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PC/CD Gamer UK 46
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Stonless
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ctf.qc
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1997-06-16
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/*QUAKED air_bubbles (0 .5 .8) (-8 -8 -8) (8 8 8)
Air bubbles. They disappear
in Deathmatch.
*/
/*QUAKED ambient_light_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Buzzing light. Sound.
*/
/*QUAKED ambient_drip (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Dripping sound.
*/
/*QUAKED ambient_drone (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Drone sound.
*/
/*QUAKED ambient_comp_hum (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Computer sound.
*/
/*QUAKED ambient_flouro_buzz (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Fluorescent light sound.
*/
/*QUAKED ambient_suck_wind (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Wind sound.
*/
/*QUAKED ambient_swamp1 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 1.
*/
/*QUAKED ambient_swamp2 (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Swamp sound 2.
*/
/*QUAKED ambient_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
Thunder sound.
*/
/*QUAKED event_lightning (0 1 1) (-16 -16 -16) (16 16 16)
Just for boss level. Used for
killing Cthon.
*/
/*QUAKED func_bossgate (0 .5 .8) ?
This bmodel appears unless players
have all of the episode sigils.
Used to close the floor in start.map
(stairs to Shub).
*/
/*QUAKED func_button (0 .5 .8) ?
When a button is touched, it moves
some distance in the direction of
it's angle, triggers all of it's targets,
waits some time, then returns to
it's original position where it can be
triggered again.
Keys:
"angle"
determines the opening direction
"target"
all entities with a matching
targetname will be used
"killtarget"
kills matching targets when fired
"speed"
default is 40
"delay"
waits # seconds before firing
"wait"
default is 1 (-1 = never return)
"lip"
override the default 4 pixel lip
remaining at end of move
"health"
if set, the button must be killed
instead of touched
"message"
centerprints message to activator
"sounds"
0 = steam metal
1 = wooden clunk
2 = metallic click
3 = in-out
*/
/*QUAKED func_door (0 .5 .8) ? START_OPEN x DOOR_DONT_LINK GOLD_KEY SILVER_KEY TOGGLE
If two doors touch, they are
assumed to be connected and
operate as a unit.
Key doors are always wait -1.
Flags:
"start_open"
causes the door to move to its
destination and operate in
reverse. used to close areas
when triggered.
the entity will be lighted in
closed postion, but spawned
in the open position.
"x"
this flag has been removed
"door_dont_link"
even if doors touch they won't
be treated as a unit.
"gold_key"
you need the gold key to open
this door (check worldspawn!)
"silver_key"
you need the silver key to
open this door (worldspawn!)
"toggle"
causes the door to wait in both
the start and end states for a
trigger event
Keys:
"message"
is printed when the door is touched
if it is a trigger door and it hasn't
been fired yet
"angle"
determines the opening direction
"targetname"
if set, no touch field will be
spawned and a remote button or
trigger field activates the door.
"target"
all matching entities will be used
"killtarget"
all matching entities will be
removed when fired
"health"
if set, door must be shot open
"speed"
movement speed (100 default)
"wait"
wait before returning (3 is default,
-1 = never return)
"delay"
waits # seconds before firing
matching targets
"lip"
lip remaining at end of move
8 is default
"dmg"
damage to inflict when blocked
2 is default
"sounds"
0 = no sound
1 = stone
2 = base
3 = stone chain
4 = screechy metal
*/
/*QUAKED func_door_secret (0 .5 .8) ? OPEN_ONCE 1ST_LEFT 1ST_DOWN NO_SHOOT ALWAYS_SHOOT
Basic secret door. Slides back,
then to the side. Angle determines
direction.
Flags:
"open_once"
stays open when triggered
"1st_left"
1st move is left of arrow
"1st_down"
1st move is down from arrow
"no_shoot"
only opened by trigger
"always_shoot"
even if targeted, keep shootable
Keys:
"target"
all matching targets will be used
"killtarget"
all matching entities will be
removed
"wait"
# of seconds before coming back
"delay"
waits # seconds before firing
its targets
"t_width"
override Width to move back
(or height if going down)
"t_length"
override Length to move sideways
"dmg"
damage to inflict when blocked
(2 default)
"message"
prints message when touched
If a secret door has a targetname,
it will only be opened by it's button
or trigger, not by damage.
