D-Day: Normandy.fgd
From Valve Developer Community
Jump to navigation
Jump to search
This page documents information about a third-party game running on a non-Valve engine. This information is documented here because it has technical and/or historical relevance to Valve's engines.
This FGD is provided in its unaltered form here, due to its historical relevance to Valve Hammer Editor.
This FGD is provided in its unaltered form here, due to its historical relevance to Valve Hammer Editor.
Old FGD file for D-Day: Normandy, as included in Worldcraft 1.6.
Tip:This FGD is built for an old version of Worldcraft, and does not take advantage of features found in newer editors. TrenchBroom includes an updated version of this FGD which takes advantage of modern editor features and removes some unused Quake II keys.
FGD
- This is a text file used internally by a Valve Software technology, such as GoldSrc, Source, and/or Source 2 engine.
To open this file, copy the following text into a text editor such as Notepad++, and save it with "save as type" being "all files" and.FGD
appended to the file name. Then open the file in the appropriate tool.
q2dday.fgd
Forge Game Data
//
// ===WorldCraft D-Day: Normandy FGD by Afrow UK===
// D-Day FGD v3.60
//
// Game definition file (.fgd - originally known as Forge Game Data file)
// Written for Quake II and D-Day: Normandy - the best Quake2 mod there is!
// For Worldcraft 1.6 and above
//
// Last update: 4th November 2002
//
// Configured for ultimate light candy with ArghRad - (included)
//
// Original Quake2 stuff written by - autolycus - [email protected]
// D-Day and additional Quake2 stuff written by - Afrow UK - [email protected]
//
// Email me (Afrow UK) with improvements and suggestions
//
//
// Following stuff must not be modified. (Unless you really know what you are doing)
// ----------------------------------------------------------------------------------------------
@SolidClass = worldspawn : "World entity"
[
message(string) : "Level Title (eg. Hi!\nby BOB)"
nextmap(string) : "Next Map (Q2:DM, Not D-Day)"
sky(string) : "Sky File (eg. night1)" : "sr"
skyaxis(string) : "Rotating Sky Axis (# # #)"
skyrotate(string) : "Sky Turn Speed (Degrees/Sec)"
sounds(integer) : "Play CD Music Track Number"
gravity(integer) : "Gravity (Default=800)" : 800
label(string) : "-------ArghRad Map Lighting--------" : "This is a label - DON'T TOUCH!"
_sun_light(integer) : "Sun Light Brightness" : 225
_sun_ambient(integer) : "Sun Light Ambient Brightness" : 15
_sun_surface(integer) : "Sun Light Hit Face Brightness" : 15
light(color1) : "Light RGB Ambient Brightness"
label(string) : "-------ArghRad Map Spotlights------" : "This is a label - DON'T TOUCH!"
_sun(string) : "Sun1: Spotlight Pointing To Target"
_sun_color(color1) : "Sun1: Sun Light Colour"
_sun_vector(string) : "Sun1: Sun Light Angle (# # #)"
_sun_diffuse(integer) : "Sun1: Diffuse Sun Light Brightness"
_sun_difwait(integer) : "Sun1: Diffuse Sun Light Attenuation"
_sun2(string) : "Sun2: Spotlight Pointing To Target"
_sun2_color(color1) : "Sun2: Sun Light Colour"
_sun2_vector(string) : "Sun2: Sun Light Angle (# # #)"
_sun2_diffuse(integer) : "Sun2: Diffuse Sun Light Brightness"
_sun2_difwait(integer) : "Sun2: Diffuse Sun Light Attenuation"
_sun3(string) : "Sun3: Spotlight Pointing To Target"
_sun3_color(color1) : "Sun3: Sun Light Colour"
_sun3_vector(string) : "Sun3: Sun Light Angle (# # #)"
_sun3_diffuse(integer) : "Sun3: Diffuse Sun Light Brightness"
_sun3_difwait(integer) : "Sun3: Diffuse Sun Light Attenuation"
_sun4(string) : "Sun4: Spotlight Pointing To Target"
_sun4_color(color1) : "Sun4: Sun Light Colour"
_sun4_vector(string) : "Sun4: Sun Light Angle (# # #)"
_sun4_diffuse(integer) : "Sun4: Diffuse Sun Light Brightness"
_sun4_difwait(integer) : "Sun4: Diffuse Sun Light Attenuation"
]
@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) : "Entity Name" ]
@baseclass = Target [ target(target_destination) : "Entity Name To Target" ]
