Quake Team Fortress (Jack).fgd: Difference between revisions
From Valve Developer Community
Jump to navigation
Jump to search
SirYodaJedi (talk | contribs) m (SirYodaJedi moved page Quake Team Fortress.fgd to Quake Team Fortress (Jack).fgd without leaving a redirect) |
SirYodaJedi (talk | contribs) No edit summary |
||
| Line 1: | Line 1: | ||
{{Non-valve engine|valve subsidiary game}} | {{Non-valve engine|valve subsidiary game}} | ||
[[FGD]] file for {{qtf|4}}, modified to be compatible with {{jack|4.1}}. | [[FGD]] file for {{qtf|4}} from {{trenchbroom|4}}, modified to be compatible with {{jack|4.1}}. | ||
== FGD == | == FGD == | ||
{{textfile|FGD}} | {{textfile|FGD}} | ||
| Line 22: | Line 22: | ||
// | // | ||
// Modified by SirYodaJedi 24 Aug 2023. Added compatibility for Jack. | // Modified by SirYodaJedi 24 Aug 2023. Added compatibility for Jack. | ||
// Visit </nowiki>[[Quake Team Fortress.fgd|https://developer.valvesoftware.com/wiki/ | // Visit </nowiki>[[Quake Team Fortress (Jack).fgd|https://developer.valvesoftware.com/wiki/Quake_Team_Fortress_(Jack).fgd]]<nowiki> | ||
// | // | ||
Latest revision as of 11:01, 10 December 2025
This page documents information about a game running on a non-Valve engine, of which the game was developed by a studio whom has since been acquired by Valve.
FGD file for
Quake Team Fortress from
TrenchBroom, modified to be compatible with
J.A.C.K..
FGD
- This is a FGD (Forge Game Data) file used to define all of the entities of a game for a map editor (such as Hammer).
To add a FGD file to the map editor, copy the following text into a text editor such as Windows Notepad,
Notepad++ or
Visual Studio Code, and save it with "save as type" being "all files" and .fgdappended to the file name. Then open your map editor and add the FGD to your game configuration (Example for HL:S).
Quake-TF.fgd
Forge Game Data
//
// Quake Team Fortress game definition file (.fgd)
// for Jackhammer 1.0 and above
//
// written by autolycus / autolycus@planetquake.com
// email me with improvements and suggestions
//
// Modified by CZG : grawert@online.no : http://www.planetquake.com/greyvoid/
// further modified by various authors
//
// Modified by sort 28 May 2018. Merged with Fortress_edit.fgd.
// Visit: http://discord.megateamfortress.com
//
// Modified by Eric Wasylishen 06 Sept 2020. Fixed Killarget typo.
// Visit: https://github.com/TrenchBroom/TrenchBroom/commits/master/app/resources/games/Quake/Teamfortress.fgd
//
// Modified by SirYodaJedi 24 Aug 2023. Added compatibility for Jack.
// Visit https://developer.valvesoftware.com/wiki/Quake_Team_Fortress_(Jack).fgd
//
// worldspawn
//
@SolidClass = worldspawn : "World entity"
[
message(string) : "Text on entering the world"
worldtype(choices) : "Ambience" : 0 =
[
0 : "Medieval"
1 : "Metal (runic)"
2 : "Base"
]
sounds(integer) : "CD track to play" : 0
light(integer) : "Ambient light"
_sunlight(integer) : "Sunlight"
_sun_mangle(string) : "Sun angle (Yaw pitch roll)"
]
//
// base marker definitions
//
@baseclass = Angle [ angle(integer) : "Direction" ]
@baseclass = Appearflags [
spawnflags(Flags) =
[
256 : "Not on Easy" : 0
512 : "Not on Normal" : 0
1024 : "Not on Hard" : 0
2048 : "Not in Deathmatch" : 0
]
]
@baseclass = Targetname [ targetname(target_source) : "Name" ]
@baseclass = Target [
target(target_destination) : "Target"
killtarget(target_destination) : "Killtarget"
]
//
// player starts, deathmatch, coop, teleport
//
@baseclass base(Appearflags) flags(Angle) size(-16 -16 -24, 16 16 32) = PlayerClass []
@PointClass base(PlayerClass) color(0 255 0) = info_player_start : "Player 1 start" []
@PointClass base(PlayerClass) color(0 0 255) = info_player_coop : "Player cooperative start" []
@PointClass base(PlayerClass) color(0 192 0) = info_player_start2 : "Player episode return point" []
@PointClass base(PlayerClass) color(255 0 0) = info_player_deathmatch : "Deathmatch start" []
@PointClass size(-32 -32 0, 32 32 64) base(PlayerClass, Targetname) = info_teleport_destination : "Teleporter destination" []
@PointClass color(200 150 150) = info_null : "info_null (spotlight target)"
[
targetname(target_source) : "Name"
]
@PointClass base(Appearflags, Target, Targetname) color(200 150 150) = info_notnull : "Wildcard entity" // I love you
[
use(string) : "self.use"
think(string) : "self.think"
nextthink(integer) : "nextthink"
noise(string) : "noise"
touch(string) : "self.touch"
]
@PointClass base(Appearflags) = info_intermission : "Intermission camera"
[
mangle(string) : "Camera angle (Pitch Yaw Roll)"
]
//
// items
//
@baseclass base(Appearflags, Target, Targetname) = Item
[
message(string) : "Message"
target(string) : "Target"
killtarget(string) : "Killtarget"
delay(integer) : "Delay"
]
@baseclass size(0 0 0, 32 32 56) color(80 0 200) base(Item) = Ammo
[
spawnflags(flags) =
[
1 : "Large box" : 0
]
]
@PointClass base(Ammo) studio("maps/b_batt0.bsp") = item_cells : "Thunderbolt ammo" []
@PointClass base(Ammo) studio("maps/b_rock0.bsp") = item_rockets : "Rockets" []
@PointClass base(Ammo) studio("maps/b_shell0.bsp") = item_shells : "Shells" []
@PointClass base(Ammo) studio("maps/b_nail0.bsp") = item_spikes : "Nailgun/Perforator ammo" []
@PointClass size(0 0 0, 32 32 56) base(Appearflags) studio("maps/b_bh25.bsp") = item_health : "Health pack"
[
spawnflags(flags) =
[
1 : "Rotten" : 0
2 : "Megahealth" : 0
]
]
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/suit.mdl") =
item_artifact_envirosuit : "Environmental protection suit" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/quaddama.mdl") =
item_artifact_super_damage : "Quad damage" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/invulner.mdl") =
