---------------------------------------------------------------------------- The New TeamFortress Entity Reference Sheet TF Version 2.6 ---------------------------------------------------------------------------- This is a reference sheet for people who're trying to read/debug the entities on their TF map. It's simply a quick description of every variable for all the TF entities. It's simply a quick-reference. For full details, see the tfortmap.txt file. Print this out, and keep it by you whenever you're reading through someone else's .map file to see how they did something :) Also get Raistlan's EntEd which supports TeamFortress Entities at http://www.lockandload.com/ented/ Robin (walker@netspace.net.au) | Network (network@lockandload.com) ---------------------------------------------------------------------------- GLOSSARY -------- AP : Activating Player. The player who activated a Goal/Trigger, or picked up the GoalItem. APA : Any Player Affected. Any player who is affected by the current Goal/Trigger/Item's activation. INDEX -------- I. : DETECTION ENTITY VARIABLES (info_tfdetect) II. : TEAM SPAWNPOINT VARIABLES (info_player_teamspawn) III. : GOAL VARIABLES (info_tfgoal) IV. : GOALITEM VARIABLES (item_tfgoal) V. : TIMER GOAL VARIABLES (info_tfgoal_timer) VI. : OTHER QUAKE ENTITY VARIABLES VII. : VARIABLE ABBREVIATION LIST ============================================================================ DETECTION ENTITY VARIABLES (info_tfdetect) ============================================================================ broadcast The TF version string. e.g. "TeamFortress v2.6" impulse Initial Toggleflags status. Bitfields: (Unspecified = OFF) 1 : ClasSkin Off/On 2 : ClassPersistence Off/On 4 : CheatChecking Off/On 8 : FortressMap Off/On 16 : RespawnDelay See tfortmap.txt 32 : RespawnDelay See tfortmap.txt 64 : AutoTeam Off/On 128 : Individual Frags Off/On message Commands that are localcmd'd into the server when the map first starts. e.g. "sv_gravity 300\nsv_friction 0.1\n" Be sure to end all commands with '\n'. ammo_shells Max number of lives for each player in Team 1. ammo_nails Max number of lives for each player in Team 2. ammo_rockets Max number of lives for each player in Team 3. ammo_cells Max number of lives for each player in Team 4. (0 = Unlimited number of lives) ammo_medikit Maximum number of players allowed in Team 1. ammo_detpack Maximum number of players allowed in Team 2. maxammo_medikit Maximum number of players allowed in Team 3. maxammo_detpack Maximum number of players allowed in Team 4. (0 = Unlimited number of players) maxammo_shells Illegal Classes for Team 1. maxammo_nails Illegal Classes for Team 2. maxammo_rockets Illegal Classes for Team 3. maxammo_cells Illegal Classes for Team 4. -1 : Civilian Only. (Cannot Specify Others) 1 : No Scout 2 : No Sniper 4 : No Soldier 8 : No Demolitions Man 16 : No Combat Medic 32 : No Heavy Weapons Guy 64 : No Pyro 128 : No Random PlayerClass 256 : No Spy 512 : No Engineer hook_out If 1, the grappling hook cannot be used on this map. Else, this does not need to be specified. display_item_status1 On FlagInfo command, display this GoalItem status display_item_status2 On FlagInfo command, display this GoalItem status display_item_status3 On FlagInfo command, display this GoalItem status display_item_status4 On FlagInfo command, display this GoalItem status team_str_home String displayed to the owners of an Item in an Item Status if the Item is at it's origin. If not the owner of the Item, non_team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is in it's base" team_str_moved String displayed to the owners of an Item in an Item Status if the Item is not at it's origin. If not the owner of the Item, non_team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is lying around" team_str_carried String displayed to the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If not the owner of the Item, non_team_str_carried will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is being carried by" < players's_name> non_team_str_home String displayed to everyone except the owners of an Item in an Item Status if the Item is at it's origin. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is in it's base" non_team_str_moved String displayed to everyone except the owners of an Item in an Item Status if the Item is not at it's origin. If they are owner of the Item, team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is lying around" non_team_str_carried String displayed to everyone except the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is being carried by" < player's_name> team_broadcast String that replaces the Team Menu. (Line breaks should be used: \n) non_team_broadcast String that is displayed in the Map Help command. (Line breaks could be used: \n) noise1 String that replaces the Class Menu for Team 1. noise2 String that replaces the Class Menu for Team 2. noise3 String that replaces the Class Menu for Team 3. noise4 String that replaces the Class Menu for Team 4. (Line breaks should be used: \n) ============================================================================ TEAM SPAWNPOINT VARIABLES (info_player_teamspawn) ============================================================================ netname The name of the spawn point. (A reference) goal_no Unique ID number of this spawn. group_no ID Number of the spawn group this spawn belongs to. team_no Only players on this team spawn here. items GoalItem ID is given to the first player who spawn here. axhitme Goal removes this GoalItem from APA that has it. message A String displayed to the first player who spawns here. goal_activation Bitfields: 1 : Give the GoalItem in "items" to every player who spawns here instead of just the first player. 