"sounds"
1 = medieval
2 = metal
3 = base
*/
/*QUAKED func_episodegate (0 .5 .8) ? E1 E2 E3 E4
This bmodel will appear if the
episode has already been
completed, so players can't
reenter it.
*/
/*QUAKED func_illusionary (0 .5 .8) ?
A simple entity that looks solid
but lets you walk through it.
Does not block light.
*/
/*QUAKED func_wall (0 .5 .8) ?
This is just a solid wall if not
inhibitted.
Changes its texture(s) to alternate
ones (e.g. basebtn), if targetted.
*/
/*QUAKED func_train (0 .5 .8) ?
~ 1
Trains are moving platforms that
players can ride. The target's origin
specifies the min point of the train
at each corner. The train spawns
at the first target it is pointing at.
Use path_corner as targets.
To stop a train entity, make the
the last path_corner Wait -1.
If the train itself is the target of a
button or trigger, it will not begin
moving until activated.
Keys:
"speed"
moving speed, default is 100
"dmg"
damage, default is 2
"sounds"
1 = ratchet metal
*/
/*QUAKED func_plat (0 .5 .8) ? PLAT_LOW_TRIGGER
Plats are always drawn in the
extended position, so they will
light correctly.
If the plat is the target of another
trigger or button, it will start out
disabled in the extended position
until it is triggered, when it will lower
and become a normal plat.
Flags:
"plat_low_trigger"
plat will only be triggered when in
lowered position
Keys:
"speed"
moving speed, default is 150
"height"
determines the amount the plat
moves, instead of being implicitly
determined by the model's height.
"sounds"
1 = base fast
2 = chain slow
*/
/*QUAKED func_dm_only (.0 .0 1.0) ?
A teleporter that only appears in
deathmatch.
*/
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
Invisible entity. Used as a positional
target for spotlights, etc.
Removes itself.
*/
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
Invisible entity. Used as a positional
target for lightning.
*/
/*QUAKED info_intermission (1 0.5 0.5) (-16 -16 -16) (16 16 16)
This is the camera point for the
intermission. Use mangle instead
of angle, so you can set pitch or roll
as well as yaw. 'pitch roll yaw'
Quake does a random pick if more
than one exists.
If no info_intermission entity is set,
Quake uses the player start.
Keys:
"mangle"
set 'pitch roll yaw'
*/
/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 24)
The normal starting point for a level.
Only one is allowed.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 24)
Potential spawning position(s) for
deathmatch games.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_coop (1 0 1) (-16 -16 -24) (16 16 24)
Potential spawning position(s) for
coop games.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_player_start2 (1 0 0) (-16 -16 -24) (16 16 24)
Only used on start map for the
return point from an episode.
Keys:
"angle"
viewing angle when spawning
*/
/*QUAKED info_teleport_destination (0.5 0.5 0.5) (-8 -8 -8) (8 8 32)
This is the destination marker for a
teleporter.
Keys:
"targetname"
value used by teleporter
"angle"
new view angle after teleporting
*/
/*QUAKED item_cells (0 .5 .8) (0 0 0) (32 32 32) BIG
6 ammo points (cells) for the
Thunderbolt (Lightning).
Flags:
"big"
gives 12 instead of 6
*/
/*QUAKED item_rockets (0 .5 .8) (0 0 0) (32 32 32) BIG
5 ammo points (rockets) for the
Rocket/Grenade Launcher.
Flags:
"big"
gives 10 instead of 5
*/
/*QUAKED item_shells (0 .5 .8) (0 0 0) (32 32 32) BIG
20 shells for both Shotgun and
SuperShotgun.
Flags:
"big"
gives 40 instead of 20
*/
/*QUAKED item_spikes (0 .5 .8) (0 0 0) (32 32 32) BIG
25 ammo points (spikes) for
Perforator and Super Perforator.
Flags:
"big"
gives 50 instead of 25
*/
/*QUAKED item_health (.3 .3 1) (0 0 0) (32 32 32) ROTTEN MEGAHEALTH
Health box. Normally gives 25 points.
Flags:
"rotten"
gives 5-10 points
"megahealth"
will add 100 health, then rot you
down to your maximum health limit,
one point per second
*/
/*QUAKED item_artifact_envirosuit (0 .5 .8) (-16 -16 -24) (16 16 32)
Player takes no damage from water
or slime for 30 seconds.