item_artifact_invulnerability : "Pentagram of Protection" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/invisibl.mdl") =
item_artifact_invisibility : "Ring of Shadows" []
@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") =
item_armorInv : "Red armor (200%)" []
@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") =
item_armor2 : "Yellow armor (150%)" []
@PointClass size(-16 -16 0, 16 16 56) base(Item, Appearflags) studio("progs/armor.mdl") =
item_armor1 : "Green armor (100%)" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/w_s_key.mdl") =
item_key1 : "Silver key" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/w_g_key.mdl") =
item_key2 : "Gold key" []
@PointClass size(-16 -16 -24, 16 16 32) base(Item, Appearflags) studio("progs/end1.mdl") =
item_sigil : "Sigil"
[
spawnflags(Flags) =
[
1 : "Episode 1" : 1
2 : "Episode 2" : 0
4 : "Episode 3" : 0
8 : "Episode 4" : 0
]
]
//
// weapons
//
@baseclass size(-16 -16 0, 16 16 56) color(0 0 200) base(Item, Appearflags) = Weapon []
@PointClass base(Weapon) studio("progs/g_shot.mdl") = weapon_supershotgun : "Double-barrelled shotgun" []
@PointClass base(Weapon) studio("progs/g_nail.mdl") = weapon_nailgun : "Nailgun" []
@PointClass base(Weapon) studio("progs/g_nail2.mdl") = weapon_supernailgun : "Super nailgun" []
@PointClass base(Weapon) studio("progs/g_rock.mdl") = weapon_grenadelauncher : "Grenade launcher" []
@PointClass base(Weapon) studio("progs/g_rock2.mdl") = weapon_rocketlauncher : "Rocket launcher" []
@PointClass base(Weapon) studio("progs/g_light.mdl") = weapon_lightning : "Thunderbolt" []
//
// monsters
//
@baseclass base(Angle, Appearflags, Target, Targetname) color(220 0 0) = Monster
[
spawnflags(Flags) =
[
1 : "Ambush" : 0
]
]
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/soldier.mdl") = monster_army : "Grunt" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 40) studio("progs/dog.mdl") = monster_dog : "Nasty Doggie" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/ogre.mdl") = monster_ogre : "Ogre" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/ogre.mdl") = monster_ogre_marksman : "Ogre marksman" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/knight.mdl") = monster_knight : "Knight" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/hknight.mdl") = monster_hell_knight : "Hell knight" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/wizard.mdl") = monster_wizard : "Scrag" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/demon.mdl") = monster_demon1 : "Fiend" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/shambler.mdl") = monster_shambler : "Shambler" []
@PointClass base(Monster) size(-128 -128 -24, 128 128 256) studio("progs/boss.mdl") = monster_boss : "Chthon" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 40) studio("progs/enforcer.mdl") = monster_enforcer : "Enforcer" []
@PointClass base(Monster) size(-32 -32 -24, 32 32 64) studio("progs/shalrath.mdl") = monster_shalrath : "Vore" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 24) studio("progs/tarbaby.mdl") = monster_tarbaby : "Spawn" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 24) studio("progs/fish.mdl") = monster_fish : "Rotfish" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 32) studio("progs/oldone.mdl") = monster_oldone : "Shub-Niggurath" []
@PointClass base(Monster) size(-16 -16 -24, 16 16 32) studio("progs/zombie.mdl") = monster_zombie : "Zombie"
[
spawnflags(Flags) =
[
1 : "Crucified" : 0
2 : "Ambush" : 0
]
]
//
// lights
//
@baseclass color(255 255 40) iconsprite("sprites/light.spr") = Light [
light(integer) : "Brightness" : 300
wait(integer) : "Fade distance multiplier" : 1
delay(choices) : "Attenuation" =
[
0 : "Linear falloff (Default)"
1 : "Inverse distance falloff"
2 : "Inverse distance squared"
3 : "No falloff"
4 : "Local minlight"
5 : "Inverse distance squared B"
]
mangle(string) : "Spotlight angle"
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"
]
]
@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) iconsprite("sprites/light.spr") =
light : "Invisible light source"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) iconsprite("sprites/light.spr") =
light_fluoro : "Fluorescent light"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) iconsprite("sprites/light.spr") =
light_fluorospark : "Sparking fluorescent light"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-8 -8 -8, 8 8 8) base(Appearflags, Light, Target, Targetname) iconsprite("progs/s_light.spr") =
light_globe : "Globe light"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-8 -8 -12, 8 8 20) base(Appearflags, Light, Target, Targetname) studio("progs/flame2.mdl") =
light_flame_large_yellow : "Large yellow flame"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio("progs/flame2.mdl") =
light_flame_small_yellow : "Small yellow flame"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio("progs/flame2.mdl") =
light_flame_small_white : "Small white flame"
[
spawnflags(Flags) = [ 1 : "Start off" : 0 ]
]
@PointClass size(-4 -4 -12, 4 4 20) base(Appearflags, Light, Target, Targetname) studio("progs/flame.mdl") =
light_torch_small_walltorch : "Small walltorch" []
//
// misc
//
@SolidClass base(Appearflags) = func_illusionary : "Static nonsolid bmodel" []
@PointClass base(Appearflags) color(0 150 220) = air_bubbles : "Air bubbles" []
@PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" []
@PointClass base(Appearflags) studio("progs/lavaball.mdl") = misc_fireball : "Small fireball"
[ speed(integer) : "Speed" : 40 ]
@PointClass base(Appearflags) size(0 0 0, 32 32 64) studio("maps/b_explob.bsp") = misc_explobox : "Large exploding container" []
@PointClass base(Appearflags) size(0 0 0, 32 32 32) studio("maps/b_exbox2.bsp") = misc_explobox2 : "Small exploding container" []
