// // Quake 2 game definition file (.fgd) // for Worldcraft 1.6 and above // // written by autolycus / autolycus@planetquake.com // email me with improvements and suggestions // // // worldspawn // @SolidClass = worldspawn : "World entity" [ message(string) : "Text on entering the world" worldtype(choices) : "Ambience" : 0 = [ 0 : "Medieval" 1 : "Runic (metal)" 2 : "Present (base)" ] sounds(integer) : "CD track to play" : 1 light(integer) : "Default light level" ] // // base marker definitions // @baseclass = Appearflags [ spawnflags(Flags) = [ 256 : "Not in Easy" : 0 512 : "Not in Normal" : 0 1024 : "Not in Hard" : 0 2048 : "Not in Deathmatch" : 0 ] ] @baseclass = Targetname [ targetname(target_source) : "Name" ] @baseclass = Target [ target(target_destination) : "Target" ] // // player starts, deathmatch, coop, teleport // @baseclass base(Appearflags) size(-16 -16 -24, 16 16 32) color(0 255 0) = PlayerClass [] @PointClass base(PlayerClass) = info_player_start : "Player 1 start" [] @PointClass base(PlayerClass) = info_player_deathmatch : "Player deathmatch start" [] @PointClass base(PlayerClass) = info_player_coop : "Player cooperative start" [] @PointClass base(PlayerClass) = info_player_start2 : "Player episode return point" [] @PointClass base(PlayerClass, Targetname) = info_teleport_destination : "Teleport destination" [] @PointClass = info_null : "info_null (spotlight target)" [ targetname(target_source) : "Name" ] // // CTF stuff // @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_flag_team1 : "CTF: Red Team Flag" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_flag_team2 : "CTF: Blue Team Flag" [] @PointClass base(PlayerClass) = info_player_team1 : "CTF: Red team base start" [] @PointClass base(PlayerClass) = info_player_team2 : "CTF: Blue team base start" [] @PointClass base(Appearflags) = info_intermission : "Intermission camera" [] // // items // @baseclass size(32 32 32) color(80 0 200) base(Appearflags) = Ammo [ spawnflags(flags) = [ 1 : "Large box" : 0 ] ] @PointClass base(Ammo) = item_cells : "Thunderbolt ammo" [] @PointClass base(Ammo) = item_rockets : "Rockets" [] @PointClass base(Ammo) = item_shells : "Shells" [] @PointClass base(Ammo) = item_spikes : "Perforator/Nailgun ammo" [] @PointClass size(-16 -16 0, 16 16 16) base(Appearflags) = item_health : "Health pak" [ spawnflags(flags) = [ 1 : "Rotten" : 0 2 : "Megahealth" : 0 ] ] @PointClass base(Appearflags) = item_artifact_envirosuit : "Environmental protection suit" [] @PointClass base(Appearflags) = item_artifact_super_damage : "Quad damage" [] @PointClass base(Appearflags) = item_artifact_invulnerability : "Pentagram of Protection" [] @PointClass base(Appearflags) = item_artifact_invisibility : "Ring of Shadows" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_armorInv : "200% armor (Red)" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_armor2 : "150% armor (Yellow)" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_armor1 : "100% armor (Green)" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_key1 : "Silver key" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_key2 : "Gold key" [] @PointClass size(-16 -16 -24, 16 16 32) base(Appearflags) = item_sigil : "Sigil" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] // // weaponses // @baseclass size(-16 -16 0, 16 16 32) color(0 0 200) base(Appearflags) = Weapon [] @PointClass base(Weapon) = weapon_supershotgun : "Super shotgun" [] @PointClass base(Weapon) = weapon_nailgun : "Nailgun" [] @PointClass base(Weapon) = weapon_supernailgun : "Perforator" [] @PointClass base(Weapon) = weapon_grenadelauncher : "Grenade launcher" [] @PointClass base(Weapon) = weapon_rocketlauncher : "Rocket launcher" [] @PointClass base(Weapon) = weapon_lightning : "Thunderbolt" [] // // badasses // @baseclass base(Appearflags, Target, Targetname) color(220 0 0) = Monster [ spawnflags(Flags) = [ 1 : "Ambush" : 0 ] ] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_army : "Grunt" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 40) = monster_dog : "Nasty Doggie" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre : "Ogre" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_ogre_marksman : "Ogre marksman" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_knight : "Knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_hell_knight : "Hell knight" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_wizard : "Scrag" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_demon1 : "Fiend" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 64) = monster_shambler : "Shambler" [] @PointClass base(Monster) size(-128 -128 -24, 128 128 256) = monster_boss : "Chthon" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 40) = monster_enforcer : "Enforcer" [] @PointClass base(Monster) size(-32 -32 -24, 32 32 48) = monster_shalrath : "Shalrath" [] @PointClass base(Monster) size(32 32 48) = monster_tarbaby : "Tarbaby" [] @PointClass base(Monster) size(32 32 48) = monster_fish : "Rotfish" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_oldone : "Shub-Niggurath" [] @PointClass base(Monster) size(-16 -16 -24, 16 16 32) = monster_zombie : "Zombie" [ spawnflags(Flags) = [ 1 : "Crucified" : 0 2 : "Ambush" : 0 ] ] // // lights // @baseclass = Light [ light(integer) : "Brightness" : 200 style(Choices) : "Appearance" : 0 = [ 0 : "Normal" 10: "Fluorescent flicker" 2 : "Slow, strong pulse" 11: "Slow pulse, noblack" 5 : "Gentle pulse" 1 : "Flicker A" 6 : "Flicker B" 3 : "Candle A" 7 : "Candle B" 8 : "Candle C" 4 : "Fast strobe" 9 : "Slow strobe" ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Target, Targetname) = light : "Invisible lightsource" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) = light_fluoro : "Fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) = light_fluorospark : "Sparking fluorescent light" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-8 -8 -8, 8 8 8) base(Light, Targetname) = light_globe : "Globe light" [] @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) = light_flame_large_yellow : "Large yellow flame" [] @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) = light_flame_small_yellow : "Small yellow flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-10 -10 -12, 12 12 18) base(Light, Targetname) = light_flame_small_white : "Small white flame" [ spawnflags(Flags) = [ 1 : "Initially dark" : 0 ] ] @PointClass size(-10 -10 -20, 10 10 20) base(Light, Targetname) = light_torch_small_walltorch : "Small walltorch" [] // // misc // @PointClass base(Appearflags) = air_bubbles : "Air bubbles" [] @PointClass base(Appearflags, Targetname) = event_lightning : "Chthon's lightning" [] @PointClass base(Appearflags) = misc_fireball : "Small fireball" [ speed(integer) : "Speed" : 40 ] @PointClass = misc_explobox : "Large nuclear container" [] @PointClass = misc_explobox2 : "Small nuclear container" [] @PointClass base(Targetname) = trap_spikeshooter : "Triggered shooter" [ spawnflags(Flags) = [ 1 : "Superspike" : 0 2 : "Laser" : 0 ] ] @PointClass base(trap_spikeshooter) = trap_shooter : "Continuous shooter" [] // // ambient sounds // @PointClass = ambient_drip : "Dripping sound" [] @PointClass = ambient_drone : "Engine/machinery sound" [] @PointClass = ambient_comp_hum : "Computer background sounds" [] @PointClass = ambient_flouro_buzz : "Fluorescent buzzing sound" [] @PointClass = ambient_light_buzz : "Buzzing sound from light" [] @PointClass = ambient_suck_wind : "Wind sound" [] @PointClass = ambient_swamp1 : "Frogs croaking" [] @PointClass = ambient_swamp2 : "Frogs croaking B" [] @PointClass = ambient_thunder : "Thunder sound" [] // // moving things // @baseclass base(Appearflags, Targetname) = Door [ speed(integer) : "Speed" : 100 sounds(choices) : "Sound" : 1 = [ 1: "Stone" 2: "Machine" 3: "Stone Chain" 4: "Screechy