func_group
/*QUAKED func_group (0 0 0) ?
    
    Used to group brushes together just for editor convenience.
*/

******************
func_areaportal
/*QUAKED func_areaportal (0 0 0) ?

    This is a non-visible object that divides the world into
    areas that are seperated when this portal is not activated.
    Usually enclosed in the middle of a door.
*/

******************
path_corner
/*QUAKED path_corner (.5 .3 0) (-8 -8 -8) (8 8 8) TELEPORT
---------KEYS---------------    
target -  target name of next path corner
pathtarget - used when an entity that has this path_corner targeted touches it
angles - used to make the brush rotate. The brush MUST have an origin brush in it. It is an
 accumulative value so if the value is 0 40 0 the brush rotate an additional 40 degrees along
 the y axis before it reaches this path corner.
wait - -1 makes trains stop until retriggered
       -3 trains explode upon reaching this path corner

noise -    file to play when corner is hit (trains only)
-objects/bucket.wav
*/

******************
point_combat
/*QUAKED point_combat (0.5 0.3 0) (-8 -8 -8) (8 8 8) Hold
    
    Makes this the target of a monster and it will head here
    when first activated before going after the activator.  If
    hold is selected, it will stay here.

  NOTE FROM MG: Probably still works... will test
*/

******************
info_null
/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
    
    Used as a positional target for spotlights, etc.
*/

******************
info_notnull
/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)

    Used as a positional target for lightning.
*/

******************
func_wall
/*QUAKED func_wall (0 .5 .8) ? TRIGGER_SPAWN TOGGLE START_ON ANIMATED ANIMATED_FAST
    
    This is just a solid wall if not inhibited

    TRIGGER_SPAWN    the wall will not be present until triggered
                    it will then blink in to existance; it will
                    kill anything that was in it's way

    TOGGLE            only valid for TRIGGER_SPAWN walls
                    this allows the wall to be turned on and off

    START_ON        only valid for TRIGGER_SPAWN walls
                    the wall will initially be present
*/

******************
func_object
/*QUAKED func_object (0 .5 .8) ? TRIGGER_SPAWN ANIMATED ANIMATED_FAST
    
    This is solid bmodel that will fall if it's support it removed.
*/

******************
item_spitter
/*QUAKED item_spitter (0 .5 .8) (-4 -4 -4)  (4 4 4)	NOFLASH
When targeted it will spit out an number of items in various directions
-------SPAWN FLAGS -----------
NOFLASH - no flash is created when item is 'spit out'
---------KEYS-----------------
target - classname of item or object being spit out
count - number of items being spit out (default 1)
radius - distance from item_spitter origin that items will be spawned
spawnflags2 - the spawnflags for the item being created.
*/

******************
misc_update_spawner
/*QUAKED misc_update_spawner (.5 .5 .5) ?
      This creates the spawner update entity, which upates the spawner position when triggered
*/

******************
misc_teleporter
/*QUAKED misc_teleporter (1 0 0) ? NO_MODEL DEATHMATCH_RANDOM START_OFF MULT_DEST
This creates the teleporter disc that will send us places
Stepping onto this disc will teleport players to the targeted misc_teleporter_dest object.
-------  FIELDS  ------------------
NO_MODEL - makes teleporter invisible
DEATHMATCH_RANDOM - makes the teleporter dump you at random spawn points in deathmatch
START_OFF - Pad has no effect, and won't teleport you anywhere till its activated 
MULT_DEST - pad is targeted at more than one destination 
---------- KEYS -----------------  
style - number of destinations this pad has.

*/

******************
misc_teleporter_dest
/*QUAKED misc_teleporter_dest (1 0 0) (-32 -32 -24) (32 32 -16)

    Point teleporters at these.
*/

******************
misc_magic_portal
/*QUAKED misc_magic_portal (1 .5 0) (-16 -16 -32) (16 16 32)  START_OFF
A magical glowing portal. Triggerable.
-------  FIELDS  ------------------
START_OFF - portal will start off
-----------------------------------
angles - manipulates the facing of the effect as normal.
style - 0-blue, 1-red, 2-green
count - Close after 1-255 seconds.  0 means stay until triggered.