@PointClass base(Appearflags) size(-8 -8 -8, 8 8 8) studio("progs/teleport.mdl") = misc_teleporttrain : "Flying teleporter destination"
[
target(string) : "First stop target"
targetname(target_source) : "Name"
]
@PointClass base(Appearflags, Targetname) color(220 150 150) = trap_spikeshooter : "Triggered shooter"
[
spawnflags(Flags) =
[
1 : "Spike" : 0
2 : "Laser" : 0
]
]
@PointClass base(Appearflags) color(220 150 150) = trap_shooter : "Continuous shooter"
[
nextthink(integer) : "Delay before first spike"
wait(integer) : "Delay between spikes"
spawnflags(Flags) =
[
1 : "Spike" : 0
2 : "Laser" : 0
]
]
@SolidClass = func_group : "Group of brushes for in-editor use" []
@SolidClass = func_detail : "Group of brushes for certain compilers " []
//
// ambient sounds
//
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_drip : "Dripping sound" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_drone : "Engine/machinery sound" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_comp_hum : "Computer background sounds" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_flouro_buzz : "Fluorescent buzzing sound" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_light_buzz : "Buzzing sound from light" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_suck_wind : "Wind sound" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_swamp1 : "Frogs croaking" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_swamp2 : "Frogs croaking B" []
@PointClass base(Appearflags) color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_thunder : "Thunder sound" []
//
// moving things
//
@SolidClass base(Angle, Appearflags, Targetname, Target) = func_door : "Basic door"
[
speed(integer) : "Speed" : 100
sounds(choices) : "Sound" : 0 =
[
0: "Silent"
1: "Stone"
2: "Machine"
3: "Stone Chain"
4: "Screechy Metal"
]
wait(string) : "Wait before close" : "3"
lip(integer) : "Lip" : 8
dmg(integer) : "Damage inflicted when blocked" : 2
message(string) : "Message if touched"
health(integer) : "Health (shootable)" : 0
spawnflags(flags) =
[
1 : "Starts Open" : 0
4 : "Don't link" : 0
8 : "Gold Key required" : 0
16: "Silver Key required" : 0
32: "Toggle" : 0
]
]
@SolidClass base(Appearflags, Targetname, Target) = func_door_secret : "Secret door"
[
angle(integer) : "Direction of second move"
t_width(integer) : "First move length"
t_length(integer) : "Second move length"
dmg(integer) : "Damage when blocked" : 2
wait(string) : "Wait before close" : "2"
sounds(choices) : "Sounds" : 3 =
[
1: "Medieval"
2: "Metal"
3: "Base"
]
message(string) : "Message"
spawnflags(flags) =
[
1 : "Open once" : 0
2 : "Move left first" : 0
4 : "Move down first" : 0
8 : "Not shootable" : 0
16 : "Always shootable" : 0
]
]
@SolidClass base(Appearflags, Targetname) = func_wall : "Wall, starts animation when triggered (if supporting texture)" []
@SolidClass base(Angle, Appearflags, Targetname) = func_button : "Button"
[
speed(integer) : "Speed" : 40
lip(integer) : "Lip" : 4
target(target_source) : "Target"
health(integer) : "Health (shootable)"
sounds(choices) : "Sounds" =
[
0 : "Steam metal"
1 : "Wooden clunk"
2 : "Metallic clink"
3 : "In-out"
]
wait(string) : "Wait before reset" : "1"
delay(string) : "Delay before trigger"
message(string) : "Message"
]
@SolidClass base(Appearflags, Targetname) = func_train : "Moving platform"
[
sounds(choices) : "Sound" : 1 =
[
0: "Silent"
1: "Ratchet Metal"
]
speed(integer) : "Speed (units per second)" : 64
target(target_source) : "Target to start at"
dmg(integer) : "Damage on block" : 2
]
@PointClass base(Appearflags, Targetname) size(16 16 16) color(0 255 255) =
path_corner : "Waypoint for platforms and monsters"
[
target(target_source) : "Next target"
wait(integer) : "Wait" : 0
]
@SolidClass base(Appearflags, Targetname) = func_plat : "Elevator"
[
spawnflags(Flags) =
[
1 : "Low trigger volume" : 0
]
speed(integer) : "Speed" : 150
height(integer) : "Travel altitude (can be negative)" : 0
sounds(choices) : "Sound" : 1 =
[
0: "None"
1: "Base fast"
2: "Chain Slow"
]
]
@SolidClass base(Appearflags) = func_episodegate : "Episode Gate"
[
spawnflags(Flags) =
[
1 : "Episode 1" : 1
2 : "Episode 2" : 0
4 : "Episode 3" : 0
8 : "Episode 4" : 0
]
]
@SolidClass base(Appearflags) = func_bossgate : "Boss gate" []
//
// triggers
//
@baseclass base(Appearflags, Target, Targetname) = Trigger
[
sounds(choices) : "Sound style" : 0 =
[
0 : "None"
1 : "Secret sound"
2 : "Beep beep"
3 : "Large switch"
]
delay(string) : "Delay before trigger" : "0"
message(string) : "Message"
]
@SolidClass base(Trigger) = trigger_changelevel : "Trigger: Change level"
[
map(string) : "Next map"
target(target_destination) : "Target"
spawnflags(flags) =
[
1: "No intermission" : 0
]
]
@SolidClass base(Trigger) = trigger_once : "Trigger: Activate once"
[
health(integer) : "Health (shootable)"
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
]
@SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple"
[
wait(string) : "Wait before reset" : "0.2"
health(integer) : "Health (shootable)"
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
]
@SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only"
[
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
]
@SolidClass base(Trigger) = trigger_secret : "Trigger: Secret"
[
sounds(choices) : "Sound" : 1 =
[
1 : "Secret sound"
2 : "Beep beep"
]
spawnflags(flags) = [ 1: "Not touchable" : 0 ]
]
@SolidClass base(Appearflags, Target, Targetname) = trigger_teleport : "Trigger: Teleporter"
[
spawnflags(Flags) =
[
1 : "Player only" : 0
2 : "Silent" : 0
]
]
@SolidClass base(Appearflags) = trigger_setskill : "Trigger: Set skill"
[
message(choices) : "Skill to change to" : 1 =
[
0 : "Easy"
1 : "Medium"
2 : "Hard"
3 : "Nightmare!"
