// // The Osirion Project // Entity definition file for GtkRadiant // // ---- WORLDSPAWN ------------------------------------------------- /*QUAKED worldspawn (0 0 0) ? The building blocks of the model. Faces with common/caulk are ignored. Detail brushes are used for LOD and will not be visible from a distance. enginecolor color used for engine flares and common/engine, default 1 0 0 enginesound engine sound loop (maps to sounds/engines/loop??.wav), default 0 */ // ---- LIGHT ------------------------------------------------------ /*QUAKED light (1 1 1) (-8 -8 -8) (8 8 8) strobe entity engine An exterior light. A light sprite is always oriented towards the camera. strobe make a strobe light (spawflag 1) entity light has entity color (spawflag 2) engine light is activated by engine(spawnflag 4) light light radius, default is 100 frequency strobe frequency, in flashes per second offset strobe offset, in seconds time strobe time fraction, 0 (always off) - 1 (always on) flare flare texture number (maps to textures/fx/flare??.tga), default 0 */ // ---- FX_FLARE --------------------------------------------------- /*QUAKED fx_flare (1 1 .5) (-8 -8 -8) (8 8 8) strobe entity engine A light flare. A flare sprite has a fixed orientation. strobe make a strobe flare (spawflag 1) entity flare has entity color (spawflag 2) engine flare is actived by engine (spawnflag 4) angle yaw angle of the flare, e.g. angle 90 angles yaw, pitch and roll angles of the flare. angles overrides angle, e.g. angles 0 180 0 radius flare radius, default is 100 frequency strobe frequency, in flashes per second offset strobe offset, in seconds time strobe time fraction, 0 (always off) - 1 (always on) flare flare number texture (maps to textures/fx/flare??.tga), default 0 cull cull side, back(back side), front(front side), none(no culling) */ // ---- FX_PARTICLES ----------------------------------------------- /*QUAKED fx_particles (.7 .5 1) (-8 -8 -8) (8 8 8) ? entity engine A particle system entity particles have entity color (spawflag 2) engine particles have engine color (spawnflag 4) angle yaw angle of the particle system ejector, e.g. angle 90 angles yaw, pitch and roll angles of the particle system ejector, e.g. angles 0 180 0 */ // ---- FX_SOUND --------------------------------------------------- /*QUAKED fx_sound (1 0 0) (-8 -8 -8) (8 8 8) ? A sound effect. Only sound loops are supported. name name of the sound effect noise name of the sound effect */ // ---- LOCATION_CANNON--------------------------------------------- /*QUAKED location_cannon (0 0 1) (-8 -8 -8) (8 8 8) ? Provides the model with a cannon (not implemented) model name of the cannon model, default is none */ // ---- LOCATION_TURRET -------------------------------------------- /*QUAKED location_turret (0.5 0.5 1) (-8 -8 -8) (8 8 8) ? Provides the model with a turret (not implemented) model name of the turret model, default is none */ // ---- LOCATION_COCKPIT ------------------------------------------- /*QUAKED location_cockpit (0 1 0) (-8 -8 -8) (8 8 8) ? Location of the cockpit (not implemented) */ // ---- LOCATION_DOCK ---------------------------------------------- /*QUAKED location_dock (0 1 1) (-16 -16 -16) (16 16 16) ? Location of a docking port */ // ---- FUNC_GROUP ------------------------------------------------- /*QUAKED func_group (0 .5 .8) ? Editor utility to group brushes together */ // ---- FUNC_ROTATE ------------------------------------------------ /*QUAKED func_rotate (0 .5 .9) ? ? ? engine A group of brushes rotating around an axis engine light is activated by engine(spawnflag 4) speed speed of rotation, in degrees per second angle yaw angle of the rotation axis, e.g. angle 90 angles yaw, pitch and roll angles of the rotation axis, e.g. angles 0 180 0 */ // ---- FUNC_DOOR -------------------------------------------------- /*QUAKED func_door (0 .5 1) ? A door (not implemented) */ // ---- MISC_MODEL ------------------------------------------------- /*QUAKED misc_model (1 .5 .25) (-8 -8 -8) (8 8 8) ? Generic placeholder for inserting submodels angle yaw angle of the submodel, e.g. angle 90 angles yaw, pitch and roll angles of the submodel, e.g. angles 0 180 0 model path/name of model to use, e.g. models/objects/engine_part.ase modelscale scaling factor */