2 : Display the "message" to every player who spawns here instead of just the first player. goal_effects Bitfields: 1 : The spawnpoint removes itself after the first player has spawned here. activate_goal_no Activate this Goal. items_allowed AP needs this GoalItem to meet this Goal's criteria. has_item_from_group AP must have GoalItem from group "group_no". playerclass AP must be this playerclass to meet this Goal's criteria. You can not add these up, you can only specify one player class. Bitfields: 1 : Only allow a Scout to activate 2 : Only allow a Sniper to activate 3 : Only allow a Soldier to activate 4 : Only allow a Demolition Man to activate 5 : Only allow a Medic to activate 6 : Only allow a Heavy Weapons Guy to activate 7 : Only allow a Pyro to activate 8 : Only allow a Spy to activate 9 : Only allow an Engineer to activate if_goal_is_active This Goal must be in ACTIVE state. if_goal_is_inactive This Goal must be in INACTIVE state. if_goal_is_removed This Goal must be in REMOVED state. if_group_is_active All Goals in this Group must be in ACTIVE state. if_group_is_inactive All Goals in this Group must be in INACTIVE state. if_group_is_removed All Goals in this Group must be in REMOVED state. if_item_has_moved This GoalItem must not have moved from it's origin, and must not be being carried. if_item_hasnt_moved This GoalItem must have moved from it's origin, or be being carried. target Activate any Goal/Quake Trigger with this targetname killtarget Remove any Goal/Quake Trigger with this targetname goal_state The initial state of this entity. The default (nothing specified) is Inactive the same as if you specified a value of 2. Bitfields: 1 : Active (Already On) 2 : Inactive (Ready to be used) 3 : Removed (Unmanipulatable until restored) ex_skill_min This entity is removed when the map starts if the game's "skill" variable is >= to this value. To specify a skill of 0, use -1 instead. ex_skill_max This entity is removed when the map starts if the game's "skill" variable is <= to this value. To specify a skill of 0, use -1 instead. count Specified score given to the AP's team. increase_team1 Specified score given to team 1 increase_team2 Specified score given to team 2 increase_team3 Specified score given to team 3 increase_team4 Specified score given to team 4 noise WAV file played when this Goal is activated. lives Added to APA's lives. health Added to APA's health. armortype The APA's armortype is set to the Goals "armortype". Armortype Bitfields: 0.3 : Green 0.6 : Yellow 0.8 : Red armorvalue APA's armorvalue is set to this value. (0-250) armorclass APA's armorclass is set to this type(s). 1 : Shell Resistant 2 : Nail Resistant 4 : Explosion Resistant 8 : Electricity Resistant 16 : Fire Resistant frags Added to APA's frags. ammo_shells Added this number of shells to the APA's ammo supply. ammo_nails Added this number of nails to the APA's ammo supply. ammo_rockets Added this number of rockets to the APA's ammo supply. ammo_cells Added this number of cells to the APA's ammo supply. ammo_detpack Added this number of det packs to the APA's supply. ammo_medikit Added this number of medikits to the APA's supply. no_grenades_1 Added to APA's number of type 1 TF grenades. no_grenades_2 Added to APA's number of type 2 TF grenades. invincible_finished Number of seconds of invincibility APA gets. invisible_finished Number of seconds of invisibility APA gets. super_damage_finished Number of seconds of quad APA gets. radsuit_finished Number of seconds of radsuit APA gets. activate_goal_no Activate this Goal. inactivate_goal_no Inactivate this Goal. remove_goal_no Remove this Goal. restore_goal_no Restore this Goal. activate_group_no Activate all Goals in this GoalGroup. inactivate_group_no Inactivate all Goals in this GoalGroup. remove_group_no Remove all Goals in this GoalGroup. restore_group_no Restore all Goals in this GoalGroup. remove_item_group Removes a GoalItems APA has from GoalGroup all_active If all Goals in this GoalGroup are ACTIVE, activate the Goal in the "last_impulse" variable. last_impulse If all Goals in the "all_active" GoalGroup are ACTIVE, activate this Goal. remove_spawnpoint Remove the spawnpoint with this "goal_no". restore_spawnpoint Restore the spawnpoint with this "goal_no", if it's in the REMOVED state. remove_spawngroup Remove all spawnpoints with this "group_no". restore_spawngroup Restore all spawnpoints with this "group_no", if they're in the REMOVED state. ============================================================================ GOAL VARIABLES (info_tfgoal) ============================================================================ netname The name of the Goal. (A reference) goal_no Unique ID number of this goal. group_no ID Number of the goal group this goal belongs to. owned_by The Team that own this entity. goal_state The initial state of this entity. The default (nothing specified) is Inactive the same as if you specified a value of 2. Bitfields: 1 : Active (Already On) 2 : Inactive (Ready to be used) 3 : Removed (Unmanipulatable until restored) mdl The mdl used by this Goal. (Unspecified = Invisible Goal.) skin The number of the skin to be used in the specified model. goal_activation Determines how the Goal is activated. Bitfields: 1 : Activated when touched by a player. 2 : Activated when touched by a detpack explosion. 4 : Only activated if the AP fails Criteria. 