I just browsed g_spawn.c and found some interesting props…
In original ET Radiant there arent many listed…
So lets make a list
I have succesfuly tried this , so it will take first place, however , please mappers try all of them and do some feedback, because they can be very useful…
props_flamebarrel
This spawns just normal dark barrel, however it will explode when it’s shot and it will launch lethat gib…
/*QUAKED props_flamebarrel (.8 .6 .2) (-13 -13 0) (13 13 40) SMOKING NOLID OIL -
angle will determine which way the lid will fly off when it explodes
when selecting the OIL spawnflag you have the option of giving it a target
this will ensure that the oil sprite will show up where you want it
( be sure to put it on the floor )
the default is in the middle of the barrel on the floor
*/
Next is just QUAKED list, try it people !
/*QUAKED props_box_32 (1 0 0) (-16 -16 -16) (16 16 16)
*/
/*QUAKED props_box_48 (1 0 0) (-24 -24 -24) (24 24 24)
*/
/*QUAKED props_box_64 (1 0 0) (-32 -32 -32) (32 32 32)
*/
/*QUAKED props_smokedust (.8 .46 .16) (-8 -8 -8) (8 8 8)
health = how many pieces 16 is default
*/
/*QUAKED props_dust (.7 .3 .16) (-8 -8 -8) (8 8 8) WHITE
you should give this ent a target use a not null
or you could set its angles in the editor
*/
/*QUAKED props_sparks (.8 .46 .16) (-8 -8 -8) (8 8 8) ELECTRIC
the default direction is strait up use info_no_null for alt direction
delay = how long till next spark effect
wait = life of the spark with some random variance default 1.0 sec
health = random number of sparks upto specified amount default 8
start_size default 8 along the x
end_size default 8 along the y
by changing the size will change the spawn origin of the individual spark
ei 16 x 8 or 24 x 32 would cause the sparks to spawn that many units from
the origin
speed controls how quickly the sparks will travel default is 2
*/
/*QUAKED props_gunsparks (.8 .46 .16) (-8 -8 -8) (8 8 8)
the default direction is strait up use info_no_null for alt direction
this entity must be used to see the effect
"speed" default is 20
"health" number to spawn default is 4
*/
/*QUAKED props_bench (.8 .6 .2) ?
requires an origin brush
health = 10 by default
*/
/*QUAKED props_radio (.8 .6 .2) ?
requires an origin brush
health = defaults to 100
*/
/*QUAKED props_chair_chat(.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_WOOD = 0,
FXTYPE_GLASS = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_chair_chatarm(.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_WOOD = 0,
FXTYPE_GLASS = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_chair_side (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_WOOD = 0,
FXTYPE_GLASS = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_chair_hiback (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_WOOD = 0,
FXTYPE_GLASS = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_damageinflictor (.8 .6 .6) (-8 -8 -8) (8 8 8)
this entity when used will cause 9999 damage to all entities it is targeting
then it will be removed
*/
/*QUAKED props_locker_tall (.8 .6 .2) ?
requires an origin brush
*/
/*QUAKED props_desklamp (.8 .6 .2) (-16 -16 0) (16 16 32)
point entity
health = default = 10
wait = defaults to 5 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_GLASS = 0,
FXTYPE_WOOD = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_crate_64 (.8 .6 .2) (-32 -32 0) (32 32 64)
breakable pushable
health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_GLASS = 0,
FXTYPE_WOOD = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_crate_32 (.8 .6 .2) (-16 -16 0) (16 16 32)
breakable pushable
health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_GLASS = 0,
FXTYPE_WOOD = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_crate_32x64 (.8 .6 .2) ?
requires an origin brush
breakable NOT pushable
brushmodel only
health = default = 20
wait = defaults to 10 how many shards to spawn ( try not to exceed 20 )
shard =
FXTYPE_GLASS = 0,
FXTYPE_WOOD = 1,
FXTYPE_METAL = 2
*/
/*QUAKED props_flippy_table (.8 .6 .2) ? - - X_AXIS Y_AXIS LEADER
this entity will need a leader and an origin brush
!!!!!!!!!!!!!!
just a reminder to put the origin brush in the proper location for the leader and the
slave so that the table will flip over correctly.
