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entities.def
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/* THIS FILE IS AUTOGENERATED, DO NOT MODIFY
Unvanquished entity definitions file for level editor
License:
Copyright (c) 2014, Daemon Developers
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the Daemon developers nor the
names of its contributors may be used to endorse or promote products
derived from this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL DAEMON DEVELOPERS BE LIABLE FOR ANY
DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
Contributors:
2014 neumond, Viech
Greetings:
We thank these authors for contributing to Tremulous' entity definition file
that was used as documentation when creating this one:
1999 inolen, Suicide 20
???? Eutectic, raYGunn, ydnar
2003 Tim Angus
2007 Warrior
2009 Ingar
Bugs & Feedback:
The issue tracker for this file can be found at GitHub:
https://github.com/Unvanquished/unvanquished-mapeditor-support/issues
If you don't have a GitHub account, you can try to contact the recent
contributors via the Unvanquished forums:
https://forums.unvanquished.net
or via the developers' chat:
https://unvanquished.net/chat/
*/
entityDef worldspawn
{
// Class
"spawnclass" "idWorldspawn"
// Description
"editor_usage" "Only used for the world.\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "000000"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var BPBudgetPerMiner" "Extra build points provided by Leeches and Drills."
"editor_var BPInitialBudget" "Initial build point budget for all teams. OVERRIDDEN BY BPInitialBudget{Aliens|Humans}."
"editor_var BPInitialBudgetAliens" "Initial build point budget for the Alien team. This takes precedence over BPInitialBudget for this team."
"editor_var BPInitialBudgetHumans" "Initial build point budget for the Human team. This takes precedence over BPInitialBudget for this team."
"editor_var _q3map2_cmdline" ""
"editor_var colorGrade" "or gradingTexture - Path of color grading effect (string (texture), eg: gfx/cgrading/red-only)"
"editor_var deluxeMapping" "bool"
"editor_var disabledBuildables" "A comma delimited list of buildables to disable for this map. (eggpod,overmind,barricade,acid_tube,trapper,booster,hive,leech,telenode,mgturret, tesla,arm,medistat,drill,reactor,repeater) (string)"
"editor_var disabledClasses" "A comma delimited list of alien classes to disable for this map. (builder,builderupg,level0,level1,level2,level2upg,level3,level3upg,level4) (string)"
"editor_var disabledEquipment" "A comma delimited list of human weapons or upgrades to disable for this map. (rifle,psaw,shotgun,lgun,mdriver,chaingun,flamer,prifle,lcannon, larmour,marmour,bsuit,radar,battpack,jetpack,gren,firebomb) (string)"
"editor_var enabledust" ""
"editor_var fogColor" "RGB (vec3_float (color))"
"editor_float fogDensity" " (float)"
"editor_float gravity" "Gravity of level. (float, def: 800)"
"editor_var hdrRGBE" "bool"
"editor_var mapOverBrightBits" ""
"editor_var message" "Shown above loading bar. (string)"
"editor_var music" "Path/name of looping .wav or .ogg file used for level's music. (string (sound), eg: music/sonic5.wav)"
"editor_var remapshader*" "Remap shaders. Any property name starting with \"remapshader\" counts. Values are ; separated. (string, eg: textures/newmap/ter_rock;textures/newmap/ter_sand)"
"editor_var reverbEffect" "Effect name. Use /testReverb <TAB> to view the list of possible values."
"editor_float reverbIntensity" "Intensity of reverberation. (float, 0..2)"
"editor_float _ambient" "[q3map] Adds a constant value to overall lighting. Use is not recommended. Ambient light will have a tendency to flatten out variations in light and shade. (float, eg: 30)"
"editor_var _blocksize" "[q3map] q3map always splits the BSP tree along the planes. Increase the blocksize using larger powers of 2 to reduce compile times on very large maps with a low structural brush density. (vec3_int, def: 1024 1024 1024)"
"editor_var _color" "[q3map] color value for \"_ambient\", \"_minvertexlight\", \"_mingridlight\". (vec3_float (color), def: 1 1 1)"
"editor_var _farplanedist" "[q3map] Limit on how many units the vis phase of compilation can see. Used in combination with level-wide fog, it can help reduce r_speeds on large, open maps. Use with \"_foghull\"."