2048 : If this bit is set, the Goal drops to the ground when it first spawns. team_no AP must be of this team to meet this Goal's criteria. items_allowed AP needs this GoalItem to meet this Goal's criteria. has_item_from_group AP must have GoalItem from group "group_no". playerclass AP must be this playerclass to meet this Goal's criteria. You can not add these up, you can only specify one player class. Bitfields: 1 : Only allow a Scout to activate 2 : Only allow a Sniper to activate 3 : Only allow a Soldier to activate 4 : Only allow a Demolition Man to activate 5 : Only allow a Medic to activate 6 : Only allow a Heavy Weapons Guy to activate 7 : Only allow a Pyro to activate 8 : Only allow a Spy to activate 9 : Only allow an Engineer to activate if_goal_is_active This Goal must be in ACTIVE state. if_goal_is_inactive This Goal must be in INACTIVE state. if_goal_is_removed This Goal must be in REMOVED state. if_group_is_active All Goals in this Group must be in ACTIVE state. if_group_is_inactive All Goals in this Group must be in INACTIVE state. if_group_is_removed All Goals in this Group must be in REMOVED state. if_item_has_moved This GoalItem must not have moved from it's origin, and must not be being carried. if_item_hasnt_moved This GoalItem must have moved from it's origin, or be being carried. else_goal If the AP fails the Criteria of this entity, then attempt to activate the Goal with this ID. goal_min The minimum bounding box size of a Goal can be set using this. The default is: "goal_min" "-16 -16 -24" goal_max The maximum bounding box size of a Goal can be set using this. The default is: "goal_max" "16 16 32" ------------------------------------------- When this Goal is successfully activated up, the following variables may be executed ------------------------------------------- return_item_no Return this GoalItem, if it's not being carried. broadcast Message centerprinted to everyone except the AP. e.g. "Clean-up on isle 4!" message Message centerprinted to AP. e.g. "You activated this goal!" team_broadcast Message centerprinted to players on the AP's team, except the AP. e.g. "Your team has the enemy flag!" non_team_broadcast Message centerprinted to players not on the AP's team. If there is a "owners_team_broadcast" specified, this message isn't centerprinted to the owners of the entity. e.g. "An enemy flag was taken!" owners_team_broadcast Gets centerprinted to all the members of the team that own the goal/item. e.g. "Your flag was taken!" netname_broadcast Broadcast to all players, prepended to the AP's name. A line break should be used at the end. e.g. " activated this goal!\n" netname_team_broadcast Broadcast to all players on the AP's team, except the AP, prepended by the AP's name. A line break should be used at the end. e.g. " activated your team's goal!\n" netname_non_team_broadcast Broadcast to all players on the AP's team, prepended by the AP's name. If there is a "netname_owners_team_broadcast" specified, this message isn't broadcast to the owners of the entity. A line break should be used at the end. e.g. " took an enemy flag!\n" netname_owners_team_broadcast Broadcast to all members of the team that own this entity (see "owned_by" above), prepended by the AP's name. e.g. " took your flag!\n" deathtype Death message appended to the AP's name and broadcasted, if the AP is killed by the Goal. A line break should be used at the end. e.g. " was killed by this goal!\n" target Activate any Goal/Quake Trigger with this targetname killtarget Remove any Goal/Quake Trigger with this targetname ex_skill_min This entity is removed when the map starts if the game's "skill" variable is >= to this value. To specify a skill of 0, use -1 instead. ex_skill_max This entity is removed when the map starts if the game's "skill" variable is <= to this value. To specify a skill of 0, use -1 instead. goal_effects Determines what players are affected. If nothing is specified the goal will not effect anybody. Bitfields: 1 : AP is affected. 2 : Everyone on the AP's team is affected. 4 : Everyone not on the AP's team is affected. 8 : Everyone except the AP is affected. 16 : Radius effect (see "t_length") does not go through walls. 32 : If APA is not in the same environment as the Goal, don't affect him. Environments are air, water, slime, lava. e.g. If a Goal is above some water, and does a radius effect with "t_length", and a player in the water is within the radius, he won't be affected if this bit is set. 64 : If this bit is set, then instead of just applying this Goal's results to the group of players specified by the other "goal_effects" variable, this Goal checks it's criteria for each player in the group and then applies it's results invididually to any of them that pass. maxammo_shells All members of this team are affected. maxammo_nails All members not of this team are affected. t_length Everyone within this radius is affected. To specify whether the radius should go through walls or not see bit 16 in "goal_effects" goal_results Determines what results are applied to APA. Bitfields: 1 : Goal is removed after activation. 2 : Goals activated by this one apply their results to the AP. 4 : Display scores and end the level. 