QQRKSRC1 // This file has been written by QuArK QuArK 6.6 Beta // It's the text version of file: DataDDay2.qrk { Description = "Base DDay2 data" Game Context.qctx = { Game = "Quake 3" GameDir = "dday2" SourceDir = "dday2" TextureFlags:form = { Style = "5" Reset: = { Cap = "Reset to default" Typ = "B" Hint = "Reset all flags to the texture's default" Delete: = { Flags = "" Contents = "" Value = "" } } Contents: = { Cap = "detail" Typ = "X134217728" Hint = "for small, detail brushes that compiler can ignore" } } } NewFiles.qtx = { ToolBox = "New files..." Root = "dday2 entities.qtxfolder" dday2 entities.qtxfolder = { info_team_start:e = { origin = "-224 160 64" message = "Allies" obj_owner = "0" dll = "usa" count = "99" kills = "10" } info_team_start:e = { origin = "-192 160 64" message = "Axis" obj_owner = "1" dll = "grm" count = "99" kills = "10" } info_reinforcements_start:e = { origin = "-192 0 -32" angle = "360" obj_owner = "0" } info_reinforcements_start:e = { origin = "192 0 -32" angle = "180" obj_owner = "1" } info_player_start:e = { origin = "0 128 32" angle = "270" } light:e = { light = "400" origin = "0 0 0" } } } NewMap:incl = { Game = "Quake 3" Root = "worldspawn:b" worldspawn:b = { Border walls:g = { East wall:p = { west:f = { v = '256 0 272 256 -128 272 256 0 400' tex = "skies/promise" } east:f = { v = '272 0 272 272 128 272 272 0 400' tex = "skies/promise" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "skies/promise" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "skies/promise" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "skies/promise" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "skies/promise" } } West wall:p = { west:f = { v = '-272 0 272 -272 -128 272 -272 0 400' tex = "skies/promise" } east:f = { v = '-256 0 272 -256 128 272 -256 0 400' tex = "skies/promise" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "skies/promise" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "skies/promise" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "skies/promise" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "skies/promise" } } North wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "skies/promise" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "skies/promise" } south:f = { v = '432 192 272 560 192 272 432 192 400' tex = "skies/promise" } north:f = { v = '432 208 272 304 208 272 432 208 400' tex = "skies/promise" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "skies/promise" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "skies/promise" } } South wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "skies/promise" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "skies/promise" } south:f = { v = '432 -208 272 560 -208 272 432 -208 400' tex = "skies/promise" } north:f = { v = '432 -192 272 304 -192 272 432 -192 400' tex = "skies/promise" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "skies/promise" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "skies/promise" } } Sky:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "skies/promise" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "skies/promise" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "skies/promise" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "skies/promise" } down:f = { v = '432 0 96 560 0 96 432 -128 96' tex = "skies/promise" } up:f = { v = '432 0 112 560 0 112 432 128 112' tex = "skies/promise" } } Floor:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "skies/promise" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "skies/promise" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "skies/promise" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "skies/promise" } down:f = { v = '432 0 -112 560 0 -112 432 -128 -112' tex = "skies/promise" } up:f = { v = '432 0 -96 560 0 -96 432 128 -96' tex = "skies/promise" } } } info_team_start:e = { origin = "-224 160 64" message = "Allies" obj_owner = "0" dll = "usa" count = "99" kills = "10" } info_team_start:e = { origin = "-192 160 64" message = "Axis" obj_owner = "1" dll = "grm" count = "99" kills = "10" } info_reinforcements_start:e = { origin = "-192 0 -32" angle = "360" obj_owner = "0" } info_reinforcements_start:e = { origin = "192 0 -32" angle = "180" obj_owner = "1" } info_player_start:e = { origin = "0 128 32" angle = "270" } light:e = { light = "400" origin = "0 0 0" } } } Toolbox Folders.qtx = { ToolBox = "New map items..." Root = "DDay2 Entities.qtxfolder" DDay2 Entities.qtxfolder = { Spawn Entities.qtxfolder = { spawn_toggle:e = { origin = "0 0 0" angle = "360" ;desc = "Used to turn spawn points on or off." } spawn_protect:b = { ;incl = "defpoly" ;desc = "Place this where a team spawn to deter the other team from " "entering." } info_team_start:e = { origin = "0 0 0" ;desc = "Designates teams, sets objective points/kills needed to win" " map, sets which map will be played next." } info_reinforcements_start:e = { origin = "0 0 0" angle = "360" ;desc = "Used to spawn an entire team in one spot." } info_reinforcements_nearest:e = { origin = "0 0 0" angle = "360" ;desc = "on respawns they will spawn at the info_reinforcements_near" "est closest to his teammates." } info_officer_start:e = { origin = "0 0 0" angle = "360" ;desc = "Officer class spawns here." } info_infantry_start:e = { origin = "0 0 0" angle = "360" ;desc = "Infantry class spawns here." } info_sniper_start:e = { origin = "0 0 0" angle = "360" ;desc = "Sniper class spawns here." } info_lgunner_start:e = { origin = "0 0 0" angle = "360" ;desc = "Light Machinegun class spawns here." } info_hgunner_start:e = { origin = "0 0 0" angle = "360" ;desc = "Heavy Machinegun class spawns here." } info_special_start:e = { origin = "0 0 0" angle = "360" ;desc = "Airborne troop class spawns here." } info_engineer_start:e = { origin = "0 0 0" angle = "360" ;desc = "Engineer class spawns here." } info_flamethrower_start:e = { origin = "0 0 0" angle = "360" ;desc = "Flame-thrower class spawns here." } info_medic_start:e = { origin = "0 0 0" angle = "360" ;desc = "Medic class spawns here." } info_player_start:e = { origin = "0 0 0" angle = "360" ;desc = "You wait here when you are dead." } info_null:e = { origin = "0 0 0" ;desc = "A target for light to create a spotlight." } info_notnull:e = { origin = "0 0 0" ;desc = "Put this at the end of the gun on a turret_breach." } info_player_deathmatch:e = { origin = "0 0 0" angle = "360" ;desc = "Player spawing position for all Q3A maps." } } Objectives.qtxfolder = { objective_touch:e = { origin = "0 0 0" angle = "360" ;incl = "defpoly" ;desc = "Player touches this, and that player's team is awarded poin" "ts." } func_explosive_objective:b = { origin = "0 0 0" angle = "360" ;incl = "defpoly" ;desc = "Gives points when destroyed." } } CTC Entities.qtxfolder = { timed_objective_touch:e = { origin = "0 0 0" angle = "360" ;desc = "Use this to set up CTC mode for your map.ts." } } Path & Combat.qtxfolder = { path_corner:e = { origin = "0 0 0" ;desc = "Use this to get the monsters to walk around the map." } point_combat:e = { origin = "0 0 0" ;desc = "Used for making a monster push a button or whatever when it" " sees the player." } turret_base:b = { ;incl = "defpoly" angle = "0" ;desc = "Used to make those cool guns." } turret_breach:b = { ;incl = "defpoly" angle = "0" ;desc = "Used to make those cool guns." } turret_driver:e = { origin = "0 0 0" angle = "0" ;desc = "Used to make those cool guns." } } Misc_ Entities.qtxfolder = { misc_model:e = { angle = "360" origin = "0 0 0" ;desc = "This can be used to place models in a map." } misc_airstrike:e = { angle = "360" origin = "0 0 0" ;desc = "This can be used to place random airstrikes in a map." } misc_civilian:e = { angle = "360" origin = "0 0 0" ;desc = "spawns a civilian for civilian mode." } misc_teleporter:e = { origin = "0 0 0" target = "[auto]" ;desc = "This is where the player is teleported from." } misc_teleporter_dest:e = { origin = "0 0 0" angle = "360" targetname = "[auto]" ;desc = "This is where the player is teleported to." } } Func_ Entities.qtxfolder = { func_areaportal:b = { ;incl = "defpoly" ;desc = "Use this combined with doors." } func_button:b = { ;incl = "defpoly" ;desc = "Just an every day Button." } func_clock:e = { origin = "0 0 0" ;desc = "Use this to make timed explosions." } func_conveyor:b = { ;incl = "defpoly" ;desc = "This will push you, but the texture itself won't move.Never" " used in Quake2." } func_door:b = { angle = "360" ;incl = "defpoly" ;desc = "The standard entity for doors." } func_door_rotating:b = { distance = "90" ;incl = "defpoly" ;desc = "A rotating door." } func_door_secret:b = { ;incl = "defpoly" ;desc = "This is for the making of Secret doors." } func_explosive:b = { ;incl = "defpoly" ;desc = "This is used for shootable windows, boxes, walls and more." } func_group:b = { ;incl = "defpoly" ;desc = "Not used in game, used for editor convenience." } func_killbox:b = { ;incl = "defpoly" ;desc = "This kills everything inside it." } func_object:b = { ;incl = "defpoly" ;desc = "This falls down when triggered." } func_plat:b = { ;incl = "defpoly" ;desc = "This is used for platforms or elevators." } func_rotating:b = { ;incl = "defpoly" ;desc = "This is for making things rotate or spin." } func_timer:e = { origin = "0 0 0" ;desc = "Use this to make timed events." } func_train:b = { ;incl = "defpoly" angle = "360" ;desc = "Used with path_corner to move a brush in a given path of di" "rection." } func_wall:b = { ;incl = "defpoly" ;desc = "Make a wall appear or dissappear by connecting a func_butto" "n to this." } func_static:b = { ;incl = "defpoly" ;desc = "Static non-solid bspmodel. Can be used for conditional wall" "s and models." } func_pendulum:b = { angle = "360" ;incl = "defpoly" ;desc = "This is a poly that swings back and forth." } } Target_ Entities.qtxfolder = { target_blaster:e = { origin = "0 0 0" angle = "360" ;desc = "Fires a blaster (your 1st weapon). Use a trigger on this." } target_changelevel:e = { origin = "0 0 0" ;desc = "Use this to change to another map." } target_character:b = { ;incl = "defpoly" ;desc = "This is a brush that functions as a display for a func_cloc" "k." } target_crosslevel_target:e = { origin = "0 0 0" ;desc = "This is a target on another map." } target_crosslevel_trigger:e = { origin = "0 0 0" ;desc = "This is to trigger a target_crosslevel_target on another ma" "p." } target_earthquake:e = { origin = "0 0 0" ;desc = "This is for starting an earthquake." } target_explosion:e = { origin = "0 0 0" ;desc = "Use a trigger to set off this explosion." } target_goal:e = { origin = "0 0 0" ;desc = "Use this to tell a player that he/she has completed a goal." } target_help:e = { origin = "0 0 0" ;desc = "This is used to tell the player what the goal of the map is" ".." } target_secret:e = { origin = "0 0 0" ;desc = "This is used for counting how many secrets the player has f" "ound." } target_laser:e = { origin = "0 0 0" ;desc = "Put this where you want a laser to hit." } target_lightramp:e = { origin = "0 0 0" ;desc = "This makes a light fade in or out." } target_spawner:e = { origin = "0 0 0" ;desc = "Makes anything of your choice spawn at the target_spawner p" "oint." } target_speaker:e = { origin = "0 0 0" ;desc = "This is used for the sounds in Q2, like breaking glass and " "such." } target_string:e = { origin = "0 0 0" ;desc = "This acts as the relay from the func_clock to the target_ch" "aracters." } target_temp_entity:e = { origin = "0 0 0" ;desc = "This can be used for some great effects." } } Trigger_ Entities.qtxfolder = { trigger_always:e = { origin = "0 0 0" ;desc = "This trigger will always fire, it is activated by the world" "." } trigger_counter:b = { ;incl = "defpoly" ;desc = "Use this if the player has to push more than one button to " "open a door." } trigger_elevator:e = { origin = "0 0 0" ;desc = "Use this if you need an elevator that has to stop at differ" "ent heights." } trigger_gravity:b = { ;incl = "defpoly" ;desc = "This only work on spawn weapons and gibs not the player." } trigger_hurt:b = { ;incl = "defpoly" ;desc = "This causes damage to the player when he touches this." } trigger_key:e = { origin = "0 0 0" ;desc = "This will make the door it is used with require a key to op" "en." } trigger_monsterjump:b = { ;incl = "defpoly" ;desc = "Use this to get the monsters to jump." } trigger_multiple:b = { ;incl = "defpoly" ;desc = "Use this if you want something to a be trigger more than on" "ce.." } trigger_once:b = { ;incl = "defpoly" ;desc = "Use this to trigger something only once." } trigger_push:b = { ;incl = "defpoly" ;desc = "Just as in Q1 use it to push the player in a given directio" "n." angle = "360" } trigger_relay:e = { origin = "0 0 0" ;desc = "This cannot be touched, it must be triggered by other event" "s." } } Light_ Entities.qtxfolder = { light:e = { light = "300" origin = "0 0 0" ;desc = "Light up the map." } } Weapons & Ammo.qtxfolder = { Allied.qtxfolder = { weapon_colt45:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Allied pistol" } weapon_m1:e = { origin = "0 0 0" angle = "360" ;desc = "M1 Garand" } weapon_thompson:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Thompson SMG" } weapon_bar:e = { origin = "0 0 0" angle = "360" ;desc = "Browning LMG" } weapon_30cal:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Browning HMG" } weapon_bazooka:e = { origin = "0 0 0" angle = "360" ;desc = "Rocket Lancher" } weapon_sniper:e = { origin = "0 0 0" angle = "360" ;desc = "M1903 Sniper Rifle" } ammo_grenades_usa:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "US frag grenade" } ammo_colt45:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Allied pistol bullets" } ammo_m1:e = { origin = "0 0 0" angle = "360" ;desc = "M1 Garand clip" } ammo_thompson:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Thompson SMG clip" } ammo_bar:e = { origin = "0 0 0" angle = "360" ;desc = "Browning LMG clip" } ammo_30cal:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "30cal Box" } ammo_bazooka:e = { origin = "0 0 0" angle = "360" ;desc = "Bazooka Rockets" } ammo_sniper:e = { origin = "0 0 0" angle = "360" ;desc = "M1903 Sniper Rifle rounds" } } German.qtxfolder = { weapon_p38:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "German pistol" } weapon_mauser98k:e = { origin = "0 0 0" angle = "360" ;desc = "German Mauser Rifle" } weapon_mp40:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "German SMG" } weapon_mp43:e = { origin = "0 0 0" angle = "360" ;desc = "German LMG" } weapon_mp42:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "German HMG" } weapon_panzer:e = { origin = "0 0 0" angle = "360" ;desc = "Panzerschrek" } weapon_mauser98ks:e = { origin = "0 0 0" angle = "360" ;desc = "Mauser 98k Sniper Rifle" } ammo_grenades_grm:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "German stick grenade" } ammo_p38:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "German pistol bullets" } ammo_mauser98k:e = { origin = "0 0 0" angle = "360" ;desc = "Mauser ammo" } ammo_mp40:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "MP40 SMG clip" } ammo_mp43:e = { origin = "0 0 0" angle = "360" ;desc = "MP43 LMG clip" } ammo_mp42:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "MP42 Box" } ammo_rocketsG:e = { origin = "0 0 0" angle = "360" ;desc = "Panzerschrek Rockets" } ammo_sniper:e = { origin = "0 0 0" angle = "360" ;desc = "M1903 Sniper Rifle rounds" } } Russian.qtxfolder = { weapon_tt33:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Russian pistol" } weapon_m9130:e = { origin = "0 0 0" angle = "360" ;desc = "Russian Infantry Rifle" } weapon_ppsh41:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Russian SMG" } weapon_pps43:e = { origin = "0 0 0" angle = "360" ;desc = "Russian LMG" } weapon_dpm:e = { origin = "0 0 0" angle = "360" ;desc = "Russian rocket launcher" } weapon_rpg1:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Russian HMG" } weapon_m9130s:e = { origin = "0 0 0" angle = "360" ;desc = "Russian Sniper Rifle" } weapon_molotov:e = { origin = "0 0 0" angle = "360" ;desc = "Molotov Cocktail" } ammo_tt33:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Russian pistol bullets" } ammo_m9130:e = { origin = "0 0 0" angle = "360" ;desc = "Russian rifle ammo" } ammo_ppsh41:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "ppsh41 SMG clip" } ammo_pps43:e = { origin = "0 0 