New Entities in Heretic II Siege v 3.3 by The Shadowlord © 1999 - 2007: All Rights Reserved by The Shadowlord ---------------------------------------------------------------------------------- /*QUAKED info_player_defender (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for defender team */ /*QUAKED info_player_attacker (1 0 1) (-16 -16 -24) (16 16 32) potential spawning position for attacker team */ /*QUAKED obj_ballista (0.3 0.1 0.6) (-45 -45 -22) (45 45 22) A ballista which is animated to shoot an arrow -------------------------FIELDS------------------------- health = default = 500 0 = (indestructable) dmg = amount of damage projectile will do (default = 100) speed = delay, in seconds, between firings (higher number means longer wait) (default = 2) -------------------------------------------------------- */ /*QUAKED obj_lady_of_the_lake (1 0.5 0.15) (-16 -16 0) (16 16 32) This will cause a sword to rise up out of the lake when used put the origin just above surface of the water. "random" = % chance that it will not activate the first time it's used */ /*QUAKED obj_catapult (0 .5 .8) (-150 -150 0) (150 150 28) INVULNERABLE "speed" Throw speed (100 default) "wait" wait before resetting (3 default) "health" Just how tough is it (defaults to 1000) "mass" How hard is it to push (defaults to 1000) "wakeup_distance" - Max distance it can be pushed from start pos (default 256) "-1" disables this "absorb" (Default: 25) Spawnflags: INVULNERABLE - can it be hurt */ /*QUAKED item_puzzle_crown (.3 .3 1) (-8 -8 -4) (8 8 4) NO_DROP - - - DEFENDERS BOTHTEAMS Crown puzzle item Spawnflags: NO_DROP - won't drop to ground DEFENDERS - Only Defenders can capture the crown BOTHTEAMS - Both teams can capture the crown */ /*QUAKED item_puzzle_thronekey (.3 .3 1) (-15 -15 -15) (15 15 15) Spawns the throne key. Note: Use "Throne Key" for trigger_puzzle item. count - Used for random key spawning. Set to the number of "info_key_spawnspot" in map. */ /*QUAKED info_key_spawnspot (1 0 1) (-15 -15 -15) (15 15 15) Potential spawn spot for key. */ /*QUAKED func_obstacle (0 .5 .8) ? DOWN UP NORTH SOUTH EAST WEST Does damage on impact based on the speed of the impactee "dmg" - multiplier on damage (damage is based on speed of impact and mass of impactee) "level" - velocity threshold to not do damage under. Spawnflags: DOWN - (1) If the players falls onto obstacle they will take damage. UP - (2) If the players jumps up into obstacle they will take damage. NORTH - (4) If the players moves north into obstacle they will take damage. SOUTH - (8) If the players moves south into obstacle they will take damage. EAST - (16) If the players moves east into obstacle they will take damage. WEST - (32) If the players moves west into obstacle they will take damage. Note: Spawnflags can be combined. If no spawnflags is set, then it defaults to NORTH. */ /*QUAKED item_key_finder (.3 .3 1) (-16 -16 -16) (16 16 16) Pick up for key finder */ /*QUAKED item_jailer (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup for the jailer icon. Only Defenders can use in normal game mode. Both teams can use in other game modes. misc_teleporter_dest: Place targetname "prison" for jailer (Default Jail location). Place targetname "aprison" for jailer(Jail location when Attacker use's the Jailer). Note: If "aprison" not used it will default to "prison" locations. */ /*QUAKED item_armor (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup armor */ /*QUAKED item_ring_regen (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup ring of regeneration */ /*QUAKED item_ring_water (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup ring of water breathing */ /*QUAKED misc_ripples (0 0 1) (-4 -4 0) (4 4 8) 1 Creates a ripple when used. "wait" - shortest time between two ripples "angles" - "0 0 90" (default) for horizontal ripples (Must have spawnflags set to use). Spawnflags: 1 - Default Angle overide, change direction of ripple by setting "angles". */ /*QUAKED item_torch (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup for the torch. */ /*QUAKED trigger_start_timer (.5 .5 .5) (-8 -8 -8) (8 8 8) Restarts the timer and