MODSon[line.com] Wiki - Beta 1.0
Call of Duty 4: Keys and values
From MODSonline Wiki
[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:
|
[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:
|
[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:
|
[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:
|
[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.
|
| 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.
|
| 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 |