*/
/*QUAKED item_artifact_super_damage (0.5 0.0 0.0) (-8 -8 -8) (8 8 24)
Quad Damage. Lasts 30 seconds.
*/
/*QUAKED item_artifact_invulnerability (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invulnerable for 30 seconds.
*/
/*QUAKED item_artifact_invisibility (0 .5 .8) (-16 -16 -24) (16 16 32)
Player is invisible for 30 seconds.
*/
/*QUAKED item_artifact_super_damage (0 .5 .8) (-16 -16 -24) (16 16 32)
The next attack from the player will
do 4x damage. Lasts 30 seconds.
*/
/*QUAKED item_armorInv (0 .5 .8) (-16 -16 0) (16 16 32)
Red armor, gives 200 armor points.
*/
/*QUAKED item_armor2 (0 .5 .8) (-16 -16 0) (16 16 32)
Yellow armor, gives 150 points.
*/
/*QUAKED item_armor1 (0 .5 .8) (-16 -16 0) (16 16 32)
Green armor, gives 100 points.
*/
/*QUAKED item_key1 (0 .5 .8) (-16 -16 -24) (16 16 32)
SILVER key.
In order for keys to work you
MUST set your maps worldtype
(see worldspawn).
*/
/*QUAKED item_key2 (0 .5 .8) (-16 -16 -24) (16 16 32)
GOLD key.
In order for keys to work you
MUST set your maps worldtype
(see worldspawn).
*/
/*QUAKED item_sigil (0 .5 .8) (-16 -16 -24) (16 16 32) E1 E2 E3 E4
End of episode sigil.
Flags:
sets episode
*/
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
~ 3
Non-displayed light. If targeted, it
will toggle between on or off.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
"target"
makes this light a spot light. This should
entity to be an entity for the spot line to
point at (usually a info_null)
"angle"
angle of the cone of the light from the spotlight
*/
/*QUAKED light_torch_small_walltorch (0 .5 0) (-10 -10 -20) (10 10 20)
~ 3
Short wall torch.
Keys:
"light"
sets brightness, 200 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED light_flame_large_yellow (0 1 0) (-10 -10 -12) (12 12 18)
~ 3
Large yellow flames.
Keys:
"light"
sets brightness
*/
/*QUAKED light_flame_small_yellow (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
~ 3
Small yellow flames.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness
*/
/*QUAKED light_flame_small_white (0 1 0) (-10 -10 -40) (10 10 40) START_OFF
~ 3
Small white flames.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness
*/
/*QUAKED light_fluoro (0 1 0) (-8 -8 -8) (8 8 8) START_OFF
~ 3
Non-displayed light. Makes steady
fluorescent humming sound.
Flags:
"start_off"
starts off until triggered
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED light_fluorospark (0 1 0) (-8 -8 -8) (8 8 8)
~ 3
Non-displayed light. Makes
sparking, broken fluorescent
sound.
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
10 is default
*/
/*QUAKED light_globe (0 1 0) (-8 -8 -8) (8 8 8)
~ 3
Sphere globe light (sprite).
Keys:
"light"
sets brightness, 300 is default
"style"
0 = normal
1 = flicker (first variety)
2 = slow strong pulse
3 = candle (first variety)
4 = fast strobe
5 = gentle pulse
6 = flicker (second variety)
7 = candle (second variety)
8 = candle (third variety)
9 = slow strobe
10 = flourescent flicker
11 = slow pulse, not fading to black
styles 32-62 are assigned by the
light program for switchable lights
0 is default
*/
/*QUAKED monster_enforcer (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
~ 1
Enforcer, 80 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_hell_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
~ 1
Hell Knight, 250 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_army (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
~ 1
Grunt, 30 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_dog (1 0 0) (-32 -32 -24) (32 32 40) AMBUSH
~ 1
Dog (Rottweiler), 25 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_ogre (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
~ 1
Ogre, 200 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_knight (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
~ 1
Knight, 75 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_zombie (1 0 0) (-16 -16 -24) (16 16 32) CRUCIFIED AMBUSH
~ 1
Zombie, 60 health points.
If crucified, stick the bounding
box 12 pixels back into a wall to
look right.
