                                   
             DEFUSION(tm), version 0.90, Map Specifications

While  designing  Defusion, one of our major goals  was  to  give  map
makers  as  much  flexibility  as possible.  There  are  usually  many
variables  for  each  item that you can set when defining  a  map.  Be
aware,  however,  that  all  non-critical variables  will  assume  the
default values if not specified.

Overview of the entities, triggers and functions specific to Defusion:

                   Bomb Related Entities & Triggers:

item_timebomb       The Bomb entity.
info_bomb_spawn     The Bomb spawn spot model.
item_base           The Defusing Goal (model with a built-in trigger)
                         for use in modifying non-custom maps.
trigger_base        The trigger for use within the Defusing brush in
                         custom made Defusion maps.


                        Non-Bomb Related Items:

info_module_spawn   The Module spawn spot entity.
item_ejectulator    The Ejectulator entity
item_wraith         The Wraith entity.


                             New Weapons:

weapon_grapple      The GrappleGun entity.
weapon_chaingun     The ChainShotgun entity.
weapon_trigun       The TriGun entity.


                            New Functions:

func_earthquake     trigger for earthquake.

======================================================================

                   Bomb Related Entities & Triggers


                             item_timebomb

    TAG      MIN.    MAX.    DEFAULT             DESCRIPTION
  origin      N/A    N/A       N/A      The   x,y,z  coordinates   of
                                        where   a  Bomb  will   first
                                        appear   when  the   map   is
                                        started.  This origin  should
                                        be  the same as the origin as
                                        one  of  the  info_bomb_spawn
                                        entities.
  netname     N/A    N/A   The Bomb     Name of the Bomb displayed in
                                        all messages.  Each Bomb must
                                        have a unique name.
  health       1     N/A        2       Base  timer in minutes.   The
                                        timer  determines  how   long
                                        after  spawning a  Bomb  will
                                        explode.  Each  Bomb's  timer
                                        will be  30 seconds off  the
                                        base timer.
  target      N/A    N/A      random    If  set to home, a Bomb  will
                                        respawn  at the origin  every
                                        time.   If set to random,  it
                                        will   randomly   spawn    at
                                        info_bomb_spawn spots (if any
                                        are     present)    or    the
                                        deathmatch spawn spots.
   team        0      6         0       If  you  give a Bomb a value,
                                        then  only  a player  with  a
                                        matching team value can  pick
                                        it  up.  If it is set  to  0,
                                        then  anyone can pick it  up.
                                        The  maximum is 6 since  that
                                        is   the  maximum  number  of
                                        possible teams.

Example from id's dm2 map which we modified for Defusion:
     {
     "origin" "2040 -942 33"
     "classname" "item_timebomb"
     "netname" "The Bomb"
     "target" "random"
     }

                            info_bomb_spawn


  TAG   MIN.  MAX.  DEFAULT                 DESCRIPTION
origin   N/A   N/A    N/A    The x,y,z coordinates of the bomb spawn
                             spot model.

NOTE: The origin for one of these should be the same as item_timebomb.

NOTE VERY WELL: unlike weapons and other entities, the z coordinate
     must be specific for info_bomb_spawn: you want the bottom of the
     bomb spawn spot model to be flush with the floor.  The good news
     is that there is an impulse (105) that is built into Defusion
     that tells you your x,y,z coordinates.  The important thing to
     remember is that this is the coordinates of the mid-section of
     your player model.  So, set the z coordinate 24 units lower than
     the one reported by impulse 105: the bomb spawn spot model will
     be flush with the floor. Also, impulse 106 provides your angles
     and it very useful for setting intermission camera angles.  If
     you start the game with -condebug, a log (console.log) will be
     created which lists all messages sent to the console and screen.

Example from id's dm2 map which we modified for Defusion:
     {
     "origin" "2040 -942 9"
     "classname" "info_bomb_spawn"
     }


                               item_base

    TAG      MIN.    MAX.    DEFAULT             DESCRIPTION
  origin      N/A    N/A       N/A      The x,y,z coordinates of the
                                        defusing goal model used in
                                        modified BSPs.
  health       1     N/A        7       Number of points when a
                                        player scores at this
                                        defusing goal.  This most
                                        likely should never be
                                        changed since 7 points
                                        results in balanced play.
   team        0      6         0       If you give this a value,
                                        then only a player with a
                                        matching team value can score
                                        here.  If it is set to 0,
                                        then anyone can score here.

NOTE:  this  is  only  used if you are modifying existing  BSPs.   For
     custom  maps  made for Defusion, a defusing goal should  be  made
     which contains the trigger_base trigger.

Example from id's dm2 map which we modified for Defusion:
     {
     "classname" "item_base"
     "origin" "2015 -1016 345"
     }

                             trigger_base

    TAG      MIN.    MAX.    DEFAULT             DESCRIPTION
  origin      N/A    N/A   N/A          The x,y,z coordinates of the
                                        trigger inside the defusing
                                        brush.
  health       1     N/A        7       Number of points when a
                                        player gets when he walks or
                                        throws a Bomb through this
                                        trigger brush.
   team        0      6         0       If you give a Bomb a value,
                                        then only a player with a
                                        matching team value score
                                        here.  If it is set to 0,
                                        then anyone can score here.

