home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
PC/CD Gamer UK 46
/
PCGAMER46.bin
/
Quake
/
Editors
/
Stonless
/
hip.qc
< prev
next >
Wrap
Text File
|
1997-06-16
|
49KB
|
1,880 lines
/*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 info_rotate (0 0.5 0) (-4 -4 -4) (4 4 4)
- Hipnotic pack -
Used as the point of rotation for rotatable objects.
*/
/*QUAKED func_rotate_entity (0 .5 .8) (-8 -8 -8) (8 8 8) TOGGLE START_ON
- Hipnotic pack -
Creates an entity that continually rotates. Can be toggled on
and off if targeted.
TOGGLE = allows the rotation to be toggled on/off
START_ON = wether the entity is spinning when spawned. If TOGGLE is
0, entity can be turned on, but not off.
If "deathtype" is set with a string, this is the message that will
appear when a player is killed by the train.
"rotate" is the rate to rotate.
"target" is the center of rotation.
"speed" is how long the entity takes to go from standing still to
full speed and vice-versa.
*/
/*QUAKED path_rotate (0.5 0.3 0) (-8 -8 -8) (8 8 8) ROTATION ANGLES STOP NO_ROTATE DAMAGE MOVETIME SET_DAMAGE
- Hipnotic pack -
Path for rotate_train.
ROTATION tells train to rotate at rate specified by "rotate". Use
'0 0 0' to stop rotation.
ANGLES tells train to rotate to the angles specified by "angles"
while traveling to this path_rotate. Use values < 0 or > 360 to
guarantee that it turns in a certain direction. Having this flag
set automatically clears any rotation.
STOP tells the train to stop and wait to be retriggered.
NO_ROTATE tells the train to stop rotating when waiting to be
triggered.
DAMAGE tells the train to cause damage based on "dmg".
MOVETIME tells the train to interpret "speed" as the length of time
to take moving from one corner to another.
SET_DAMAGE tells the train to set all targets damage to "dmg"
"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
"event" is a target to trigger when train arrives at path_rotate.
*/
/*QUAKED func_rotate_train (0 .5 .8) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
In path_rotate, set speed to be the new speed of the train after it
reaches the path change. If speed is -1, the train will warp
directly to the next path change after the specified wait time. If
MOVETIME is set on the path_rotate, the train to interprets "speed"
as the length of time to take moving from one corner to another.
"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
Both "noise" and "noise1" defaults depend upon "sounds" variable and
can be overridden by the "noise" and "noise1" variable in path_rotate.
Also in path_rotate, if STOP is set, the train will wait until it is
retriggered before moving on to the next goal.
Trains are moving platforms that players can ride.
"path" specifies the first path_rotate and is the starting position.
If the train is the target of a button or trigger, it will not begin
moving until activated. The func_rotate_train entity is the center
of rotation of all objects targeted by it.
If "deathtype" is set with a string, this is the message that will
appear when a player is killed by the train.
speed default 100
dmg default 0
sounds
1) ratchet metal
*/
/*QUAKED rotate_object (0 .5 .8) ?
- Hipnotic pack -
This defines an object to be rotated. Used as the target of
func_rotate_door.
*/
/*QUAKED func_rotate_door (0 .5 .8) (-8 -8 -8) (8 8 8) STAYOPEN
- Hipnotic pack -
Creates a door that rotates between two positions around a point of
rotation each time it's triggered.
STAYOPEN tells the door to reopen after closing. This prevents a
trigger-once door from closing again when it's blocked.
"dmg" specifies the damage to cause when blocked. Defaults to 2.
Negative numbers indicate no damage.
"speed" specifies how the time it takes to rotate
"sounds"
1) medieval (default)
2) metal
3) base
"angles"
x, y, and z angles to rotate to and from when activated
*/
/*QUAKED func_clock (0 0 0.5) (0 0 0) (32 32 32)
- Hipnotic pack -
Creates one hand of a "clock".
Set the angle to be the direction the clock is facing.
"event" is the targetname of the entities to trigger when hand
strikes 12.
"cnt" is the time to start at.
"count" is the # of seconds it takes to make a full revolution
(seconds is 60, minutes 3600, hours 43200). default is 60.
*/
/*QUAKED func_movewall (0 .5 .8) ? VISIBLE TOUCH
- Hipnotic pack -
Used to emulate collision on rotating objects.
VISIBLE causes brush to be displayed.
TOUCH specifies whether to cause damage when touched by player.
NONBLOCKING makes the brush non-solid. This is useless if VISIBLE is
not set.
"dmg" specifies the damage to cause when touched or blocked.