]
]
@PointClass base(Trigger) = trigger_relay : "Trigger: Relay"
[
]
@SolidClass base(Angle, Appearflags, Targetname) = trigger_monsterjump : "Trigger: Monster jump"
[
speed(integer) : "Jump Speed" : 200
height(integer) : "Jump Height" : 200
]
@PointClass base(Appearflags, Target, Targetname) = trigger_counter : "Trigger: Counter"
[
spawnflags(flags) = [ 1: "No Message" : 0 ]
count(integer) : "Count before trigger" : 2
delay (integer) : "Delay"
message(string) : "Message"
]
@SolidClass base(Angle, Appearflags, Targetname) = trigger_push : "Trigger: Push"
[
spawnflags(flags) = [ 1: "Push once" : 0 ]
speed(integer) : "Speed" : 1000
]
@SolidClass base(Appearflags, Targetname) = trigger_hurt : "Trigger: Hurt"
[
dmg(integer) : "Damage per second" : 5
]
@PointClass size(16 16 16) iconsprite("sprites/speaker.spr") = misc_noisemaker : "Debug entity: continuously plays enforcer sounds" []
@PointClass size(16 16 16) studio("progs/player.mdl") = viewthing : "Debug entity: fake player model" []
// FORTRESS
// TEAM FORTRESS BASE CLASSES
@BaseClass = TFDetectflags [ ]
@baseclass base (TFDetectflags) size(0 0 0, 24 24 24) color(255 128 0) = TfDClass
[
netname(string) : "netname"
]
@baseclass size(0 0 0, 24 24 24) color(255 128 0) = TfClass
[
netname(string) : "netname"
]
// MEGA-TF AMBIENT ADDONS
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_brook : "Stream or Brook (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_ice_moving : "Ice Moving (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_high_wind : "High wind sound (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_meadow : "Birdsong of Meadow (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_nightpond : "Crickets & Frogs (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_alert : "Star Trek Alert (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_onboard : "Onboard Engines (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_rocket_engine : "Near Rocket Engines (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_chant : "Mystical Chanting (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_unholy : "Unholy Kingdoms Map Music (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_ocean : "Soothing Ocean (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_eerie : "Cavern with Wind (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_lavapit : "Boiling Lava with Steam (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_peakwind : "Whistling Wind (Mega)" []
@PointClass color(150 0 150) iconsprite("sprites/speaker.spr") = ambient_flagflap : "Flag Whipping in Wind (Mega)" []
// INFO_TFDETECT
@PointClass base(TfClass) = info_tfdetect : "TF Detection Entity"
[
impulse(Flags) =
[
1 : "Class Skins" : 0
2 : "Class Persistence" : 0
4 : "Cheat Checking" : 0
8 : "Fortress Map" : 0
16 : "Respawn Delay" : 0
32 : "Respawn Delay" : 0
64 : "Auto Team" : 0
128 : "Individual Frags" : 0
]
message(string) : "Localcmds to send to server on start"
ammo_shells(integer) : "Max lives for player in Team 1."
ammo_nails(integer) : "Max lives for player in Team 2."
ammo_rockets(integer) : "Max lives for player in Team 3."
ammo_cells(integer) : "Max lives for player in Team 4."
ammo_medikit(integer) : "Max players allowed in Team 1."
ammo_detpack(integer) : "Max players allowed in Team 2."
maxammo_medikit(integer) : "Max players allowed in Team 3."
maxammo_detpack(integer) : "Max players allowed in Team 4."
maxammo_shells(integer) : "Bitfield. Restricted Classes Team 1"
maxammo_nails(integer) : "Bitfield. Restricted Classes Team 2"
maxammo_rockets(integer) : "Bitfield. Restricted Classes Team 3"
maxammo_cells(integer) : "Bitfield. Restricted Classes Team 4"
hook_out(choices) : "Grapple Hook Enabled?" : 0 =
[
0 : "Enabled"
1 : "Disabled"
]
display_item_status1(string) : "On FlagInfo, display this GoalItem status"
display_item_status2(string) : "On FlagInfo, display this GoalItem status"
display_item_status3(string) : "On FlagInfo, display this GoalItem status"
display_item_status4(string) : "On FlagInfo, display this GoalItem status"
team_str_home(string) : "Disp to owner if is at its origin."
team_str_moved(string) : "Disp to owner if is not at its origin."
team_str_carried(string) : "Disp to owner if being carried."
non_team_str_home(string) : "Disp to others if is at its origin."
non_team_str_moved(string) : "Disp to others if is not at its origin."
non_team_str_carried(string) : "Disp to others if is being carried."
team_broadcast(string) : "String that replaces the Team Menu."
non_team_broadcast(string) : "String that is the Map Help command."
noise1(string) : "Class Menu for Team 1."
noise2(string) : "Class Menu for Team 2."
noise3(string) : "Class Menu for Team 3."
noise4(string) : "Class Menu for Team 4."