"editor_var _foghull" "[q3map] Shader to use for \"fog hull.\" Foghull shader should be a sky shader. Omit the \"textures/\" prefix. Use with \"_farplanedist\"."
"editor_bool _keepLights" "[q3map] Keep light entities in the BSP. Normally stripped out by the BSP process and read from the .map file by the lighting phase. (int, 0 or 1, def: 0)"
"editor_float _mingridlight" "[q3map] \"_ambient\" for lightgrid (entity and weapon lighting). (float, eg: 30)"
"editor_float _minlight" "[q3map] Shorthand for setting both \"_minvertexlight\" and \"_mingridlight\". (float, eg: 30)"
"editor_float _minvertexlight" "[q3map] \"_ambient\" for vertex lighting. (float, eg: 30)"
"editor_bool _noshadersun" "[q3map] Ignore q3map_sun*|sun directives in sky shaders and ONLY use entity sun lights. (int, 0 or 1, def: 0)"
"editor_var _style*alphagen" "[q3map] Used for lights with \"style\" set. Star is replaced by numbers."
"editor_var _style*rgbgen" "[q3map] Used for lights with \"style\" set. Star is replaced by numbers."
"editor_var gridsize" "[q3map] Granularity of the lightgrid created by q3map. Values for every axis. Minimum value is 8. (vec3_float, eg: 64 64 128)"
// Property default value
"BPBudgetPerMiner" ""
"BPInitialBudget" ""
"BPInitialBudgetAliens" ""
"BPInitialBudgetHumans" ""
"_q3map2_cmdline" ""
"colorGrade" ""
"deluxeMapping" ""
"disabledBuildables" ""
"disabledClasses" ""
"disabledEquipment" ""
"enabledust" ""
"fogColor" ""
"fogDensity" ""
"gravity" "800"
"hdrRGBE" ""
"mapOverBrightBits" ""
"message" ""
"music" ""
"remapshader*" ""
"reverbEffect" ""
"reverbIntensity" ""
"_ambient" ""
"_blocksize" "1024 1024 1024"
"_color" "1 1 1"
"_farplanedist" ""
"_foghull" ""
"_mingridlight" ""
"_minlight" ""
"_minvertexlight" ""
"_style*alphagen" ""
"_style*rgbgen" ""
"gridsize" ""
}
entityDef light
{
// Class
"spawnclass" "idLight"
// Description
"editor_usage" "Non-displayed point light source.\nThe -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights.\nProperties for dynamic realtime lights marked as [dynamic]. Any property marked as [projected] if set makes dynamic light projected. Projected light requires most of its properties set, such as \"light_target\", \"light_up\", \"light_right\"."
// Editor color
"editor_color" "a6a6ff"
// Editor sizes
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
// Property description
"editor_var _color" "Weighted RGB value of light color. (vec3_float (color), def: 1 1 1)"
"editor_float light" "Intensity. (float, def: 300)"
"editor_var origin" "Position. (vec3_float)"
"editor_var targetname" "Setting name implies dynamic light style set. (string (targetname))"
"editor_var light_radius" "[dynamic] Same as \"light\", but allows to use different radius per axis. Dynamic lights treat \"light\" as radius. (vec3_float)"
"editor_float light_scale" "[dynamic] Intensity multiplicator. Can't be bigger than r_lightScale cvar. (float)"
"editor_bool noradiosity" "[dynamic] Disable radiosity (lightmap) lighting. Setting this property makes the light dynamic. This enables realtime shadows. (int, 0 or 1, def: 0)"
"editor_bool noshadows" "[dynamic] Disable casting shadows. (int, 0 or 1, def: 0)"
"editor_var rotation" "[dynamic] 3x3 rotation matrix for frustum box. (vec9_float)"
"editor_var texture" "[dynamic] Lighting texture."
