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Call of Duty 4: Keys and values

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[edit] info_grenade_hint

AI will try to get a grenade to go through this point in space when throwing a grenade.
This is how AI understand throwing grenades through windows and doors.


[edit] info_player_start

equivelant to info_player_deathmatch


[edit] func_group

Used to group brushes together just for editor convenience.
They are turned into normal brushes by the utilities.


[edit] func_cullgroup

Used to group brushes together for culling in the portal-based renderer.
They are turned into world brushes by the utilities.


[edit] info_null

Used as a positional target for calculations in the utilities (spotlights, etc.), but removed during gameplay.


[edit] info_notnull

Used as a positional target for in-game calculation, like jumppad targets.


[edit] info_notnull_big

info_notnull with a bigger box for ease of positioning


[edit] light

def sets which light definition asset to use; these are made in asset manager.
This controls the shape of the light falloff curve.
radius controls the cutoff distance of the light.
The light falloff texture maps its left side to the light origin and the right side to the radius.
The rightmost pixel in the falloff texture is assumed to be black.
_color sets the color of the light.
The biggest value gets scaled to 1; this means that 0.1 0.1 0.1 is the same as 1 1 1.
intensity controls how bright a light is when the falloff texture is pure white.
A value of 1 is fullbright; smaller values are dimmer.
PRIMARY_OMNI and "PRIMARY_SPOT", if checked, give the light higher quality lighting and dynamic shadows.
Only one primary light may affect each world surface.
They both require spotlight settings to control where dynamic shadows lie, but unlike normal spotlights, "PRIMARY_OMNI" lights do not get attenuated by angle from the spot direction.
PRIMARY_SCRIPTABLE makes a primary light show up as an entity to script.
PRIMARY_NOSHADOWMAP prevents a primary light from ever having a shadowmap.
This is implied by fov_outer > 120.


A light pointed at a target will be a spotlight facing the target.
They default to having a circle with 64 unit radius around the target.

fov_outer overrides the fov of a spotlight from the 64 unit circle around the target. It is in degrees.
A value of 90 would go +/-45 degrees from center, for 90 degrees total.
The default is to use the target to set the fov.
fov_inner sets the fov of the inner cone.
Spotlights only fade with angle between fov_inner and fov_outer.
Fov_inner is the same units as fov_outer; it should always be less than fov_outer.
The default is 0.
exponent changes the falloff of the spotlight between "fov_inner" and "fov_outer".
The default value of 0 means there is no falloff.
A value of 1 gives linear falloff.
Higher integers give steeper falloffs.
maxturn sets how many degrees script is allowed to turn a PRIMARY_SCRIPTABLE light from its initial direction.
maxmove sets how many units script is allowed to move a PRIMARY_SCRIPTABLE light from its initial position.


defaults:

def light_point_linear
radius 200
_color 1 1 1
intensity 1


[edit] reflection_probe

Specify a "color_correction" name if you want non-default color_correction


[edit] info_volume

none


[edit] misc_model

Optimized static model

model arbitrary xmodel file to display
modelscale scale multiplier (defaults to 1x, and scales uniformly)
ORIENT_LOD if flagged, the entity will yaw towards the player when the LOD switches
NO_SHADOW the opaque surfaces will not cast static or dynamic shadows
NO_STATIC_SHADOWS the opaque surfaces will not cast static light map shadows


[edit] misc_prefab

model name of the map to use as the prefab
NO_COLLIDE Ignore all clip geometry in this prefab


[edit] trigger_use

when activated will use its target

delay time (in seconds) before it can be used again
offnoise specifies an alternate sound
cursorhint sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
hintstring hint string to display over the icon. Auto replaces [Use] with the key the player must press.
Example: "Press [Use] to plant the bomb"
cursorhint cursor types:
  • HINT_INHERIT
  • HINT_NONE
  • HINT_ACTIVATE
  • HINT_NOACTIVATE
  • HINT_DOOR
  • HINT_DOOR_LOCKED
  • HINT_MG42
  • HINT_HEALTH
  • HINT_LADDER
  • HINT_FRIENDLY


[edit] trigger_use_touch

when the player is touching and activated, the trigger will use its target

delay time (in seconds) before it can be used again
offnoise specifies an alternate sound
cursorhint sets the cursor hint icon to display when the player looks at it. Default is HINT_ACTIVATE.
hintstring hint string to display over the icon. Auto replaces [Use] with the key the player must press. Example: "Press [Use] to plant the bomb"
cursorhint cursor types:
  • HINT_INHERIT
  • HINT_NONE
  • HINT_ACTIVATE
  • HINT_NOACTIVATE
  • HINT_DOOR
  • HINT_DOOR_LOCKED
  • HINT_MG42
  • HINT_HEALTH
  • HINT_LADDER
  • HINT_FRIENDLY


[edit] script_brushmodel

none


[edit] script_model

ORIENT_LOD if flagged, the entity will yaw towards the player when the LOD switches
NO_SHADOW the opaque surfaces will not cast static or dynamic shadows
NO_STATIC_SHADOWS the opaque surfaces will not cast static light map shadows