]
// INFO_TFGOAL
@PointClass base(TfClass) = info_tfgoal : "TF Goal Entity"
[
netname(string) : "The name of the Goal."
goal_no(integer) : "Unique ID number of this goal."
group_no(integer) : "ID Number of the goal group this goal belongs to."
owned_by(integer) : "The Team that own this entity."
goal_state(integer) : "Bitfield. The initial state."
mdl(string) : "The mdl used by this Goal if any."
skin(integer) : "The number of the skin on mdl."
goal_activation(integer) : "Bitfield. Activation criteria."
team_no(integer) : "AP must be of this team to activate."
items_allowed(integer) : "AP must have this goal item no"
has_item_from_group(integer) : "AP must have Item from group no"
playerclass(integer) : "Bitfield. Must be of this class(es)."
if_goal_is_active(integer) : "This Goal must be in ACTIVE state."
if_goal_is_inactive(integer) : "This Goal must be in INACTIVE state."
if_goal_is_removed(integer) : "This Goal must be in REMOVED state."
if_group_is_active(integer) : "All Goals in Group must be in ACTIVE."
if_group_is_inactive(integer) : "All Goals in Group must be in INACTIVE."
if_group_is_removed(integer) : "All Goals in Group must be in REMOVED."
if_item_has_moved(integer) : "This Item not moved or carried."
if_item_hasnt_moved(integer) : "This Item must be moved or carried."
else_goal(integer) : "If criteria fails, activate this goal no"
goal_min(string) : "Bounding box min for goal, def is -16 -16 -24"
goal_max(integer) : "Bounding box max for goal, def is 16 16 32"
// When this Goal is successfully activated up, the following variables may be executed
return_item_no(integer) : "Return this GoalItem if not carried"
broadcast(string) : "Message centerprinted to everyone else."
message(string) : "Message centerprinted to AP."
team_broadcast(string) : "Message centerprinted to teammates"
non_team_broadcast(string) : "Message centerprinted to other team"
owners_team_broadcast(string) : "Centerprinted to all owning teammates"
netname_broadcast(string) : "_____ activated this goal.\n"
netname_team_broadcast(string) : "_____ activated your teams goal.\n"
netname_non_team_broadcast(string) : "____ took an enemy flag!\n"
netname_owners_team_broadcast(string) : "____ took your flag!\n"
deathtype(string) : "___ was killed by this goal!\n"
target(string) : "Activate goal with this targetname"
killtarget(string) : "Remove goal with this targetname"
ex_skill_min(integer) : "Skill Minimum"
ex_skill_max(integer) : "Skill Maximum"
goal_effects(integer) : "Bitfield. See TFEntRef"
maxammo_shells(integer) : "All members of this team are affected."
maxammo_nails(integer) : "All members not of this team are affected."
t_length(integer) : "Everyone within this radius is affected."
goal_results(integer) : "Bitfield. See TFEntRef"
count(integer) : "Specified score given to the AP's team."
increase_team1(integer) : "Specified score given to team 1"
increase_team2(integer) : "Specified score given to team 2"
increase_team3(integer) : "Specified score given to team 3"
increase_team4(integer) : "Specified score given to team 4"
noise(string) : "WAV file played when this Goal is activated."
lives(integer) : "Added to APA's lives."
health(integer) : "Added to APA's health."
armortype(integer) : "Bitfield. The APAs armortype is set to."
armorvalue(integer) : "APA's armorvalue is set to (0-250)"
armorclass(choices) : "APA's armorclass is set to" : 0 =
[
1 : "Shell Resistant"
2 : "Nail Resistant"
4 : "Explosion Resistant"
8 : "Electricity Resistant"
16 : "Fire Resistant"
]
frags(integer) : "Added to APA's frags."
ammo_shells(integer) : "Added this number of shells."
ammo_nails(integer) : "Added this number of nails."
ammo_rockets(integer) : "Added this number of rockets."
ammo_cells(integer) : "Added this number of cells."
ammo_detpack(integer) : "Added this number of det packs."
ammo_medikit(integer) : "Added this number of medikits."
no_grenades_1(integer) : "Added to number type 1 TF grenades."
no_grenades_2(integer) : "Added to number type 2 TF grenades."
invincible_finished(integer) : "Number of seconds of invincibility."
invisible_finished(integer) : "Number of seconds of invisibility."
super_damage_finished(integer) : "Number of seconds of quad."
radsuit_finished(integer) : "Number of seconds of radsuit."
items(integer) : "Goal gives this GoalItem to APA."
axhitme(integer) : "Goal removes this GoalItem from APA with it."
delay_time(integer) : "Delay before activation."
wait(integer) : "Goal stays ACTIVE for this long."
activate_goal_no(integer) : "Activate this Goal."
inactivate_goal_no(integer) : "Inactivate this Goal."
remove_goal_no(integer) : "Remove this Goal."
restore_goal_no(integer) : "Restore this Goal."
activate_group_no(integer) : "Activate all Goals in this GoalGroup."