"editor_bool parallel" "[dynamic,parallel] Make light parallel, similar to using orthogonal projection instead of usual frustum. (int, 0 or 1, def: 0)"
"editor_var light_end" "[dynamic,projected] Point where light must end. By default it is \"light_target\". (vec3_float)"
"editor_var light_right" "[dynamic,projected] Right vector. Length of vector defines the size of far frustum pyramid edge. (vec3_float)"
"editor_var light_start" "[dynamic,projected] Point where light must start. (vec3_float, def: 0 0 0)"
"editor_var light_target" "[dynamic,projected] Direction vector. Length of vector defines frustum pyramid height. (vec3_float)"
"editor_var light_up" "[dynamic,projected] Up vector. Length of vector defines the size of far frustum pyramid edge. (vec3_float)"
"editor_var _anglescale" "[q3map] Angle attenuation coefficient for spotlights (those having target)."
"editor_float _deviance" "[q3map] Used in pair with _samples. Jitter radius for array of lights. (float, def: 0)"
"editor_float _filterradius" "[q3map] No attenuation within _filterradius sphere. (float, def: 0)"
"editor_var _samples" "[q3map] Used for light jitter in pair with _deviance. Number of lights created near each other instead of the sole light source. Sum of all intensities equals to original light intensity. (int, def: 1)"
"editor_bool _sun" "[q3map] Set this key on a spotlight (those having \"target\") to make an infinite sun light. This can be used instead of q3map_skylight shader directive. Properties remaining useful are \"target\", \"_color\", \"_deviance\", \"_samples\", \"style\". (int, 0 or 1, def: 0)"
"editor_float fade" "[q3map] Linear (only linear) light attenuation coefficient, less value - far the light goes. (float, def: 1)"
"editor_float radius" "[q3map] Overrides the default 64 unit Radius of a spotlight at the target point. (float, def: 64)"
"editor_float scale" "[q3map] Scales intensity, from SOF2/JK2. Eg. light=300, scale=0.2 will result in light=60 (float, def: 1)"
"editor_var style" "[q3map] Used for blinking lights. Number used to choose proper worldspawn entity keys with formulas. Key names are _style*rgbgen and _style*alphagen where * is replaced by style number. Read more here http://q3map2.robotrenegade.com/docs/shader_manual/lightstyles.html (int, def: 0)"
"editor_var target" "[q3map] Lights pointed at a target will be spotlights. (string (target))"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: LINEAR: 1, ANGLE: 2, DARKLIGHT: 4, DARKLIGHT: 8, NOGRIDLIGHT: 16)"
// Property default value
"_color" "1 1 1"
"light" "300"
"origin" ""
"targetname" ""
"light_radius" ""
"light_scale" ""
"rotation" ""
"texture" ""
"light_end" ""
"light_right" ""
"light_start" "0 0 0"
"light_target" ""
"light_up" ""
"_anglescale" ""
"_deviance" "0"
"_filterradius" "0"
"_samples" "1"
"fade" "1"
"radius" "64"
"scale" "1"
"style" "0"
"target" ""
"spawnflags" "0"
}
entityDef lightJunior
{
// Class
"spawnclass" "idLight"
// Description
"editor_usage" "Non-displayed point light source. Unlike usual light affects only entities (lightgrid).\nThe -pointscale and -scale arguments to Q3Map2 affect the brightness of these lights. The -skyscale argument affects brightness of entity sun lights."
// Editor color
"editor_color" "00b34c"
// Editor sizes
"editor_mins" "-6 -6 -6"
"editor_maxs" "6 6 6"
// Property description
"editor_var _color" "Weighted RGB value of light color. (vec3_float (color), def: 1 1 1)"
"editor_float light" "Intensity. (float, def: 300)"
"editor_var origin" "Position. (vec3_float)"
"editor_float radius" "Overrides the default 64 unit Radius of a spotlight at the target point. (float, def: 64)"
"editor_var _anglescale" "[q3map] Angle attenuation coefficient for spotlights (those having target)."