starts the siege game Note: If the game has already started it will add the time to the current timelimit. time - Set the timelimit to this value */ /*QUAKED trigger_control (.5 .5 .5) ? Takes over a ballista, catapult, or func_train when the player is inside of it target - Set to the targetname of a single ballista or catapult. Note: For catapults place the trigger on the center of the catapult. siege_team - 1: Defenders 2: Attackers */ /*QUAKED trigger_hardfall (.5 .5 .5) ? OBJIMPACT Causes a player to take more fall damage. Spawnflags: OBJIMPACT - (1) Will cause the object to do impact damage on touch. The object will also take impact damage. Note: This can also make explosive barrels explode on impact */ /*QUAKED trigger_teamwin (.5 .5 .5) ? Causes the activator's team to win. */ /*QUAKED trigger_attackerwin (.5 .5 .5) ? Causes the attacker team to win. */ /*QUAKED trigger_defenderwin (.5 .5 .5) ? Causes the defender team to win. */ /*QUAKED trigger_drawgame (.5 .5 .5) ? Causes the game to end as draw */ /*QUAKED trigger_message (.5 .5 .5) ? WHOLEMAP TRIGGERED NOMONSTER USETARGETNAME NOTALKBUBBLE Sends a text message to player. Spawnflags: WHOLEMAP - (1) Message to whole map TRIGGERED - (2) Message has to be targeted NOMONSTER - (4) Disables Monster activation of trigger (For team and whole map messages) USETARGETNAME - (8) Uses the targets name in message NOTALKBUBBLE - (16) Blocks a talk bubble effect over target (if target is set) ------------------------------------ siege_team - Message to a team only wait - Amount of time between messages. (default: 4) Set wait to -1 to trigger only once wakeup_distance - Sets a radius for the message. NOTE: Need to set an origin for this to work!! target - (Need Wakeup_distance) Will use the target's origin for the message. Note: Set only one target per trigger_message! */ /*QUAKED obj_custom (1 .5 0) ? INVULNERABLE - - NOPUSH NOTSOLID USEBSPMODEL NOTPLAYERDAMAGE USETRUEBSP RESPAWN Custom object ------- FIELDS ------------------ INVULNERABLE - can't be hurt (1) NOPUSH - can be pushed (8) NOTSOLID - not solid (16) USEBSPMODEL - Will use bsp model (32). NOTPLAYERDAMAGE - players cannot damage this object (64) USETRUEBSP - Will use the true bounding for the BSP model (128) Note: If this is a monster objtarget, must use 32 spawnflag instead. RESPAWN - Object will respawn after death. (256) ----------------------------------- mass - object weight mins - set mins of binding box maxs - set maxs of binding box Note: Object will not spawn point binding box. If USEBSPMODEL spawnflags is set, do not use mins and maxs. health - amount of damage the brush can take before exploding message - place the model path and model name with extension here example: "models/object/tris.fm" The model must be set if the USEBSPMODEL spawnflags is NOT set. origin - Must set an origin to work correctly. Note: You can use an origin brush instead of setting this manually. noise - Sets a custom sound for when the object is pushed. wait - Wait time for respawn. materialtype - 0 = STONE 1 = GREYSTONE (default)map 2 = CLOTH 3 = METAL 4 = FLESH 5 = POTTERY 6 = GLASS 7 = LEAF 8 = WOOD 9 = BROWNSTONE 10 = NONE - just makes smoke 11 = INSECT */ /*QUAKED trigger_antiharrass (.5 .5 .5) ? Causes a player to take extra damage if the player has touched a triggger_hardfall. siege_team - if set it will only effect same team. 1 - Defender 2 -attackers damage - Amount of damage the player receives (default: 60). */ /*QUAKED sound_ambient_custom (1 0 0) (-4 -4 0) (4 4 4) NON_LOCAL START_OFF TOGGLE PLAY_ONCE ACTORIGIN REMOVESOUND NOTALKBUBBLE Generates a custom ambient sound ------- FLAGS ------------------ NON_LOCAL - sound occurs everywhere in the level - attenuation is not operative with this type of sound START_OFF - starts off, can be triggered on TOGGLE - Turns on and off as it is triggered. PLAY_ONCE - Plays sound only once per use ACTORIGIN - The sound will be played at activator's origin(Activator source of sound). REMOVESOUND - It removes the sound from soundindex (Only works with PLAY_ONCE). Note: Not recommended unless needed to prevent soundindex overflow. CAUTION!: Do NOT use on a sound file that is being looped some where else on the map!!! NOTALKBUBBLE - (64) Blocks a talk bubble effect over target (if target is set) ------- KEYS ------------------ message - sound file path. ie "monsters/tbeast/growl3.wav" 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 target - Acts like ACTORIGIN spawnflags but plays the sound at target's origin (target is the source of sound). Note: Not limited per use only like ACTORIGIN spawnflags. wait - amount of seconds to wait + or - 50% before spawning sound again (default is 10 seconds) delay - Delay before playing sound. Note: Only works with spawnflags PLAY_ONCE style - Set Channel: (1 to 7) will override each other. CHAN_AUTO 0 CHAN_WEAPON 1 CHAN_VOICE 2 CHAN_ITEM 3 CHAN_BODY 4 CHAN_FOOTSTEP 5 CHAN_FOOTSTEP2 6 CHAN_WEAPON2 7 ----------------------------------- */ /*QUAKED item_ammo_grenades (.3 .3 1) (-16 -16 -16) (16 16 16) COOP_ONLY Pickup for the gernades ammo. */ /*QUAKED item_tripmine (.3 .3 1) (-16 -16 -16) (16 16 16) COOP_ONLY Pickup for the trip mine. */ /*QUAKED obj_tree (1 .5 0) (-35 -35 -60) (35 35 180) INVULNERABLE ANIMATE EXPLODING NOPUSH A tree for Matt's level ------- FIELDS ------------------ INVULNERABLE - it can't be hurt ANIMATE - N/A EXPLODING - N/A NOPUSH - N/A (tree can't be moved) ----------------------------------- */ /*QUAKED obj_treedead (1 .5 0) (-35 -35 0) (35 35 100) INVULNERABLE ANIMATE EXPLODING NOPUSH A dead tree. ------- FIELDS ------------------ INVULNERABLE - it can't be hurt ANIMATE - N/A EXPLODING - N/A NOPUSH - N/A (tree can't be moved) ----------------------------------- */ /*QUAKED trigger_chance (.5 .5 .5) (-8 -8 -8) (8 8 8) FIRESELF RANDOMONCE Random chance to trigger. Can't be touched. random - the percent chance for "target" to be fired (1 to 100) (Default: 50) target - the target to fire if chance is made. target2 - the target to fire if chance is failed (Optional) wait - set to -1 to fire once. delay - delay on triggering Spawnflag: FIRESELF - It will fire itself off at start of map. RANDOMONCE - It will make the first use random and keep the result for rest of uses */ /*QUAKED trigger_rescue_ogle (.5 .5 .5) ? REWARD NOMESSAGE NOFIGHTER When a ogle touches this trigger, it will remove the rescued ogle Ogle must be following a player on same team to be rescued. siege_team - will only save ogle of same team if set. 1 - Defender 2- Attacker(default) count - Will trigger a game win when number of ogles saved equals the count. Set to -1 to disable. (Default: 1) target - Will fire this target every time a ogle is saved. Spawnflags: REWARD - This will reward the player who the ogle was following. Reward: +25 armor +25 mana and +25 health. NOMESSAGE - Will disable the rescue message. NOFIGHTER - No fighter ogles. Only normal ogles will be rescued. */ /*QUAKED func_oil (0 .5 .8) ? START_OPEN func_oil is a moveable water brush. It must be targeted to operate. Use a non-water texture at your own risk. Note: Set the surface contents to deadmonster, warp, and water or slime. Place env_fires above oil brush and have them targeted by the func_oil. START_OPEN causes the water to move to its destination when spawned and operate in reverse. "pain_target" Fires targets with same targetname. To be used with env_fire. "time" Amount of time oil lasts, When time runs out it will disable the target env_fires.(Default: 0) "angle" determines the opening direction (up or down only) "lip" lip remaining at end of move (0 default) "sounds" (yes, these need to be changed) 0) no sound 1) water 2) lava */ /*QUAKED trigger_change_targetname (.5 .5 .5) (-8 -8 -8) (8 8 8) TOGGLE This fixed size trigger cannot be touched, it can only be fired by other events. This trigger changes the targetname of the target objects. --------------------- message - The new targetname will be set to this value target - The object that you going to change the targetname Spawnflags: TOGGLE - This will toggle between the new and old targetname of the target objects. Note: For TOGGLE message requires a value. */ /*QUAKED monster_ogle_fighter(1 .5 0) (-16 -16 -24) (16 16 16) pushing pick_up pick_down