*/
/*QUAKED func_train2 (0 .5 .8) ?
- Hipnotic pack -
This is a modification of the standard func_train entity.
It is functionally equivalent, except that it removes a slight delay
that would occur after each path entry, and it adds a speed variable to
the path_corner entity.
"noise" contains the name of the sound to play when train stops.
"noise1" contains the name of the sound to play when train moves.
Both "noise" and "noise1" defaults depend upon "sounds" variable.
In path_corner, set speed to be the new speed of the train after it
reaches the path change. If speed is -1, the train will warp directly
to the next path change after the specified wait time.
Also in path_corner, if wait is set to -1, the train will wait until it
is retriggered before moving on to the next goal.
Here is a reiteration of the func_train docs:
Trains are moving platforms that players can ride.
The targets origin specifies the min point of the train at each corner.
The train spawns at the first target it is pointing at.
If the train is the target of a button or trigger, it will not begin
moving until activated.
speed default 100
dmg default 2
sounds 1) ratchet metal
*/
/*QUAKED func_pushable (0 .5 .8) ?
- Hipnotic pack -
Pushable walls. Not quite working, but fun to play around with.
*/
/*QUAKED path_follow (0.5 0.3 0) ?
- Hipnotic pack -
Monsters will stop what they are doing and follow to the target.
This forces monsters to change direction, unless there enemy is
in sight.
Variable Sized
*/
/*QUAKED path_follow2 (0.5 0.3 0) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
Monsters will stop what they are doing and follow to the target.
This forces monsters to change direction, unless there enemy is
in sight.
Fixed Size
*/
/*QUAKED item_artifact_wetsuit (0 .5 .8) (-16 -16 -24) (16 16 32)
- Hipnotic pack -
Player takes no damage from electrical attacks and swims faster for
30 seconds.
*/
/*QUAKED item_hornofconjuring (0 .5 .8) (0 0 0) (32 32 32)
- Hipnotic pack -
Horn of Conjuring. You must make func_spawn entities connected to
this entity to spawn the charmed creature.
*/
/*QUAKED item_artifact_empathy_shields (0 .5 .8) (0 0 0) (32 32 32)
- Hipnotic pack -
*/
/*QUAKED weapon_mjolnir (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic pack -
*/
/*QUAKED weapon_laser_gun (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic pack -
*/
/*QUAKED weapon_proximity_gun (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic pack -
*/
/*QUAKED trap_spike_mine (0 .5 .8) (-16 -16 0) (16 16 32)
- Hipnotic pack -
*/
/*QUAKED trap_lightning_triggered (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Hipnotic pack -
When triggered, fires lightning in the direction set in QuakeEd.
"wait" how long to wait between blasts (1.0 default)
if in random mode wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple traps
can be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last (0.1 default)
*/
/*QUAKED trap_lightning (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Hipnotic pack -
Continuously fire lightning.
"wait" how long to wait between blasts (1.0 default)
if in random mode wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple
traps can be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last (0.1 default)
*/
/*QUAKED trap_lightning_switched (0 .5 .8) (-8 -8 -8) (8 8 8) random boom
- Hipnotic pack -
Continuously fires lightning.
"wait" how long to wait between blasts (1.0 default)
if in random mode wait is multiplied by random
"nextthink" delay before firing first lightning, so multiple traps can
be stagered.
"dmg" how much damage lightning should inflict (30 default)
"duration" how long each lightning attack should last (0.1 default)
"state" 0 (default) initially off, 1 initially on.
*/
/*QUAKED trap_tesla_coil (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
- Hipnotic pack -
targets enemies in vicinity and fires at them
"wait" how long build up should be (0.5 * (4-skill) default)
"dmg" how much damage lightning should inflict (5 default)
"duration" how long each lightning attack should last (continuous
default)
"distance" how far the tesla coil should reach (600 default)
"state" on/off for the coil (0 default is off)
"count" number of people to target (2 default)
*/
/*QUAKED trap_gods_wrath (0 .5 .8) (-8 -8 -8) (8 8 8) targetenemies
- Hipnotic pack -
targets enemies in vicinity and fires at them
"dmg" how much damage lightning should inflict (5 default)
"duration" how long each lightning attack should last (continuous
default)
"distance" how far god's wrath should reach (600 default)
"delay" how long to wait until god calms down
this is only needed if no one is targetted (5 seconds default)
"count" number of people to target (2 default)
*/
/*QUAKED trap_gravity_well (.8 .5 0) (-8 -8 -8) (8 8 8) targetenemies UNDERWATER
- Hipnotic pack -
targets enemies in vicinity and draws them near, gibbing them on
contact.
