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 Worldspawn n/a n/a n/a
Description
The worldspawn entity always exists as the first brush (or collection of brushes) in a map. The Quake client will load the worldspawn geometry before any other entity in the map and the new AD keys are designed to override any existing defaults.

The compiler keys listed at the bottom of this page are designed to work with EricW/Tyrann's compiler toolset for Quake.

Key Name (Type) Key Description
worldtype (float) 0 = medieval, 1 = metal, 2 = base
wad (string) list of Wad Files used by compiler (use ; for seperation)
message (string) Title of map
light (float) Ambient light level (eg 5)
sky (string) 6 sided cube for sky brushes (moonrise_)
fog (string) console command (Den/R/G/B - '0.05 0.9 0.6 0.3')
New AD Keys Key Description
gravity (float) gravity of map (def=800)
fog_density (float) Global fog density (Density - 0.05)
fog_colour (vector) Global fog colour (RGB - '0.9 0.6 0.3')
fog_dpextra (string) extra DP fog parameters, def='1 0 8192 1024 32'
water_alpha (float) Water Alpha (def=set by config.cfg file)
particlemax (float) Amount of ACTIVE particles per map (def=1024)
no_item_offset (float) =1 All ammo/heal items use central point rotation
no_item_rotate (float) =1 No random rotated for all items
no_zaware (float) =1 Switch OFF zaware monster attacks
no_liquiddmg (float) =1 Switch OFF liquid (slime/lava) monster damage
knight_defskin (float) Default skin (0-3) type for new knight model
upgrade_axe (float) Upgrade Axe -1=remove from, 1=add to inventory
upgrade_ssg (float) Upgrade Super Shotgun -1=remove from, 1=add to inventory
upgrade_lg (float) Upgrade Lightning Gun -1=remove from, 1=add to inventory
give_weapons (float) Bit flag for which weapons to Give to the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Example: 127=Give All weapons, 1=SG + Axe, Original setup
take_weapons (float) Bit flag for which weapons to Take from the player

1=SG, 2=SSG, 4=NG, 8=SNG, 16=GL, 32=RL, 64=LG
Cannot take Axe away, always start with a weapon
Example: 127=Remove ALL weapons, 126=SG + Axe
max_health (float) Update player health if below this value
reset_health (float) Reset player health to this value (1-100)
currentammo (float) =1 reset inventory, =0 minimum values
ammo_shells (float) Starting shell quanity (reset/minimum)
ammo_nails (float) Starting nails quanity (reset/minimum)
ammo_rockets (float) Starting rockets quanity (reset/minimum)
ammo_cells (float) Starting cells quanity (reset/minimum)
armortype (float) Starting Armour type 1=Green, 2=Yellow, 3=Red
armorvalue (float) Starting Armour quantity (eg. 100,150,200)
Compiler Only Keys Key Description
_range (float) Scales brightness range of all lights (useful for dirt)
_dist (float) Scales the fade distance of all lights by a factor of n
_anglescale (float) Scaling factor for how much influence the angle of incidence
_gamma (float) Adjust brightness of final lightmap
_sunlight (float) Brightness of SUN (eg 100)
_sunlight_color (vector) Red/Green/Blue (0.78 0.86 1.00)
_sunlight_mangle (vector) Angle of sunlight (eg 0 -90 0)
_sun_mangle (float) Duplicate version of sunlight_mangle
_sunlight_penumbra (float) Penumbra width, in degrees, of sunlight
_sunlight2 (float) Second SUN (eg 100)
Ambient bounce light (multiple suns in a dome)
_sunlight2_color (vector) Red/Green/Blue (0.78 0.86 1.00)
_sunlight2_dirt (float) 1 = enables dirt mapping on sun 2
_dirt (float) 1 = enables dirtmapping (ambient occlusion) on all lights
_dirtmode (float) Choose between ordered (def=0) and randomized (1)
_dirtscale (float) Scale factor used in dirt calculations, def=1
_dirtgain (float) Exponent used in dirt calculation, def=1
_dirtdepth (float) Maximum depth of occlusion checking, def=128
_minlight_dirt (float) 1 = enables dirtmapping (ambient occlusion) on minlight

Mememe
Documentation 
Index -
Installation -
Configuration -
Breakables -
Monsters -
Minions -
Weapons -
Ammo Resist -
Particle System -
Entity States -
Trains -
Traps -
Debuff System -
Start Maps -
Test Maps -
AD Credits -
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Contact Information: Simon O'Callaghan
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