inactivate_group_no(integer) : "Inactivate all Goals in this GoalGroup."
remove_group_no(integer) : "Remove all Goals in this GoalGroup."
restore_group_no(integer) : "Restore all Goals in this GoalGroup."
remove_item_group(integer) : "Removes a GoalGroup from APA"
all_active(integer) : "If whole group ACTIVE, activate last_impulse"
last_impulse(integer) : "Activate goal based on all_active"
remove_spawnpoint(integer) : "Remove spawnpoint with this goal_no."
restore_spawnpoint(integer) : "Restore spawnpoint with this goal_no."
remove_spawngroup(integer) : "Remove all spawnpoints in group_no."
restore_spawngroup(integer) : "Restore all spawnpoints in group_no."
display_item_status1(string) : "Display this when activated"
display_item_status2(string) : "Display this when activated"
display_item_status3(string) : "Display this when activated"
display_item_status4(string) : "Display this when activated"
team_str_home(string) : "Your flag is in it's base"
team_str_moved(string) : "Your flag is lying around"
team_str_carried(string) : "Your flag is being carried by"
non_team_str_home(string) : "The enemy flag is in it's base"
non_team_str_moved(string) : "The enemy flag is lying around"
non_team_str_carried(string) : "The enemy flag is being carried by"
]
// INFO_TFGOAL_TIMER
@PointClass base(TfClass) = info_tfgoal_timer : "TF Timer Goal"
[
goal_effects(integer) : "Bitfield. See TFEntRef"
search_time(integer) : "Time between iterations."
netname(string) : "The name of the Goal."
goal_no(integer) : "Unique ID number of this goal."
group_no(integer) : "ID Number of the goal group this goal belongs to."
goal_state(integer) : "Bitfield. The initial state."
items_allowed(integer) : "AP must have this goal item no"
playerclass(integer) : "Bitfield. Must be of this class(es)."
if_goal_is_active(integer) : "This Goal must be in ACTIVE state."
if_goal_is_inactive(integer) : "This Goal must be in INACTIVE state."
if_goal_is_removed(integer) : "This Goal must be in REMOVED state."
if_group_is_active(integer) : "All Goals in Group must be in ACTIVE."
if_group_is_inactive(integer) : "All Goals in Group must be in INACTIVE."
if_group_is_removed(integer) : "All Goals in Group must be in REMOVED."
if_item_has_moved(integer) : "This Item not moved or carried."
if_item_hasnt_moved(integer) : "This Item must be moved or carried."
has_item_from_group(integer) : "AP must have Item from group no"
maxammo_shells(integer) : "All members of this team are checked for criteria."
maxammo_nails(integer) : "All member not on this team are checked for criteria."
t_length(integer) : "Everyone within this radius is affected."
// When this Goal is successfully activated up, the following variables may be executed
return_item_no(integer) : "Return this GoalItem if not carried"
deathtype(string) : "___ was killed by this goal!\n"
target(string) : "Activate goal with this targetname"
killtarget(string) : "Remove goal with this targetname"
ex_skill_min(integer) : "Skill Minimum"
ex_skill_max(integer) : "Skill Maximum"
goal_results(integer) : "Bitfield. See TFEntRef"
increase_team1(integer) : "Specified score given to team 1"
increase_team2(integer) : "Specified score given to team 2"
increase_team3(integer) : "Specified score given to team 3"
increase_team4(integer) : "Specified score given to team 4"
noise(string) : "WAV file played when this Goal is activated."
lives(integer) : "Added to APA's lives."
health(integer) : "Added to APA's health."
armortype(integer) : "Bitfield. The APAs armortype is set to."
armorvalue(integer) : "APA's armorvalue is set to (0-250)"
armorclass(choices) : "APA's armorclass is set to" : 0 =
[
1 : "Shell Resistant"
2 : "Nail Resistant"
4 : "Explosion Resistant"
8 : "Electricity Resistant"
16 : "Fire Resistant"
]
frags(integer) : "Added to APA's frags."
ammo_shells(integer) : "Added this number of shells."
ammo_nails(integer) : "Added this number of nails."
ammo_rockets(integer) : "Added this number of rockets."
ammo_cells(integer) : "Added this number of cells."
ammo_detpack(integer) : "Added this number of det packs."
ammo_medikit(integer) : "Added this number of medikits."
no_grenades_1(integer) : "Added to number type 1 TF grenades."
no_grenades_2(integer) : "Added to number type 2 TF grenades."
invincible_finished(integer) : "Number of seconds of invincibility."
invisible_finished(integer) : "Number of seconds of invisibility."
super_damage_finished(integer) : "Number of seconds of quad."
radsuit_finished(integer) : "Number of seconds of radsuit."
items(integer) : "Goal gives this GoalItem to APA."
axhitme(integer) : "Goal removes this GoalItem from APA with it."
delay_time(integer) : "Delay before activation."
wait(integer) : "Goal stays ACTIVE for this long."
activate_group_no(integer) : "Activate all Goals in this GoalGroup."
inactivate_group_no(integer) : "Inactivate all Goals in this GoalGroup."
remove_group_no(integer) : "Remove all Goals in this GoalGroup."
restore_group_no(integer) : "Restore all Goals in this GoalGroup."
activate_goal_no(integer) : "Activate this Goal."
inactivate_goal_no(integer) : "Inactivate this Goal."
remove_goal_no(integer) : "Remove this Goal."
restore_goal_no(integer) : "Restore this Goal."
all_active(integer) : "If whole group ACTIVE, activate last_impulse"
last_impulse(integer) : "Activate goal based on all_active"
remove_spawnpoint(integer) : "Remove spawnpoint with this goal_no."
restore_spawnpoint(integer) : "Restore spawnpoint with this goal_no."