"editor_float _deviance" "[q3map] Used in pair with _samples. Jitter radius for array of lights. (float, def: 0)"
"editor_float _filterradius" "[q3map] No attenuation within _filterradius sphere. (float, def: 0)"
"editor_var _samples" "[q3map] Used for light jitter in pair with _deviance. Number of lights created near each other instead of the sole light source. Sum of all intensities equals to original light intensity. (int, def: 1)"
"editor_float fade" "[q3map] Linear (only linear) light attenuation coefficient, less value - far the light goes. (float, def: 1)"
"editor_float scale" "[q3map] Scales intensity, from SOF2/JK2. Eg. light=300, scale=0.2 will result in light=60 (float, def: 1)"
"editor_var target" "[q3map] Lights pointed at a target will be spotlights. (string (target))"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: LINEAR: 1, ANGLE: 2)"
// Property default value
"_color" "1 1 1"
"light" "300"
"origin" ""
"radius" "64"
"_anglescale" ""
"_deviance" "0"
"_filterradius" "0"
"_samples" "1"
"fade" "1"
"scale" "1"
"target" ""
"spawnflags" "0"
}
entityDef func_bobbing
{
// Description
"editor_usage" "Solid entity that oscillates back and forth in a linear motion. Entity bobs on the Z axis (up-down) by default.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Damage dealt when blocked. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float height" "Amount of travel of the oscillation movement. (float, def: 32)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var noise" "Sound played when activated via targetname. Emitted at origin. (string (sound))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_float phase" "Sets the start offset of the oscillation cycle. (float, 0..1, def: 0)"
"editor_float speed" "Amount of time in seconds for one complete oscillation cycle. (float, def: 4)"
"editor_var targetname" "Give it a name to be able to toggle its activity. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: X_AXIS: 1, Y_AXIS: 2)"
// Property default value
"color" "1 1 1"
"dmg" "2"
"group" ""
"height" "32"
"light" "100"
"model2" ""
"noise" ""
"origin" ""
"phase" "0"
"speed" "4"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_button
{
// Description
"editor_usage" "When a button is touched by a player, it moves in the direction set by the \"angle\" key, triggers all its targets, stays pressed by an amount of time set by the \"wait\" key, then returns to it's original position where it can be operated again.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var target" "[required] Must have entity to fire at. (string (target))"
"editor_var angle" "Determines moving direction of button (around Z axis: 0=+x, 90=+y, 180=-x, 270=-y; special values: up = -1, down = -2). (float (yaw), -2..360)"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_bool health" "If set, the button must take damage (any amount) to activate. (int, 0 or 1, def: 0)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_float lip" "When 0, button displacement = button's size in direction of movement. Positive lip value discreases displacement, leaving lip remaining at the end of move. (float, def: 4)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_var sound1to2" "Activation sound. (string (sound), eg: sound/dum.ogg, def: sound/movers/switches/button1.wav)"
"editor_float speed" "Determines how fast the button moves. (float)"
"editor_var wait" "Number of seconds button stays pressed. -1 = return immediately. (time_2float (time [variance]))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: ACTIVATE: 128)"
// Property default value
"target" ""
"angle" ""
"color" "1 1 1"
"group" ""
"light" "100"
"lip" "4"
"model2" ""
"origin" ""
"sound1to2" "sound/movers/switches/button1.wav"
"speed" ""
"wait" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_destructable
{
// Description
"editor_usage" "Destructable object. You can destroy this object in game. When destructed deals splash damage to everyone near it. Does not cause splash damage to buildables.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var damage" "Splash damage caused when destroyed. (int, def: 0)"
"editor_var health" "Amount of damage needed to destroy this. (int, def: 100)"
"editor_var onDie" "Name of the target fired when destroyed. (string (target))"
"editor_var radius" "Splash damage radius. (int, def: 0)"
"editor_var targetname" "Can be toggled as target. Causes object to appear or disappear. Even after being destructed object can appear again. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: SPAWN_DISABLED: 1)"
// Property default value
"damage" "0"
"health" "100"
"onDie" ""
"radius" "0"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_door
{
// Description