@baseclass = Killtarget [ killtarget(string) : "Remove When Triggered..." ]
@baseclass = TeamDM [ team(string) : "Connect To Entity" ]
@baseclass = TeamDM2 [ team(string) : "Respawn Association" ]
@baseclass = TeamDM3 [ team(string) : "Connect to turret_breach" ]
@baseclass = Message [ message(string) : "Message To Print" ]
@baseclass = Pathtarget [ pathtarget(string) : "Entity To Trigger" ]
@baseclass = Pathtarget1 [ pathtarget(string) : "Elevator Level Target" ]
@baseclass = Speed0 [ speed(integer) : "Speed (Units/Sec)" ]
@baseclass = Speed25 [ speed(integer) : "Speed (Units/Sec)" : 25 ]
@baseclass = Speed40 [ speed(integer) : "Speed (Units/Sec)" : 40 ]
@baseclass = Speed100 [ speed(integer) : "Speed (Units/Sec)" : 100 ]
@baseclass = SpeedDeg100 [ speed(integer) : "Speed (Deg/Sec)" : 100 ]
@baseclass = trainTarget [ target(string) : "First Stop (path_corner)" ]
@baseclass = exp_obj
[
obj_name(string) : "Objective Name"
obj_gain(integer) : "Points Awarded" : 50
obj_loss(integer) : "Points Taken" : 10
health(integer) : "Health" : 100
mass(integer) : "Mass (Debris)" : 75
dmg(integer) : "Damage" : 100
]
@baseclass = door
[
message(string) : "Trigger Message"
health(integer) : "Health (Shootable)"
accel(integer) : "Acceleration"
decel(integer) : "Deceleration"
wait(choices) : "Wait Before Close" : 3 =
[
-1 : "Stay Open"
]
lip(integer) : "Lip Remaining After Move" : 8
dmg(integer) : "Damage When Blocked" : 0
sounds(choices) : "Sounds" : 0 =
[
0 : "Audible (Q2 Only)"
1 : "Silent"
]
]
@baseclass = exp
[
health(integer) : "Health" : 100
mass(integer) : "Mass (Debris)" : 75
dmg(integer) : "Damage" : 100
]
@baseclass = turretb
[
speed(integer) : "Speed Of Movement" : 50
dmg(integer) : "Damage" : 10
minpitch(integer) : "Miminum Pitch Angle" : -30
maxpitch(integer) : "Maximum Pitch Angle" : 30
minyaw(integer) : "Minimum Yaw Angle" : 0
maxyaw(integer) : "Maximum Yaw Angle" : 360
]
@baseclass = water
[
speed(integer) : "Speed Of Current" : 25
wait(choices) : "Wait Before Return" : -1 =
[
-1 : "Toggle"
]
lip(integer) : "Lip Remaining After Move"
sounds(Choices) : "Sounds" : 1 =
[
0 : "No Sounds"
1 : "Water"
2 : "Lava (Hiss)"
]
]
@baseclass = button
[
killtarget(string) : "Remove When Triggered..."
pathtarget(string) : "Elevator Level Target"
speed(integer) : "Speed" : 40
wait(choices) : "Wait Before Reset" : 1 =
[
-1 : "Never Return"
]
accel(integer) : "Acceleration"
decel(integer) : "Deceleration"
lip(integer) : "Lip Remaining After Move" : 4
health(integer) : "Health (Shootable)"
sounds(choices) : "Sounds" : 0 =
[
0 : "Audible (Q2 Only)"
1 : "Silent"
]
message(string) : "Activation Message"
]
@baseclass = rota
[
team(string) : "Connect (func_train/func_rotating)"
dmg(integer) : "Damage When Blocked" : 0
]
@baseclass = plat
[
speed(integer) : "Speed Of Movement" : 100
accel(integer) : "Acceleration" : 500
decel(integer) : "Deceleration"
lip(integer) : "Lip Remaining After Move" : 8
height(integer) : "Movement Distance"
]
@baseclass = train
[
speed(integer) : "Speed Of Movement" : 100
accel(integer) : "Acceleration"
decel(integer) : "Deceleration"
dmg(integer) : "Damage When Blocked" : 0
noise(string) : "Sound (Path/File.wav)"
]
@baseclass = door_rota
[
distance(integer) : "Degrees Of Rotation" : 90
message(string) : "Trigger Message"
health(integer) : "Health (Shootable)"
accel(integer) : "Acceleration"
decel(integer) : "Deceleration"
wait(choices) : "Wait Before Close" : 3 =
[
-1 : "Stay Open"
]
dmg(integer) : "Damage When Blocked" : 0
sounds(choices) : "Sounds" : 0 =
[
0 : "Audible (Q2 Only)"
1 : "Silent"
]
]
@baseclass = door_secr
[
accel(integer) : "Acceleration" : 50
decel(integer) : "Deceleration"
dmg(integer) : "Damage When Blocked" : 2
wait(choices) : "Wait Before Close" : 5 =
[
-1 : "Stay Open"
]
message(string) : "Message"
]
@baseclass = Obj_Owner
[
obj_owner(choices) : "Object Owner" : 0 =
[
0 : "USA/GBR/RUS"
1 : "GRM"
]
]
@baseclass = ArghBmodel
[
label(string) : "-----ArghRad Bmodel Variables------" : "This is a label - DON'T TOUCH!"
