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/*QUAKED worldspawn (0 0 0) ?
The building blocks of the model

"name"		name of the model
"enginesound"	engine sound loop (maps to sounds/engines/loop??.wav), default 0
*/

/*QUAKED target_engine (1 0 0) (-8 -8 -8) (8 8 8) ?
An engine exhaust attached to the model. In-game an exhaust plume 
will be rendered if the entities engines are running

radius		engine radius, default is 100
*/

/*QUAKED target_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
*/

/*QUAKED target_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
*/

/*QUAKED target_cockpit (0 1 0) (-8 -8 -8) (8 8 8) ?
Location of the cockpit (not implemented)
*/

/*QUAKED light (1 1 1) (-8 -8 -8) (8 8 8) strobe entity
An exterior light

strobe		make a strobe light (spawflag 1)
entity		light has entity color (spawflag 2)
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 bitmaps/fx/flare??.tga), default 0
*/

/*QUAKED target_flare (1 1 1) (-8 -8 -8) (8 8 8) strobe entity
A light flare

strobe		make a strobe flare (spawflag 1)
entity		flare has entity color (spawflag 2)
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 bitmaps/fx/flare??.tga), default 0
angle		direction of the flare
*/