UNDERWATER cuts the pull in half for players wearing the wetsuit
"distance" how far the gravity well should reach (600 default)
"count" number of people to target (2 default)
"speed" is how strong the pull is. (210 default)
"dmg" is how much damage to do each touch. (10000 default)
*/
/*QUAKED trap_spikeshooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic pack -
shoots spikes, lasers, lavaballs or rockets.
silent flag determines if lasers are silent or not.
Fires the projectile in the direction set in QUAKED.
LAVABALL ROCKET &SILENT HIPNOTIC ONLY
*/
/*QUAKED trap_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic pack -
shoots spikes, lasers, lavaballs or rockets.
silent flag determines if lasers are silent or not.
Continuous fire.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can
be stagered.
Fires the projectile in the direction set in QUAKED.
*/
/*QUAKED trap_switched_shooter (0 .5 .8) (-8 -8 -8) (8 8 8) superspike laser lavaball rocket silent
- Hipnotic pack -
shoots spikes, lasers, lavaballs or rockets.
silent flag determines if lasers are silent or not.
Continuous fire.
"wait" time between spike (1.0 default)
"nextthink" delay before firing first spike, so multiple shooters can
be stagered.
"state" 0 initially off, 1 initially on. (0 default)
*/
/*QUAKED play_sound_triggered (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) toggle
- Hipnotic pack -
play a sound when it is used
toggle determines whether sound should be stopped when triggered again
"volume" how loud (1 default full volume)
"noise" sound to play
"impulse" channel on which to play sound (0-7) (0 automatic is default)
"speed" attenuation factor
-1 - no attenuation
1 - normal
2 - idle
3 - static
*/
/*QUAKED play_sound (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
play a sound on a periodic basis
"volume" how loud (1 default full volume)
"noise" sound to play
"wait" random time between sounds (default 20)
"delay" minimum delay between sounds (default 2)
"impulse" channel on which to play sound (0-7) (0 automatic is default)
"speed" attenuation factor
-1 - no attenuation
1 - normal
2 - idle
3 - static
*/
/*QUAKED random_thunder (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
"wait" random time between strikes (default 20)
"delay" minimum delay between strikes (default 2)
"volume" how loud (1 default full volume)
"speed" attenuation factor
-1 - no attenuation
1 - normal
2 - idle
3 - static
*/
/*QUAKED random_thunder_triggered (0.3 0.1 0.6) (-10 -10 -8) (10 10 8) toggle
- Hipnotic pack -
toggle determines whether sound should be stopped when triggered again
"volume" how loud (1 default full volume)
"speed" attenuation factor
-1 - no attenuation
1 - normal
2 - idle
3 - static
*/
/*QUAKED ambient_humming (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
humming ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED ambient_humming (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
rushing ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED ambient_running_water (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
running water ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED ambient_fan_blowing (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
fan blowing ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED ambient_waterfall (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
waterfall ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED ambient_riftpower (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
riftpower ambient sound
"volume" how loud it should be (0.5 is default)
*/
/*QUAKED func_particlefield (0 .5 .8) ? USE_COUNT
- Hipnotic pack -
Creates a brief particle flash roughly the size of the defining
brush each time it is triggered.
USE_COUNT when the activator is a func_counter, the field will only
activate when count is equal to "cnt". Same as using a func_oncount
to trigger.
"cnt" is the count to activate on when USE_COUNT is set.
"color" is the color of the particles. Default is 192 (yellow).
"count" is the density of the particles. Default is 2.
"noise" is the sound to play when triggered. Do not use a looping
sound here.
"dmg" is the amount of damage to cause when touched.
*/
/*QUAKED func_togglewall (0 .5 .8) ? START_OFF
- Hipnotic pack -
Creates a invisible wall that can be toggled on and off.
START_OFF wall doesn't block until triggered.
"noise" is the sound to play when wall is turned off.
"noise1" is the sound to play when wall is blocking.
"dmg" is the amount of damage to cause when touched.
*/
/*QUAKED func_earthquake (0 0 0.5) (0 0 0) (32 32 32)
- Hipnotic pack -
Causes an earthquake. Triggers targets.
"dmg" is the duration of the earthquake. Default is 0.8 seconds.
*/
/*QUAKED func_rubble (0.4 0.4 0.2) (0 0 0) (32 32 32)
- Hipnotic pack -
Spawns random sized rubble when triggered.
"count" is the number of pieces of rubble to spawn. Default is 1.
*/
/*QUAKED func_rubble1 (0.4 0.4 0.2) (0 0 0) (8 8 8)
- Hipnotic pack -
Spawns small rubble when triggered.