[edit] script_origin

none


[edit] script_struct

none


[edit] info_vehicle_node

targetname name of this node
target name of next node in this path
speed speed[mph] vehicle should have at this node
lookahead time[sec] vehicle should look ahead at this node
script_VehicleAttackgroup attacks associated vehicles
script_VehicleSpawngroup spawns associated vehicles and their aigroups
script_VehicleStartMove initiates associated vehicles movement on its path
script_vehicleGroupDelete Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup targets associated vehicles to triggering vehicle
script_deathroll turns on and off deathroll for vehicles crossing paths
script_lvlmsg level gets notified with this message when a vehicle hits this pathnode
script_crashtype designates a crashpath apply to start nodes

valid strings:

  • default (defaults) - crash path is invalidated when vehicle runs through it
  • forced - vehicles are forced to do crash path behavior (truck plays swerving out of control animation)
  • plane - crash path is not invalidated (multiple vehicles will use the path)</pre>


[edit] info_vehicle_node_rotate

targetname name of this node
target name of next node in this path
speed speed[mph] vehicle should have at this node
lookahead time[sec] vehicle should look ahead at this node
script_VehicleAttackgroup attacks associated vehicles
script_VehicleSpawngroup spawns associated vehicles and their aigroups
script_VehicleStartMove initiates associated vehicles movement on its path
script_vehicleGroupDelete Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup targets associated vehicles to triggering vehicle
script_deathroll turns on and off deathroll for vehicles crossing paths
script_lvlmsg level gets notified with this message when a vehicle hits this pathnode
script_crashtype designates a crashpath apply to start nodes

valid strings:

  • default (defaults) - crash path is invalidated when vehicle runs through it
  • forced - vehicles are forced to do crash path behavior (truck plays swerving out of control animation)
  • plane - crash path is not invalidated (multiple vehicles will use the path)


[edit] script_vehicle

targetname name of this vehicle
model xmodel file to use as vehicle
vehicletype name of vehicle type to use in AssetManager


[edit] _vehicle.gsc script stuff

script_VehicleAttackgroup attacks associated vehicles
script_VehicleSpawngroup spawns associated vehicles and their aigroups
script_VehicleStartMove initiates associated vehicles movement on its path
script_vehicleGroupDelete Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup targets associated vehicles to triggering vehicle


[edit] worldspawn

every map should have exactly one worldspawn.

music Music wav file. Can optionally specify intro & loop files to play
ambienttrack Ambient wav file.
gravity 800 is default gravity
message Text to print during connection process
ambient Ambient light value (single scale, 1 = full bright, 2 = full overbright, must use '_color')
_color Ambient light color (RGB triple, must be used with 'ambient')
sunColor RGB values for direct sunlight color (color only, not brightness, 0-1 scale, works with 'sunlight')
sunLight Intensity of the sun (1 = fullbright, 2 = full overbright for something facing directly at the sun, must use 'suncolor')
sunRadiosity Intensity of the sun used for radiosity. If not set, 'sunLight' is used for radiosity too. Set higher than 'sunLight' to make sun radiosity stronger.
sunDiffuseColor RGB values for diffuse sunlight color (color only, not brightness, 0-1 scale, works with 'diffusefraction')
diffuseFraction fraction of sunlight intensity to come from the diffuse lighting (in range 0-1; eg, 0.5, works with 'sundiffusecolor')
sunDirection pitch-yaw-roll for direction to sun (eg, sundirection -45 135 0). Pitch is usually 0 to -90 and yaw is any angle.
sunIsPrimaryLight set to 0 to make the sun a secondary light. If absent or non-zero, the sun is a primary light.
radiosityScale how much light bounces on each radiosity pass. 1 is the "physically correct" default. Smaller values reduce radiosity, larger values exaggerate it.
contrastGain 0 to 1 scale for adding contrast to bumpmap lighting. 0 is no added contrast, 1 is maximum. Higher values may have artifacts.
northyaw yaw angle that denotes the direction of north

reflection_color_correction

name of the default color correction to use for reflection probe
reflection_ignore_portals if not 0 or blank ignore portals when finding closest reflection probe for static geometry.
coll_node_limit if set to a non-zero value limit the number of children per node in the collision trees.
blocksize if set to a non-zero use for the blocksize when compiling the map. Blocksize will cut the map geometry, increasing the total geometry and memory but it may help performance in some cases.


[edit] trigger_multiple

wait- : -1 = one time only, otherwise triggers every frame.

Variable sized repeatable trigger.


[edit] _vehicle.gsc script stuff

script_VehicleAttackgroup attacks associated vehicles
script_VehicleSpawngroup spawns associated vehicles and their aigroups
script_VehicleStartMove initiates associated vehicles movement on its path
script_vehicleGroupDelete Deletes associated vehicles and their script_vehiclegroups ai
script_vehiclefocusfiregroup targets associated vehicles to triggering vehicle


[edit] trigger_radius

wait- : -1 = one time only, otherwise triggers every frame.