"editor_usage" "Normal sliding door entity. By default, the door will activate when player walks close (\"range\") to it or when damage is inflicted (\"health\") to it.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var angle" "Determines moving direction of door (around Z axis: 0=+x, 90=+y, 180=-x, 270=-y; special values: up = -1, down = -2). (float (yaw))"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Damage to inflict on player when he blocks operation of door. Door will reverse direction when blocked unless CRUSHER spawnflag is set. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_bool health" "If set, the door must take damage (any amount) to activate. (int, 0 or 1, def: 0)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_float lip" "When 0, door displacement = door's size in direction of movement. Positive lip value discreases displacement, leaving lip remaining at the end of move. (float, def: 8)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_var range" "Door triggering range. (int, def: 72)"
"editor_var sound1to2" "The sound played on start moving from state 1 to state 2. (string (sound))"
"editor_var sound2to1" "The sound played on start moving from state 2 to state 1. (string (sound))"
"editor_var soundPos1" "The sound played reached state 1. (string (sound))"
"editor_var soundPos2" "The sound played reached state 2. (string (sound))"
"editor_float speed" "Determines how fast the door moves. (float, def: 400)"
"editor_var targetname" "If set, a func_button or trigger is required to activate the door. Overrides activation by damage. (string (targetname))"
"editor_var wait" "Number of seconds before brush returns. -1 = return immediately. (time_2float (time [variance]))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: START_OPEN: 1, CRUSHER: 4, ACTIVATE: 128, TOGGLE: 256)"
// Property default value
"angle" ""
"color" "1 1 1"
"dmg" "2"
"group" ""
"light" "100"
"lip" "8"
"model2" ""
"origin" ""
"range" "72"
"sound1to2" ""
"sound2to1" ""
"soundPos1" ""
"soundPos2" ""
"speed" "400"
"targetname" ""
"wait" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_door_model
{
// Description
"editor_usage" "A model based door entity. By default, the door will activate when player walks close to it. The opening and closing of the door is provided by an animation in the model itself.\nEvery func_door_model needs its model to be positioned, scaled and orientated using the modelOrigin, scale and angle/angles keys repsectively."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var model2" "[required] The door model. (string (model), eg: models/mapobjects/pipe/pipe02.md3)"
"editor_var modelOrigin" "[required] \"model2\" position. (vec3_float, def: 0 0 0)"
"editor_var angle" "Short version of \"angles\". (float (yaw))"
"editor_var angles" "Model orientation. (vec3_float (yaw pitch roll))"
"editor_var animation" "The first frame and number of frames in the door open animation. This will be reversed for the close animation. (vec2_int, eg: [0, 10])"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var health" "If set, the door must take damage (any amount) to activate. (int)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var noise" "The sound played repeatedly while door is moving. (string (sound))"
"editor_var origin" "Entity position point. (vec3_float)"
"editor_var range" "Door triggering range. (int, def: 72)"
"editor_var scale" "Model scale factors for each axis. (vec3_float, def: 1 1 1)"
"editor_var sound1to2" "The sound played on start moving from state 1 to state 2. (string (sound))"
"editor_var sound2to1" "The sound played on start moving from state 2 to state 1. (string (sound))"
"editor_var soundPos1" "The sound played reached state 1. (string (sound))"
"editor_var soundPos2" "The sound played reached state 2. (string (sound))"
"editor_float speed" "The time taken for the door to change state in msec. (float, def: 200)"
"editor_var targetname" "If set, a func_button or trigger is required to activate the door. Overrides activation by damage. (string (targetname))"
"editor_float wait" "Number of seconds before door returns. (float, def: 2)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: ACTIVATE: 128, TOGGLE: 256)"
// Property default value
"model2" ""
"modelOrigin" "0 0 0"
"angle" ""
"angles" ""
"animation" ""
"color" "1 1 1"
"health" ""
"light" "100"
"noise" ""
"origin" ""
"range" "72"
"scale" "1 1 1"
"sound1to2" ""
"sound2to1" ""
"soundPos1" ""
"soundPos2" ""
"speed" "200"
"targetname" ""
"wait" "2"
"spawnflags" "0"
}
entityDef func_door_rotating
{
// Description
"editor_usage" "Rotating door entity. By default, the door will activate when player walks close to it.\nRotating door will not cause damage to player when blocked.\nWhen activated turns around the rotation axis (\"origin\") to angle (\"rotatorAngle\") with \"speed\", then stops. After \"wait\" time door starts turning back.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var origin" "[required] Rotation axis position. (vec3_float)"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_bool health" "If set, the door must take damage (any amount) to activate. (int, 0 or 1, def: 0)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var noise" "The sound played repeatedly while door is moving. (string (sound))"