"count" is the number of pieces of rubble to spawn. Default is 1.
*/
/*QUAKED func_rubble2 (0.4 0.4 0.2) (0 0 0) (16 16 16)
- Hipnotic pack -
Spawns medium rubble when triggered.
"count" is the number of pieces of rubble to spawn. Default is 1.
*/
/*QUAKED func_rubble3 (0.4 0.4 0.2) (0 0 0) (32 32 32)
- Hipnotic pack -
Spawns large rubble when triggered.
"count" is the number of pieces of rubble to spawn. Default is 1.
*/
/*QUAKED func_breakawaywall (0 .5 .8) ?
- Hipnotic pack -
Special walltype that removes itself when triggered.
*/
/*QUAKED func_exploder (0.4 0 0) (0 0 0) (8 8 8) particles
- Hipnotic pack -
Spawns an explosion when triggered. Triggers any targets.
particles - whether to spawn particles or not
"dmg" specifies how much damage to cause. Negative values
indicate no damage. Default or 0 indicates 120.
"volume" volume at which to play explosions (default 1.0)
"speed" attenuation for explosions (default normal)
*/
/*QUAKED func_multi_exploder (0.4 0 0) ?
- Hipnotic pack -
Spawns an explosion when triggered. Triggers any targets.
size of brush determines where explosions will occur.
"dmg" specifies how much damage to cause from each explosion
Negative values indicate no damage. Default or 0 indicates 120.
"delay" delay before exploding (Default 0 seconds)
"duration" how long to explode for (Default 1 second)
"wait" time between each explosion (default 0.25 seconds)
"volume" volume to play explosion sound at (default 0.5)
"speed" attenuation for explosions (default normal)
*/
/*QUAKED wallsprite (0 1 0) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
Places a sprite on a wall. Angles should be opposite of face.
"model" sprite to place on wall. Default is "progs/s_blood1.spr".
*/
/*QUAKED effect_teleport (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
Create a teleport effect when triggered
The effect is only eye-candy it does nothing
*/
/*QUAKED effect_finale (0.3 0.1 0.6) (-8 -8 -8) (8 8 8) useplayer nodecoy
- Hipnotic pack -
start the finale sequence
useplayer - use the current player as
decoy location.
nodecoy - no decoy, only the camera
"target" the camera to go to.
"mdl" if useplayer is specified, this is a path corner with target
of the next path_corner to run to.
if use player isn't specified this becomes
the spawn point as well.
"spawnfunction" next routine to run
"delay" time to wait until running routine
*/
/*QUAKED info_startendtext (0.3 0.1 0.6) (-8 -8 -8) (8 8 8)
- Hipnotic pack -
Start the end text if this level has any. It puts the player into
intermission mode.
*/
/*QUAKED monster_armagon (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Hipnotic pack -
*/
/*QUAKED monster_gremlin (1 0 0) (-32 -32 -24) (32 32 64) Ambush
- Hipnotic pack -
*/
/*QUAKED monster_scourge (1 0 0) (-16 -16 -24) (16 16 40) Ambush
- Hipnotic pack -
Now known as Centroids
*/
/*QUAKED monster_decoy (1 0 0) (-16 -16 -24) (16 16 40)
- Hipnotic pack -
Decoy player monster. Will run to path_corners.
*/
/*QUAKED func_spawn (0 .5 .8) (-32 -32 -24) (32 32 40) big/ambush megahealth
- Hipnotic pack -
This will spawn a thing upon being used. The thing that
is spawned depends upon the value of "spawnfunction".
"spawnclassname" should contain the same value as "spawnfunction".
If "spawnfunction" is unspecified a random monster is chosen as
follows:
50% - dog
30% - ogre
12% - fiend
5% - zombie
3% - shambler
The angles, target and all flags are passed on
Think of it like setting up a normal entity.
"spawnsilent" set this to none 0 if you want a silent spawn.
"spawnmulti" set this to 1 if you want this spawn to be reoccuring.
*/
/*QUAKED func_spawn_small (0 .5 .8) (-16 -16 -24) (16 16 40) big/ambush megahealth
- Hipnotic pack -
same as above except smaller.
*/
/*QUAKED func_counter (0 0 0.5) (0 0 0) (32 32 32) TOGGLE LOOP STEP RESET RANDOM FINISHCOUNT START_ON
- Hipnotic pack -
TOGGLE causes the counter to switch between an on and off state
each time the counter is triggered.
LOOP causes the counter to repeat infinitly. The count resets to zero
after reaching the value in "count".
STEP causes the counter to only increment when triggered. Effectively,
this turns the counter into a relay with counting abilities.