8 : Activated goals will not apply their results to the APA 16 : Disable/Stop the spy's undercover mask. 32 : This forces APA to simply respawn. The player doesn't die... just respawns. count Specified score given to the AP's team. increase_team1 Specified score given to team 1 increase_team2 Specified score given to team 2 increase_team3 Specified score given to team 3 increase_team4 Specified score given to team 4 noise WAV file played when this Goal is activated. lives Added to APA's lives. health Added to APA's health. armortype The APA's armortype is set to the Goals "armortype". Armortype Bitfields: 0.3 : Green 0.6 : Yellow 0.8 : Red armorvalue APA's armorvalue is set to this value. (0-250) armorclass APA's armorclass is set to this type(s). 1 : Shell Resistant 2 : Nail Resistant 4 : Explosion Resistant 8 : Electricity Resistant 16 : Fire Resistant frags Added to APA's frags. ammo_shells Added this number of shells to the APA's ammo supply. ammo_nails Added this number of nails to the APA's ammo supply. ammo_rockets Added this number of rockets to the APA's ammo supply. ammo_cells Added this number of cells to the APA's ammo supply. ammo_detpack Added this number of det packs to the APA's supply. ammo_medikit Added this number of medikits to the APA's supply. no_grenades_1 Added to APA's number of type 1 TF grenades. no_grenades_2 Added to APA's number of type 2 TF grenades. invincible_finished Number of seconds of invincibility APA gets. invisible_finished Number of seconds of invisibility APA gets. super_damage_finished Number of seconds of quad APA gets. radsuit_finished Number of seconds of radsuit APA gets. items Goal gives this GoalItem to APA. axhitme Goal removes this GoalItem from APA that has it. delay_time If the criteria is meant for activation, the goal waits this amount of time before activating, in seconds. wait Goal stays ACTIVE for this amount of time, in seconds. activate_goal_no Activate this Goal. inactivate_goal_no Inactivate this Goal. remove_goal_no Remove this Goal. restore_goal_no Restore this Goal. activate_group_no Activate all Goals in this GoalGroup. inactivate_group_no Inactivate all Goals in this GoalGroup. remove_group_no Remove all Goals in this GoalGroup. restore_group_no Restore all Goals in this GoalGroup. remove_item_group Removes a GoalItems APA has from GoalGroup all_active If all Goals in this GoalGroup are ACTIVE, activate the Goal in the "last_impulse" variable. last_impulse If all Goals in the "all_active" GoalGroup are ACTIVE, activate this Goal. remove_spawnpoint Remove the spawnpoint with this "goal_no". restore_spawnpoint Restore the spawnpoint with this "goal_no", if it's in the REMOVED state. remove_spawngroup Remove all spawnpoints with this "group_no". restore_spawngroup Restore all spawnpoints with this "group_no", if they're in the REMOVED state. display_item_status1 Display this GoalItem Status when this goal is activated display_item_status2 Display this GoalItem Status when this goal is activated display_item_status3 Display this GoalItem Status when this goal is activated display_item_status4 Display this GoalItem Status when this goal is activated team_str_home String displayed to the owners of an Item in an Item Status if the Item is at it's origin. If not the owner of the Item, non_team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is in it's base" team_str_moved String displayed to the owners of an Item in an Item Status if the Item is not at it's origin. If not the owner of the Item, non_team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is lying around" team_str_carried String displayed to the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If not the owner of the Item, non_team_str_carried will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is being carried by" < players's_name> non_team_str_home String displayed to everyone except the owners of an Item in an Item Status if the Item is at it's origin. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is in it's base" non_team_str_moved String displayed to everyone except the owners of an Item in an Item Status if the Item is not at it's origin. If they are owner of the Item, team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is lying around" non_team_str_carried String displayed to everyone except the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is being carried by" < player's_name> ============================================================================ GOALITEM VARIABLES (item_tfgoal) ============================================================================ netname The name of the GoalItem. (A reference) goal_no Unique ID number of this GoalItem. group_no ID Number of the goal group this GoalItem belongs to. owned_by The Team that own this entity. goal_state The initial state of this item. The default (nothing specified) is Inactive the same as if you specified a value of 2. Bitfields: 1 : Active (Already On) 2 : Inactive (Ready to be used) 3 : Removed (Unmanipulatable until restored) mdl The mdl used by this GoalItem. (Unspecified = Invisible) skin The number of the skin to be used in the specified model. goal_activation Bitfields: 1 : Carrying Player glows. 2 : Carrying Player moves at half speed. 4 : Item is dropped when a player with it dies. 8 : Item is returned when dropped. 16 : Item is returned when removed from players by a Goal 32 : Item is returned due to "pausetime" (see below) 64 : Only activated (picked-up) if AP fails Criteria. 128 : Enable "pausetime" removing. 256 : Players keep this item when they die. 512 : If this Item isn't being carried, it glows dimly. 1024 : Don't remove the results of this Item when it's removed from a player. 2048 : If this bit is set, the GoalItem drops to the ground when it first spawns. 