remove_spawngroup(integer) : "Remove all spawnpoints in group_no."
restore_spawngroup(integer) : "Restore all spawnpoints in group_no."
display_item_status1(string) : "Display this when activated"
display_item_status2(string) : "Display this when activated"
display_item_status3(string) : "Display this when activated"
display_item_status4(string) : "Display this when activated"
team_str_home(string) : "Your flag is in it's base"
team_str_moved(string) : "Your flag is lying around"
team_str_carried(string) : "Your flag is being carried by"
non_team_str_home(string) : "The enemy flag is in it's base"
non_team_str_moved(string) : "The enemy flag is lying around"
non_team_str_carried(string) : "The enemy flag is being carried by"
]
// ITEM_TFGOAL
@PointClass base(TfClass) = item_tfgoal : "TF Goal Item"
[
netname(string) : "The name of the Goal."
goal_no(integer) : "Unique ID number of this goal."
group_no(integer) : "ID Number of the goal group this goal belongs to."
owned_by(integer) : "The Team that own this entity."
goal_state(integer) : "Bitfield. The initial state."
mdl(string) : "The mdl used by this Goal if any."
skin(integer) : "The number of the skin on mdl."
goal_activation(integer) : "Bitfield. Activation criteria."
team_no(integer) : "AP must be of this team to activate."
items_allowed(integer) : "AP must have this goal item no"
has_item_from_group(integer) : "AP must have Item from group no"
playerclass(integer) : "Bitfield. Must be of this class(es)."
if_goal_is_active(integer) : "This Goal must be in ACTIVE state."
if_goal_is_inactive(integer) : "This Goal must be in INACTIVE state."
if_goal_is_removed(integer) : "This Goal must be in REMOVED state."
if_group_is_active(integer) : "All Goals in Group must be in ACTIVE."
if_group_is_inactive(integer) : "All Goals in Group must be in INACTIVE."
if_group_is_removed(integer) : "All Goals in Group must be in REMOVED."
if_item_has_moved(integer) : "This Item not moved or carried."
if_item_hasnt_moved(integer) : "This Item must be moved or carried."
else_goal(integer) : "If criteria fails, activate this goal no"
goal_min(string) : "Bounding box min for goal, def is -16 -16 -24"
goal_max(integer) : "Bounding box max for goal, def is 16 16 32"
// When this Goal is successfully activated up, the following variables may be executed
return_item_no(integer) : "Return this GoalItem if not carried"
broadcast(string) : "Message centerprinted to everyone else."
message(string) : "Message centerprinted to AP."
team_broadcast(string) : "Message centerprinted to teammates"
non_team_broadcast(string) : "Message centerprinted to other team"
owners_team_broadcast(string) : "Centerprinted to all owning teammates"
netname_broadcast(string) : "_____ activated this goal.\n"
netname_team_broadcast(string) : "_____ activated your teams goal.\n"
netname_non_team_broadcast(string) : "____ took an enemy flag!\n"
netname_owners_team_broadcast(string) : "____ took your flag!\n"
deathtype(string) : "___ was killed by this goal!\n"
target(string) : "Activate goal with this targetname"
killtarget(string) : "Remove goal with this targetname"
ex_skill_min(integer) : "Skill Minimum"
ex_skill_max(integer) : "Skill Maximum"
goal_effects(integer) : "Bitfield. See TFEntRef"
maxammo_shells(integer) : "All members of this team are affected."
maxammo_nails(integer) : "All members not of this team are affected."
t_length(integer) : "Everyone within this radius is affected."
goal_results(integer) : "Bitfield. See TFEntRef"
count(integer) : "Specified score given to the AP's team."
increase_team1(integer) : "Specified score given to team 1"
increase_team2(integer) : "Specified score given to team 2"
increase_team3(integer) : "Specified score given to team 3"
increase_team4(integer) : "Specified score given to team 4"
noise(string) : "WAV file played when this Goal is activated."
lives(integer) : "Added to APA's lives."
health(integer) : "Added to APA's health."
armortype(integer) : "Bitfield. The APAs armortype is set to."
armorvalue(integer) : "APA's armorvalue is set to (0-250)"
armorclass(choices) : "APA's armorclass is set to" : 0 =
[
1 : "Shell Resistant"
2 : "Nail Resistant"
4 : "Explosion Resistant"
8 : "Electricity Resistant"
16 : "Fire Resistant"
]
frags(integer) : "Added to APA's frags."
ammo_shells(integer) : "Added this number of shells."
ammo_nails(integer) : "Added this number of nails."
ammo_rockets(integer) : "Added this number of rockets."
ammo_cells(integer) : "Added this number of cells."
ammo_detpack(integer) : "Added this number of det packs."
ammo_medikit(integer) : "Added this number of medikits."
no_grenades_1(integer) : "Added to number type 1 TF grenades."
no_grenades_2(integer) : "Added to number type 2 TF grenades."
invincible_finished(integer) : "Number of seconds of invincibility."
invisible_finished(integer) : "Number of seconds of invisibility."
super_damage_finished(integer) : "Number of seconds of quad."
radsuit_finished(integer) : "Number of seconds of radsuit."
items(integer) : "Goal gives this GoalItem to APA."
axhitme(integer) : "Goal removes this GoalItem from APA with it."
delay_time(integer) : "Delay before activation."
wait(integer) : "Goal stays ACTIVE for this long."
activate_goal_no(integer) : "Activate this Goal."
inactivate_goal_no(integer) : "Inactivate this Goal."
remove_goal_no(integer) : "Remove this Goal."
restore_goal_no(integer) : "Restore this Goal."
activate_group_no(integer) : "Activate all Goals in this GoalGroup."
inactivate_group_no(integer) : "Inactivate all Goals in this GoalGroup."