0" angle = "360" ;desc = "pps43 LMG clip" } ammo_dpm:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "DPM hmg Box" } ammo_rocketsR:e = { origin = "0 0 0" angle = "360" ;desc = "RPG Rockets" } ammo_grenades_rus:e = { origin = "0 0 0" angle = "360" ;desc = "Russian frag grenades" } } British.qtxfolder = { weapon_webley:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "British pistol" } weapon_enfield:e = { origin = "0 0 0" angle = "360" ;desc = "British rifle" } weapon_sten:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "British SMG" } weapon_bren:e = { origin = "0 0 0" angle = "360" ;desc = "British LMG" } weapon_vickers:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "British HMG" } weapon_piat:e = { origin = "0 0 0" angle = "360" ;desc = "Piat rocket launcher" } weapon_enfields:e = { origin = "0 0 0" angle = "360" ;desc = "Enfield Sniper Rifle" } ammo_grenades_gbr:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "British grenade" } ammo_webley:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "British pistol bullets" } ammo_wembley:e = { origin = "0 0 0" angle = "360" ;desc = "Enfield ammo" } ammo_sten:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Sten SMG clip" } ammo_bren:e = { origin = "0 0 0" angle = "360" ;desc = "Bren LMG clip" } ammo_vickers:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Vickers hmg Disc" } ammo_piat:e = { origin = "0 0 0" angle = "360" ;desc = "Piat Rockets" } ammo_enfields:e = { origin = "0 0 0" angle = "360" ;desc = "Enfield Sniper Rifle rounds" } } Japanese.qtxfolder = { weapon_nambu:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Japanese pistol" } weapon_arisaka:e = { origin = "0 0 0" angle = "360" ;desc = "Japanese infantry rifle" } weapon_type_100:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Japanese SMG" } weapon_type_99:e = { origin = "0 0 0" angle = "360" ;desc = "Japanese LMG" } weapon_mg42:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Japanese HMG" } weapon_molotov:e = { origin = "0 0 0" angle = "360" ;desc = "Molotov cocktail" } weapon_arisakas:e = { origin = "0 0 0" angle = "360" ;desc = "Arisaka Sniper Rifle" } weapon_katana:e = { origin = "0 0 0" angle = "360" ;desc = "Japanese Sword" } ammo_grenades_jpn:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Japanese grenade" } ammo_nambu:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Nambu pistol bullets" } ammo_arisaka:e = { origin = "0 0 0" angle = "360" ;desc = "Arisaka ammo" } ammo_type_100:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "SMG clip" } ammo_type_99:e = { origin = "0 0 0" angle = "360" ;desc = "LMG clip" } ammo_mg42:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "MG42 Box" } ammo_rocketsG:e = { origin = "0 0 0" angle = "360" ;desc = "Panzerschrek Rockets" } ammo_arisakas:e = { origin = "0 0 0" angle = "360" ;desc = "Sniper Rifle rounds" } } US Marines.qtxfolder = { weapon_colt45:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Colt 45 pistol" } weapon_m1carbine:e = { origin = "0 0 0" angle = "360" ;desc = "m1 carbine rifle" } weapon_shotgun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Shotgun" } weapon_BAR:e = { origin = "0 0 0" angle = "360" ;desc = "US LMG" } weapon_30cal:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "US HMG" } weapon_bazooka:e = { origin = "0 0 0" angle = "360" ;desc = "Bazooka" } weapon_sniper:e = { origin = "0 0 0" angle = "360" ;desc = "Sniper Rifle" } weapon_thompson:e = { origin = "0 0 0" angle = "360" ;desc = "Thompson smg" } ammo_grenades_usa:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "US frag grenade" } ammo_colt45:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Colt45 bullets" } ammo_m1carbine:e = { origin = "0 0 0" angle = "360" ;desc = "M1 carbine ammo" } ammo_shotgun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Shotgun shells" } ammo_BAR:e = { origin = "0 0 0" angle = "360" ;desc = "BAR LMG clip" } ammo_HMG:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "30cal HMG Box" } ammo_rockets:e = { origin = "0 0 0" angle = "360" ;desc = "Bazooka Rockets" } ammo_m1903:e = { origin = "0 0 0" angle = "360" ;desc = "M1903 Sniper Rifle rounds" } ammo_thompson:e = { origin = "0 0 0" angle = "360" ;desc = "Thompson smg clip" } } Polish.qtxfolder = { weapon_vis:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Polish pistol" } weapon_svt:e = { origin = "0 0 0" angle = "360" ;desc = "Rifle" } weapon_sten:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "SMG" } weapon_mors:e = { origin = "0 0 0" angle = "360" ;desc = "LMG" } weapon_RKM:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "HMG" } weapon_mg34:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "mg34" } weapon_piat:e = { origin = "0 0 0" angle = "360" ;desc = "Piat" } weapon_pol_m98ks:e = { origin = "0 0 0" angle = "360" ;desc = "Mauser 98k Sniper Rifle" } weapon_sabre:e = { origin = "0 0 0" angle = "360" ;desc = "Sabre" } ammo_grenades_pol:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Polish frag grenade" } ammo_vis:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "pistol bullets" } ammo_svt:e = { origin = "0 0 0" angle = "360" ;desc = "SVT ammo" } ammo_sten:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Sten SMG clip" } ammo_mors:e = { origin = "0 0 0" angle = "360" ;desc = "Mors LMG clip" } ammo_RKM:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "RKM hmg Cylinder" } ammo_piat:e = { origin = "0 0 0" angle = "360" ;desc = "Piat Rockets" } ammo_mg34:e = { origin = "0 0 0" angle = "360" ;desc = "MG34 rounds" } } Italian.qtxfolder = { weapon_b34:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Italian pistol" } weapon_carcano:e = { origin = "0 0 0" angle = "360" ;desc = "Italian Rifle" } weapon_b38:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Italian SMG" } weapon_k43:e = { origin = "0 0 0" angle = "360" ;desc = "Italian k43 rifle" } weapon_b3842:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Italian SMG" } weapon_panzerfaust:e = { origin = "0 0 0" angle = "360" ;desc = "Panzerfaust" } weapon_m98ks:e = { origin = "0 0 0" angle = "360" ;desc = "Mauser 98k Sniper Rifle" } weapon_breda:e = { origin = "0 0 0" angle = "360" ;desc = "Breda lmg" } ammo_grenades_ita:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Italian frag grenade" } ammo_b34:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Italian pistol bullets" } ammo_carcano:e = { origin = "0 0 0" angle = "360" ;desc = "Carcano ammo" } ammo_b38:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "B38 SMG clip" } ammo_k43:e = { origin = "0 0 0" angle = "360" ;desc = "k43 rifle cartridge" } ammo_b3842:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "B3842 smg clip" } ammo_rocketsI:e = { origin = "0 0 0" angle = "360" ;desc = "Panzerfaust Rockets" } ammo_mauser98k:e = { origin = "0 0 0" angle = "360" ;desc = "Mauser 98k Sniper rounds" } ammo_breda:e = { origin = "0 0 0" angle = "360" ;desc = "Breda lmg cartridge" } } } } } Entity forms.qctx = { Game = "Quake 3" SourceDir = "dday2" GameDir = "dday2" info_player_start:form = { Help = "This is the normal player start for the map." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" } info_null:form = { Help = "Used as a positional target for spotlights, etc." targetname: = { Txt = "&" Hint = "Point a light at this." } } info_notnull:form = { Help = "Place this at the tip of of a turret_breach." _cone: = { Txt = "&" Hint = "Default is 10" } targetname: = { Txt = "&" Hint = "This should be the target the turret_breach." } } misc_model:form = { mdl = "[model]" Help = "This is placable model for your map." bbox = '-16 -16 -24 16 16 32' model: = { Typ = "EP" DefExt = "md3" BasePath = "$Game\dday2" CutPath = "$Game\?\models" DirSep = "/" AugPath = "models" Txt = "&" Hint = "Path and name of a model to use." } modelscale: = { Txt = "&" Hint = "Set the scale of the model." } bleft: = { txt = "&" hint = "Bleft>min b-box coords XYZ."$0D"The default setting is -16 -16" " -24"$0D"the size shown in the editor." } tright: = { txt = "&" hint = "Tright>max b-box coords XYZ"$0D"The default setting is 16 16 3" "2"$0D"the size shown in the editor." } } misc_airstrike:form = { Help = "This is places random airstrikes in your map." bbox = '-16 -16 -24 16 16 32' model: = { Typ = "EP" DefExt = "md2; *.md3" BasePath = "$Game\dday2" CutPath = "$Game\?