_minlight(integer) : "Entity Glow (0.0-2.0)"
_ambient(color1) : "Minimum RGB Light"
light(string) : "Entity Light Value"
_lightmin(string) : "Minimum Entity Light"
style(choices) : "Type Of Entity Light" : 0 =
[
0 : "Normal"
1 : "Flicker #1"
6 : "Flicker #2"
2 : "Slow Strong Pulse"
3 : "Candle #1"
7 : "Candle #2"
8 : "Candle #3"
4 : "Fast Strobe"
5 : "Gentle Pulse #1"
9 : "Slow Strobe"
10 : "Fluorescent Flicker"
11 : "Slow Pulse, NO Black"
]
_color(color1) : "Entity RGB Light Colour"
_focus(string) : "Fade Entity Light Edges"
]
@baseclass base(Appearflags, Targetname) size(-16 -16 -24, 16 16 32) color(0 255 0) = PlayerClass []
@PointClass base(PlayerClass) = info_player_start : "D-Day map start" []
@PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" []
@PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" []
@PointClass base(PlayerClass) = info_player_intermission : "Deathmatch intermission point"
[
angles(string) : "Pitch Yaw Roll (eg. 1 4 9)"
]
@baseclass base(Appearflags, Targetname, Obj_Owner) size(-16 -16 -16, 16 16 40) color(0 200 255) = PlayerClass2 []
@PointClass base(PlayerClass2) = info_reinforcements_start : "D-Day Reinforcements start"
[
delay(integer) : "Delay Before Respawn" : 5
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_infantry_start : "D-Day Infantry start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_officer_start : "D-Day Officer start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_flamethrower_start : "D-Day Flamethrower start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_lgunner_start : "D-Day Light Gunner start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_hgunner_start : "D-Day Heavy Gunner start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_special_start : "D-Day Airborn start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_engineer_start : "D-Day Engineer start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_medic_start : "D-Day Medic start"
[
team(string) : "Respawn Association..."
]
@PointClass base(PlayerClass2) = info_sniper_start : "D-Day Sniper start"
[
team(string) : "Respawn Association..."
]
@baseclass base(Appearflags, Obj_Owner) size(-8 -8 -8, 8 8 8) color(255 200 50) = PlayerClass3 []
@PointClass base(PlayerClass3) = info_team_start : "D-Day Team Information"
[
message(string) : "Team Name"
dll(string) : "Team DLL (usa/grm/gbr/rus)" : "gbr"
count(choices) : "Team Orders" : 99 =
[
0 : "Defence"
1 : "Offence"
2 : "Patrol"
99 : "Campaign"
]
nextmap(string) : "Next Map When Team Wins"
kills(integer) : "Kills To Win" : 50
points(integer) : "Points To Win" : 100
]
@PointClass base(Appearflags) color(255 128 0) size(-2 -2 0, 2 2 246) = misc_banner : "Flowing banner" []
@PointClass base(Appearflags) color(255 128 0) size(-2 -2 0, 2 2 80) = misc_banner_1 : "Flowing banner" []
@PointClass base(Appearflags) color(255 128 0) size(-2 -2 0, 2 2 80) = misc_banner_2 : "Flowing banner" []
@PointClass base(Appearflags) color(255 128 0) size(-2 -2 0, 2 2 80) = misc_banner_3 : "Flowing banner" []
@PointClass base(Appearflags) color(255 128 0) size(-2 -2 0, 2 2 32) = misc_banner_4 : "Flowing banner" []
@PointClass base(Appearflags) color(255 128 128) size(-16 -16 -4, 16 16 8) = misc_skeleton : "Skeleton" []
@PointClass base(Appearflags, Targetname) color(255 128 0) size(-16 -16 0, 16 16 32) = misc_viper : "WWII era P-51 Mustang"
[
target(string) : "First Stop (path_corner)"
speed(integer) : "Speed Of Movement"
]
@PointClass base(Appearflags) color(0 128 0) size(-8 -8 0, 8 8 16) = misc_md2 : "Place models as part of your scenery"
[
model(string) : "Model File (path/file.md2)" : "models/weapons/grm/g_mg42/tris.md2"
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, Obj_Owner) color(0 128 204) = objective_touch : "D-Day Objective taken when touched"
[
message(string) : "Objective Name"
health(integer) : "Points Awarded" : 50
dmg(integer) : "Points Taken" : 10
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, Obj_Owner, exp_obj, ArghBmodel) color(0 128 204) = func_explosive_objective : "D-Day Explosive Objective"
[
spawnflags(Flags) =
[
1 : "Start Hidden" : 0
2 : "Animated" : 0
4 : "Animated Fast" : 0
]
]
@BaseClass base(Appearflags, Target) color(76 76 255) size(-16 -16 -16, 16 16 16) = Ammo
[
team(string) : "Respawn Association..."