NOTE:  this is the trigger that's placed within the defusing brush  in
     custom-made  maps.   In modified BSP's, the defusing  goal  model
     (item_base entity) should be used instead.  Its logic is the same
     as a trigger_multiple.

======
                              Other Items
                                   
                           info_module_spawn

    TAG      MIN.    MAX.    DEFAULT             DESCRIPTION
  origin      N/A    N/A       N/A      The x,y,z coordinates of a
                                        Module spawn spot.

NOTE:  These  are the specific places you want the upgrade modules  to
     appear at. If there are none present, modules will spawn near the
     info_player_deathmatch entities.

NOTE WELL:  if  the number of info_module_spawn entities is a multiple
     of 6, i.e., 6, 12, 18 ..., the same specific modules will respawn
     at  the same spot. Otherwise, which module respawns at each  spot
     is random.


                           item_ejectulator


    TAG      MIN.    MAX.    DEFAULT             DESCRIPTION
  origin      N/A    N/A       N/A      The x,y,z coordinates of an
                                        Ejectulator entity.

Example from id's dm2 map which we modified for Defusion:
     {
     "classname" "item_ejectulator"
     "origin" "2445 -2289 121"
     }


                              item_wraith


    TAG     MIN.  MAX.    DEFAULT              DESCRIPTION
  origin     N/A   N/A      N/A     The  x,y,z coordinates of a Wraith
                                    entity.
   frags      1   None       4      Interval  in seconds between  each
                                    item dropped.
   items      1   None       4      Base  interval in minutes  between
                                    appearances of a Wraith.
                                    NOTE:  If  the  base  interval  is
                                    greater  than 2 minutes, then  the
                                    interval will randomly vary +/-  2
                                    minutes  off  the  base.    If   2
                                    minutes or less, it won't vary.
  mangle      0   None  128 128 24  The   x,y,z   distances   from   a
                                    Wraith's origin which  define  the
                                    bounding   box  of  its  movement.
                                    Thus,  the  default is a  box  256
                                    long,   256  wide  and  48   high.
                                    NOTE:   it  will  no-clip  through
                                    walls.
max_health    1   None      30      Duration   in   seconds   of   the
                                    Wraith's appearances.
  weapon      1     5        3      Determines  which types  of  stuff
                                    are dropped.
                                    1 = only items*
                                    2 = items & weapons
                                    3 = items, weapons, & power-ups
                                    4 = weapons & power-ups
                                    5 = only power-ups**

*    health, armor, backpack full of ammo & the Ejectulator.
**   Quad, Pentagram, Ring and Environment Suit.

Example from id's dm2 map which we modified for Defusion:
     {
     "classname" "item_wraith"
     "origin" "1720 -1025 175"
     "mangle"  "300 300 50"
     "items"   "2"
     "weapons"   "2"
     }


======
                              New Weapons


weapon_grapple

  TAG   MIN.  MAX.  DEFAULT                 DESCRIPTION
origin   N/A   N/A    N/A    The  x,y,z  coordinates of  a  GrappleGun
                             entity.

weapon_chaingun

  TAG   MIN.  MAX.  DEFAULT                 DESCRIPTION
origin   N/A   N/A    N/A    The   x,y,z  coordinates  of  a  ChainGun
                             entity.


weapon_trigun

  TAG   MIN.  MAX.  DEFAULT                 DESCRIPTION
origin   N/A   N/A    N/A    The   x,y,z  coordinates  of   a   TriGun
                             entity.

Examples from id's dm2 map which we modified for Defusion:
     {
     "classname" "weapon_grapple"
     "origin" "2814 -2035 121"
     }
     {
     "classname" "weapon_chaingun"
     "origin" "2042 -1271 137"
     }
     {
     "classname" "weapon_trigun"
     "origin" "2480 -1712 0"
     }

======

                              New Triggers

func_earthquake

You  use  this function like any other function you associate  with  a
brush.   Thus,  it  can be triggered by walking near  it,  shooting  a
button, etc.  After a 3 second wait, hard-coded, an earthquake will be
triggered  with the associated brush as its epicenter. Just  like  the
one  triggered  by  a Bomb exploding, the effects  of  the  earthquake
decrease with distance from the epicenter.

NOTE VERY  WELL:  This has not been thoroughly tested.  We  felt  this
     might  be  a cool effect in a custom map and we already used  the
     earthquake code in the Bomb explosion.  So if you decide  to  use
     it, consider this as an undocumented and unsupported function.

======================================================================

Defusion is a trademark of and (c) Copyright 1997, Wraith Corporation.
All Rights Reserved.

Defusion is intended to be a freeware product and may not be included
on any commercial CD-ROM product nor used on a "play-for-play" or
commercial Quake(R) server without the express written consent of Wraith
Corporation.

Quake is a registered trademark of id Software, Inc which does not
support third-party products such as Defusion.

Direct all inquiries and/or comments to lich@wraithcorp.com

August 7, 1997