chisel_up chisel_down hammer_up hammer_down singing CINEMATIC A bigger, stronger, and more agressive Ogle that will fight other monsters. "siege_team" - When set it will follow players of that team and fight along side them. 2 - Attackers 1 - Defenders "wakeup_target" - monsters will fire this target the first time it wakes up (only once) "pain_target" - monsters will fire this target the first time it gets hurt (only once) mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up. melee_range - How close the player has to be, maximum, for the monster to go into melee. If this is zero, the monster will never melee. If it is negative, the monster will try to keep this distance from the player. If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance. Examples: melee_range = 60 - monster will start swinging it player is closer than 60 melee_range = 0 - monster will never do a mele attack melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack. min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack. bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot. This, in effect, will make the monster come in more often than hang back and fire. A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number wakeup_distance - How far (max) the player can be away from the monster before it wakes up. This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him. DEFAULTS: mintel = 16 melee_range = 48 missile_range = 0 min_missile_range = 0 bypass_missile_chance = 0 jump_chance = 10 wakeup_distance = 1024 NOTE: A value of zero will result in defaults, if you actually want zero as the value, use -1 Spawnflags: 2048 - Sets the ogle in guard mode (Same as ogle command). */ /*QUAKED monster_ogle_follow(1 .5 0) (-16 -16 -24) (16 16 16) pushing pick_up pick_down chisel_up chisel_down hammer_up hammer_down singing CINEMATIC The Ogle will change teams and follow any player of any team with the follow command. "siege_team" - This sets the starting skin of the Ogle. 2 - Attackers 1 - Defenders 0 - Normal "wakeup_target" - monsters will fire this target the first time it wakes up (only once) "pain_target" - monsters will fire this target the first time it gets hurt (only once) mintel - monster intelligence- this basically tells a monster how many buoys away an enemy has to be for it to give up. melee_range - How close the player has to be, maximum, for the monster to go into melee. If this is zero, the monster will never melee. If it is negative, the monster will try to keep this distance from the player. If the monster has a backup, he'll use it if too clode, otherwise, a negative value here means the monster will just stop running at the player at this distance. Examples: melee_range = 60 - monster will start swinging it player is closer than 60 melee_range = 0 - monster will never do a mele attack melee_range = -100 - monster will never do a melee attack and will back away (if it has that ability) when player gets too close missile_range - Maximum distance the player can be from the monster to be allowed to use it's ranged attack. min_missile_range - Minimum distance the player can be from the monster to be allowed to use it's ranged attack. bypass_missile_chance - Chance that a monster will NOT fire it's ranged attack, even when it has a clear shot. This, in effect, will make the monster come in more often than hang back and fire. A percentage (0 = always fire/never close in, 100 = never fire/always close in).- must be whole number jump_chance - every time the monster has the opportunity to jump, what is the chance (out of 100) that he will... (100 = jump every time)- must be whole number wakeup_distance - How far (max) the player can be away from the monster before it wakes up. This just means that if the monster can see the player, at what distance should the monster actually notice him and go for him. DEFAULTS: mintel = 16 melee_range = 48 missile_range = 0 min_missile_range = 0 bypass_missile_chance = 0 jump_chance = 10 wakeup_distance = 1024 NOTE: A value of zero will result in defaults, if you actually want zero as the value, use -1 Spawnflags: 2048 - Sets the ogle in guard mode (Same as ogle command). */ /*QUAKED trigger_punish (.5 .5 .5) (-8 -8 -8) (8 8 8) NOHEALTH NOMANA NOARMOR NOEFFECT This punishes the player who triggers it. Punish: -25 armor, -25 mana and 25 damage. Removes any beneficial magic. siege_team: Will only punish this team. count - Will remove the set amount in gold (use positive numbers). Spawnflags: NOHEALTH (1): Does no Damage NOMANA (2): Does not take mana NOARMOR (4): Does not take armor NOEFFECT (8): Disables Effect */ /*QUAKED trigger_gold (.5 .5 .5) (-8 -8 -8) (8 8 8) WHOLETEAM ACTIVATORTEAM This trigger gives gold to the player siege_team: Will only give gold to this team. count: Set to amount of gold given. Negative number removes gold. Default: 100 gold wait - if set to -1 it will trigger only once Spawnflag: WHOLETEAM - Give gold to each player in a team or all players if siege_team is not set. Note: If siege_team is not set it rewards all players. ACTIVATORTEAM - Rewards the activator's team with gold. */ /*QUAKED item_gold (.3 .3 1) (-16 -16 -16) (16 16 16) Pickup gold (Doesn't Respawn) count - Amount of Gold in pickup Default: 100 */ /*QUAKED trigger_pay(.5 .5 .5) (-8 -8 -8) (8 8 8) NOMESSAGE NOPAY Takes gold from player in order to trigger. count - Cost of trigger in gold Default:100 siege_team - if set it will only fire with players from the set team. wait - if set to -1 it will trigger only once Spawnflags NOMESSAGE - No message is displayed saying you need x amount of gold. NOPAY - When set it doesn't take the gold from player when it triggers. */ /*QUAKED trigger_reward (.5 .5 .5) (-8 -8 -8) (8 8 8) NOHEALTH NOMANA NOARMOR Rewards the activator with +25 Health, +25 mana +25 armor count - if set, it will include a gold reward of set amount. siege_team - if set it will only reward players from the set team. Spawnflags: NOHEALTH (1): Disables Health Award NOMANA (2): Disables Mana Award NOARMOR (4): Disables Armor Award */ /*QUAKED obj_statue_king (0.3 0.1 0.6) (-30 -30 0) (30 30 120) Hexen2 Statue of a king holding a sword in front of him. -------------------------FIELDS------------------------- heath - If set it will become breakable */ /*QUAKED obj_statue_lion (0.3 0.1 0.6) (-56 -14 0) (56 14 60) Hexen2 Statue of a lion. -------------------------FIELDS------------------------- heath - If set it will become breakable */ /*QUAKED obj_statue_angel (0.3 0.1 0.6) (-60 -60 0) (60 60 120) Hexen2 Statue of an angle praying. -------------------------FIELDS------------------------- heath - If set it will become breakable */ /*QUAKED trigger_mass (.5 .5 .5) ? NOPLAYERS NOMONSTERS NOOBJECTS COMBINE Checks for the mass of entity touch to fire trigger. mass - Any entity with mass less then this will not fire the trigger. (Default: 50) Player Mass: Normal Form: 200 + 1/2 Armor count Normal Chicken: 30 Super Chicken: 3000 wait - Wait time between firing. Set -1 to fire once. (Default 1 Sec) target2 - If set it will check if touching entity is ontop of target object. Spawnflags: NOPLAYERS - Players will not trigger NOMONSTERS - Monsters will not trigger NOOBJECTS - Objects other then players and monsters will not trigger COMBINE - Instead of individual entity will combine all the masses of entities in trigger. */ /*QUAKED item_climb(.3 .3 1) (-16 -16 -16) (16 16 16) Pickup for Climbing Boots */ /*QUAKED info_monstertarget (0.5 0.3 0) (-8 -8 -8) (8 8 8) ANYMONSTER DISABLED Acts as an object target for monsters. Can be used to simulate monsters attacking bbrushs. targetname - Set to Monster's objtarget. When triggered, it will toggle between Enabled and Disabled. target - When set, info_monstertarget will remove itself if its target is destroyed. siege_team - Will not be attacked by this team. Spawnflags: ANYMONSTER (1) - Any Monster will attack this target regardless of the its objtarget. DISABLED (2) - Start off disabled. */ /*QUAKED misc_teleport_spell_attacker_dest (1 0 1) (-16 -16 -24) (16 16 32) potential teleport position for attacker team when using teleport spell */ /*QUAKED misc_teleport_spell_defender_dest (1 0 1) (-16 -16 -24) (16 16 32) potential teleport position for defender team when using teleport spell */