"editor_float rotatorAngle" "The number of degrees through which to rotate. (float, def: 90)"
"editor_var sound1to2" "The sound played on start moving from state 1 to state 2. (string (sound))"
"editor_var sound2to1" "The sound played on start moving from state 2 to state 1. (string (sound))"
"editor_var soundPos1" "The sound played reached state 1. (string (sound))"
"editor_var soundPos2" "The sound played reached state 2. (string (sound))"
"editor_float speed" "Determines how fast the door moves, in degrees/second. (float)"
"editor_var targetname" "If set, a func_button or trigger is required to activate the door. (string (targetname))"
"editor_float wait" "Number of seconds before door returns. -1 = return immediately. (float, def: 2)"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: START_OPEN: 1, CRUSHER: 4, REVERSE: 8, X_AXIS: 32, Y_AXIS: 64, ACTIVATE: 128, TOGGLE: 256)"
// Property default value
"origin" ""
"color" "1 1 1"
"group" ""
"light" "100"
"model2" ""
"noise" ""
"rotatorAngle" "90"
"sound1to2" ""
"sound2to1" ""
"soundPos1" ""
"soundPos2" ""
"speed" ""
"targetname" ""
"wait" "2"
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_dynamic
{
// Description
"editor_usage" "Do not use.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_var targetname" "Can possibly be fired. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
// Property default value
"color" "1 1 1"
"group" ""
"light" "100"
"model2" ""
"origin" ""
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
}
entityDef func_group
{
// Description
"editor_usage" "This is not an entity as such. It is strictly an editor utility to group world brushes and patches together for convenience (selecting, moving, copying, etc). You cannot group entities with this.\nThe TAB key can be used to flip through the component pieces of a selected func_group entity, isolating individual components.\n\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nFor [terrain] read http://icculus.org/gtkradiant/documentation/Terrain_Manual/start.html [terrain] is done entirely by [q3map]. Don't forget to set q3map_indexmap in shader."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var _indexmap" "[terrain] Path to index-colour image representing placement of different textures. (string, eg: maps/indexmap.pcx)"
"editor_var _layers" "[terrain] Count of terrain textures. Should be equal to count of colours in indexmap palette. (int, eg: 3)"
"editor_var _offsets" "[terrain] Height offset for each layer. (float_array)"
"editor_var _shader" "[terrain] Name of metashader. Template for indexed shader names. Note: omit the \"textures/\" prefix. (string, eg: mymap/terrain)"
// Property default value
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"_indexmap" ""
"_layers" ""
"_offsets" ""
"_shader" ""
}
entityDef func_pendulum
{
// Description
"editor_usage" "Solid entity that describes a pendulum back and forth rotation movement. Rotates on the X axis by default. Pendulum frequency is a physical constant based on the length of the beam and gravity. Blocking the pendulum instantly kills a player.\nThe speed of swing (frequency) is not adjustable.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var origin" "[required] Rotation axis position. (vec3_float, def: 0 0 0)"
"editor_var angle" "Short version of \"angles\". (float (yaw), -180..180, def: 0)"
"editor_var angles" "Orienting pendulum. (vec3_float (yaw pitch roll), def: 0 0 0)"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Damage dealt when blocked. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var noise" "Sound played when activated via targetname. Emitted at origin. (string (sound))"
"editor_float phase" "Sets the start offset of the swinging cycle. (float, 0..1, def: 0)"
"editor_float speed" "Angle of swing arc in either direction from initial position. (float, def: 30)"
"editor_var targetname" "Doesn't work properly. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
// Property default value
"origin" "0 0 0"
"angle" "0"
"angles" "0 0 0"
"color" "1 1 1"
"dmg" "2"
"group" ""
"light" "100"
"model2" ""
"noise" ""
"phase" "0"
"speed" "30"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
}
entityDef func_plat
{
// Description
"editor_usage" "Rising platform the player can ride to reach higher places. Plats must always be drawn in the raised position, so they will operate and be lighted correctly but they spawn in the lowered position.\nThe plat will stay in the raised position until the player steps off.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Damage dealt when blocked. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float height" "If set, this will determine the total amount of vertical travel of the plat. Place plat at the top point. In game it will spawn at bottom. Overrides \"lip\" option. (float, def: 0)"
