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Git Repos / fte_dogmode / docs / progs_dump_qc-copy_paste.txt

Last update to this file was on 2023-10-12 at 17:57.

Show progs_dump_qc-copy_paste.txt

if !(self.particles_offset)  // t_fog fix for custom models dumptruck_ds

if !(self.snd_misc) //set the custom noise in editor -- dumptruck_ds
self.snd_misc = "items/r_item1.wav";
self.noise = self.snd_misc;


/*QUAKED entity_name(1 0 0) (-16 -16 -24) (16 16 40) X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY
{
model ("progs/wizard.mdl");
}
Scrag

====================
SPAWNFLAGS

1 X
2 X
4 X
8 X
16 X
32 X
64 X
128 X
256 Not on Easy
512 Not on Normal
1024 Not on Hard
2048 Not in Deathmatch
4096 Not in Coop
8192 Not in Singleplayer
16384 X
32768 Not on Hard Only
65536 Not on Nightmare Only
131072 X
262144 X
524288 X
1048576 X
2097152 X
4194304 X
8388608 X
====================
*/
dead DeadStuff
SOLID X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

general
X X X X X X X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

monsters
AMBUSH X X TRIGGER_SPAWNED X NO_SIGHT_SOUND X X NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER X NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

items
X X X X X SPAWN_SILENT TRIGGER_SPAWNED SUSPENDED_IN_AIR NOT_ON_EASY NOT_ON_NORMAL NOT_ON_HARD_OR_NIGHTMARE NOT_IN_DEATHMATCH NOT_IN_COOP NOT_IN_SINGLEPLAYER RESPAWN_WITH_DM_EFFECTS NOT_ON_HARD_ONLY NOT_ON_NIGHTMARE_ONLY

{
model ({"path":"progs/soldier.mdl","frame":28});
}

{
model ("progs/h_guard.mdl");
}
==========================================

effects(choices) : "Add a visual effect to an entity"
0 : "None (Default)"
1 : "Brightfield (yellow particles)"
4 : "Bright light"
8 : "Dim light"

berserk(choices) "Skips certain pain animations similar to skill 3 (Makes a semi-nightmare monster!)"
0 : "Off (Default)"
1 : "Berserk (skip pain animations)"

delay(float) : "Delay spawn in for this amount of time"

wait(choices) : "Play an effect when trigger spawned?"
0 : "Teleport Effects (Default)"
1 : "Spawn Silently"

spawn_angry(Choices)
0 : "Only when trigger spawned, default behavior - not angry"
1 : "Only when trigger spawned, set to 1 to spawn angry at player"

infight_mode(Choices)
0 : "Default behavior, only with different classnames"
1 : "Infight with monsters with the same classname but a different mdl_body"
2 : "Infight with monsters with the same classname and model but a different skin"
3 : "Infight no matter what"

health(integer) : "Set this to a custom health amount"
pain_target(string) : "Fire this target when pain_threshold is reached"
pain_threshold(integer) : "Fire pain_target when health drops below this amount"
sight_trigger(integer) : "1 = Fire target upon seeing the player instead of death"
skin(integer) : "Skin index (default 0) Use this when your custom model has more than one skin to select"
obit_name(string) : "When used with obit_method, this will set part of the text for a custom obituary. e.g. a Super Soldier! Using the examples here, the obituary would read: Player was eviscerated by a Super Solider!"
obit_method(string) : "When used with obit_name, will set part of the text for a custom obituary. e.g. eviscerated - If empty, defaults to killed."
damage_mod(float) : "USE WITH CAUTION! Multiply all damage from this monster by this number (e.g. 4 = Quad damage)"

==========================================
/*QUAKED yellow (0.933 0.882 0.105) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED red (0.933 0.105 0.137) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED lavender (0.933 0.105 0.819) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED green (0 0.780 0.117) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED blue1 (0.415 0.513 0.905) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED blue2 (0.258 0.792 0.960) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED orange1 (1 0.772 0.121) (-8 -8 -8) (8 8 8)
Sample for color.
*/
/*QUAKED orange2 (0.960 0.615 0.258) (-8 -8 -8) (8 8 8)
Sample for color.
*/
model({{ mdl_body == "" -> {"path": "progs/soldier.mdl"}, mdl_body != "" -> {"path" : mdl_body, "skin" : skin} }}) = monster_army