]
@PointClass base(Ammo) = ammo_shells : "Shotgun ammo" []
@PointClass base(Ammo) = ammo_bullets : "Machine/Chain gun ammo" []
@PointClass base(Ammo) = ammo_cells : "Blaster/BFG ammo" []
@PointClass base(Ammo) = ammo_grenades : "Grenades" []
@PointClass base(Ammo) = ammo_rockets : "Rockets" []
@PointClass base(Ammo) = ammo_slugs : "Rail gun ammo" []
@SolidClass base(Appearflags, Targetname) = func_areaportal : "Area portal (Vis blocker)" []
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, button, ArghBmodel) color(0 128 204) = func_button : "Button" []
@PointClass base(Appearflags, Targetname, Pathtarget) color(0 0 255) size(-8 -8 -8, 8 8 8) = func_clock : "Clock"
[
spawnflags(Flags) =
[
1 : "Timer UP" : 0
2 : "Timer DOWN" : 0
4 : "Start OFF" : 0
8 : "Multi Use" : 0
]
target(string) : "Target (target_string)"
count(integer) : "Clock Count (Seconds)"
style(choices) : "Style" : 0 =
[
0 : "xx"
1 : "xx:xx"
2 : "xx:xx:xx"
]
]
@SolidClass base(Appearflags, Targetname, Speed100, ArghBmodel) color(0 128 204) = func_conveyor : "Conveyor belt"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "Toggle" : 0
]
speed(integer) : "Speed" : 100
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, door, Speed100, ArghBmodel) color(0 128 204) = func_door : "Door"
[
spawnflags(Flags) =
[
1 : "Start Open" : 0
4 : "Crusher" : 0
8 : "No Monsters" : 0
16 : "Animated" : 0
32 : "Toggle" : 0
64 : "Animated Fast" : 0
]
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, door_rota, ArghBmodel, SpeedDeg100) color(0 128 204) = func_door_rotating : "Rotating Door"
[
spawnflags(Flags) =
[
1 : "Start Open" : 0
2 : "Reverse" : 0
4 : "Crusher" : 0
8 : "No Monsters" : 0
16 : "Animated" : 0
32 : "Toggle" : 0
64 : "X Axis" : 0
128 : "Y Axis" : 0
]
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, door_secr, ArghBmodel) color(0 128 204) = func_door_secret : "Secret Door"
[
spawnflags(Flags) =
[
1 : "Always Shoot" : 0
2 : "1st LEFT" : 0
4 : "1st DOWN" : 0
]
]
@SolidClass base(Appearflags, Targetname, Target, Killtarget, TeamDM, exp, ArghBmodel) color(0 128 204) = func_explosive : "Exploding/Breakable brush"
[
spawnflags(Flags) =
[
1 : "Start Hidden" : 0
2 : "Animated" : 0
4 : "Animated Fast" : 0
]
]
@SolidClass base(Appearflags, Targetname) color(255 0 0) = func_killbox : "Instant death" []
@SolidClass base(Appearflags, Targetname, ArghBmodel) color (0 128 204) = func_object : "Solid bmodel, will fall if its support is removed"
[
spawnflags(Flags) =
[
1 : "Start Hidden" : 0
2 : "Animated" : 0
4 : "Animated Fast" : 0
]
]
@SolidClass base(Appearflags, Targetname, TeamDM, plat, ArghBmodel) color(0 128 204) = func_plat : "Platform"
[
spawnflags(Flags) =
[
1 : "Touch To Trigger" : 0
]
]
@SolidClass base(Appearflags, Targetname, rota, SpeedDeg100, ArghBmodel) color(0 128 204) = func_rotating : "Rotating brush"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "Reverse" : 0
4 : "X Axis" : 0
8 : "Y Axis" : 0
16 : "Pain On Touch" : 0
32 : "Block Stops" : 0
64 : "Animated" : 0
128 : "Animated Fast" : 0
]
]
@PointClass base(Appearflags, Targetname, Target) color(76 25 153) size(-8 -8 -8, 8 8 8) = func_timer : "Timer"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
]
wait(integer) : "Base Wait Time" : 1
random(integer) : "Wait Variance (+/-)"
delay(integer) : "Delay Before First Firing"
pausetime(integer) : "Additional Delay"
]
@SolidClass base(Appearflags, Targetname, trainTarget, Killtarget, TeamDM, train, ArghBmodel) color(0 128 204) = func_train : "Moving platform"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "Toggle" : 0
4 : "Block Stops" : 0
]
]
@SolidClass base(Appearflags, Targetname, ArghBmodel) color(0 128 204) = func_wall : "Solid Wall"
[
spawnflags(Flags) =
[
1 : "Start Hidden" : 0
2 : "Toggle" : 0
4 : "Start ON" : 0
8 : "Animated" : 0
16 : "Animated Fast" : 0
]
]
@SolidClass base(Appearflags, Targetname, Killtarget, TeamDM2, water, ArghBmodel) color(0 128 204) = func_water : "Moveable water"
[
spawnflags(Flags) =
[
1 : "Start Open" : 0
]
]
@PointClass base(Appearflags) color(0 128 64) size(-4 -4 -4, 4 4 4) = info_null : "Spotlight target"