Metal" ] wait(choices) : "Delay before close" : 4 = [ -1 : "Stays open" ] lip(integer) : "Lip" dmg(integer) : "Damage inflicted when blocked" : 0 message(string) : "Message if triggered" health(integer) : "Health (shoot open)" : 0 ] @SolidClass base(Door) = func_door : "Basic door" [ spawnflags(flags) = [ 1 : "Starts Open" : 0 4 : "Don't link" : 0 8 : "Gold Key required" : 0 16: "Silver Key required" : 0 32: "Toggle" : 0 ] ] @SolidClass base(Door) = func_door_secret : "Triggered door" [ spawnflags(flags) = [ 1 : "Open once only" : 0 2 : "Moves left first" : 0 4 : "Moves down first" : 0 8 : "Not shootable" : 0 16 : "Always shootable" : 0 ] ] @SolidClass base(Appearflags) = func_wall : "Moving wall" [] @SolidClass = func_button : "Button" [ speed(integer) : "Speed" : 5 target(target_source) : "Targetted object" health(integer) : "Health (shootable if > 0)" sounds(choices) : "Sounds" : 1 = [ 1: "Steam metal" 2: "Wooden clunk" 3: "Metallic clink" 4: "In-out" ] wait(choices) : "Delay before reset" : 3 = [ -1: "Stays pressed" ] delay(integer) : "Delay before trigger" ] @SolidClass base(Targetname) = func_train : "Moving platform" [ sounds(choices) : "Sound" : 1 = [ 0: "None" 1: "Ratchet Metal" ] speed(integer) : "Speed (units per second)" : 64 target(target_source) : "First stop target" dmg(integer) : "Damage on crush" : 0 ] @PointClass base(Targetname) size(16 16 16) = path_corner : "Moving platform stop" [ target(target_source) : "Next stop target" ] @SolidClass = func_plat : "Elevator" [ height(integer) : "Travel altitude (can be negative)" : 0 sounds(choices) : "Sound group" : 1 = [ 0: "None" 1: "Base fast" 2: "Chain Slow" ] ] @SolidClass = func_dm_only : "Deathmatch teleporter" [] @SolidClass = func_illusionary : "Solids can be walked through" [] @SolidClass = func_episodegate : "Episode Gate" [ spawnflags(Flags) = [ 1 : "Episode 1" : 1 2 : "Episode 2" : 0 4 : "Episode 3" : 0 8 : "Episode 4" : 0 ] ] @SolidClass = func_bossgate : "Boss gate" [] // // triggers // @baseclass base(Target) = Trigger [ style(integer) : "Style" : 32 killtarget(target_source) : "Kill target" sounds(choices) : "Sound style" : 3 = [ 1 : "Secret sound" 2 : "Beep beep" 3 : "Large switch" 4 : "Set message to text string" ] delay(integer) : "Delay before trigger" : 2 message(string) : "Message (set sound too!)" ] @SolidClass = trigger_changelevel : "Trigger: Change level" [ map(string) : "New map name" spawnflags(flags) = [ 1: "No Intermission" : 0 ] ] @SolidClass base(Trigger) = trigger_once : "Trigger: Activate once" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_multiple : "Trigger: Activate multiple" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Trigger) = trigger_onlyregistered : "Trigger: Registered only" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] ] @SolidClass base(Trigger) = trigger_secret : "Trigger: Secret" [ spawnflags(flags) = [ 1: "Entity only" : 0 ] wait(integer) : "Delay before reset" : 10 ] @SolidClass base(Target, Targetname) = trigger_teleport : "Trigger teleport" [ spawnflags(Flags) = [ 1 : "Player only" : 0 2 : "Silent" : 0 ] ] // need updates: @SolidClass = trigger_setskill : "Trigger set skill" [ message(choices) : "Skill to change to" : 1 = [ 0 : "Easy" 1 : "Medium" 2 : "Hard" 3 : "Nightmare!" ] ] @PointClass base(Trigger, Targetname) = trigger_relay : "Trigger relay" [ ] @SolidClass base(Trigger) = trigger_monsterjump : "Trigger monster jump" [ speed(integer) : "Jump Speed" : 40 height(integer) : "Jump Height" : 128 ] @SolidClass base(Trigger, Targetname) = trigger_counter : "Trigger counter" [ spawnflags(flags) = [ 1: "No Message" : 0 ] count(integer) : "Count before activation" : 2 ] @SolidClass base(Trigger) = trigger_push : "Trigger player push" [ spawnflags(flags) = [ 1: "Once Only" : 0 ] speed(integer) : "Speed of push" : 40 ] @SolidClass base(Trigger) = trigger_hurt : "Trigger player hurt" [ dmg(integer) : "Damage" : 10 ]