//_____ZOMBIES_____
@PointClass base(MonShort) model({{
spawnflags & 4 -> {"path": "progs/mon_zombie.mdl", "frame": 173, "skin": exactskin},
spawnflags & 1 -> {"path": "progs/mon_zombie.mdl", "frame": 192, "skin": exactskin},
exactskin >= 1 -> {"path": "progs/mon_zombie.mdl", "skin": exactskin},
"progs/mon_zombie.mdl"
}}) = monster_zombie : "Zombie, 60 health points." [
spawnflags(flags) = [
1 : "Crucified" : 0 : "If crucified, stick the bounding box 12 pixels back into a wall to look right."
2 : "Ambush" : 0 : "Only wake upon seeing the player, not by other monsters."
4 : "On Floor" : 0 : "Spawn the zombie on the floor (angles = position)."
]
]
@PointClass base(MonShort, JumpingMon) model({{
//on floor, face down, green
((spawnflags & 4) != 0 && (aflag) == 1) && (poisonous) == 1 -> {"path": "progs/mon_zombiek.mdl", "skin": 1, "frame": 109},
//on floor, face down
((spawnflags & 4) != 0 && (aflag) == 1) -> {"path": "progs/mon_zombiek.mdl", "frame": 109},
//on floor, face up, green
((spawnflags & 4) != 0 && (aflag) == 2) && (poisonous) == 1 -> {"path": "progs/mon_zombiek.mdl", "skin": 1, "frame": 131},
//on floor, face up
((spawnflags & 4) != 0 && (aflag) == 2) -> {"path": "progs/mon_zombiek.mdl", "frame": 131},
//standing, posionous
poisonous == 1 -> {"path": "progs/mon_zombiek.mdl", "skin": 1},
//standing, posionous
"progs/mon_zombiek.mdl"
}}) = monster_zombiek : "Zombie Knight, 60 health points." [
spawnflags(flags) = [ 4 : "On Floor" : 0 : "Spawn the zombie on the floor (angles = position)." ]
poisonous(choices) : "Poison attack+skin" : : "Change skin + poison dmg" = [
0 : "Default"
1 : "Poison Zombie"
]
aflag(choices) : "Starting position on floor" = [
0 : "Random"
1 : "Facing down"
2 : "Facing up"
]
]

========================
For a model to show up in the entity browser, you need to add a default case, i.e.
=========================

@PointClass
size(0 0 0, 32 32 56)
base(RespawnableItem, CustomMdlsHealth)
model(
{{
spawnflags & 2 -> (mdl_body == "" -> {"path": ":maps/b_bh100.bsp"}),
spawnflags & 2 -> (mdl_body != "" -> {"path" : mdl_body, "skin" : skin}),
spawnflags & 1 -> (mdl_body == "" -> {"path": ":maps/b_bh10.bsp"}),
spawnflags & 1 -> (mdl_body != "" -> {"path" : mdl_body, "skin" : skin}),
mdl_body == "" -> {"path": ":maps/b_bh25.bsp"},
mdl_body != "" -> {"path" : mdl_body, "skin" : skin},
-> { whatever to display in the browser }
}}
) =
item_health : "Health pack"

=========================
@PointClass
size(0 0 0, 32 32 56)
base(RespawnableItem, CustomMdlsHealth)
model(
{{
spawnflags & 2 && mdl_body == "" -> {"path": ":maps/b_bh100.bsp"},
spawnflags & 2 && mdl_body != "" -> {"path" : mdl_body, "skin" : skin},
spawnflags & 1 && mdl_body == "" -> {"path": ":maps/b_bh10.bsp"},
spawnflags & 1 && mdl_body != "" -> {"path" : mdl_body, "skin" : skin},
mdl_body == "" -> {"path": ":maps/b_bh25.bsp"},
mdl_body != "" -> {"path" : mdl_body, "skin" : skin}
}}
) =
item_health : "Health pack"

=========================
{{
mdl_body == "" -> {{
spawnflags & 2 -> {"path": ":maps/b_bh100.bsp"},
spawnflags & 1 -> {"path": ":maps/b_bh10.bsp"},
-> {"path": ":maps/b_bh25.bsp"}
}},
mdl_body != "" -> {{
spawnflags & 2 -> {"path" : mdl_body, "skin" : skin},
spawnflags & 1 -> {"path" : mdl_body, "skin" : skin},
-> {"path" : mdl_body, "skin" : skin}
}},
-> { default model }
=========================
use this format!
=========================
{{
mdl_body == "" -> {{
spawnflags & 2 -> {"path": ":maps/b_bh100.bsp"},
spawnflags & 1 -> {"path": ":maps/b_bh10.bsp"},
-> {"path": ":maps/b_bh25.bsp"}
}},
mdl_body != "" -> {"path" : mdl_body, "skin" : skin},
-> { default model }
}}

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Log progs_dump_qc-copy_paste.txt

Date Commit Message Author + -
2023-10-12 Initial import of progs_dump 3.0 QC source cev +228  

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