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//
// 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)
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
angle direction angle of the flare
direction direction angle of the flare
pitch pitch angle of the flare
roll roll angle of the flare
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)
script name of the particle system script
angle direction angle of the particle system
direction direction angle of the particle system
pitch pitch angle of the particle system
roll roll angle of the particle system
*/
// ---- 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) ?
A group of brushes rotating around an axis
speed speed of rotation, in degrees per second
angle direction angle of the rotation
direction direction angle of the rotation
pitch pitch angle of the rotation
roll roll angle of the rotation
*/
// ---- 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 ASE models.
angle direction in which model will be oriented.
model path/name of model to use (eg: models/objects/engine_part.ase).
modelscale scaling factor
*/
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