Flags:
"crucified"
:-)
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_wizard (1 0 0) (-16 -16 -24) (16 16 40) AMBUSH
~ 1
Scrag (Wizard), 80 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_demon1 (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
~ 1
Fiend (Demon), 300 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_oldone (1 0 0) (-16 -16 -24) (16 16 32)
~ 1
Shub-Niggurath, 40000 health points.
Most likely killed by teleport frag.
*/
/*QUAKED monster_shambler (1 0 0) (-32 -32 -24) (32 32 64) AMBUSH
~ 1
Shambler, 600 health points.
Rockets only have half damage
when hitting the Shambler.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_shalrath (1 0 0) (-32 -32 -24) (32 32 48) AMBUSH
~ 1
Vore (Shalrath), 400 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_boss (1 0 0) (-128 -128 -24) (128 128 256)
~ 1
Cthon (Boss of Shareware Quake)
Only event_lightning can kill him.
*/
/*QUAKED monster_tarbaby (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH
~ 1
Spawn (Tarbaby), 80 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED monster_fish (1 0 0) (-16 -16 -24) (16 16 24) AMBUSH
~ 1
Rotfish, 25 health points.
Flags:
"ambush"
the monster will only wake up on
really seeing the player, not another
monster getting angry
*/
/*QUAKED misc_teleporttrain (0 .5 .8) (-8 -8 -8) (8 8 8)
This is used for the final boss.
Flying ball needed to teleport
kill Shub-Niggurath.
*/
/*QUAKED misc_fireball (0 .5 .8) (-8 -8 -8) (8 8 8)
Lava Ball.
Keys:
"speed"
speed of ball, default is 1000
-- actually about 100
*/
/*QUAKED misc_explobox (0 .5 .8) (0 0 0) (32 32 64)
Exploding box.
*/
/*QUAKED misc_explobox2 (0 .5 .8) (0 0 0) (32 32 64)
Smaller exploding box.
*/
/*QUAKED path_corner (0.5 0.3 0) (-8 -8 -8) (8 8 8)
~ 1
Monsters will continue walking
towards the next target corner.
Also used by func_train.
*/
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
When triggered, fires a spike in
the direction determined by angle.
Flags:
"superspike"
fires large spikes
"laser"
fires laser
Keys:
"angle"
angle to fire
*/
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) SUPERSPIKE LASER
Continuously fires spikes.
Flags:
"superspike"
fires large spikes
"laser"
fires laser
Keys:
"angle"
angle to fire
"wait"
time between spikes (1.0 default)
"nextthink"
delay before firing first spike,
so multiple shooters can be
stagered
*/
/*QUAKED trigger_teleport (0.5 0.0 0.5) ? PLAYER_ONLY SILENT
Any object touching this will be
transported to the corresponding
info_teleport_destination entity.
Flags:
"player_only"
only players will teleport
"silent"
silences teleporting
*/
/*QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
When the player touches this, he
gets sent to the map listed in the
"map" variable. The view will go to
the info_intermission spot and
display stats.
Keys:
"map"
set to name of next map
(e.g. e1m1) if no map is set,
the current map will be restartet
Flags:
"no_intermission"
bypasses intermission screen
*/
/*QUAKED trigger_setskill (0.5 0.0 0.5) ?
Sets skill level to the value of
"message". Only used on start
map.
Keys:
"message"
sets skill level
0 = easy
1 = normal
2 = hard
3 = nightmare
*/
/*QUAKED trigger_counter (0.5 0.0 0.5) ? NOMESSAGE
Acts as an intermediary for an action
that takes multiple inputs.
If nomessage is not set, it will
print "1 more.. " etc when triggered
and "sequence complete" when
finished. After the counter has been
triggered "count" times, it will fire all
of it's targets and remove itself.
It's a once-only trigger (i.e. Wait is
always -1).
Flags:
"nomessage"
disables count display
Keys:
"count"
number of triggers needed to fire
own target, default is 2
"message"
prints message after completing
the sequence. if no delay is set,
this message overwrites standard
'sequence completed' message.
"delay"
waits # seconds before firing
targets/writing message
"target"
targets to fire
"killtarget"
targets to remove when fired
*/
/*QUAKED trigger_once (0.5 0.0 0.5) ? NOTOUCH
Variable sized trigger. Triggers
once, then removes itself.
It's the same as trigger_multiple, but
Wait is always -1.
Flags:
"notouch"
only triggered by other entities, not
by touching
Keys:
"health"
button must be killed to activate
"angle"
the trigger will only fire when
someone is facing the direction of
the angle, use "360" for angle 0.