8192 : If this bit is set, the GoalItem is Solid while not being carried by a player. This means it blocks bullets, grenades, and those that do not pass it's criteria. Others will simply pick it up. playerclass AP must be this playerclass to meet this GoalItem's criteria. You can not add these up, you can only specify one player class. Bitfields: 1 : Only allow a Scout to activate 2 : Only allow a Sniper to activate 3 : Only allow a Soldier to activate 4 : Only allow a Demolition Man to activate 5 : Only allow a Medic to activate 6 : Only allow a Heavy Weapons Guy to activate 7 : Only allow a Pyro to activate 8 : Only allow a Spy to activate 9 : Only allow an Engineer to activate if_goal_is_active This Goal must be in ACTIVE state. if_goal_is_inactive This Goal must be in INACTIVE state. if_goal_is_removed This Goal must be in REMOVED state. if_group_is_active All Goals in this Group must be in ACTIVE state. if_group_is_inactive All Goals in this Group must be in INACTIVE state. if_group_is_removed All Goals in this Group must be in REMOVED state. if_item_has_moved This GoalItem must not have moved from it's origin, and must not be being carried. if_item_hasnt_moved This GoalItem must have moved from it's origin, or be being carried. else_goal If the AP fails the Criteria of this entity, then attempt to activate the Goal with this ID. has_item_from_group AP must have GoalItem from group "group_no" goal_min The minimum bounding box size of a GoalItem can be set using this. The default is: "goal_min" "-16 -16 -24" goal_max The maximum bounding box size of a GoalItem can be set using this. The default is: "goal_max" "16 16 32" ------------------------------------------- When this GoalItem is successfully picked up, the following variables may be executed ------------------------------------------- return_item_no Return this GoalItem, if it's not being carried. target Activate any Goal/Quake Trigger with this targetname killtarget Remove any Goal/Quake Trigger with this targetname ex_skill_min This entity is removed when the map starts if the game's "skill" variable is >= to this value. To specify a skill of 0, use -1 instead. ex_skill_max This entity is removed when the map starts if the game's "skill" variable is <= to this value. To specify a skill of 0, use -1 instead. goal_effects Determines what players are affected. If nothing is specified the goal will not effect anybody. Bitfields: 1 : AP is affected. 2 : Everyone on the AP's team is affected. 4 : Everyone not on the AP's team is affected. 8 : Everyone except the AP is affected. 16 : Radius effect (see "t_length") does not go through walls. 32 : If APA is not in the same environment as the Goal, don't affect him. Environments are air, water, slime, lava. e.g. If a Goal is above some water, and does a radius effect with "t_length", and a player in the water is within the radius, he won't be affected if this bit is set. 64 : If this bit is set, then instead of just applying this Goal's results to the group of players specified by the other "goal_effects" variable, this Goal checks it's criteria for each player in the group and then applies it's results invididually to any of them that pass. maxammo_shells All members of this team are affected. maxammo_nails All members not of this team are affected. t_length Everyone within this radius is affected. To specify whether the radius should go through walls or not see bit 16 in "goal_effects" impulse When the GoalItem is Returned, activate this Goal. pausetime Item is removed if not touched for this time after being dropped by a dying player. Also, see bit 32 in "goal_activation" above. N.B. This will not be used if bit 128 in "goal_activation" is not enabled. maxammo_shells All members of this team are affected. maxammo_nails All members not of this team are affected. goal_results Determines what results are applied to APA. Bitfields: 1 : Goal is removed after activation. 2 : Goals activated by this one apply their results to the AP. 4 : Display scores and end the level. 8 : Activated goals will not apply their results to the APA 16 : Disable/Stop the spy's undercover mask. 32 : This forces APA to simply respawn. The player doesn't die... just respawns. 4096 : If this bit is set, any player carrying this item can drop it using the "dropitems" command. count Specified score given to the AP's team. increase_team1 Specified score given to team 1 increase_team2 Specified score given to team 2 increase_team3 Specified score given to team 3 increase_team4 Specified score given to team 4 noise WAV file played when this Goal is activated. lives Added to APA's lives. health Added to APA's health. armortype The APA's armortype is set to the Goals "armortype". Armortype Bitfields: 0.3 : Green 0.6 : Yellow 0.8 : Red armorvalue APA's armorvalue is set to this value. (0-250) armorclass APA's armorclass is set to this type(s). 