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_float lip" "When 0, plat displacement = plat's size in direction of movement. Positive lip value discreases displacement, leaving lip remaining at the end of move. Can be overridden by \"height\". If you use lip place your plat near the bottom point. (float, def: 8)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var noise" "The sound played repeatedly while plat is moving. (string (sound))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_var sound1to2" "The sound played on start moving from state 1 to state 2. (string (sound))"
"editor_var sound2to1" "The sound played on start moving from state 2 to state 1. (string (sound))"
"editor_var soundPos1" "The sound played reached state 1. (string (sound))"
"editor_var soundPos2" "The sound played reached state 2. (string (sound))"
"editor_float speed" "Determines how fast the plat moves. (float, def: 400)"
"editor_var targetname" "If set, the trigger that points to this will raise the plat each time it fires. The plat raises and comes back down a second later if no player is on it. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: DONT_WAIT: 1, CRUSHER: 4)"
// Property default value
"color" "1 1 1"
"dmg" "2"
"group" ""
"height" "0"
"light" "100"
"lip" "8"
"model2" ""
"noise" ""
"origin" ""
"sound1to2" ""
"sound2to1" ""
"soundPos1" ""
"soundPos2" ""
"speed" "400"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_rotating
{
// Description
"editor_usage" "Solid entity that rotates continuously. Rotates on the Z axis by default.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var origin" "[required] Rotation axis position. (vec3_float)"
"editor_float speed" "[required] Determines how fast entity rotates. (float, def: 400)"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Damage dealt when blocked. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var noise" "Sound played when activated via targetname. Emitted at origin. (string (sound))"
"editor_var targetname" "Doesn't work properly. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: X_AXIS: 4, Y_AXIS: 8)"
// Property default value
"origin" ""
"speed" "400"
"color" "1 1 1"
"dmg" "2"
"group" ""
"light" "100"
"model2" ""
"noise" ""
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_spawn
{
// Description
"editor_usage" "Toggleable wall.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var targetname" "[required] Must be someone's target for firing. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: SPAWN_ENABLED: 1, DONT_KILL: 2)"
// Property default value
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef func_static
{
// Description
"editor_usage" "Static non-solid bspmodel.\nUsed to add colour grading and reverb effects to specific area.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_float gradingDistance" "Distance where grading effect appears. (float, def: 250)"
"editor_var gradingTexture" "If set, there is the grading effect fluently appears when player comes closer. (string (texture))"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_var origin" "\"model2\" position. (vec3_float)"
"editor_float reverbDistance" "Distance where reverb effect appears. (float, def: 250)"
"editor_var reverbEffect" "Effect name. Use /testReverb <TAB> to view the list of possible values. (string)"
"editor_float reverbIntensity" "Intensity of reverberation. (float, def: 1)"
"editor_var targetname" "Can possibly be fired. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
// Property default value
"color" "1 1 1"
"gradingDistance" "250"
"gradingTexture" ""
"group" ""
"light" "100"
"model2" ""
"origin" ""
"reverbDistance" "250"
"reverbEffect" ""
"reverbIntensity" "1"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
}
entityDef func_train
{
// Description
"editor_usage" "Trains are moving solids that follow a string of path_corner entities.\nTrains instakill anything in their path by default (unless BLOCK_STOPS set).\nWhen BLOCK_STOPS is set, trains cannot be stopped just by getting in their way, the player must be wedged between the train and another obstacle to block it.\nYou must set proper \"origin\" coordinates. It used as base point for train brush. That base point moves over path_corners, i.e. you can shift the train off the path.\nFor \"_celshader\" read http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html\nEntity supports [terrain] properties. They're not so useful here, but you can refer to func_group for descriptions."
// Editor color
"editor_color" "007fcc"
// Editor sizes
"editor_mins" "?"
"editor_maxs" "?"
// Property description
"editor_var origin" "[required] Base position of train. (vec3_float)"
"editor_var target" "[required] This points to the first path_corner of the path which is also location of the train's origin. (string (target))"
"editor_var color" "Colour of emitted light. Emission activated by either color or light set. Don't forget to set origin. (vec3_float (color), def: 1 1 1)"
"editor_var dmg" "Unused. (int, def: 2)"
"editor_var group" "Name of entity group. Allows to activate all entities of group at once."