*/
/*QUAKED props_radioSEVEN (.8 .6 .2) ?
requires an origin brush
health = defaults to 100
the models dims are
x 32
y 136
z 32
if you want more explosions you'll need func explosive
it will fire all its targets upon death
*/
/*QUAKED props_snowGenerator (3 2 7) ? TOGGLE_ON ALWAYS_ON
entity brush need to be targeted to an info notnull this
will determine the direction the snow particles will travel.
speed
gravity
turb
count is the number of snowflurries 3 to 5 would be a good number
duration is how long the effect will last 1 is 1 second
*/
/*QUAKED props_decoration (.6 .7 .7) (-8 -8 0) (8 8 16) STARTINVIS DEBRIS ANIMATE KEEPBLOCK TOUCHACTIVATE LOOPING STARTON
"model2" will specify the model to load
"noise" the looping sound entity is to make
"type" type of debris ("glass", "wood", "metal", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces
you will need to specify the bounding box for the entity
"high" default is 4
"wide" default is 4
"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/
/*QUAKED props_decorBRUSH (.6 .7 .7) ? STARTINVIS DEBRIS ANIMATE KEEPBLOCK - LOOPING STARTON
ANIMATE animate on death
STARTON playanimation on death
must have an origin brush
"model2" will specify the model to load
"noise" the looping sound entity is to make
"type" type of debris ("glass", "wood", "metal", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces
"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/
/*QUAKED props_statue (.6 .3 .2) (-8 -8 0) (8 8 128) HURT DEBRIS ANIMATE KEEPBLOCK
"model2" will specify the model to load
"noise" the sound entity is to make
"type" type of debris ("glass", "wood", "metal", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces
you will need to specify the bounding box for the entity
"high" default is 4
"wide" default is 4
"frames" how many frames of animation to play
"delay" how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec
"damage" amount of damage to be inflicted
*/
/*QUAKED props_statueBRUSH (.6 .3 .2) ? HURT DEBRIS ANIMATE KEEPBLOCK
needs an origin brush
"model2" will specify the model to load
"noise" the sound entity is to make
"type" type of debris ("glass", "wood", "metal", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces
"frames" how many frames of animation to play
"delay" how long of a delay before damage is inflicted ei. 0.5 sec or 2.7 sec
THE damage has been disabled at the moment
"damage" amount of damage to be inflicted
*/
/*QUAKED props_footlocker (.6 .7 .3) (-12 -21 -12) (12 21 12) ? NO_JUNK
"noise" the sound entity is to make upon death
the default sounds are:
"wood" - "sound/world/boardbreak.wav"
"glass" - "sound/world/glassbreak.wav"
"metal" - "sound/world/metalbreak.wav"
"gibs" - "sound/player/gibsplit1.wav"
"brick" - "sound/world/debris1.wav"
"stone" - "sound/world/stonefall.wav"
"fabric" - "sound/world/metalbreak.wav" // (SA) temp
"locknoise" the locked sound to play
"wait" denotes how long the wait is going to be before the locked sound is played again default is 1 sec
"health" default is 1
"spawnitem" - will spawn this item unpon death use the pickup_name ei 9mm
"type" - type of debris ("glass", "wood", "metal", "gibs", "brick", "rock", "fabric") default is "wood"
"mass" - defaults to 75. This determines how much debris is emitted. You get one large chunk per 100 of mass (up to 8) and one small chunk per 25 of mass (up to 16). So 800 gives the most.
"dl_shader" needs to be set the same way as a target_effect
TBD: the spawning of junk still pending and animation when used
-------- MODEL FOR RADIANT ONLY - DO NOT SET THIS AS A KEY --------
model="models/mapobjects/furniture/footlocker.md3"
*/
/*QUAKED props_flamethrower (.6 .7 .3) (-8 -8 -8) (8 8 8) TRACKING NOSOUND
the effect occurs when this entity is used
needs to aim at a info_notnull
"duration" how long the effect is going to last for example 1.2 sec 2.7 sec
"random" how long of a random variance so the effect isnt exactly the same each time for example 1.1 sec or 0.2 sec
"size" valid ranges are 1.0 to 0.1
NOSOUND - silent (duh)
*/
/*QUAKED props_decoration_scale (.6 .7 .7) (-8 -8 0) (8 8 16) STARTINVIS DEBRIS ANIMATE KEEPBLOCK TOUCHACTIVATE LOOPING STARTON
"modelscale" - Scale multiplier (defaults to 1.0 and scales uniformly)
"modelscale_vec" - Set scale per-axis. Overrides "modelscale", so if you have both the "modelscale" is ignored
"model2" will specify the model to load
"noise" the looping sound entity is to make
"type" type of debris ("glass", "wood", "metal", "rubble") default is "wood"
"count" how much debris ei. default 4 pieces
you will need to specify the bounding box for the entity
"high" default is 4
"wide" default is 4
"frames" how many frames of animation to play
"loop" when the animation is done start again on this frame
"startonframe" on what frame do you want to start the animation
*/