remove_group_no(integer) : "Remove all Goals in this GoalGroup."
restore_group_no(integer) : "Restore all Goals in this GoalGroup."
remove_item_group(integer) : "Removes a GoalGroup from APA"
all_active(integer) : "If whole group ACTIVE, activate last_impulse"
last_impulse(integer) : "Activate goal based on all_active"
remove_spawnpoint(integer) : "Remove spawnpoint with this goal_no."
restore_spawnpoint(integer) : "Restore spawnpoint with this goal_no."
remove_spawngroup(integer) : "Remove all spawnpoints in group_no."
restore_spawngroup(integer) : "Restore all spawnpoints in group_no."
display_item_status1(string) : "Display this when activated"
display_item_status2(string) : "Display this when activated"
display_item_status3(string) : "Display this when activated"
display_item_status4(string) : "Display this when activated"
team_str_home(string) : "Your flag is in it's base"
team_str_moved(string) : "Your flag is lying around"
team_str_carried(string) : "Your flag is being carried by"
non_team_str_home(string) : "The enemy flag is in it's base"
non_team_str_moved(string) : "The enemy flag is lying around"
non_team_str_carried(string) : "The enemy flag is being carried by"
]
// INFO_PLAYER_TEAMSPAWN
@PointClass size(-16 -16 -24, 16 15 24) color(128 0 128) base(Appearflags) flags(Angle) = info_player_teamspawn : "TF Player Start"
[
netname(string) : "netname"
goal_no(integer) : "Goal Number"
group_no(integer) : "Group Number"
team_no(integer) : "Team to Spawn Here"
items(integer) : "Goal given to first to spawn here."
axhitme(integer) : "Removes this GoalItem from APA."
message(string) : "Disp to the first to spawn here."
goal_activation(integer) : "Bitfields. See TFEntRef."
goal_effects(choices) : "Remove spawnpoint after first use." : 0 =
[
0 : "Enabled"
1 : "Disabled"
]
activate_goal_no(integer) : "Activate this Goal."
items_allowed(integer) : "AP needs this GoalItem."
has_item_from_group(integer) : "AP must have Item from group_no"
playerclass(integer) : "Bitfield. Must be of this class(es)"
if_goal_is_active(integer) : "This Goal must be in ACTIVE state."
if_goal_is_inactive(integer) : "This Goal must be in INACTIVE state."
if_goal_is_removed(integer) : "This Goal must be in REMOVED state."
if_group_is_active(integer) : "All Goals in Group must be in ACTIVE."
if_group_is_inactive(integer) : "All Goals in Group must be in INACTIVE."
if_group_is_removed(integer) : "All Goals in Group must be in REMOVED."
if_item_has_moved(integer) : "This Item not moved or carried."
if_item_hasnt_moved(integer) : "This Item must be moved or carried."
target(string) : "Activate any target with this name"
killtarget(string) : "Remove any target with this name"
goal_state(integer) : "Bitfield. The initial state."
ex_skill_min(integer) : "Skill Minimum"
ex_skill_max(integer) : "Skill Maximum"
count(integer) : "Specified score given to the AP's team."
increase_team1(integer) : "Specified score given to team 1"
increase_team2(integer) : "Specified score given to team 2"
increase_team3(integer) : "Specified score given to team 3"
increase_team4(integer) : "Specified score given to team 4"
noise(string) : "WAV file played when this Goal is activated."
lives(integer) : "Added to APA's lives."
health(integer) : "Added to APA's health."
armortype(integer) : "Bitfield. The APAs armortype is set to."
armorvalue(integer) : "APA's armorvalue is set to (0-250)"
armorclass(choices) : "APA's armorclass is set to" : 0 =
[
1 : "Shell Resistant"
2 : "Nail Resistant"
4 : "Explosion Resistant"
8 : "Electricity Resistant"
16 : "Fire Resistant"
]
frags(integer) : "Added to APA's frags."
ammo_shells(integer) : "Added this number of shells."
ammo_nails(integer) : "Added this number of nails."
ammo_rockets(integer) : "Added this number of rockets."
ammo_cells(integer) : "Added this number of cells."
ammo_detpack(integer) : "Added this number of det packs."
ammo_medikit(integer) : "Added this number of medikits."
no_grenades_1(integer) : "Added to number type 1 TF grenades."
no_grenades_2(integer) : "Added to number type 2 TF grenades."
invincible_finished(integer) : "Number of seconds of invincibility."
invisible_finished(integer) : "Number of seconds of invisibility."
super_damage_finished(integer) : "Number of seconds of quad."
radsuit_finished(integer) : "Number of seconds of radsuit."
activate_goal_no(integer) : "Activate this Goal."
inactivate_goal_no(integer) : "Inactivate this Goal."
remove_goal_no(integer) : "Remove this Goal."
restore_goal_no(integer) : "Restore this Goal."
activate_group_no(integer) : "Activate all Goals in this GoalGroup."
inactivate_group_no(integer) : "Inactivate all Goals in this GoalGroup."
remove_group_no(integer) : "Remove all Goals in this GoalGroup."
restore_group_no(integer) : "Restore all Goals in this GoalGroup."
remove_item_group(integer) : "Removes a Items APA has from GoalGroup"
all_active(integer) : "If all Group ACTIVE, activate last_impulse goal."
last_impulse(integer) : "If all Group are ACTIVE, activate this Goal."
remove_spawnpoint(integer) : "Remove the spawnpoint with this goal_no."
restore_spawnpoint(integer) : "Restore the spawnpoint with this goal_no."
remove_spawngroup(integer) : "Remove all spawnpoints with this group_no."
restore_spawngroup(integer) : "Restore all spawnpoints with this group_no."
]