"sounds"
1 = secret
2 = beep beep
3 = large switch
"message"
displayed text when fired
"delay"
delay before firing (after trigger)
"target"
targets to fire when fired
"killtarget"
targets to remove when fired
*/
/*QUAKED trigger_multiple (0.5 0.0 0.5) ? NOTOUCH
Variable sized repeatable trigger.
Must be targeted at one or more
entities.
Flags:
"notouch"
only triggered by other entities, not
by touching
Keys:
"health"
button must be killed to activate
"angle"
the trigger will only fire when
someone is facing the direction of
the angle, use "360" for angle 0.
"sounds"
1 = secret
2 = beep beep
3 = large switch
"message"
displayed text when fired
"delay"
delay before firing (after trigger)
"wait"
delay between triggerings
default is 0.2
"target"
targets to fire when fired
"killtarget"
targets to remove when fired
*/
/*QUAKED trigger_onlyregistered (0.5 0.0 0.5) ?
Only fires if playing the registered
version, otherwise prints the message.
Keys:
"message"
message to print when playing
the shareware version.
*/
/*QUAKED trigger_secret (0.5 0.0 0.5) ?
Secret counter trigger.
Keys:
"message"
message to display when
triggered
"sounds"
1 = secret
2 = beep beep
"delay"
waits # seconds before displaying
message/firing targets
"target"
targets to fire when fired
"killtarget"
targets to remove when fired
*/
/*QUAKED trigger_monsterjump (0.5 0.0 0.5) ?
Walking monsters that touch this
will jump in the direction of the
trigger's angle.
Keys:
"angle"
angle towards the monster jumps
"speed"
the speed thrown forward
default is 200
"height"
the speed thrown upwards
default is 200
*/
/*QUAKED trigger_relay (0.5 0.0 0.5) ?
This fixed size trigger cannot be
touched, it can only be fired by
other events.
Keys:
"killtarget"
removes target
"target"
fires target when triggered
"delay"
delay before firing (after trigger)
"message"
displayed when fired
*/
/*QUAKED trigger_hurt (0.5 0.0 0.5) ?
Any object touching this will be hurt.
Keys:
"dmg"
sets damage, default is 5
*/
/*QUAKED trigger_push (0.5 0.0 0.5) ? PUSH_ONCE
Pushes the player and Grenades.
Use this to create wind tunnels
and currents.
Flags:
"push_once"
removes itself after firing
Keys:
"speed"
speed of push, default is 1000
"angle"
direction of push
(-2 is down, -1 up)
*/
/*QUAKED weapon_supershotgun (0 .5 .8) (-16 -16 0) (16 16 32)
SuperShotgun.
*/
/*QUAKED weapon_nailgun (0 .5 .8) (-16 -16 0) (16 16 32)
Perforator (Nailgun).
*/
/*QUAKED weapon_supernailgun (0 .5 .8) (-16 -16 0) (16 16 32)
Super Perforator (Super
Nailgun).
*/
/*QUAKED weapon_grenadelauncher (0 .5 .8) (-16 -16 0) (16 16 32)
Grenade Launcher.
*/
/*QUAKED weapon_rocketlauncher (0 .5 .8) (-16 -16 0) (16 16 32)
Rocket Launcher.
*/
/*QUAKED weapon_lightning (0 .5 .8) (-16 -16 0) (16 16 32)
Thunderbolt Cannon.
*/
/*QUAKED worldspawn (0 0 0) ?
Only used for the world entity.
Should be only one per MAP.
Keys:
"wad"
which graphics wad to use
"message"
sets the title of the map
"worldtype"
0 = medieval
1 = metal
2 = base
MUST be set when using keys!
"sounds"
CD track to play
"light"
default light level
*/
/*QUAKED item_flag_team1 (1 0 0) (-16 -16 0) (16 16 74)
Flag for the red team
*/
/*QUAKED item_flag_team2 (0 0 1) (-16 -16 0) (16 16 74)
Flag for the blue team
*/
/*QUAKED info_player_team1 (1 0 0) (-16 -16 -24) (16 16 24)
Spawn spot for a red player
*/
/*QUAKED info_player_team2 (0 0 1) (-16 -16 -24) (16 16 24)
Spawn spot for a blue player
*/