\models" DirSep = "/" AugPath = "models" Txt = "&" Hint = "Path and name of a model to use." } fire_sound: = { Typ = "EP" DefExt = "wav; *.mp3" BasePath = "$Game\dday2" CutPath = "$Game\?\sound" DirSep = "/" AugPath = "sound" Txt = "&" Hint = "Path and name of a sound to use." } targetname: = { Txt = "&" Hint = "Set this if it needs to be switchable." } wait: = { Txt = "&" Hint = "Time between airstrikes." } delay: = { Txt = "&" Hint = "Time before first airstrike." } random: = { Txt = "&" Hint = "Range of time added to wait." } } misc_civilian:form = { Help = "spawns a civilian for civilian mode." style: = { Txt = "&" Typ = "C" Items = "0"$0D"1"$0D"2" Values = "0"$0D"1"$0D"2" Hint = "set the skin with style 0 1 or 2." } } misc_teleporter:form = { Help = "Stepping onto this disc will teleport players to the targeted mi" "sc_teleporter_dest object." bbox = '-32 -32 -24 32 32 16' mdl = "models/objects/dmspot/tris.md2" } misc_teleporter_dest:form = { Help = "Point teleporters at these." bbox = '-32 -32 -24 32 32 16' mdl = "models/objects/dmspot/tris.md2" } func_areaportal:form = { Help = "This is a non-visible object that divides the world into areas t" "hat are seperated when this portal is not activated. Usually enclosed " "in the middle of a door." } func_button:form = { Help = "When a button is touched, it moves some distance in the directio" "n of it's angle, and then triggers all of it's targets." angle: = { Txt = "&" Hint = "The direction it should move in when touched(-1 is up,-2 is do" "wn)." } target: = { Txt = "&" Hint = "All entities with a matching targetname will be used." } speed: = { Txt = "&" Hint = "Override the default 40 speed." } wait: = { Txt = "&" Hint = "Override the default 1 second wait (-1 = never return)." } lip: = { Txt = "&" Hint = "Override the default 4 pixel lip remaining at end of move." } health: = { Txt = "&" Hint = "If set, the button must be killed instead of touched." } sounds: = { Txt = "&" Typ = "C" Items = "1) silent"$0D"2) steam metal"$0D"3) wooden clunk"$0D"4) metal" "lic click"$0D"5) in-out" values = "1"$0D"2"$0D"3"$0D"4"$0D"5" Hint = "sound it makes when its pressed." } } func_clock:form = { Help = "Target a target_string with this. The default is to be a time of" " day clock." targetname: = { Txt = "&" Hint = "Set this if it needs to be activated before it will start." } target: = { Txt = "&" Hint = "This should be the name of a target_string or a target_explosi" "on." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "TIMER_UP" Hint = "The clock count like a normal clock." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TIMER_DOWN" Hint = "Use this if you're making a bomb." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "START_OFF" Hint = "Use a trigger to start the clock." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "MULTI_USE" Hint = "This one should always be checked." } style: = { Txt = "&" Typ = "C" Items = "0) xx"$0D"1) xx.xx"$0D"2) xx.xx.xx" values = "0"$0D"1"$0D"2" Hint = "What the clock should look like." } } func_conveyor:form = { Help = "Conveyors are stationary brushes that move what's on them. The e" "ntity itself, as well as one side of the brush, must BOTH have one cur" "rent content activated." targetname: = { Txt = "&" Hint = "Set this so it can be turned off and on." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "Check this if you want it to start on." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TOGGLE" Hint = "Use this if you want to be able to turn it on and off." } speed: = { Txt = "&" Hint = "Default is 100" } } func_door:form = { Help = "Use this to open Doors." spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_OPEN" Hint = "Use this if you want the door to be open." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "x" Hint = "If you check this the door wont open if you get crushed in it." " It will just keep pressing until you die." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "CRUSHER" Hint = "It will just keep trying to close and crush you. No matter wha" "t." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "NOMONSTER" Hint = "Monsters will not trigger this door." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "ANIMATED" Hint = "You must check this or ANIMATED_FAST if you use an animated te" "xture on the door." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "TOGGLE" Hint = "Wait in both the start and end states for a trigger event." } spawnflags: = { Txt = "&" Typ = "X64" Cap = "ANIMATED_FAST" Hint = "You must check this or ANIMATED if you use an animated texture" " on the door." } message: = { Txt = "&" Hint = "This is printed when the door is touched if it is a trigger do" "or and it hasn't been fired yet." } targetname: = { Txt = "&" Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp" "awned and a remote button or trigger field activates the door." } health: = { Txt = "&" Hint = "If set, door must be shot open." } speed: = { Txt = "&" Hint = "Movement speed (default 100)." } wait: = { Txt = "&" Hint = "Wait before returning (default 3, -1 = never return)." } lip: = { Txt = "&" Hint = "Lip remaining at end of move (default 8)." } dmg: = { Txt = "&" Hint = "Damage to inflict when blocked (default 2)." } sounds: = { Txt = "&" Typ = "C" Items = "1) silent"$0D"2) light"$0D"3) medium"$0D"4) heavy" Values = "1"$0D"2"$0D"3"$0D"4" Hint = "Sound the door makes while moving." } angle: = { Txt = "&" Hint = "Opening direction(-1 is up, -2 is down)." } } func_door_rotating:form = { Help = "You need to have an origin brush as part of this entity. The ce" "nter of that brush will be the point around which it is rotated." spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_OPEN" Hint = "The door moves to its destination when spawned, and operates i" "n reverse." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "REVERSE" Hint = "This will cause the door to rotate in the opposite direction(s" "etting a negative distance will have the same effect)." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "CRUSHER" Hint = " It will just keep trying to close and crush you, no matter wh" "at." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "NOMONSTER" Hint = "Monsters will not trigger this door." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "ANIMATED" Hint = "You must set this if you use an animated texture on the door." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "TOGGLE" Hint = "causes the door to wait in both the start and end states for a" " trigger event." } spawnflags: = { Txt = "&" Typ = "X64" Cap = "X_AXIS" Hint = "It will rotate around the Z axis by default. You can check eit" "her the X_AXIS or Y_AXIS box to change that." } spawnflags: = { Txt = "&" Typ = "X128" Cap = "Y_AXIS" Hint = "It will rotate around the Z axis by default. You can check eit" "her the X_AXIS or Y_AXIS box to change that." } distance: = { Txt = "&" Hint = "This is how many degrees the door will be rotated." } speed: = { Txt = "&" Hint = "Determines how fast the door moves (default 100)." } message: = { Txt = "&" Hint = "This is printed when the door is touched if it is a trigger do" "or and it hasn't been fired yet." } targetname: = { Txt = "&" Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp" "awned and a remote button or trigger field activates the door." } health: = { Txt = "&" Hint = "If set, door must be shot open." } wait: = { Txt = "&" Hint = "Wait before returning (default 3, -1 = never return)." } dmg: = { Txt = "&" Hint = "Damage to inflict when blocked (default 2)." } sounds: = { Txt = "&" Typ = "C" Items = "1) silent"$0D"2) light"$0D"3) medium"$0D"4) heavy" Values = "1"$0D"2"$0D"3"$0D"4" Hint = "Sound it makes while moving" } } func_door_secret:form = { Help = "A secret door. Slides back and then to the side." spawnflags: = { Txt = "&" Typ = "X1" Cap = "open_once" Hint = "Door never closes." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "1st_left" Hint = "1st move is left of arrow." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "1st_down" Hint = "1st move is down from arrow." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "always_shoot" Hint = "Door is shootable even if targeted." } targetname: = { Txt = "&" Hint = "Set this if it must be opened with a switch of some kind." } speed: = { Txt = "&" Hint = "Default is 100" } dmg: = { Txt = "&" Hint = "Damage to inflict when blocked (default 2)." } wait: = { Txt = "&" Hint = "How long to hold in the open position (default 5, -1 means hol" "d)." } } func_explosive:form = { Help = "Use this for any brush that you want to explode or break apart, " "including windows." targetname: = { Txt = "&" Hint = "If you set this, it won't be shootable unless you also set tri" "gger_spawn." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "Trigger_spawn" Hint = "If you set this, it will appear when triggered and you must sh" "oot it." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "ANIMATED" Hint = "You must check this or ANIMATED_FAST if you use an animated te" "xture on this brush." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "ANIMATED_FAST" Hint = "You must check this or ANIMATED if you use an animated texture" " on this brush." } health: = { Txt = "&" Hint = "The amount of damage it takes to blow it up - Default 100." } mass: = { Txt = "&" Hint = "The amount of debris when it explodes - Default 75 - MAX 800" } dmg: = { Txt = "&" Hint = "Use this to cause damage - Default 0" } } func_group:form = { Help = "Used to group brushes together just for editor convenience." } func_killbox:form = { Help = "Kills everything inside when fired, irrespective of protection." targetname: = { Txt = "&" Hint = "Set this so it can be activated from a remote location." } } func_object:form = { Help = "This is solid bmodel that will fall if it's support is removed." targetname: = { Txt = "&" Hint = "Make this the pathtarget of a path_corner so it will fall when" " it's support is removed (use a func_train as the support)." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "TRIGGER_SPAWN" Hint = "If you check this, when it is triggered it will appear in the " "middle of the air and fall." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "ANIMATED" Hint = "You must check this or ANIMATED_FAST if you use an animated te" "xture on this brush." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "ANIMATED_FAST" Hint = "You must check this or ANIMATED if you use an animated texture" " on this brush." } } func_pendulum:form = { mdl = "[model2]" Help = "This is a object that swings back and forth." model: = { Typ = "EP" DefExt = "md3" BasePath = "$Game\dday2" CutPath = "$Game\?\models" DirSep = "/" AugPath = "models" Txt = "&" Hint = "Path and name of a model to use." } modelscale: = { Txt = "&" Hint = "Set the scale of the model." } noise: = { Typ = "EP" DefExt = "wav; *.mp3" BasePath = "$Game\dday2" CutPath = "$Game\?\sound" DirSep = "/" AugPath = "sound" Txt = "&" Hint = "Path and name of a sound to use." } angle: = { Txt = "&" Hint = "This is the angle at which it rotates." } speed: = { Txt = "&" Hint = "This is the speed at which it swings." } phase: = { Txt = "&" Hint = "the 0.0 to 1.0 offset in the cycle to start at." } dmg: = { Txt = "&" Hint = "Damage this causes to the player." } origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has n" "o effect on the entity's brushes (default 0)." } color: = { Txt = "&" Typ = "L" Hint = "constantLight color of .md3 model included with entity. Has no" " effect on the entity's brushes (default 1 1 1)." } } func_plat:form = { Help = "Lift that moves up and down" targetname: = { Txt = "&" Hint = "YOU DON'T HAVE TO SET THIS - If set, no touch field will be sp" "awned and a remote button or trigger field activates the platform." } speed: = { Txt = "&" Hint = "Speed of the lift (default 200)." } accel: = { Txt = "&" Hint = "acceleration (default 500)." } lip: = { Txt = "&" Hint = "Lip remaining at end of move (default 8)." } height: = { Txt = "&" Hint = "the amount the plat moves. If not set it is implicitly determi" "ned by the model's height" } sounds: = { Txt = "&" Typ = "C" Items = "1) base fast"$0D"2) chain slow" Values = "1"$0D"2" Hint = "Sound it makes while moving." } } func_rotating:form = { Help = "You need to have an origin brush as part of this entity. The cen" "ter of that brush will be the point around which it is rotated." targetname: = { Txt = "&" Hint = "Set this to a trigger_once." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "This will make it start out rotating. If it is targeted, it wi" "ll stop when triggered." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "REVERSE" Hint = "This will cause it to rotate in the opposite direction." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "X_AXIS" Hint = "It will rotate around the Z axis by default. You can check ei" "ther the X_AXIS or Y_AXIS box to change that." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "Y_AXIS" Hint = "It will rotate around the Z axis by default. You can check ei" "ther the X_AXIS or Y_AXIS box to change that." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "TOUCH_PAIN" Hint = "Use this to make it cause damage when it touches the player or" " monsters." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "STOP" Hint = "This means it will stop moving instead of pushing entities." } spawnflags: = { Txt = "&" Typ = "X64" Cap = "ANIMATED" Hint = "You must check this or ANIMATED_FAST if you use an animated te" "xture on this brush." } spawnflags: = { Txt = "&" Typ = "X128" Cap = "ANIMATED_FAST" Hint = "You must check this or ANIMATED if you use an animated texture" " on this brush." } } func_timer:form = { Help = "A timer. When the time is up, the timer triggers all of its targ" "ets, and then starts over. These can be used but not touched." targetname: = { Txt = "&" Hint = "Set this so it can be activated if it doesn't start on." } target: = { Txt = "&" Hint = "Use this with a target_explosion or anything that should start" " a certain amountof time after it is triggered." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "If you check this, it doesn't have to be activated before it b" "egins." } wait: = { Txt = "&" Hint = "Base time between triggering all targets (default 1)." } random: = { Txt = "&" Hint = "Wait variance (default 0)." } delay: = { Txt = "&" Hint = "Delay before first firing when turned on (default 0)." } pausetime: = { Txt = "&" Hint = "Additional delay used only the very first time and only if spa" "wned with START_ON." } } func_train:form = { Help = "Trains are moving platforms that players can ride." obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this objective is owned by default." } obj_name: = { Txt = "&" Hint = "The name of the objective." } obj_gain: = { Txt = "&" Hint = "Number of points awarded if destroyed." } obj_loss: = { Txt = "&" Hint = "Number of points taken away if destroyed." } targetname: = { Txt = "&" Hint = "Set this if it needs to be switchable." } target: = { Txt = "&" Hint = "Target a path_corner. It will spawn at the first path_corner i" "t is aimed at." } deathtarget: = { Txt = "&" Hint = "Targets something when train is destroyed." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "STAR_ON" Hint = "If you check this, it will start out moving." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TOGGLE" Hint = "If this is checked, it can be turned on and off." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "BLOCK_STOPS" Hint = "If this is checked, it will stop instead of crushing the playe" "r." } health: = { Txt = "&" Hint = "Amount of damage it takes to destroy the objective." } mass: = { Txt = "&" Hint = "Amount of debris seen when entity is destroyed." } speed: = { Txt = "&" Hint = "Default 100." } dmg: = { Txt = "&" Hint = "Default 2." } noise: = { Typ = "EP" DefExt = "wav; *.mp3" BasePath = "$Game\dday2" CutPath = "$Game\?\sound" DirSep = "/" AugPath = "sound" Txt = "&" Hint = "Path and name of a sound to use." } style: = { Txt = "&" Typ = "C" Items = "animated texture"$0D"fast animated texture"$0D"normal texture" Values = "1"$0D"2"$0D"99" Hint = "animated texture?" } } func_wall:form = { Help = "This is just a solid wall if not inhibited." targetname: = { Txt = "&" Hint = "Set this so it can be triggered on or off." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "TRIGGER_SPAWN" Hint = "The wall will not be present until triggered. It will then bl" "ink in to existance; it will kill anything that was in it's way." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TOGGLE" Hint = "Only valid for TRIGGER_SPAWN walls. This allows the wall to b" "e turned on and off." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "START_ON" Hint = "Only valid for TRIGGER_SPAWN walls. The wall will initially be" " present." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "ANIMATED" Hint = "You must check this or ANIMATED_FAST if you use an animated te" "xture on this brush." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "ANIMATED_FAST" Hint = "You must check this or ANIMATED if you use an animated texture" " on this brush." } } func_water:form = { Help = "Func_water is a moveable water brush. It must be targeted to op" "erate. Use a non-water texture at your own risk." targetname: = { Txt = "&" Hint = "This has to be set in order for it to work." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_OPEN" Hint = "Causes the water to move to its destination when spawned and o" "perate in reverse." } speed: = { Txt = "&" Hint = "Movement speed (default 25)." } wait: = { Txt = "&" Hint = "Wait before returning (default 1, -1 = TOGGLE)." } lip: = { Txt = "&" Hint = "Lip remaining at end of move (default 0)." } sounds: = { Txt = "&" Typ = "C" Items = "1) no sound"$0D"2) water"$0D"3) lava" Values = "1"$0D"2"$0D"3" Hints = "Set sounds to one of the following: (yes, these need to be ch" "anged.)" } } target_blaster:form = { Help = "Fires a blaster bolt in the set direction when triggered." targetname: = { Txt = "&" Hint = "This must be set in order for it to work." } target: = { Txt = "&" Hint = "Either set this or an angle." } angle: = { Txt = "&" Hint = "Either set this or a target." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NOTRAIL" Hint = "Doesn't leave a trail" } spawnflags: = { Txt = "&" Typ = "X2" Cap = "NOEFFECTS" Hint = "Doesn't cast any light." } dmg: = { Txt = "&" Hint = "Default 15." } speed: = { Txt = "&" Hint = "Default 1000." } } target_changelevel:form = { Help = "Changes level to map when fired." targetname: = { Txt = "&" Hint = "This has to be set so it can be triggered." } map: = { Txt = "&" Hint = "Type the name of the map that this leads to." } } target_character:form = { Help = "You must use the num_0 texture from the 'extra' texture folder." count: = { Txt = "&" Hint = "This is the position in the string (starts at 1)." } team: = { Txt = "&" Hint = "This must be the same as the team for the target_string." } } target_crosslevel_target:form = { Help = "Triggered by a trigger_crosslevel elsewhere within a unit. If m" "ultiple triggers are checked, all must be true." spawnflags: = { Txt = "&" Typ = "X1" Cap = "trigger1" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "trigger2" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "trigger3" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "trigger4" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "trigger5" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "trigger6" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X64" Cap = "trigger7" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X128" Cap = "trigger8" Hint = "It is OK to check multiple triggers." } delay: = { Txt = "&" Hint = "Delay before using targets if the trigger has been activated (" "default 1)." } } target_crosslevel_trigger:form = { Help = "Once this trigger is touched/used, any target_crosslevel_target " "with the same trigger number is automatically fired." spawnflags: = { Txt = "&" Typ = "X1" Cap = "trigger1" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "trigger2" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "trigger3" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "trigger4" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "trigger5" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "trigger6" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X64" Cap = "trigger7" Hint = "It is OK to check multiple triggers." } spawnflags: = { Txt = "&" Typ = "X128" Cap = "trigger8" Hint = "It is OK to check multiple triggers." } message: = { Txt = "&" Hint = "Use this if you wish to send a message to the player when he t" "riggers this." } delay: = { Txt = "&" Hint = "How long to wait before firing the target." } targetname: = { Txt = "&" Hint = "Set this so it can be used as a target or a killtarget." } } target_earthquake:form = { Help = "When triggered, this initiates a level-wide earthquake. All pla" "yers and monsters are affected." targetname: = { Txt = "&" Hint = "You must set this so it can be activated." } speed: = { Txt = "&" Hint = "Severity of the quake (default 200)." } count: = { Txt = "&" Hint = "Duration of the quake (default 5)." } } target_explosion:form = { Help = "Spawns an explosion temporary entity when used." targetname: = { Txt = "&" Hint = "Target this with a func_timer or a func_clock to make a timebo" "mb." } delay: = { Txt = "&" Hint = "Wait this long before going off." } dmg: = { Txt = "&" Hint = "How much radius damage should be done (default 0)." } } target_goal:form = { Help = "Counts a goal completed." targetname: = { Txt = "&" Hint = "Make sure this gets triggered by whatever the player has to do" " to complete this goal." } } target_help:form = { Help = "When fired, the message key becomes the current personal compute" "r string," bbox = '-16 -16 -24 16 16 24' spawnflags: = { Txt = "&" Typ = "X1" Cap = "help1" Hint = "Check this box to make the message appear in the primary objec" "tive otherwise it is displayed in the secondary objective" } message: = { Txt = "&" Hint = "Type in the message here that you what to display. Use \n to j" "ump to next line." } targetname: = { Txt = "&" Hint = "When the player completes the previous goal, this should also " "be triggered." } } target_secret:form = { Help = "Counts a secret found." targetname: = { Txt = "&" Hint = "Place a trigger brush in the pathway to a secret area and use " "this as the target." } } target_laser:form = { Help = "When triggered, fires a laser. You can either set a target or a " "direction." targetname: = { Txt = "&" Hint = "Set this to make it switchable." } target: = { Txt = "&" Hint = "Set this to a func_train and the beam will follow it." } angle: = { Txt = "&" Hint = "Set this to make it shoot in a particular direction." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "It will be active when you enter the level." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "RED" Hint = "The laser is Red." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "GREEN" Hint = "The Laser is Green." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "BLUE" Hint = "The Laser is Blue." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "YELLOW" Hint = "The Laser is Yellow." } spawnflags: = { Txt = "&" Typ = "X32" Cap = "ORANGE" Hint = "The Laser is Orange" } spawnflags: = { Txt = "&" Typ = "X64" Cap = "FAT" Hint = "Doubles the width of the beam." } } target_lightramp:form = { Help = "This makes the light fade in/out." spawnflags: = { Txt = "&" Typ = "X1" Cap = "TOGGLE" Hint = "This will make the light fade on and off whenever it is trigge" "red." } targetname: = { Txt = "&" Hint = "The button or switch that you push to turn on the light should" " have this targeted instead of the light itself." } target: = { Txt = "&" Hint = "This is the name of the light that you want to do the ramping." } speed: = { Txt = "&" Hint = "How many seconds the ramping will take." } message: = { Txt = "&" Hint = "Two letters; starting lightlevel and ending lightlevel." } } target_spawner:form = { Help = "Set target to the type of entity you want spawned. Useful for sp" "awning monsters and gibs." angle: = { Txt = "&" Hint = "For monsters. Set direction to the facing you want it to have." } speed: = { Txt = "&" Hint = "For gibs. Set direction if you want it moving and speed how fa" "st it should be moving otherwise it will just be dropped." } targetname: = { Txt = "&" Hint = "You must set this in order to use it." } target: = { Txt = "&" Hint = "Whatever it is that you want to be spawned." } } target_speaker:form = { Help = "Normal sounds play each time the target is used. The reliable f" "lag can be set for crucial voiceovers." spawnflags: = { Txt = "&" Typ = "X1" Cap = "looped_on" Hint = "Looped sounds are allways atten 3 / vol 1, and the use functio" "n toggles it on/off." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "looped_off" Hint = "Looped sounds are allways atten 3 / vol 1, and the use functio" "n toggles it on/off." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "reliable" Hint = "" } noise: = { Typ = "EP" DefExt = "wav; *.mp3" BasePath = "$Game\dday2" CutPath = "$Game\?\sound" DirSep = "/" AugPath = "sound" Txt = "&" Hint = "Path and name of a sound to use." } attenuation: = { Txt = "&" Typ = "C" Items = "1) none, send to whole level"$0D"2) normal fighting sounds"$0D "3) idle sound level"$0D"4) ambient sound level" Values = "1"$0D"2"$0D"3"$0D"4" Hint = "" } volume: = { Txt = "&" Hint = "0.0 to 1.0" } targetname: = { Txt = "&" Hint = "Give this the same name as whatever entity is supposed to be m" "aking the noise." } } target_splash:form = { Help = "Creates a particle splash effect when used." sounds: = { Txt = "&" Typ = "C" Items = "1) Sparks"$0D"2) Blue Water"$0D"3) Brown Water"$0D"4) Slime"$0D "5) Lava"$0D"6) Blood" Values = "1"$0D"2"$0D"3"$0D"4"$0D"5"$0D"6" Hint = "Set sounds to one of the following" } count: = { Txt = "&" Hint = "How many pixels in the splash." } dmg: = { Txt = "&" Hint = "If set, does a radius damage at this location when it splashes" ". Useful for lava and sparks." } targetname: = { Txt = "&" Hint = "Target a func_timer at this." } } target_string:form = { Help = "This is the relay between a func_clock and the target_characters" " that act as the display" team: = { Txt = "&" Hint = "This must be the same as the team key for the target_character" "s." } targetname: = { Txt = "&" Hint = "Make this the target of a func_clock." } } target_temp_entity:form = { Help = "Fire an origin based temp entity event to the clients." style: = { Txt = "&" Hint = "17,18,20,21,or 22; anything else will crash Quake2." } targetname: = { Txt = "&" Hint = "Use this to make it fire off when triggered." } } trigger_always:form = { Help = "This trigger will always fire. It is activated by the world." target = { Txt = "&" Hint = "Something that should be continuously fired." } } trigger_counter:form = { Help = "Acts as an intermediary for an action that takes multiple inputs" "." spawnflags: = { Txt = "&" Typ = "X1" Cap = "nomessage" Hint = " If nomessage is not set, it will print ( 1 more..)" } count: = { Txt = "&" Hint = "Default 2, number of targets before triggering." } targetname: = { Txt = "&" Hint = "You must set this in order for it to work." } target: = { Txt = "&" Hint = "This is what will be fired once enough triggers have hit this " "trigger_multiple." } } trigger_elevator:form = { Help = "Use this if you need an elevator that stops at different heights" targetname: = { Txt = "&" Hint = "This must be the pathtarget of a path_corner." } target: = { Txt = "&" Hint = "This must be a func_train." } } trigger_gravity:form = { Help = "Changes the touching entity's gravity" gravity: = { Txt = "&" Hint = "1.0 is standard gravity for the level." } } trigger_hurt:form = { Help = "Any entity that touches this will be hurt. It does dmg points o" "f damage each server frame." spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_OFF" Hint = "Has to be trigger before it hurts player." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TOGGLE" Hint = "" } spawnflags: = { Txt = "&" Typ = "X4" Cap = "SILENT" Hint = "Supresses playing the sound." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "NO_PROTECTION" Hint = "*Nothing* stops the damage." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "SLOW" Hint = "Changes the damage rate to once per second." } dmg: = { Txt = "&" Hint = "Default 5 (whole numbers only)." } } trigger_key:form = { Help = "A relay trigger that only fires it's targets if player has the p" "roper key. Use - item - to specify the required key." item: = { Txt = "&" Hint = "Specify the required key, for example - key_data_cd." } target: = { Txt = "&" Hint = "Whatever it is that needs this key." } targetname: = { Txt = "&" Hint = "The player detector, usually a trigger_multiple." } } trigger_monsterjump:form = { Help = "Walking monsters that touch this will jump in the direction of t" "he trigger's angle." speed: = { Txt = "&" Hint = "Default 200, the speed thrown forward." } height: = { Txt = "&" Hint = "Default 200, the speed thrown upwards." } } trigger_multiple:form = { Help = "Variable sized repeatable trigger. Must be targeted at one or m" "ore entities." spawnflags: = { Txt = "&" Typ = "X1" Cap = "MONSTER" Hint = "Monsters can trigger this." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "NOT_PLAYER" Hint = "The player cannot trigger this." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "TRIGGERED" Hint = "If you set this it must be triggered by something else before " "it can be used." } delay: = { Txt = "&" Hint = "If - delay - is set, the trigger waits some time after activat" "ing before firing." } wait: = { Txt = "&" Hint = "Default 2, seconds between triggerings." } sounds: = { Txt = "&" Typ = "C" Items = "1) Secret"$0D"2) Beep Beep"$0D"3) Large Switch"$0D"4)" Values = "1"$0D"2"$0D"3"$0D"4" Hint = "Set - sounds - to one of the following" } message: = { Txt = "&" Hint = "Text string to be displayed when triggered. Use \n for line b" "reaks." } targetname: = { Txt = "&" Hint = "Use this if you checked - TRIGGERED -." } target: = { Txt = "&" Hint = "This should be something that can be triggered more than once." } } trigger_once:form = { Help = "Triggers once, then removes itself. You must set the key - targ" "et - to the name of another object in the level that has a matching - " "targetname - ." spawnflags: = { Txt = "&" Typ = "X1" Cap = "x" Hint = "" } spawnflags: = { Txt = "&" Typ = "X2" Cap = "x" Hint = "" } spawnflags: = { Txt = "&" Typ = "X4" Cap = "TRIGGERED" Hint = "If TRIGGERED, this trigger must be triggered before it is live" "." } sounds: = { Txt = "&" Typ = "C" Items = "1) Secret"$0D"2) Beep Beep"$0D"3) Large Switch"$0D"4)" Values = "1"$0D"2"$0D"3"$0D"4" Hint = "Set - sounds - to one of the following" } message: = { Txt = "&" Hint = "Text string to be displayed when triggered. Use \n for line b" "reaks." } targetname: = { Txt = "&" Hint = "If TRIGGERED, you must set this in order to trigger it." } target: = { Txt = "&" Hint = "Whatever you want this to trigger." } } trigger_push:form = { Help = "Pushes the player." spawnflags: = { Txt = "&" Typ = "X1" Cap = "PUSH_ONCE" Hint = "Will only push in the given direction the first time the playe" "r walks through it." } speed: = { Txt = "&" Hint = "Default 1000." } } trigger_relay:form = { Help = "This fixed size trigger cannot be touched, it can only be fired " "by other events." targetname: = { Txt = "&" Hint = "You must set this in order to use it." } target: = { Txt = "&" Hint = "Use this to consolidate the use of entities (for a more effici" "ent map)." } } light:form = { Help = "invisible light source" target: = { Txt = "&" Hint = "Aim this at an info_null to make a spotlight." } light: = { Txt = "&" Hint = "light value, default 300" } _color: = { Txt = "&" Typ = "L" Hint = "Click here to pick the light color." } radius: = { Txt = "&" Hint = "The radius for the cone of a spotlight"$0D"and it must target " "something to work." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "LINEAR" Hint = "light falloff will be linear instead of inverse square of dist" "ance from source. i.e. makes sharp, contrasting shadows." } } path_corner:form = { Help = "Path_corner is a point something travels to." spawnflags: = { Txt = "&" Typ = "X1" Cap = "TELEPORT" Hint = "If this is set, the entity that is targeted to this path_corne" "r will teleport to the next one when it touches this one." } targetname: = { Txt = "&" Hint = "Give this a name so it can be targeted by entities and other p" "ath_corners." } target: = { Txt = "&" Hint = "Target a point_combat or the next path_corner." } pathtarget: = { Txt = "&" Hint = "Gets used when an entity that has this path_corner targeted to" "uches it." } } point_combat:form = { Help = "Makes this the target of a monster and it will head here when fi" "rst activated before going after the activator." targetname: = { Txt = "&" Hint = "Give this a name so it can be targeted by entities and path_co" "rners." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "Hold" Hint = "If hold is selected, it will stay here." } } turret_base:form = { Help = "This portion of the turret changes yaw only. MUST be teamed with" " a turret_breach." angle: = { Txt = "&" Hint = "The direction the gun will start out facing." } } turret_breach:form = { Help = "This portion of the turret can change both pitch and yaw. The m" "odel should be made with a flat pitch." speed: = { Txt = "&" Hint = "Default 50." } dmg: = { Txt = "&" Hint = "Default 10." } angle: = { Txt = "&" Hint = "This must be the same as the angle of the turret_base." } targetname: = { Txt = "&" Hint = "Use the same name here as you use for the target of the turret" "_driver." } target: = { Txt = "&" Hint = "Point this at an info_notnull at the gun tip." } team: = { Txt = "&" Hint = "This must be the same as the team for the turret_base." } minpitch: = { Txt = "&" Hint = "Min acceptable pitch angle (default -30)." } maxpitch: = { Txt = "&" Hint = "Max acceptable pitch angle (default 30)." } minyaw: = { Txt = "&" Hint = "Min acceptable yaw angle (default 0)." } maxyaw: = { Txt = "&" Hint = "Max acceptable yaw angle (default 360)." } } turret_driver:form = { Help = "Must NOT be on the team with the rest of the turret parts. Inst" "ead it must target the turret_breach." bbox = '-16 -16 -24 16 16 32' mdl = "models/monsters/infantry/tris.md2" target: = { Txt = "&" Hint = "This is the targetname of the turret_breach." } } worldspawn:form = { Help = "Only used for the world." sky: = { Txt = "&" Typ = "C" Items = "1) unit1_"$0D"2) unit2_"$0D"3) unit3_"$0D"4) unit4_"$0D"5) un" "it5_"$0D"6) unit6_"$0D"7) unit7_"$0D"8) unit8_"$0D"9) unit9_"$0D"10)" " space1" Values = "unit1_"$0D"unit2_"$0D"unit3_"$0D"unit4_"$0D"unit5_"$0D"unit6" "_"$0D"unit_7"$0D"unit8_"$0D"unit9_"$0D"space1" Hint = "Environment map name." } skyaxis: = { Txt = "&" Hint = "Vector axis for rotating sky." } skyrotate: = { Txt = "&" Hint = "Speed of rotation in degrees/second." } sounds: = { Txt = "&" Hint = "Music cd track number." } gravity: = { Txt = "&" Hint = "800 is default gravity." } message: = { Txt = "&" Hint = "Text to print at user logon." } } info_team_start:form = { Help = "Designates teams, sets objective points/kills needed to win map," " sets which map will be played next." message: = { Txt = "&" Hint = "What the name of the team is, ie: Allies or Axis" } obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "Team this information will be set to." } dll: = { Txt = "&" Typ = "C" Items = "Allies"$0D"Germans"$0D"British"$0D"Russians"$0D"Japanese"$0D"U" "S Marines"$0D"Polish"$0D"Italians" Values = "usa"$0D"grm"$0D"gbr"$0D"rus"$0D"jpn"$0D"usm"$0D"pol"$0D"ita" Hint = "The DLL the team will use." } chute: = { Txt = "&" Typ = "C" Items = "enabled"$0D"disabled" Values = "1"$0D"0" Hint = "All players spawn with parachutes when enabled." } fullbright: = { Txt = "&" Typ = "C" Items = "enabled"$0D"disabled" Values = "1"$0D"0" Hint = "All players will be fully lit when enabled. Use with dark maps" "." } count: = { Txt = "&" Typ = "C" Items = "Defense"$0D"Offense"$0D"Patrol"$0D"Campaign" Values = "0"$0D"1"$0D"2"$0D"99" Hint = "Mission type for the team." } delay: = { Txt = "&" Hint = "team's initial spawn time is delayed at start of map by the am" "ount set in seconds." } kills: = { Txt = "&" Hint = "Amount of kills it takes to complete the level." } points: = { Txt = "&" Hint = "Amount of points it takes to complete the level." } nextmap: = { Txt = "&" Hint = "Name of the map that the map will be changed to if this team w" "ins." } } info_reinforcements_start:form = { Help = "Used to spawn an entire team in one spot." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team"$0D"Check this " "if using with spawn_toggle" Values = "0"$0D"1"$0D"99"$0D"-1" Hint = "The team that this spawn is for." } } info_reinforcements_nearest:form = { Help = "on respawns they will spawn at the info_reinforcements_nearest c" "losest to his teammates." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } } spawn_toggle:form = { Help = "Used to turn spawn points on or off." spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "Check this if you want it to start on." } target: = { Txt = "&" } targetname: = { Txt = "&" } } spawn_protect:form = { Help = "Used to spawn protect an area." obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)" Values = "0"$0D"1" Hint = "The team that this spawn is for." } } info_officer_start:form = { Help = "Officer class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_infantry_start:form = { Help = "Infantry class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_sniper_start:form = { Help = "Sniper class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_lgunner_start:form = { Help = "Light Machinegun class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_hgunner_start:form = { Help = "Heavy Machinegun class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_special_start:form = { Help = "Airborne troop class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_engineer_start:form = { Help = "Engineer class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_flamethrower_start:form = { Help = "Flame-thrower class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } info_medic_start:form = { Help = "Medic class spawns here." bbox = '-16 -16 -24 16 16 32' mdl = "players/usa/tris.md2" mdlskin = "players/usa/class_infantry.pcx" obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this spawn is for." } count: = { Txt = "&" Hint = "The number of this class available to be spawned. set -1 to di" "sable the class." } } objective_touch:form = { Help = "Player touches this, and that player's team is awarded points." obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this objective is owned by default." } obj_perm_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "When set to the team number, team does not gain points when re" "capping." } style: = { Txt = "&" Typ = "C" Items = "can recap only after respawn"$0D"can recap when other team is" " still in"$0D"Normal" Values = "2"$0D"3"$0D"99" Hint = "recapping settings." } health: = { Txt = "&" Hint = "How many health points are awarded when captured." } dmg: = { Txt = "&" Hint = "How many health points are taken when lost." } message: = { Txt = "&" Hint = "The name of the objective." } } timed_objective_touch:form = { Help = "Used to setup CTC mode in your map." obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this objective is owned by default." } message: = { Txt = "&" Hint = "Name of object to be captured." } dmg: = { Txt = "&" Hint = "don't know if this does anything, points removed from other te" "am maybe?" } health: = { Txt = "&" Hint = "Amount of points rewarded." } obj_time: = { Txt = "&" Hint = "How long it must be held to win." } } func_explosive_objective:form = { Help = "Gives points when blown up." obj_owner: = { Txt = "&" Typ = "C" Items = "Team 1 (Allies)"$0D"Team 2 (Axis)"$0D"No Team" Values = "0"$0D"1"$0D"99" Hint = "The team that this objective is owned by default." } obj_name: = { Txt = "&" Hint = "The name of the objective." } obj_gain: = { Txt = "&" Hint = "Number of points awarded if destroyed." } obj_loss: = { Txt = "&" Hint = "Number of points taken away if destroyed." } health: = { Txt = "&" Hint = "Amount of damage it takes to destroy the objective." } mass: = { Txt = "&" Hint = "Amount of debris seen when entity is destroyed." } dmg: = { Txt = "&" Hint = "Amount of damage entity will inflict." } } } Toolbox Folders.qtx = { ToolBox = "Texture Browser..." Root = "DDay2 Textures (searched).osfolder" DDay2 Textures (searched).osfolder = { path = "dday2" allshaders = "1" } } }