1 : Shell Resistant 2 : Nail Resistant 4 : Explosion Resistant 8 : Electricity Resistant 16 : Fire Resistant frags Added to APA's frags. ammo_shells Added this number of shells to the APA's ammo supply. ammo_nails Added this number of nails to the APA's ammo supply. ammo_rockets Added this number of rockets to the APA's ammo supply. ammo_cells Added this number of cells to the APA's ammo supply. ammo_detpack Added this number of det packs to the APA's supply. ammo_medikit Added this number of medikits to the APA's supply. no_grenades_1 Added to APA's number of type 1 TF grenades. no_grenades_2 Added to APA's number of type 2 TF grenades. invincible_finished Number of seconds of invincibility APA gets. invisible_finished Number of seconds of invisibility APA gets. super_damage_finished Number of seconds of quad APA gets. radsuit_finished Number of seconds of radsuit APA gets. delay_time If the criteria is meant for activation, the goal waits this amount of time before activating, in seconds. items Goal gives this GoalItem to APA. axhitme Goal removes this GoalItem from APA that has it. distance If all GoalItems in this GoalItem Group are being carried by players, activate the Goal in the "pain_finished" variable. pain_finished If all GoalItems in the GoalItem Group specified in the "distance" variable are being carried by players, activate this Goal. speed If all GoalItems in this GoalItem Group are being carried by one player, activate the Goal in the "attack_finished" variable. attack_finished If all GoalItems in the GoalItem Group specified in the "speed" variable are being carried by one player, activate this Goal. noise3 String centerprinted to the all the members of the team that own this GoalItem whenever it returns. e.g. "Your flag has been returned to base\n" noise4 String centerprinted to the everyone except all the members of the team that own this GoalItem whenever it returns. e.g. "An enemy flag has been returned to base\n" team_drop Centerprinted to all members of the team that own this Item, whenever this Item is dropped by a player. e.g. "Your flag is lying around!\n" non_team_drop Centerprinted to all members not in the team that own this Item, whenever this Item is dropped by a player. e.g. "An enemy flag is lying around!\n" netname_team_drop Broadcast to all members of the team that own this item, prepended by the name of the player who dropped the item. A line break should be used at the end. e.g. " lost your flag!\n" netname_non_team_drop Broadcast to all members not in the team that own this item, prepended by the name of the player who dropped the item. A line break should be used at the end. e.g. " lost the enemy flag!\n" broadcast Message centerprinted to everyone except the AP. e.g. "Clean-up on isle 4!" message Message centerprinted to AP. e.g. "You activated this goal!" team_broadcast Message centerprinted to players on the AP's team, except the AP. e.g. "Your team has the enemy flag!" non_team_broadcast Message centerprinted to players not on the AP's team. If there is a "owners_team_broadcast" specified, this message isn't centerprinted to the owners of the entity. e.g. "An enemy flag was taken!" owners_team_broadcast Gets centerprinted to all the members of the team that own the goal/item. e.g. "Your flag was taken!" netname_broadcast Broadcast to all players, prepended to the AP's name. A line break should be used at the end. e.g. " activated this goal!\n" netname_team_broadcast Broadcast to all players on the AP's team, except the AP, prepended by the AP's name. A line break should be used at the end. e.g. " activated your team's goal!\n" netname_non_team_broadcast Broadcast to all players on the AP's team, prepended by the AP's name. If there is a "netname_owners_team_broadcast" specified, this message isn't broadcast to the owners of the entity. A line break should be used at the end. e.g. " took an enemy flag!\n" netname_owners_team_broadcast Broadcast to all members of the team that own this entity (see "owned_by" above), prepended by the AP's name. e.g. " took your flag!\n" deathtype Death message appended to the AP's name and broadcasted, if the AP is killed by the Goal. A line break should be used at the end. e.g. " was killed by this goal!\n" activate_goal_no Activate this Goal. inactivate_goal_no Inactivate this Goal. remove_goal_no Remove this Goal. restore_goal_no Restore this Goal. activate_group_no Activate all Goals in this GoalGroup. inactivate_group_no Inactivate all Goals in this GoalGroup. remove_group_no Remove all Goals in this GoalGroup. restore_group_no Restore all Goals in this GoalGroup. remove_item_group Removes a GoalItems APA has from GoalGroup all_active If all Goals in this GoalGroup are ACTIVE, activate the Goal in the "last_impulse" variable. last_impulse If all Goals in the "all_active" GoalGroup are ACTIVE, activate this Goal. remove_spawnpoint Remove the spawnpoint with this "goal_no". restore_spawnpoint Restore the spawnpoint with this "goal_no", if it's in the REMOVED state. remove_spawngroup Remove all spawnpoints with this "group_no". restore_spawngroup Restore all spawnpoints with this "group_no", if they're in the REMOVED state. display_item_status1 Display this GoalItem Status when this goal is activated display_item_status2 Display this GoalItem Status when this goal is activated display_item_status3 Display this GoalItem Status when this goal is activated display_item_status4 Display this GoalItem Status when this goal is activated team_str_home String displayed to the owners of an Item in an Item Status if the Item is at it's origin. If not the owner of the Item, non_team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is in it's base" team_str_moved String displayed to the owners of an Item in an Item Status if the Item is not at it's origin. If not the owner of the Item, non_team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is lying around" team_str_carried String displayed to the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If not the owner of the Item, non_team_str_carried will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is being carried by" < players's_name> non_team_str_home String displayed to everyone except the owners of an Item in an Item Status if the Item is at it's origin. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is in it's base" non_team_str_moved String displayed to everyone except the owners of an Item in an Item Status if the Item is not at it's origin. If they are owner of the Item, team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is lying around" non_team_str_carried String displayed to everyone except the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is being carried by" < player's_name> ============================================================================ TIMER GOAL VARIABLES (info_tfgoal_timer) ============================================================================ goal_effects Determines what players are affected. If nothing is specified the goal will not effect anybody. Bitfields: 1 : Illegal for Timer Goals 2 : Illegal for Timer Goals 4 : Illegal for Timer Goals 8 : Illegal for Timer Goals 16 : Radius effect (see "t_length") does not go through walls. 32 : If APA is not in the same environment as the Goal, don't affect him. Environments are air, water, slime, lava. e.g. If a Goal is above some water, and does a radius effect with "t_length", and a player in the water is within the radius, he won't be affected if this bit is set. 64 : If this bit is set, then instead of just applying this Goal's results to the group of players specified by the other "goal_effects" variable, this Goal checks it's criteria for each player in the group and then applies it's results invididually to any of them that pass. search_time Period between Timer activations. netname The name of the Timer Goal. (A reference) goal_no Unique ID number of this Timer Goal. group_no ID Number of the goal group this Timer Goal belongs to. goal_state The initial state of this entity. The default (nothing specified) is Inactive the same as if you specified a value of 2. Bitfields: 1 : Active (Already On) 2 : Inactive (Ready to be used) 3 : Removed (Unmanipulatable until restored) items_allowed AP needs this GoalItem to be effected by the results. playerclass AP must be this playerclass to meet this Goal's criteria. You can not add these up, you can only specify one player class. Bitfields: 1 : Only allow a Scout to activate 2 : Only allow a Sniper to activate 3 : Only allow a Soldier to activate 4 : Only allow a Demolition Man to activate 5 : Only allow a Medic to activate 6 : Only allow a Heavy Weapons Guy to activate 7 : Only allow a Pyro to activate 8 : Only allow a Spy to activate 9 : Only allow an Engineer to activate if_goal_is_active This Goal must be in ACTIVE state. if_goal_is_inactive This Goal must be in INACTIVE state. if_goal_is_removed This Goal must be in REMOVED state. if_group_is_active All Goals in this Group must be in ACTIVE state. if_group_is_inactive All Goals in this Group must be in INACTIVE state. if_group_is_removed All Goals in this Group must be in REMOVED state. if_item_has_moved This GoalItem must not have moved from it's origin, and must not be being carried. if_item_hasnt_moved This GoalItem must have moved from it's origin, or be being carried. has_item_from_group APA will be effected if they have GoalItem from group "group_no" maxammo_shells All members of this team are checked for meeting the criteria. maxammo_nails All members not on this team are checked for meeting the criteria. t_length Everyone within this radius is affected. To specify whether the radius should go through walls or not see bit 16 in "goal_effects" ------------------------------------------- When this Goal is successfully activated up, the following variables may be executed ------------------------------------------- return_item_no Return this GoalItem, if it's not being carried. deathtype Death message appended to the AP's name and broadcasted, if the AP is killed by the Goal. A line break should be used at the end. e.g. " was killed by this goal!\n" target Activate any Goal/Quake Trigger with this targetname killtarget Remove any Goal/Quake Trigger with this targetname ex_skill_min This entity is removed when the map starts if the game's "skill" variable is >= to this value. To specify a skill of 0, use -1 instead. ex_skill_max This entity is removed when the map starts if the game's "skill" variable is <= to this value. To specify a skill of 0, use -1 instead. goal_results Determines what results are applied to APA. Bitfields: 1 : Goal is removed after activation. 2 : Goals activated by this one apply their results to APA. 4 : Display scores and end the level. 8 : Activated goals will not apply their results to the APA 16 : Disable/Stop the spy's undercover mask. 32 : This forces APA to simply respawn. The player doesn't die... just respawns. 64 : If this bit is set, the results are applied to all the players that do NOT fit the criteria. increase_team1 Specified score given to team 1 increase_team2 Specified score given to team 2 increase_team3 Specified score given to team 3 increase_team4 Specified score given to team 4 noise WAV file played when this Goal is activated. lives Added to APA's lives. health Added to APA's health. armortype The APA's armortype is set to the Goals "armortype". Armortype Bitfields: 0.3 : Green 0.6 : Yellow 0.8 : Red armorvalue APA's armorvalue is set to this value. (0-250) armorclass APA's armorclass is set to this type(s). 