[
targetname(string) : "Name (Targeted By Light)"
]
@PointClass base(info_null) = info_notnull : "Lightning target" []
@BaseClass base(Appearflags, Target, Delay, Message, KillTarget, TeamDM) color(76 76 255) size(-16 -16 -16, 16 16 16) = Items
@PointClass base(Items) = item_adrenaline : "+1 to max health" []
@PointClass base(Items) = item_ancient_head : "+2 to max health" []
@PointClass base(Items) = item_armor_body : "Body armor" []
@PointClass base(Items) = item_armor_combat : "Combat armor" []
@PointClass base(Items) = item_armor_jacket : "Jacket armor" []
@PointClass base(Items) = item_armor_shard : "Armor shard" []
@PointClass base(Items) = item_bandolier : "Equipment belt" []
@PointClass base(Items) = item_breather : "Underwater breather" []
@PointClass base(Items) = item_enviro : "Enviro-Suit" []
@PointClass base(Items) = item_health : "+10 health" []
@PointClass base(Items) = item_health_small : "+2 health" []
@PointClass base(Items) = item_health_large : "+25 health" []
@PointClass base(Items) = item_health_mega : "+100 health" []
@PointClass base(Items) = item_invulnerability : "Invulnerability" []
@PointClass base(Items) = item_pack : "Heavy backpack" []
@PointClass base(Items) = item_power_screen : "Power screen" []
@PointClass base(Items) = item_power_shield : "Power shield" []
@PointClass base(Items) = item_quad : "Quad damage" []
@PointClass base(Items) = item_silencer : "Silencer" []
@BaseClass base(Appearflags, Target, Killtarget, Delay, Message) color(0 128 204) size(-16 -16 -16, 16 16 16) = Keys []
@PointClass base(Keys) = key_airstrike_target : "Tank commander's head" []
@PointClass base(Keys) = key_blue_key : "Normal door key - blue" []
@PointClass base(Keys) = key_commander_head : "Tank commander's head" []
@PointClass base(Keys) = key_data_cd : "Key for computer centers" []
@PointClass base(Keys) = key_data_spinner : "Key for city computer" []
@PointClass base(Keys) = key_pass : "Security pass for secret level" []
@PointClass base(Keys, Targetname) = key_power_cube : "Warehouse circuits"
[
spawnflags(Flags) =
[
1 : "Start Hidden" : 0
2 : "No Touch" : 0
]
]
@PointClass base(Keys) = key_pyramid : "Key for entrance to jail3" []
@PointClass base(Keys) = key_red_key : "normal door key - red" []
@PointClass base(Appearflags, Target, Targetname) color(0 255 0) size(-8 -8 -8, 8 8 8) = light : "Light"
[
spawnflags(Flags) =
[
1 : "Start OFF" : 0
]
light(integer) : "Brightness" : 300
_color(color1) : "RGB Colour"
_spotvector(string) : "Aim Angle Degrees (# #)"
_falloff(choices) : "Fall OFF Ratio" : 0 =
[
0 : "Linear"
1 : "Inverse"
2 : "Inverse-Square"
]
_fade(integer) : "Fade Distance (Less=Further)" : 1
_angfade(integer) : "Fade On Angled Surfaces" : 1
style(Choices) : "Style" : 0 =
[
0 : "Normal"
1 : "Flicker #1"
6 : "Flicker #2"
2 : "Slow Strong Pulse"
3 : "Candle #1"
7 : "Candle #2"
8 : "Candle #3"
4 : "Fast Strobe"
5 : "Gentle Pulse #1"
9 : "Slow Strobe"
10 : "Fluorescent Flicker"
11 : "Slow Pulse, No Black"
]
_cone(integer) : "Size Of Light (Spotlight)" : 10
_focus(integer) : "Fade Cone Edge" : 1
_spotpoint(string) : "Spot Aims At XYZ Point (# # #)"
]
@PointClass base(light) color(0 255 0) size(-2 -2 -12, 2 2 12) = light_mine1 : "Dusty fluorescent light fixture"
[
spawnflags(Flags) =
[
1 : "" : 0
]
]
@PointClass base(light_mine1) = light_mine2 : "Clean fluorescent light fixture" []
@PointClass base(PlayerClass, Target) = misc_actor : "Actor"
[
health(integer) : "Health" : 100
]
@PointClass base(Appearflags, Targetname) = target_actor : "Actor path"
[
spawnflags(Flags) =
[
1 : "Jump" : 0
2 : "Shoot" : 0
4 : "Attack" : 0
16 : "Hold" : 0
32 : "Brutal" : 0
]
target(string) : "Next Path Target"
pathtarget(string) : "Action Target"
wait(integer) : "Pause Time"
message(string) : "Message To Print"
speed(integer) : "Forward (Jump)" : 200
height(integer) : "Height (Jump)" : 200
]
@PointClass base(Appearflags) color(255 128 0) size(-8 -8 -8, 8 8 8) = misc_blackhole : "Blackhole" []
@PointClass base(Appearflags) color(255 128 0) size(-16 -16 0, 16 16 16) = misc_deadsoldier : "Dead guys! 6 of em!"
