on touch" : 0
4 : "Non-Solid" : 0
]
dmg(integer) : "Damage"
]
//End of Vondur's addition
// Custom items added by CZG
@PointClass size(-8 -8 0, 8 8 32) base(Target) = custom_item : "Customizable item"
[
effects(choices) : "Effects" =
[
1 : "Yellow particles"
4 : "Bright glow"
8 : "Flickering glow"
]
noise(string) : "Pickup sound"
netname(string) : "Name of item"
model(string) : "Model to use"
skin(integer) : "Skin # to use" : 1
frame(integer) : "Frame # to use" : 1
]
@SolidClass base(Target) = trigger_custom : "Trigger for custom_item"
[
noise1(string) : "Locked sound"
noise(string) : "Sound when triggered"
event(string) : "Name of item to use"
]