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QMB_MOD entity list.txt
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QMB_MOD entity list.txt
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NOTE; ALL ENTITES CAN BE USED WITH KEY "material" FOR MATERIAL DEFINATION UNLESS
OTHERWISE MENTIONED. USER CAN OVERRIDE THE DEFAULT MATERIALS OF AN ENTITY.
NOTE; DON'T GET BERSERK WITH THE PARTICLE EFFECTS. USE THEM WITH CARE, AS IT IS VERY EASY
TO OVERFLOW THE ENGINE AND CAUSE THE WHOLE THING TO CRASH! MORE SELDOM THEY ARE,
THE MORE AMAZING THEY LOOK AND THE BETTER FPS WE'LL GET.
=========================
NEW ENTITIES IN QMB MOD
=========================
===================
ENTITY MATERIALS:
===================
To use set .material of the entity into following. The effects aren't
done yet!
MAT_FLESH = 1 // flesh
MAT_METAL = 2 // metal
MAT_STONE = 3 // stone (same as 0, only with a value)
MAT_WOOD = 4 // wood
MAT_GRASS = 5 // grass
MAT_SNOW = 6 // snow
MAT_ICE = 7 // ice
MAT_SOFT = 8 // paper, furniture, etc.
MAT_GLASS = 9 // window glass
MAT_ELECTRIC = 10 // electric equipment
MAT_NULL = 11 // plastic etc. (no effects)
MAT_CANMEAT = 12 // both metal and flesh (Knights)
MAT_SLIME = 13 // blue, slimy thing (Spawn)
=====================
LEVEL ENCHACEMENTS:
=====================
qmb
---
classname: qmb_falldmg
keys: --
notes: Add this to the map to toggle on the QMB-maps-only level
features, such as realistic falling damage (= falling height
based, can kill player). Checked in StartFrame. Add only
one, as this thing counts as an entity!
func_blowaway
-------------
classname: func_blowaway
keys: health *** // entity hitpoints
dmg *** // sets explosive damage
treshold *** // sets health min dmg required to trigger (0-1)
wait *** // delay breaking after triggering
count *** // amount of particles (0-40)
gib_mdl "path/filename.mdl" // gib model
noise "path/filename.wav" // breaking sound
message "string" // message displayed when touched
notes: None of the variables is required. Can be targeted and can have
targets. If using gib_mdl, the particle amount is halved for the sake
of overflows. Default material is MAT_STONE. If no health is set the
entity can only be blown by a trigger. Use treshold for rocket-blast
only-alike things (triggers will still do the trick).
func_ladder
-----------
classname: func_ladder
keys: --
notes: Trigger field. To use it create one right in front of the ladder
brush. The climbing sound refers to the material of the trigger
field entity, not the brush. To climb it up just face it and
use jump / swim down buttons. Default material is MAT_METAL.
func_rain
---------
classname: func_rain
keys: count *** // larger number, less drops
color *** // raindrop colour (0 - 255)
noise "path/filename.wav" // the ambient sound (looping)
notes: Trigger field. The use bigger .count for large areas for sake of
both the FPS and the particle amount. Still under development!
Mixing large areas with this and the func_blowaway with high particle
count is NOT A GOOD IDEA! Disabled in Deathmatch (just in case).
misc_decor
----------
classname: misc_decor
keys: file "path/filename.mdl" // filename of main model
submodel1 "path/filename.mdl" // filename of the first submodel
submodel2 "path/filename.mdl" // filename of the second submodel
noise "path/filename.wav" // filename of ambient sound
noisevol // ambient sound volume (0 - 1)
maxskins *** // amount of animation skins
maxframes *** // amount of animation frames
minframes *** // start frame
stone *** // SOLID_NOT or SOLID_SLIDEBOX (0/1)
health *** // health
gib_mdl "path/filename.mdl" // filename of the gib model
dmg *** // explosion damage
notes: Submodels are separate, dynamic entities, so beware the entity
limit and the mighty framerate God!
misc_decor_static
-----------------
classname: --
keys: file "path/filename.mdl" // filename of main model
noise "path/filename.wav" // filename of ambient sound
noisevol // ambient sound volume (0 - 1)
notes: There is no need for submodels, so if you want multiple models
just add another misc_static_decor with the same origin. All
Quake's static model entities have been converted to use this
entity in sake of progs.dat optimization and file-size.