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dumptruck_ds edited this page Nov 17, 2023 · 4 revisions
What is progs_dump?

progs_dump is a development kit for id software’s Quake. Its purpose is to give mappers more creative options and “quality-of-life” improvements over the original “vanilla” version of the game. The _progs_dump _dev kit has dozens of unique and powerful features that are explained in this manual, in the FGDs and in the included sample maps.

The best way to get an overview of all these features is to load up the start map and play through the short sample levels. Only a few of these have monsters and not _every _feature is shown but the majority are.

Your project should be released as a stand-alone mod and installed into its own folder in the Quake directory NOT in the progs_dump folder.

**The devkit consists of two elements: **

First, there’s the progs_dump “mod” folder. This holds all the sample maps, mapping assets, source code and the documentation you are reading now.

The second element is the my_mod folder inside the mod_template.zip file. This is a streamlined version of _progs_dump _with just the assets you need to make your mod.

**The workflow is simple: **

Use the _progs_dump _mod as a reference and learning tool, then create your own Quake mod with the my_mod folder as a base.

Behavior Modifiers {#behavior-modifiers}

Use the following key | values to change health, damage, spawn times, visual effects and more.

Key Details
berserk Skips certain pain animations similar to skill 3 Makes a semi-nightmare monster! e.g. The Enforcer will not stumble after taking damage.

• 0 Off (Default)

• 1 Berserk (skip pain animations)

\ Excludes Bosses, Zombies and Spawn.

damage_mod Multiply all damage from this monster by this number (e.g. 4 = Quad damage, 0.5 = half damage)
delay The delay key allows you to add a custom delay to each trigger spawn. Normally, multiple targets will spawn simultaneously. If you want to stagger the time each monster enters the map, add a delay.

Use the drop down menu to select some predefined values or enter a custom value in seconds if you need a specific time set.

drop_item • 0 (Default) Disabled

• 1 Drop a Silver Key upon death

• 2 Drop a Gold Key upon death

• 3 Drop a Health Vial upon death

• 4 Drop a Armor Shard upon death

• 5 Drop one vial and one shard

• 6 Drop a random combination of 3 vials and/or shards \ \ Optional: Use keep_ammo 1 on Grunts, Enforcers or Ogres when this is enabled.

effects Add a visual effect to an entity

• 0 None (Default)

• 1 Brightfield (yellow particles)

• 4 Bright light

• 8 Dim light

health Monsters can have custom health levels.
homing Enables and acts as a multiplier for homing on non-grenade projectiles. 1 is the maximum (see below for details)
waitmin When set, homing factor will begin to increase after this many seconds (see below for details)
infight_mode See more info

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keep_ammo Stop Ogres, Grunts and Enforcers from dropping backpack ammo by setting to 1. Covered in this video.
obit_name Custom description of WHO killed the player. When used with obit_method, this will set part of the text for a custom obituary. \ \ e.g. a Super Soldier!
obit_method Custom description of HOW this monster killed the player. When used with obit_name, will set part of the text for a custom obituary.

e.g. eviscerated - If empty, defaults to killed.

Using the examples above, the obituary would read: “Player was eviscerated by a Super Soldier!”

pain_target see description below
pain_threshold see description below
proj_speed_mod Multiplier for custom projectile speed (see below)
sight_trigger Set sight_trigger to 1 to have monsters trigger targets when they see the player. This means they can not trigger an event upon their death. You can still use pain_targets. Covered in this video.
spawn_angry Only when trigger spawned:

• 0 default behavior - not angry

• 1 set to 1 to spawn angry at player

**When using _drop_items_ with keys, take care that the key is accessible by the player when it spawns. Avoid placing monsters near lava or a void where the key could be lost or break the player’s progression in other ways.**
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