QQRKSRC1 // Configuration file for Quake 3 //$Header: /cvsroot/quark/runtime/addons/Quake_3/DataQ3.qrk,v 1.16 2005/10/15 23:30:38 cdunde Exp $ // ----------- REVISION HISTORY ------------ //$Log: DataQ3.qrk,v $ //Revision 1.16 2005/10/15 23:30:38 cdunde //Removed hard coded textures and pointed path to pick //up textures in actual textures folders and pak files // //Revision 1.15 2005/10/15 01:00:02 cdunde //To reinstate headers and history // //Revision 1.12 2005/01/02 15:20:10 cdunde //To add bounding box for misc_model to see it in editor. // //Revision 1.10 2004/05/28 03:51:16 cdunde //Add handels to entities. // //Revision 1.9 2003/12/30 03:08:10 cdunde //To add model viewin in 3D views and selection window features // //Revision 1.8 2002/06/14 22:33:59 tiglari //bad spawnflags fix by ut_fourdays for func_door/rotating // //Revision 1.8 2002/06/12 23:03:12 4days //corrected spawnflags for func_rotating and func_door // //Revision 1.7 2001/03/20 21:56:26 decker_dk //Added log-header / misc. // //Revision 1.6 2001/03/17 15:11:20 decker_dk //Removed bbox from misc_model, as that will give a wrong size-impression of the model // //Revision 1.5 2001/03/14 21:10:48 decker_dk //Fixed a problem in the (dollar)LOG(dollar), and very very few hard-tabs // //Revision 1.4 2001/03/14 04:42:44 maleficus //worldspawn terrain keys added // //Revision 1.3 2001/03/05 03:26:45 maleficus //Loads complete player start md3 now. Still buggy. // //Revision 1.2 2001/02/15 09:49:05 maleficus //Items show models, some more help info. Misc cleanup. // //Revision xxx 2001/02/13 18:11:29 maleficus //All item entities show models now! More help info. Some cleanup. // //Revision 1.1 2001/02/11 11:09:59 decker_dk //Moved from addons directory // //Revision 1.19 2001/02/07 18:34:29 aiv //added support for misc_model type entities // //Revision 1.18 2000/11/23 19:07:45 decker_dk //Put an Origin-brush on func_train ('t_originpoly:incl' actually) // //Revision 1.17 2000/10/15 16:04:57 alexander //committed changes from Maleficus666@yahoo.com: // - Added noise menu for target_speaker // - added more help, specifics // - comment cleanup for all entites // - more bug fixes // - removed broken shaders // - made basic map have all unseen faces be caulk // as an example to newbie mappers. // //Revision 1.16 2000/09/24 23:59:24 alexander //committed tiglaris texture name fix // //Revision 1.15 2000/09/01 00:20:30 alexander //merged in 1.14.2.1 to 1.14.2.3 from rel6_1 branch (Maleficus' fixes) // //Revision 1.14.2.3 2000/08/08 23:23:07 alexander //corrected history :) // //Revision 1.14.2.2 2000/08/08 23:05:23 alexander //committed changes by Maleficus (Maleficus666@yahoo.com) //Added missing Quake 3 entites, fixed incorrect comments, fixed incorrect specifics, //added missing specifics, added model2 menu for func_* entities, more logical placement of //entities, removed incorrect or broken entities. //Any errors, please contact Maleficus666@yahoo.com // //Revision 1.14.2.1 2000/08/05 12:38:30 alexander //added missing angle tag to misc_model // //Revision 1.14 2000/07/06 01:37:09 alexander //added missing models // //Revision 1.13 2000/07/04 20:09:55 alexander //moved q3 specific default form here // //Revision 1.12 2000/06/27 11:03:49 tiglari //detail content flag reinstated // //Revision 1.11 2000/05/21 13:17:09 decker_dk //A small comment fixup // //Revision 1.10 2000/05/06 22:26:30 alexander //added cvs logging // // { QuArKProtected = "1" Description = "Base Quake 3 Arena data" Default forms.qctx = { dup arenafilemaker:form = { help ="put one in your map to create a .arena script automatically" bots: = { Txt = "&" Hint = "bots that are default for this map" } longname: = { Txt = "&" Hint = "This name will be shown in Quake 3" } fraglimit: = { Txt = "&" Typ = "EF1" Hint = "default fraglimit for map" } type: = { Txt = "&" Hint = "ffa tourney etc." } } } Quake 3 setup.qctx = { Game = "Quake 3" HTML = "help/index.html" Palette = $0000000F0F0F1F1F1F2F2F2F3F3F3F4B4B4B5B5B5B6B6B6B7B7B7B8B8B8B9B9B9BAB $ABABBBBBBBCBCBCBDBDBDBEBEBEB634B235B431F533F1F4F3B1B47371B3F2F173B2B1733 $27132F23132B1F13271B0F23170F1B130B170F0B130F070F0B075F5F6F5B5B675B535F57 $4F5B534B534F474B473F433F3B3B3B3737332F2F2F2B2B2727272323231B1B1B17171713 $13138F77537B6343735B3B674F2FCF974BA77B3B8B672F6F5327EB9F27CB8B23AF771F93 $631B774F175B3B0F3F270B231707A73B2B9F2F23972B1B8B27137F1F0F73170B67170757 $13004B0F00430F003B0F00330B002B0B00230B001B07001307007B5F4B7357436B533F67 $4F3B5F4737574333533F2F4B372B4333273F2F2337271B2F2317271B131F170F170F0B0F $0B076F3B175F3717532F17432B17372313271B0F1B130B0F0B07B35B4FBF7B6FCB9B93D7 $BBB7CBD7DFB3C7D39FB7C387A7B77397A75B879B47778B2F677F17536F134B670F435B0B $3F5307374B072F3F072733001F2B00171F000F1300070B0000008B5757834F4F7B474773 $43436B3B3B6333335B2F2F572B2B4B23233F1F1F331B1B2B13131F0F0F130B0B0B070700 $0000979F7B8F9773878B6B7F8363777B5F7373576B6B4F6363475B5B434F4F3B43433337 $372B2F2F2323231B1717130F0F0B9F4B3F9343378B3B2F7F3727772F236B2B1B63231757 $1F134F1B0F43170B37130B2B0F071F0B071707000B0000000000777BCF6F73C3676BB763 $63A75B5B9B53578F4B4F7F4747733F3F673737572F2F4B27273F231F2F1B1723130F170B $07079BAB7B8F9F6F8797637B8B5773834B6777435F6F3B5767334B5B273F4F1B3743132F $3B0B232F071B23001317000B0F0000FF0023E70F3FD31B53BB275FA72F5F8F335F7B33FF $FFFFFFFFD3FFFFA7FFFF7FFFFF53FFFF27FFEB1FFFD717FFBF0FFFAB07FF9300EF7F00E3 $6B00D35700C74700B73B00AB2B009B1F008F17007F0F007307005F00004700002F00001B $0000EF00003737FFFF00000000FF2B2B231B1B1713130FEB977FC373539F57337B3F1BEB $D3C7C7AB9BA78B77876B579F5B53 ShaderFiles: = { scripts/shaderlist.txt = { Data = "// Created by QuArK"$0D0A "// All shaders are extracted to a single file called 'quark.shader'"$0D0A "quark"$0D0A } scripts/shaderlist.txt = { // 2nd case: if there is no shader in the map Data = "// Created by QuArK"$0D0A "// No shader in this map"$0D0A } } TextureFlags:form = // a form for setting Quake 2 texture flags on polyhedron faces { Style = "5" Reset: = // Reset button { Cap = "Reset to default" // button caption Typ = "B" // "B"utton Hint = "Reset all flags to the texture's default" Delete: = { Flags = "" // the button deletes these Specifics Contents = "" Value = "" } } Contents:={Cap="detail" Typ="X134217728" Hint="for small, detail brushes that QVIS3 can ignore"} } } NewFiles.qtx = { ToolBox = "New files..." Root = "Quake 3 file types.qtxfolder" Quake 3 file types.qtxfolder = { Pk3.pk3 = { } } } // Basic Map! With some modifications by Maleficus! NewMap:incl = { Game = "Quake 3" Root = "worldspawn:b" worldspawn:b = { Border walls:g = { East wall:p = { west:f = { v = '256 0 272 256 -128 272 256 0 400' tex = "base_wall/basewall03" } // Maleficus: gotta show all those newbie mappers how to caulk! :) // Its best to caulk ALL unseen faces! This reduces compile times, and the size // of the .bsp file east:f = { v = '272 0 272 272 128 272 272 0 400' tex = "common/caulk" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "common/caulk" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "common/caulk" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "common/caulk" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "common/caulk" } } West wall:p = { west:f = { v = '-272 0 272 -272 -128 272 -272 0 400' tex = "common/caulk" } east:f = { v = '-256 0 272 -256 128 272 -256 0 400' tex = "base_wall/basewall03" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "common/caulk" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "common/caulk" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "common/caulk" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "common/caulk" } } North wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "common/caulk" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "common/caulk" } south:f = { v = '432 192 272 560 192 272 432 192 400' tex = "base_wall/basewall03" } north:f = { v = '432 208 272 304 208 272 432 208 400' tex = "common/caulk" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "common/caulk" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "common/caulk" } } South wall:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "common/caulk" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "common/caulk" } south:f = { v = '432 -208 272 560 -208 272 432 -208 400' tex = "common/caulk" } north:f = { v = '432 -192 272 304 -192 272 432 -192 400' tex = "base_wall/basewall03" } down:f = { v = '432 0 -96 560 0 -96 432 -128 -96' tex = "common/caulk" } up:f = { v = '432 0 96 560 0 96 432 128 96' tex = "common/caulk" } } Sky:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "skies/toxicskytim_dm8" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "skies/toxicskytim_dm8" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "skies/toxicskytim_dm8" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "skies/toxicskytim_dm8" } down:f = { v = '432 0 96 560 0 96 432 -128 96' tex = "skies/toxicskytim_dm8" } up:f = { v = '432 0 112 560 0 112 432 128 112' tex = "skies/toxicskytim_dm8" } } Floor:p = { west:f = { v = '-256 0 272 -256 -128 272 -256 0 400' tex = "common/caulk" } east:f = { v = '256 0 272 256 128 272 256 0 400' tex = "common/caulk" } south:f = { v = '432 -192 272 560 -192 272 432 -192 400' tex = "common/caulk" } north:f = { v = '432 192 272 304 192 272 432 192 400' tex = "common/caulk" } down:f = { v = '432 0 -112 560 0 -112 432 -128 -112' tex = "common/caulk" } up:f = { v = '432 0 -96 560 0 -96 432 128 -96' tex = "base_floor/clangdark" } } } info_player_deathmatch:e = { origin = "-144 0 -64" angle = "360" } light:e = { origin = "0 0 0" light = "300" _color = "1 1 1" } } } Textures.qtx = { Toolbox = "Texture Browser..." Root = "All Q3 Textures and shaders.qtxfolder" All Q3 Textures and shaders.qtxfolder = { All Q3 Textures and shaders.osfolder = { path = "baseoa" build = "1" } } } t_originpoly:incl = { ORIGIN:p = { east:f = { v = '8 0 0 8 64 0 8 0 64' tex = "common/origin" } west:f = { v = '-8 0 0 -8 -64 0 -8 0 64' tex = "common/origin" } north:f = { v = '0 8 0 -64 8 0 0 8 64' tex = "common/origin" } south:f = { v = '0 -8 0 64 -8 0 0 -8 64' tex = "common/origin" } up:f = { v = '0 0 24 64 0 24 0 64 24' tex = "common/origin" } down:f = { v = '0 0 -24 64 0 -24 0 -64 -24' tex = "common/origin" } } poly:p = { east:f = { v = '32 -32 -32 32 96 -32 32 -32 96' tex = "[auto]" } west:f = { v = '-32 -32 -32 -32 -32 96 -32 96 -32' tex = "[auto]" m = "1" } north:f = { v = '-32 32 -32 -32 32 96 96 32 -32' tex = "[auto]" m = "1" } south:f = { v = '-32 -32 -32 96 -32 -32 -32 -32 96' tex = "[auto]" } up:f = { v = '-32 -32 32 96 -32 32 -32 96 32' tex = "[auto]" } down:f = { v = '-32 -32 -32 -32 96 -32 96 -32 -32' tex = "[auto]" m = "1" } } } Q3Entities.qtx = { ToolBox = "New map items..." Root = "Quake3 Entities.qtxfolder" Quake3 Entities.qtxfolder = { Player Spawn Postions & Info_*.qtxfolder = { info_player_deathmatch:e = { origin = "0 0 0" angle = "360" ;desc = "Player spawing postion for all Q3A maps." } info_player_dd:e = { origin = "0 0 0" angle = "360" ;desc = "Player spawning postion for all OA DD maps." } info_player_intermission:e = { origin = "0 0 0" angle = "360" ;desc = "Intermission camera for scenes between maps. Use only one per map." } info_player_start:e = { origin = "0 0 0" angle = "360" ;desc = "Works with Q3A, but not used in the id maps." } info_null:e = { origin = "0 0 0" ;desc = "A target for light to create a spotlight. A directional pointing entity. Can also use target_position" } info_notnull:e = { origin = "0 0 0" // Maleficus: Comment fixed ;desc = "Used as a positional target for entities that use directional pointing. Can also use target_position" } } Weapons & Ammo.qtxfolder = { weapon_gauntlet:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "One-handed chainsaw-like weapon. Uses no ammo." } weapon_machinegun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "A weak multiple rounds fired weapon. Uses ammo_bullets. Model is broken, don't use." } weapon_shotgun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Doubled barreled weapon with short range power.Uses ammo_shells." } weapon_grenadelauncher:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Canister style explosive launcher. Uses ammo_grenades." } weapon_rocketlauncher:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Impact explosive projectile weapon. Uses ammo_rockets." } weapon_lightning:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Electric stimulator. :P. Uses ammo_lightning." } weapon_railgun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Long distance very powerful weapon. Uses ammo_slugs." } weapon_plasmagun:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Short range multiple shots fired weapons decent power. Uses ammo_cells." } weapon_bfg:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Does this really need a explanation? Uses ammo_bfg." } weapon_grapplinghook:e = { origin = "0 0 0" angle = "360" wait = "10" ;desc = "Pully and wire used for propelling oneself to higher elevation. Not used in game." } ammo_bullets:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_machinegun." } ammo_shells:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_shotgun." } ammo_grenades:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_grenadelauncher." } ammo_rockets:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_rocketlauncher." } ammo_lightning:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_lightning." } ammo_slugs:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_railgun." } ammo_cells:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_plasmagun." } ammo_bfg:e = { origin = "0 0 0" angle = "360" ;desc = "Ammo used with weapon_bfg." } } // Maleficus: A new folder for the missing Q3 Bot entities. Bot Entites.qtxfolder = { info_camp:e = { origin = "0 0 0" ;desc = "This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface." } item_botroam:e = { origin = "0 0 0" ;desc = "An invisible entity which attracts a bot to it. Good for making bots visit a part of a map." } } Misc Entities.qtxfolder = { misc_portal_camera:e = { origin = "0 0 0" angle = "360" ;desc = "This is the view seen through a portal. Must target a target_postion." } misc_portal_surface:e = { origin = "0 0 0" angle = "360" ;desc = "This will turn the closet face of a brush to this entity into a portal and project the view of the misc_portal_camera onto face." } misc_teleporter_dest:e = { origin = "0 0 0" angle = "360" targetname = "[auto]" ;desc = "Point of teleportation. Is targeted by a trigger_teleporter." } // Maleficus: This is more logical in "Misc" Folder misc_model:e = { angle = "360" origin = "0 0 0" ;desc = "This can be used to place models in a map." } } Func Entities.qtxfolder = { func_bobbing:b = { angle = "360" ;incl = "defpoly" ;desc = "Used to create linear motion in a solid entity." } func_button:b = { angle = "360" ;incl = "defpoly" ;desc = "Just a button." } func_door:b = { angle = "360" ;incl = "defpoly" ;desc = "A standard door" } // Maleficus: this entity is not in the game. // func_door_rotating:b = // { // angle = "360" // ;incl = "defpoly" // ;desc = "A standard rotating door" // } // QuArK already has this functionality in its tree-view // func_group:e = // { // ;desc = "Used to group map items together." // } func_plat:b = { angle = "360" ;incl = "defpoly" ;desc = "Used to lift the player in the air with a brush. Bots don't use well!" } func_static:b = { ;incl = "defpoly" ;desc = "Static non-solid bspmodel. Can be used for conditional walls and models." } func_timer:e = { origin = "0 0 0" ;desc = "A time delay trigger." } func_train:b = { t_originpoly = ! angle = "360" ;desc = "Used with path_corner to move a brush in a given path of direction." } func_pendulum:b = { angle = "360" ;incl = "defpoly" ;desc = "This is a poly that swings back and forth." } func_rotating:b = { ;incl = "defpoly" ;desc = "This is a rotating brush" } } Holdable & Path Entities.qtxfolder = { holdable_medkit:e = { origin = "0 0 0" angle = "360" ;desc = "Used to restore players heath when activated." } holdable_teleporter:e = { origin = "0 0 0" angle = "360" ;desc = "Used to teleport the playr to a random info_player_deathmatch when activated." } path_corner:e = { origin = "0 0 0" angle = "360" ;desc = "Used with func_train to make a brush move in a certain direction." } } Item Entities.qtxfolder = { item_armor_body:e = { origin = "0 0 0" angle = "360" ;desc = "Red armor equal to 100 points of armor." } item_armor_combat:e = { origin = "0 0 0" angle = "360" ;desc = "Yellow armor equal to 50 points of armor." } item_armor_shard:e = { origin = "0 0 0" angle = "360" ;desc = "Armor shard equal to 5 points of armor." } item_enviro:e = { origin = "0 0 0" angle = "360" ;desc = "Battle Suit power-up." } item_flight:e = { origin = "0 0 0" angle = "360" ;desc = "Flight power-up. Bots can't use this." } item_haste:e = { origin = "0 0 0" angle = "360" ;desc = "Speed power-up." } item_invis:e = { origin = "0 0 0" angle = "360" ;desc = "Invisiblity power-up." } item_quad:e = { origin = "0 0 0" angle = "360" ;desc = "Sheesh everyone should know this." } item_regen:e = { origin = "0 0 0" angle = "360" ;desc = "Regen power-up." } item_health_small:e = { origin = "0 0 0" angle = "360" ;desc = "Green cross bubble equal to 5 points of health." } item_health:e = { origin = "0 0 0" angle = "360" ;desc = "Yellow cross bubble equal to 25 points of health." } item_health_large:e = { origin = "0 0 0" angle = "360" ;desc = "Gold cross bubble equal to 50 points of health." } item_health_mega:e = { origin = "0 0 0" angle = "360" ;desc = "Blue M bubble equal to 100 points of health." } } Light Entities.qtxfolder = { light:e = { origin = "0 0 0" ;desc = "Point of light" light = "300" _color = "1.0 1.0 1.0" } } Shooter Entities.qtxfolder = { shooter_grenade:e = { origin = "0 0 0" ;desc = "Shoots a grenade each time is triggered." } shooter_plasma:e = { origin = "0 0 0" ;desc = "Shoots a plasma each time is triggered." } shooter_rocket:e = { origin = "0 0 0" ;desc = "Shoots a rocket each time is triggered." } } Target Entities.qtxfolder = { target_delay:e = { origin = "0 0 0" ;desc = "Time delay trigger. Only triggered by other triggers." } target_give:e = { origin = "0 0 0" ;desc = "This gives automatically a player an item." } //Maleficus: for some reason this was missing. target_kill:e = { origin = "0 0 0" ;desc = "This kills the player that activates this." } target_location:e = { origin = "0 0 0" ;desc = "Location markers used by teammates." } target_position:e = { origin = "0 0 0" ;desc = "Works like the info_null." } target_print:e = { origin = "0 0 0" ;desc = "Prints a message to the players screen." } //Maleficus: though its kinda broke, no reason to leave it out. target_push:e = { origin = "0 0 0" ;desc = "Can be used to make launch ramps. Not recommended: is not client-side predicted." } target_relay:e = { origin = "0 0 0" ;desc = "Used for a realy between triggers. Can only be triggered by other triggers." } target_remove_powerups:e = { origin = "0 0 0" ;desc = "Removes all player items from the player." } target_score:e = { origin = "0 0 0" ;desc = "This is used to automatically give frag points to the player who activates this." } target_speaker:e = { origin = "0 0 0" ;desc = "Plays a wav file in the map." } target_teleporter:e = { origin = "0 0 0" ;desc = "Activating this will teleport players to the location of the targeted misc_teleporter_dest entity. Unlike trigger_teleport, this entity must be activated by a trigger and does NOT allow client prediction of events." } } Team Entities.qtxfolder = { Blue Team.qtxfolder = { team_CTF_blueflag:e = { origin = "0 0 0" angle = "360" ;desc = "CTF Blue Flag." } team_CTF_blueplayer:e = { origin = "0 0 0" angle = "360" ;desc = "Blue player spawn position." } team_CTF_bluespawn:e = { origin = "0 0 0" angle = "360" ;desc = "I guess the same as team_CTF_blueplayer." } } Red Team.qtxfolder = { team_CTF_redflag:e = { origin = "0 0 0" angle = "360" ;desc = "CTF Red Flag." } team_CTF_redplayer:e = { origin = "0 0 0" angle = "360" ;desc = "Red player spawn position." } team_CTF_redspawn:e = { origin = "0 0 0" angle = "360" ;desc = "I guess the same as team_CTF_redplayer." } } Domination Points.qtxfolder = { team_dom_pointWhite:e = { origin = "0 0 0" angle = "360" ;desc = "Domination Point" } team_DD_pointAwhite:e = { origin = "0 0 0" angle = "360" ;desc = "Double Domination Point A" } team_DD_pointBwhite:e = { origin = "0 0 0" angle = "360" ;desc = "Double Domination Point B" } } } Trigger Entities.qtxfolder = { trigger_always:e = { origin = "0 0 0" ;desc = "Triggers automatically when game starts." } trigger_hurt:b = { ;incl = "defpoly" ;desc = "When player touches this it will hurt it by the dmg field." } trigger_multiple:b = { ;incl = "defpoly" ;desc = "Will trigger everytime player comes in contact with it." } trigger_push:b = { ;incl = "defpoly" ;desc = "Pushes the player in a given direction." } trigger_teleport:b = { ;incl = "defpoly" ;desc = "Teleports the player to a targeted misc_teleport_dest." } } } } Entity forms.qctx = { // Definition of "includes" t_player_size:incl = { bbox = '-16 -16 -24 16 16 32' } t_ammo_size:incl = { bbox = '-16 -16 -16 16 16 16' } t_weapon_size:incl = { bbox = '-16 -16 -16 16 16 16' } t_teleport_size:incl = { bbox = '-32 -32 -4 32 32 4' } t_item_size:incl = { bbox = '-16 -16 -16 16 16 16' } t_modelbrowser:incl = { Typ = "EP" DefExt = "md3" BasePath = "$Game\baseoa" CutPath = "$Game\?\models" DirSep = "/" AugPath = "models" } t_model:incl = { model: = { Txt = " " Typ = "B" Cap = "models..." form ="t_models_form:form" hint ="Available .MD3 files" } } // Maleficus: Maybe I am just a lame newbie, but I don't know of a way to have quark use // "model2" for func_* brushes, so I created t_model2. If there is a better way to do this, // please let me know. t_model2:incl = { model2: = { Txt = " " Typ = "B" Cap = "models..." form ="t_models2_form:form" hint ="Available .MD3 files" } } t_noise:incl = { noise: = { Txt = " " Typ = "B" Cap = "sounds..." form = "t_noise_form:form" hint = "Available .WAV files" } } // a cool sound menu for all of the default Q3 sounds!!!-Maleficus t_noise_form:form = { noise: = { typ = "C" txt = "Feedback" items = "1_frag"$0D "1_minute"$0D "2_frags"$0D "3_frags"$0D "5_minute"$0D "Accuracy"$0D "Blueleads"$0D "Denied"$0D "Excellent"$0D "Excellent_a"$0D "Fight"$0D "Frags"$0D "Gauntlet"$0D "Hit"$0D "Hit_teammate"$0D "Humiliation"$0D "Impressive"$0D "Impressive_a"$0D "Intro_01"$0D "Intro_02"$0D "Intro_04"$0D "Intro_09"$0D "Intro_10"$0D "Intro_11"$0D "Lostlead"$0D "One"$0D "Perfect"$0D "Prepare"$0D "Redleads"$0D "Sudden_death"$0D "Takenlead"$0D "Teamstied"$0D "Three"$0D "Tiedlead"$0D "Two" values = "/sound/feedback/1_frag.wav"$0D "/sound/feedback/1_minute.wav"$0D "/sound/feedback/2_frags.wav"$0D "/sound/feedback/3_frags.wav"$0D "/sound/feedback/5_minute.wav"$0D "/sound/feedback/accuracy.wav"$0D "/sound/feedback/blueleads.wav"$0D "/sound/feedback/denied.wav"$0D "/sound/feedback/excellent.wav"$0D "/sound/feedback/excellent_a.wav"$0D "/sound/feedback/fight.wav"$0D "/sound/feedback/frags.wav"$0D "/sound/feedback/gauntlet.wav"$0D "/sound/feedback/hit.wav"$0D "/sound/feedback/hit_teammate.wav"$0D "/sound/feedback/humiliation.wav"$0D "/sound/feedback/impressive.wav"$0D "/sound/feedback/impressive_a.wav"$0D "/sound/feedback/intro_01.wav"$0D "/sound/feedback/intro_02.wav"$0D "/sound/feedback/intro_04.wav"$0D "/sound/feedback/intro_09.wav"$0D "/sound/feedback/intro_10.wav"$0D "/sound/feedback/intro_11.wav"$0D "/sound/feedback/lostlead.wav"$0D "/sound/feedback/one.wav"$0D "/sound/feedback/perfect.wav"$0D "/sound/feedback/prepare.wav"$0D "/sound/feedback/redleads.wav"$0D "/sound/feedback/sudden_death.wav"$0D "/sound/feedback/takenlead.wav"$0D "/sound/feedback/teamstied.wav"$0D "/sound/feedback/three.wav"$0D "/sound/feedback/tiedlead.wav"$0D "/sound/feedback/two" } noise: = { typ = "C" txt = "Items" items = "Airout"$0D "Armourfield"$0D "Damage2"$0D "Damage3"$0D "Flight"$0D "Haste"$0D "Holdable"$0D "Invisibility"$0D "L_health"$0D "M_health"$0D "N_health"$0D "Poweruprespawn"$0D "Protect"$0D "Protect3"$0D "Quaddamage"$0D "Regen"$0D "Regeneration"$0D "Respawn1"$0D "S_health"$0D "Use_medkit"$0D "Use_nothing"$0D "Wearoff" values = "/sound/items/airout.wav"$0D "/sound/items/armourfield.wav"$0D "/sound/items/damage2.wav"$0D "/sound/items/damage3.wav"$0D "/sound/items/flight.wav"$0D "/sound/items/haste.wav"$0D "/sound/items/holdable.wav"$0D "/sound/items/invisibility.wav"$0D "/sound/items/l_health.wav"$0D "/sound/items/m_health.wav"$0D "/sound/items/n_health.wav"$0D "/sound/items/poweruprespawn.wav"$0D "/sound/items/protect.wav"$0D "/sound/items/protect3.wav"$0D "/sound/items/quaddamage.wav"$0D "/sound/items/regen.wav"$0D "/sound/items/regeneration.wav"$0D "/sound/items/respawn1.wav"$0D "/sound/items/s_health.wav"$0D "/sound/items/use_medkit.wav"$0D "/sound/items/use_nothing.wav"$0D "/sound/items/wearoff.wav" } noise: = { typ = "C" txt = "Misc" items = "Am_pkup"$0D "Ar1_pkup"$0D "Ar2_pkup"$0D "Ar3_pkup"$0D "Menu1"$0D "Menu2"$0D "Menu3"$0D "Menu4"$0D "Nightmare"$0D "Silence"$0D "W_pkup" values = "/sound/misc/am_pkup.wav"$0D "/sound/misc/ar1_pkup.wav"$0D "/sound/misc/ar2_pkup.wav"$0D "/sound/misc/ar3_pkup.wav"$0D "/sound/misc/menu1.wav"$0D "/sound/misc/menu2.wav"$0D "/sound/misc/menu3.wav"$0D "/sound/misc/menu4.wav"$0D "/sound/misc/nightmare.wav"$0D "/sound/misc/silence.wav"$0D "/sound/misc/w_pkup.wav" } noise: = { typ = "C" txt = "Movers" items = "Doors: Dr1_end"$0D "Doors: Dr1_strt"$0D "Switches: Butn2" values = "/sound/movers/doors/dr1_end.wav"$0D "/sound/movers/doors/dr1_strt.wav"$0D "/sound/movers/switches/butn2.wav" } noise: = { typ = "C" txt = "Players" items = "Anarki: Death1"$0D "Anarki: Death2"$0D "Anarki: Death3"$0D "Anarki: Drown"$0D "Anarki: Fall1"$0D "Anarki: Falling1"$0D "Anarki: Gasp"$0D "Anarki: Jump1"$0D "Anarki: Pain100_1"$0D "Anarki: Pain25_1"$0D "Anarki: Pain50_1"$0D "Anarki: Pain75_1"$0D "Anarki: Taunt"$0D "Biker: Death1"$0D "Biker: Death2"$0D "Biker: Death3"$0D "Biker: Drown"$0D "Biker: Fall1"$0D "Biker: Falling1"$0D "Biker: Gasp"$0D "Biker: Jump1"$0D "Biker: Pain100_1"$0D "Biker: Pain25_1"$0D "Biker: Pain50_1"$0D "Biker: Pain75_1"$0D "Biker: Taunt"$0D "Bitterman: Death1"$0D "Bitterman: Death2"$0D "Bitterman: Death3"$0D "Bitterman: Drown"$0D "Bitterman: Fall1"$0D "Bitterman: Falling1"$0D "Bitterman: Gasp"$0D "Bitterman: Jump1"$0D "Bitterman: Pain100_1"$0D "Bitterman: Pain25_1"$0D "Bitterman: Pain50_1"$0D "Bitterman: Pain75_1"$0D "Bitterman: Taunt"$0D "Bones: Death1"$0D "Bones: Death2"$0D "Bones: Death3"$0D "Bones: Drown"$0D "Bones: Fall1"$0D "Bones: Falling1"$0D "Bones: Gasp"$0D "Bones: Jump1"$0D "Bones: Pain100_1"$0D "Bones: Pain25_1"$0D "Bones: Pain50_1"$0D "Bones: Pain75_1"$0D "Bones: Taunt"$0D "Crash: Death1"$0D "Crash: Death2"$0D "Crash: Death3"$0D "Crash: Drown"$0D "Crash: Fall1"$0D "Crash: Falling1"$0D "Crash: Gasp"$0D "Crash: Jump1"$0D "Crash: Pain100_1"$0D "Crash: Pain25_1"$0D "Crash: Pain50_1"$0D "Crash: Pain75_1"$0D "Doom: Death1"$0D "Doom: Death2"$0D "Doom: Death3"$0D "Doom: Drown"$0D "Doom: Fall1"$0D "Doom: Falling1"$0D "Doom: Gasp"$0D "Doom: Jump1"$0D "Doom: Pain100_1"$0D "Doom: Pain25_1"$0D "Doom: Pain50_1"$0D "Doom: Pain75_1"$0D "Doom: Taunt"$0D "Grunt: Death1"$0D "Grunt: Death2"$0D "Grunt: Death3"$0D "Grunt: Drown"$0D "Grunt: Fall1"$0D "Grunt: Falling1"$0D "Grunt: Gasp"$0D "Grunt: Jump1"$0D "Grunt: Pain100_1"$0D "Grunt: Pain25_1"$0D "Grunt: Pain50_1"$0D "Grunt: Pain75_1"$0D "Grunt: Taunt"$0D "Hunter: Death1"$0D "Hunter: Death2"$0D "Hunter: Death3"$0D "Hunter: Drown"$0D "Hunter: Fall1"$0D "Hunter: Falling1"$0D "Hunter: Gasp"$0D "Hunter: Jump1"$0D "Hunter: Pain100_1"$0D "Hunter: Pain25_1"$0D "Hunter: Pain50_1"$0D "Hunter: Pain75_1"$0D "Hunter: Taunt"$0D "Keel: Death1"$0D "Keel: Death2"$0D "Keel: Death3"$0D "Keel: Drown"$0D "Keel: Fall1"$0D "Keel: Falling1"$0D "Keel: Gasp"$0D "Keel: Jump1"$0D "Keel: Pain100_1"$0D "Keel: Pain25_1"$0D "Keel: Pain50_1"$0D "Keel: Pain75_1"$0D "Keel: Taunt"$0D "Klesk: Death1"$0D "Klesk: Death2"$0D "Klesk: Death3"$0D "Klesk: Drown"$0D "Klesk: Fall1"$0D "Klesk: Falling1"$0D "Klesk: Gasp"$0D "Klesk: Jump1"$0D "Klesk: Pain100_1"$0D "Klesk: Pain25_1"$0D "Klesk: Pain50_1"$0D "Klesk: Pain75_1"$0D "Klesk: Taunt"$0D "Lucy: Death1"$0D "Lucy: Death2"$0D "Lucy: Death3"$0D "Lucy: Drown"$0D "Lucy: Fall1"$0D "Lucy: Falling1"$0D "Lucy: Gasp"$0D "Lucy: Jump1"$0D "Lucy: Pain100_1"$0D "Lucy: Pain25_1"$0D "Lucy: Pain50_1"$0D "Lucy: Pain75_1"$0D "Lucy: Taunt"$0D "Major: Death1"$0D "Major: Death2"$0D "Major: Death3"$0D "Major: Drown"$0D "Major: Fall1"$0D "Major: Falling1"$0D "Major: Gasp"$0D "Major: Jump1"$0D "Major: Pain100_1"$0D "Major: Pain25_1"$0D "Major: Pain50_1"$0D "Major: Pain75_1"$0D "Major: Taunt"$0D "Mynx: Death1"$0D "Mynx: Death2"$0D "Mynx: Death3"$0D "Mynx: Drown"$0D "Mynx: Fall1"$0D "Mynx: Falling1"$0D "Mynx: Gasp"$0D "Mynx: Jump1"$0D "Mynx: Pain100_1"$0D "Mynx: Pain25_1"$0D "Mynx: Pain50_1"$0D "Mynx: Pain75_1"$0D "Mynx: Taunt"$0D "Orbb: Death1"$0D "Orbb: Death2"$0D "Orbb: Death3"$0D "Orbb: Drown"$0D "Orbb: Fall1"$0D "Orbb: Falling1"$0D "Orbb: Gasp"$0D "Orbb: Jump1"$0D "Orbb: Pain100_1"$0D "Orbb: Pain25_1"$0D "Orbb: Pain50_1"$0D "Orbb: Pain75_1"$0D "Orbb: Taunt"$0D "Ranger: Death1"$0D "Ranger: Death2"$0D "Ranger: Death3"$0D "Ranger: Drown"$0D "Ranger: Fall1"$0D "Ranger: Falling1"$0D "Ranger: Gasp"$0D "Ranger: Jump1"$0D "Ranger: Pain100_1"$0D "Ranger: Pain25_1"$0D "Ranger: Pain50_1"$0D "Ranger: Pain75_1"$0D "Ranger: Taunt"$0D "Razor: Death1"$0D "Razor: Death2"$0D "Razor: Death3"$0D "Razor: Drown"$0D "Razor: Fall1"$0D "Razor: Falling1"$0D "Razor: Gasp"$0D "Razor: Jump1"$0D "Razor: Pain100_1"$0D "Razor: Pain25_1"$0D "Razor: Pain50_1"$0D "Razor: Pain75_1"$0D "Razor: Taunt"$0D "Sarge: Death1"$0D "Sarge: Death2"$0D "Sarge: Death3"$0D "Sarge: Drown"$0D "Sarge: Fall1"$0D "Sarge: Falling1"$0D "Sarge: Gasp"$0D "Sarge: Jump1"$0D "Sarge: Pain100_1"$0D "Sarge: Pain25_1"$0D "Sarge: Pain50_1"$0D "Sarge: Pain75_1"$0D "Sarge: Taunt"$0D "Slash: Death1"$0D "Slash: Death2"$0D "Slash: Death3"$0D "Slash: Drown"$0D "Slash: Fall1"$0D "Slash: Falling1"$0D "Slash: Gasp"$0D "Slash: Jump1"$0D "Slash: Pain100_1"$0D "Slash: Pain25_1"$0D "Slash: Pain50_1"$0D "Slash: Pain75_1"$0D "Slash: Taunt"$0D "Sorlag: Death1"$0D "Sorlag: Death2"$0D "Sorlag: Death3"$0D "Sorlag: Drown"$0D "Sorlag: Fall1"$0D "Sorlag: Falling1"$0D "Sorlag: Gasp"$0D "Sorlag: Jump1"$0D "Sorlag: Pain100_1"$0D "Sorlag: Pain25_1"$0D "Sorlag: Pain50_1"$0D "Sorlag: Pain75_1"$0D "Sorlag: Taunt"$0D "Tankjr: Death1"$0D "Tankjr: Death2"$0D "Tankjr: Death3"$0D "Tankjr: Drown"$0D "Tankjr: Fall1"$0D "Tankjr: Falling1"$0D "Tankjr: Gasp"$0D "Tankjr: Jump1"$0D "Tankjr: Pain100_1"$0D "Tankjr: Pain25_1"$0D "Tankjr: Pain50_1"$0D "Tankjr: Pain75_1"$0D "Tankjr: Taunt"$0D "Uriel: Death1"$0D "Uriel: Death2"$0D "Uriel: Death3"$0D "Uriel: Drown"$0D "Uriel: Fall1"$0D "Uriel: Falling1"$0D "Uriel: Gasp"$0D "Uriel: Jump1"$0D "Uriel: Pain100_1"$0D "Uriel: Pain25_1"$0D "Uriel: Pain50_1"$0D "Uriel: Pain75_1"$0D "Uriel: Taunt"$0D "Visor: Death1"$0D "Visor: Death2"$0D "Visor: Death3"$0D "Visor: Drown"$0D "Visor: Fall1"$0D "Visor: Falling1"$0D "Visor: Gasp"$0D "Visor: Jump1"$0D "Visor: Pain100_1"$0D "Visor: Pain25_1"$0D "Visor: Pain50_1"$0D "Visor: Pain75_1"$0D "Visor: Taunt"$0D "Xaero: Death1"$0D "Xaero: Death2"$0D "Xaero: Death3"$0D "Xaero: Drown"$0D "Xaero: Fall1"$0D "Xaero: Falling1"$0D "Xaero: Gasp"$0D "Xaero: Jump1"$0D "Xaero: Pain100_1"$0D "Xaero: Pain25_1"$0D "Xaero: Pain50_1"$0D "Xaero: Pain75_1"$0D "Xaero: Taunt" "Universal: Fry"$0D "Universal: Gibimp1"$0D "Universal: Gibimp2"$0D "Universal: Gibimp3"$0D "Universal: Gibsplt1"$0D "Universal: Gurp1"$0D "Universal: Gurp2"$0D "Universal: Land1"$0D "Universal: Talk"$0D "Universal: Watr_in"$0D "Universal: Watr_out"$0D "Universal: Watr_un" values= "sound/player/anarki/death1.wav"$0D "sound/player/anarki/death2.wav"$0D "sound/player/anarki/death3.wav"$0D "sound/player/anarki/drown.wav"$0D "sound/player/anarki/fall1.wav"$0D "sound/player/anarki/falling1.wav"$0D "sound/player/anarki/gasp.wav"$0D "sound/player/anarki/jump1.wav"$0D "sound/player/anarki/pain100_1.wav"$0D "sound/player/anarki/pain25_1.wav"$0D "sound/player/anarki/pain50_1.wav"$0D "sound/player/anarki/pain75_1.wav"$0D "sound/player/anarki/taunt.wav"$0D "sound/player/biker/death1.wav"$0D "sound/player/biker/death2.wav"$0D "sound/player/biker/death3.wav"$0D "sound/player/biker/drown.wav"$0D "sound/player/biker/fall1.wav"$0D "sound/player/biker/falling1.wav"$0D "sound/player/biker/gasp.wav"$0D "sound/player/biker/jump1.wav"$0D "sound/player/biker/pain100_1.wav"$0D "sound/player/biker/pain25_1.wav"$0D "sound/player/biker/pain50_1.wav"$0D "sound/player/biker/pain75_1.wav"$0D "sound/player/biker/taunt.wav"$0D "sound/player/bitterman/death1.wav"$0D "sound/player/bitterman/death2.wav"$0D "sound/player/bitterman/death3.wav"$0D "sound/player/bitterman/drown.wav"$0D "sound/player/bitterman/fall1.wav"$0D "sound/player/bitterman/falling1.wav"$0D "sound/player/bitterman/gasp.wav"$0D "sound/player/bitterman/jump1.wav"$0D "sound/player/bitterman/pain100_1.wav"$0D "sound/player/bitterman/pain25_1.wav"$0D "sound/player/bitterman/pain50_1.wav"$0D "sound/player/bitterman/pain75_1.wav"$0D "sound/player/bitterman/taunt.wav"$0D "sound/player/bones/death1.wav"$0D "sound/player/bones/death2.wav"$0D "sound/player/bones/death3.wav"$0D "sound/player/bones/drown.wav"$0D "sound/player/bones/fall1.wav"$0D "sound/player/bones/falling1.wav"$0D "sound/player/bones/gasp.wav"$0D "sound/player/bones/jump1.wav"$0D "sound/player/bones/pain100_1.wav"$0D "sound/player/bones/pain25_1.wav"$0D "sound/player/bones/pain50_1.wav"$0D "sound/player/bones/pain75_1.wav"$0D "sound/player/bones/taunt.wav"$0D "sound/player/crash/death1.wav"$0D "sound/player/crash/death2.wav"$0D "sound/player/crash/death3.wav"$0D "sound/player/crash/drown.wav"$0D "sound/player/crash/fall1.wav"$0D "sound/player/crash/falling1.wav"$0D "sound/player/crash/gasp.wav"$0D "sound/player/crash/jump1.wav"$0D "sound/player/crash/pain100_1.wav"$0D "sound/player/crash/pain25_1.wav"$0D "sound/player/crash/pain50_1.wav"$0D "sound/player/crash/pain75_1.wav"$0D "sound/player/doom/death1.wav"$0D "sound/player/doom/death2.wav"$0D "sound/player/doom/death3.wav"$0D "sound/player/doom/drown.wav"$0D "sound/player/doom/fall1.wav"$0D "sound/player/doom/falling1.wav"$0D "sound/player/doom/gasp.wav"$0D "sound/player/doom/jump1.wav"$0D "sound/player/doom/pain100_1.wav"$0D "sound/player/doom/pain25_1.wav"$0D "sound/player/doom/pain50_1.wav"$0D "sound/player/doom/pain75_1.wav"$0D "sound/player/doom/taunt.wav"$0D "sound/player/grunt/death1.wav"$0D "sound/player/grunt/death2.wav"$0D "sound/player/grunt/death3.wav"$0D "sound/player/grunt/drown.wav"$0D "sound/player/grunt/fall1.wav"$0D "sound/player/grunt/falling1.wav"$0D "sound/player/grunt/gasp.wav"$0D "sound/player/grunt/jump1.wav"$0D "sound/player/grunt/pain100_1.wav"$0D "sound/player/grunt/pain25_1.wav"$0D "sound/player/grunt/pain50_1.wav"$0D "sound/player/grunt/pain75_1.wav"$0D "sound/player/grunt/taunt.wav"$0D "sound/player/hunter/death1.wav"$0D "sound/player/hunter/death2.wav"$0D "sound/player/hunter/death3.wav"$0D "sound/player/hunter/drown.wav"$0D "sound/player/hunter/fall1.wav"$0D "sound/player/hunter/falling1.wav"$0D "sound/player/hunter/gasp.wav"$0D "sound/player/hunter/jump1.wav"$0D "sound/player/hunter/pain100_1.wav"$0D "sound/player/hunter/pain25_1.wav"$0D "sound/player/hunter/pain50_1.wav"$0D "sound/player/hunter/pain75_1.wav"$0D "sound/player/hunter/taunt.wav"$0D "sound/player/keel/death1.wav"$0D "sound/player/keel/death2.wav"$0D "sound/player/keel/death3.wav"$0D 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"sound/player/visor/death1.wav"$0D "sound/player/visor/death2.wav"$0D "sound/player/visor/death3.wav"$0D "sound/player/visor/drown.wav"$0D "sound/player/visor/fall1.wav"$0D "sound/player/visor/falling1.wav"$0D "sound/player/visor/gasp.wav"$0D "sound/player/visor/jump1.wav"$0D "sound/player/visor/pain100_1.wav"$0D "sound/player/visor/pain25_1.wav"$0D "sound/player/visor/pain50_1.wav"$0D "sound/player/visor/pain75_1.wav"$0D "sound/player/visor/taunt.wav"$0D "sound/player/xaero/death1.wav"$0D "sound/player/xaero/death2.wav"$0D "sound/player/xaero/death3.wav"$0D "sound/player/xaero/drown.wav"$0D "sound/player/xaero/fall1.wav"$0D "sound/player/xaero/falling1.wav"$0D "sound/player/xaero/gasp.wav"$0D "sound/player/xaero/jump1.wav"$0D "sound/player/xaero/pain100_1.wav"$0D "sound/player/xaero/pain25_1.wav"$0D "sound/player/xaero/pain50_1.wav"$0D "sound/player/xaero/pain75_1.wav"$0D "sound/player/xaero/taunt.wav"$0D "sound/player/fry.wav"$0D "sound/player/gibimp1.wav"$0D "sound/player/gibimp2.wav"$0D "sound/player/gibimp3.wav"$0D "sound/player/gibsplt1.wav"$0D "sound/player/gurp1.wav"$0D "sound/player/gurp2.wav"$0D "sound/player/land1.wav"$0D "sound/player/talk.wav"$0D "sound/player/watr_in.wav"$0D "sound/player/watr_out.wav"$0D "sound/player/watr_un.wav" } noise: = { typ = "C" txt = "Announcer" items = "Announce: Anarki"$0D "Announce: Anarki Wins"$0D "Announce: Angel"$0D "Announce: Angel Wins"$0D "Announce: Biker"$0D "Announce: Biker Wins"$0D "Announce: Bitterman"$0D "Announce: Bitterman Wins"$0D "Announce: Bones"$0D "Announce: Cadavre"$0D "Announce: Crash"$0D "Announce: Crash Wins"$0D "Announce: Daemia"$0D "Announce: Daemia Wins"$0D "Announce: Doom"$0D "Announce: Doom Wins"$0D "Announce: Flisk Wins"$0D "Announce: Gorre"$0D "Announce: Gorre Wins"$0D "Announce: Grunt"$0D "Announce: Grunt Wins"$0D "Announce: Hossman"$0D "Announce: Hossman Wins"$0D "Announce: Hunter"$0D "Announce: Keel"$0D "Announce: Keel Wins"$0D "Announce: Klesk"$0D "Announce: Klesk Wins"$0D "Announce: Krusade Wins"$0D "Announce: Lucy"$0D "Announce: Lucy Wins"$0D "Announce: Major"$0D "Announce: Major Wins"$0D "Announce: Mynx"$0D "Announce: Mynx Wins"$0D "Announce: Orbb"$0D "Announce: Orbb Wins"$0D "Announce: Patriot"$0D "Announce: Patriot Wins"$0D "Announce: Phobos"$0D "Announce: Phobos Wins"$0D "Announce: Ranger"$0D "Announce: Ranger Wins"$0D "Announce: Razor"$0D "Announce: Razor Wins"$0D "Announce: Sarge"$0D "Announce: Slammer Wins"$0D "Announce: Slash"$0D "Announce: Slash Wins"$0D "Announce: Sorlag"$0D "Announce: Sorlag Wins"$0D "Announce: Stripe"$0D "Announce: Stripe Wins"$0D "Announce: Tankjr"$0D "Announce: Tankjr Wins"$0D "Announce: Uriel"$0D "Announce: Uriel Wins"$0D "Announce: Visor"$0D "Announce: Visor Wins"$0D "Announce: Wrack"$0D "Announce: Wrack Wins"$0D "Announce: Xaero"$0D "Announce: Xaero Wins"$0D "Announce: Xray Wins"$0D "Announce: You Win" values = "/sound/player/announce/anarki.wav"$0D "/sound/player/announce/anarki_wins.wav"$0D "/sound/player/announce/angel.wav"$0D "/sound/player/announce/angel_wins.wav"$0D "/sound/player/announce/biker.wav"$0D "/sound/player/announce/biker_wins.wav"$0D "/sound/player/announce/bitterman.wav"$0D "/sound/player/announce/bitterman_wins.wav"$0D "/sound/player/announce/bones.wav"$0D "/sound/player/announce/cadavre.wav"$0D "/sound/player/announce/crash.wav"$0D "/sound/player/announce/crash_wins.wav"$0D "/sound/player/announce/daemia.wav"$0D "/sound/player/announce/daemia_wins.wav"$0D "/sound/player/announce/doom.wav"$0D "/sound/player/announce/doom_wins.wav"$0D "/sound/player/announce/flisk_wins.wav"$0D "/sound/player/announce/gorre.wav"$0D "/sound/player/announce/gorre_wins.wav"$0D "/sound/player/announce/grunt.wav"$0D "/sound/player/announce/grunt_wins.wav"$0D "/sound/player/announce/hossman.wav"$0D "/sound/player/announce/hossman_wins.wav"$0D "/sound/player/announce/hunter.wav"$0D "/sound/player/announce/keel.wav"$0D "/sound/player/announce/keel_wins.wav"$0D "/sound/player/announce/klesk.wav"$0D "/sound/player/announce/klesk_wins.wav"$0D "/sound/player/announce/krusade_wins.wav"$0D "/sound/player/announce/lucy.wav"$0D "/sound/player/announce/lucy_wins.wav"$0D "/sound/player/announce/major.wav"$0D "/sound/player/announce/major_wins.wav"$0D "/sound/player/announce/mynx.wav"$0D "/sound/player/announce/mynx_wins.wav"$0D "/sound/player/announce/orbb.wav"$0D "/sound/player/announce/orbb_wins.wav"$0D "/sound/player/announce/patriot.wav"$0D "/sound/player/announce/patriot_wins.wav"$0D "/sound/player/announce/phobos.wav"$0D "/sound/player/announce/phobos_wins.wav"$0D "/sound/player/announce/ranger.wav"$0D "/sound/player/announce/ranger_wins.wav"$0D "/sound/player/announce/razor.wav"$0D "/sound/player/announce/razor_wins.wav"$0D "/sound/player/announce/sarge.wav"$0D "/sound/player/announce/slammer_wins.wav"$0D "/sound/player/announce/slash.wav"$0D "/sound/player/announce/slash_wins.wav"$0D "/sound/player/announce/sorlag.wav"$0D "/sound/player/announce/sorlag_wins.wav"$0D "/sound/player/announce/stripe.wav"$0D "/sound/player/announce/stripe_wins.wav"$0D "/sound/player/announce/tankjr.wav"$0D "/sound/player/announce/tankjr_wins.wav"$0D "/sound/player/announce/uriel.wav"$0D "/sound/player/announce/uriel_wins.wav"$0D "/sound/player/announce/visor.wav"$0D "/sound/player/announce/visor_wins.wav"$0D "/sound/player/announce/wrack.wav"$0D "/sound/player/announce/wrack_wins.wav"$0D "/sound/player/announce/xaero.wav"$0D "/sound/player/announce/xaero_wins.wav"$0D "/sound/player/announce/xray_wins.wav"$0D "/sound/player/announce/youwin.wav" } noise: = { typ = "C" txt = "Footsteps" items = "Footsteps: Boot1"$0D "Footsteps: Boot2"$0D "Footsteps: Boot3"$0D "Footsteps: Boot4"$0D "Footsteps: Clank1"$0D "Footsteps: Clank2"$0D "Footsteps: Clank3"$0D "Footsteps: Clank4"$0D "Footsteps: Energy1"$0D "Footsteps: Energy2"$0D "Footsteps: Energy3"$0D "Footsteps: Energy4"$0D "Footsteps: Flesh1"$0D "Footsteps: Flesh2"$0D "Footsteps: Flesh3"$0D "Footsteps: Flesh4"$0D "Footsteps: Mech1"$0D "Footsteps: Mech2"$0D "Footsteps: Mech3"$0D "Footsteps: Mech4"$0D "Footsteps: Splash1"$0D "Footsteps: Splash2"$0D "Footsteps: Splash3"$0D "Footsteps: Splash4"$0D "Footsteps: Step1"$0D "Footsteps: Step2"$0D "Footsteps: Step3"$0D "Footsteps: Step4" values = "/sound/player/footsteps/boot1.wav"$0D "/sound/player/footsteps/boot2.wav"$0D "/sound/player/footsteps/boot3.wav"$0D "/sound/player/footsteps/boot4.wav"$0D "/sound/player/footsteps/clank1.wav"$0D "/sound/player/footsteps/clank2.wav"$0D "/sound/player/footsteps/clank3.wav"$0D "/sound/player/footsteps/clank4.wav"$0D "/sound/player/footsteps/energy1.wav"$0D "/sound/player/footsteps/energy2.wav"$0D "/sound/player/footsteps/energy3.wav"$0D "/sound/player/footsteps/energy4.wav"$0D "/sound/player/footsteps/flesh1.wav"$0D "/sound/player/footsteps/flesh2.wav"$0D "/sound/player/footsteps/flesh3.wav"$0D "/sound/player/footsteps/flesh4.wav"$0D "/sound/player/footsteps/mech1.wav"$0D "/sound/player/footsteps/mech2.wav"$0D "/sound/player/footsteps/mech3.wav"$0D "/sound/player/footsteps/mech4.wav"$0D "/sound/player/footsteps/splash1.wav"$0D "/sound/player/footsteps/splash2.wav"$0D "/sound/player/footsteps/splash3.wav"$0D "/sound/player/footsteps/splash4.wav"$0D "/sound/player/footsteps/step1.wav"$0D "/sound/player/footsteps/step2.wav"$0D "/sound/player/footsteps/step3.wav"$0D "/sound/player/footsteps/step4" } noise: = { typ = "C" txt = "Teamplay" items = "Flagcap Blue"$0D "Flagcap Red"$0D "Flagret Blue"$0D "Flagret Red"$0D "Flagtk Blue"$0D "Flagtk Red" values = "/sound/teamplay/flagcap_blu.wav"$0D "/sound/teamplay/flagcap_red.wav"$0D "/sound/teamplay/flagret_blu.wav"$0D "/sound/teamplay/flagret_red.wav"$0D "/sound/teamplay/flagtk_blu.wav"$0D "/sound/teamplay/flagtk_red.wav" } noise: = { typ = "C" txt = "Weapons" items = "BFG: Fire"$0D "BFG: Hum"$0D "Grenade: Fire"$0D "Grenade: Bounce1"$0D "Grenade: Bounce2"$0D "Lightning: Fire"$0D "Lightning: Hit1"$0D "Lightning: Hit2"$0D "Lightning: Hit3"$0D "Lightning: Hum"$0D "MG: Bullet Flyby"$0D "MG: Fire1"$0D "MG: Fire2"$0D "MG: Fire3"$0D "MG: Fire4"$0D "MG: Ricochet1"$0D "MG: Ricochet2"$0D "MG: Ricochet3"$0D "Gauntlet: Hit"$0D "Gauntlet: Hum"$0D "Gauntlet: Buzz"$0D "Plasma: Fire"$0D "Plasma: Fly"$0D "Plasma: Hit"$0D "Railgun: Fire"$0D "Railgun: Hum"$0D "RL: Fly"$0D "RL: Fire"$0D "RL: Hit"$0D "Shotgun: Fire"$0D "Universal: Switch"$0D "Universal: No Ammo" values = "/sound/weapons/bfg/bfg_fire.wav"$0D "/sound/weapons/bfg/bfg_hum.wav"$0D "/sound/weapons/grenade/grenlf1a.wav"$0D "/sound/weapons/grenade/hgrenb1a.wav"$0D "/sound/weapons/grenade/hgrenb2a.wav"$0D "/sound/weapons/lightning/lg_fire.wav"$0D "/sound/weapons/lightning/lg_hit.wav"$0D "/sound/weapons/lightning/lg_hit2.wav"$0D "/sound/weapons/lightning/lg_hit3.wav"$0D "/sound/weapons/lightning/lg_hum.wav"$0D "/sound/weapons/machinegun/buletby1.wav"$0D "/sound/weapons/machinegun/machgf1b.wav"$0D "/sound/weapons/machinegun/machgf2b.wav"$0D "/sound/weapons/machinegun/machgf3b.wav"$0D "/sound/weapons/machinegun/machgf4b.wav"$0D "/sound/weapons/machinegun/ric1.wav"$0D "/sound/weapons/machinegun/ric2.wav"$0D "/sound/weapons/machinegun/ric3.wav"$0D "/sound/weapons/melee/fstatck.wav"$0D "/sound/weapons/melee/fsthum.wav"$0D "/sound/weapons/melee/fstrun.wav"$0D "/sound/weapons/plasma/hyprbf1a.wav"$0D "/sound/weapons/plasma/lasfly.wav"$0D "/sound/weapons/plasma/plasmx1a.wav"$0D "/sound/weapons/railgun/railgf1a.wav"$0D "/sound/weapons/railgun/rg_hum.wav"$0D "/sound/weapons/rocket/rockfly.wav"$0D "/sound/weapons/rocket/rocklf1a.wav"$0D "/sound/weapons/rocket/rocklx1a.wav"$0D "/sound/weapons/shotgun/sshotf1b.wav"$0D "/sound/weapons/change.wav"$0D "/sound/weapons/noammo.wav" } noise: = { typ = "C" txt = "World" items = "Drone Boys"$0D "Drone Fem"$0D "Gong"$0D "Chant1"$0D "Chant2"$0D "Ambience"$0D "Button Zap"$0D "Buzzer"$0D "Current"$0D "Demonwind1"$0D "Drone6"$0D "Electro"$0D "Evil"$0D "Fan4"$0D "Fire1"$0D "Fireloud"$0D "Firesoft"$0D "Growl1"$0D "Growl2"$0D "Growl3"$0D "Jumppad"$0D "Klaxon1"$0D "Klaxon2"$0D "Lava1"$0D "Lava Amb Quiet"$0D "Lava Short"$0D "Machine Drone1"$0D "Machine Drone2"$0D "Monitor"$0D "Portal"$0D "Screech1"$0D "Screech5"$0D "Suck1"$0D "Telein"$0D "Teleout"$0D "Tim Comp Hum"$0D "Tim Drone1"$0D "Tim Elect"$0D "Tim Hole"$0D "Tim Machine"$0D "Tim Pulse1"$0D "Tim Pulse2"$0D "Tim Pump"$0D "Tim Weird1"$0D "Tim Weird2"$0D "Tim Zap"$0D "Underwater1"$0D "Underwater2"$0D "Underwater3"$0D "Underwater4"$0D "Water1"$0D "Wind1"$0D "Wind2"$0D "Xchoir1"$0D "Xchoir2"$0D "Xforce1"$0D "Xforce2"$0D "xbobber"$0D "Ambient: Ancient Drone"$0D "Ambient: Drowning"$0D "Ambient: Forbidden"$0D "Ambient: Ominous"$0D "Ambient: Rumble"$0D "Drones: Amb1" values = "/sound/world/1shot_droneboys_01.wav"$0D "/sound/world/1shot_femdrone_01.wav"$0D "/sound/world/1shot_gong.wav"$0D "/sound/world/1shot_greg_01.wav"$0D "/sound/world/1shot_greg_03.wav"$0D "/sound/world/ambience03.wav"$0D "/sound/world/button_zap.wav"$0D "/sound/world/buzzer.wav"$0D "/sound/world/curnt2.wav"$0D "/sound/world/demonwind01.wav"$0D "/sound/world/drone6.wav"$0D "/sound/world/electro.wav"$0D "/sound/world/evil.wav"$0D "/sound/world/fan4.wav"$0D "/sound/world/fire1.wav"$0D "/sound/world/fireloud.wav"$0D "/sound/world/firesoft.wav"$0D "/sound/world/growl1.wav"$0D "/sound/world/growl2.wav"$0D "/sound/world/growl3.wav"$0D "/sound/world/jumppad.wav"$0D "/sound/world/klaxon1.wav"$0D "/sound/world/klaxon2.wav"$0D "/sound/world/lava1.wav"$0D "/sound/world/lava_amb_01_quiet.wav"$0D "/sound/world/lava_short.wav"$0D "/sound/world/machinerydrone01.wav"$0D "/sound/world/machinerydrone02.wav"$0D "/sound/world/monitor_02.wav"$0D "/sound/world/portal01.wav"$0D "/sound/world/screech1.wav"$0D "/sound/world/screech5.wav"$0D "/sound/world/suck1.wav"$0D "/sound/world/telein.wav"$0D "/sound/world/teleout.wav"$0D "/sound/world/tim_comp_hum3.wav"$0D "/sound/world/tim_drone1.wav"$0D "/sound/world/tim_elect.wav"$0D "/sound/world/tim_hole.wav"$0D "/sound/world/tim_machine.wav"$0D "/sound/world/tim_pulse.wav"$0D "/sound/world/tim_pulse2.wav"$0D "/sound/world/tim_pump.wav"$0D "/sound/world/tim_weird1.wav"$0D "/sound/world/tim_weird2.wav"$0D "/sound/world/tim_zap.wav"$0D "/sound/world/underwater01.wav"$0D "/sound/world/underwater02.wav"$0D "/sound/world/underwater03.wav"$0D "/sound/world/underwater04.wav"$0D "/sound/world/water1.wav"$0D "/sound/world/wind1.wav"$0D "/sound/world/wind2.wav"$0D "/sound/world/xchoir1.wav"$0D "/sound/world/xchoir2.wav"$0D "/sound/world/xforce1.wav"$0D "/sound/world/xforce2.wav"$0D "/sound/world/x_bobber.wav"$0D "/sound/world/ambient/x_ancientsdrone.wav"$0D "/sound/world/ambient/x_drowning.wav"$0D "/sound/world/ambient/x_forbidden.wav"$0D "/sound/world/ambient/x_ominous.wav"$0D "/sound/world/ambient/x_rumbledrone.wav"$0D "/sound/world/drones/amb1.wav" } } t_models_form:form = { model: = { typ="C" txt="Ammo" items= "grenade1.md3"$0D "rocket/rocket.md3" values= "/models/ammo/grenade1.md3"$0D "/models/ammo/rocket/rocket.md3" } model: = { typ="C" txt="Flags" items= "b_flag.md3"$0D "r_flag.md3" values= "/models/flags/b_flag.md3"$0D "/models/flags/r_flag.md3" } model: = { typ="C" txt="Gibs" items= "abdomen.md3"$0D "arm.md3"$0D "brain.md3"$0D "chest.md3"$0D "fist.md3"$0D "foot.md3"$0D "forearm.md3"$0D "intestine.md3"$0D "leg.md3"$0D "skull.md3" values= "/models/gibs/abdomen.md3"$0D "/models/gibs/arm.md3"$0D "/models/gibs/brain.md3"$0D "/models/gibs/chest.md3"$0D "/models/gibs/fist.md3"$0D "/models/gibs/foot.md3"$0D "/models/gibs/forearm.md3"$0D "/models/gibs/intestine.md3"$0D "/models/gibs/leg.md3"$0D "/models/gibs/skull.md3" } model: = { typ="C" txt="MapObjects" items= "banner/banner5.md3"$0D "baph/baphomet_gold.md3"$0D "baph/lil_baphomet.md3"$0D "bitch/fembot.md3"$0D "bitch/fembotbig.md3"$0D "corpse/corpse.md3"$0D "corpse/torso.md3"$0D "gargoyle1.md3"$0D "gratelamp/gratelamp.md3"$0D "gratelamp/gratetorch.md3"$0D "gratelamp/gratetorchbig.md3"$0D "jesus/jesus.md3"$0D "jets/jets01.md3"$0D "jets/jets01.md3"$0D "kmlamp1.md3"$0D "lamps/bot_lamp2.md3"$0D "pipe/pipe02.md3"$0D "pipe/pipe02b.md3"$0D "podium/podium4.md3"$0D "portal_2/portal_2.md3"$0D "skel/skel01.md3"$0D "skel/skel02mid.md3"$0D "skel/skel_ribs.md3"$0D "skel/xray.md3"$0D "skel/xraybig.md3"$0D "skull/monkeyface.md3"$0D "skull/skull.md3"$0D "skull/skull_tilt1.md3"$0D "spotlamp/spotlamp.md3"$0D "statue_major.md3"$0D "storch/storch.md3"$0D "storch/storchx.md3"$0D "storch/tall_torch.md3"$0D "teleporter/teleporter.md3"$0D "timlamp/timlamp.md3"$0D "visor_posed.md3"$0D "wallhead/femhead.md3"$0D "wallhead/lion.md3"$0D "wallhead/wallhead02.md3"$0D "walllamp3.md3" values= "/models/mapobjects/banner/banner5.md3"$0D "/models/mapobjects/baph/baphomet_gold.md3"$0D "/models/mapobjects/baph/lil_baphomet.md3"$0D "/models/mapobjects/bitch/fembot.md3"$0D "/models/mapobjects/bitch/fembotbig.md3"$0D "/models/mapobjects/corpse/corpse.md3"$0D "/models/mapobjects/corpse/torso.md3"$0D "/models/mapobjects/gargoyle1.md3"$0D "/models/mapobjects/gratelamp/gratelamp.md3"$0D "/models/mapobjects/gratelamp/gratetorch.md3"$0D "/models/mapobjects/gratelamp/gratetorchbig.md3"$0D "/models/mapobjects/jesus/jesus.md3"$0D "/models/mapobjects/jets/jets01.md3"$0D "/models/mapobjects/jets/jets01.md3"$0D "/models/mapobjects/kmlamp1.md3"$0D "/models/mapobjects/lamps/bot_lamp2.md3"$0D "/models/mapobjects/pipe/pipe02.md3"$0D "/models/mapobjects/pipe/pipe02b.md3"$0D "/models/mapobjects/podium/podium4.md3"$0D "/models/mapobjects/portal_2/portal_2.md3"$0D "/models/mapobjects/skel/skel01.md3"$0D "/models/mapobjects/skel/skel02mid.md3"$0D "/models/mapobjects/skel/skel_ribs.md3"$0D "/models/mapobjects/skel/xray.md3"$0D "/models/mapobjects/skel/xraybig.md3"$0D "/models/mapobjects/skull/monkeyface.md3"$0D "/models/mapobjects/skull/skull.md3"$0D "/models/mapobjects/skull/skull_tilt1.md3"$0D "/models/mapobjects/spotlamp/spotlamp.md3"$0D "/models/mapobjects/statue_major.md3"$0D "/models/mapobjects/storch/storch.md3"$0D "/models/mapobjects/storch/storchx.md3"$0D "/models/mapobjects/storch/tall_torch.md3"$0D "/models/mapobjects/teleporter/teleporter.md3"$0D "/models/mapobjects/timlamp/timlamp.md3"$0D "/models/mapobjects/visor_posed.md3"$0D "/models/mapobjects/wallhead/femhead.md3"$0D "/models/mapobjects/wallhead/lion.md3"$0D "/models/mapobjects/wallhead/wallhead02.md3"$0D "/models/mapobjects/walllamp3.md3" } model: = { typ="C" txt="Misc" items= "telep.md3" values= "/models/misc/telep.md3" } model: = { typ="C" txt="Players" items= "anarki/head.md3"$0D "anarki/head_1.md3"$0D "anarki/head_2.md3"$0D "anarki/lower.md3"$0D "anarki/lower_1.md3"$0D "anarki/lower_2.md3"$0D "anarki/upper.md3"$0D "anarki/upper_1.md3"$0D "anarki/upper_2.md3"$0D "biker/head.md3"$0D "biker/head_1.md3"$0D "biker/head_2.md3"$0D "biker/lower.md3"$0D "biker/lower_1.md3"$0D "biker/lower_2.md3"$0D "biker/upper.md3"$0D "biker/upper_1.md3"$0D "biker/upper_2.md3"$0D "bitterman/head.md3"$0D "bitterman/head_1.md3"$0D "bitterman/head_2.md3"$0D "bitterman/lower.md3"$0D "bitterman/lower_1.md3"$0D "bitterman/lower_2.md3"$0D "bitterman/upper.md3"$0D "bitterman/upper_1.md3"$0D "bitterman/upper_2.md3"$0D "bones/head.md3"$0D "bones/head_1.md3"$0D "bones/lower.md3"$0D "bones/lower_1.md3"$0D "bones/upper.md3"$0D "bones/upper_1.md3"$0D "crash/head.md3"$0D "crash/head_1.md3"$0D "crash/head_2.md3"$0D "crash/lower.md3"$0D "crash/lower_1.md3"$0D "crash/lower_2.md3"$0D "crash/upper.md3"$0D "crash/upper_1.md3"$0D "crash/upper_2.md3"$0D "doom/head.md3"$0D "doom/head_1.md3"$0D "doom/head_2.md3"$0D "doom/lower.md3"$0D "doom/lower_1.md3"$0D "doom/lower_2.md3"$0D "doom/upper.md3"$0D "doom/upper_1.md3"$0D "doom/upper_2.md3"$0D "grunt/head.md3"$0D "grunt/head_1.md3"$0D "grunt/head_2.md3"$0D "grunt/lower.md3"$0D "grunt/lower_1.md3"$0D "grunt/lower_2.md3"$0D "grunt/upper.md3"$0D "grunt/upper_1.md3"$0D "grunt/upper_2.md3"$0D "hunter/head.md3"$0D "hunter/head_1.md3"$0D "hunter/head_2.md3"$0D "hunter/lower.md3"$0D "hunter/lower_1.md3"$0D "hunter/lower_2.md3"$0D "hunter/upper.md3"$0D "hunter/upper_1.md3"$0D "hunter/upper_2.md3"$0D "keel/head.md3"$0D "keel/head_1.md3"$0D "keel/head_2.md3"$0D "keel/lower.md3"$0D "keel/lower_1.md3"$0D "keel/lower_2.md3"$0D "keel/upper.md3"$0D "keel/upper_1.md3"$0D "keel/upper_2.md3"$0D "klesk/head.md3"$0D "klesk/head_1.md3"$0D "klesk/head_2.md3"$0D "klesk/lower.md3"$0D "klesk/lower_1.md3"$0D "klesk/lower_2.md3"$0D "klesk/upper.md3"$0D "klesk/upper_1.md3"$0D "klesk/upper_2.md3"$0D "lucy/head.md3"$0D "lucy/head_1.md3"$0D "lucy/head_2.md3"$0D "lucy/lower.md3"$0D "lucy/lower_1.md3"$0D "lucy/lower_2.md3"$0D "lucy/upper.md3"$0D "lucy/upper_1.md3"$0D "lucy/upper_2.md3"$0D "major/head.md3"$0D "major/head_1.md3"$0D "major/head_2.md3"$0D "major/lower.md3"$0D "major/lower_1.md3"$0D "major/lower_2.md3"$0D "major/upper.md3"$0D "major/upper_1.md3"$0D "major/upper_2.md3"$0D "mynx/head.md3"$0D "mynx/head_1.md3"$0D "mynx/head_2.md3"$0D "mynx/lower.md3"$0D "mynx/lower_1.md3"$0D "mynx/lower_2.md3"$0D "mynx/upper.md3"$0D "mynx/upper_1.md3"$0D "mynx/upper_2.md3"$0D "orbb/head.md3"$0D "orbb/head_1.md3"$0D "orbb/head_2.md3"$0D "orbb/lower.md3"$0D "orbb/lower_1.md3"$0D "orbb/lower_2.md3"$0D "orbb/upper.md3"$0D "orbb/upper_1.md3"$0D "orbb/upper_2.md3"$0D "ranger/head.md3"$0D "ranger/head_1.md3"$0D "ranger/head_2.md3"$0D "ranger/lower.md3"$0D "ranger/lower_1.md3"$0D "ranger/lower_2.md3"$0D "ranger/upper.md3"$0D "ranger/upper_1.md3"$0D "ranger/upper_2.md3"$0D "razor/head.md3"$0D "razor/head_1.md3"$0D "razor/head_2.md3"$0D "razor/lower.md3"$0D "razor/lower_1.md3"$0D "razor/lower_2.md3"$0D "razor/upper.md3"$0D "razor/upper_1.md3"$0D "razor/upper_2.md3"$0D "sarge/head.md3"$0D "sarge/head_1.md3"$0D "sarge/head_2.md3"$0D "sarge/lower.md3"$0D "sarge/lower_1.md3"$0D "sarge/lower_2.md3"$0D "sarge/upper.md3"$0D "sarge/upper_1.md3"$0D "sarge/upper_2.md3"$0D "slash/head.md3"$0D "slash/head_1.md3"$0D "slash/head_2.md3"$0D "slash/lower.md3"$0D "slash/lower_1.md3"$0D "slash/lower_2.md3"$0D "slash/upper.md3"$0D "slash/upper_1.md3"$0D "slash/upper_2.md3"$0D "sorlag/head.md3"$0D "sorlag/head_1.md3"$0D "sorlag/head_2.md3"$0D "sorlag/lower.md3"$0D "sorlag/lower_1.md3"$0D "sorlag/lower_2.md3"$0D "sorlag/upper.md3"$0D "sorlag/upper_1.md3"$0D "sorlag/upper_2.md3"$0D "tankjr/head.md3"$0D "tankjr/head_1.md3"$0D "tankjr/head_2.md3"$0D "tankjr/lower.md3"$0D "tankjr/lower_1.md3"$0D "tankjr/lower_2.md3"$0D "tankjr/upper.md3"$0D "tankjr/upper_1.md3"$0D "tankjr/upper_2.md3"$0D "uriel/head.md3"$0D "uriel/head_1.md3"$0D "uriel/head_2.md3"$0D "uriel/lower.md3"$0D "uriel/lower_1.md3"$0D "uriel/lower_2.md3"$0D "uriel/upper.md3"$0D "uriel/upper_1.md3"$0D "uriel/upper_2.md3"$0D "visor/head.md3"$0D "visor/head_1.md3"$0D "visor/head_2.md3"$0D "visor/lower.md3"$0D "visor/lower_1.md3"$0D "visor/lower_2.md3"$0D "visor/upper.md3"$0D "visor/upper_1.md3"$0D "visor/upper_2.md3"$0D "xaero/head.md3"$0D "xaero/head_1.md3"$0D "xaero/head_2.md3"$0D "xaero/lower.md3"$0D "xaero/lower_1.md3"$0D "xaero/lower_2.md3"$0D "xaero/upper.md3"$0D "xaero/upper_1.md3"$0D "xaero/upper_2.md3" values= "/models/players/anarki/head.md3"$0D "/models/players/anarki/head_1.md3"$0D "/models/players/anarki/head_2.md3"$0D "/models/players/anarki/lower.md3"$0D "/models/players/anarki/lower_1.md3"$0D "/models/players/anarki/lower_2.md3"$0D "/models/players/anarki/upper.md3"$0D "/models/players/anarki/upper_1.md3"$0D "/models/players/anarki/upper_2.md3"$0D "/models/players/biker/head.md3"$0D "/models/players/biker/head_1.md3"$0D "/models/players/biker/head_2.md3"$0D "/models/players/biker/lower.md3"$0D "/models/players/biker/lower_1.md3"$0D "/models/players/biker/lower_2.md3"$0D "/models/players/biker/upper.md3"$0D "/models/players/biker/upper_1.md3"$0D "/models/players/biker/upper_2.md3"$0D "/models/players/bitterman/head.md3"$0D "/models/players/bitterman/head_1.md3"$0D "/models/players/bitterman/head_2.md3"$0D "/models/players/bitterman/lower.md3"$0D "/models/players/bitterman/lower_1.md3"$0D "/models/players/bitterman/lower_2.md3"$0D "/models/players/bitterman/upper.md3"$0D "/models/players/bitterman/upper_1.md3"$0D "/models/players/bitterman/upper_2.md3"$0D "/models/players/bones/head.md3"$0D "/models/players/bones/head_1.md3"$0D "/models/players/bones/lower.md3"$0D "/models/players/bones/lower_1.md3"$0D "/models/players/bones/upper.md3"$0D "/models/players/bones/upper_1.md3"$0D "/models/players/crash/head.md3"$0D "/models/players/crash/head_1.md3"$0D "/models/players/crash/head_2.md3"$0D "/models/players/crash/lower.md3"$0D "/models/players/crash/lower_1.md3"$0D "/models/players/crash/lower_2.md3"$0D "/models/players/crash/upper.md3"$0D "/models/players/crash/upper_1.md3"$0D "/models/players/crash/upper_2.md3"$0D "/models/players/doom/head.md3"$0D "/models/players/doom/head_1.md3"$0D "/models/players/doom/head_2.md3"$0D "/models/players/doom/lower.md3"$0D "/models/players/doom/lower_1.md3"$0D "/models/players/doom/lower_2.md3"$0D "/models/players/doom/upper.md3"$0D "/models/players/doom/upper_1.md3"$0D "/models/players/doom/upper_2.md3"$0D "/models/players/grunt/head.md3"$0D "/models/players/grunt/head_1.md3"$0D "/models/players/grunt/head_2.md3"$0D "/models/players/grunt/lower.md3"$0D "/models/players/grunt/lower_1.md3"$0D "/models/players/grunt/lower_2.md3"$0D "/models/players/grunt/upper.md3"$0D "/models/players/grunt/upper_1.md3"$0D "/models/players/grunt/upper_2.md3"$0D "/models/players/hunter/head.md3"$0D "/models/players/hunter/head_1.md3"$0D "/models/players/hunter/head_2.md3"$0D "/models/players/hunter/lower.md3"$0D "/models/players/hunter/lower_1.md3"$0D "/models/players/hunter/lower_2.md3"$0D "/models/players/hunter/upper.md3"$0D "/models/players/hunter/upper_1.md3"$0D "/models/players/hunter/upper_2.md3"$0D "/models/players/keel/head.md3"$0D "/models/players/keel/head_1.md3"$0D "/models/players/keel/head_2.md3"$0D "/models/players/keel/lower.md3"$0D "/models/players/keel/lower_1.md3"$0D "/models/players/keel/lower_2.md3"$0D "/models/players/keel/upper.md3"$0D "/models/players/keel/upper_1.md3"$0D "/models/players/keel/upper_2.md3"$0D "/models/players/klesk/head.md3"$0D "/models/players/klesk/head_1.md3"$0D "/models/players/klesk/head_2.md3"$0D "/models/players/klesk/lower.md3"$0D "/models/players/klesk/lower_1.md3"$0D "/models/players/klesk/lower_2.md3"$0D "/models/players/klesk/upper.md3"$0D "/models/players/klesk/upper_1.md3"$0D "/models/players/klesk/upper_2.md3"$0D "/models/players/lucy/head.md3"$0D "/models/players/lucy/head_1.md3"$0D "/models/players/lucy/head_2.md3"$0D "/models/players/lucy/lower.md3"$0D "/models/players/lucy/lower_1.md3"$0D "/models/players/lucy/lower_2.md3"$0D "/models/players/lucy/upper.md3"$0D "/models/players/lucy/upper_1.md3"$0D "/models/players/lucy/upper_2.md3"$0D "/models/players/major/head.md3"$0D "/models/players/major/head_1.md3"$0D "/models/players/major/head_2.md3"$0D "/models/players/major/lower.md3"$0D "/models/players/major/lower_1.md3"$0D "/models/players/major/lower_2.md3"$0D "/models/players/major/upper.md3"$0D "/models/players/major/upper_1.md3"$0D "/models/players/major/upper_2.md3"$0D "/models/players/mynx/head.md3"$0D "/models/players/mynx/head_1.md3"$0D "/models/players/mynx/head_2.md3"$0D "/models/players/mynx/lower.md3"$0D "/models/players/mynx/lower_1.md3"$0D "/models/players/mynx/lower_2.md3"$0D "/models/players/mynx/upper.md3"$0D "/models/players/mynx/upper_1.md3"$0D "/models/players/mynx/upper_2.md3"$0D "/models/players/orbb/head.md3"$0D "/models/players/orbb/head_1.md3"$0D "/models/players/orbb/head_2.md3"$0D "/models/players/orbb/lower.md3"$0D "/models/players/orbb/lower_1.md3"$0D "/models/players/orbb/lower_2.md3"$0D "/models/players/orbb/upper.md3"$0D "/models/players/orbb/upper_1.md3"$0D "/models/players/orbb/upper_2.md3"$0D "/models/players/ranger/head.md3"$0D "/models/players/ranger/head_1.md3"$0D "/models/players/ranger/head_2.md3"$0D "/models/players/ranger/lower.md3"$0D "/models/players/ranger/lower_1.md3"$0D "/models/players/ranger/lower_2.md3"$0D "/models/players/ranger/upper.md3"$0D "/models/players/ranger/upper_1.md3"$0D "/models/players/ranger/upper_2.md3"$0D "/models/players/razor/head.md3"$0D "/models/players/razor/head_1.md3"$0D "/models/players/razor/head_2.md3"$0D "/models/players/razor/lower.md3"$0D "/models/players/razor/lower_1.md3"$0D "/models/players/razor/lower_2.md3"$0D "/models/players/razor/upper.md3"$0D "/models/players/razor/upper_1.md3"$0D "/models/players/razor/upper_2.md3"$0D "/models/players/sarge/head.md3"$0D "/models/players/sarge/head_1.md3"$0D "/models/players/sarge/head_2.md3"$0D "/models/players/sarge/lower.md3"$0D "/models/players/sarge/lower_1.md3"$0D "/models/players/sarge/lower_2.md3"$0D "/models/players/sarge/upper.md3"$0D "/models/players/sarge/upper_1.md3"$0D "/models/players/sarge/upper_2.md3"$0D "/models/players/slash/head.md3"$0D "/models/players/slash/head_1.md3"$0D "/models/players/slash/head_2.md3"$0D "/models/players/slash/lower.md3"$0D "/models/players/slash/lower_1.md3"$0D "/models/players/slash/lower_2.md3"$0D "/models/players/slash/upper.md3"$0D "/models/players/slash/upper_1.md3"$0D "/models/players/slash/upper_2.md3"$0D "/models/players/sorlag/head.md3"$0D "/models/players/sorlag/head_1.md3"$0D "/models/players/sorlag/head_2.md3"$0D "/models/players/sorlag/lower.md3"$0D "/models/players/sorlag/lower_1.md3"$0D "/models/players/sorlag/lower_2.md3"$0D "/models/players/sorlag/upper.md3"$0D "/models/players/sorlag/upper_1.md3"$0D "/models/players/sorlag/upper_2.md3"$0D "/models/players/tankjr/head.md3"$0D "/models/players/tankjr/head_1.md3"$0D "/models/players/tankjr/head_2.md3"$0D "/models/players/tankjr/lower.md3"$0D "/models/players/tankjr/lower_1.md3"$0D "/models/players/tankjr/lower_2.md3"$0D "/models/players/tankjr/upper.md3"$0D "/models/players/tankjr/upper_1.md3"$0D "/models/players/tankjr/upper_2.md3"$0D "/models/players/uriel/head.md3"$0D "/models/players/uriel/head_1.md3"$0D "/models/players/uriel/head_2.md3"$0D "/models/players/uriel/lower.md3"$0D "/models/players/uriel/lower_1.md3"$0D "/models/players/uriel/lower_2.md3"$0D "/models/players/uriel/upper.md3"$0D "/models/players/uriel/upper_1.md3"$0D "/models/players/uriel/upper_2.md3"$0D "/models/players/visor/head.md3"$0D "/models/players/visor/head_1.md3"$0D "/models/players/visor/head_2.md3"$0D "/models/players/visor/lower.md3"$0D "/models/players/visor/lower_1.md3"$0D "/models/players/visor/lower_2.md3"$0D "/models/players/visor/upper.md3"$0D "/models/players/visor/upper_1.md3"$0D "/models/players/visor/upper_2.md3"$0D "/models/players/xaero/head.md3"$0D "/models/players/xaero/head_1.md3"$0D "/models/players/xaero/head_2.md3"$0D "/models/players/xaero/lower.md3"$0D "/models/players/xaero/lower_1.md3"$0D "/models/players/xaero/lower_2.md3"$0D "/models/players/xaero/upper.md3"$0D "/models/players/xaero/upper_1.md3"$0D "/models/players/xaero/upper_2.md3" } model: = { typ="C" txt="Powerups" items= "ammo/bfgam.md3"$0D "ammo/bfgam_1.md3"$0D "ammo/grenadeam.md3"$0D "ammo/grenadeam_1.md3"$0D "ammo/lightningam.md3"$0D "ammo/lightningam_1.md3"$0D "ammo/machinegunam.md3"$0D "ammo/machinegunam_1.md3"$0D "ammo/plasmaam.md3"$0D "ammo/plasmaam_1.md3"$0D "ammo/railgunam.md3"$0D "ammo/railgunam_1.md3"$0D "ammo/rocketam.md3"$0D "ammo/rocketam_1.md3"$0D "ammo/shotgunam.md3"$0D "ammo/shotgunam_1.md3"$0D "armor/armor_red.md3"$0D "armor/armor_red_1.md3"$0D "armor/armor_red_2.md3"$0D "armor/armor_yel.md3"$0D "armor/armor_yel_1.md3"$0D "armor/armor_yel_2.md3"$0D "armor/shard.md3"$0D "armor/shard_sphere.md3"$0D "health/large_cross.md3"$0D "health/large_sphere.md3"$0D "health/large_sphere_1.md3"$0D "health/large_sphere_2.md3"$0D "health/medium_cross.md3"$0D "health/medium_sphere.md3"$0D "health/medium_sphere_1.md3"$0D "health/medium_sphere_2.md3"$0D "health/mega_cross.md3"$0D "health/mega_sphere.md3"$0D "health/mega_sphere_1.md3"$0D "health/mega_sphere_2.md3"$0D "health/small_cross.md3"$0D "health/small_sphere.md3"$0D "health/small_sphere_1.md3"$0D "health/small_sphere_2.md3"$0D "holdable/medkit.md3"$0D "holdable/medkit_1.md3"$0D "holdable/teleporter.md3"$0D "holdable/teleporter_1.md3"$0D "instant/enviro.md3"$0D "instant/enviro_1.md3"$0D "instant/enviro_ring.md3"$0D "instant/enviro_ring_1.md3"$0D "instant/flight.md3"$0D "instant/flight_1.md3"$0D "instant/flight_ring.md3"$0D "instant/flight_ring_1.md3"$0D "instant/haste.md3"$0D "instant/haste_1.md3"$0D "instant/haste_ring.md3"$0D "instant/haste_ring_1.md3"$0D "instant/invis.md3"$0D "instant/invis_1.md3"$0D "instant/invis_ring.md3"$0D "instant/invis_ring_1.md3"$0D "instant/quad.md3"$0D "instant/quad_1.md3"$0D "instant/quad_ring.md3"$0D "instant/quad_ring_1.md3"$0D "instant/regen.md3"$0D "instant/regen_1.md3"$0D "instant/regen_ring.md3"$0D "instant/regen_ring_1.md3" values= "/models/powerups/ammo/bfgam.md3"$0D "/models/powerups/ammo/bfgam_1.md3"$0D "/models/powerups/ammo/grenadeam.md3"$0D "/models/powerups/ammo/grenadeam_1.md3"$0D "/models/powerups/ammo/lightningam.md3"$0D "/models/powerups/ammo/lightningam_1.md3"$0D "/models/powerups/ammo/machinegunam.md3"$0D "/models/powerups/ammo/machinegunam_1.md3"$0D "/models/powerups/ammo/plasmaam.md3"$0D "/models/powerups/ammo/plasmaam_1.md3"$0D "/models/powerups/ammo/railgunam.md3"$0D "/models/powerups/ammo/railgunam_1.md3"$0D "/models/powerups/ammo/rocketam.md3"$0D "/models/powerups/ammo/rocketam_1.md3"$0D "/models/powerups/ammo/shotgunam.md3"$0D "/models/powerups/ammo/shotgunam_1.md3"$0D "/models/powerups/armor/armor_red.md3"$0D "/models/powerups/armor/armor_red_1.md3"$0D "/models/powerups/armor/armor_red_2.md3"$0D "/models/powerups/armor/armor_yel.md3"$0D "/models/powerups/armor/armor_yel_1.md3"$0D "/models/powerups/armor/armor_yel_2.md3"$0D "/models/powerups/armor/shard.md3"$0D "/models/powerups/armor/shard_sphere.md3"$0D "/models/powerups/health/large_cross.md3"$0D "/models/powerups/health/large_sphere.md3"$0D "/models/powerups/health/large_sphere_1.md3"$0D "/models/powerups/health/large_sphere_2.md3"$0D "/models/powerups/health/medium_cross.md3"$0D "/models/powerups/health/medium_sphere.md3"$0D "/models/powerups/health/medium_sphere_1.md3"$0D "/models/powerups/health/medium_sphere_2.md3"$0D "/models/powerups/health/mega_cross.md3"$0D "/models/powerups/health/mega_sphere.md3"$0D "/models/powerups/health/mega_sphere_1.md3"$0D "/models/powerups/health/mega_sphere_2.md3"$0D "/models/powerups/health/small_cross.md3"$0D "/models/powerups/health/small_sphere.md3"$0D "/models/powerups/health/small_sphere_1.md3"$0D "/models/powerups/health/small_sphere_2.md3"$0D "/models/powerups/holdable/medkit.md3"$0D "/models/powerups/holdable/medkit_1.md3"$0D "/models/powerups/holdable/teleporter.md3"$0D "/models/powerups/holdable/teleporter_1.md3"$0D "/models/powerups/instant/enviro.md3"$0D "/models/powerups/instant/enviro_1.md3"$0D "/models/powerups/instant/enviro_ring.md3"$0D "/models/powerups/instant/enviro_ring_1.md3"$0D "/models/powerups/instant/flight.md3"$0D "/models/powerups/instant/flight_1.md3"$0D "/models/powerups/instant/flight_ring.md3"$0D "/models/powerups/instant/flight_ring_1.md3"$0D "/models/powerups/instant/haste.md3"$0D "/models/powerups/instant/haste_1.md3"$0D "/models/powerups/instant/haste_ring.md3"$0D "/models/powerups/instant/haste_ring_1.md3"$0D "/models/powerups/instant/invis.md3"$0D "/models/powerups/instant/invis_1.md3"$0D "/models/powerups/instant/invis_ring.md3"$0D "/models/powerups/instant/invis_ring_1.md3"$0D "/models/powerups/instant/quad.md3"$0D "/models/powerups/instant/quad_1.md3"$0D "/models/powerups/instant/quad_ring.md3"$0D "/models/powerups/instant/quad_ring_1.md3"$0D "/models/powerups/instant/regen.md3"$0D "/models/powerups/instant/regen_1.md3"$0D "/models/powerups/instant/regen_ring.md3"$0D "/models/powerups/instant/regen_ring_1.md3" } model: = { typ="C" txt="WeapHits" items= "bfg.md3"$0D "boom01.md3"$0D "bullet.md3"$0D "crackle.md3"$0D "ring02.md3" values= "/models/weaphits/bfg.md3"$0D "/models/weaphits/boom01.md3"$0D "/models/weaphits/bullet.md3"$0D "/models/weaphits/crackle.md3"$0D "/models/weaphits/ring02.md3" } model: = { typ="C" txt="Weapons2" items= "bfg/bfg.md3"$0D "bfg/bfg_1.md3"$0D "bfg/bfg_2.md3"$0D "bfg/bfg_barrel.md3"$0D "bfg/bfg_flash.md3"$0D "bfg/bfg_hand.md3"$0D "gauntlet/gauntlet.md3"$0D "gauntlet/gauntlet_barrel.md3"$0D "gauntlet/gauntlet_flash.md3"$0D "gauntlet/gauntlet_hand.md3"$0D "grapple/grapple.md3"$0D "grapple/grapple_1.md3"$0D "grapple/grapple_2.md3"$0D "grapple/grapple_flash.md3"$0D "grapple/grapple_hand.md3"$0D "grenadel/grenadel.md3"$0D "grenadel/grenadel_1.md3"$0D "grenadel/grenadel_2.md3"$0D "grenadel/grenadel_flash.md3"$0D "grenadel/grenadel_hand.md3"$0D "lightning/lightning.md3"$0D "lightning/lightning_1.md3"$0D "lightning/lightning_2.md3"$0D "lightning/lightning_flash.md3"$0D "lightning/lightning_hand.md3"$0D "machinegun/machinegun.md3"$0D "machinegun/machinegun_1.md3"$0D "machinegun/machinegun_2.md3"$0D "machinegun/machinegun_barrel.md3"$0D "machinegun/machinegun_barrel_1.md3"$0D "machinegun/machinegun_barrel_2.md3"$0D "machinegun/machinegun_flash.md3"$0D "machinegun/machinegun_hand.md3"$0D "plasma/plasma.md3"$0D "plasma/plasma_1.md3"$0D "plasma/plasma_2.md3"$0D "plasma/plasma_flash.md3"$0D "plasma/plasma_hand.md3"$0D "railgun/railgun.md3"$0D "railgun/railgun_flash.md3"$0D "railgun/railgun_hand.md3"$0D "rocketl/rocketl.md3"$0D "rocketl/rocketl_1.md3"$0D "rocketl/rocketl_2.md3"$0D "rocketl/rocketl_flash.md3"$0D "rocketl/rocketl_hand.md3"$0D "shells/m_shell.md3"$0D "shells/m_shell_1.md3"$0D "shells/s_shell.md3"$0D "shotgun/shotgun.md3"$0D "shotgun/shotgun_1.md3"$0D "shotgun/shotgun_2.md3"$0D "shotgun/shotgun_flash.md3"$0D "shotgun/shotgun_hand.md3" values= "/models/weapons2/bfg/bfg.md3"$0D "/models/weapons2/bfg/bfg_1.md3"$0D "/models/weapons2/bfg/bfg_2.md3"$0D "/models/weapons2/bfg/bfg_barrel.md3"$0D "/models/weapons2/bfg/bfg_flash.md3"$0D "/models/weapons2/bfg/bfg_hand.md3"$0D "/models/weapons2/gauntlet/gauntlet.md3"$0D "/models/weapons2/gauntlet/gauntlet_barrel.md3"$0D "/models/weapons2/gauntlet/gauntlet_flash.md3"$0D "/models/weapons2/gauntlet/gauntlet_hand.md3"$0D "/models/weapons2/grapple/grapple.md3"$0D "/models/weapons2/grapple/grapple_1.md3"$0D "/models/weapons2/grapple/grapple_2.md3"$0D "/models/weapons2/grapple/grapple_flash.md3"$0D "/models/weapons2/grapple/grapple_hand.md3"$0D "/models/weapons2/grenadel/grenadel.md3"$0D "/models/weapons2/grenadel/grenadel_1.md3"$0D "/models/weapons2/grenadel/grenadel_2.md3"$0D "/models/weapons2/grenadel/grenadel_flash.md3"$0D "/models/weapons2/grenadel/grenadel_hand.md3"$0D "/models/weapons2/lightning/lightning.md3"$0D "/models/weapons2/lightning/lightning_1.md3"$0D "/models/weapons2/lightning/lightning_2.md3"$0D "/models/weapons2/lightning/lightning_flash.md3"$0D "/models/weapons2/lightning/lightning_hand.md3"$0D "/models/weapons2/machinegun/machinegun.md3"$0D "/models/weapons2/machinegun/machinegun_1.md3"$0D "/models/weapons2/machinegun/machinegun_2.md3"$0D "/models/weapons2/machinegun/machinegun_barrel.md3"$0D "/models/weapons2/machinegun/machinegun_barrel_1.md3"$0D "/models/weapons2/machinegun/machinegun_barrel_2.md3"$0D "/models/weapons2/machinegun/machinegun_flash.md3"$0D "/models/weapons2/machinegun/machinegun_hand.md3"$0D "/models/weapons2/plasma/plasma.md3"$0D "/models/weapons2/plasma/plasma_1.md3"$0D "/models/weapons2/plasma/plasma_2.md3"$0D "/models/weapons2/plasma/plasma_flash.md3"$0D "/models/weapons2/plasma/plasma_hand.md3"$0D "/models/weapons2/railgun/railgun.md3"$0D "/models/weapons2/railgun/railgun_flash.md3"$0D "/models/weapons2/railgun/railgun_hand.md3"$0D "/models/weapons2/rocketl/rocketl.md3"$0D "/models/weapons2/rocketl/rocketl_1.md3"$0D "/models/weapons2/rocketl/rocketl_2.md3"$0D "/models/weapons2/rocketl/rocketl_flash.md3"$0D "/models/weapons2/rocketl/rocketl_hand.md3"$0D "/models/weapons2/shells/m_shell.md3"$0D "/models/weapons2/shells/m_shell_1.md3"$0D "/models/weapons2/shells/s_shell.md3"$0D "/models/weapons2/shotgun/shotgun.md3"$0D "/models/weapons2/shotgun/shotgun_1.md3"$0D "/models/weapons2/shotgun/shotgun_2.md3"$0D "/models/weapons2/shotgun/shotgun_flash.md3"$0D "/models/weapons2/shotgun/shotgun_hand.md3" } } t_models2_form:form = { model2: = { typ="C" txt="Ammo" items= "grenade1.md3"$0D "rocket/rocket.md3" values= "/models/ammo/grenade1.md3"$0D "/models/ammo/rocket/rocket.md3" } model2: = { typ="C" txt="Flags" items= "b_flag.md3"$0D "r_flag.md3" values= "/models/flags/b_flag.md3"$0D "/models/flags/r_flag.md3" } model2: = { typ="C" txt="Gibs" items= "abdomen.md3"$0D "arm.md3"$0D "brain.md3"$0D "chest.md3"$0D "fist.md3"$0D "foot.md3"$0D "forearm.md3"$0D "intestine.md3"$0D "leg.md3"$0D "skull.md3" values= "/models/gibs/abdomen.md3"$0D "/models/gibs/arm.md3"$0D "/models/gibs/brain.md3"$0D "/models/gibs/chest.md3"$0D "/models/gibs/fist.md3"$0D "/models/gibs/foot.md3"$0D "/models/gibs/forearm.md3"$0D "/models/gibs/intestine.md3"$0D "/models/gibs/leg.md3"$0D "/models/gibs/skull.md3" } model2: = { typ="C" txt="MapObjects" items= "banner/banner5.md3"$0D "baph/baphomet_gold.md3"$0D "baph/lil_baphomet.md3"$0D "bitch/fembot.md3"$0D "bitch/fembotbig.md3"$0D "corpse/corpse.md3"$0D "corpse/torso.md3"$0D "gargoyle1.md3"$0D "gratelamp/gratelamp.md3"$0D "gratelamp/gratetorch.md3"$0D "gratelamp/gratetorchbig.md3"$0D "jesus/jesus.md3"$0D "jets/jets01.md3"$0D "jets/jets01.md3"$0D "kmlamp1.md3"$0D "lamps/bot_lamp2.md3"$0D "pipe/pipe02.md3"$0D "pipe/pipe02b.md3"$0D "podium/podium4.md3"$0D "portal_2/portal_2.md3"$0D "skel/skel01.md3"$0D "skel/skel02mid.md3"$0D "skel/skel_ribs.md3"$0D "skel/xray.md3"$0D "skel/xraybig.md3"$0D "skull/monkeyface.md3"$0D "skull/skull.md3"$0D "skull/skull_tilt1.md3"$0D "spotlamp/spotlamp.md3"$0D "statue_major.md3"$0D "storch/storch.md3"$0D "storch/storchx.md3"$0D "storch/tall_torch.md3"$0D "teleporter/teleporter.md3"$0D "timlamp/timlamp.md3"$0D "visor_posed.md3"$0D "wallhead/femhead.md3"$0D "wallhead/lion.md3"$0D "wallhead/wallhead02.md3"$0D "walllamp3.md3" values= "/models/mapobjects/banner/banner5.md3"$0D "/models/mapobjects/baph/baphomet_gold.md3"$0D "/models/mapobjects/baph/lil_baphomet.md3"$0D "/models/mapobjects/bitch/fembot.md3"$0D "/models/mapobjects/bitch/fembotbig.md3"$0D "/models/mapobjects/corpse/corpse.md3"$0D "/models/mapobjects/corpse/torso.md3"$0D "/models/mapobjects/gargoyle1.md3"$0D "/models/mapobjects/gratelamp/gratelamp.md3"$0D "/models/mapobjects/gratelamp/gratetorch.md3"$0D "/models/mapobjects/gratelamp/gratetorchbig.md3"$0D "/models/mapobjects/jesus/jesus.md3"$0D "/models/mapobjects/jets/jets01.md3"$0D "/models/mapobjects/jets/jets01.md3"$0D "/models/mapobjects/kmlamp1.md3"$0D "/models/mapobjects/lamps/bot_lamp2.md3"$0D "/models/mapobjects/pipe/pipe02.md3"$0D "/models/mapobjects/pipe/pipe02b.md3"$0D "/models/mapobjects/podium/podium4.md3"$0D "/models/mapobjects/portal_2/portal_2.md3"$0D "/models/mapobjects/skel/skel01.md3"$0D "/models/mapobjects/skel/skel02mid.md3"$0D "/models/mapobjects/skel/skel_ribs.md3"$0D "/models/mapobjects/skel/xray.md3"$0D "/models/mapobjects/skel/xraybig.md3"$0D "/models/mapobjects/skull/monkeyface.md3"$0D "/models/mapobjects/skull/skull.md3"$0D "/models/mapobjects/skull/skull_tilt1.md3"$0D "/models/mapobjects/spotlamp/spotlamp.md3"$0D "/models/mapobjects/statue_major.md3"$0D "/models/mapobjects/storch/storch.md3"$0D "/models/mapobjects/storch/storchx.md3"$0D "/models/mapobjects/storch/tall_torch.md3"$0D "/models/mapobjects/teleporter/teleporter.md3"$0D "/models/mapobjects/timlamp/timlamp.md3"$0D "/models/mapobjects/visor_posed.md3"$0D "/models/mapobjects/wallhead/femhead.md3"$0D "/models/mapobjects/wallhead/lion.md3"$0D "/models/mapobjects/wallhead/wallhead02.md3"$0D "/models/mapobjects/walllamp3.md3" } model2: = { typ="C" txt="Misc" items= "telep.md3" values= "/models/misc/telep.md3" } model2: = { typ="C" txt="Players" items= "anarki/head.md3"$0D "anarki/head_1.md3"$0D "anarki/head_2.md3"$0D "anarki/lower.md3"$0D "anarki/lower_1.md3"$0D "anarki/lower_2.md3"$0D "anarki/upper.md3"$0D "anarki/upper_1.md3"$0D "anarki/upper_2.md3"$0D "biker/head.md3"$0D "biker/head_1.md3"$0D "biker/head_2.md3"$0D "biker/lower.md3"$0D "biker/lower_1.md3"$0D "biker/lower_2.md3"$0D "biker/upper.md3"$0D "biker/upper_1.md3"$0D "biker/upper_2.md3"$0D "bitterman/head.md3"$0D "bitterman/head_1.md3"$0D "bitterman/head_2.md3"$0D "bitterman/lower.md3"$0D "bitterman/lower_1.md3"$0D "bitterman/lower_2.md3"$0D "bitterman/upper.md3"$0D "bitterman/upper_1.md3"$0D "bitterman/upper_2.md3"$0D "bones/head.md3"$0D "bones/head_1.md3"$0D "bones/lower.md3"$0D "bones/lower_1.md3"$0D "bones/upper.md3"$0D "bones/upper_1.md3"$0D "crash/head.md3"$0D "crash/head_1.md3"$0D "crash/head_2.md3"$0D "crash/lower.md3"$0D "crash/lower_1.md3"$0D "crash/lower_2.md3"$0D "crash/upper.md3"$0D "crash/upper_1.md3"$0D "crash/upper_2.md3"$0D "doom/head.md3"$0D "doom/head_1.md3"$0D "doom/head_2.md3"$0D "doom/lower.md3"$0D "doom/lower_1.md3"$0D "doom/lower_2.md3"$0D "doom/upper.md3"$0D "doom/upper_1.md3"$0D "doom/upper_2.md3"$0D "grunt/head.md3"$0D "grunt/head_1.md3"$0D "grunt/head_2.md3"$0D "grunt/lower.md3"$0D "grunt/lower_1.md3"$0D "grunt/lower_2.md3"$0D "grunt/upper.md3"$0D "grunt/upper_1.md3"$0D "grunt/upper_2.md3"$0D "hunter/head.md3"$0D "hunter/head_1.md3"$0D "hunter/head_2.md3"$0D "hunter/lower.md3"$0D "hunter/lower_1.md3"$0D "hunter/lower_2.md3"$0D "hunter/upper.md3"$0D "hunter/upper_1.md3"$0D "hunter/upper_2.md3"$0D "keel/head.md3"$0D "keel/head_1.md3"$0D "keel/head_2.md3"$0D "keel/lower.md3"$0D "keel/lower_1.md3"$0D "keel/lower_2.md3"$0D "keel/upper.md3"$0D "keel/upper_1.md3"$0D "keel/upper_2.md3"$0D "klesk/head.md3"$0D "klesk/head_1.md3"$0D "klesk/head_2.md3"$0D "klesk/lower.md3"$0D "klesk/lower_1.md3"$0D "klesk/lower_2.md3"$0D "klesk/upper.md3"$0D "klesk/upper_1.md3"$0D "klesk/upper_2.md3"$0D "lucy/head.md3"$0D "lucy/head_1.md3"$0D "lucy/head_2.md3"$0D "lucy/lower.md3"$0D "lucy/lower_1.md3"$0D "lucy/lower_2.md3"$0D "lucy/upper.md3"$0D "lucy/upper_1.md3"$0D "lucy/upper_2.md3"$0D "major/head.md3"$0D "major/head_1.md3"$0D "major/head_2.md3"$0D "major/lower.md3"$0D "major/lower_1.md3"$0D "major/lower_2.md3"$0D "major/upper.md3"$0D "major/upper_1.md3"$0D "major/upper_2.md3"$0D "mynx/head.md3"$0D "mynx/head_1.md3"$0D "mynx/head_2.md3"$0D "mynx/lower.md3"$0D "mynx/lower_1.md3"$0D "mynx/lower_2.md3"$0D "mynx/upper.md3"$0D "mynx/upper_1.md3"$0D "mynx/upper_2.md3"$0D "orbb/head.md3"$0D "orbb/head_1.md3"$0D "orbb/head_2.md3"$0D "orbb/lower.md3"$0D "orbb/lower_1.md3"$0D "orbb/lower_2.md3"$0D "orbb/upper.md3"$0D "orbb/upper_1.md3"$0D "orbb/upper_2.md3"$0D "ranger/head.md3"$0D "ranger/head_1.md3"$0D "ranger/head_2.md3"$0D "ranger/lower.md3"$0D "ranger/lower_1.md3"$0D "ranger/lower_2.md3"$0D "ranger/upper.md3"$0D "ranger/upper_1.md3"$0D "ranger/upper_2.md3"$0D "razor/head.md3"$0D "razor/head_1.md3"$0D "razor/head_2.md3"$0D "razor/lower.md3"$0D "razor/lower_1.md3"$0D "razor/lower_2.md3"$0D "razor/upper.md3"$0D "razor/upper_1.md3"$0D "razor/upper_2.md3"$0D "sarge/head.md3"$0D "sarge/head_1.md3"$0D "sarge/head_2.md3"$0D "sarge/lower.md3"$0D "sarge/lower_1.md3"$0D "sarge/lower_2.md3"$0D "sarge/upper.md3"$0D "sarge/upper_1.md3"$0D "sarge/upper_2.md3"$0D "slash/head.md3"$0D "slash/head_1.md3"$0D "slash/head_2.md3"$0D "slash/lower.md3"$0D "slash/lower_1.md3"$0D "slash/lower_2.md3"$0D "slash/upper.md3"$0D "slash/upper_1.md3"$0D "slash/upper_2.md3"$0D "sorlag/head.md3"$0D "sorlag/head_1.md3"$0D "sorlag/head_2.md3"$0D "sorlag/lower.md3"$0D "sorlag/lower_1.md3"$0D "sorlag/lower_2.md3"$0D "sorlag/upper.md3"$0D "sorlag/upper_1.md3"$0D "sorlag/upper_2.md3"$0D "tankjr/head.md3"$0D "tankjr/head_1.md3"$0D "tankjr/head_2.md3"$0D "tankjr/lower.md3"$0D "tankjr/lower_1.md3"$0D "tankjr/lower_2.md3"$0D "tankjr/upper.md3"$0D "tankjr/upper_1.md3"$0D "tankjr/upper_2.md3"$0D "uriel/head.md3"$0D "uriel/head_1.md3"$0D "uriel/head_2.md3"$0D "uriel/lower.md3"$0D "uriel/lower_1.md3"$0D "uriel/lower_2.md3"$0D "uriel/upper.md3"$0D "uriel/upper_1.md3"$0D "uriel/upper_2.md3"$0D "visor/head.md3"$0D "visor/head_1.md3"$0D "visor/head_2.md3"$0D "visor/lower.md3"$0D "visor/lower_1.md3"$0D "visor/lower_2.md3"$0D "visor/upper.md3"$0D "visor/upper_1.md3"$0D "visor/upper_2.md3"$0D "xaero/head.md3"$0D "xaero/head_1.md3"$0D "xaero/head_2.md3"$0D "xaero/lower.md3"$0D "xaero/lower_1.md3"$0D "xaero/lower_2.md3"$0D "xaero/upper.md3"$0D "xaero/upper_1.md3"$0D "xaero/upper_2.md3" values= "/models/players/anarki/head.md3"$0D "/models/players/anarki/head_1.md3"$0D "/models/players/anarki/head_2.md3"$0D "/models/players/anarki/lower.md3"$0D "/models/players/anarki/lower_1.md3"$0D "/models/players/anarki/lower_2.md3"$0D "/models/players/anarki/upper.md3"$0D "/models/players/anarki/upper_1.md3"$0D "/models/players/anarki/upper_2.md3"$0D "/models/players/biker/head.md3"$0D "/models/players/biker/head_1.md3"$0D "/models/players/biker/head_2.md3"$0D "/models/players/biker/lower.md3"$0D "/models/players/biker/lower_1.md3"$0D "/models/players/biker/lower_2.md3"$0D "/models/players/biker/upper.md3"$0D "/models/players/biker/upper_1.md3"$0D "/models/players/biker/upper_2.md3"$0D "/models/players/bitterman/head.md3"$0D "/models/players/bitterman/head_1.md3"$0D "/models/players/bitterman/head_2.md3"$0D "/models/players/bitterman/lower.md3"$0D "/models/players/bitterman/lower_1.md3"$0D "/models/players/bitterman/lower_2.md3"$0D "/models/players/bitterman/upper.md3"$0D "/models/players/bitterman/upper_1.md3"$0D "/models/players/bitterman/upper_2.md3"$0D "/models/players/bones/head.md3"$0D "/models/players/bones/head_1.md3"$0D "/models/players/bones/lower.md3"$0D "/models/players/bones/lower_1.md3"$0D "/models/players/bones/upper.md3"$0D "/models/players/bones/upper_1.md3"$0D "/models/players/crash/head.md3"$0D "/models/players/crash/head_1.md3"$0D "/models/players/crash/head_2.md3"$0D "/models/players/crash/lower.md3"$0D "/models/players/crash/lower_1.md3"$0D "/models/players/crash/lower_2.md3"$0D "/models/players/crash/upper.md3"$0D "/models/players/crash/upper_1.md3"$0D "/models/players/crash/upper_2.md3"$0D "/models/players/doom/head.md3"$0D "/models/players/doom/head_1.md3"$0D "/models/players/doom/head_2.md3"$0D "/models/players/doom/lower.md3"$0D "/models/players/doom/lower_1.md3"$0D "/models/players/doom/lower_2.md3"$0D "/models/players/doom/upper.md3"$0D "/models/players/doom/upper_1.md3"$0D "/models/players/doom/upper_2.md3"$0D "/models/players/grunt/head.md3"$0D "/models/players/grunt/head_1.md3"$0D "/models/players/grunt/head_2.md3"$0D "/models/players/grunt/lower.md3"$0D "/models/players/grunt/lower_1.md3"$0D "/models/players/grunt/lower_2.md3"$0D "/models/players/grunt/upper.md3"$0D "/models/players/grunt/upper_1.md3"$0D "/models/players/grunt/upper_2.md3"$0D "/models/players/hunter/head.md3"$0D "/models/players/hunter/head_1.md3"$0D "/models/players/hunter/head_2.md3"$0D "/models/players/hunter/lower.md3"$0D "/models/players/hunter/lower_1.md3"$0D "/models/players/hunter/lower_2.md3"$0D "/models/players/hunter/upper.md3"$0D "/models/players/hunter/upper_1.md3"$0D "/models/players/hunter/upper_2.md3"$0D "/models/players/keel/head.md3"$0D "/models/players/keel/head_1.md3"$0D "/models/players/keel/head_2.md3"$0D "/models/players/keel/lower.md3"$0D "/models/players/keel/lower_1.md3"$0D "/models/players/keel/lower_2.md3"$0D "/models/players/keel/upper.md3"$0D "/models/players/keel/upper_1.md3"$0D "/models/players/keel/upper_2.md3"$0D "/models/players/klesk/head.md3"$0D "/models/players/klesk/head_1.md3"$0D "/models/players/klesk/head_2.md3"$0D "/models/players/klesk/lower.md3"$0D "/models/players/klesk/lower_1.md3"$0D "/models/players/klesk/lower_2.md3"$0D "/models/players/klesk/upper.md3"$0D "/models/players/klesk/upper_1.md3"$0D "/models/players/klesk/upper_2.md3"$0D "/models/players/lucy/head.md3"$0D "/models/players/lucy/head_1.md3"$0D "/models/players/lucy/head_2.md3"$0D "/models/players/lucy/lower.md3"$0D "/models/players/lucy/lower_1.md3"$0D "/models/players/lucy/lower_2.md3"$0D "/models/players/lucy/upper.md3"$0D "/models/players/lucy/upper_1.md3"$0D "/models/players/lucy/upper_2.md3"$0D "/models/players/major/head.md3"$0D "/models/players/major/head_1.md3"$0D "/models/players/major/head_2.md3"$0D "/models/players/major/lower.md3"$0D "/models/players/major/lower_1.md3"$0D "/models/players/major/lower_2.md3"$0D "/models/players/major/upper.md3"$0D "/models/players/major/upper_1.md3"$0D "/models/players/major/upper_2.md3"$0D "/models/players/mynx/head.md3"$0D "/models/players/mynx/head_1.md3"$0D "/models/players/mynx/head_2.md3"$0D "/models/players/mynx/lower.md3"$0D "/models/players/mynx/lower_1.md3"$0D "/models/players/mynx/lower_2.md3"$0D "/models/players/mynx/upper.md3"$0D "/models/players/mynx/upper_1.md3"$0D "/models/players/mynx/upper_2.md3"$0D "/models/players/orbb/head.md3"$0D "/models/players/orbb/head_1.md3"$0D "/models/players/orbb/head_2.md3"$0D "/models/players/orbb/lower.md3"$0D "/models/players/orbb/lower_1.md3"$0D "/models/players/orbb/lower_2.md3"$0D "/models/players/orbb/upper.md3"$0D "/models/players/orbb/upper_1.md3"$0D "/models/players/orbb/upper_2.md3"$0D "/models/players/ranger/head.md3"$0D "/models/players/ranger/head_1.md3"$0D "/models/players/ranger/head_2.md3"$0D "/models/players/ranger/lower.md3"$0D "/models/players/ranger/lower_1.md3"$0D "/models/players/ranger/lower_2.md3"$0D "/models/players/ranger/upper.md3"$0D "/models/players/ranger/upper_1.md3"$0D "/models/players/ranger/upper_2.md3"$0D "/models/players/razor/head.md3"$0D "/models/players/razor/head_1.md3"$0D "/models/players/razor/head_2.md3"$0D "/models/players/razor/lower.md3"$0D "/models/players/razor/lower_1.md3"$0D "/models/players/razor/lower_2.md3"$0D "/models/players/razor/upper.md3"$0D "/models/players/razor/upper_1.md3"$0D "/models/players/razor/upper_2.md3"$0D "/models/players/sarge/head.md3"$0D "/models/players/sarge/head_1.md3"$0D "/models/players/sarge/head_2.md3"$0D "/models/players/sarge/lower.md3"$0D "/models/players/sarge/lower_1.md3"$0D "/models/players/sarge/lower_2.md3"$0D "/models/players/sarge/upper.md3"$0D "/models/players/sarge/upper_1.md3"$0D "/models/players/sarge/upper_2.md3"$0D "/models/players/slash/head.md3"$0D "/models/players/slash/head_1.md3"$0D "/models/players/slash/head_2.md3"$0D "/models/players/slash/lower.md3"$0D "/models/players/slash/lower_1.md3"$0D "/models/players/slash/lower_2.md3"$0D "/models/players/slash/upper.md3"$0D "/models/players/slash/upper_1.md3"$0D "/models/players/slash/upper_2.md3"$0D "/models/players/sorlag/head.md3"$0D "/models/players/sorlag/head_1.md3"$0D "/models/players/sorlag/head_2.md3"$0D "/models/players/sorlag/lower.md3"$0D "/models/players/sorlag/lower_1.md3"$0D "/models/players/sorlag/lower_2.md3"$0D "/models/players/sorlag/upper.md3"$0D "/models/players/sorlag/upper_1.md3"$0D "/models/players/sorlag/upper_2.md3"$0D "/models/players/tankjr/head.md3"$0D "/models/players/tankjr/head_1.md3"$0D "/models/players/tankjr/head_2.md3"$0D "/models/players/tankjr/lower.md3"$0D "/models/players/tankjr/lower_1.md3"$0D "/models/players/tankjr/lower_2.md3"$0D "/models/players/tankjr/upper.md3"$0D "/models/players/tankjr/upper_1.md3"$0D "/models/players/tankjr/upper_2.md3"$0D "/models/players/uriel/head.md3"$0D "/models/players/uriel/head_1.md3"$0D "/models/players/uriel/head_2.md3"$0D "/models/players/uriel/lower.md3"$0D "/models/players/uriel/lower_1.md3"$0D "/models/players/uriel/lower_2.md3"$0D "/models/players/uriel/upper.md3"$0D "/models/players/uriel/upper_1.md3"$0D "/models/players/uriel/upper_2.md3"$0D "/models/players/visor/head.md3"$0D "/models/players/visor/head_1.md3"$0D "/models/players/visor/head_2.md3"$0D "/models/players/visor/lower.md3"$0D "/models/players/visor/lower_1.md3"$0D "/models/players/visor/lower_2.md3"$0D "/models/players/visor/upper.md3"$0D "/models/players/visor/upper_1.md3"$0D "/models/players/visor/upper_2.md3"$0D "/models/players/xaero/head.md3"$0D "/models/players/xaero/head_1.md3"$0D "/models/players/xaero/head_2.md3"$0D "/models/players/xaero/lower.md3"$0D "/models/players/xaero/lower_1.md3"$0D "/models/players/xaero/lower_2.md3"$0D "/models/players/xaero/upper.md3"$0D "/models/players/xaero/upper_1.md3"$0D "/models/players/xaero/upper_2.md3" } model2: = { typ="C" txt="Powerups" items= "ammo/bfgam.md3"$0D "ammo/bfgam_1.md3"$0D "ammo/grenadeam.md3"$0D "ammo/grenadeam_1.md3"$0D "ammo/lightningam.md3"$0D "ammo/lightningam_1.md3"$0D "ammo/machinegunam.md3"$0D "ammo/machinegunam_1.md3"$0D "ammo/plasmaam.md3"$0D "ammo/plasmaam_1.md3"$0D "ammo/railgunam.md3"$0D "ammo/railgunam_1.md3"$0D "ammo/rocketam.md3"$0D "ammo/rocketam_1.md3"$0D "ammo/shotgunam.md3"$0D "ammo/shotgunam_1.md3"$0D "armor/armor_red.md3"$0D "armor/armor_red_1.md3"$0D "armor/armor_red_2.md3"$0D "armor/armor_yel.md3"$0D "armor/armor_yel_1.md3"$0D "armor/armor_yel_2.md3"$0D "armor/shard.md3"$0D "armor/shard_sphere.md3"$0D "health/large_cross.md3"$0D "health/large_sphere.md3"$0D "health/large_sphere_1.md3"$0D "health/large_sphere_2.md3"$0D "health/medium_cross.md3"$0D "health/medium_sphere.md3"$0D "health/medium_sphere_1.md3"$0D "health/medium_sphere_2.md3"$0D "health/mega_cross.md3"$0D "health/mega_sphere.md3"$0D "health/mega_sphere_1.md3"$0D "health/mega_sphere_2.md3"$0D "health/small_cross.md3"$0D "health/small_sphere.md3"$0D "health/small_sphere_1.md3"$0D "health/small_sphere_2.md3"$0D "holdable/medkit.md3"$0D "holdable/medkit_1.md3"$0D "holdable/teleporter.md3"$0D "holdable/teleporter_1.md3"$0D "instant/enviro.md3"$0D "instant/enviro_1.md3"$0D "instant/enviro_ring.md3"$0D "instant/enviro_ring_1.md3"$0D "instant/flight.md3"$0D "instant/flight_1.md3"$0D "instant/flight_ring.md3"$0D "instant/flight_ring_1.md3"$0D "instant/haste.md3"$0D "instant/haste_1.md3"$0D "instant/haste_ring.md3"$0D "instant/haste_ring_1.md3"$0D "instant/invis.md3"$0D "instant/invis_1.md3"$0D "instant/invis_ring.md3"$0D "instant/invis_ring_1.md3"$0D "instant/quad.md3"$0D "instant/quad_1.md3"$0D "instant/quad_ring.md3"$0D "instant/quad_ring_1.md3"$0D "instant/regen.md3"$0D "instant/regen_1.md3"$0D "instant/regen_ring.md3"$0D "instant/regen_ring_1.md3" values= "/models/powerups/ammo/bfgam.md3"$0D "/models/powerups/ammo/bfgam_1.md3"$0D "/models/powerups/ammo/grenadeam.md3"$0D "/models/powerups/ammo/grenadeam_1.md3"$0D "/models/powerups/ammo/lightningam.md3"$0D "/models/powerups/ammo/lightningam_1.md3"$0D "/models/powerups/ammo/machinegunam.md3"$0D "/models/powerups/ammo/machinegunam_1.md3"$0D "/models/powerups/ammo/plasmaam.md3"$0D "/models/powerups/ammo/plasmaam_1.md3"$0D "/models/powerups/ammo/railgunam.md3"$0D "/models/powerups/ammo/railgunam_1.md3"$0D "/models/powerups/ammo/rocketam.md3"$0D "/models/powerups/ammo/rocketam_1.md3"$0D "/models/powerups/ammo/shotgunam.md3"$0D "/models/powerups/ammo/shotgunam_1.md3"$0D "/models/powerups/armor/armor_red.md3"$0D "/models/powerups/armor/armor_red_1.md3"$0D "/models/powerups/armor/armor_red_2.md3"$0D "/models/powerups/armor/armor_yel.md3"$0D "/models/powerups/armor/armor_yel_1.md3"$0D "/models/powerups/armor/armor_yel_2.md3"$0D "/models/powerups/armor/shard.md3"$0D "/models/powerups/armor/shard_sphere.md3"$0D "/models/powerups/health/large_cross.md3"$0D "/models/powerups/health/large_sphere.md3"$0D "/models/powerups/health/large_sphere_1.md3"$0D "/models/powerups/health/large_sphere_2.md3"$0D "/models/powerups/health/medium_cross.md3"$0D "/models/powerups/health/medium_sphere.md3"$0D "/models/powerups/health/medium_sphere_1.md3"$0D "/models/powerups/health/medium_sphere_2.md3"$0D "/models/powerups/health/mega_cross.md3"$0D "/models/powerups/health/mega_sphere.md3"$0D "/models/powerups/health/mega_sphere_1.md3"$0D "/models/powerups/health/mega_sphere_2.md3"$0D "/models/powerups/health/small_cross.md3"$0D "/models/powerups/health/small_sphere.md3"$0D "/models/powerups/health/small_sphere_1.md3"$0D "/models/powerups/health/small_sphere_2.md3"$0D "/models/powerups/holdable/medkit.md3"$0D "/models/powerups/holdable/medkit_1.md3"$0D "/models/powerups/holdable/teleporter.md3"$0D "/models/powerups/holdable/teleporter_1.md3"$0D "/models/powerups/instant/enviro.md3"$0D "/models/powerups/instant/enviro_1.md3"$0D "/models/powerups/instant/enviro_ring.md3"$0D "/models/powerups/instant/enviro_ring_1.md3"$0D "/models/powerups/instant/flight.md3"$0D "/models/powerups/instant/flight_1.md3"$0D "/models/powerups/instant/flight_ring.md3"$0D "/models/powerups/instant/flight_ring_1.md3"$0D "/models/powerups/instant/haste.md3"$0D "/models/powerups/instant/haste_1.md3"$0D "/models/powerups/instant/haste_ring.md3"$0D "/models/powerups/instant/haste_ring_1.md3"$0D "/models/powerups/instant/invis.md3"$0D "/models/powerups/instant/invis_1.md3"$0D "/models/powerups/instant/invis_ring.md3"$0D "/models/powerups/instant/invis_ring_1.md3"$0D "/models/powerups/instant/quad.md3"$0D "/models/powerups/instant/quad_1.md3"$0D "/models/powerups/instant/quad_ring.md3"$0D "/models/powerups/instant/quad_ring_1.md3"$0D "/models/powerups/instant/regen.md3"$0D "/models/powerups/instant/regen_1.md3"$0D "/models/powerups/instant/regen_ring.md3"$0D "/models/powerups/instant/regen_ring_1.md3" } model2: = { typ="C" txt="WeapHits" items= "bfg.md3"$0D "boom01.md3"$0D "bullet.md3"$0D "crackle.md3"$0D "ring02.md3" values= "/models/weaphits/bfg.md3"$0D "/models/weaphits/boom01.md3"$0D "/models/weaphits/bullet.md3"$0D "/models/weaphits/crackle.md3"$0D "/models/weaphits/ring02.md3" } model2: = { typ="C" txt="Weapons2" items= "bfg/bfg.md3"$0D "bfg/bfg_1.md3"$0D "bfg/bfg_2.md3"$0D "bfg/bfg_barrel.md3"$0D "bfg/bfg_flash.md3"$0D "bfg/bfg_hand.md3"$0D "gauntlet/gauntlet.md3"$0D "gauntlet/gauntlet_barrel.md3"$0D "gauntlet/gauntlet_flash.md3"$0D "gauntlet/gauntlet_hand.md3"$0D "grapple/grapple.md3"$0D "grapple/grapple_1.md3"$0D "grapple/grapple_2.md3"$0D "grapple/grapple_flash.md3"$0D "grapple/grapple_hand.md3"$0D "grenadel/grenadel.md3"$0D "grenadel/grenadel_1.md3"$0D "grenadel/grenadel_2.md3"$0D "grenadel/grenadel_flash.md3"$0D "grenadel/grenadel_hand.md3"$0D "lightning/lightning.md3"$0D "lightning/lightning_1.md3"$0D "lightning/lightning_2.md3"$0D "lightning/lightning_flash.md3"$0D "lightning/lightning_hand.md3"$0D "machinegun/machinegun.md3"$0D "machinegun/machinegun_1.md3"$0D "machinegun/machinegun_2.md3"$0D "machinegun/machinegun_barrel.md3"$0D "machinegun/machinegun_barrel_1.md3"$0D "machinegun/machinegun_barrel_2.md3"$0D "machinegun/machinegun_flash.md3"$0D "machinegun/machinegun_hand.md3"$0D "plasma/plasma.md3"$0D "plasma/plasma_1.md3"$0D "plasma/plasma_2.md3"$0D "plasma/plasma_flash.md3"$0D "plasma/plasma_hand.md3"$0D "railgun/railgun.md3"$0D "railgun/railgun_flash.md3"$0D "railgun/railgun_hand.md3"$0D "rocketl/rocketl.md3"$0D "rocketl/rocketl_1.md3"$0D "rocketl/rocketl_2.md3"$0D "rocketl/rocketl_flash.md3"$0D "rocketl/rocketl_hand.md3"$0D "shells/m_shell.md3"$0D "shells/m_shell_1.md3"$0D "shells/s_shell.md3"$0D "shotgun/shotgun.md3"$0D "shotgun/shotgun_1.md3"$0D "shotgun/shotgun_2.md3"$0D "shotgun/shotgun_flash.md3"$0D "shotgun/shotgun_hand.md3" values= "/models/weapons2/bfg/bfg.md3"$0D "/models/weapons2/bfg/bfg_1.md3"$0D "/models/weapons2/bfg/bfg_2.md3"$0D "/models/weapons2/bfg/bfg_barrel.md3"$0D "/models/weapons2/bfg/bfg_flash.md3"$0D "/models/weapons2/bfg/bfg_hand.md3"$0D "/models/weapons2/gauntlet/gauntlet.md3"$0D "/models/weapons2/gauntlet/gauntlet_barrel.md3"$0D "/models/weapons2/gauntlet/gauntlet_flash.md3"$0D "/models/weapons2/gauntlet/gauntlet_hand.md3"$0D "/models/weapons2/grapple/grapple.md3"$0D "/models/weapons2/grapple/grapple_1.md3"$0D "/models/weapons2/grapple/grapple_2.md3"$0D "/models/weapons2/grapple/grapple_flash.md3"$0D "/models/weapons2/grapple/grapple_hand.md3"$0D "/models/weapons2/grenadel/grenadel.md3"$0D "/models/weapons2/grenadel/grenadel_1.md3"$0D "/models/weapons2/grenadel/grenadel_2.md3"$0D "/models/weapons2/grenadel/grenadel_flash.md3"$0D "/models/weapons2/grenadel/grenadel_hand.md3"$0D "/models/weapons2/lightning/lightning.md3"$0D "/models/weapons2/lightning/lightning_1.md3"$0D "/models/weapons2/lightning/lightning_2.md3"$0D "/models/weapons2/lightning/lightning_flash.md3"$0D "/models/weapons2/lightning/lightning_hand.md3"$0D "/models/weapons2/machinegun/machinegun.md3"$0D "/models/weapons2/machinegun/machinegun_1.md3"$0D "/models/weapons2/machinegun/machinegun_2.md3"$0D "/models/weapons2/machinegun/machinegun_barrel.md3"$0D "/models/weapons2/machinegun/machinegun_barrel_1.md3"$0D "/models/weapons2/machinegun/machinegun_barrel_2.md3"$0D "/models/weapons2/machinegun/machinegun_flash.md3"$0D "/models/weapons2/machinegun/machinegun_hand.md3"$0D "/models/weapons2/plasma/plasma.md3"$0D "/models/weapons2/plasma/plasma_1.md3"$0D "/models/weapons2/plasma/plasma_2.md3"$0D "/models/weapons2/plasma/plasma_flash.md3"$0D "/models/weapons2/plasma/plasma_hand.md3"$0D "/models/weapons2/railgun/railgun.md3"$0D "/models/weapons2/railgun/railgun_flash.md3"$0D "/models/weapons2/railgun/railgun_hand.md3"$0D "/models/weapons2/rocketl/rocketl.md3"$0D "/models/weapons2/rocketl/rocketl_1.md3"$0D "/models/weapons2/rocketl/rocketl_2.md3"$0D "/models/weapons2/rocketl/rocketl_flash.md3"$0D "/models/weapons2/rocketl/rocketl_hand.md3"$0D "/models/weapons2/shells/m_shell.md3"$0D "/models/weapons2/shells/m_shell_1.md3"$0D "/models/weapons2/shells/s_shell.md3"$0D "/models/weapons2/shotgun/shotgun.md3"$0D "/models/weapons2/shotgun/shotgun_1.md3"$0D "/models/weapons2/shotgun/shotgun_2.md3"$0D "/models/weapons2/shotgun/shotgun_flash.md3"$0D "/models/weapons2/shotgun/shotgun_hand.md3" } } ammo_bfg:form = { Help = "This is ammo for the bfg." t_ammo_size = ! mdl = "models/powerups/ammo/bfgam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } // Maleficus: here is the missing ammo specifics, now in place for ALL the ammo. count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 15)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_bullets:form = { Help = "This is ammo for the machinegun." t_ammo_size = ! mdl = "models/powerups/ammo/machinegunam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 50)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_cells:form = { Help = "This is ammo for the plasmagun." t_ammo_size = ! mdl = "models/powerups/ammo/plasmagunam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 30)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_grenades:form = { Help = "This is ammo for the grenadelauncher." t_ammo_size = ! mdl = "models/powerups/ammo/grenadeam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 5)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_lightning:form = { Help = "This is ammo for the lighninggun." t_ammo_size = ! mdl = "models/powerups/ammo/lightningam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 60)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_rockets:form = { Help = "This is ammo for the rocketlauncher." t_ammo_size = ! mdl = "models/powerups/ammo/rocketam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 5)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_shells:form = { Help = "This is ammo for the shotgun." t_ammo_size = ! mdl = "models/powerups/ammo/shotgunam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 10)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } ammo_slugs:form = { Help = "This is ammo for the railgun." t_ammo_size = ! mdl = "models/powerups/ammo/railgunam.md3" wait: = { Txt = "&" Hint = "Time that the item waits to respawn.(Default is 40, -1 never respawns)" } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "Set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game Default value is 0." } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game Default value is 0." } count: = { Txt = "&" Hint = "This is how much ammo it will give the player. (Default: 10)" } target: = { Txt = "&" Hint = "picking up the item will trigger the entity this points to." } targetname: = { Txt = "&" Hint = "A target_give entity can point to this for respawn freebies." } notsingle: = { Txt = "&" Hint = "When set to 1, entity will not spawn in Single Player mode (bot play mode)." } notbot: = { Txt = "&" Hint = "When set to 1, bots will ignore this item." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } func_bobbing:form = { mdl = "[model2]" Help = "This makes a object bob up and down.(Use the the spawnflags to make it bob in a different direction)" speed: = { Txt = "&" Hint = "Speed at which this brush will travel in one cycle.(Default is 2)" } height: = { Txt = "&" Hint = "Displacement value of bob. (Default is the dimensions of the brush in its axis)" } phase: = { Txt = "&" Hint = "sets the start offset of the oscillation cycle. Values must be 0 < phase < 1. Any integer phase value is the same as no offset (default 0)." } model2: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model." } t_model2 = ! noise: = { Txt = "&" Hint = "Path and name of a wav file." } origin: = { Txt = "&" Hint = "Way to set the XYZ origin.(Default is the center of the brush)" } notfree: = { Txt = "&" Hint = "This item will not spawn in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not spawn in a Teamplay or CTF game.(Default value is 0)" } // Maleficus: the missing entities of the func_* group. Now in ALL func_*. light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "EAST_WEST" Hint = "Brush moves in this direction." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "NORTH_SOUTH" Hint = "Brush moves in this direction." } } func_button:form = { mdl = "[model2]" Help = "This is something the player can push to trigger something." angle: = { Txt = "&" Hint = "Direction this brush moves.(up is -1, down is -2)" } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } speed: = { Txt = "&" Hint = "Speed at which button moves.(Default is 40)" } wait: = { Txt = "&" Hint = "Wait time till it resets.(Default is 1, -1 returns it immediately)" } lip: = { Txt = "&" Hint = "Remaining edge left.(Default is 4 units)" } health: = { Txt = "&" Hint = "If this is set it will need to be damaged to work.(This is the amount of damaged needed)" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } model2: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model." } t_model2 = ! origin: = { Txt = "&" Hint = "Way to set the XYZ origin.(Default is the center of the brush)" } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } } func_door:form = { mdl = "[model2]" Help = "This is a door." angle: = { Txt = "&" Hint = "Direction this brush moves.(-1 is up, -2 is down)" } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } speed: = { Txt = "&" Hint = "Speed at which door moves.(Default is 100)" } wait: = { Txt = "&" Hint = "Wait time till it resets.(Default is 3, -1 returns immediately)" } lip: = { Txt = "&" Hint = "Remaining edge left.(Default is 8)" } health: = { Txt = "&" Hint = "If this is set it will need to be damaged to work." } dmg: = { Txt = "&" Hint = "Damage it will inflict when it closes on a player.(Default is 4)" } team: = { Txt = "&" Hint = "Assign the same team name to multiple doors that should operate together." } model2: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model to use for door." } t_model2 = ! origin: = { Txt = "&" Hint = "Way to set the XYZ value of this entity." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_OPEN" Hint = "This door will start open." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "CRUSHER" Hint = "This will crush the player." } } func_pendulum:form = { mdl = "[model2]" Help = "This is a object that swings back and forth." angle: = { Txt = "&" Hint = "This is the angle at which it rotates." } noise: = { Txt = "&" Hint = "name of looping .wav file to play." } speed: = { Txt = "&" Hint = "This is the speed at which it swings." } phase: = { Txt = "&" Hint = "the 0.0 to 1.0 offset in the cycle to start at." } dmg: = { Txt = "&" Hint = "Damage this causes to the player." } origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } model2: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model to use." } t_model2 = ! light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } } func_plat:form = { mdl = "[model2]" Help = "This a moving brush that lifts the player up or down." speed: = { Txt = "&" Hint = "This is the speed at which it swings." } origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } lip: = { Txt = "&" Hint = "Remaining edge left." } height: = { Txt = "&" Hint = "When set this is the height the platform will rise." } dmg: = { Txt = "&" Hint = "Damage this causes to the player." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } model2: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model to use." } t_model2 = ! light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } } func_rotating:form = { mdl = "[model2]" Help = "Use this to make a brush rotate." speed: = { Txt = "&" Hint = "This is the speed at which it rotates." } noise: = { Txt = "&" Hint = "Name of looping .wav file to play." } model2: = { t_modelbrowser = ! Txt = "&" Hint = "This is the path and name of a model to use with this func." } t_model2 = ! origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } dmg: = { Txt = "&" Hint = "Damage to inflict if player gets in way." } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X4" Cap = "X_AXIS" Hint = "Door will rotate on this axis." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "Y_AXIS" Hint = "Door will rotate on this axis." } } func_timer:form = { Help = "This is a time delay trigger." wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "This timer will start at game map load." } } func_train:form = { mdl = "[model2]" Help = "This is a moving brush that follows path_corners." speed: = { Txt = "&" Hint = "This is the speed at which it swings." } dmg: = { Txt = "&" Hint = "Damage this causes to the player." } noise: = { Txt = "&" Hint = "Path and name of a wav file this will play." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } model2: = { t_modelbrowser = ! Txt = "&" Hint = "This is the path and name of a model to use with this func." } t_model2 = ! origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } notsingle: = { Txt = "&" Hint = "If set to 1, will not spawn in single player (bot play) mode." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "START_ON" Hint = "This train will be moving when the game loads." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "TOGGLE" Hint = "This can be start and stopped with a button." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "BLOCK_STOPS" Hint = "This will make it stop when a player gets in the way." } } func_static:form = { mdl = "[model2]" Help = "This is the disappering wall trick." model2: = { t_modelbrowser = ! Txt = "&" Hint = "This is the path and name of a model to use with this func." } t_model2 = ! origin: = { Txt = "&" Hint = "Way of setting XYZ coordinates." } light: = { Txt = "&" Hint = "constantLight radius of .md3 model included with entity. Has no effect on the entity's brushes (default 0)." } color: = { Txt = "&" Hint = "constantLight color of .md3 model included with entity. Has no effect on the entity's brushes (default 1 1 1)." } targetname: = { Txt = "&" Hint = "This is its target name" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } } holdable_medkit:form = { Help = "This sets the player's health at 125 health when used. Can only carry one at a time" t_item_size = ! mdl = "models/powerups/holdable/medkit.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "picking up item will trigger entity this points to." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } holdable_teleporter:form = { Help = "This gives the player ability to teleport when used. Can only carry one at a time." t_item_size = ! mdl = "models/powerups/holdable/teleporter.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "picking up item will trigger entity this points to." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } info_camp:form = { Help = "This atttracts bots which have a camping preference in their AI characteristics. It should be placed at least 32 units away from any brush surface. Examples of bots which have a high camping preference are: Razor, Tank Jr., Grunt, Patriot and Doom. Examples of bots which have a low camping preference are: Klesk, Mynx, Sarge, Keel and Xaero." t_player_size = ! range: = { Txt = "&" Hint = "number of units that the bot can move away from camp entity while camping on it." } weight: = { Txt = "&" Hint = "number that is compared against the weight assigned to all the other camp spots in the map to determine if a bot chooses to camp there." } } item_botroam:form = { Help = "Game Function: An invisible entity which attracts a bot to it. Use to move bots to parts of a map that might otherwise not be used. Don't set too high, or bot roaming will suffer." t_player_size = ! weight: = { Txt = "&" Hint = "non-zero floating point value, most often in the range 0 to 400." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This will not drop to the floor when checked." } } info_notnull:form = { Help = "This used as a postional target for entities." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "If set to 1, this will not spawn in single player mode." } } info_null:form = { Help = "This used as a postional target for entities." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "If set to 1, this will not spawn in single player mode." } } info_player_deathmatch:form = { Help = "This is where a player spawns into the game at." t_player_size = ! mdl = "models/players/sarge/upper.md3" md3_autolink = "1" :u_torso = "Frame 125" :u_rshoulder = "Frame 125" :l_legs = "Frame 170" :h_cigar = "Frame 1" :h_head = "Frame 1" target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } nobots: = { Txt = "&" Hint = "when set to 1, bots will never use this spawn point to respawn in the game." } nohumans: = { Txt = "&" Hint = "when set to 1, human players will never use this spawn point to respawn in the game." } notsingle: = { Txt = "&" Hint = "If set to 1, this will not spawn in single player mode." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "INTIAL" Hint = "makes the spawnpoint the initial place for the player to spawn at the beginning of the game." } } info_player_intermission:form = { Help = "Camera for intermission screen between matches. This also automatically generates the podium for bot arena matches (see Notes). Can be aimed by setting the angles key or targeting an pointing to an aiming entity. Use only one per level." t_player_size = ! target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } angles: = { Txt = "&" Hint = "alternate pitch, yaw, roll angles method of aiming intermission camera (default 0 0 0)." } } info_player_start:form = { Help = "This is where a player spawns into the game at. Not used in game. Use info_player_deathmatch instead." t_player_size = ! mdl = "models/players/sarge/upper.md3" md3_autolink = "1" :u_torso = "Frame 125" :u_rshoulder = "Frame 125" :l_legs = "Frame 170" :h_cigar = "Frame 1" :h_head = "Frame 1" angle: = { Txt = "&" Hint = "direction in which player will look when spawning in the game." } target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } } item_armor_body:form = { Help = "The red armor. This gives the player 100 points of armor." t_item_size = ! mdl = "models/powerups/armor/armor_red.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground." } } item_armor_combat:form = { Help = "The yellow armor. This gives the player 50 points of armor." t_item_size = ! mdl = "models/powerups/armor/armor_yel.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_armor_shard:form = { Help = "The small, green shard. This gives the player 5 points of armor." t_item_size = ! mdl = "models/powerups/armor/shard.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_enviro:form = { Help = "Battle Suit - Invulnerability. Protects from lava and splash damage from weapons. Won't protect you from death fog, or the Void." t_item_size = ! mdl = "models/powerups/instant/enviro.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "time in seconds power-up will last when picked up (default 30)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_flight:form = { Help = "Flight power up. Bots can't use this. Only used for multiplay." t_item_size = ! mdl = "models/powerups/instant/flight.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "time in seconds power-up will last when picked up (default 60)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_haste:form = { Help = "Speed power up." t_item_size = ! mdl = "models/powerups/instant/haste.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "time in seconds power-up will last when picked up (default 30)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_health:form = { Help = "This gives the player 25 points of health." t_item_size = ! mdl = "models/powerups/health/medium_sphere.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "amount of health to give to player (default 25)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_health_large:form = { Help = "This gives the player 50 points of health." t_item_size = ! mdl = "models/powerups/health/large_sphere.