[
spawnflags(Flags) =
[
1 : "On Back" : 0
2 : "On Stomach" : 0
4 : "Back, Decap" : 0
8 : "Fetal Position" : 0
16 : "Sitting, Decap" : 0
32 : "Impaled" : 0
]
]
@PointClass base(Appearflags) color(255 128 0) size(-32 -32 -16, 32 32 32) = misc_eastertank : "Tank Pimp" []
@PointClass base(Appearflags) color(255 128 0) size(-32 -32 0, 32 32 32) = misc_easterchick : "Chick #1" []
@PointClass base(Appearflags) color(255 128 0) size(-32 -32 0, 32 32 32) = misc_easterchick2 : "Chick #2" []
@PointClass base(Appearflags, Targetname) color(0 128 204) size(-16 -16 0, 16 16 40) = misc_explobox : "Large exploding box"
[
mass(integer) : "Debris Mass" : 100
health(integer) : "Health" : 80
dmg(integer) : "Damage" : 150
]
@PointClass base(Appearflags) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_gib_arm : "arm gib, use with target_spawner"
[
targetname(string) : "Name (Targeted by target_spawner)"
]
@PointClass base(Appearflags) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_gib_head : "head gib, use with target_spawner"
[
targetname(string) : "Name (Targeted by target_spawner)"
]
@PointClass base(Appearflags) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_gib_leg : "leg gib, use with target_spawner"
[
targetname(string) : "Name (Targeted by target_spawner)"
]
@PointClass base(Appearflags, Targetname) color(255 128 0) size(-16 -16 -24, 16 16 32) = misc_insane : "Insane Soldiers"
[
spawnflags(Flags) =
[
1 : "Ambush" : 0
2 : "Start Hidden" : 0
4 : "Crawl" : 0
8 : "Crucified" : 0
16 : "Stand Ground" : 0
32 : "Always Stand" : 0
]
deathtarget(string) : "Entity to trigger at death"
target(string) : "Target (path_corner)"
combattarget(string) : "Combat Target (point_combat)"
killtarget(string) : "Entity To Remove At Death"
item(string) : "Item To Spawn At Death (eg. ammo_shells)"
]
@PointClass base(Appearflags, Targetname) color(255 128 0) size(-64 -64 0, 64 64 128) = misc_satellite_dish : "Satellite Dish" []
@PointClass base(Appearflags, Targetname) color(255 128 0) size(-16 -16 0, 16 16 32) = misc_strogg_ship : "Strogg ship for flybys"
[
target(string) : "First Path Target"
speed(integer) : "Speed"
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-32 -32 -24, 32 32 -16) = misc_teleporter : "Teleporter"
[
target(string) : "Teleporter Destination"
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-32 -32 -24, 32 32 -16) = misc_teleporter_dest : "Teleport Destination" []
@PointClass base(Appearflags) color(255 128 0) size(-176 -120 -24, 176 120 72) = misc_bigviper : "Large stationary Viper" []
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = misc_viper_bomb : "Viper Bomb"
[
dmg(integer) : "Damage"
]
@BaseClass base(Appearflags, Target, Targetname) color(255 128 0) size(-16 -16 -24, 16 16 32) = Monsters
[
spawnflags(Flags) =
[
1 : "Ambush" : 0
2 : "Start Hidden" : 0
4 : "Sight" : 0
]
combattarget(string) : "Point Combat Target"
deathtarget(string) : "Entity To Trigger At Death"
killtarget(string) : "Entity To Remove At Death"
item(string) : "Spawn Item"
]
@PointClass base(Monsters) = monster_berserk : "Berserker" []
@PointClass base(Monsters) size(-56 -56 0, 56 56 80) = monster_boss2 : "Boss2" []
@PointClass base(Appearflags, Targetname) size(-32 -32 0, 32 32 90) = monster_boss3_stand : "Stationnary Makron" []
@PointClass base(Monsters) = monster_brain : "Brains" []
@PointClass base(Monsters) = monster_chick : "Iron Maiden" []
@PointClass base(Appearflags, Targetname) color(255 128 0) size(-32 -32 0, 32 32 48) = monster_commander_body : "Tank commander's decapitated body" []
@PointClass base(Monsters) = monster_flipper : "Barracuda shark" []
@PointClass base(Monsters) = monster_floater : "Technician" []
@PointClass base(Monsters) = monster_flyer : "Flyer" []
@PointClass base(Monsters) size(-32 -32 -24, 32 32 64) = monster_gladiator : "Gladiator" []
@PointClass base(Monsters) = monster_gunner : "Gunner" []
@PointClass base(Monsters) = monster_hover : "Icarus" []
@PointClass base(Monsters) = monster_infantry : "Infantry" []
@PointClass base(Monsters) size(-80 -80 0, 90 90 140) = monster_jorg : "Jorg" []
@PointClass base(Monsters) size(-30 -30 0, 30 30 90) = monster_makron : "Makron" []
@PointClass base(Monsters) = monster_medic : "Medic" []
@PointClass base(Monsters) size(-32 -32 -24, 32 32 32) = monster_mutant : "Mutant" []
@PointClass base(Monsters) = monster_parasite : "Parasite" []
@PointClass base(Monsters) = monster_soldier_light : "Light Soldier" []
@PointClass base(Monsters) = monster_soldier : "Soldier" []
@PointClass base(Monsters) = monster_soldier_ss : "SS Soldier" []
@PointClass base(Monsters) size(-32 -32 -16, 32 32 72) = monster_tank : "Tank" []
@PointClass base(Monsters) size(-64 -64 0, 64 64 72) = monster_supertank : "Super tank" []
@PointClass base(Monsters) size(-32 -32 -16, 32 32 72) = monster_tank_commander : "Tank commander" []
@PointClass base(Appearflags, Targetname) color(128 76 0) size(-8 -8 -8, 8 8 8) = path_corner : "Path marker"
[
spawnflags(Flags) =
[
1 : "Teleport" : 0
]
target(string) : "Next Path Target"
pathtarget(string) : "Entity To Trigger..."