In order to be functional as a world teleport,
  it must target a target_changelevel

*/

******************
sound_ambient_cloudfortress
/*QUAKED sound_ambient_cloudfortress (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF
Generates an ambient sound for cloud fortress levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style  
1 - Cauldron bubbling (looping sound)
2 - wind, low, eerie (looping)
3 - wind, low, noisy (looping)
4 - wind, high, soft (looping)
5 - wind, low, soft (looping)
6 - wind, low, strong (looping)
7 - wind, high, strong (looping)
8 - wind, whistling, strong (looping)

attenuation  (how quickly sound drops off from origin)
   0 - heard over entire level (default)
   1 - 
   2 - 
   3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
sound_ambient_mine
/*QUAKED sound_ambient_mine (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF
Generates an ambient sound for mine levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style  
1 - Mud pool bubbling (looping)
2 - Rocks falling (3 sounds)
3 - wind, low, eerie (looping)
4 - wind, low, soft (looping)
5 - conveyor belt (looping)
6 - bucket conveyor belt (looping)
7 - three different creaks of heavy timbers

attenuation  (how quickly sound drops off from origin)
   0 - heard over entire level (default)
   1 - 
   2 - 
   3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
sound_ambient_hive
/*QUAKED sound_ambient_hive (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL  START_OFF
Generates an ambient sound for hive levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style   
1 - gong
2 - wind, low, eerie (looping)
3 - wind, low, noisy (looping)
4 - wind, high, soft (looping)
5 - wind, low, soft (looping)
6 - wind, low, strong (looping)
7 - wind, high, strong (looping)
8 - wind, whistling, strong (looping)

attenuation  (how quickly sound drops off from origin)
   0 - heard over entire level (default)
   1 - 
   2 - 
   3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
sound_ambient_andoria
/*QUAKED sound_ambient_andoria (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL  START_OFF
Generates an ambient sound for andoria levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style  
1 - small fountain (constant loop)
2 - large fountain (constant loop)
3 - water running out of sewer (constant loop)
4 - rushing waterway outside (constant loop)
5 - wind chime 

attenuation  (how quickly sound drops off from origin)
   0 - heard over entire level (default)
   1 - 
   2 - 
   3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
sound_ambient_swampcanyon
/*QUAKED sound_ambient_swampcanyon (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL  START_OFF
Generates an ambient sound for swamp or canyon levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style   
1 - bird, quick, high pitch
2 - bird, low, medium pitch
3 - huge waterfall
4 - mud pool bubbling (looping)
5 - wind, low, eerie (looping)
6 - wind, low, noisy (looping)
7 - wind, high, soft (looping)
8 - wind, low, soft (looping)
9 - wind, low, strong (looping)
10 - wind, high, strong (looping)
11 - wind, whistling, strong (looping)


attenuation  (how quickly sound drops off from origin)
   0 - heard over entire level (default)
   1 - 
   2 - 
   3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
sound_ambient_silverspring
/*QUAKED sound_ambient_silverspring (1 0 0) (-4 -4 -4) (4 4 4) NON_LOCAL  START_OFF
Generates an ambient sound for silverspring levels
-------  FLAGS  ------------------
NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound
wait    amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds)
START_OFF - starts off, can be triggered on
-------  KEYS  ------------------
style :  
1 - fire (looping)
2 - water lapping (looping)
3 - seagulls (2 random calls)
4 - ocean
5 - birds (10 random bird calls)
6 - crickets (3 random chirps)
7 - frogs (2 random ribbets)
8 - distant women/children crying (4 total)
9 - mosquitoes (2 random sounds)
10 - bubbles 
11 - bell tolling
12 - footsteps (3 random sounds)
13 - moans/screams/coughing (5 random sounds)
14 - Sewer drips (3 random sounds)
15 - Water drips (3 random sounds)
16 - Solid drips - heavy liquid (3 random sounds)
17 - Cauldron bubbling (looping sound)
18 - Creaking for the spit that's holding the elf over a fire

attenuation  (how quickly sound drops off from origin)
0 - heard over entire level (default)
1 - 
2 - 
3 - diminish very rapidly with distance 

volume   range of .1 to 1   (default .5)
  0 - silent
  1 - full volume
-----------------------------------
*/

******************
misc_remote_camera
/*QUAKED misc_remote_camera (0 0.5 0.8) (-4 -4 -4) (4 4 4) ACTIVATING SCRIPTED NO_DELETE

    pathtarget    - holds the name of the camera's owner entity (if any).
    target        - holds the name of the entity to be looked at.
    spawnflags    - 1 only the activating client will see the remote camera view.
                - 2 this is a scripted camera
                - 4 don't delete camera
*/

******************
misc_fire_sparker
/*QUAKED misc_fire_sparker (0 0 0) (-4 -4 0) (4 4 8) FIREBALL

  FIREBALL - more of a poofy fireball trail

  Fires of sparks when used...
  used a second time removes it

  "delay" - how long to live for... (default is forever)
*/

******************
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