RESET causes the counter to reset to 0 when restarted.
RANDOM causes the counter to generate random values in the range 1 to
"count" at the specified interval.
FINISHCOUNT causes the counter to continue counting until it reaches
"count" before shutting down even after being set to an off state.
START_ON causes the counter to be on when the level starts.
"count" specifies how many times to repeat the event. If LOOP is set,
it specifies how high to count before reseting to zero. Default is 10.
"wait" the length of time between each trigger event.
Default is 1 second.
"delay" how much time to wait before firing after being switched on.
*/
/*QUAKED func_oncount (0 0 0.5) (0 0 0) (16 16 16)
- Hipnotic pack -
Must be used as the target for func_counter. When the counter
reaches the value set by count, func_oncount triggers its targets.
"count" specifies the value to trigger on. Default is 1.
"delay" how much time to wait before firing after being triggered.
*/
/*QUAKED trigger_damagethreshold (0 .5 .8) ? MULTI_USE INVISIBLE
- Hipnotic pack -
Triggers only when a threshold of damage is exceeded.
When used in conjunction with func_breakawaywall, allows
walls that may be destroyed with a rocket blast.
MULTI_USE tells the trigger to not to remove itself after
being fired. Allows the trigger to be used multiple times.
INVISIBLE tells the trigger to not be visible.
"health" specifies how much damage must occur before trigger fires.
Default is 60.
*/
/*QUAKED trigger_multiple (.5 .5 .5) ? notouch
- Hipnotic pack -
Variable sized repeatable trigger. Must be targeted at one or more
entities. If "health" is set, the trigger must be killed to activate
each time. If "delay" is set, the trigger waits some time after
activating before firing.
"wait" : Seconds between triggerings. (.2 default)
"cnt" how many times it can be triggered (infinite default)
If notouch is set, the trigger is only fired by other entities, not by
touching.
NOTOUCH has been obsoleted by trigger_relay!
sounds
1) secret
2) beep beep
3) large switch
4)
set "message" to text string
*/
/*QUAKED trigger_hurt (.5 .5 .5) ?
- Hipnotic pack -
Any object touching this will be hurt
set dmg to damage amount
defalt dmg = 5
"cnt" default infinite, how many times to trigger
*/
/*QUAKED trigger_monsterjump (.5 .5 .5) ?
- Hipnotic pack -
Walking monsters that touch this will jump in the direction of the
trigger's angle
"speed" default to 200, the speed thrown forward
"height" default to 200, the speed thrown upwards
"cnt" default infinite, how many times to trigger
*/
/*QUAKED trigger_usekey (0 .5 0) ? USE_GOLD_KEY
- Hipnotic pack -
USE_GOLD_KEY if set use gold key, otherwise the silver key
Variable sized single use trigger that requires a key to trigger
targets. Must be targeted at one or more entities.
"message" is printed when the trigger is touched without having the
right key.
*/
/*QUAKED trigger_remove (.5 .5 .5) ? ignoremonsters ignoreplayers
- Hipnotic pack -
IGNOREMONSTERS - ignores monsters if set
IGNOREPLAYERS - ignores players if set
Variable sized trigger that removes the thing that touches it. Does
not affect monsters or players.
*/
/*QUAKED trigger_setgravity (.5 .5 .5) ?
- Hipnotic pack -
set the gravity of a player
"gravity" what to set the players gravity to
- 0 (default) normal gravity
- 1 no gravity
- 2 almost no gravity
- ...
- 101 normal gravity
- 102 slightly higher than normal gravity
- ...
- 1000 very high gravity
*/
/*QUAKED trigger_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
When triggered, stuffs a command into the console to allow map
designers to set server variables.
"message" is the command to send to the console.
*/
/*QUAKED info_command (0.3 0.1 0.6) (-10 -10 -8) (10 10 8)
- Hipnotic pack -
Stuffs a command into the console to allow map designers
to set server variables.
"message" is the command to send to the console.
*/
/*QUAKED trigger_decoy_use (.5 .5 .5) ?
- Hipnotic pack -
only the decoy player can trigger this once triggers, all targets are
used
*/
/*QUAKED trigger_waterfall (.2 .5 .2) ?
- Hipnotic pack -
Pushes the player in the direction specified by angles.
"speed" is the strength of the push (default 50).
"count" amount of random xy movement to add to velocity (default 100).
*/
/*QUAKED func_bobbingwater (0 .5 .8) ?
- Hipnotic pack -
Used to emulate water. To use, create a thin water brush and center it
on the water line of the body of water to bob. The amount of the bob
is the depth of the brush.
"speed" is how long in seconds it takes the brush to do one full bob.
*/