Adjust radius with alt-'[' and alt-']'.

Adjust height with alt-',' and alt-'.'.


[edit] trigger_disk

wait- : -1 = one time only, otherwise triggers every frame.

Adjust radius with alt-'[' and alt-']'.


[edit] trigger_friendlychain

Forces any touching entity to be considered on the targeted friendly chain.


[edit] trigger_hurt

Any entity that touches this will be hurt.

It does dmg points of damage each server frame

Targeting the trigger will toggle its on / off state.


PLAYER_ONLY only damages the player
SILENT supresses playing the sound
NO_PROTECTION *nothing* stops the damage
SLOW changes the damage rate to once per second
dmg default 5 (whole numbers only)

the entity must be used first before it will count down its life


[edit] trigger_once

Must be targeted at one or more entities.

Once triggered, this entity is destroyed

(you can actually do the same thing with trigger_multiple with a wait of -1)


[edit] trigger_damage

Trigger that responds to taking damage.

Damage trigger will trigger if a bullet intersects them or if a projectile or grenade explodes inside the trigger.

wait -1 = one time only, otherwise triggers every frame.
accumulate If set, this much damage must be accumulated before it will trigger
threshold If set, the min amount of damage that must be done to it to trigger it

Note that accumulate & threshold can used at the same time.


PISTOL_NO turns off response to pistol damage
RIFLE_NO turns off response to rifle damage
PROJ_NO turns off response to projectile damage from grenades and rockets. Note that turning off projectile damage will also turn off splash damage, whether or not the splash is on.
SPLASH_NO turns off response to splash damage from grenades and rockets.
MELEE_NO turns off response to melee damage
MISC_NO turns off response to all other misc types of damage


[edit] trigger_lookat

none


[edit] node_pathnode

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles face this way when at this node on a friendly chain


[edit] node_cover_stand

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_crouch

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_crouch_window

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_prone

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_right

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_left

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_wide_right

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_cover_wide_left

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_concealment_stand

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles concealment is valid against enemies from this direction


[edit] node_concealment_crouch

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles concealment is valid against enemies from this direction


[edit] node_concealment_prone

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles concealment is valid against enemies from this direction


[edit] node_reacquire

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles node can reacquire against enemies in this direction


[edit] node_balcony

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
NO_RAILING the balcony is against a ledge and not a railing
angles the edge is in this direction


[edit] node_scripted

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles orients the node for the animation


[edit] node_negotiation_begin

STOP_FIRST - if set, the AI comes to a complete stop before starting the node's animation script animscript - name without path or extension of the animation script to play when you reach this node. This script must be in "animscripts/traverse/".

Must target a single "node_negotiation_end".

Always contributes to navigation data.

Can never be included in a friendly chain.


[edit] node_negotiation_end

Must be targeted by a "node_negotiation_begin".

Always contributes to navigation data.

Can never be included in a friendly chain.


[edit] node_turret

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles cover is valid against enemies from this direction


[edit] node_guard

DONT_LINK node is not included in navigation data
NOT_CHAIN node cannot start a friendly chain
angles face this way when at this node on a friendly chain


[edit] dyn_brushmodel

Valid Keys:

type Defaults to "clutter" if not set.
  • clutter - Physics simulated on client, bullet collision on client, no player collision.
  • destruct - Same as clutter but also takes damage.
physPreset The physics preset for this entity.


[edit] Destructs Only

health How much health this entity has. It'll trigger a destroy event on death.
destroyEfx The effect that plays on a destroy event.
destroyPieces The breakable pieces model that plays on a destroy event.


[edit] dyn_model

Valid Keys:

type Defaults to "clutter" if not set.
  • clutter - Physics simulated on client, bullet collision on client, no player collision.
  • destruct - Same as clutter but also takes damage.
physPreset The physics preset for this entity.


[edit] Destructs Only

health How much health this entity has. It'll trigger a destroy event on death.
destroyEfx The effect that plays on a destroy event.
destroyPieces The breakable pieces model that plays on a destroy event.


[edit] misc_turret

Spawn Flags: pre-placed - Means it already exists in map. Used by script only.


Key Pairs:

weaponinfo weapon info
leftarc horizonal left fire arc.
rightarc horizonal left fire arc.
toparc vertical top fire arc.
bottomarc vertical bottom fire arc.
yawconvergencetime time (in seconds) to converge horizontally to target.
pitchconvergencetime time (in seconds) to converge vertically to target.
suppressionTime time (in seconds) that the turret will suppress a target hidden behind cover
maxrange maximum firing/sight range.
aiSpread spread of the bullets out of the muzzle in degrees when used by the AI
playerSpread spread of the bullets out of the muzzle in degrees when used by the player


[edit] script_vehicle_mp

targetname name of this vehicle
model xmodel file to use as vehicle
vehicletype name of vehicle type to use in AssetManager
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