wait(choices) : "Wait" : 0 =
[
-1 : "Wait For Retrigger"
]
]
@PointClass base(Appearflags, Targetname, Target) color(128 76 9) size(-8 -8 -8, 8 8 8) = point_combat : "1st point of combat"
[
spawnflags(Flags) =
[
1 : "Hold" : 0
]
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_blaster : "Blaster"
[
spawnflags(Flags) =
[
1 : "No Trail" : 0
2 : "No Effects" : 0
]
dmg(integer) : "Damage" : 15
speed(integer) : "Speed" : 1000
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_changelevel : "Change level"
[
map(string) : "Next Map (eg. base1)"
]
@SolidClass base(Appearflags, Targetname, ArghBmodel) color(0 0 255) = target_character : "Use with target_string and func_clock"
[
team(string) : "Respawn Association..."
count(integer) : "Position In The String (target_string)"
_minlight(string) : "Minimum Light (Optional)"
]
@PointClass base(Appearflags, Targetname, Target) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crosslevel_trigger : "Cross-level trigger"
[
spawnflags(Flags) =
[
1 : "Trigger 1" : 0
2 : "Trigger 2" : 0
4 : "Trigger 3" : 0
8 : "Trigger 4" : 0
16 : "Trigger 5" : 0
32 : "Trigger 6" : 0
64 : "Trigger 7" : 0
128 : "Trigger 8" : 0
]
killtarget(string) : "Remove When Triggered..."
message(string) : "Message To Print"
delay(integer) : "Trigger Delay"
]
@PointClass base(Appearflags, Targetname, Target) color(128 128 128) size(-8 -8 -8, 8 8 8) = target_crosslevel_target : "Cross-level trigger"
[
spawnflags(Flags) =
[
1 : "Trigger 1" : 0
2 : "Trigger 2" : 0
4 : "Trigger 3" : 0
8 : "Trigger 4" : 0
16 : "Trigger 5" : 0
32 : "Trigger 6" : 0
64 : "Trigger 7" : 0
128 : "Trigger 8" : 0
]
killtarget(string) : "Remove When Triggered..."
delay(integer) : "Trigger Delay (If Activated)" : 1
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_earthquake : "Level wide earthquake"
[
speed(integer) : "Severity Of Quake" : 200
count(integer) : "Duration" : 5
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_explosion : "Explosion"
[
delay(integer) : "Delay Before Explosion"
dmg(integer) : "Radius Damage" : 0
]
@PointClass base(Appearflags, Targetname) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_goal : "Counts a goal completed" []
@PointClass base(Appearflags, Targetname) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_help : "Computer help message"
[
spawnflags(Flags) =
[
1 : "Main Objective" : 0
]
message(string) : "Computer Message"
]
@PointClass base(Appearflags, Targetname, Target) color(0 128 204) size(-8 -8 -8, 8 8 8) = target_laser : "Laser"
[
spawnflags(Flags) =
[
1 : "Start ON" : 0
2 : "Red" : 0
4 : "Green" : 0
8 : "Blue" : 0
16 : "Yellow" : 0
32 : "Orange" : 0
64 : "Fat" : 0
]
target(string) : "Target (Entity Aimed At)"
dmg(integer) : "Damage"
]
@PointClass base(Appearflags, Targetname, Target) color(0 128 204) size(-8 -8 -8, 8 8 8) = target_lightramp : "Light ramp"
[
spawnflags(Flags) =
[
1 : "Toggle" : 0
]
speed(integer) : "Speed"
message(string) : "Start/End Light Level"
]
@PointClass base(Appearflags, Targetname) color(255 0 255) size(-8 -8 -8, 8 8 8) = target_secret : "Counts a secret found"
[
message(string) : "Message To Print" : "You have found a secret."
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_spawner : "Monster/Item spawner"
[
target(string) : "Target"
speed(integer) : "Speed"
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_speaker : "Sound player"
[
spawnflags(Flags) =
[
1 : "Looped ON" : 0
2 : "Looped OFF" : 0
4 : "Reliable" : 0
]
noise(string) : "Sound (path/file.wav)"
attenuation(Choices) : "Attenuation" : 1 =
[
-1 : "None, Send To Whole Level"
1 : "Normal Fighting Sounds"
2 : "Idle Sound Level"
3 : "Ambient Sound Level"
]
volume(integer) : "Volume (0.0 - 1.0)" : 1
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_splash : "Creates a splash when used"
[
sounds(choices) : "Type Of Splash" : 2 =
[
1 : "Sparks"
2 : "Blue Water"
3 : "Brown Water"
4 : "Slime"
5 : "Lava"
6 : "Blood"
]
count(integer) : "Number Of Splash Pixels (1 - 255)"
dmg(integer) : "Radius Damage"
]
@PointClass base(Appearflags, Targetname) color(0 0 255) size(-8 -8 -8, 8 8 8) = target_string : "String"
[
team(string) : "Respawn Association... (target_character)"
]
@PointClass base(Appearflags, Targetname) color(255 0 0) size(-8 -8 -8, 8 8 8) = target_temp_entity : "Temp entity"
[
style(choices) : "Style" : 22 =
[
20 : "Green Fireball"
21 : "Particles #1"
22 : "Particles #2"
]
]
@PointClass base(Appearflags, Target) color(128 128 128) size(-8 -8 -8, 8 8 8) = trigger_always : "Always triggers"
[
killtarget(string) : "Remove When Triggered..."