1 : Shell Resistant 2 : Nail Resistant 4 : Explosion Resistant 8 : Electricity Resistant 16 : Fire Resistant frags Added to APA's frags. ammo_shells Added this number of shells to the APA's ammo supply. ammo_nails Added this number of nails to the APA's ammo supply. ammo_rockets Added this number of rockets to the APA's ammo supply. ammo_cells Added this number of cells to the APA's ammo supply. ammo_detpack Added this number of det packs to the APA's supply. ammo_medikit Added this number of medikits to the APA's supply. no_grenades_1 Added to APA's number of type 1 TF grenades. no_grenades_2 Added to APA's number of type 2 TF grenades. invincible_finished Number of seconds of invincibility APA gets. invisible_finished Number of seconds of invisibility APA gets. super_damage_finished Number of seconds of quad APA gets. radsuit_finished Number of seconds of radsuit APA gets. items Goal gives this GoalItem to APA. axhitme Goal removes this GoalItem from APA that has it. delay_time If the criteria is meant for activation, the goal waits this amount of time before activating, in seconds. wait Goal stays ACTIVE for this amount of time, in seconds. activate_goal_no Activate this Goal. inactivate_goal_no Inactivate this Goal. remove_goal_no Remove this Goal. restore_goal_no Restore this Goal. activate_group_no Activate all Goals in this GoalGroup. inactivate_group_no Inactivate all Goals in this GoalGroup. remove_group_no Remove all Goals in this GoalGroup. restore_group_no Restore all Goals in this GoalGroup. all_active If all Goals in this GoalGroup are ACTIVE, activate the Goal in the "last_impulse" variable. last_impulse If all Goals in the "all_active" GoalGroup are ACTIVE, activate this Goal. remove_item_group Removes a GoalItems APA has from GoalGroup remove_spawnpoint Remove the spawnpoint with this "goal_no". restore_spawnpoint Restore the spawnpoint with this "goal_no", if it's in the REMOVED state. remove_spawngroup Remove all spawnpoints with this "group_no". restore_spawngroup Restore all spawnpoints with this "group_no", if they're in the REMOVED state. display_item_status1 Display this GoalItem Status when this goal is activated display_item_status2 Display this GoalItem Status when this goal is activated display_item_status3 Display this GoalItem Status when this goal is activated display_item_status4 Display this GoalItem Status when this goal is activated team_str_home String displayed to the owners of an Item in an Item Status if the Item is at it's origin. If not the owner of the Item, non_team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is in it's base" team_str_moved String displayed to the owners of an Item in an Item Status if the Item is not at it's origin. If not the owner of the Item, non_team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is lying around" team_str_carried String displayed to the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If not the owner of the Item, non_team_str_carried will be used. Refer to the "owned_by" variable for GoalItems. e.g. "Your flag is being carried by" < players's_name> non_team_str_home String displayed to everyone except the owners of an Item in an Item Status if the Item is at it's origin. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is in it's base" non_team_str_moved String displayed to everyone except the owners of an Item in an Item Status if the Item is not at it's origin. If they are owner of the Item, team_str_moved will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is lying around" non_team_str_carried String displayed to everyone except the owners of an Item in an Item Status if the Item is being carried by a player. The player's name is appended to the String. If they are owner of the Item, team_str_home will be used. Refer to the "owned_by" variable for GoalItems. e.g. "The enemy flag is being carried by" < player's_name> ============================================================================ OTHER QUAKE ENTITY VARIABLES ============================================================================ func_button / func_door This works the same as info_tfgoal except for obvious variables such as "model". Additional Bitfields: goal_activation 8 : only activated when hit by an engineer's spanner OTHER ENTITIES Most Quake entities work the same as info_tfgoal except for obvious variables such as "model", "goal_no", and "goal_activation" fields. So you can limit func_doors to certain team_nos and so on... ============================================================================ VARIABLE ABBREVIATION LIST ============================================================================ Abbreviations can be used in replace of certain full named variables to save entity space due to many Quake limits. Here is a complete list of all the variables: Classnames "i_p_t" for "info_player_teamspawn" "i_t_g" for "info_tfgoal" "i_t_t" for "info_tfgoal_timer" Floats "g_a" for "goal_activation" "g_e" for "goal_effects" "h_i_g" for "has_item_from_group" "r_i_g" for "remove_item_group" "a_s" for "ammo_shells" "a_n" for "ammo_nails" "a_r" for "ammo_rockets" "a_c" for "ammo_cells" "rv_s_h" for "remove_spawngroup" "rs_s_h" for "restore_spawngroup" "rv_gr" for "remove_group_no" "rs_gr" for "restore_group_no" "rv_g" for "remove_goal_no" "rs_g" for "restore_goal_no" Strings "t_s_h" for "team_str_home" "t_s_m" for "team_str_moved" "t_s_c" for "team_str_carried" "n_s_h" for "non_team_str_home" "n_s_m" for "non_team_str_moved" "n_s_c" for "non_team_str_carried" "b_b" for "broadcast" "b_t" for "team_broadcast" "b_n" for "non_team_broadcast" "b_o" for "owners_team_broadcast" "n_b" for "netname_broadcast" "n_t" for "netname_team_broadcast" "n_n" for "netname_non_team_broadcast" "n_o" for "netname_owners_team_broadcast" "d_t" for "team_drop" "d_n" for "non_team_drop" "d_n_t" for "netname_team_drop" "d_n_n" for "netname_non_team_drop" EOF