epairs.h
来自「quake3工具源码。包括生成bsp文件」· C头文件 代码 · 共 1,381 行 · 第 1/4 页
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{"rem", "targetname - the name of this wall if it is a target"},
{"rem", "target - the next entity to trigger when this one is triggered"},
{"rem", "killtarget - the targetname of the entity to remove when triggered"},
{"rem", "health - ummm... this would be the health of the wall, if it is 0 then"},
{"rem", "the wall can only be exploded by targetting it"},
{"rem", "message - this prints out when wall go boom"},
{"rem", "model_1 - the specific pathname of the first model to throw when killed"},
{"rem", "if model_1 is set then spawnflags ROCK_CHUNKS and WOOD_CHUNKS are overridden"},
{"rem", "model_2 - the pathname of the second model"},
{"rem", "model_3 - I wouldn't bet on it, but this is probably the name of the 3rd model"},
{"rem", " "},
{"rem", "Spawnflags:"},
{"rem", "ROCK_CHUNKS - makes rock chunk wall-gibs fly"},
{"rem", "WOOD_CHUNKS - makes wood chunk wall-gibs fly"},
{"rem", "EXTRA_CHUNKS - makes up to 3 chunks per explosion, instead of just one"},
{"rem", "EXTRA_VELOCITY - gives chunks a higher velocity (good for underwater)"},
{"rem", "NO_CHUNKS - um, no chunks"},
{"rem", "NO_SOUND - no sound, use when lots of func walls are activated simultaneously to keep the"},
{"rem", "Quake engine from choking with too many sounds at once."},
//////////////////////////////
// func_anim
//////////////////////////////
{"classname", "func_anim"},
{"color", "0.0 1.0 0.1"},
{"flag", "VISIBLE"},
{"rem", "Spawnflags:"},
{"rem", "VISIBLE - start visible"},
//////////////////////////////
// func_floater
//////////////////////////////
{"classname", "func_floater"},
{"color", "0 0.5 0.8"},
{"size", "-16 -16 -16 16 16 16"},
{"model", ""},
{"rem", "model - pathname to model (ie. models/floater.mdl)"},
{"rem", "velocity_cap - maximum up/down velocity"},
{"rem", "dissipate - how fast velocity degrades to velocity_cap (default = 0.99)"},
{"rem", "object_mass - mass of object (mass / volume = density)"},
{"rem", "object_volume - volume of object (mass / volume = density)"},
//////////////////////////////
// func_debris
//////////////////////////////
{"classname", "func_debris"},
{"color", "0 0.5 0.8"},
{"target", ""},
{"flag", "GO_TO_ACTIVATOR"},
{"flag", "NO_ROTATE"},
{"flag", "MOMENTUM_DAMAGE"},
{"flag", "NO_ROTATION_ADJUST"},
{"flag", "DROP_ONLY"},
{"flag", "QUARTER_SIZE"},
{"rem", "target - debris will fly towards targeted entity"},
{"rem", "fly_sound - sound to play while the entity flies through the air"},
{"rem", "hit_sound - sound to play when the entity hits something"},
{"rem", "damage - amount of damage to do when hitting another object"},
{"rem", "if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
{"rem", "speed of the debris when it impacts the object and damage becomes"},
{"rem", "the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
{"rem", "while 300 / 3 = 100 points. If damage is not set, then momentum damage"},
{"rem", "will be the default with a damage divisor of 3."},
{"rem", "Spawnflags:"},
{"rem", "GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
{"rem", "NO_ROTATE - don't give this debris any random rotation"},
{"rem", "MOMENTUM_DAMAGE - damage based on velocity"},
{"rem", "DROP_ONLY - no upward velocity, debris just falls"},
{"rem", "QUARTER_SIZE - shrink bounding box by 1/4"},
{"rem", "Notes:"},
{"rem", "A func debris entity must have an origin brush contained in it,"},
{"rem", "otherwise it will rotate around the center of the level, not"},
{"rem", "its own center. That is bad."},
//////////////////////////////
// func_debris_visible
//////////////////////////////
{"classname", "func_debris_visible"},
{"color", "0 0.5 0.8"},
{"target", ""},
{"flag", "GO_TO_ACTIVATOR"},
{"flag", "NO_ROTATE"},
{"flag", "MOMENTUM_DAMAGE"},
{"flag", "NO_ROTATION_ADJUST"},
{"flag", "DROP_ONLY"},
{"flag", "QUARTER_SIZE"},
{"rem", "SAME AS FUNC_DEBRIS EXCEPT DEBRIS IS VISIBLE BEFORE TARGETTING"},
{"rem", "target - debris will fly towards targeted entity"},
{"rem", "fly_sound - sound to play while the entity flies through the air"},
{"rem", "hit_sound - sound to play when the entity hits something"},
{"rem", "damage - amount of damage to do when hitting another object"},
{"rem", "if MOMENTUM_DAMAGE is selected, then damage will be based on the"},
{"rem", "speed of the debris when it impacts the object and damage becomes"},
{"rem", "the divisor, so if speed at impact = 300 and damge = 3, then damage done"},
{"rem", "while 300 / 3 = 100 points. If damage is not set, then momentum damage"},
{"rem", "will be the default with a damage divisor of 3."},
{"rem", "Spawnflags:"},
{"rem", "GO_TO_ACTIVATOR - debris will fly at whoever activated it"},
{"rem", "NO_ROTATE - don't give this debris any random rotation"},
{"rem", "MOMENTUM_DAMAGE - damage based on velocity"},
{"rem", "DROP_ONLY - no upward velocity, debris just falls"},
{"rem", "QUARTER_SIZE - shrink bounding box by 1/4"},
{"rem", "Notes:"},
{"rem", "A func debris entity must have an origin brush contained in it,"},
{"rem", "otherwise it will rotate around the center of the level, not"},
{"rem", "its own center. That is bad."},
//////////////////////////////
// func_particlefield
//////////////////////////////
{"classname", "func_particlefield"},
{"color", "0 0.5 0.8"},