delay(integer) : "Time Before Triggering"
]
@PointClass base(Appearflags, Targetname, Target) color(128 128 128) size(-8 -8 -8, 8 8 8) = trigger_counter : "Counter"
[
spawnflags(Flags) =
[
1 : "No Message" : 0
]
killtarget(string) : "Remove When Triggered..."
count(integer) : "Count Before Trigger" : 2
]
@PointClass base(Appearflags, Targetname, Target) color(76 25 153) = trigger_elevator : "Elevator trigger" []
@SolidClass base(Appearflags) color(128 128 128) = trigger_gravity : "Change gravity"
[
gravity(integer) : "Gravity (Standard = 1.0)" : 1
]
@SolidClass base(Appearflags, Targetname) color(128 128 128) = trigger_hurt : "Hurts on touch"
[
spawnflags(Flags) =
[
1 : "Start OFF" : 0
2 : "Toggle" : 0
4 : "Silent" : 0
8 : "No Protection" : 0
16 : "Slow Hurt" : 0
]
dmg(integer) : "Damage" : 5
]
@PointClass base(Appearflags, Targetname, Target) color(128 128 128) size(-8 -8 -8, 8 8 8) = trigger_key : "Triggers with key"
[
killtarget(string) : "Remove When Triggered..."
item(string) : "Item Classname" : "key_blue_key"
message(string) : "Message To Print"
]
@SolidClass base(Appearflags) color(128 128 128) = trigger_monsterjump : "Makes monsters jump"
[
speed(integer) : "Speed Thrown Forward" : 200
height(integer) : "Height Thrown Upward" : 200
]
@PointClass base(Appearflags, Targetname, Target) color(128 128 128) = trigger_relay : "Relay trigger"
[
killtarget(string) : "Remove When Triggered..."
delay(integer) : "Time Before Triggering"
message(string) : "Message To Print"
]
@SolidClass base(trigger_relay) = trigger_once : "Single fire trigger"
[
spawnflags(Flags) =
[
4 : "Triggered" : 0
]
sounds(choices) : "Sounds" : 0 =
[
0 : "Beep Beep"
1 : "Secret"
2 : "F1 Prompt"
3 : "Silent"
]
]
@SolidClass base(trigger_once) = trigger_multiple : "Multiple fire trigger"
[
spawnflags(Flags) =
[
1 : "Monster" : 0
2 : "Not Player" : 0
]
wait(integer) : "Seconds between triggers" : 0
]
@SolidClass base(Appearflags) color(128 128 128) = trigger_push : "Push trigger"
[
spawnflags(Flags) =
[
1 : "Push Once" : 0
]
speed(integer) : "Speed Of Push" : 1000
]
@SolidClass base(Appearflags, Targetname, Target, TeamDM, turretb, ArghBmodel) color(128 255 128) = turret_breach : "Turret breach" []
@SolidClass base(Appearflags, TeamDM3, ArghBmodel) color(128 255 128) = turret_base : "Turret base" []
@PointClass base(Appearflags) color(128 255 128) size(-16 -16 -24, 16 16 32) = turret_driver : "Turret driver (A Quake2 Infantry monster)"
[
target(string) : "Target (turret_breach)"
]
@PointClass base(Appearflags) color(0 128 204) size(-8 -8 -8, 8 8 8) = viewthing : "Just for debugging level - dont use" []
@BaseClass base(Appearflags, TeamDM2, Targetname, Target, Killtarget, Delay, Message) color(76 76 255) size(-16 -16 -16, 16 16 16) = Weapons []
@PointClass base(Weapons) = weapon_shotgun : "Shotgun" []
@PointClass base(Weapons) = weapon_supershotgun : "Super Shotgun" []
@PointClass base(Weapons) = weapon_machinegun : "Machinegun" []
@PointClass base(Weapons) = weapon_chaingun : "Chain Gun" []
@PointClass base(Weapons) = weapon_grenadelauncher : "Grenade Launcher" []
@PointClass base(Weapons) = weapon_rocketlauncher : "Rocket Launcher" []
@PointClass base(Weapons) = weapon_hyperblaster : "Hyperblaster" []
@PointClass base(Weapons) = weapon_railgun : "Rail Gun" []
@PointClass base(Weapons) = weapon_bfg : "Big ah, Freakin Gun!" []