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "amount of health to give to player (default 50)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_health_mega:form = { Help = "This gives the player 100 points of health." t_item_size = ! mdl = "models/powerups/health/mega_sphere.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "amount of health to give to player (default 25)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_health_small:form = { Help = "This gives the player 5 points of health." mdl = "models/powerups/health/small_sphere.md3" t_item_size = ! wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "amount of health to give to player (default 5)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_invis:form = { Help = "Invisiblity powerup." mdl = "models/powerups/instant/invis.md3" t_item_size = ! wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "how long the powerup will last after being picked up (default 30)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_quad:form = { Help = "Oh come on, do i really need to explain this?" t_item_size = ! mdl = "models/powerups/instant/quad.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "how long powerup will last after being picked up (default 30)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } item_regen:form = { Help = "Regeneration power up." t_item_size = ! mdl = "models/powerups/instant/regen.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "If set to 1, bots will ignore this." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "a target_give entity can point to this for respawn freebies." } count: = { Txt = "&" Hint = "how long powerup will last after being picked up (default 30)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "This makes the item not drop to the ground" } } light:form = { Help = "invisible light source" // bbox = '-8 -8 -8 8 8 8' target: = { Txt = "&" Hint = "Aim this at an info_null to make a spotlight." } light: = { Txt = "&" Hint = "light value, default 300" } _color: = { Txt="&" Hint = "light color (not the intensity, only the color)" } _color: = { Txt = "&" Typ = "L" Hint = "light color (not the intensity, only the color)" } radius: = { Txt = "&" Hint = "The radius for the cone of a spot light." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "LINEAR" Hint = "light falloff will be linear instead of inverse square of distance from source. i.e. makes sharp, contrasting shadows." } } misc_model:form = { mdl = "[model]" Help = "This is placable model for your map." bbox = '-16 -16 -24 16 16 32' model: = { t_modelbrowser = ! Txt = "&" Hint = "Path and name of a model to use." } t_model = ! bleft: = { txt = "&" hint = "Bleft>min b-box coords XYZ."$0D"The default setting is -16 -16 -24"$0D"the size shown in the editor." } tright: = { txt = "&" hint = "Tright>max b-box coords XYZ"$0D"The default setting is 16 16 32"$0D"the size shown in the editor." } } misc_portal_camera:form = { Help = "This is used to porject a view of the portal on the brushs surface." angles: = { Txt = "&" Hint = "this sets the pitch and yaw aiming angles of the portal camera (default 0 0). Use roll key to set roll angle." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } roll:form = { Txt = "&" Hint = "This is tilt of the camera. A value of 0 is upside down and 180 is the same as the player's view." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "SLOWROTATE" Hint = " makes the portal camera rotate slowly along the roll axis." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "FASTROTATE" Hint = " makes the portal camera rotate quickly along the roll axis." } } misc_portal_surface:form = { Help = "This is whats used to place the view of the misc_portal_camera on a brush." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } misc_teleporter_dest:form = { Help = "This is the dest of the trigger_teleport." t_teleport_size = ! angle: = { Txt = "&" Hint = "direction in which player will look when teleported." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } path_corner:form = { Help = "This is used with a func_train." target: = { Txt = "&" Hint = "Next path_corner in sequence." } targetname: = { Txt = "&" Hint = "This path_corners name." } speed: = { Txt = "&" Hint = "speed of func_train while moving to the next path corner. This will override the speed value of the train." } wait: = { Txt = "&" Hint = "number of seconds func_train will pause on path corner before moving to next path corner (default 0)" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } shooter_grenade:form = { Help = "This shoots a grenade when triggered." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "this points to a target_position entity for aiming" } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "random aiming variance in degrees from the straight line to the targeted entity (default 0)" } angles: = { Txt = "&" Hint = "this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } shooter_plasma:form = { Help = "This shoots a plasma when triggered." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "this points to a target_position entity for aiming" } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "random aiming variance in degrees from the straight line to the targeted entity (default 0)" } angles: = { Txt = "&" Hint = "this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } shooter_rocket:form = { Help = "This shoots a rocket when triggered." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "this points to a target_position entity for aiming" } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "random aiming variance in degrees from the straight line to the targeted entity (default 0)" } angles: = { Txt = "&" Hint = "this sets the pitch and yaw aiming angles of shooter (default 0 0). The roll angle does not apply." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } target_delay:form = { Help = "Time dealy trigger." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } delay: = { Txt = "&" Hint = "Hmm the same as wait i thought." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } target_give:form = { Help = "Gives the player a item." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } target_kill:form = { Help = "This will kill the player who activates the trigger that fires this target." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } target_location:form = { Help = "Location marker in Teamplay games. Color values: 0: white (default) 1: red 2: green 3: yellow 4: blue 5: cyan 6: magenta" message: = { Txt = "&" Hint = "name of the location (text string). Displayed in parentheses in front of all team chat and order messages." } color: = { Txt = "&" Hint = "Color of text that appears." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } target_position:form = { Help = "Is the equivalent to info_notnull." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } } target_print:form = { Help = "Used to message the player." message: = { Txt = "&" Hint = "The message printed to the screen." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } spawnflags: = { Txt = "&" Typ = "X1" Cap = "REDTEAM" Hint = "only the red team players will see the message." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "BLUETEAM" Hint = "only the blue team players will see the message." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "PRIVATE" Hint = "only the player that activates the target will see the message." } } target_push:form = { Help = "This can be used to create jump pads and launch ramps." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } speed: = { Txt = "&" Hint = "speed of push (default 1000). Has no effect if entity targets an aiming entity." } angles: = { Txt = "&" Hint = "this sets the pitch and yaw aiming angles of push entity (default 0 0). The roll angle does not apply." } } target_relay:form = { Help = "Used to relay triggers to other triggers." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "RED_ONLY" Hint = "only red team players can activate trigger." } spawnflags: = { Txt = "&" Typ = "X2" Cap = "BLUE_ONLY" Hint = "only blue team players can activate trigger." } spawnflags: = { Txt = "&" Typ = "X4" Cap = "RANDOM" Hint = "one of the targeted entities will be triggered at random." } } target_remove_powerups:form = { Help = "Takes all items from a player." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } target_score:form = { Help = "This is used to automatically give frag points to the player." targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } count: = { Txt = "&" Hint = "number of frag points to give to player (default 1)." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "bots will not use this" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } target_speaker:form = { Help = "Plays a wav file in the map." noise: = { Txt = "&" Hint = "Path and name of a wav file this will play." } t_noise = ! target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "LOOPED_ON" Hint = "sound will loop and initially start on in level" } spawnflags: = { Txt = "&" Typ = "X2" Cap = "LOOPED_OFF" Hint = "sound will loop and initially start off in level" } spawnflags: = { Txt = "&" Typ = "X4" Cap = "GLOBAL" Hint = "This will be heard all over the map." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "ACTIVATOR" Hint = "sound will play only for the player that activated the target." } } target_teleporter:form = { Help = "This is used to automatically give frag points to the player." target: = { Txt = "&" Hint = "this must point to a misc_teleporter_dest entity." } targetname: = { Txt = "&" Hint = "activating trigger points to this." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } team_CTF_blueflag:form = { Help = "This is the blue teams flag." t_player_size = ! mdl = "models/flags/b_flag.md3" } team_CTF_blueplayer:form = { Help = "Initial Blue team spawning position for CTF games." t_player_size = ! mdl = "models/players/major/lower.md3" target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } } team_CTF_bluespawn:form = { Help = "Blue team respawning position for CTF games." t_player_size = ! mdl = "models/players/major/lower.md3" target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } } team_CTF_redflag:form = { Help = "This is the red teams flag." t_player_size = ! mdl = "models/flags/r_flag.md3" } team_CTF_redplayer:form = { Help = "Initial Red team spawning position for CTF games." t_player_size = ! mdl = "models/players/doom/lower.md3" target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } } team_CTF_redspawn:form = { Help = "Red team respawning position for CTF games." t_player_size = ! mdl = "models/players/doom/lower.md3" target: = { Txt = "&" Hint = "this can point at a target_give entity for respawn freebies." } } trigger_always:form = { Help = "This trigger at the load of a map." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } trigger_hurt:form = { Help = "This hurt the player when he comes into contact with it." dmg: = { Txt = "&" Hint = "Damage this causes to the player." } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X4" Cap = "SILENT" Hint = "Cant hear the sizzling sound from the player getting hurt." } spawnflags: = { Txt = "&" Typ = "X8" Cap = "NO_PROTECTION" Hint = "Player will be hurt no matter what he is carrying." } spawnflags: = { Txt = "&" Typ = "X16" Cap = "SLOW" Hint = "Changes the dmg to once pre sec." } } trigger_multiple:form = { Help = "This can be triggered multiple times." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } random: = { Txt = "&" Hint = "random time variance in seconds added or subtracted from wait delay (default 0)" } wait: = { Txt = "&" Hint = "Wait time till it resets." } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } trigger_push:form = { Help = "Pushes the player in a give direction." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } trigger_teleport:form = { Help = "This teleports the player to a misc_telerport_dest." target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } } weapon_bfg:form = { Help = "This needs no explaination." t_weapon_size = ! mdl = "models/weapons2/bfg/bfg.md3" target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_gauntlet:form = { Help = "One-handed chainsaw-like weapon. Uses no ammo." t_weapon_size = ! mdl = "models/weapons2/gauntlet/gauntlet.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_grapplinghook:form = { Help = "Pully and wire used for propelling oneself to higher elevation." t_weapon_size = ! mdl = "models/weapons2/grapple/grapple.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_grenadelauncher:form = { Help = "Canister style explosive launcher. Uses ammo_grenades." t_weapon_size = ! mdl = "models/weapons2/grenadel/grenadel.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_lightning:form = { Help = "Electric stimulator. :P. Uses ammo_lightning." t_weapon_size = ! mdl = "models/weapons2/lightning/lightning.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_machinegun:form = { Help = "A weak multiple rounds fired weapon. Uses ammo_bullets." t_weapon_size = ! mdl = "models/weapons2/machinegun/machinegun.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_plasmagun:form = { Help = "Short range multiple shots fired weapons decent power. Uses ammo_cells." t_weapon_size = ! mdl = "models/weapons2/plasma/plasma.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_railgun:form = { Help = "Long distance very powerful weapon. Uses ammo_slugs." t_weapon_size = ! mdl = "models/weapons2/railgun/railgun.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_rocketlauncher:form = { Help = "Impact explosive projectile weapon. Uses ammo_rockets." t_weapon_size = ! mdl = "models/weapons2/rocketl/rocketl.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } weapon_shotgun:form = { Help = "Doubled barreled weapon with short range power.Uses ammo_shells." t_weapon_size = ! mdl = "models/weapons2/shotgun/shotgun.md3" wait: = { Txt = "&" Hint = "Wait time till it resets." } random: = { Txt = "&" Hint = "The integer used to multiply or divide the wait value to the respawn." } target: = { Txt = "&" Hint = "Entities with same targetname will trigger with this." } targetname: = { Txt = "&" Hint = "This is its target name for the target argument." } team: = { Txt = "&" Hint = "set this to team items. Teamed items will respawn randomly after team master is picked up" } notbot: = { Txt = "&" Hint = "Bots will not trigger this" } notsingle: = { Txt = "&" Hint = "This item will not spawn in a single player game." } count: = { Txt = "&" Hint = "sets the amount of ammo given to the player when weapon is picked up" } notfree: = { Txt = "&" Hint = "This item will not work in a Free for All or Tournament game.(Default value is 0)" } notteam: = { Txt = "&" Hint = "This item will not work in a Teamplay or CTF game.(Default value is 0)" } spawnflags: = { Txt = "&" Typ = "X1" Cap = "NO_DROP" Hint = "When checked this weapon will not drop to the floor." } } t_ta_worldspawn_settings:incl = { ta: = { Typ = "B" Txt = "(TeamArena)" Cap = "Push..." form = "f_ta_worldspawn:form" Hint = "Team Arena settings" } } f_ta_worldspawn:form = { enableBreath: = { Txt="&" Typ="C" Hint="Players 'breath' will be visible in game." items = "No" $0D"Yes" values = "0"$0D"1" } enableDust: = { Txt="&" Typ="C" Hint="Player will raise dust on dusty surfaces" items = "No" $0D"Yes" values = "0"$0D"1" } vertexremapshader: = { Txt="&" Hint="Shader to be used on terrain when people run the map in vertex lite mode" } gridsize: = { Txt="&" Hint="A 'x' 'y' 'z' value, i.e. '64' '64' '128'. Light Grid Size is the map that the Q3A engine uses to light entities. Higher values are best for terrain." } } worldspawn:form = { Help = "This is used for the world only need one." message: = { Txt = "&" Hint = "This is the message it prints to the screen when a player enters this map." } music: = { Txt = "&" Hint = "This is the path and file name of a looping wav file to play in this map." } ambient: = { Txt = "&" Hint = "This is the levels ambient light value" } _color: = { Txt = "&" Typ = "LN" Hint = "light color (not the intensity, only the color) used for the ambient light." } gravity: = { Txt = "&" Hint = "This is the levels gravity setting. The default is 800." } t_ta_worldspawn_settings = ! } } }