{"flag", "USE_COUNT"},
{"rem", "count - number of times to trigger before activated"},
{"rem", "color - color of particles use:"},
{"rem", "black, blue, green, cyan, red, "},
{"rem", "purple, brown, ltgray, dkgray, "},
{"rem", "ltblue, ltgreen, ltcyan, ltpurple,"},
{"rem", "yellow, white"},
//////////////////////////////
// func_monitor
//////////////////////////////
{"classname", "func_monitor"},
{"color", "0 0.5 0.8"},
{"rem", "target - the info_camera that the view will be from"},
{"rem", "fov - the field of view when looking through this camera"},
//////////////////////////////
// info_camera
//////////////////////////////
{"classname", "info_camera"},
{"color", "1 0 0"},
{"size", "-8 -8 -8 8 8 8"},
//////////////////////////////
// misc_lavaball_drop
//////////////////////////////
{"classname", "misc_lavaball_drop"},
{"size", "-8 -8 -8 8 8 8"},
{"color", "1.0 0.5 0.0"},
//////////////////////////////
// misc_lavaball_toss
//////////////////////////////
{"classname", "misc_lavaball_toss"},
{"size", "-8 -8 -8 8 8 8"},
{"color", "1.0 0.5 0.0"},
{"rem", "target = can be triggered"},
{"rem", "mintime = minimum time between tosses (default = 4.0 seconds)"},
{"rem", "maxtime = maximum time between tosses (default = 12.0 seconds)"},
{"rem", "damage = damage to do when an hitting something"},
{"rem", "upmin = minimum upward velocity (default = 200)"},
{"rem", "upmax = maximum upward velocity (default = 800)"},
//////////////////////////////
// sound_ambient
//////////////////////////////
{"classname", "sound_ambient"},
{"size", "-8 -8 -8 8 8 8"},
{"color", "1 0 1"},
{"rem", "sound - path to ambient sound (ie. ambience/sound.wav."},
{"rem", "fade - distance multiplier to make sounds fade in further away from source."},
{"rem", "1.0 is normal, 2.0 is twice as far."},
{"rem", "volume - 0 through 255. 255 is max."},
//////////////////////////////
// sound_ambient
//////////////////////////////
{"classname", "trigger_fog_value"},
{"color", "0 1 0"},
{"rem", "fog_value - the value for fog density 0 - 4. 0 is off, ie. r_drawfog 0"},
//////////////////////////////
// node_node
//////////////////////////////
{"classname", "node_node"},
{"color", "0.5 0.5 1"},
{"size", "-8 -8 -8 8 8 8"},
{"flag", "NODE_DOOR"},
{"rem", "number - the number of this node"},
{"rem", "link - the number of the node linked to (can be up to four link fields)"},
//////////////////////////////////////////////////////////////////////////////////////////////////////
//
// Monsters
//
//////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////
// Episode 1 monsters
////////////////////////////////////////
{"classname", "monster_froginator"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A light and refreshing monster."},
{"rem", "One day I will read the spec and know what this"},
{"rem", "monster does."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_crox"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A realistic representation of your mother"},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_slaughterskeet"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_thunderskeet"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_venomvermin"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_tentaclor"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_sludgeminion"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"flag", "PATHFOLLOW"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_prisoner"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "gib him."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "func_prisoner_respawn"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"rem", "time - seconds until a new prisoner is spawned"},
{"classname", "monster_inmater"},
{"color", "1.0 0.0 0.0"},
{"size", "-32 -32 -24 32 32 64"},
{"flag", "WANDER"},
{"flag", "PATHFOLLOW"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"rem", "PATH_FOLLOW - begin following a monster path"},
{"classname", "monster_squid"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big thing with a big beak."},
{"rem", "radius - wander radius"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_trackattack"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"rem", "Track turrets need to have a target"},
{"rem", "which is the path_corner_track at which"},
{"rem", "they will start."},
{"rem", "Spawn about 16 units below the track to"},
{"classname", "monster_trackdaddy"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"rem", "Track turrets need to have a target"},
{"rem", "which is the path_corner_track at which"},
{"rem", "they will start."},
{"classname", "monster_lasergat"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"rem", "Track turrets need to have a target"},
{"rem", "which is the path_corner_track at which"},
{"rem", "they will start."},
{"classname", "monster_psyclaw"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "A big dog without a head and a"},
{"rem", "brain for a back. Cool, eh?"},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_labworker"},
{"color", "1.0 0.0 0.0"},
{"size", "-16 -16 -24 16 16 32"},
{"flag", "WANDER"},
{"rem", "Lab worker. Your momma."},
{"rem", "Spawnflags:"},
{"rem", "WANDER - monster will wander around"},
{"classname", "monster_battleboar"},
{"color", "1.0 0.0 0.0"},
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