"editor_float light" "Light emitting intensity. Emission activated by either color or light set. Don't forget to set origin. (float, def: 100)"
"editor_var model2" "Path to custom model attached to entity. Don't forget to set \"origin\". (string (model))"
"editor_float speed" "Determines how fast the train moves. Can be overridden by path_corner speed. (float, def: 100)"
"editor_var targetname" "Give it a name to be able to toggle its activity. (string (targetname))"
"editor_var _celshader" "[q3map] Sets the cel shader used for this geometry. Note: omit the \"textures/\" prefix. Example: http://q3map2.robotrenegade.com/docs/shader_manual/cel-shading.html (string, eg: mymap/ink)"
"editor_var _cs" "[q3map] or \"_castShadows\". Group number entity cast shadow to. Negative value uses same group but disables world. 0 disables shadow casting. (int)"
"editor_float _lightmapscale" "[q3map] Value scaling the resolution of lightmaps. Lesser value gives bigger resolution. (float, def: 1)"
"editor_var _rs" "[q3map] or \"_receiveShadows\". Group number entity receive shadow from. Negative value uses same group but disables world. 0 disables shadow receiving. (int)"
"editor_var spawnflags" "Spawn flags. (bitfield as an integer: START_OFF: 1, BLOCK_STOPS: 2)"
// Property default value
"origin" ""
"target" ""
"color" "1 1 1"
"dmg" "2"
"group" ""
"light" "100"
"model2" ""
"speed" "100"
"targetname" ""
"_celshader" ""
"_cs" ""
"_lightmapscale" "1"
"_rs" ""
"spawnflags" "0"
}
entityDef path_corner
{
// Description
"editor_usage" "Path corner entity that func_trains can be made to follow."
// Editor color
"editor_color" "7f4c00"
// Editor sizes
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
// Property description
"editor_var targetname" "[required] Must be someone's target for aiming. (string (targetname))"
"editor_var origin" "Position. (vec3_float)"
"editor_float speed" "Speed of func_train while moving to the next path corner. This will override the speed value of the train. (float)"
"editor_var target" "Point to next path_corner in the path. (string (target))"
"editor_float wait" "Number of seconds func_train will pause on path corner before moving to next path corner. (float, def: 0)"
// Property default value
"targetname" ""
"origin" ""
"speed" ""
"target" ""
"wait" "0"
}
entityDef pos_alien_intermission
{
// Description
"editor_usage" "Point where camera will hang when player awaits spawn as alien. There can be many of them, game makes random choice."
// Editor color
"editor_color" "ff3300"
// Editor sizes
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
// Property description
"editor_var angle" "Short version of \"angles\". (float (yaw))"
"editor_var angles" "Orientation. (vec3_float (yaw pitch roll))"
"editor_var onSpawn" "Name of the target fired when player comes to the intermission view. (string (target))"
"editor_var origin" "Position. (vec3_float)"
"editor_var target" "Alternative way to set orientation. (string (target))"
"editor_var targetname" "Can possibly be fired. (string (targetname))"
// Property default value
"angle" ""
"angles" ""
"onSpawn" ""
"origin" ""
"target" ""
"targetname" ""
}
entityDef info_alien_intermission
{
// Deprecated
"editor_displayFolder" "Deprecated"
// Description
"editor_usage" "DEPRECATED! DEPRECATED! DEPRECATED!\nRECOMMENDED TO USE: pos_alien_intermission\n\nPoint where camera will hang when player awaits spawn as alien. There can be many of them, game makes random choice."
// Editor color
"editor_color" "ff3300"
// Editor sizes
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"
// Property description
"editor_var angle" "Short version of \"angles\". (float (yaw))"
"editor_var angles" "Orientation. (vec3_float (yaw pitch roll))"
"editor_var onSpawn" "Name of the target fired when player comes to the intermission view. (string (target))"
"editor_var origin" "Position. (vec3_float)"
"editor_var target" "Alternative way to set orientation. (string (target))"
"editor_var targetname" "Can possibly be fired. (string (targetname))"
// Property default value
"angle" ""
"angles" ""
"onSpawn" ""
"origin" ""
"target" ""
"targetname" ""
}
entityDef pos_human_intermission
{
// Description
"editor_usage" "Point where camera will hang when player awaits spawn as alien. There can be many of them, game makes random choice."
// Editor color
"editor_color" "0033ff"
// Editor sizes
"editor_mins" "-8 -8 -8"
"editor_maxs" "8 8 8"